#dedicated-server
1 messages · Page 15 of 1
Thanks! @final current You are HERO
on disabling crossplay I've accidently removed end quote on server_params
Oooh i get it i just read the whole thing
how do i get rid of the network lag when we are 3 on a dedicated server ? like npcs are desync and lag, sometimes chest wont open or doors take 2 sec to open
Remove crossplay, if you don't need to support Xbox users.
And, if the server is on your home LAN, forward it's port and port+1 in your router to it's internal IP address using the UDP protocol.
Then, connect using the server's external WAN IP address:port, when not on the server's LAN.
And connect using the server's internal IP address and port, if you're on the server's LAN.
I want to open my own dedicated server. Do you have any good sites to recommend?
The manual that comes with the server is a great place to start. You can find it in the pins for this channel if you haven't already downloaded dedicated server.
Hey folks, I was wondering if I could get some advice:
I have Valheim running on Steam dedicated server. I've managed to set up the Name and Password and we can all connect. What I'm having a hard time is setting the world parameters. I have the Linux Server terminal but can't find the proper information to type in the world parameters. Or perhaps I;m doing it incorrectly. Has anyone had success running this On Ubuntu 24.04 - Steam - Valheim dedicated server?
Check the manual regarding -preset and -modifier and -setkey. Though if you're looking for something specific you can't find, let us know.
Some community documentation on the modifiers and keys:
https://valheim.fandom.com/wiki/World_Modifiers
https://valheim.fandom.com/wiki/Global_Keys
Do I type it in Steams Server running terminal linux window? Or is the only way by setting me as adminlist.txt and go through the console of the game?
All of the properties listed in the manual are arguments to the server executable in your startup script or launcher.
copy that
If you'd prefer a remote or in-game method, here are some alternative approaches:
#dedicated-server message
@final current how do i know which ports need to be allowed through the firewall?
It will be the port specified in your server arguments with -port and the port exactly 1 higher. So if your launch command line is the same as you showed us yesterday, that would be UDP port 25596 for the game and UDP port 25597 for Steam queries.
do i need to open any others for steam?
Not for Valheim Dedicated Server, whether launched via Steam or otherwise.
Anyone starting a server or looking to bring on new?
Hello! Take a look in #1024264966712340510
sorry I just saw it
No prob
Couldn't take back what I started lol
alright ive got everything working now! thank you @final current
im not sure what in specific it was but thank you
Awesome, glad it's working now.
anyone know where to find my port # on valhost? im tryna add mods through filezilla
Dunno, but 22 would be a good guess.
20 and 21 are possibilities you could try, if you have the time.
still nothing
Could it be in their initial email when you joined? Or maybe in one of their website menus?
Did you enable FTP Mode in your Control Panel?
the only ftp mode i see is the demo
it wont even shot me ftp mode
i contacted the valhost support, ima wait for an email reply. thank you guys for trying to help anyways
Hi All,
Trying to start up a server, have had one before but doing again as all friends getting back into game, have ports opened on router and firewall, crossplay disabled, but still get failed to connect when joining? Not sure what im doing wrong as everything seems correct?
How are you connecting? Loopback IP address, LAN IP address, external/Internet IP address, domain name, or join code?
If trying to connect to the same external IP as last time, your ISP might have changed it.
And did you set up a DHCP reservation for your MAC address? If not, your LAN IP might have changed, invalidating your forwarding rules.
Additionally if you recently added any Internet security software, enabled a firewall, or are connected to a VPN or anonymizing service, any of those would have an effect on your connectability.
Just via the server list? Unless that’s what I’m doing wrong?
Just using the most recent ip, and believe I reserved it not sure
Server list is the right place. Most recent LAN IP or external/Internet IP? You can get the server's current LAN IP using ipconfig on Windows or ifconfig on Linux and macOS.
You mentioned you have the ports open your router/firewall. Do you have the router forwarding UDP protocol on those ports to your LAN IP?
External IP address would be what you see as your IPv4 address on a site like https://whatismyip.com/
That part looks good except for local IP. 192.168.1.1 looks like your router instead of your server's ethernet adapter.
I also have DMZ enabled on it aswell
I could change it to be .10 or something?
192.168.1.1 would normally be the router/gateway's own IP address. If this is the case, any other 192.168.1.x would be better, yeah.
Putting the desktop in the DMZ ought not to be necessary and is less secure than picking and choosing individual port-forwards.
If you have it in the DMZ already for the sake of some other game or app, no worries.
Changed it, still saying port closed, possible firewall issue?
Assuming you've verified the change has taken effect on your PC via ipconfig and making sure your forwarding rule is updated to point to your new LAN IP address, yes, your server's firewall would be a good next place to check.
And will you playing the game on the same PC as you are hosting the server or a different PC?
Change did update on PC, disabled firewall and still showing port closed
Great. Try connecting to the LAN IP via the server list in the game now if your gaming PC is on the same LAN as your server PC.
If LAN IP connectivity from the game is working, you can move on to getting your external IP address working. That site you're using for the forwarding test probably can't detect an open UDP port. It's not a naturally testable thing unfortunately.
Ya can connect with LAN IP, so how would i work on the external?
Well, first just try it as is, putting whatever 86… IP address that site was showing into the server dialog and see if it works now. If not, it's possible your router doesn't support a local route on the WAN interface, in which case you'd have to get a player outside your home to test.
Another thing to check would be whether your ISP is connecting you over a carrier-grade NAT (CGNAT). The WAN IPv4 address reported by your router's status/admin pages should match the one that external sites are reporting. If they don't match (especially if your router's reported WAN address starts with 100) then you're likely behind CGNAT.
Okay, have checked the CGNAT thing and ip on router settings matchs what internet says my public IP is, as for the server dialog how do i do that? Just confused on that
I'm just talking about where you add a server in the server list. Wherever you tried the LAN IP, just put in your external IP instead.
That works too 🤦♂️ so that means its good to go? just gotta use the external and port for friends to join?
ah looks like the server that appeared in my server list has an old external IP so wonder was that my issue all along
Nice! Yes, you're correct in that you'd give your friends the external IP address. I have a few recommendations, which are all optional:
- If you still have your server in the router's DMZ, you ought to try removing it from the DMZ and just working with the port-forwarding rules. It's a lot safer that way.
- If your ISP is likely to change your public IP address (which it looks to be the case for you), look into Dynamic DNS. Your router may work with a free provider. In this case, you'd give your friends the domain name instead of your IP address. This will not work with the metadata exchange on the server list for a public server (your friends will see a question mark icon instead of version and player count)
- If you had to disable your desktop firewall to get it to work, you might consider re-enabling it and add application or specific UDP port allowances to the inbound rules.
While gaming, for performance, you should personally connect via your LAN IP, or even 127.0.0.1 if your gaming desktop is also your server. That said, it never hurts to keep an entry in your server list for the external address or dynamic DNS domain name just to test what your friends would see every once in a while.
When in the ashlands:
This is causing significant lag. What items is triggering this?
I've never seen that before but I believe it's one of your mods that's old and not working for the current BogWitch version of the game. When you're chooseing and installing mods, you have to be aware of the most recent update they've had from their author and only selece the more recent ones. Like from the last 4-5 months or so.
The only mod you're seeing is bepinex, so i can see more detail in the log.
There are different versions of BepInEx out there. Make sure you're installing the one from thunderstore.io https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/
I am.
how to join valheim server
#1024264966712340510 There are no Valheim servers only player run ones.
So either you start your own from the game or look in the link I gave you for a group of people to play with.
Very unusual. Try re-verifying your game files in your Steam Library.
Sorry to bring this back up, but if transferring a save from a Windows PC to a linux (debian) server, wouldn these .fch files also go in /home/steam/.config/unity3d/IronGate/Valheim/worlds_local?
No, because fch files are your characters, not your world.
Yeah but they mentioned you would need the .fch files to put your character at it's previous location. I transferred the .db and .fwl files and it correctly migrated the world, but when I logged in, my character was at the starting area instead of its previous location
Not a big deal ofc I was just wondering if it was possible to preserve character location as well
Normally yes, this is preserved in your character file (fch). That file has a mapping between world IDs the character has played on and where the player's last-logged-out point was in that world. It's supposed to start you there when you play on that world again.
This is why I was worried when it started you at the center again… to me it meant either your world ID changed, a new world was generated, or your character got corrupted or replaced (e.g. in a Steam cloud sync operation).
And to clarify, it's up to your game client to land you there when you rejoin based on the character file (and not up to the server)
Ahh ok, this is the smoking gun then I think. Thanks for the reply!!
Are you on the PTB or regular public branch? That message pertains to a fish from the yet-unreleased biome.
Either way, if you can reproduce it without BepInEx wrapping the game, may be worth reporting in #steam-bugs-discussion if on public branch or #valheim-public-test if on PTB. And be sure to note if you're within proximity of the ||Northern Salmon|| fish or have it on a stand somewhere nearby.
I am on the regular branch, playing with Xbox players, and I can't verify that the same bug is happening without bepinex, because bepinex is what shows more info in the console. For what it's worth, I have gone to the same spot in the ashlands, and gotten similar frame drops, but without bepinex there are no logs to verify this. Unless there's some feature I'm unaware of, I'd love to know.
Those message should show up in your Player.log
$HOME/.config/unity3d/IronGate/Valheim/Player.log on Linux
$HOME/Library/Logs/IronGate/Valheim/Player.log on macOS
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\Player.log on Windows
You will often find a Player-prev.log from the prior session in that same folder.
do you just type recall playername on a dedicated server to teleport someone to you?
it's not working for me for some reason but all the other console commands work just fine?
The devcommands don't work when connected to a dedicated server. If you're in the adminlist, you could employ the Server decommands mod on the client to enable use of the command.
i have the mod, the commands work, just not that one
i can teleport myself, spawn items, delete stuff, etc
i tried just using recall which should tele all players to me, and also using names, nothing happens
The recall command has been in the game for years and has never worked. It was originally intended to work only at very close range but has never even worked for that. I don't think it's very high on the dev's priority list.
oh damn ok... is there any mods or any other way to allow admins to move people around?
I don't personally know of any. But you could always do a search or two over at thunderstore.io.
ok yeah i can just give my buddy admin so he can mouse click portal himself too, no biggie. i'm glad to know the command doesn't work for recall lol i was like wtf i think i spelled it right O_o
Server devcommands mod was supposed to have a fix for recall as of this summer. I have not tried it.
Does anyone here have experience using a modified FWL file with the docker dedicated server (lloesche/valheim-server)? The issue I'm running into is the server keeps overwriting the modified FWL with a non-modified version on startup; yet there's no mention of this being done in the container logs
Are you bind-mounting a directory from the host at the container's /config dir? And this fwl is in that dir's worlds_local subdir? And it has its corresponding .db file alongside it?
correct
It loads the .db file and doesn't overwrite it until the world save, but insta overwrites the .fwl
Hm, and you're sure your modifications aren't taking and it's not just writing some metadata basics? Any corresponding "World save writing starting" message in the logs? Any unicode characters in the world name outside of the basic latin alphanumeric/ASCII set?
Yes, the modification was to disable raids; but the new .fwl doesn't have that modifier in it and the raids still happen. I think I'm just going to drop in the custom raids bepinex plugin and disable it that way
It's a neat mystery. I would love to find the explanation. Do you have any custom args in the server args (e.g. -preset, -modifier, -setkey)?
Hmm, what do you mean by commented out? Can you share your full set of env vars (feel free to omit world name or password) or your full docker run command line?
commented out in the compose file, I'll paste it in a minute
(resolved offline)
Does anyone have any recommendations for websites to buy dedicated servers from
that can handle light modding as well
We don't give hosting provider advice here, sorry.
why not
It opens things up for spam, scams, and shills, and advice could be misconstrued as official endorsement. Connection reliability also tends to be geographically sensitive, so good advice for some players may be bad advice for others.
makes sense sorry dude
It's no problem at all, a lot of people ask, wish we could be more helpful there.
I have not seen details on hosting a dedicated server on raspberry pi, however, my win server 2019 on 16 gb ram and a network monitoring solution with sql server express does not break a drop of sweat when there are 3 servers hosted locally and in parallel.
No, people need to own the game. How would that even work?
Perhaps an interesting idea to get some ancient i5 laptop off the shelf and run things from home
Search this channel, it's been done a fair bit.
Does Valheim Server at home indeed require a second steam account to run the server?
No.
No, that would be illegal playing the game without owning it. Not sure what they'd be running in that case anyway.
Well, so all it needs is a spare low-spec PC and maybe an empty steam account
You can run the server anonymously.
For the record, I have 2 Steam accounts and both have a purchased Valheim
I did. I said its impossible.
I'm also not going to help you pirate the game.
I have no idea.
Derek, see above. I bought 2 copies of Valheim, just to make sure
2 distinct Steam accounts, one to host, one to viking around
Huh? You don't need two.
I did not know that when I started with experiments for and with friends
If they own Valheim they can join otherwise they can't, it might work differently for other games.
How, what are they even launching?
what are you even trying to do?
having people running valheim servers without owning the game?
Wow...
ok ok.
- online crack is usually filled with malware and viruses.
- cracked clients are illegal
- that's bad
well. the cracked clients don't work in multiplayer so...
Imagine saying any of that to the developer.
I know enough about the cracked clients to know why they don't work 😄
In order to play Valheim, one must own the rights to a copy. If someone obtains an illicit setup binary and then complains about issues to connect to legit servers . . .
Derek, over to you;)
I think Smiffe probably has it covered.
need to be able to post pictures and server logs 😉
Oh, they're not separate permissions?
nope
Discord is lacking in that department
@final current Hey sorry for the late reply, just wanted to say thanks for the advice and help turning off crossplay. I had actually forwarded the ports correctly, but didn't realize I had to wait for Microsoft servers to update. Once I waited a bit as you suggested I was able to connect directly to my external and LAN IPs.
That's great to hear!
@knotty oracle Hi sir can you help me with my dedicated server setup?
no password for security
@knotty oracle can you explain this: 02/25/2025 08:17:59: Load world: Dedicated (Dedicated)
02/25/2025 08:17:59: Console: [Info : Unity Log] 02/25/2025 08:17:59: missing C:/Users/jstougard/AppData/LocalLow/IronGate/Valheim/worlds_local/Dedicated.db?
[8:27 AM]
It should be loading: C:/Users/jstougard/AppData/LocalLow/IronGate/Valheim/worlds_local/Minecraft.db
Your launch line has been truncated, maybe by accident. See how it gets cut off at -nographi…
So, I can get mods working client side np. I have Bepin loading on my docker/server for Valheim, but none of the mods seem to work.
My steam user is in the admin.txt list.
HD mods don't work, but that was expected, but stuff like plant anywhere and build camera don't work either.
I know I'm missing a step somewhere, but the guides I come across just say "lol put the plugins in the bepin plugin folder". Which I did.
Any direction would be a great help, thank you!
We are better suited to vanilla dedicated server help in here. #mods-issues would be the first place I'd check.
Thanks!
Hi, I've made a dedicated server, with public=1, crossplay disabled, and both the game and query ports forwarded. It works correctly and players can connect, but the status always displays as unknown in Valheim's server list. Is there a way to fix this?
Steam-facilitated metadata display currently works by matching exact external IP:port combo to one from the community list, so anyone connecting via loopback IP, LAN IP, or domain name will not see the metadata, unfortunately. No one will see the metadata if the publication to the community lobby set failed (e.g. due to some banned word in the server name).
You can make sure the query port (used to populate metadata) is forwarding correctly here: https://geekstrom.de/valheim/check
Does this mean by extension that if I set public=0, the status would never work since it would never show in the community tab?
Correct, unless you enable Crossplay, which has its own metadata exchange process that works for private lobbies.
Also, I can confirm with your link the query port works correctly, it's just not the default value.
I don't want to enable Crossplay since that makes it impossible for me to join myself through my local IP, if I understand correctly
That's correct. Crossplay would force you to connect via the same Microsoft relay that everyone else is connecting through.
Thanks. So I understand without crossplay, only way to see status is with public on. I know for a fact I have public on, and I have confirmed the query port is correctly forwarded, but it still won't show. Any ideas?
You're supplying the external IP address in the servers/join list?
DNS
Ohh
So if I am sharing just the domain name with my friends, I might as well turn public off, since the status will never show when using DNS connections anyways?
It is actually there: @echo off
set SteamAppId=892970
echo "Starting server PRESS CTRL-C to exit"
REM Tip: Make a local copy of this script to avoid it being overwritten by steam.
REM NOTE: Minimum password length is 5 characters & Password cant be in the server name.
REM NOTE: You need to make sure the ports 3456-3458 is being forwarded to your server through your local router & firewall.
valheim_server -nographics -batchmode -name "Minecraft" -port 3456 -world "Minecraft" -password "missing for security" -savedir "C:\Users\jstougard\AppData\LocalLow\IronGate\Valheim\worlds_local"
That would be my recommendation unless your friends prefer to find you via the community servers list. I wish it would show metadata for those other addressing and private scenarios, myself.
Thanks for the information, that was incredibly helpful and I couldn't find those details anywhere else. Maybe I'll consider crossplay, but adding that intermediate networking seems so unnecessary...
You're welcome! Yep, there's a good deal of tribal knowledge when it comes to dedicated server mechanics. Someone with a good sense of information architecture might consider some revamps to the wiki entries for it.
Oh last thing. Does the query port even serve a purpose if public is disabled?
Looks good to me, but note that the world will be placed in <savedir>/worlds_local, so in your case that will end up being %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local\worlds_local
(note the redundantly named subdir at the end)
Not that I know of, but its full behaviors in these scenarios is not documented. It's controlled by the Steamworks SDK Redistributable, so is somewhat outside of Valheim's control other than specifying which port should be used. What is known is that the A2S protocol from the query suite is disabled when it's not public.
Gotcha, thanks again. Maybe I'll try dropping the forward for that port if I go private then...
no reduntant:
Then are you sure it's your script getting executed? How are you launching it?
launching the .bat from the dedicated server
Double-clicking on it in Explorer, manually typing it from cmd.exe, PowerShell, or launching from Steam?
opening the .bat
why is this happening: missing C:/Users/jstougard/AppData/LocalLow/IronGate/Valheim/worlds_local/Dedicated.db?
[8:27 AM]
when I have changed the name and the port
Your command looks ok at first glance. It's as if your script changes aren't saved, it's executing a different script or it can't read the arguments correctly. I'll take a look deeper when I'm at my PC. You are welcome to attach the full log from start in a post here for a closer look at other things that might have gone wrong.
It will be the output in the server's console from beginning to end. You can alternatively pass the -logFile "<path to log file>" argument to have it save somewhere else, but that of course might not work if your arguments aren't being parsed
LET ME KNOW WHEN YOU CAN LOOK AT IT AND i WILL TRY AND GET WHAT YOU NEED
I'm available for the next few hours. If you ping reply me, I'll see if
how do I get you what you need
We basically need all the text that comes from running the batch file (feel free to redact private parts like IP address or password).
I don't know Windows well, but I suspect you'd scroll up to the top of the command window and do one of these:
https://stackoverflow.com/a/11543856
"Starting server PRESS CTRL-C to exit"
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-allocator-temp-initial-block-size-main=262144"
"memorysetup-allocator-temp-initial-block-size-worker=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/Managed'
Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/MonoBleedingEdge/etc'
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/MonoBleedingEdge/data-000002A19EB00F90.dll
[Message: BepInEx] BepInEx 5.4.22.0 - valheim_server (2/24/2025 11:58:56 AM)
[Message: BepInEx] User is running BepInExPack Valheim version 5.4.2202 from Thunderstore
[Info : BepInEx] Running under Unity v2022.3.50.12835711
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/MonoBleedingEdge/data-000002A1A3B00040.dll
[Message: BepInEx] Preloader finished
[PhysX] Initialized MultithreadedTaskDispatcher with 8 workers.
Initialize engine version: 2022.3.50f1 (c3db7f8bf9b1)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/UnitySubsystems
Forcing GfxDevice: Null
GfxDevice: creating device client; threaded=0; jobified=0
it wont let me paste any moere
You can copy it all to a .txt file and drag it to the new message box in Discord
02/25/2025 16:31:53: Console: [Info : Unity Log] 02/25/2025 16:31:53: Starting music menu
02/25/2025 16:31:53: Starting music menu
02/25/2025 16:31:53: Console: [Info : Unity Log] 02/25/2025 16:31:53: Game server connected
02/25/2025 16:31:53: Game server connected
WARNING: Shader Unsupported: 'TextMeshPro/Distance Field' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader TextMeshPro/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'TextMeshPro/Distance Field' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader TextMeshPro/Sprite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Unloading 87644 unused Assets to reduce memory usage. Loaded Objects now: 265261.
Total: 342.728100 ms (FindLiveObjects: 32.551100 ms CreateObjectMapping: 36.672100 ms MarkObjects: 233.043300 ms DeleteObjects: 40.460700 ms)
You can copy it all to a .txt file and drag it to the new message box in Discord as an attachment.
Thanks! This log is showing BepInEx wrapping the server and loading mods, which that .bat file you showed us doesn't have any of, which definitely makes it seem like something other than your .bat file is getting launched.
its windows, bat dont need to call bepinex for bepinex to start
right
we are just trying to figure out why its not working
it creates a dedicated world instead of using the world I created and named minecraft
I am trying to create a dedicated server that will just let us build and build for practice
like hammer mode world
Thanks, didn't realize what winhttp.dll is for. Sneaky.
I appriciate the help
you try running the bat without the -nographics -batchmode
I have 2 vm one is arcade and the other is arcade 2 one works and is my progression game arcade 2 is for free for all building
@echo off
set SteamAppId=892970
echo "Starting server PRESS CTRL-C to exit"
REM Tip: Make a local copy of this script to avoid it being overwritten by steam.
REM NOTE: Minimum password length is 5 characters & Password cant be in the server name.
REM NOTE: You need to make sure the ports 3456-3458 is being forwarded to your server through your local router & firewall.
valheim_server -nographics -batchmode -name "Minecraft" -port 3456 -world "Minecraft" -password "5650909" -savedir "C:\Users\jstougard\AppData\LocalLow\IronGate\Valheim\worlds_local"
the ports are forward 3456 and 2456
the host machine runnming the vVMs does not have a video card
dedicated server dont use graphic by default
correct
you dont need to add undocumented extra args to the start bat
I don't know whats needed to make it work
Try changing something about the .bat file so we know it's actually being used, like this line:
echo "Starting server PRESS CTRL-C to exit"
you can change to:
echo "Starting server PRESS CTRL-C to exit!"
and see if the exclamation point at the end makes it to your console output.
Stolenvw is suggesting you don't need -nographics -batchmode in the valheim_server line. Up to you if you want to remove them or not.
you refering to -savedir "C:\Users\jstougard\AppData\LocalLow\IronGate\Valheim \worlds_local"
it put that in there when I installed dedicated server and even my other one has it and works
Try changing something about the .bat file so we know it's actually being used, like this line:
echo "Starting server PRESS CTRL-C to exit"
you can change to:
echo "Starting server PRESS CTRL-C to exit!"
whats differrent between the 2
Exclamation point at the end. It's just to test that your modifications to this batch script are actually getting used.
new
No exclamation point in that first console log line as you can see. It doesn't look your .bat file is actually getting used. Make sure your editor has loaded the correct one.
how do I check that
What program are you using to edit the .bat file?
Can you right-click on start_headless_server_Minecraft in that Explorer window, and select Edit or Show More Options/Edit?
Sure, that's fine. There's an Edit or Edit in Notepad. Either should be fine. See if it loads a file with your custom parameters and the exclamation point in the echo line.
one sec
"Starting server PRESS CTRL-C to exit!"
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-allocator-temp-in
is there an easy way to tweak stamina regen rates with a config file or something like that
are you using a mod manager
no i was trying to avoid mods tbh
like R2modman
cause wouldnt all players have to have the same mod list?
then I do not believe so
dang, ok ty
build a mod pac
yeah i prob will at some point, was trying to keep it centralized, my friends are stubborn lol
😩
@final current I am about to start completely over
if I have 2 dedicated serve up and running and I get in to Valhiem from another PC on my network will both show up under join
Looks like you got the exclamation point in there now. Does this one also have your -world Minecraft argument in place? Seems like you're close.
So when you clicked Edit, and it brought up a new Notepad, it had your -world Minecraft argument in there already?
@echo off
set SteamAppId=892970
echo "Starting server PRESS CTRL-C to exit!"
REM Tip: Make a local copy of this script to avoid it being overwritten by steam.
REM NOTE: Minimum password length is 5 characters & Password cant be in the server name.
REM NOTE: You need to make sure the ports 3456-3458 is being forwarded to your server through your local router & firewall.
valheim_server -nographics -batchmode -name "Minecraft" -port 3456 -world "Minecraft" -password "5650909"
And that's the same file you are double-clicking on to start the server?
yes yes yes!!!!!!!!!!!!!!!!!!😋
Why would you recommend mods?
Speaking of which, you might try moving your plugins dir somewhere else temporarily just in case a mod is messing with your setup, @toxic knoll. The missing DLL log messages are concerning to me.
ok
just for config uration
But we have world modifiers that do that.
stamina regen world modifier?
sorry will keep my mouth shut
Yep.
You can also do -setkey "StaminaRegenRate <number>" in the server arguments. The quotation marks are important and I don't know what the default is, maybe 100.
any idea if that could be added to the start_server.sh script?
Yep, in your own copy of that script would be a fine place for it.
nice, thanks!
Filled in details about Crossplay, IPv6, and CGNAT:
https://valheim.fandom.com/wiki/Dedicated_servers#Networking
Hopefully it's not too verbose. Some of those sections will derserve their own page soon.
The whole page needs tearing up and starting again, frankly at some point but I appreciate your work.
https://geekstrom.de/valheim/check/ anyone aware of what ports this site uses when checking the valheim server so i can make sure my firewall only allows the specific ports through since its apparently not 2456-2457 ports it sends the query on
I believe it uses the higher one of the port pair you've set for your server. If you don't add it to your address at the website, it assumes the default 2456-2457 pair and uses 2457.
Have you forwarded both of your ports in your router using the UDP protocol?
Yes i''ve had it working before but i decided to limit it in the firewall rule for security but when i set the remote ports to 2456-2457 it just stops working
-public also has to be set to 1 for that site to work if you changed it to 0 site won't work
Im aware, as i said it detects the server when the remote ports are set to any but not when i limit the remote ports to 2456-2457, im guessing it goes through some random ports on the public side then
Make sure your firewall rule is opening both ports using IPv4 and UDP protocol for both inbound and outbound traffic.
Yeah it's not going to use its own ports 2456-2457 to connect to you
Yep. You can expect connections from typical ephemeral port ranges: https://en.wikipedia.org/wiki/Ephemeral_port#Range
Hey. Can anyone tell me why my local dedicated server is not giving me an ip adress to join?
If your local dedicated server PC is on the same LAN as your game PC, then you'd use the server PC's internal IP address to join it.
The problem is, it doesnt generate an ip or code in the cmd window..
It will only generate the Join Code when the -crossplay option is active. And, when it isn't, you'd need to get the internal IP address of the server's PC and use that.
Oh. I got it now thanks.
I was trying to import a local saved world to the server doing everything written in a guide, but it is just loading a random seed.
How do i import my local save to the server?
Copy the world's file pair (the .db and .fwl files) from the old location to the new locaton. And put the name of the world files into your start up file's exec line.
Did exactly this but its giving me a complete random seed and world.
Then, either you're putting the world file pair in the wrong place or not getting the new world's name in the right place.
I have put the db and fwl files in worlds_local and worlds. Since the local server seems to genereate its worlds in worlds_local also.
The difference between worlds_local and worlds places is that the first is local storage and the secone is Steam Cloud storage.
I literally copy pasted the worlds name into the bat file...
I noticed that too. But right now i am doing everything as advertised and its not working
The new world's name needs to be in the -world "newname" exec option. Make sure you're editing the right .bat file, too.
I am editing the start_headless_server.bat file
and its in the exact same line
valheim_server -nographics -batchmode -name "Brego & Shifty" -port 2456 -world "Myrtana" -password "gothic" -crossplay
this is what it looks like
That looks right. Now just check that you've got the new world file pair (Myrtana.db and Myrtana.fwl) in the right worlds_local folder and you should be good to go.
I am at my wits end...
Is there anoth worlds_local folder that i dont know of?
There is a suspiciously large size difference between the .db and .db.old files. I'd delete those 4 and go get new copies of the ones in the old location.
I have done that so many times. Doing it again now.
Just don't rename anything in the process.
Still i get the wrong seed
Make sure the world files in the old location are set to local storage not cloud storage.
Like disable cloud saves in Steam?
Use the menu option in the game's start up menu. Make sure you see the 'disk' symbol to the right side of the world listing.
There is a disk next to the name.
That means it's local, then. In the worlds_local folder there.
Yes. That's local stored files.
Like it`s supposed to?
Yes.
But it still doesnt work...
Log into the world at the old location and use the game menu to Save the world. Then, log out and check the date stamp on the world's files in the worlds_local folder.
Omg. It finally worked. Thank you so much.
It must have mixed up the files and created a new one with a different seed, using it as my local world.
Glad you got it sorted! https://tenor.com/view/cheers-beer-overflow-spill-gif-14532398
Thank you heaps. ❤️
hello all if valhiem dedicated server does not require a GPU for the headless server, then why am I seeing this when I kick off the .bat file: ERROR: Shader ANGRYMESH/Nature Pack/Standard/Tree Bark Snow shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Because they never took those warnings out. You can happily ignore them.
👍
Do I need a separate PC to run all the time for dedicated server?
You can run it on your own machine, a separate machine or a VPS host. Either way, your server will only be on if the host is on.
can i make a dedicated server with a pre existing world ?
If you run it on the same PC that you play the game on, I recommend setting a custom -savedir that is separate from the default so that your server's world management doesn't interfere with your game client's worlds or cloud-managed world syncing.
And yes, you can take a pre-existing world from another server or the game client and use it as your server's world. You would copy <world name>.fwl and <world name>.db from the source into your server's <savedir>/worlds_local directory then set the server's -world argument to inform it of the world name to look for. If the server can't find a world with that name, it will create a new one with that name from seed.
@knotty oracle what does this mean: Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/MonoBleedingEdge/data-000001E38C3B0040.dll
That was the DLL error I mentioned when I suggested you try running the server with your BepInEx plugins dir moved elsewhere to eliminate them as a possible culprit. What was the result of trying that?
same result
Then it's quite possible this installation is corrupt, e.g. a mix of assets from multiple versions of the game. It might be worth starting with a fresh download of the dedicated server from Steam or SteamCMD.
I am recieving it on both servers now
Alright. Some of those are normal, just verbose logging you see when BepInEx exposes more of Unity's mono runtime logs.
Alot of them fallback handler errors have been there since day one on vanilla, I don't know how many still happen I clean and remove alot from my logs
@toxic knoll if you're still seeing the issue where it ignores your server arguments like -world, can you DM me your .bat file as an attachment (not copy-paste)?
it won't mater now that I have this issue: what does this mean: Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/MonoBleedingEdge/data-000001E38C3B0040.dll
You had that issue before though. If your installation is clean, it's likely just verbose logging from the engine you're seeing as a result of using BepInEx.
I am probally going to have to start over on both dedicated servers and wipe everytrhing out just days and days of work
we had just beat yagluth
but had massive builds
I'm sure we can get this working. Send that .bat file along.
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Valheim dedicated server/valheim_server_Data/MonoBleedingEdge/data-000001E38C3B0040.dll is stopping everything
B2E565 was working yesterday
I was about to say that this one looks good and would have lead to the creation or loading of B2E565 just fine. If you didn't make any changes and it seems to "just stop", make sure you're not engaging Windows' Quick Edit by clicking inside of the cmd.exe or PowerShell window.
Im not
What are you observing to think that it's stopping everything? Is it crashing at that point? Just can't connect?
If those fallback errors annoy you, you can disable BepInEx's verbose logging, e.g.
https://github.com/BepInEx/BepInEx/issues/205#issuecomment-793452779
but leaving the verbose logging on may help diagnose what is actually going on
not loading
Do you mean it doesn't achieve the Load world: B2E565 log line? Or that you can't connect?
No problem. I would look deeper in the log if I were you (or post it as an attachment). The DLL fallback error is likely not the problem.
Im digging let you know when I get to china
If you're seeing Load world: B2E565 but you aren't able to connect, might be as simple as an IP address change.
Having a problem with a paid dedicated server.
When I started the "-immersive" world I set these on servers consolecommand:
setkey fire
setkey deathskillreset
setkey deathdeleteunequipped
Now only firehazards are on and i cant set any keys anymore.
listkeys doesn´t give me anything.
devcommands true
I am on the adminlist.
What to do now?
Are you using the Server devcommands mod? Unfortunately, setkey is not available when connected to a dedicated server in vanilla Valheim.
no mods.
Why it worked a month ago without them?
And shouldn´t it show keys when typing "listkeys"?
If you were previously playing on a local world or hosting using the in-game server instead of dedicated server, you might have been able to use setkey and listkey just fine at those points.
well.
How can i get those keys functioning on my server?
A few choices. You can do any one of these:
- Stop the server with a graceful shutdown. Copy the world to your local game client, open the world locally, make the adjustments with GUI or devcommands, shut down the game, then copy the world back to your server and start it.
- If you have access to adjust the server's command-line arguments, you can add
-setkey Fire -setkey DeathSkillsReset -setkey DeathDeleteUnequipped - You can install BepInEx and the Server devcommands mod on the local game client you use as the admin-enabled player. You would then be able to use
devcommands,listkeysandsetkey. You would not need to install the mod on the server for that capability.
B2E565 is back up and working
now how should I approach the dedicated server for people to be able to build at will and are able to long in to it while I am logged in to B2E
I have taken myself back to scratch on host Arcade 2
so nothing is installed except steam
I do not want one to effect the other people are logging in to which ever one they choose to play on. My goal is to have one server for building and one for progression
If you're asking how to have two servers running at the same time on the same physical or virtual server, there are a few ways. You could give them unique ports. I would also recommend unique -savedir for each to reduce risk of cross-contamination.
If they are Crossplay, you can have them both use the same "port", but give each a unique -instanceid. You would only be able to use Join Codes for joining the server from there on out.
If you're using docker or podman containers, you could publish different ports to the host or you could use ipvlan networking instead of bridge networking to give each a unique LAN IP address.
Any ports exposed at the LAN level would of-course have to be forwarded separately at the WAN level if your LAN is a private subnet with a NAT (most home networks for example).
I am running 2 virtal machines and want a dedicated server on each. I am not using crossplay
I tried the first time around to port forward 2456 for one and 3456 for the other and it did not work
Do I create the world first or install dedicated serever
also whats the best way to have the ability to build willy nilly with no cost ect
Hello! Anyone else hosting Valheim Dedicated Server (headless) on a Raspberry Pi? (works like a charm ATM :D) But I'm looking for an easy way to add a Discord webhook! without running some home-tinkered scheduled script checking a log file. Any suggestions for a lightweight solution? I got both box32 and box64 emulators installed on the Pi 4B for running SteamCMD and Valheim Server.
What is your host OS, Windows Server 2025? And your hypervisor, are you using Microsoft Hyper-V or something else?
I don't know Hyper-V very well. You can let us know your virtual switch topology and whether you're using SR-IOV or a virtual NAT and any VLANs. Someone that is knowledgable might be able to help you figure out your port forwarding mechanics. This might be the point at which you'll need to figure out the steps on your own, though. We're getting deep into your own IT setup and it is particularly distinct… you will likely know it better than us.
I have a 4 port nic card and dedicated one port to each of the VMs by created a virtual switch for each one to use
thanks for the help take care
can you at least tell me witch way to go to setup a server for creative mode
Sounds like a nice setup
I am running about 10 differrent servers
You can add -setkey NoBuildCost on a server to make things build-able without cost. This has a side-effect of disabling item-drops from deconstruction or enemy deaths.
If you'd prefer the creative mode that is often employed on YouTube, that's a matter of adding players to the adminlist.txt and having those players install the Server devcommands mod so that they can use the debugmode command and related key-binds.
In the official manual that comes with the server, you will find "Administrating the Server and setting permissions" for instructions on adding users to the list.
debugmode is documented in https://valheim.fandom.com/wiki/Developer_console#Debug_mode
You can get the Server devcommands mod from https://thunderstore.io/c/valheim/p/JereKuusela/Server_devcommands/
It requires BepInEx, which you can find a pre-packaged Valheim setup for Windows and Linux users here:
https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/
Or some manual instructions for macOS users here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3269574338
We prefer to avoid mod help in this channel, but you can reach out to #mods-issues if you have trouble with it.
👍
I think with that same mod, you could alternatively use nocost instead of debugmode / B.
its confusing to me
Nvm, I created a shellscript which fetches netconnections on port 2456 to get current player connections, server status, and uptime. crontabbed it. Will maybe add crashlogs
Looks nice, @naive shale! I would have answered, but what kinds of stats are available is highly dependant on crossplay vs direct and whether public is enabled or not. Also didn't know if you were looking to get stats, set keys, make in-game chats, or what
I just wanted simple stats about server status and current players 🙂 But think I can add more stuff with this. Mostly for my friends to see if someone is online. But setting keys would be cool. Would be faster if our admins could type stuff in the discord chat instead of doing it in-game or me doing it SSH via Putty
I guess I can catch alot more info from the server if I enable logging.
Sure, sounds great. The logs are good, but connection count is only published to the logs periodically. If it's a public, but not Crossplay server, then you get a very convenient Steam Query UDP port (default 2457) that supports A2S queries for very useful stats. That may be what you're already using though
Ok! Its public (with password ofc) but no Crossplay. A2S ! Cool I will check that out. Is that used by games made in Unity? 😮
There's a nice Python lib: https://github.com/Yepoleb/python-a2s
And a Node.js one with a supplementary command-line tool you could call from shell scripts to use with something like jq: https://github.com/gamedig/node-gamedig
Thx m8! Awesome, I will try it out tomorrow
To answer your question, it's not specific to Unity games, but is created by Steamworks libraries when you use Steamworks Matchmaking to facilitate lobby/server discovery.
Steam's servers query that port to fill in the server status/metadata as well as to ping it to determine whether it should continue to show the server as online.
Alright, had no idea. I have fiddled with some game dev before, but not online games. Just read about A2S, sounds better than doing some hack polling log-files
Educational!
Skål
should i or should i not use hammer mode in modifiers for the new world
You certainly can. You can use -preset Hammer in the arguments if you want to do that. I think it's the equivalent of -setkey nobuildcost -setkey passivemobs -setkey "eventrate 0"
which is better setkey methode or creative mode with adding players to the adminlist.txt
? why would the IronGate folder be missing from: C:\Users\jstougard\AppData\LocalLow after install of dedicated server from steam
It might come down to your players. If they seem the type to be able to set up mods and type console commands, then maybe that approach works.
Otherwise, it's quite convenient to just have the server in one of those modes. Only downside I know of is the lack of item drops when nobuildcost is set.
One thing you could do instead of using -preset or -setkey arguments is to add yourself to the adminlist, give yourself the Server devcommands mod, and then you could be the one to setkey nobuildcost, setkey eventrate 0 and whatnot from the Console whenever you want to and remove them on-demand with e.g. removekey nobuildcost.
That way you won't have to edit the server start script if you change your mind. Those key changes will still persist across reboots.
It's created on first run, and that's assuming you haven't set a custom -savedir to somewhere else.
ran it and still no IronGate folder:
Did it make it to the world creation step and did you have any kind of custom -savedir set?
And did you refresh the explorer window?
i think I need to switch it to local instead of cloud and rerun it
did mot work still no folder
I didn't think cloud was supported on server, and this is Windows Explorer in your guest OS?
I created the world on my gaming pc
got it thanks for the push to my brain
no for the part I trully do not understand: One thing you could do instead of using -preset or -setkey arguments is to add yourself to the adminlist, give yourself the Server devcommands mod, and then you could be the one to setkey nobuildcost, setkey eventrate 0 and whatnot from the Console whenever you want to and remove them on-demand with e.g. removekey nobuildcost.
NEW
[4:41 PM]
That way you won't have to edit the server start script if you change your mind. Those key changes will still persist across reboots.
bepinex folder location?
That I probably can't help you with. I've not had the opportunity to install it on Windows before, sorry.
😋
found it
One thing you could do instead of using -preset or -setkey arguments is to add yourself to the adminlist, give yourself the Server devcommands mod, and then you could be the one to setkey nobuildcost, setkey eventrate 0 and whatnot from the Console whenever you want to and remove them on-demand with e.g. removekey nobuildcost.
NEW
[4:41 PM]
That way you won't have to edit the server start script if you change your mind. Those key changes will still persist across reboots.
NEW
[6:40 PM]
bepinex folder location?
I wish I understood this
do you have a step by step guide for above
I have them both load and am able to get in to both
I'd like to help, if I could. What's your current issue?
I am needing to do the following on my dediceted sever
One thing you could do instead of using -preset or -setkey arguments is to add yourself to the adminlist, give yourself the Server devcommands mod, and then you could be the one to setkey nobuildcost, setkey eventrate 0 and whatnot from the Console whenever you want to and remove them on-demand with e.g. removekey nobuildcost.
NEW
[4:41 PM]
That way you won't have to edit the server start script if you change your mind. Those key changes will still persist across reboots.
NEW
Ok. You already have access to the F5 console and can enter commands there? If so, enter "listkeys" and tell me what happens.
how do I check access i am in comand in valhiem on my gaming pc since sever is headless
Do exactly what I said above and respond.
you are not admin
Ok, then either you're not entered into the server's Adminlist.txt file properly or your ServerDevcommands mod on your game isn't installed and loading properly.
On a vanilla default server installation, it would be next to your server's worlds_local folder. Your servers are installed in a VM of some kind? I don't know where that installation would put them. The servers are running on a Windows OS within the VMs? Does each of your two servers have it's own VM?
like so correct
Yes, that's correct.
You should be able to see whether your game's ServerDevcommands mod is loading without error by watching the command window as the game loads.
02/27/2025 19:38:30: Console: 'listkeys' is not valid in the current context.
02/27/2025 19:38:16: Console: <color=orange>Smart Builder</color>: <color=#FFEB04FF>I HAVE ARRIVED!</color>
02/27/2025 19:38:30: Console: [Info : Unity Log] 02/27/2025 19:38:30: Remote admin '76561198349725501' executed command 'listkeys' remotely.
02/27/2025 19:38:30: Remote admin '76561198349725501' executed command 'listkeys' remotely.
02/27/2025 19:38:30: Console: [Info : Unity Log] 02/27/2025 19:38:30: Console: 'listkeys' is not valid in the current context.
02/27/2025 19:38:30: Console: 'listkeys' is not valid in the current context.
Ok, enter the "devcommands" command. And, if it fails, then try the command "help" and see if you have Admin command access (like Ban, Unban, etc) but not devcommands access.
If the devcommands command suceeds, then enter the "listkeys" command assuming you now have devcommand access.
02/27/2025 19:42:13: Remote admin '76561198349725501' executed command 'devcommands' remotely.
02/27/2025 19:42:13: Console: [Info : Unity Log] 02/27/2025 19:42:13: Console: Dev commands: True
02/27/2025 19:42:13: Console: Dev commands: True
02/27/2025 19:42:13: Console: [Info : Unity Log] 02/27/2025 19:42:13: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
02/27/2025 19:42:13: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
Perfect. Although, a simple "it worked" was all I needed.
Now, did the "listkeys" command produce results or an error?
yes
Pick one... Results or error?
02/27/2025 19:45:04: Console: [Info : Unity Log] 02/27/2025 19:45:04: Console: playerdamage 125
02/27/2025 19:45:04: Console: playerdamage 125
is that what you mean
Yes, I think you're looking at the list of 'keys' that the server has already set. You may want to add your own keys to the world or remove one or another that are already set. Depending on how you want to set your world options.
I am trying to free build like they do on youtube where they fly around and build
for my kid to just build freely
so he doesn't just build in my server
Ok, one minute while I do a search for you...
how do I set a key like nobuildcost, setkey eventrate 0
Ok, sit down. Take a couple deep breaths... Wall of text is incoming in a few secs...
oh damn
World modifiers are stored in Global Keys. Console commands can be used to set or remove keys which provides another way to set world modifiers.
"setworldpreset default" to reset to default
Following keys can be set to modify game behavior:
listkeys
resetkeys
removekey and removekeyplayer to reset keys
setkey playerevents if you want to disable global events.
And setworldpreset default would reset all world modifiers back to default.
AllPiecesUnlocked: If set, all pieces are unlocked.
AllRecipesUnlocked: If set, all recipes are unlocked.
DeathDeleteItems: If set, all items are deleted on death (unless DeathDeleteUnequipped or DeathKeepEquip is set).
DeathDeleteUnequipped: If set, unequipped items are deleted on death.
DeathKeepEquip: If set, equipped items are kept on death.
DeathSkillsReset: If set, all skills are lost on death.
DungeonBuild: If set, can build in dungeons.
NoBuildCost: if set, building is free.
NoCraftCost: If set, crafting is free.
NoBossPortals: If set, portals can't be used near bosses.
NoMap: If set, map can't be used.
NoPortals: If set, portals can't be used.
NoWorkbench: If set, can build without workbench.
PassiveMobs: If set, enemies are passive.
PlayerEvents: If set, events use player specific keys.
TeleportAll: If set, all items can be teleported.
Following keys can be used to multiply a game setting:
DamageTaken
EnemyDamage
EnemyLevelUpRate
EnemySpeedSize
EventRate
MoveStaminaRate
PlayerDamage
ResourceRate
SkillGainRate
SkillReductionRate
StaminaRate
StaminaRegenRate
Each key has a default value of 100. For example to increase player damage by 50%, use command setkey PlayerDamage 150
It's not listed but you might be able to do something like "setworldpreset Hammer" you'd need to do a google search for the right command to do that. I know it's out there I just don't know exactly what it is. Maybe "setworldpreset Hammer mode". Dunno.
nice
Keep in miind that these F5 keys only apply to the world you set them in. If your kid wants build fly mode all the time no matter what world he's on, he's gonna need a mod or two on his game for that.
Dunno. Maybe one of the Hammer ones will do that. I always just use the fly command on my game when I want to fly.
The setkeys just get used when you're on the world and only apply to that world.
Only the server needs them set. Not the players.
I don't think there's a setkey for fly. I've never seen one, if there is.
once set how do you use it in game
But it might or might not come in with the Hammer ones.
Setting up a new Dedicated server through G-Portal. Can't remember how or where to put the mods we're using from R2Modman. I'm using FileZila. Can I just drag something from R2Modman and drop it somewhere in the "remote site" files with the FTP?
If you're an admin on the server and have the ServerDevcommands mod on your game, you do the "devcommands" command followed by the "debugmode" command. Then you should be able to use the "z" key to turn flying off and on.
copy the bepinex folder over
Yeah, the BepInEx plugins and config folders.
devcommands debugmode correct
is ths what I should see
02/27/2025 20:07:40: Console: Dev commands: False
02/27/2025 20:07:40: Console: [Info : Unity Log] 02/27/2025 20:07:40: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
The warning is fine. The devcommands toggles on and off as does the debugmode command.
Yep. When it says "False" It is telling you they were already enabled. Type devcommands again to set them to True again. The mod sets them to True by default
so I want them true
Yep
I am trying to get fly working
Welcome back! Hope you had a good dinner or whatever you were doing. You've been really busy here today!
It's very much appreciated! 👍 🍻
Is there supposed to be a BepInEx folder on remote site already for me to copy that folder over to?
That depends on how G-Portal turns on mods for it's servers. Maybe a menu setting? Maybe you need to install BepInEx yourself? Dunno.
https://www.g-portal.com/wiki/en/how-to-install-mods-on-your-valheim-server/ on enabling it. I don't know where the plugins folder lives
just tried this and B does nothing
To access "hammer mode" (essentially a creative building mode) in Valheim, you need to enable debug mode and then press the "B" key to toggle no placement cost, allowing you to build freely with your hammer without worrying about resource costs; this is typically done by opening the console with the "F5" key and typing in the necessary commands to activate debug mode.
Debugmode needs to be true for flying.
I dunno for sure, you may need to have ServerDevcomands installed on the server as well for the extra access.
Nah, it only needs to be on the client for building and flying stuff
After debugmode It will say something like "debug mode is on" then you close the console. B button to toggle the build stuff on/off and Z to toggle fly mode on/off
Ok, I'm off. You guys have fun. 🥰
is true
Have a good night, Jaga
thanks Jaga
Z & B not working
02/27/2025 20:12:05: Console: Dev commands: True
02/27/2025 20:12:05: Console: [Info : Unity Log] 02/27/2025 20:12:05: Console: WARNING: using any dev commands is not recommended and is done at your own risk.\
02/27/2025 20:07:40: Console: Dev commands: False
02/27/2025 20:07:40: Console: [Info : Unity Log] 02/27/2025 20:07:40: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
02/27/2025 20:07:40: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
02/27/2025 20:12:05: Console: [Info : Unity Log] 02/27/2025 20:12:05: Remote admin '76561198349725501' executed command 'devcommands' remotely.
02/27/2025 20:12:05: Remote admin '76561198349725501' executed command 'devcommands' remotely.
02/27/2025 20:12:05: Console: [Info : Unity Log] 02/27/2025 20:12:05: Console: Dev commands: True
02/27/2025 20:12:05: Console: Dev commands: True
02/27/2025 20:12:05: Console: [Info : Unity Log] 02/27/2025 20:12:05: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
02/27/2025 20:12:05: Console: WARNING: using any dev commands is not recommended and is done at your own risk.
02/27/2025 20:17:40: Console: [Info : Unity Log] 02/27/2025 20:17:40: Connections 1 ZDOS:15137 sent:0 recv:414
02/27/2025 20:17:40: Connections 1 ZDOS:15137 sent:0 recv:414
We see devcommands being toggled, but you tried debugmode while dev commands was True?
Dedicated server?
Yes, they're using Server devcommands mod.
ha, same here, but I can't even remember how to get my mods on the new one I'm starting.
but yeh, I just use this mod, then Devcommands, then Debugmode, then usually God so I don't do something stupid. F5 out, then Z or B depending.
copy the pebinex from r2 modman and place it in the deadicated sever folder and run it
There's no BepInEx folder on dedi server, that'd be too easy.
I am not running a mod manager on the deadicted just the client
I just threw them all in the Plugins folder, gonna try that.
copy from client to deadicated
@final current you there you have any ideas on the Z and B
do I need to setkey hammermode
Nope. Your console should look something like this after you type debugmode
I don't think you will see anything in the server log output related to debugmode. It's a client-side feature.
'debugmode' is not valid in the current context
Make sure you see Dev commands: True first.
it is thier just above
If you still see 'debugmode' is not valid in the current context, it probably means that your game client isn't wrapped with BepInEx with the Server devcommands mod.
not sure what you mean by wrapped
do I need to install dev commands mod on the client through r2modman
Yes. Only needs to be on the client.
which mod you recomend
"Server devcommands" https://thunderstore.io/c/valheim/p/JereKuusela/Server_devcommands/
Only if that's how you are enabling "creative mode".
If you are just wanting to toggle presets (like Hammer), world modifiers, or keys (like NoBuildCost), then only you need the mod. Presets, world modifiers, and global keys affect everyone on the server and work with vanilla/unmodded clients.
i want it for all who are playing
debugmode is true now
entering build mode
both work after z how you use
OMG got it wow
You press the keys for jump, crouch, or up, right, down. You can press "Z" again to disable. Make sure you don't disable when you are in the sky, or you'll have a distance to fall.
Pretty sure AntiCheat is supposed to have a White and Grey list, but I got something wrong here.
#mods-issues may be able to help you better with that one
Not really an issue with a mod tho, it's setting up a server.
I'll try there, but they say to bring it here. lol
@final current i can't beleave we have came so far thank you
Wouldn't hurt to at least check both the server log output and your client's Player.log for hints.
Yeh, checked those. They got nothing really. Usually that's where I get my info when AntiCheat boots someone, but these seemingly have zip.
@final current What does the tags array represent in a response from GameDig query? I understand the game version tag but the others are quite cryptic
From a what?
a node library which can fetch server status and other properties from steam games
@final current Hey man, when I use GameDig to query my server. Is there a way to get names of "currently online players". Players array seems to only contain empty string for every player.name?
Yes, the .dll files would be inside those folders you have listed there.
S'ok. I generally have a lot of pings going in inside my head, anyway. So no big deal.
And the #mods-discussion channel where you first asked about it was probably the better channel to use. So you really didn't have to go up here and ask again actually. 🙂
I'll take a look at the netcode. Valheim might not export those in callbacks. Are you using --type protocol-valve?
Thx, do I need to add those params when I start the server? Or when doing the query from GameDig?
Oh, sorry, that is an argument for gamedig specifically.
how do i go back to a backup file. i have all these files but not sure how to revert to one
With Dedicated Server, the process is manual. You shut down the server and take your desired backed up fwl/db pair and copy them to <world name>.fwl and <world name>.db, replacing the active one if exists. You might wish to back up the currently-active pair yourself before this operation.
the server host im using is apexhosting and they had data loss. my whole world got reset but it appears i still have backup files
do you know what folder the backup file goes into
or i just rename them?
The backups created by Dedicated Server itself can be found in <savedir>/worlds_local , the same directory where the active <world name>.fwl and <world name>.db are found.
The contents would look very much like the ones in the screenshot you posted.
I'm afraid I don't know Apex Hosting. They may have a separate directory for their own backups if they do backups outside of the built-in ones Dedicated Server performs.
thanks, i tried but all my backups were overwritten it appears. rip my world (day 200)
Anyone ever had a bug on a dedicated server where you can't use the building hammer to destroy some pieces? In this case some wood walls, floor and a cartography table.
It sounds like you might be out of sync with the server. Try logging out and back in again and see if it's the same.
Also, put in a support ticket with the hosting company to see if they can help with a backup.
they are unable to, but i got a full refund at least
Took me a while, @naive shale, but I confirm Valheim doesn't currently set player names or scores at the Steamworks game server level. They might fill that in later, but in the meantime, it sticks to the default values (empty string name and 0 score).
It's something you could fill in with a mod that calls BUpdateUserData, or perhaps something simpler in your bot with log analysis. Wish I had more for ya.
I don't work with these APIs regularly. It looks like Steam is trying to deprecate the player metadata altogether, so modding it that way probably wouldn't be sustainable. They're probably wanting to leave it up to the game devs to convey that kind of metadata their own way.
As for Valheim's Steam game tags, the individual strings are encoded "key=value" pairs or "key=subkey\\=subvalue"
or "subkey\\=subvalue" (continuation). The keys are:
g: game version (or game+mods version)n: network/RPC versionm"modifiers", really global keys. Value of subkey 30 (if supplied) has a mini language of ":"-delimited "subsubkey_subsubvalue" pairs where positive subsubkeys are world modifier IDs and negative subsubkeys are gameplay preset IDs.
Would someone be so kind as to recommend a server host to use… I’m rather new to it.
It really depends on your location and specific needs for a server. It varies widely from one person to another depending on whether you'll need tech support, adding mods to the game, etc.
Check the on-line reviews for game hosting companies in your area.
Have a new GPortal dedi server that we're modding. Few of the mods aren't performing according to the configs. Wondering if since I edited the configs on server, but mod code doesn't include the same config does that matter? Most mods say that the server config is forced, but not sure why configs aren't working.
Sure, I understand
Each mod is different about that. Some do and some don't. Mostly it's just common sense but you can read the mod's instructions and it might tell you there.
Anyone else having serious issues with crossplay enabled?
especially when boss events spawn?
https://youtu.be/89bCg-8iZSE South African Server
Season 3 was a hoot. We had new players experience new biomes for the first time, big raid events that offered unique loot, lots of custom places in the world, and hidden treasures scattered across the world for players to find. This is an 'enhanced' vanilla server that supports crossplay. Everyone is welcome! Take a look at our players bases an...
This is the wrong channel for advertising your server. You should do that over in the #1024264966712340510 channel for better results.
valheim-server DEBUG - [145] - Waiting for server to listen on UDP query port 2457
do i not understand how docker works (very possible) or is this 2457 port is hard coded, cause regardless what i do, thats a line i always get
i'm trying to change so it uses port 3456-3457, but that doesn't seem to work
Are you using Iron Gate's image builder/launcher script or a 3rd-party image?
If 3rd party, I'd check their docs first. Most of them document it on their dockerhub page, or if not there on their git repo's README.
If in typical docker bridge networking, you'd have to publish the ports to your own host to access them, but before that, you would have to let the Valheim launch process know which ports you want (and that's usually image-specific)
Is there a way to see the dockerfile that was used to build an image that you get from the docker hub?
The Docker Desktop Dashboard's images view and a few command line tools can give you an idea each command that was run in each layer of the image, but you won't really see the Dockerfile or Containerfile unless it was copied to the image. That actually happens a lot due to builds doing something like COPY . .
Luckily all that aside, most image authors for this kind of thing will have their Dockerfile or Containerfile in a repo on their GitHub or GitLab
I spent several hours yesterday looking at valheim server container images at hub.docker.com. I was specifically trying to find a docker file for any of the valheim server container images there to see how to go about building a valheim container.
No luck at all. I couldn't find a single docker file. Just images. I didn't try to go to the author's github. I'll try that next.
Thanks.
Iron Gate's own image-building/running script+Dockerfile that comes with the Linux dedicated server is the simplest, just because it uses the server files that you've already downloaded. It just wraps it in a Linux container, I think with Ubuntu or similar base image.
The 3rd party images are a little more complicated because only Coffee Stain has publishing/distribution rights even for the free dedicated server. They all have to eventually call SteamCMD to grab the server assets before they can actually start the server.
https://github.com/ich777/docker-steamcmd-server/blob/valheim/Dockerfile is one of the simpler 3rd-party image builds.
These two do a lot more so have their own scripts/programs included to manage the starting of the server and their own background processes like custom backups/updating:
https://github.com/lloesche/valheim-server-docker/blob/main/Dockerfile
https://github.com/mbround18/valheim-docker/blob/main/Dockerfile.valheim
Thanks! 🍻
How would I rollback a save on a server?
Basically, go to the server's worlds_local folder, find the backup file pair you want to use, rename them to the WorldName.db and WorldName.fwl and restart the server.
Help! Today, we are seeing a new feature when trying to log into our server. We are being asked to "log in with PlayFab". We follow the prompt to log in. It says it's logging in, but comes back saying, 'could not log in to PlayFab.' Can anyone please help with this issue?
That's being presented by the client or the server? And are you trying to connect to a dedicated server, or someone else's game hosting the in-game server?
Hello! Anyone tried hosting on AWS? if so, do mods work?
I have done it before. No issues. I will say it's definitely easier on the x86_64 instances than arm64 for Valheim
And if you're going to be using Crossplay, I'd recommend Azure over AWS, given you can co-locate with the relay edge.
Haven't checked the pricelistssss yet but from your own experience, Cost wise will it be better to host your own or rent a hosting services?
Reason im asking this is because I tried 2 hosting services before all of them uses OVHCloud and from my experience with OVHCloud, its shite.
If you have spare PC and bandwidth, certainly hosting it yourself in that way will be cheaper. As for AWS vs a managed gaming server host, I have no idea how it would compare. You would really want to do the math before jumping in though.
We avoid giving advice on those sites here. I'll just give my anecdotes on cloud providers. I would never describe AWS as cheap objectively or subjectively. If I take the Valheim community recommendation of a quad-core server, a c6a.2xlarge (quad-core, 8GB RAM, previous-gen x86_64 Zen CPU) in Ohio USA is 0.153 USD/hr. That's 113.83 USD/mo before sales and service taxes and bandwidth—more expensive than most managed game servers hosts if I had to guess. I would have to start deciding where to sacrifice (e.g. dual core, burstable CPU instances, x86_64 emulation on arm64), or where to make long-term commitments (e.g. reserved instances) in order to save.
I can't say I've used OVHCloud, but if managed game hosts are using it, I'd expect it's because it's cheaper.
Azure happens to be where Valheim's Crossplay relays are hosted, so if you're using Crossplay, it's going to be the shortest route: https://valheim.fandom.com/wiki/Dedicated_servers#Crossplay_Relay_Regions
any way to force update dedicated server?
How did you install it?
its a gportal one
Ahh, well, if so, I'd bet their docs would be first place to check. Update method is highly dependent on installation method and how it's deployed/supervised. There is no way to force it from in-game console commands.
google said there might be a way to force it connecting with ftp client etc, but dont know if I wanna try that or not... after about 20 mins a button appeared for an update + restart, but I d like a faster way for next time haha
oh could u show me where that button is cause i need to do that too on gportal @wheat heath
Having an issue with the ban, permitted lists since uptade last night... Is anyone else having the issue? is sais PlatformUserID "743345345345345345" failed to parse because it didn't contain a line seperator! (The steam id is just an example it will run through all the people in the ban list like that. If i join my server it will be saying that with my steam id coming from admin or permitted list files.
although mostly i cannot join and others cannot join either, i have updated the servers as well
@final current
what is the correct solution
when I try to log in to either server I get the same
Server hasn't been updated, and I wouldn't update it yet, mods have not been updated for the valheim version that released today
You'd probably be better off leaving the server on the old version and rolling your game back there as well.
Then you can update them both in a day or two when the mods are updated.
how do I roll my game back to match the server
Steam client game properties beta option. Default_old - previous stable
👍
Its up thank you
May I ask what this means though: PlatformUserID "76561198349725501" failed to parse because it didn't contain a separator!
Most likely one of the mods on your game needs an update. If you're using r2modman, go to Settings and refresh the mod cache, etc.
Hmm, that looks like normal activity when the game tries to see if you're a Crossplay user before reverting to processing as a native Steam player. However, that's supposed to be hidden under the debug log level. Did you enable debug logging maybe, @toxic knoll?
Though with @granite prawn seeing it too, maybe there's a bug
I don't believe it's mod related, I can load the server without mods and I still get the same issue.
And you say you can't connect? What are you seeing on connect attempt?
Just hangs on loading screen with mods installed, with mods not installed last trial it ended up just say failed to connect or something....I did also remove the admin, permitted and banned list as they are the files it's struggling to read... I know this because when the server is running it will be scrolling through the list of banned steamids with that error
same here
mine loads I am just not able to load debugmode
@final current happens when I am in F5 and type debugmode and press enter
OK, to me that sounds like normal debug log level logging. You are still able to connect though, @toxic knoll?
Mm maybe a patch imminent, after I have a sleep I'm going do remove the servers and fresh install to see if that resolves the issue.
what do you mean
The first couple of times withe the mods installed it did let me log in but not other players but that changed.
Don't imagine there'll be another one for a while.
It would show them in game but they would be stuck at the loading screen with the error showing on my server
mine works I just cant do creative
Are you still running the Dedicated Server wrapped by BepInEx? If so, what log levels do you have it configured for? It failing to parse a SteamID64 is pretty pretty normal, it's just normally not supposed to show you that message.
Are you using the latest Server devcommands for today's update?
yes
using Dev commands enter true & DebugMode enter true
Using today's Server devcommands release?
@final current I Dont understand what u are asking.. I do have BepInEx installed but i have not edited a config file fior logging....
what is needed here
Today's Server devcommands release. It corresponds to today's Valheim release. Or if you're using the previous Valheim release, then you would probably not want to update to today's Server devcommands release.
Then these settings would be in your BepInEx.cfg. There will be a log levels set for [Logging.Console] and a set for [Logging.Disk].
ok do I download and install over the previous one
@final current it will be the default then
the way it always has been
@final current both are set to true
It's LogLevels = you'd be looking for.
1.88.0 vs JereKuusela-Server_devcommands-1.90.0
That's up to however you typically install and manage mods. If you do it manually, then yes, it would be something like that. If you want to dive deep, it might be better to take it to #mods-issues or #mods-discussion so we don't drown out vanilla server help chat.
@toxic knoll in r2modman it did not alert to me to a newer version but seeing it in this post i just installed the old one and then added the new one
uninstalled the old one
then installed the new one
@final current Fatal, error, warning, message, info .... The same for logging.Disk
Cool. If both of you hadn't been seeing that message before, maybe debug logging got left on in vanilla dedicated server. I'll check on that later today. Either way, I don't currently suspect it's a culprit in issues you might be seeing.
thanks
@final current thanks, and no i was never seeing those error messages before.
I run r2modman on client then copy over bepinex to server
I guess we got a dedicated server problem today?
Was just fine 24 hrs ago and now after patch just can't log in. Eternal black screen after inserting the password.
restart the dedicated
Hey guys my dedicated server isn’t working today, apparently there was a patch, so I updated my game and restarted the server but we are still unable to join it due to “incompatible version.” Is there something I forgot to do when updating due to a patch release?
@final current everything working fine my dedicated servers are up and working after updates
thank you
Same here i don't know what to do
@knotty coral and @verbal bane have both your server and clients been restarted with the new release? Are you running any mods?
yes both update and the game is working great in solo but when i try in my dedicated i got a pitch black screen (Player is connected)
This is the server log
Does anyone know if worldmodifiers are stored in a config file or similar? Or is hidden away inside the world files?
That's a very large list of mods. Has every one of them provided an update for today's release? You may want to ask specifics in #mods-issues if you can't narrow down which might be the culprit.
They are indeed inside the world files, specifically the world metadata file (.fwl)
Thank you!
.. Do you happen to know common reasons as to why clicking Enter doesnt work in the console? I can't send anything.. "Help"+Enter, nothing happens.
Is this the console in the game client that you activate by pressing F5? Or are you talking about the server's stdin/stdout in a terminal window?
F5 in the game, im going to try to update Jotunn and hopefully that fixes it. I saw one guy mention that on reddit, and i see that jotunn pushed an update today.
Aw that didn't fix it...
SOLVED: Removing ALL plugins fixes it, so i will just have them off to complete my commands - then put them back after!
@old basalt in case this was after you logged off: #dedicated-server message
Went to update today and my steamcmd is on the fritz lame:
Loading Steam API...Error: Symbol execvpe not found, cannot apply R_386_JMP_SLOT 0x675ba5a8 (0xbac170) in
That's a new one for me. I get nervous every time SteamCMD updates itself for examples like this. 😦 Windows?
RaspberryPi - raspbian linux distro lol
I have to run steamcmd through an emulator cause the architecture of pi is arch64 soo its even more complicated lol
I haven't updated the 32‐bit emulator (box86) in over a year though so I hope thats the issue
Updated box86 to latest and it fixed it whew 🙂 no major troubleshooting for me tonight hooray!

My little pi has only got 4GB of RAM but somehow it hosts valheim server almost flawlessly. Been using it for years and it does awesome for my friend and I
Make sure mods are all on the same update - had this issue before because one of us didnt have one of the same mods up to date.
That user was talking to someone else. You were asking in the right spot in #mods-issues. Note that if you've updated your client or server, chances are one or many of your mods are no longer compatible and you will need to work with your mods authors for updated versions.
@final current no response in mods-issues channel
what does it mean to update client or server? The game had a short update when i got on steam a little bit ago
portals not working
So yes, if you (or Steam) applied the update, and the server itself also has the update, it's up to your mods to be updated next.
That's usually the case on a release day. You would have to check the documentation or news pages for the mods for updates. This is a downside of mods.
how long do the mods usually take to update?
Popular ones less than a week usually
ok, so ill play rn without mods, do i jusr remove all the DLL files and put them aside?
A better question for #mods-issues. But yes, that is generally the way assuming nothing stored in your world depends on mods. If you use a mod-management application, then that application might have its own way to launch vanilla instead.
i downloaded a mod managment but i couldn't understand it.
but thx! Ill remove the mods and wait abit, then redownload them
Sure. Outside of troubleshooting in #mods-issues, the #mods-discussion channel can be a useful resource for chatter on updates.
is anyone having any problems on their dedicated server after the update ?
Does it have mods on it?
it did but lost them, but ive seen other people having problems as well so was wondering what problems there was to watch out on
If you had any mods at all, and your using the current patch, even if the mods are disabled, the file structure may be different.
If you own the dedicated server and are running it yourself, you can revert back to the previous stable build and still use the mods. If that's not an option, the server is likely not going to work until all the mods you use are updated to the current patch.
got you, is that it to know about as still new valheim
More or less; if you run the server as vanilla and have no mods/fresh install you shouldn't be having problems
thank you 🙂
On the vanilla side, the most common issue on update day is that folks' game clients tend to automatically get updated by Steam, Apple App Store, and Microsoft Store. But dedicated server is of course managed separately. Even if you've set up an automated update mechanism for your server, you'd still need to confirm the server is upgraded and cleanly restarted with the new version.
And if you have a 3rd party host, you'd have to consult their docs, control panels, knowledgebase or Support for notes on their upgrade process.
This is true, also why I never have auto update enabled; especially if using mods; I learned from a previous experiences with Skyrim/fallout 😅
Is this different than updating the game then hosting the world that is referenced in the dedicated server bat file?
I have a vanilla server...4 in fact...on a box sitting beside me...all were updated thru Steam CMD and all show the same version number but all say incompatible version when I try to connect...any ideas...this is the first time I have had this issue. So I looked at the login info on the one server I had running and the network version is the missmatch...ie client being n-33 and server being n-32. How is this resolved... I have tried updating it again using Steam CMD and it tells ne the app is up to date.
What branch are the 4 servers on? If using SteamCMD, this can be observed in <steamcmd_install_dir>/steamapps/appmanifest_896660.acf
If you don't see a beta or branch indicator in there, just let us know the buildid.
It is just updating the Dedicated Server installed files (e.g. the ones in your SteamCMD install dir). Ideally you gracefully shut down the server, install the update, then start the server again. Any schema changes or feature additions for the world metadata and data files (<savedir>/<world name>.[fwl|db]) will be applied by the dedicated server process itself on its first start under the new version.
Hello Justin thanks for the response......Buildid is 16223092
Does anyone here know Bisect
We keep getting incompatible version while trying to join our server, how do we update the server version
Or do we haveto waait for Bisect to update it themselves
All I've see is this blurb on their marketing collateral:
Your server can update automatically to the latest version of Valheim. Or you can choose only manual updates so that an update won’t break your mods.
if you figure it out, give it a mention in here, I'm sure there will be someone else looking for the same answer eventually
Does it say where
That's two main versions behind. Definitely doesn't seem like the update is getting applied. Do you see any mention of default_old or public-test in the manifest? If not, it may be time to try upgrading SteamCMD itself if you haven't already.
If you think they are on an old or test branch, you can add -beta public (and no beta password) to your next app_update attempt to switch branches.
It doesn't, sorry.
I can see now in SteamCMD that it is NOT finishing the update....it simply truncates and says it is up to date. I have never had this issue and I have been updating these servers for quite some time now
Certainly make sure you're running it as a user that has write access to these dirs and files (and execute/list access to the dirs). Make sure you're pointing at the same install dir your server launch processes are using (e.g. systemd). If you have an IPv6-only network, make sure to enable an IPv4 route to the Internet during this operation. If you've exhausted options, feel free to paste us the full update command you're attempting.
SteamCMD is flaky and sadly is closed source. You could easily be doing nothing wrong and wouldn't have much of an indicator.
Hmm ok....I did download a new version of SteamCMD and put it in a separate folder and ran it....it updated and closed. If I try to run it from that folder it opens...then closes immediately....even if I do run it in Administrator mode. Mayhap I have a fudged up OS now to boot...lol
Are you using an x86_64 emulator like box64 or using Docker for Mac w/ Rosetta 2?
It is running on Win 2012R2 server essentials...as I said it has been fine up until this last update...but the server also is also having trouble installing updates...it may well be time to move to Linux....
Care to paste your SteamCMD command line?
It's possible the new version of SteamCMD isn't compatible with the Windows 2012 NT kernel, which would be a bummer. If there are some root certificate authority updates still possible, you may want to try and get them installed as well.
So how I have the worlds setup is I have them in 4 separate folders. In those folders I installed SteamCMD so that each one is able to be updated separately. Usually SteamCMD will update itself and then I login anonymously and run App_update 896660 validate. This has been flawless until today. No update to SteamCMD today at all and a truncated download is all that happens
Gotcha :/
one last question...can those worlds be moved to Linux and remain as they are now?
Yep. They're pretty portable. Only thing I could think to be concerned about would be mods, if there are any you rely on server-side that either rely on win32 APIs or that make assumptions about Windows file system locations and backslash as the path separator character. They're rare, but you occasionally run into them.
I have no mods....and I have backed the world files up to my NAS which is running TrueNAS Scale. I may well just wipe the server and go the Ubuntu route
I may not be playing Valheim for a while....1st world problems baby.... 😮
Anyone familiar enough with Gportal to know if "Old Valheim" would have been the prev build? It doesn't actually list the build #'s anywhere that I see.
You might even be able to run it on your NAS with the launch docker image feature. Scale is the x86_64 variant, right?
You might try your SteamCMD commands again tomorrow just in case. Sometimes their servers are just too slow to SteamCMD to finish things.
You might also want to check your Windows group policies, in particular Computer Configuration\Administrative Templates\System\Internet Communication Management\Turn off Automatic Root Certificates Update. You want it Disabled (i.e. allow root certs to be auto-updated). I don't know how new Steam's CAs are.
I don't know Gportal, but if "Old Valheim" follows the default_old branch of Valheim, it will be the previous release now.
Thanks Justin...I had been thinking about trying to run it on the NAS box in Docker.....it has better hardware for sure....but I would have to add an SSD to serve the worlds from. The server box is ready for a format and go...but thanks for the ideas and help....oh and yes it is the x86_64 variant
Oh...and the win server just took the updates it refused earlier....who knows what is next.....FML.... 🙂
Morning all, just updated my dedicated server along with V+ and im seeing this in the server logs repeated over and over while im connected. The UserID is my user in the permittedList.txt
PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!
03/05/2025 06:55:43: Console: [Info : Unity Log] PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!
PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!
03/05/2025 06:55:48: Console: [Info : Unity Log] PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!
PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!
03/05/2025 06:55:53: Console: [Info : Unity Log] PlatformUserID "76561197984518865" failed to parse because it didn't contain a separator!```
Yep, reported here: #steam-bugs-discussion message
Awesome will leave it then if its a false positive
You got it. It's normal operation if you're running a non-Crossplay server. It's just noisy.
tried on my pc with mods and on my pc that doesnt have mods and its the same, gonna try a few other things
If even vanilla is having issues and you've updated both the client and server to the latest release, check the client's Player.log and the server log for hints
after update i get
Attempt to call interface with invalid hSteamUser
Hello all! Does anyone here use/have experience using Dathost to host their modded valheim servers? My friend and I are having an issue after this latest patch of mismatched valheim version. Our games have updated to the patch but we can’t get the Server to update. We’ve taken the steps dathost has listed such as rebooting the server manually etc and it just won’t update for some reason. We reached out to dathost and their response was just a copy and paste “make sure your mods are updated and update the server” even though it won’t. Any help is appreciated tysm!
(I see I may have posted this message in the wrong channel so I’ll paste it here, apologies!)
Is anyone else getting nothing but a black screen when entering their server?
You may have to wait a bit longer for the server to update properly. Meanwhile, you and your friend can easily roll back your game versions to match the server version.
In your Steam client, find the game icon and right click. Go to Properties and betas and choose the default_old - previous version setting.
Then, later when the server updates, change it back to None.
How far back would that take us? I was wary of doing so because we don’t want to go so far back as before mistlands/ashlands etc (those were the only ones I had really seen in those settings) and it’s just this latest patch
It'll take you back to just before this recent patch.
We will try that out, thank you!
Sorry for eavesdropping but could that work for the current black screen issue i've been getting since the newest update?
Never mind, that is a no, I just tried
Your server may be on the new version and one of your mods hasn't been updated yet. If so, you'll have to remove or disable the mod until it's updated.
Figured I'd probably have to wait a few days for the mods to catch up to the live version.
Thank you
so today affter waking up i was looking at my ports, the ones i had set for Valheim were gone for some reason, that didnt help after enabling them, decided to delete all but the specific server cmd file on val dedic. reinstalled it, lanched and my server is now back online
Glad you've got it working again. NAT forwarding rules are sensitive to LAN IP address changes. You may want to make sure you've set up a DHCP reservation for you server's ethernet MAC address so its LAN IP won't change and the forwarding rule will be stable.
Are you still seeing this? How is your server deployed? Are you using any offline-mode Steamworks API wrappers or mods?
im still seing this even after a fresh install
but, it seems to work if i generate a new world, which.. is not nice
How is the server deployed? Docker container, systemd? Are you using an x86_64 emulator?
any update on portals
Ok so I updated the server and I’m now getting this issue “PlatformUserID "76561199391776099" failed to parse because it didn't contain a separator!” My gf can’t join the server even though everything is updated now and she’s met with “failed to connect”
This error is a new "bug" but nothing to be concerned about if you aren't using Crossplay. Reported here: #steam-bugs-discussion message
If there's a failed to connect, likely another issue.
What about portals?
Hi anyone got an idea what it might be ? I updated server and all mods that already had updates.. and when i try to load server.. it stops w/o error on that record from screen..
That looks like its working well. Are you see seeing an issue?
cant log in to that server.. failed to load..
now i am trying w/o mods, only with bepinex on a fresh world.. and i have a bunch of errors
So still mods then.
with only bepinex it looks like it launched .. but i never had so many errors when spawning stuff during load
still not working as of yet
What portals are you speaking of? Modded portals? vanilla portals?
target portals mod
It probably still needs updating then.
correct
I'm confused.
Its not going to be updated for a bit. Give it a week or so. Its last update was 9 months ago.
I have dedicated server dm me to joi
#1024264966712340510 would be closer to what you're looking for
Hi, folks. I'm locally hosting a dedicated server on Win10 and it's refusing to update past 0.219.14. When I run my update script (which usually works just fine), it isn't detecting an update from Steam but it does successfully validate. Any ideas, please? Thanks!
Have you updated SteamCMD recently? I would try that first. I would also check C:\Valheim\steamapps\appmanifest_896660.acf to make sure you're not on a branch/beta
I haven't updated it in a while. Will attempt; thank you.
If your server needs an update and SteamCMD is acting up, can you update the server data folder around SteamCMD and accomplish the update that way? Or does that create other problems?
My steamcmd.exe is dated from Jan 27, 2025 and it's not seeing any updates to pull beyond that.
If you update the server files via some mechanism other than SteamCMD, then the appmanifest will be out-of-sync. Future updates might work after that, but I don't know. I wouldn't recommend it.
If you anticipate needing to source the installation from elsewhere, you could do an alternative deployment style where you have an install_dir used for SteamCMD, then you copy that dir completely to the actual location the server is launched from (optionally deleting the inner steamapps dir on the way). That copy should be a complete replacement instead of a merge as it will not know what old files should be deleted. You'd want to have any launcher scripts and the Valheim savedir completely separate from either the SteamCMD install_dir and the launchable installation directory (to avoid accidental deletion). lloesche's container image works this way for example.
Alright, assuming there's no beta/branch listed in C:\Valheim\steamapps\appmanifest_896660.acf, what's the buildid mentioned there?
If it has mention of a branch, I'm not recognizing it as such.
I do see UserConfig and MountedConfig showing a BetaKey as "public" if that's relevant.
Cool. public is fine, it's the main branch. The thing is, build 17530390 is actually the correct version for this week's release. Are you sure you're launching the server from C:\Valheim and not another location?
Hrm. My startup BAT is pulling from C:\SteamCMD\steamapps\common\Valheim dedicated server\valheim_server.exe and that's the same place it's always been.
That's likely the issue then. You've got two installations. Up to you which one you use, just make sure your forced install dir and your launching method are aligned.
Weeeird. This server has been up for 3+ years and this is the first time that's happened, with no (known) changes made. I'll pursue that. Thanks again, Justin.
Resolution confirmed.
Hi! Sorry for the late reply and thank you for the deep dive. I guess sticking to the managed servers will be better.
Running an own server with a spare for 24/7 will be much more expensive and will for sure hurt the electricity bill 🤣
Just to add to my story from last night....I had to login using my Steam name and password to update my server files. I have be logging in anonymously for the past 3+ years but not for this update....once I jumped through those hoops all servers are up and running again. I wonder what prompted the change in that??....one of lifes little mysteries I assume....😵💫
Still shouldn't be necessary.
I know...but what can ya do...
Hi, I'm thinking about setting up a dedicated server instance on my home server (Debian 12) so I and an online friend can play alone whenever in the same world. It will use WiFi. Do I need to have a static IP? Can dynamic DNS help at all?
Somewhat offtopic: Instead of a dedicated server, would it work to manually share a save file? Currently the save is tied to his steam account (I think). If I want to play alone on that save, can he send me the file so I can import it into my game, and then send it back after I finish playing? Would it cause issues with cloud saves?
(Sorry, I'm new to this)
If you set up the dedicated server with crossplay enabled, you'll get a Join Code you both can use instead of the IP address.
Sending the world save files back and forth really isn't a good plan.
When we tried using crossplay we couldnt connect to each other's worlds, apparently bec of packet loss bec we were both using wifi. (See this #steam-bugs-discussion message)
We both play on steam so we just disable crossplay
Will we face the same issue if I enable crossplay on a dedicated server?
I don't know what that link has to do with Wifi. They were talking about CGNAT.
So, I think you should try the dedicated server with crossplay and the Join Code, anyway. It won't cost you anything but a little time to set it up and test it.
The Wifi might slow some things down (lag) but the updates yesterday might mitigate that. So, it's worth a try.
Alright, thank you for your help
I'll probably be back after reading the pinned guides more thoroughly
Linux through steamcmd
If you are placed behind a CGNAT then you won't be able to port forward and your friend would not be able to connect at all.
I had this issue when I was initially setting up my dedicated server because my ISP has me placed behind a CGNAT. I used an alternative to provide a static IP so my server could be connected to from outside traffic and bypass the CGNat issue.
If you have already been able to connect to your dedicated server in the past, then you don't have an issue with CGNAT
Did your CGNAT prevent you from connecting when using crossplay?
It's only possible to prevent connecting if the host side has the CGNAT, for example if the host has a in home server set up but is placed behind CGNat due to their ISP, they won't be able to host the service due to the mesh like network. If you are connecting to a different host who has a static IP then it matters not
Uhh I still don't know what CGNAT is 🙈
If you are placed behind a CGNAT then you won't be able to port forward and your friend would not be able to connect at all.
Even when using cross-play?
If you have already been able to connect to your dedicated server in the past, then you don't have an issue with CGNAT
I only recently set up the server and the only network thing I tested was using SSH using the public IP. Didn't set up the valheim server yet
CGNAT is Carrier Grade Network Address Translation. It means that your ISP has placed you on their router instead of giving you direct access to the internet.
Think of CGNat as a dynamically shifting IP; it's basically a cheaper solution for ISPs when they don't want to assign a static IP to everyone. Some of those ISPs will charge extra for static IP
👍
Well I definitely don't have a static IP. My ISP only gives that on business plans. Does that mean I'm under CGNAT
I've hosted both Valheim dedicated servers and Foundry servers, and in both cases my players were not able to join due to this, until I realized what was going on. Im not saying this is your experience, but if it is, it would explain if your friend is unable to connect to your self hosted server
The big problem with CGNAT is you then don't have any access to open any ports on their router like you would if you only had to deal with your own router.
You can also ask your ISP
Too lazy lol
I'm not certain, as I've never had to try it myself, but I believe using crossplay will allow you to get through with or without having CGNAT in the loop.
In any event, setting up the dedicated server locally and enabling crossplay is still your best bet right now. Even if it fails. You still havent' lost anything but a little time and possibly some tylenol.
I don't think cross play affects that; but as you pointed out earlier, testing everything meticulously is the best way to figure things out! Coby if you want, I'll DM you my work around solution that I've used for a few years now
I jotted some notes on the various modes here: https://valheim.fandom.com/wiki/Dedicated_servers#Working_with_Carrier-grade_NAT_(CGNAT)
Sure
That is very nicely worded, if only I had found this page a few years ago haha
The pertinent section in there right now might be:
"Crossplay will work thanks to the use of relays, but initial registration of the server with Azure PlayFab Party will fail if another customer of the same ISP is hosting Valheim on the same external IP address and gameplay port. This can be worked around by choosing a unique port."
Kinda interesting, I wonder if that second part happens often or not 🤣
Kinda makes getting there first more of a priority. Also, if the first try doesn't work, don't give up just try another port.
My IP from my router config page matches the one on whatismyip.com so it seems it isnt a CGNAT issue? IDK
Also, I'm too lazy to deal with Docker or a manual installation so I'm just gonna try it with AMP despite the price 😅 . Hopefully I don't regret it. I also don't fully understand how it works through a different user on my Debian machine. I assume it won't interfere with anything
The thing about letting others handle your confusing techy stuff is that later when something doesn't work, you can't just fix it.
You'll need to depend on someone else to fix it for you. And they don't usually do that as quickly or as well as you'd like.
And, really, not because you can't understand it. Just because you don't have a little time or energy to learn it. You should think about that.
And not just you. All of us!
Well, i'm also lacking the emotional capacity to deal with the confusing stuff. It's overwhelming. I was hoping the docker images would be easy, but the READMEs are long and don't seem to explain things well. I want to learn docker, but there will be more straightforward cases in the future that will be more suitable for me to experience docker with as a first-time user.
🫠
You don't need docker. Just d/l and install the Valheim Server Tool using your Steam Client. Then, read and follow the .pdf guide that comes with it.
Okay i'll try that after dinner :)
Great! Now, I've gotta run. A new episode of Ancient Aliens just dropped! I've gotta find out if the aliens are coming back? And when? And where? And, most importantly, WHY?! 😮
Enjoy mate
Thank you very much for your help
This is the way
Sorry, I'm having trouble finding the .pdf that comes with it. I'm on Debian 12 btw
I see one in the pinned messages but I'm afraid it is outdated
It'll be in whatever directory you've installed it to. If you use SteamCMD, it'll be in your forced install dir. If you use the desktop Steam client, you can right-click on the dedicated server tool entry in your Library and Manage / Browse local files…
Thank you. Theres a bug in my steam desktop (on debian and linux mint) that i cant select anything in most flyout menus but i managed to find the path
I'm a bit confused why it says for linux to run the script instead of opening it in a text editor like nano
- Right-click
start_headless_server.bat(your copy or the original) and choose ‘Edit’ to open the file in Notepad (Linux: open a terminal in the server directory and run the bash script: "./start_server.sh").
You are correct on the approach. Ideally you copy it to another file as well.
When crossplay is enabled and -public 0, people can still join using a join code i assume?
yep
Hey all, I'm new to setting up dedicated servers, when I or my friends connect it, shows us as connected but we just get frozen on a black screen, does anyone know what might be causing this? all fresh installs and same versions
Black screen usually means someone has a mod installed. If so, they would need to check the mod's documentation/news/etc for mention of compatibility with this week's release. If this is the case for you, you might get more help in #mods-issues
wait! it worked!
ha yes, we have mods, but all updated and same versions, i did re-foward the port, and disabled crossplay,
should be fine as long as you have -crossplay present in the server file
Will IP addresses of players that connect to my server with cross-play enabled be exposed to me (in a log file)?
What about when it's not with cross-play?
I don't think it does in the latest couple versions.
Awesome, thank you!
I haven't used the Crossplay mode for a while though, so don't take my word for it. The direct mode does not actually log IP addresses currently. You could likely use a background process to query the kernel for that info (e.g. with ss or some other userspace tool)
For some reason, our dedicated server once everyone logs off, it changes maps, when I reset the server it goes back to our map, anyone have any idea why that is?
REM Tip: Make a local copy of this script to avoid it being overwritten by steam. if ur hosting on ur pc make sure to make a copy elseware if ur using something like pterodactyl or puffer panel there shouldn't be a issue but don't quote me on that somebody else might know better then i do
-
Is your dedicated server on your home LAN?
-
Is the server brand new?
-
How long has the problem been happening?
-
Are you using any mods on your games or the server?
No I bought it through cybrancee, server is brand new, it’s been happening since I got it set up. I am not using mods
What do -nographics and -batchmode do? I couldn't find documentation so I'm not using them now, but it seems like these are commonly used
(Possibly related: I get shader errors when starting the server script)
Shader errors in the server log are normal. Ignore them.
It's hard to tell what's going on without additional information. Maybe your server isn't saving properly. Have you put in a support ticket with the server host?
They are arguments to the underlying engine and are documented here: https://docs.unity3d.com/Manual/PlayerCommandLineArguments.html
though note that dedicated server actually uses a different runner that's not exactly "standalone Player". Dedicated has its own automatic modes that likely make those two arguments redundant these days.
Hey folks. Sorry if this is a common question. I have a GPortal server for Valheim. Is there a way to have an automated announcement or 2 before a server reset to remind players?
I had a problem with the old server since the upgrade, every time I tried to open it, after running the script.bat it would close and not start the server, so I tried to create a new server from scratch.
now i find myself with this problem.
has anyone ever had this kind of problem and can you help me please?
I doubt there is with vanilla dedicated server, whether at home or in GPortal. It doesn't provide many ways of communiating with it from another process. Best I could think of is have the operator join as a player and use /s … in chat.
The real error is likely further up somewhere. If you want us to dig in, feel free to make a text file of your log output starting from server launch, redact anything personal, and post it as an attachment here.
If you happen to use mods, #mods-issues would have better help for you. Many mods having issues this week following the new release.
I'm creating from a starting point of 0 without any mod.
I just try to start it and it starts with an infinite sequence of errors.
Many thanks for your attention and help.
That's not far up enough unfortunately. If cmd.exe doesn't make it easy to copy+paste the buffer to a text file, you could add -logFile <path> argument to your server arguments temporarily to log it to a text file for the next run.
Hello all is there an easy way to create and use a modpac for R2modman? no response in mods
Um, we don't really do mods in this channel. #mods-discussion is probably the best place to be honest.
duh, but I posted there and got no response
My log
I've been hosting dedicated servers for friends playing it on Steam for a couple of years now - all good, very happy.
I am now trying to figure out how to setup a crossplay server. Do I just need to add -crossplay to the command line I normally use and forward (new) ports as normal?
Crossplay ignores port forwarding. You don't need to do anything with port forwarding for crossplay. Leave it as is in case you want to go back to no crossplay in the future.
But assigning the server a new port is probably a good idea.
ni have dedciated server we are in the swamp if anyone is interested dm me
You'll find players in the #1024264966712340510 channel.
Being in the wrong channel doesn't look good for you.
Sorry for the slow response, @compact wing. Your log actually looks great. It's generating your world from scratch. The missing "instance" it's complaining about is a progress bar because you're using the server instead of the graphical game client. The fix is to just give it time to finish next time around.
@proven niche idgaf
thank you so much
Why are you saying "I don't got any friends"? You've got a great personality. 💩
Hey all I am trying to run a local modded server through r2modman and cant seem to get it to work
anyone done this?
Server is on a Windows or Linux host?
Windows
Try adding %* to the end of your start .bat exec line. Like this:
valheim_server -name "MyWorld" -port 2456 -world "Dedicated" -password "secret" %*
is this after copying beppinx folder from profile path to dedicated server folder or just leaving?
I was thinking it was for just clicking on the Modded in the server's profile.
What, exactly, is the server doing or not doing? Got any error msgs? You know you can put in an option to get the server to create a log for you with: -logfile "...path\Server.log" added as another option to your exec line.
What's the best server management tool right now? Automatic updates and so on? Anyone know?
I don't think you have to. You should be able to start the server from within r2modman, ideally. That's what the %* was for.
ah I can go back and add that and see
but basically I get a bepinex pop up that talks about stuff loading but I have no clue when or if its fully started
Just watch for red errors there and be patient for long pauses.
03/07/2025 00:12:25: Console: [Info : Unity Log] Am I Host? True
Am I Host? True
It depends a lot on your server's mods, if any. And the h/w it's running on. And, if there is anything else running in the background.
it basically sits at that last message I posted
That's not an error. 🙂
with no change
Patience...
I let it sit for 10 mins+ before and it never moved past that
which is why I was reaching out
but I will give it awhile and see
Gotcha. That's where the log file may come in handy.
No, that's as it should be, so far.
Sometimes you can check the CPU activity in your Task Manager and see when it settles down as it finishes loading and starts running.
its only at about 2% cpu
Well, go see if you can log in and/or at least get a password prompt.
Are you using crossplay on the server or not?
Did it give you a join code?
no
I do see a game server connected message way before the line I sent
which is confusing as thats what the readme says to look for
I got a join code when not using beppinx and mods before
vanilla i mean
That may be the server connecting to the playfab network. Your game is using crossplay as well, then?
sorry not sure I understand is there a setting in the player client and server for it
No, it should be automatic for the client.
One last thing to try. Give the exec line in the server start file a new port number. That sometimes helps by going around a cache somewhere that hasn't cleared.
If that doen't work, I'm out of ideas. Sorry.
no worries I will try that I appreciate you trying
I wonder if its the mods I have. I tried to load up a new world in the game locally and its stuck on loading for like 10+ mins now
Some are saying removing crossplay cured their black screen issues. You can try that but you'll have to have forwarded the server port and port+1 in your home router to the server's internal IP address using UDP and IPv4 protocols. And make sure the ports are open on your firewall, too. Then, try joining with the server's** internal** IP address and port number. When you're in the same LAN as the server.
Hello, i get error
03/07/2025 16:58:29: No instance when setting progress! Ignoring.
@proven niche it was a bad mod, specifically the groups mod by smoothbrain that once I disabled everything worked fine
Awesome! Glad you found that. Thanks for the update! 🙂
Hello, has anyone ever had this same error and know how to solve it?
how to disable crossplay in the dedicated server initialization file.
Just remove -crossplay
maybe some mods are broken
having the same issue with one mod vie the r2m figuring out wich one
ty
@unique widget it was the groups mod from smoothbrain that was broken for me
for me it was deleting the ygdrassil in the sky in hope of a better fps
@tame sinewyou playing alone?
What effect would a single empty model have on your FPS?
@knotty oraclethat is what the mod said....
I don't think there's a single mod that won't make your FPS issues worse.
Hello, I am having connection/reliability issues with my server. It's running on Debian, with cross-play enabled. I'm playing from Steam (client device). Image shows my start_server.sh config. The attached log is also on pastebin if that's easier: https://pastebin.com/UsAFWDH2
There are two issues:
-
About every 10 minutes there is a great lag spike until I eventually disconnect from the server.
-
After a while when no players are connected to the server, I am not able to connect to the server until i restart the server with
./start_server.sh
In the server session in the log I connected to the server and played a few minutes before getting disconnected. I did this like 4-6 times. Then I let the server be without players for an hour or two and then tried joining the server from my client, but it could not connect (I don't think this even shows in the log. It would be near the end)
Also both devices are on the same network. I connected initially with a join code and the public IP of the server shows on join menu
My quick answer is I don't know, but it looks like your server is getting booted from the relay, possibly due to a limit on Valheim's subscription to PlayFab Party, or possibly simply Microsoft running out of capacity in whatever region you're connected to.
If this is the case, it's unfortunately mostly outside of your control.
Hmm
I actually changed the port to 2459 after i sent my message and its been like 20 min with no issues so far
You had verified you're not on CGNAT the other day, right? That is to say the 12.* IP address is the same one your router's status page as your WAN IPv4 address?
Tbh, i couldnt find the WAN IP address on my router config page. It just says "IP address"
And this matched the one on whatismyip.com
Cool, yeah, that looks good. Sorry, I got confused by the number before I realized it was intentional 😄
Nvm this was short lived. The issue is back unfortunately.
I can try without crossplay again. Last time i ran into an issue where i couldnt connect to the server. Port forwarding was done for 2456 and 2457 with UDP. No firewall. I'll grab a log rn
Also should i also forward port 2458? I wasnt sure if it was 2456 +1 or 2456-2457 + 1
You don't need to include port 2458. You will need to make sure to forward UDP protocol specifically.