#dedicated-server

1 messages · Page 15 of 1

supple crater
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Hi, is your server suposed to be available outside your home network ?

radiant pollen
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Thanks! @final current You are HERO

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on disabling crossplay I've accidently removed end quote on server_params

supple crater
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Oooh i get it i just read the whole thing

green dawn
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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

proven niche
chrome canyon
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I want to open my own dedicated server. Do you have any good sites to recommend?

final current
astral aspen
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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?

final current
astral aspen
final current
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All of the properties listed in the manual are arguments to the server executable in your startup script or launcher.

astral aspen
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copy that

final current
tulip forge
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@final current how do i know which ports need to be allowed through the firewall?

final current
tulip forge
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do i need to open any others for steam?

final current
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Not for Valheim Dedicated Server, whether launched via Steam or otherwise.

plush helm
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Anyone starting a server or looking to bring on new?

final current
plush helm
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sorry I just saw it

final current
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No prob

plush helm
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Couldn't take back what I started lol

tulip forge
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alright ive got everything working now! thank you @final current
im not sure what in specific it was but thank you

final current
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Awesome, glad it's working now.

magic gale
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anyone know where to find my port # on valhost? im tryna add mods through filezilla

proven niche
magic gale
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still not working

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thanks tho @proven niche

proven niche
proven niche
final current
magic gale
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the only ftp mode i see is the demo

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it wont even shot me ftp mode

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i contacted the valhost support, ima wait for an email reply. thank you guys for trying to help anyways

copper island
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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?

final current
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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.

copper island
copper island
final current
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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/

copper island
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So using my external to check if the port is open

final current
# copper island

That part looks good except for local IP. 192.168.1.1 looks like your router instead of your server's ethernet adapter.

copper island
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I also have DMZ enabled on it aswell

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I could change it to be .10 or something?

final current
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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.

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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.

copper island
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Changed it, still saying port closed, possible firewall issue?

final current
# copper island 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?

copper island
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Change did update on PC, disabled firewall and still showing port closed

final current
# copper island 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.

copper island
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Ya can connect with LAN IP, so how would i work on the external?

final current
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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.

copper island
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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

final current
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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.

copper island
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That works too 🤦‍♂️ so that means its good to go? just gotta use the external and port for friends to join?

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ah looks like the server that appeared in my server list has an old external IP so wonder was that my issue all along

final current
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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.
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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.

pearl raven
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When in the ashlands:

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This is causing significant lag. What items is triggering this?

proven niche
# pearl raven When in the ashlands:

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.

pearl raven
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The only mod you're seeing is bepinex, so i can see more detail in the log.

proven niche
heavy steppe
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how to join valheim server

sonic prism
proven niche
pallid python
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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?

knotty oracle
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No, because fch files are your characters, not your world.

pallid python
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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

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Not a big deal ofc I was just wondering if it was possible to preserve character location as well

final current
# pallid python Not a big deal ofc I was just wondering if it was possible to preserve character...

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).

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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)

pallid python
final current
final current
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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.

pearl raven
final current
lusty ore
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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?

final current
lusty ore
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i can teleport myself, spawn items, delete stuff, etc

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i tried just using recall which should tele all players to me, and also using names, nothing happens

proven niche
lusty ore
proven niche
lusty ore
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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

final current
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Server devcommands mod was supposed to have a fix for recall as of this summer. I have not tried it.

halcyon pebble
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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

final current
halcyon pebble
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correct

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It loads the .db file and doesn't overwrite it until the world save, but insta overwrites the .fwl

final current
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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?

halcyon pebble
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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

final current
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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)?

halcyon pebble
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No sir

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I had one for raids, but it didn't work so I commented it out

final current
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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?

halcyon pebble
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commented out in the compose file, I'll paste it in a minute

final current
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(resolved offline)

gilded lintel
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Does anyone have any recommendations for websites to buy dedicated servers from

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that can handle light modding as well

final current
gilded lintel
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why not

final current
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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.

gilded lintel
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makes sense sorry dude

final current
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It's no problem at all, a lot of people ask, wish we could be more helpful there.

indigo portal
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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.

knotty oracle
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No, people need to own the game. How would that even work?

indigo portal
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Perhaps an interesting idea to get some ancient i5 laptop off the shelf and run things from home

knotty oracle
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Search this channel, it's been done a fair bit.

indigo portal
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Does Valheim Server at home indeed require a second steam account to run the server?

knotty oracle
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No.

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No, that would be illegal playing the game without owning it. Not sure what they'd be running in that case anyway.

indigo portal
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Well, so all it needs is a spare low-spec PC and maybe an empty steam account

knotty oracle
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You can run the server anonymously.

indigo portal
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For the record, I have 2 Steam accounts and both have a purchased Valheim

knotty oracle
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I did. I said its impossible.

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I'm also not going to help you pirate the game.

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I have no idea.

indigo portal
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Derek, see above. I bought 2 copies of Valheim, just to make sure

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2 distinct Steam accounts, one to host, one to viking around

knotty oracle
indigo portal
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I did not know that when I started with experiments for and with friends

sonic prism
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If they own Valheim they can join otherwise they can't, it might work differently for other games.

knotty oracle
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How, what are they even launching?

wide cipher
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what are you even trying to do?

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having people running valheim servers without owning the game?

knotty oracle
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Wow...

wide cipher
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ok ok.

  1. online crack is usually filled with malware and viruses.
  2. cracked clients are illegal
  3. that's bad
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well. the cracked clients don't work in multiplayer so...

knotty oracle
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Imagine saying any of that to the developer.

wide cipher
indigo portal
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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 . . .

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Derek, over to you;)

knotty oracle
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I think Smiffe probably has it covered.

knotty oracle
wide cipher
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ooh. you got the laser eyes

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10/10 ❤️

knotty oracle
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I remembered

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Also, GIF privileges in here feels weird.

wide cipher
knotty oracle
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Oh, they're not separate permissions?

wide cipher
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Discord is lacking in that department

frozen cradle
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@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.

final current
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That's great to hear!

toxic knoll
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@knotty oracle Hi sir can you help me with my dedicated server setup?

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no password for security

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@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

final current
bold spear
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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!

final current
bold spear
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Thanks!

jolly badger
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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?

final current
jolly badger
final current
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Correct, unless you enable Crossplay, which has its own metadata exchange process that works for private lobbies.

jolly badger
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Also, I can confirm with your link the query port works correctly, it's just not the default value.

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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

final current
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That's correct. Crossplay would force you to connect via the same Microsoft relay that everyone else is connecting through.

jolly badger
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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?

final current
jolly badger
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DNS

final current
jolly badger
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Ohh

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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?

toxic knoll
# final current Your launch line has been truncated, maybe by accident. See how it gets cut off ...

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"

final current
jolly badger
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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...

final current
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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.

jolly badger
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Oh last thing. Does the query port even serve a purpose if public is disabled?

final current
final current
jolly badger
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Gotcha, thanks again. Maybe I'll try dropping the forward for that port if I go private then...

final current
toxic knoll
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launching the .bat from the dedicated server

final current
toxic knoll
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opening the .bat

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why is this happening: missing C:/Users/jstougard/AppData/LocalLow/IronGate/Valheim/worlds_local/Dedicated.db?
[8:27 AM]

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when I have changed the name and the port

final current
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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.

toxic knoll
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👍

#

which logs do you need:

final current
# toxic knoll which logs do you need:

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

toxic knoll
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LET ME KNOW WHEN YOU CAN LOOK AT IT AND i WILL TRY AND GET WHAT YOU NEED

final current
toxic knoll
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how do I get you what you need

final current
toxic knoll
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"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

final current
#

You can copy it all to a .txt file and drag it to the new message box in Discord

toxic knoll
#

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)

final current
#

You can copy it all to a .txt file and drag it to the new message box in Discord as an attachment.

toxic knoll
#

it atomaticaly creates a dedicated world

final current
#

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.

frozen zephyr
#

its windows, bat dont need to call bepinex for bepinex to start

toxic knoll
#

we are just trying to figure out why its not working

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it creates a dedicated world instead of using the world I created and named minecraft

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I am trying to create a dedicated server that will just let us build and build for practice

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like hammer mode world

final current
toxic knoll
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I appriciate the help

frozen zephyr
#

you try running the bat without the -nographics -batchmode

toxic knoll
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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

toxic knoll
# frozen zephyr you try running the bat without the `-nographics -batchmode`

@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"

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the ports are forward 3456 and 2456

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the host machine runnming the vVMs does not have a video card

frozen zephyr
#

dedicated server dont use graphic by default

toxic knoll
#

correct

frozen zephyr
#

you dont need to add undocumented extra args to the start bat

toxic knoll
#

I don't know whats needed to make it work

final current
# toxic knoll @echo off set SteamAppId=892970 echo "Starting server PRESS CTRL-C to exit" RE...

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.

toxic knoll
#

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

final current
#

Exclamation point at the end. It's just to test that your modifications to this batch script are actually getting used.

toxic knoll
final current
#

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.

toxic knoll
#

how do I check that

final current
#

What program are you using to edit the .bat file?

toxic knoll
#

notepad

final current
# toxic knoll

Can you right-click on start_headless_server_Minecraft in that Explorer window, and select Edit or Show More Options/Edit?

toxic knoll
#

notepad is the only option

final current
#

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.

toxic knoll
#

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

pallid python
#

is there an easy way to tweak stamina regen rates with a config file or something like that

toxic knoll
#

are you using a mod manager

pallid python
#

no i was trying to avoid mods tbh

toxic knoll
#

like R2modman

pallid python
#

cause wouldnt all players have to have the same mod list?

toxic knoll
#

then I do not believe so

pallid python
#

dang, ok ty

toxic knoll
#

build a mod pac

pallid python
#

yeah i prob will at some point, was trying to keep it centralized, my friends are stubborn lol

toxic knoll
#

😩

#

@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

final current
toxic knoll
#

02/25/2025 17:43:34: PlayFab reconnect server 'My server' not Minecraft

final current
toxic knoll
#

@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"

final current
#

And that's the same file you are double-clicking on to start the server?

toxic knoll
#

yes yes yes!!!!!!!!!!!!!!!!!!😋

knotty oracle
final current
#

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.

toxic knoll
#

ok

toxic knoll
knotty oracle
#

But we have world modifiers that do that.

pallid python
#

stamina regen world modifier?

toxic knoll
#

sorry will keep my mouth shut

knotty oracle
#

Yep.

pallid python
#

where do i find that

#

F5?

#

ooh dev commands

final current
pallid python
#

any idea if that could be added to the start_server.sh script?

final current
#

Yep, in your own copy of that script would be a fine place for it.

pallid python
#

nice, thanks!

final current
knotty oracle
dark gate
#

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

gilded vine
dark gate
#

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

frozen zephyr
#

-public also has to be set to 1 for that site to work if you changed it to 0 site won't work

dark gate
#

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

gilded vine
#

Make sure your firewall rule is opening both ports using IPv4 and UDP protocol for both inbound and outbound traffic.

frozen zephyr
#

Yeah it's not going to use its own ports 2456-2457 to connect to you

final current
scarlet sundial
#

Hey. Can anyone tell me why my local dedicated server is not giving me an ip adress to join?

proven niche
scarlet sundial
#

The problem is, it doesnt generate an ip or code in the cmd window..

proven niche
scarlet sundial
#

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?

proven niche
scarlet sundial
#

Did exactly this but its giving me a complete random seed and world.

proven niche
#

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.

scarlet sundial
#

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.

proven niche
#

The difference between worlds_local and worlds places is that the first is local storage and the secone is Steam Cloud storage.

scarlet sundial
#

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

proven niche
#

The new world's name needs to be in the -world "newname" exec option. Make sure you're editing the right .bat file, too.

scarlet sundial
#

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

proven niche
scarlet sundial
#

I am at my wits end...

#

Is there anoth worlds_local folder that i dont know of?

proven niche
#

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.

scarlet sundial
#

I have done that so many times. Doing it again now.

proven niche
#

Just don't rename anything in the process.

scarlet sundial
#

Still i get the wrong seed

proven niche
#

Make sure the world files in the old location are set to local storage not cloud storage.

scarlet sundial
#

Like disable cloud saves in Steam?

proven niche
#

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.

scarlet sundial
#

There is a disk next to the name.

proven niche
#

That means it's local, then. In the worlds_local folder there.

scarlet sundial
#

Like that?

proven niche
#

Yes. That's local stored files.

scarlet sundial
proven niche
#

Yes.

scarlet sundial
#

But it still doesnt work...

proven niche
#

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.

scarlet sundial
#

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.

proven niche
scarlet sundial
#

Thank you heaps. ❤️

toxic knoll
#

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)

knotty oracle
#

Because they never took those warnings out. You can happily ignore them.

toxic knoll
#

👍

wary shore
#

Do I need a separate PC to run all the time for dedicated server?

fervent violet
wary shore
final current
# wary shore Do I need a separate PC to run all the time for dedicated server?

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.

toxic knoll
#

@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

final current
toxic knoll
#

same result

final current
#

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.

toxic knoll
#

I am recieving it on both servers now

final current
#

Alright. Some of those are normal, just verbose logging you see when BepInEx exposes more of Unity's mono runtime logs.

frozen zephyr
#

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

final current
#

@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)?

toxic knoll
#

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

final current
#

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.

toxic knoll
#

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

final current
#

I'm sure we can get this working. Send that .bat file along.

toxic knoll
#

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

final current
#

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.

toxic knoll
#

Im not

final current
#

What are you observing to think that it's stopping everything? Is it crashing at that point? Just can't connect?

toxic knoll
#

not loading

final current
#

Do you mean it doesn't achieve the Load world: B2E565 log line? Or that you can't connect?

toxic knoll
#

correct

#

sorry had a phone call

final current
#

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.

toxic knoll
#

Im digging let you know when I get to china

final current
#

If you're seeing Load world: B2E565 but you aren't able to connect, might be as simple as an IP address change.

toxic knoll
#

I got in to the world locally

#

now I am moving it to the server and retrying

dapper shard
#

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?

final current
dapper shard
final current
dapper shard
#

well.
How can i get those keys functioning on my server?

final current
# dapper shard 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, listkeys and setkey. You would not need to install the mod on the server for that capability.
toxic knoll
#

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

final current
#

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).

toxic knoll
#

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

naive shale
#

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.

final current
toxic knoll
#

yes

final current
#

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.

toxic knoll
#

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

final current
#

Sounds like a nice setup

toxic knoll
#

I am running about 10 differrent servers

final current
# toxic knoll can you at least tell me witch way to go to setup a server for creative mode

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.

toxic knoll
#

the second option

#

do you have a link to a how to

final current
# toxic knoll do you have a link to a how to

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.

toxic knoll
#

👍

final current
#

I think with that same mod, you could alternatively use nocost instead of debugmode / B.

toxic knoll
#

its confusing to me

naive shale
final current
#

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

naive shale
naive shale
final current
#

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

naive shale
final current
naive shale
final current
#

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.

naive shale
toxic knoll
#

should i or should i not use hammer mode in modifiers for the new world

final current
toxic knoll
#

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

final current
# toxic knoll which is better setkey methode or creative mode with adding players to the admi...

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.

final current
toxic knoll
#

ran it and still no IronGate folder:

final current
#

And did you refresh the explorer window?

toxic knoll
#

i think I need to switch it to local instead of cloud and rerun it

#

did mot work still no folder

final current
toxic knoll
#

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?

final current
#

That I probably can't help you with. I've not had the opportunity to install it on Windows before, sorry.

toxic knoll
#

😋

#

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

toxic knoll
#

do you have a step by step guide for above

#

I have them both load and am able to get in to both

proven niche
toxic knoll
#

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

proven niche
#

Ok. You already have access to the F5 console and can enter commands there? If so, enter "listkeys" and tell me what happens.

toxic knoll
#

how do I check access i am in comand in valhiem on my gaming pc since sever is headless

proven niche
toxic knoll
#

you are not admin

proven niche
# toxic knoll 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.

toxic knoll
#

one moment

#

where the admin list located

proven niche
# toxic knoll where the admin list located

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?

toxic knoll
#

like so correct

proven niche
#

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.

toxic knoll
#

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.

proven niche
#

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.

toxic knoll
#

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.

proven niche
#

Perfect. Although, a simple "it worked" was all I needed.

toxic knoll
#

sorry

#

now what

proven niche
#

Now, did the "listkeys" command produce results or an error?

toxic knoll
#

yes

proven niche
#

Pick one... Results or error?

toxic knoll
#

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

proven niche
#

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.

toxic knoll
#

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

proven niche
#

Ok, one minute while I do a search for you...

toxic knoll
#

how do I set a key like nobuildcost, setkey eventrate 0

proven niche
#

Ok, sit down. Take a couple deep breaths... Wall of text is incoming in a few secs...

toxic knoll
#

oh damn

proven niche
#

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.

toxic knoll
#

nice

proven niche
#

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.

toxic knoll
#

understood

#

whats the fly setkey

proven niche
#

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.

toxic knoll
#

set on each player and on the deadicated server correct

#

setkey fly

proven niche
#

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.

toxic knoll
#

once set how do you use it in game

proven niche
#

But it might or might not come in with the Hammer ones.

gilded nest
#

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?

proven niche
#

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.

toxic knoll
#

copy the bepinex folder over

proven niche
#

Yeah, the BepInEx plugins and config folders.

toxic knoll
#

devcommands debugmode correct

proven niche
#

Yes, devcommands and then debugmode.

#

In that order. 🙂

toxic knoll
#

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.

proven niche
#

The warning is fine. The devcommands toggles on and off as does the debugmode command.

final current
#

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

toxic knoll
#

so I want them true

final current
#

Yep

toxic knoll
#

I am trying to get fly working

proven niche
gilded nest
#

Is there supposed to be a BepInEx folder on remote site already for me to copy that folder over to?

proven niche
final current
toxic knoll
#

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.

proven niche
toxic knoll
#

it is

#

just changed it back

proven niche
#

I dunno for sure, you may need to have ServerDevcomands installed on the server as well for the extra access.

final current
#

Nah, it only needs to be on the client for building and flying stuff

toxic knoll
#

hmmmm

#

ok

#

i fill like I am getting there thank you guys for the support you rock

final current
#

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

proven niche
#

Ok, I'm off. You guys have fun. 🥰

toxic knoll
#

is true

final current
toxic knoll
#

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

final current
#

We see devcommands being toggled, but you tried debugmode while dev commands was True?

toxic knoll
#

yes

#

ya no z or B

#

Grr LOL

gilded nest
#

Dedicated server?

final current
#

Yes, they're using Server devcommands mod.

toxic knoll
#

trying

#

I host my own servers

gilded nest
#

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.

toxic knoll
#

copy the pebinex from r2 modman and place it in the deadicated sever folder and run it

gilded nest
#

There's no BepInEx folder on dedi server, that'd be too easy.

toxic knoll
#

I am not running a mod manager on the deadicted just the client

gilded nest
#

I just threw them all in the Plugins folder, gonna try that.

toxic knoll
#

copy from client to deadicated

#

@final current you there you have any ideas on the Z and B

#

do I need to setkey hammermode

final current
#

Nope. Your console should look something like this after you type debugmode

toxic knoll
final current
#

I don't think you will see anything in the server log output related to debugmode. It's a client-side feature.

toxic knoll
final current
#

Only that, on its own line.

toxic knoll
#

'debugmode' is not valid in the current context

final current
toxic knoll
#

it is thier just above

final current
#

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.

toxic knoll
#

not sure what you mean by wrapped

#

do I need to install dev commands mod on the client through r2modman

final current
#

Yes. Only needs to be on the client.

toxic knoll
#

which mod you recomend

final current
toxic knoll
#

ok installed restarting client

#

all players need to install it on clients

final current
# toxic knoll all players need to install it on clients

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.

toxic knoll
#

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

final current
#

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.

gilded nest
#

Pretty sure AntiCheat is supposed to have a White and Grey list, but I got something wrong here.

final current
gilded nest
#

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

toxic knoll
#

@final current i can't beleave we have came so far thank you

final current
gilded nest
#

Yeh, checked those. They got nothing really. Usually that's where I get my info when AntiCheat boots someone, but these seemingly have zip.

naive shale
#

@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

knotty oracle
#

From a what?

naive shale
#

@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?

agile bay
#

@proven niche

#

nvm, found them!

#

sorry for ping

proven niche
proven niche
# agile bay sorry for ping

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. 🙂

final current
naive shale
final current
agile bay
#

how do i go back to a backup file. i have all these files but not sure how to revert to one

final current
agile bay
#

do you know what folder the backup file goes into

#

or i just rename them?

final current
# agile bay do you know what folder the backup file goes into

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.

agile bay
glass wharf
#

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.

proven niche
proven niche
agile bay
final current
#

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.

final current
#

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.

final current
#

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 version
  • m "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.
violet gyro
#

Would someone be so kind as to recommend a server host to use… I’m rather new to it.

proven niche
gilded nest
#

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.

proven niche
trail estuary
#

Anyone else having serious issues with crossplay enabled?

#

especially when boss events spawn?

hard trail
#

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...

▶ Play video
proven niche
shadow jay
#

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

final current
# shadow jay > valheim-server DEBUG - [145] - Waiting for server to listen on UDP query port ...

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)

proven niche
final current
# proven niche Is there a way to see the dockerfile that was used to build an image that you ge...

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

proven niche
#

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.

final current
# proven niche I spent several hours yesterday looking at valheim server container images at hu...

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

copper island
#

How would I rollback a save on a server?

proven niche
stark fog
#

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?

final current
old basalt
#

Hello! Anyone tried hosting on AWS? if so, do mods work?

final current
#

And if you're going to be using Crossplay, I'd recommend Azure over AWS, given you can co-locate with the relay edge.

old basalt
final current
#

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

wheat heath
#

any way to force update dedicated server?

final current
wheat heath
#

its a gportal one

final current
#

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.

wheat heath
devout fulcrum
#

oh could u show me where that button is cause i need to do that too on gportal @wheat heath

granite prawn
#

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.

granite prawn
#

although mostly i cannot join and others cannot join either, i have updated the servers as well

toxic knoll
#

@final current

#

what is the correct solution

#

when I try to log in to either server I get the same

frozen zephyr
#

Server hasn't been updated, and I wouldn't update it yet, mods have not been updated for the valheim version that released today

toxic knoll
#

how do I update it wand when should I

#

no playing today then GRR

proven niche
#

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.

toxic knoll
#

how do I roll my game back to match the server

proven niche
toxic knoll
#

👍

toxic knoll
#

Its up thank you

#

May I ask what this means though: PlatformUserID "76561198349725501" failed to parse because it didn't contain a separator!

proven niche
# toxic knoll Its up thank you

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.

final current
#

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

granite prawn
#

I don't believe it's mod related, I can load the server without mods and I still get the same issue.

final current
#

And you say you can't connect? What are you seeing on connect attempt?

granite prawn
#

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

toxic knoll
#

mine loads I am just not able to load debugmode

toxic knoll
final current
#

OK, to me that sounds like normal debug log level logging. You are still able to connect though, @toxic knoll?

granite prawn
#

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.

granite prawn
#

The first couple of times withe the mods installed it did let me log in but not other players but that changed.

knotty oracle
granite prawn
#

It would show them in game but they would be stuck at the loading screen with the error showing on my server

toxic knoll
#

mine works I just cant do creative

final current
final current
toxic knoll
final current
#

Using today's Server devcommands release?

toxic knoll
#

the f5 screen is blinking

#

do I need to reinstall

granite prawn
#

@final current I Dont understand what u are asking.. I do have BepInEx installed but i have not edited a config file fior logging....

toxic knoll
final current
#

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.

final current
toxic knoll
#

ok do I download and install over the previous one

granite prawn
#

@final current it will be the default then

#

the way it always has been

#

@final current both are set to true

final current
toxic knoll
#

1.88.0 vs JereKuusela-Server_devcommands-1.90.0

granite prawn
#

lFatal, error. warning., message, info

#

the same for logging .Disk

final current
granite prawn
#

@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

final current
#

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.

toxic knoll
#

thanks

granite prawn
#

@final current thanks, and no i was never seeing those error messages before.

toxic knoll
#

I run r2modman on client then copy over bepinex to server

knotty coral
#

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.

toxic knoll
#

restart the dedicated

plucky hemlock
#

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?

toxic knoll
#

@final current everything working fine my dedicated servers are up and working after updates

verbal bane
final current
#

@knotty coral and @verbal bane have both your server and clients been restarted with the new release? Are you running any mods?

verbal bane
dapper sparrow
#

Does anyone know if worldmodifiers are stored in a config file or similar? Or is hidden away inside the world files?

final current
final current
dapper sparrow
#

.. 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.

final current
dapper sparrow
#

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!

final current
wooden mountain
#

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
final current
wooden mountain
#

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

final current
#

I wonder if this is why it fails in Rosetta 2 these days as well.

wooden mountain
#

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

grave flare
#

i posted a pic cuz i asked elsewhere and it wasn't the roght spot

wooden mountain
# grave flare

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.

final current
toxic knoll
#

@final current no response in mods-issues channel

grave flare
toxic knoll
#

portals not working

final current
grave flare
#

ah

#

so are most mods 'down' rn?

#

sucks its RIGHT after i download them lol

final current
#

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.

grave flare
#

how long do the mods usually take to update?

wooden mountain
#

Popular ones less than a week usually

grave flare
#

ok, so ill play rn without mods, do i jusr remove all the DLL files and put them aside?

final current
#

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.

grave flare
#

i downloaded a mod managment but i couldn't understand it.

#

but thx! Ill remove the mods and wait abit, then redownload them

final current
sly fulcrum
#

is anyone having any problems on their dedicated server after the update ?

sly fulcrum
#

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

true cedar
sly fulcrum
#

got you, is that it to know about as still new valheim

true cedar
#

More or less; if you run the server as vanilla and have no mods/fresh install you shouldn't be having problems

sly fulcrum
#

thank you 🙂

final current
#

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.

true cedar
#

This is true, also why I never have auto update enabled; especially if using mods; I learned from a previous experiences with Skyrim/fallout 😅

plucky hemlock
bitter zephyr
#

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.

final current
final current
# plucky hemlock Is this different than updating the game then hosting the world that is referenc...

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.

bitter zephyr
#

Hello Justin thanks for the response......Buildid is 16223092

odd falcon
#

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

final current
# odd falcon 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

final current
# bitter zephyr Hello Justin thanks for the response......Buildid is 16223092

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.

final current
bitter zephyr
#

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

final current
#

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.

bitter zephyr
#

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

final current
#

Are you using an x86_64 emulator like box64 or using Docker for Mac w/ Rosetta 2?

bitter zephyr
#

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....

final current
#

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.

bitter zephyr
#

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

final current
#

Gotcha :/

bitter zephyr
#

one last question...can those worlds be moved to Linux and remain as they are now?

final current
#

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.

bitter zephyr
#

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.... 😮

gilded nest
#

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.

final current
# bitter zephyr I may not be playing Valheim for a while....1st world problems baby.... 😮

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.

final current
bitter zephyr
#

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.... 🙂

river ibex
#

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!```
river ibex
#

Awesome will leave it then if its a false positive

final current
#

You got it. It's normal operation if you're running a non-Crossplay server. It's just noisy.

knotty coral
final current
worn loom
#

after update i get

Attempt to call interface with invalid hSteamUser

cosmic locust
#

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!)

pseudo heath
#

Is anyone else getting nothing but a black screen when entering their server?

proven niche
cosmic locust
proven niche
cosmic locust
pseudo heath
#

Never mind, that is a no, I just tried

proven niche
pseudo heath
knotty coral
#

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

final current
final current
worn loom
#

im still seing this even after a fresh install

#

but, it seems to work if i generate a new world, which.. is not nice

final current
#

How is the server deployed? Docker container, systemd? Are you using an x86_64 emulator?

toxic knoll
#

any update on portals

plucky hemlock
#

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”

final current
#

If there's a failed to connect, likely another issue.

final current
tribal ether
#

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..

final current
tribal ether
#

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

knotty oracle
#

So still mods then.

tribal ether
#

with only bepinex it looks like it launched .. but i never had so many errors when spawning stuff during load

toxic knoll
earnest nymph
toxic knoll
#

target portals mod

knotty oracle
#

It probably still needs updating then.

toxic knoll
#

correct

knotty oracle
#

I'm confused.

earnest nymph
#

Its not going to be updated for a bit. Give it a week or so. Its last update was 9 months ago.

ornate coyote
#

I have dedicated server dm me to joi

final current
drowsy jetty
#

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!

final current
drowsy jetty
proven niche
drowsy jetty
final current
# proven niche If your server needs an update and SteamCMD is acting up, can you update the ser...

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.

final current
drowsy jetty
#

I do see UserConfig and MountedConfig showing a BetaKey as "public" if that's relevant.

final current
#

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?

drowsy jetty
#

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.

final current
#

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.

drowsy jetty
#

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.

old basalt
bitter zephyr
#

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....😵‍💫

knotty oracle
#

Still shouldn't be necessary.

bitter zephyr
#

I know...but what can ya do...

gilded lintel
#

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)

proven niche
gilded lintel
#

Will we face the same issue if I enable crossplay on a dedicated server?

proven niche
#

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.

gilded lintel
#

Alright, thank you for your help
I'll probably be back after reading the pinned guides more thoroughly

true cedar
# gilded lintel Alright, thank you for your help I'll probably be back after reading the pinned...

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

proven niche
true cedar
#

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

gilded lintel
#

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

proven niche
#

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.

true cedar
#

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

gilded lintel
#

👍

#

Well I definitely don't have a static IP. My ISP only gives that on business plans. Does that mean I'm under CGNAT

true cedar
#

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

proven niche
# gilded lintel 👍

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.

gilded lintel
#

Interesting. I see

#

I'll try this rq (courtesy of Gemini 2.0)

true cedar
#

You can also ask your ISP

gilded lintel
#

Too lazy lol

proven niche
#

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.

true cedar
#

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

final current
true cedar
proven niche
#

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."

true cedar
#

Kinda interesting, I wonder if that second part happens often or not 🤣

proven niche
gilded lintel
#

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

proven niche
# gilded lintel My IP from my router config page matches the one on whatismyip.com so it seems i...

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!

gilded lintel
#

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.

#

🫠

proven niche
gilded lintel
#

Okay i'll try that after dinner :)

proven niche
gilded lintel
gilded lintel
final current
#

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…

gilded lintel
#

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

  1. 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").
final current
#

You are correct on the approach. Ideally you copy it to another file as well.

gilded lintel
#

When crossplay is enabled and -public 0, people can still join using a join code i assume?

final current
#

yep

ancient geode
#

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

final current
ancient geode
#

wait! it worked!

#

ha yes, we have mods, but all updated and same versions, i did re-foward the port, and disabled crossplay,

mild scarab
#

if my friend gets valheim on xbox can they join my dedicated server?

#

vanilla server

ancient geode
gilded lintel
#

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?

final current
gilded lintel
#

Awesome, thank you!

final current
#

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)

glass frigate
#

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?

mild scarab
proven niche
glass frigate
gilded lintel
#

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)

proven niche
proven niche
final current
broken night
#

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?

compact wing
#

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?

final current
final current
compact wing
final current
toxic knoll
#

Hello all is there an easy way to create and use a modpac for R2modman? no response in mods

knotty oracle
toxic knoll
glass wharf
#

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?

proven niche
ornate coyote
#

ni have dedciated server we are in the swamp if anyone is interested dm me

ornate coyote
#

nah i look here @proven niche \

#

thanks tho

proven niche
final current
#

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.

ornate coyote
#

@proven niche idgaf

proven niche
tame sinew
#

Hey all I am trying to run a local modded server through r2modman and cant seem to get it to work

#

anyone done this?

proven niche
tame sinew
#

Windows

proven niche
# tame sinew Windows

Try adding %* to the end of your start .bat exec line. Like this:

valheim_server -name "MyWorld" -port 2456 -world "Dedicated" -password "secret" %*

tame sinew
#

is this after copying beppinx folder from profile path to dedicated server folder or just leaving?

proven niche
marble pike
#

What's the best server management tool right now? Automatic updates and so on? Anyone know?

tame sinew
#

should I be running start_headless_server.bat as admin?

#

I added the logging now

proven niche
#

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.

tame sinew
#

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

proven niche
#

Just watch for red errors there and be patient for long pauses.

tame sinew
#

03/07/2025 00:12:25: Console: [Info : Unity Log] Am I Host? True
Am I Host? True

proven niche
#

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.

tame sinew
#

it basically sits at that last message I posted

tame sinew
#

with no change

proven niche
#

Patience...

tame sinew
#

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

proven niche
#

Gotcha. That's where the log file may come in handy.

tame sinew
#

thats from the log file

#

unless I am misunderstanding you?

proven niche
#

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.

tame sinew
#

its only at about 2% cpu

proven niche
#

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?

tame sinew
#

looks like its on

#

in the bat file

proven niche
#

Did it give you a join code?

tame sinew
#

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

proven niche
#

That may be the server connecting to the playfab network. Your game is using crossplay as well, then?

tame sinew
#

sorry not sure I understand is there a setting in the player client and server for it

proven niche
#

No, it should be automatic for the client.

tame sinew
#

I get a failed to connect when trying to join

#

no password prompt

proven niche
#

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.

tame sinew
#

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

proven niche
#

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.

daring basin
#

Hello, i get error
03/07/2025 16:58:29: No instance when setting progress! Ignoring.

tame sinew
#

@proven niche it was a bad mod, specifically the groups mod by smoothbrain that once I disabled everything worked fine

proven niche
compact wing
#

Hello, has anyone ever had this same error and know how to solve it?
how to disable crossplay in the dedicated server initialization file.

knotty oracle
#

Just remove -crossplay

unique widget
#

having the same issue with one mod vie the r2m figuring out wich one

compact wing
tame sinew
#

@unique widget it was the groups mod from smoothbrain that was broken for me

unique widget
#

for me it was deleting the ygdrassil in the sky in hope of a better fps

#

@tame sinewyou playing alone?

knotty oracle
#

What effect would a single empty model have on your FPS?

unique widget
#

@knotty oraclethat is what the mod said....

knotty oracle
#

I don't think there's a single mod that won't make your FPS issues worse.

gilded lintel
#

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:

  1. About every 10 minutes there is a great lag spike until I eventually disconnect from the server.

  2. 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)

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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

final current
gilded lintel
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Hmm

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I actually changed the port to 2459 after i sent my message and its been like 20 min with no issues so far

final current
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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?

gilded lintel
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Tbh, i couldnt find the WAN IP address on my router config page. It just says "IP address"

final current
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Cool, yeah, that looks good. Sorry, I got confused by the number before I realized it was intentional 😄

gilded lintel
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Also should i also forward port 2458? I wasnt sure if it was 2456 +1 or 2456-2457 + 1

final current
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You don't need to include port 2458. You will need to make sure to forward UDP protocol specifically.