#dedicated-server
1 messages · Page 16 of 1
Who knows what the mod has done to your world?
RtD mmo
I would inquire in #mods-issues or see if this mod has a support community available for it.
i asked everyone mate no one is getting back to me and i have 15+ players waiting
Well, given this channel is for discussion/help on setting up/launching/maintaining Valheim Dedicated Server, you're not going to find anywhere near the level of specialization on a particular mod you might be looking at. When I look at the pages for this PlanBuild mod, I see "Find us on the Jotunn discord." I take it you've already discussed this issue there?
I have the same error as you, I tested mod by mod.
I have a problem with the mod
Marketplace And Server NPCs Revamped
every time I put it on the server I get this message.
That's a good message, part of normal operation.
ok, I host a dedicated server for Valheim and a few other games (not rented, i set them up and maintain them) does my internet speed matter at all. if i got faster internet, would that help those that plays on my servers with me?
Yes. But moreso speed in terms of latency. It doesn't have high bandwidth requirements, but low latency and high reliability are important. Wi-fi for example would not make a great networking backend.
If your upstream can support up to 1MB/s, that's probably enough for 10 players by my guess
mine is actually 100mbps/100mbps, should be more than enough, but i was curious if upgrading to 1g would be any help.. but guess not really. I do have Wifi setup and I do play on Wifi, no lan. but I find if you set it up right, its just as reliable as lan
Thank you for responding
Hey. Anyone else getting this error when trying to join their dedicated server? Steam has been updated on the server. Checked the integrity of my local files and it seems fine. Not sure what's out of date here.
Check on which game version is your dedicated server running in the server log. Probably 0.219.16. Best to reinstall it if so.
I'll check. THanks.
anyone run into any issues with levelingsystemfixed not workin on a server, not getting xp from killing stuff
@unique widget we have a group of 4
Assuming that's a mod, you're better off asking in #mods-discussion or #mods-issues
ty
I don’t know anything about how the dedicated servers work. Is it possible to turn a current world into a dedicated server and is it easy?
It is possible. It's a matter of copying the two worlds files (.db and .fwl) from their existing home to the new server. How easy it is to actually do that simple operation depends on the exact circumstances of your situation.
Can you locate the existing files ok? Are you going to be able to install the new dedicated server ok? Or maybe rent it from a game hosting Co.? Are you ok with the copy/paste files operation in general? Do you know how you'd be able to paste the two files to the particular server? And then how to tell the server to use them? Is the world currently in use with the same game/server version that's to be used on the new server?
If so, great. No problem.
Okay cool. Thanks.
valheim_server -nographics -batchmode -name "DivineDomain" -port 2456 -world "Dedicated" -password "noobrus" -crossplay (how do i disable crossplay on a dedicated server?)
making everything lag out bad
Just remove the -crossplay there. And then forward your server's ports (2456 and 2457) in your home router to the server's internal IP address on your home LAN using the UDP and IPv4 protocols.
thank you gonna try this
Failed to connect whenever i remove the crossplay for some reason, i just had my friends on my server before removing crossplay so i know its not the ports
When you had crossplay was enabled it wasn't using the ports.
Nope. Change External Port Range = 2456-2457 And Internal Port Range = 2456-2457 You need to forward both external ports to the same internal ports.
I've done minecraft servers up the wazoo but this is some of the most confusing crap i've dealt with
Learning new stuff is a great blessing. It enhances your life! And feels really good once the headache goes away.
like this or do i still got it wrong, idk if you have a sec to join one of the vc's or not
You've got it! 🥳
okay thank you gonna give it a whirl
Great. Just make sure your Firewall isn't blocking traffic on those two ports. And that your VPN (if any) doesn't interfere.
yeah nope still nothing
You may have to wait until the server ports are cleared out of any memory caches they were in. That can take some time. Worst case, you can just give the server a new port like 3456 or something and change forwarding to match.
I've hosted empyrion servers, minecraft, modded minecraft and other server and i've never dealt with something like this, somethings gotta change and IronGates gotta fix that fucking mess because it's way too stressful and probably the most convoluted fucking shit i've seen in a while. Wasted 2-3 hours between steam CMD server and the actual Dedicated server change is needed.
I think you're confusing this channel with the #suggestions channel.
If anyone needs me, I'll be over there in the corner sobbing quietly to myself... 😢
Wasn't trying to be harsh or anything it's just something gotta change and i really do appreciate the help for what it's worth
I mean 'gotta fix that fucking mess' doesn't seem a particularly smart way to get people to make changes.
and DereK i did set the ports so idk why you came at me like that
this is extreamly different from how other servers ports are for me and what i'm used to.
and yeah it is a mess sorry i'm not gonna sugar coat something 🤷♂️
The only issue with multiplayer on Valheim honestly is crossplay. If you don't need to use that it's fairly trivial.
I don't even use crossplay i removed it from the startup like Jaga said ( Remove -crossplay ) but when i do for some reason nothing on the server side seems to work even when the right ports were set. i had my ports to 2456-2458 and it seems to work just fine before had my self and 3 others on, but when -crossplay is removed it doesn't work shouldn't it be something like -crossplay false ?
No, removing -crossplay is enough to get rid of crossplay. But as Jaga said, sometimes it can take a little while for crossplay (or PlayFab really) to let go of the ports so it can be quicker to change to a different pair of ports or wait a few hours.
or just restart my modem correct?
I don't think that will do it, as you don't control Playfab, Microsoft do. Changing the ports is the correct option.
Could i just use my terraria ports? 7777-7778?
Yeah, any other pair not in use will work.
...provided the terraria posts are forwarded using the UDP protocol and the terraria internal IP address is also IPv4 and the same as the Valheim server's.
Well, yes. But you'd covered that already.
im just gonna buy one, i'm not dealin with it no more 😂
this has been awful, thanks for the help regarless tho guys ❤️
Right. Because no one ever has any problems or questions about commercially hosted game servers. Good luck with that!
I don't get what else needs 'dealin with'.
Darn! We didn't even get to mention the non-loopback home router problem looming. Oh, well. He'll be back.
Heh, it was next on my list.
He's right, though. This universe of ours has some really harsh quirks for us sometimes.
Which may be why they invented beer, come to think of it. So, there's that, I guess... 🍻
Hello, guys! I have a little issue.. When I try to host a server to play with friends, nobody can connect. It says "Failed to connect" and that's that. I downloaded the Dedicated Server from Steam, and now I do not know if I did it right. You reckon this would work? Also, if you have a fix for the "Failed to connect" error, I would much appreciate it if you let me know!
Have you forwarded the server's two ports in your home router to the server's internal IPv4 address using the UDP protocol?
No, I have no clue how to do that :D
How do I run Valheim dedicated server without annoying password ?
Use a less annoying password.
I don't need password, it's on LAN and friends connect through Wireguard
Ok? Then just use 12345.
Those idea was it to force passwords ?
Each router is a little different but you can check your router's instructions for information on how to forward ports.
The syntax of your command line args is a little off. You can specify multiple -modifier <modifier> <value> sets. No colon. You can see an example of one such set in the manual.
So -modifier mod1 value1 -modifier mod2 value2
Password ought not to be required. You've turned off public?
Ah, I see
Ill try with the dedicated server first, if it doesnt work Ill go with forwarding the ports
Thank you
Password always required.
I run my servers without password
If your game is on the same LAN as the server, you can try to connect with the server's internal IP addresss and port without needing to forward your ports first.
Forwarding the ports is mostly for players who would be external to the LAN and coming in through the internet.
And in case it's not clear in my example, you don't want to group modifier and modifier value pairs in quotation marks.
You can paste your full start command here for us to check after if you want. It's a little cut off in the screenshot
Alright, thanks
valheim_server -nographics -batchmode -name "notsimplemen" -port 2456 -world "notsimplemen" -password "valeriepedal" -saveinterval "900" -preset easy -modifier combat easy -modifier deathpenalty veryeasy -modifier resources muchmore -modifier raids muchless -modifier portals casual
thats what I did so far
Hopefully its fine
Is there a way to replenish all resources (tin deposits, copper deposits, silver, etc.) in your dedicated server?
or only dungeons crypts etc.
Looks better yep!
Also, when I boot up the server, where can I see the join code/ip?
Because I dont see it anywhere in the cmd
You'll only receive a join code in Crossplay mode (-crossplay). In that mode, you can also connect via your external IP address which does appear in the log eventually I believe. If you're going direct instead of using Crossplay, you can connect via loopback IP, LAN IP, or external IP (e.g. with forwarded ports). It would be up to you to find those and make them accessible. We could likely help if you have an idea how you want to connect
Not with vanilla Valheim. I bet #mods-discussion will have some good ideas, though
alright, thanks
What about: "To have no password, you can remove the -password line if you use -public 0"??
Hello everyone, in your opinion, what is the best website to host a dedicated server for Valheim? Do you know any good hosting providers?
Currently, I’m using Survival Servers. Maybe you know a better host?
and cheaper
We don't give 3rd-party host advice in here, sorry.
Not true. Just not specific providers.
Alright thanks you
I don't know who set the channel topic, but it has read "We cannot help you with 3rd party hosting sites or give advise on which one you should buy/rent" for a year or two.
It's okay guys, no worry
if someone know just DM me after i understand and i respect the rules ❤️ love for every one
All good Derek, I think I understand what you meant.
Just tried for the first time to make my server public for my friends to play. the console says game server connected like it should be up and running but we dont see it in the server list. Are there any common issues or mistakes people often make? Im using the crossplay backend
having trouble getting my Valheim server up and running, this is what my start headless file looks like rn
What's the 'issue(s)' you're experiencing? Logs can help...
Mine (linux): ./valheim_server.x86_64 -name "{server name}" -password "{PW}" -port 2456 -world vhserver -public 1 -savedir '/data/.config/unity3d/IronGate/Valheim' -saveinterval 1800 -backups 5 -backupshort 7200 -backuplong 43200 -crossplay
I get to ‘loading’ when im in Valheim, but dont get to the password option and tells me server isnt up. Which log do i check i have connection log and connection log 2456 and about 8 others
is there a reason there is no join ID? i cant connect even with IP on the same network
Im also having an issue where it says my game server connected but gives no join code
Ill add context as well, on this PC i have successfully made it work, on my Dell node i did the same thing DL the dedicated server, same settings, and running the bat, but i get the above
Mine looks like this...
so looks like yours stops before mine at Logged in playFab user etc etc
if i remove -crossplay i get the same as you
If you remove crossplay you'll need to remember to set up your port forwarding.
fair, i dont mind keeping crossplay, on this pc that it worked from it was there, im trying to replicate but as in my image above there is no join id in the line
Im getting in my command window a ton of [No instance when setting progress! Ignoring] codes and lots of placed only 17/50 tarpits kind of messages is this normal?
Yeah, the game will try and generate a lot more structures than it can actually fit in the map (according to the generation rules) and intentionally so.
Just wanted to update @sleek tundra it now works and honestly i cant think of anything i did to get it to work properly, sorry mate, maybe i disabled and reenabled the windows firewall, but thats it, tried both the steam page one, and the steamCMD and both now work 🤷
I actually got mine working also. It was something with the cross play I think. I removed it and added it back and then the server was working fine. Thanks for update. Glad yours is working also.
I don't want to have a password bec i set -public 0 and added the allowed players to permittedlist.txt. Do I just remove the -password "mypassword" argument? Do I set -password "" instead?
Remove it completely and you should be good to go.
Thank you
It is thanks to you and @proven niche that my server is now working. Thank you both so much!
Really glad to hear you got it sorted, mate! You did all that work with it now you get to have some fun with it! 🥳
hey @proven niche , I've got another conundrum for you this is what my start headless file looks like, firewall off and port forwarding rule in place
start valheim_server -savedir /[Username]/AppData/LocalLow/IronGate/Valheim -nographics -batchmode -name "World of Hrothgar" -instanceid "1" -public 1 -saveinterval 1800 -backups 5 -backupshort 7200 -backuplong 43200
Hiya, Sue. Hey, doesn't the path for -savedir belong in "quotes"? And I'm pretty sure you need a -password "secret" when you have -public 1 and there should be a -port 2456 in there, too.
Are you on the same LAN as the server? You should be joining with the server's internal IP and port, right?
Is this a Windows PC? If so, the -savedir you have there's a little strange, with forward slashes instead of backslashes and /[Username]/ wouldn't exist (unless this was WSL with a custom dir there from the root). If you're aiming for %USERPROFILE%\AppData\LocalLow\IronGate\Valheim, it's the default savedir so you could even leave it out. But yeah, as Jaga hints, you'd need double-quotes if that username has a space in it (fine to have double-quotes even if it doesn't).
You don't need -instanceid either. While it would normally be fine to leave it at setting the default, it doesn't make sense once you're no longer using Crossplay.
You mentioned a conundrum, what are you observing with that line? Not starting? Error messages? Not connectible?
just fixed the save dir, port, and instanceid. Fixed those and then i attempt to log in, i go over to Join, start and then join to get into the world I've made, which is where me and my brother would play. I've been getting codes that seem good, 'game server connected' and amIHost: True
just tried again but no luck, i just keep getting the connecting loading wheel followed soon after by Failed To Connect
You joining with the server's internal IP and port, right?
I don't know how to tell if im doing that
The server's internal IP address is the one you forwarded the ports to. Something like 192.168.1.nnn So you put that with the 2456 port number in the add server box that pops up when you're joining and adding a server.
my port IP is 216.49.134.130:2456 but i already have it listed, do i try to add it again?
That's the external port and may not work when you're on the same LAN unless your home router allows 'loopback' connections. Most do but some don't.
Try the internal address. It usually starts with a 192. or 172. or maybe 10.
just tried internal address (same as what i type in the browser to go to router settings) and got the same Failed To Connect. i used 192.168.18.1:2456
maybe its not the full internal address?
Normally the server's internal IP address would not have the 1 as the last number. That's almost always the gateway address. Is the server hosted on a Windows or Linux PC?
windoes
At the server's PC open a command window and type in ipconfig. It's internal address is listed there as "IPv4 address" just above the gateway address. It'll be something like 192.168.1.8 or some other last number.
That's also the IP address your router needs to be forwarding the server's two ports to. The 2456 and 2457 ports for default. And the router's port forwarding has to be with the UDP protocol.
Progress! i just have the wrong password now, this is doable
Remember, players external to the LAN must use the 216.49... external address.
it wasnt the right server, its a world i havent played at all in
there were no trophies hanging from the starting spawn point
Yes, the new server made a new world for you to play in now. You weren't expecting that?
i was trying to connect to an older world, named world of hrothgar, i still have some saves from it from back when, but thats the one which starts with 216 and ends in 130:2456
gonna go sleep
Ok, have a good night.
Hi! I'm having issues running a LGSM-instance of Valheim. It has been offline for a few (~six) months, just did a full update of it and replaced the worldfile with a new one (created on a Windows client). The issue is that the server starts up but shuts down within a few seconds (it runs ./vhserver start without issues, but when I try "details" a few seconds later, its' status is STOPPED).
Logs are throwing me all kinds of errors/warnings related to shaders, but I don't know what to do with it. Any ideas?
Running LGSM myself. No issue(s). What's your LGSM COMMON.CFG look like? Throw your log, see if we can note anything "off"
Plus, Steam has been messing w/ back-end. Best to turn set: updateonstart="off". You can force-update successfully (most of the time) AFTER it's up/running, but if LGSM can't update itself, it goes into a reboot loop
Lovely, thanks for the swift response!
This is the latest log from /log/console:
03/09/2025 14:43:28: PlayFab custom ID set to "PlayFab_<b><i><color=FUCHSIA>BOOMBABY Valheim Server</color></i></b>_2456_932b802e4cdb4f059bcfe529c8ce6be71"
...
03/09/2025 14:43:28: Failed to logged in PlayFab user via custom ID: /Client/LoginWithCustomID: Invalid input parameters
CustomId: CustomId value was 107 characters long which is outside of allowed length (between 0 and 100 characters).
03/09/2025 14:43:28: /Client/LoginWithCustomID: Invalid input parameters
CustomId: CustomId value was 107 characters long which is outside of allowed length (between 0 and 100 characters).
Suggest going as vanilla/basic as possible.
Make sure runs/plays as expected.
THEN tweak {X},{Y},{Z}
Verify
Lather, rinse, repeat. 😛
Sharp eyes. Thank you SO much!!
Hey so how do i get this older world working? It’s listed under my join worlds tab still i dont have crossplay on and has ip 216.49.134.130:2456
You know it's just a simple copy/paste operation for the two world files. The .db and the .fwl file pair. The trick is finding the ones you want to copy and then finding the folder to paste them into for the server.
Make sure your worlds are stored locally. Use the Manage Saves option at game start menu to do that.
Then, find the [worldname].db and [worldname].fwl file pair in your game's worlds_local folder. You can find that here in a default game installation.
C:\Users\UserName\AppData\LocalLow\IronGate\Valheim\worlds_local
Then just copy/paste them to the server's worlds_local folder. You'll find that in basically the same place on the server's PC.
The save has the Move to Cloud option which i imagine means its already stored locally. Ill do the copy and paste like you said now
So i just tried to do this, where i was looking, copy and pasting was NOT in the steamapps/common/valheim dedicated server location and was just concerning the locallow valheim worlds side. Is that correct? Also the two files i copied ended in .fwl.old and .db.old and it still gave me failed to connect
.old files are backups, you can restore them by removing .old if you want.
im getting a "if you change the file name the file may become unusable" all i am deleting is the .old, this is ok right?
That's just Windows being careful. Should be fine.
so i just changed those file names, to restore them, and closed and reopened the dedicated server app, then tried joining this World of Hrothgar, and still got Failed to Connect, what do i try now
thanks so much for the help, its lovely when a game has a true community like this one clearly does!
Hi to all.
My Friend and I didn't play Valheim the last two weeks. Before that, everything was fine.
After I logged in at our dedicated Server today, the problem occured: I see all signs built by my friend on her dedicated server scrambled. I also get no more messages through the chat window.
Ingame the notice is, that the text is hidden and I have to check the UGC-Settings.
One told me, that this problem is an xbox-problem only. But I have no xbox and play on PC via Steam.
The message at the BepInEx-Program gives the following Message: "Permission ViewUserGeneratedContent was denied for user Steam_xyz: The user is blocked locally"
I checked several ways to change privacy-settings on steam. In the game I saw no possibilities zu change UGC.
The only change that took was, that my friend joined in a steam family recently.
Any further ideas?
I have been unable to log into our game server from the client ever since the update. The server is running on Linux AMP and is all up to date, as are the clients. I get to enter the server password, then...... Blank screen.
Nothing showing in the logs
Network version check, their:33, mine:33
Console: [Info : Unity Log] 03/09/2025 20:23:23: Exception in ZRpc::HandlePackage: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) ZNet.DMD<ZNet::RPC_PeerInfo>(ZNet,ZRpc,ZPackage)
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <5aefc10cb7a348a6a66a4e2036c11d65>:0
--- End of inner exception stack trace ---```
trying to make the latest save of my world local and I get this, what do i do? @proven niche @knotty oracle
might have moved the .fwl and .db files to the wrong place tho 🤔
If PlayerEvents is set for a server, then events are based on individual player progression on that server or progression for that character on any server?
The latter.
still getting failed to connect, after moving the .fwl and .db files into the server's worlds local folder and restoring them, is the next thing for me to check my port forwarding? this is my latest log info in my connections log 2456 file
[2025-03-09 18:14:21] CCMInterface::OnNetworkDeviceStateChange -- Saw device up (1833422100)
[2025-03-09 18:14:21] CCMInterface::OnNetworkDeviceStateChange -- Already connected...
my start headless is: start valheim_server -nographics -batchmode -name "World of Hrothgar" -public 1 -port2456 -password "[mypassword]" -saveinterval 1800 -backups 5 -backupshort 7200 -backuplong 43200
I see a missing space in between -port and the number. Miss-paste in here? If not, will be problematic to the launch.
Yeah, the Steam version ought to be pretty friendly to user-generated content. You mentioned BepInEx… are you running any plugins/mods? And your local version is up to date? And all the mods you have installed are documented as compatible with that version? Also check to make sure your app install has Data/Managed/Splatform.Steam.dll in place.
Re the scrambling, in younger futhark, "ᚬᛏᛁᛚᛚᚴᛅᚾᚴᛚᛁᚴ" is phonetically "otillgänglig", svensk for unavailable.
Blank screen usually means mods. Any chance you have a mod loaded that isn't compatible with the recent version? If you're running vanilla without mods, feel free to attach the whole log as a text file in a post here.
If it might be mods, and you've checked each mod's documentation and news to verify compatibility with the version you're running, then you might mention what you're running in #mods-issues.
no i fixed it and then tried and it didnt work. Then when i went back in again, it had been autocorrected back to the no-space between port and number thing
So still unable to connect? If you had recently switched to direct/Steam connectivity from having used Crossplay, you'd have to wait a little bit for the external IP to be unregistered. How are you connecting? Loopback IP, LAN IP, external IP, join code, Steam friending, or domain name?
crossplay is off and im joining the server from the computer thats hosting it, idk which that would be
basically i just in the past would go to the join tab and after id opened the dedicated server, i would click join on the server and input my password before playing
If crossplay is off, from the computer that's hosting it, you could probably try any of the 3 IP addresses. Loopback is 127.0.0.1 in most cases, LAN IP is 192.168.1.something in most cases, and external IP is whatever route your ISP gives you to the Internet.
Assuming you don't have CGNAT, you will indeed need to have UDP port forwarding set up in your NAT/router to be able to work with the external address. And in some cases, your router or ISP might prevent you from local-routing to that external IP from your own premesis, though this is rare.
I have UDP set up in my router settings and i did ipconfig just now in my cmd and the addresses i have are ipv4 subnet mask and default gateway, youre sayingi should try each of these with :2456 at the end of them?
I don't have Windows in front of me, but it will be something like "IPv4 Address" for your ethernet adapter.
last time i tried that one it made a brand new server, I'm trying to access an old one
It's going to be whatever world your server is hosting, regardless of how you connect to it.
And if it's not the world you're expecting, make sure that your -world <world name> argument aligns with the <world name>.fwl/<world_name>.db pair in your <savedir>/worlds_local directory.
So this is the first and second pages and this IP looks different than my computers current ipv4 address which starts w 192...
Yep, that's an external (Internet) IP address.
You're not going to see the server name or metadata popover when you connect to the LAN IP address.
But you will have a fast and reliable connection that works over your switch chips instead of router CPU.
Whenever i try to connect to the ipv4 ip address plus :2456 it generates a brand new world. Did i put the .fwl and .db files in the wrong place? Do my world and server have to have the same name? I think they were not the same name before when it used to work
I didn't see a -world <world name> argument in your start line above. That's the one that affects what file name it looks for. It does not need to match the server name in any way.
I added one, -world "World of Hrothgar" to no avail, it doesn't give me anything other than Failed to Connect, and I tried restoring the world of hrothgar backup once more, but all it did was give me a new World to join named that but with no save info. What does checking the start server box do? Also if i suddenly try turning on crossplay and restarting the dedicater server app would that help?
Feel so stuck
Hello guys is here someone who can help me with set up a valheim server my friends can join without me being online
I ned help from the very start
and maybe someone who can speak german haha
"Failed to connect" while attempting connection to which address? And are your world files are found in <savedir>\World of Hrothgar.fwl and <savedir>\World of Hrothgar.db? And your server logs for this session look sane?
Start Server is for launching the in-game server, an alternative to the standalone dedicated server.
yea so the weird thing is ive only ever used the start server tab to join this dedicated world of hrothgar server with my brother, he isn't in the same LAN as me and its worked up until november
Start by downloading the dedicated server itself. You can get it for free on Steam (via the Tools library filter) or SteamCMD under app 896660.
ill check this now
Doesn't sound weird to me. But if you are continuing to try to use the in-game server on the same system as the Dedicated Server and you are trying to launch the same world from both, that will definitely cause big issues, and potentially risk losing your world.
It's odd to be forwarding 2456 through 2457 to only port 2558. Is there a reason you chose 2558? Additionally your LAN range should have the same number of ports as your forwarded WAN range. With your current setup, it will forward both the gameplay port and the query port to the same LAN IP port, and I don't think Valheim supports that at all.
a friend told me 2558 is what one normally forwards to, but they live like 7 states away. The part you just said about there needing to be two ports on both sides makes a lot of sense to me, thank you. Would 2558-2559 be okay or is there a different number i should use
It's only OK if those are the ports you chose to bind to on your dedicated server (e.g. via a -port 2558 argument). Your LAN ports should be whatever ports you are actually running the server on. Port forwarding is taking traffic from the Internet (the WAN) to ports on your router (the WAN ports) and forwarding that traffic to ports on an address in your own network (your LAN).
Your WAN ports would be what you tell your friends to connect to alongside your external (Internet/WAN) IP address. The LAN IP and port is usually what you would want to connect to within your own network (in addition to accepting packets forwarded by the router from your WAN).
Once you've installed the dedicated server from Steam or SteamCMD, enter the installation directory in your favorite file manager and bring up the manual PDF. It's a decent getting-started guide.
so what should I do for a range instead of 2558-2559?
It should be whatever port your server is actually running on (either the default port of 2456 or a custom port you've set with the -port argument). And it should include whatever port is +1 from that (aka the "query port")
So if you have not specified a custom port, that would be LAN ports 2456 through 2457. If you started your server with -port 8990 it would be 8990 through 8991.
thank you im going to change this and try it again in a few hours.
OK, but even before changing it you ought to be able to connect to the LAN IP and port you've already set if the server is running ok. Connecting to the LAN IP/port does not involve your router's port forwarding at all.
Hey all, I've got a Valheim Dedicated Server (steam tool) running and loaded in a world, set some flags in the .bat file, etc; sometimes, for reasons I can't deduce, the CMD window just... stops updating. Like I had the server running for hours and it just stopped showing anything after a certain time. and the person who was on the server got kicked, like the server 'went to sleep' or something like that.
Popping back into the CMD window (I had it in the background) I hit ctrl+C which should have shut it down, but instead it like, 'woke up' and refreshed with a sudden huge scroll as if it was catching up. and then the server worked fine since it was 'awake' again.
Is this some sort of known/documented function? I noticed all the official help pages and pdf instructions for setting the server flags are outdated/incorrect, so I'm wondering if that's led to me missing something crucial here.
Or is it just windows being windows and making the CMD stop running after awhile or something? (It's not due to lack of ram, I've been keeping tabs on that in taskman)
If you are running in Windows desktop mode and haven't daemonized the batch file in some way, then be aware of QuickEdit mode. In both the CMD and PowerShell desktop window, if you click inside the Window, you enter QuickEdit mode which blocks output and by-proxy any thread trying to output. There is likely a way to disable it in settings/preferences for your command terminal.
interesting, never heard of quickedit before and it seems like something that I have no control over (other than leaving the window permanently in focus but never clicking inside it?) This is my first day with this tool so I don't think I'm daemonizing it or using PowerShell.
oh, got it disabled in CMD's Properties. Neat, had to google where to find that. Now, with that disabled, I'm no longer able to copy the steamID of anyone joining the server, it seems, which is... well, removes a mandatory feature for server admin functionality in order to not have the server crash, I feel like I'm missing something
Alright. Unfortunately, I don't think Microsoft has documentation for Command online for me to link to and I don't use Windows enough to know exactly how to do it, sorry.
OK, good deal. So yes, QuickEdit is handy for copy+pasting. Once you've entered QuickEdit for doing something like that, there is some way to exit the mode. I don't remember how. Maybe pressing enter?
I mean, if entering quickedit causes the server to crash, then... surely there's some other way to do what needs to be done
for now I can just manually type the number I see and be careful to type it correctly, I suppose
I would just see if you can find some documentation on QuickEdit mode basics. Maybe in the built-in Windows help?
I'm sure you can exit QuickEdit mode as easily as enter it. There might also be 3rd-party command shells out there that don't block stdout/stderr while allowing selection/copy.
Does anybody know what bot people are using for their dedicated servers that are showing server activity in discord? Like somebosy logging in/out, dying (coordinates included), world saved and server starting and stopping or auto restart on schedules? Etc...
DiscordConnector mod - #mods-discussion
@final current hello do you know if there is another way to close the Valhiem Dedicated server other then just press CTRL C? I am trying to create a task to shut them down so my other task an run and copy the newly updated bepinEx folder from my client and replace the folders on the 2 servers!
Sure, is this Linux, macOS, Windows, or Windows Server?
You might try Microsoft taskkill: https://learn.microsoft.com/en-us/windows-server/administration/windows-commands/taskkill
You would do it locally, and without /f because you want the regular WM_CLOSE procedures to run like world save.
Closing the .exe should result in the finalization of the batch run if you're launching from a .bat file.
and no domain present also PId changes every time the ser loads
Yes, you'd have to determine the PID of the running server process. There are likely some Windows commands that help with this. PowerShell also has a lot of useful commands around process management.
if I heave to be present to determine the pid then that defeats the pupose of task scheduler and I might as well close it with ctrl + alt delete
That's what I'm saying, there are likely Windows commands that will determine it for you.
It also looks like taskkill takes the process image name as an alternative. This would allow you to do something like taskkill /im valheim_server.exe
then how would it create the shut down with the pid that the command determined
It would get it from the NT kernel
Hello, can someone possibly help with why I am failing to add admin to server. I found file adminlist.txt and added steam ID example:
// List admin players ID ONE per line
Steam_76----------------59
But when trying to change the setworldpreset Casual
I still get message You are not admin
Is this server running Crossplay?
I have tried noth ways and honestly am not sure if it's running crossplay
What's your server start command line look like?
yea I see -crossplay in it
-crossplay -savedir
all I want to do is change the game difficulty
valheim_server.exe -nographics -batchmode -name "xxxxxxx" -port xxxxxx -world "Dedicated" -password "xxxxxx" -crossplay -savedir
Alrighty. Try just the Steam64ID without the Steam_ prefix.
Did you restart the server after? And that Steam64ID is the same one you see for yourself if you press F2 while connected to the server?
yes except in-game it shows Steam_
That's fine
example Steam_76----------------59
does my character name need to be added? I only ask because it is shown to the left of the number
Your character name does not need to be added. Are you putting adminlist.txt inside of your <savedir>?
OK, that looks good, but you have a -savedir argument in your command line. Is that directory the value supplied for that argument? If so, it is cut off in your paste of it.
that is a darn good question
If that screenshot shows the intended savedir, you can probably leave that argument off altogether as it is the default assuming you're launching the server under the G… Windows user.
okay I'll remove it and see what happens
Note that if you had previously generated a world in whatever the savedir was before, it will not be the world used for this run.
That doesn't look like a savedir. Looks more like the server installation directory.
If you've removed the -savedir argument, it's going to now be %USERPROFILE%\AppData\LocalLow\IronGate\Valheim, which is what you had open before most likely.
that worked
it did change the map but at least I can change the difficulty now 🙂
thank you for your help
Sure thing. With some searching for a subfolder named worlds_local, you can probably locate your old savedir if you'd like to copy that world to this new savedir. Just be sure to back up anything important to you on either side of that operation.
yeah that is the weird thing here that first screenshot I sent to you had the world I was playing on in it's save, but now that I removed the savedir command that world has changed. Basically meaning I was tracking the Seed ID
If it hadn't been picking up your adminlist.txt and you have a different world now, I'm willing to bet that was not the same world you were using in that dir.
I cannot find any other folder with the name worlds_local except the one I took a screenshoot of and that world .fwl matched the seed ID and used on the world generator website
My Windows is rusty, but you might be able to do something like this:
cd \
dir /S worlds_local /AD
perfect, your windows is current 😉
hi everyone Im hoping someone here can help me
I have a dedicated self hosted (windows) server that the world just got reset to day 1.
I haven't actually tried to log into it until today, as I was waiting for mod authors to update mods. I just got everything updated, booted up, logged in....and 1000 days of progress for 10+ players seems to be gone. The backup files I see are all from yesterday and they all seem to have day1 world
Anyone have any suggestions on how to troubleshoot this? we're heartbroken if we lose our world
i think there are a few of us in the same boat. it loooks like the game is not finding the correct world directory.
also I will mention I dont think its the .bat file since I'm using a static/custom one that hasn't been redirected
Are you starting the server a different way than you had before? Or as a different user than before? Can you give us your server start command line?
yes yes sure, and thank you for trying to troubleshoot with me
i actually came here with the same issue as the other two that are currently chatting about it
oh, my apologies for not reading furhter up...Im in a bit of a panic 😦
It's no worries, and let us know if you're also playing the game on the same PC as you are running the server. This is generally not recommended due to the risk of world management issues, but if you are, it will be helpful to know.
And you are on Linux, macOS, or Windows? Can you give us your server start command line too?
I am on Windows. The Server is being run on a dedicated machine next to me. Here is the .bat I've been using
@echo off
set SteamAppId=892970
echo "Checking for updates..."
steamcmd.exe +force_install_dir .\steamapps\common\ValheimDedicatedServer +login anonymous +app_update 896660 +quit
echo "Starting Valheim Dedicated Server - PRESS CTRL-C to exit"
cd .\steamapps\common\ValheimDedicatedServer
start valheim_server.exe -nographics -batchmode -name "LanachValheim" -port 7789 -world "Lanach" -password "passwordremoved"
i am on the same computer, windows, i have been running a sever on this computer since launch and this is the first time i have had this issue
valheim_server -nographics -batchmode -name "Reed sucks" -port 2456 -savedir C:\User\vhannroy\AppData\LocalLow\IronGate\Valheim\worlds -world "mistlands 1" -password "*******" -crossplay -public 1 -saveinterval 600 -preset casual -modifier raids none -modifier deathpenalty casual
Are you running this .bat as an administrator or regular user, and is it the same system user you had been before, not a new system user wrapping a Microsoft profile or something like that?
I have not attempted to run as admin but I am the same system user on the same machine
I will try now, but I copied all the world.db and .ftl files to local machine and loaded in on single player and its still world day1
You have an unusual savedir. It will result in your worlds being in:
C:\User\vhannroy\AppData\LocalLow\IronGate\Valheim\worlds\worlds_local is that intentional?
that is just where they have always been
i did not have that command originally but when i was having issues i added it because it was not finding it after this last update
No need to try another run, but it world be worth checking in C:\Windows\system32\AppData\LocalLow\IronGate\Valheim\worlds_local for your world in case you had previously run it as an administrator.
yes I've been tearing through that folder for a few hours now checking all of the saves and backups located there
its the correct world, correct seed
just day 1, all structures and progress removed
The one in System32 or under your other user profile?
apologies, let me confirm
C:\Windows\system32\AppData\
I don't have an appdata in system32
it is a hidden folder. you have to unhide it
When working with files like this, it will be helpful to enable the showing of file extensions in your file manager. You seem to have a mistlands 1.db and a mistlands 1.db.db
yes I have extensions and hidden both
Well, both of you should try this, perhaps in a Command window as administrator:
cd \
dir /S worlds_local /AD
let's find all possible places.
that second one was because the command prompt was saying it was unable to find it so i copied it and added that as an attempted workaround
Alrighty, looks like you've got a sneaky one in C:\User instead of C:\Users. You will want to take inventory of all 3 of those worlds_local dirs to see which .fwl / .db has the last modified date and file size corresponding with your previous efforts.
ohhhh that is sneeky
I hope that fixes it for you vhannroy 😦
@weary scaffold in your case, doesn't look like the same issue. Had you ever had a Cloud-managed version of this world you were managing in the regular desktop game? It could be an errant cloud-sync on the game client wiped your state on dedicated server. You may want to check all 3 of these dirs:
C:\Program Files (x86)\Steam\userdata\<steam user ID>\892970\remote\worlds%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local
checking the last modified date and .db file size
the machine thats hosting the server doesn't have the game installed so I'm not sure how I would have moved it to cloud
that was 100% it. i used the default command and did not notice the missing "s", thank you both so much!
but I'll check
the only file I have in \worlds is steam_autocloud.vdf
I do not have a folder for valheim in the ProgramFiles, and in the normal \worlds_local are the ones I've verified are reset to Day1
they are all from 3/9, the last time someone played on the world and we knew it was intact would have been on like 2/25
I found a recent reddit thread, can you help me understand the top comment? Is this pertaining to windows even?
https://www.reddit.com/r/valheim/comments/1j3idxv/dedicated_server_reset_to_day_1_after_update/
Can you show a Windows Explorer screenshot or dir output of that one worlds_local dir with dates/sizes for the files included?
That top comment won't apply to you unless you were hosting inside a Docker container.
the backup 3-10-25 was after I noticed the issue, theres nothing in there that is any different than the dir you're looking at
Yea, no real established world .db file in there :/
Is that D: drive a removable drive? You could try that same dir command for D:
D:
cd \
dir /S worlds_local /AD
D is an external USB so its not there but I will check just in case
file not found
I just wish I knew how this happened
its heartbreaking but without knowing the cause there is no way anyone would want to restart for fear that it can happen again
Understandable. I'm really sorry this is has happened to you. I don't have a good explanation from what you've shown so far.
Any profile syncing set up with something like OneDrive? Have you ever set up any kind of sandboxing using something like Windows Sandbox?
no to any of that, and no drive backups either
its my own fault and Im kicking myself, I backup the server files weekly but because the world is stored under the win user I wasn't catching that
I haven't followed your entire conversation here so forgive me if this has been considered already. But are you 100% sure none of your world files got stored in Steam's cloud?
I wonder if that cloud storage setting could have gotten reset to it's default by one of Steam's hiccups without you knowing it. I think it might be worh checking, at least.
Ya, thought of that, but they aren't using the desktop game client on the same PC.
yeah the server pc doesnt even have the game on it
ty thoguh jaga i appreciate your assistance
Was the server installed anonymously with SteamCMD or with a Steam ID?
Which mods were you running on the server?
I had a modpack of 70something mods
Looks like anonymous install and run: #dedicated-server message
Better continents mod was the only one I encoutnered so far being responsible for corrupting saves.
The usually corruption case, like you found on reddit, happens when one's server crashes during saving, mostly when players improperly shutdown their server while saving is taking progress. This can result in world.db.new file remaining, instead of world.db, thus server created new world.db file and you end up with a day 1 world. If you ignore that for couple of says, all your autobackups will be replaced. How come you didn't notice the world was corrupt before? Didn't play for couple of days while server has been running? Do you have system restore enable on that system maybe? Did you start that world after bogwitch update?
The world was up but to be real most of us were on break playing monster hunter. System restore is not enabled. The world was created after bog witch, yes
hey Justin, Im back after saving a new rule to my router this morning, still no luck, I restarted the programs, but not my computer, should i try that? ports are 2456-2457 for both coming and going
So assuming you're still starting without crossplay, what happens when you connect via LAN IP?
crossplay is off I checked, restarted computer and opened the game again, and still no luck with the 216 IP, and when I use 192 to try to connect it makes a brand new world that isnt the server i want
@final current
Then you should focus on getting It working the way you want at the LAN level first. Even if you get it working over NAT, your players are going to see the same brand new world you aren't wanting.
i havent been able to join it even once myself just trying with no dedicated server up, tried to with dedicated correctly close down and with it up and nothing just failed to connect again and again
But you said you were able to connect with the 192 IP. That's to your dedicated server, right?
It lets me in but the world is not one im used to and is in fact one ive never played on before
Right, so I'm saying that's the part you should work on, before trying to get NAT working, because even if you do the other players will hit that same blank world.
And when you say it's not the one you're used to, are you running the game client on the same PC you're hosting the server on? Are you using separate savedirs? And after you've verified your savedir is the one you expect (or the default/unspecified), you've made sure of #dedicated-server message
I used to run it on a different motherboard, but swapped that one out a bit ago
hi i run a small server on a raspberry pi and after the last update i keep getting " incompatible version " when me or my mates try and log in im at my wits end ( been trying to sort this since friday ) . iv updated the server and im the only one running admin mods but no one can log in has any one having this issue ?
What version is the server reporting in its logs? Did you have mods such as these admin ones installed server-side? Are your x86 and x86_64 emulators up to date?
i cant find the logs that will tell me the version its running. the mods were client side but only on my pc . as far as i no they are up to date i will have a look
(What version is the server reporting) when i update the server it dose tell me its up to date so i presume its running the latest but unsure
so my emulators are a few versions behind box86 is 0.3.7 and box64 is 0.2.4
Server logs will be the most telling here. How are you running the server? systemd? supervisord? Docker?
steamcmd
SteamCMD is usually just used for managing/updating/verifying the install directory. There's generally some other method for actually running the server.
How do you start the server when it is not yet running?
sorry iv got my self so turned around with this . i have a service in "/etc/systemd/system/valheim.service" so it looks like systemd is used , iv been doubled checking the docks i used to creat the server as its been running for months now so forgetting some of what i did
OK, good deal. Unless you are specifying a custom -logfile, systemd will put Valheim Dedicated Server logs into its journal. Try this
journalctl --unit=valheim.service --grep=version
Mar 11 20:00:51 gameserver valheim_server.x86_64[779]: 03/11/2025 20:00:51: Valheim version: l-0.219.14 (network version 32)
i think thats what we are looking for
Yep. A version behind where you want to be. So either the upgrade didn't actually work or the server was not restarted properly after the upgrade.
And if you have multiple install dirs, make sure you forced the right one on your last upgrade in SteamCMD.
hmm im gussing it must not have updated right as iv restarted the server and the pi after the update
'/home/$USER/steamcmd/steamcmd.sh +@sSteamCmdForcePlatformType linux +login anonymous +force_install_dir /home/pi/valheim_server +app_update 896660 +quit'
thats what i used to update
Alright, well, make sure your systemd unit is also using /home/pi/valheim_server.
You can check the modified dates of the files in there to make sure they match up. And also make sure whatever user you run SteamCMD as has permission to write to the files in /home/pi/valheim_server.
If all that checks out, chances are your x86 emulator was out of date for running SteamCMD. Valve made changes recently that broke in a few emulators. They have this weird mix of dark ages 32-bit tech combined with requiring some modern infrastructure niceties.
while checking systemd it twiged the pi in "/home/pi/valheim_server " dose not exist i changed the pi name im guessing that will not be helping
i will try that again but with updated file path before checking the rest
thank you so much for your help it turns out it was that " pi " in the updater comand i cant beleave i misted that
Hey guys been about a year since I last set up a server for this game. Not a noob at it though, coming over from Dayz.
Is there a guide or something for the Configuration options like Harvest and XP rate?
https://valheim.fandom.com/wiki/Global_Keys lists them
To set them, you can do one of these:
- Stop server, bring the world to your local game client, load the world and edit the modifiers, re-upload to server, start server.
- In the server arguments for launch, you can add something like
-setkey "SkillGainRate 150"(the quotation marks are important). - Connected as a player in the admin list with the Server devcommands BepInEx mod installed on your local game client,
setkey SkillGainRate 150
Ty, I thought I heard that Devs set up a proper configuration files did not realize you added to the start bat.
Why would they make it so easy. LOL. Eh can handle Dayz so this is easier.....
There are some broader-stroke world modifiers with a sliding difficulty scale or even broader world modifier presets.
Since you mentioned XP specifically, I went with examples for setting individual keys. I don't think gain rate is covered by any of those broader options.
anyone here using lgsm valheim dedicated server? How can I implement the mod ServerCharacter to it?
#mods-discussion will likely have better ideas than us.
https://www.reddit.com/r/valheim/comments/lyvfb1/guide_how_to_add_bepinex_add_discord_integration/ might be a good starting point on at least getting BepInEx up on vhserver.
Is there any tricks Admins are employing to improve gameplay stability on dedicated servers? Group play can feel pretty rough at times. Even rendering at short distance.
Is there any reason why dedicated servers SO laggy? A lot of desync, attacks with 2s delay.
We playing with 5-7 people and on dedicated server it's unplayable, but when I'm moving world from host to my pc and hosting myself(via game, not server on my pc) everything is perfect 0 lags, 0 desyncs but I need to stay online for it
I've never found them particularly laggy. Rather depends on your connection with each user.
We live very far from each other, some of us even across the ocean. However, there are lags only on the dedicated server, and there were no issues when self-hosting
Do you have crossplay on?
No, it's disabled
Can you give us your server starting command line?
Usually the lag+desync culprit checklist is:
- The server is using Crossplay instead of direct connectivity in Steam mode.
- The server or one of the players is using Wi-fi instead of Ethernet, fiber, or DAC, especially if they are first to an area
- One of the players is on sub-par hardware, especially if they are first to an area.
- One of the players is using a VPN
- One of the players is using an Internet security suite
- Someone on the server or a player's network is saturating that connection, e.g. with bittorrent
- Ashlands biome mobs, they can be laggy in multiplayer, even when other conditions are relatively dealt with
- The server is using the Iron Gate container builder/launcher, but with the older steamclient.so that ships with dedicated server.
Does a self-Host do the same chunk master thing as a server, or does the host always control
Host always controls when self hosting
This widens my perspective of what we are experiencing
Yes, I have 3 players with WIFI, two of which have unstable internet, we are scattered all over the world from 5ms ping to 200ms on the remote server, and I am still using a VPN with split tunneling (which is configured to use only discord, but still). Crossplay is disabled.
The question is why there are very large lags on the dedicated server
- chests open on the third try after 3s
- if you spam E to put meat on cooking station, mead base in the barrels it will use more than possible(3 mead base in one barrel, 6 meat in two slot cooking station) and items just disappear
- players are constantly moving in air, passing through walls
However, when I become a host from the game client, there are no lags, even for people with a ping of 200.
As host you control everything, when playing on a dedicated server first person to an area controls that area
When in a server you do something it goes to server then to person controling that aera there comp does the game logic sends back to dedicated server then to you, when selfhost you do something and do the game logic
Isn't when I'm self hosting if other player to far from me they still get controling of aera they are?
And even so, when I'm self hosting my PC isn't using a lot of CPU or RAM, why dedicated server can't do that? Maybe there is some work around of it?
Can I see server starting command in some files? Sadly, I'm using pre-build server on popular hosting site
I don't know enough about the in-game server mode to know. @echo crystal sounded confident though 🙂
Having a really strange problem, I can load my dedicated server fine without mods, but as soon as my mods start working remote players can't seem to connect (I can connect via internal IP/port just fine) but external players cant seem to get it we just hang at connecting and I never see a connection to the server in its console window
I can even see that it recognizes a dedicated server on the server select window
The mods are probably broken.
That would be a mod problem even when i can connect fine locally using an internal ip like 10.1.6.5:2456
Has nothing to do with mods if server don't even show the connection attempt
That's a firewall/routing issue
Yeah thats what's so confusing vanilla server has no connection issues, bepinx server does
Vanilla using crossplay and bepinex one not using it
Nope, but maybe I'll try crossplay enabled, see if I can get a join code and maybe that'll work
I have two guesses: mods can affect the metadata exposed by the query port, which is largely ignored when connecting over LAN or loopback. It could be worth looking at the metadata the query port is showing for A2S queries. I think https://geekstrom.de/valheim/check/ might be able to show you the A2S response payload, if not, you can DM me the external IP and I'll show you what's there. Maybe the server metadata is used for client-side version compatibility checks, I don't remember.
The other guess I have is if the external IP entries in players' local game clients are in the bad state. This is been something people have noticed with the update, and you basically need to remove old recent/favorites entries for the server, restart and add new entries. I don't know mechanics behind this issue yet
Setting a server public 0 completely disables the query port so don't think it has anything to do with that
Krrar's server was non-public?
Firewall rules, maybe? Or a VPN?
Except their external connectivity seems to work on vanilla launch.
How about one of the networking mods broken and causing a time-out.
Thanks, that's a great list! 👍 Could lower graphics settings remedy the lag caused by ashlands mobs?
Overall, it can make a difference for someone's client who is lagging behind. I don't think we've seen anyone properly instrument their game assemblies to really test for an underlying cause for Ashlands mobs specifically, though, so I doubt anyone here can tell you with certainty.
If you experience Ashlands mob lag, I'm definitely curious if there has been any improvement from this most recent release. There was at least reduced particle calculation for Ashlands in the build, which could easily be positive for this issue.
I ran it with crossplay and can have folks connect fine -- its TERRIBLY odd
Was it public during these tests? If not, my bet is on the server list entry issue.
its been SUPER odd, crossplay works with a code but no idea what port/nonsense its using for that
but for some reason its still not showing the server up and working at my IP even tho people can connect on that site
We last played this monday (so post latest release) and experienced our worst lag so far prior to the fader fight. The bossfight itself was actually not too laggy. But fights with a couple of mobs close to fortresses are problematic.
Hi, ive been trying to setup a server but im having an issue every time. It crashes on start-up the moment I add modifiers, even if I remove the modifier lines form the batch file its broken forever, it will continue to crash I tried just with steamcmd and the with AMP and then via steam on two different machines and I have the same issue every time.
I thought maybe it was a syntax issue which is why I got AMP instance manager and that is all interface controlled, it had exactly the same problem.
Is this known? Hate ot think I wasted money on amp.
batch command:
valheim_server -nographics -batchmode -name "RCC Nerds" -port 2456 -world "Dedicated" -password "hjsdfgh" -crossplay -modifier Combat easy -modifier DeathPenalty casual -modifier Resources more -modifier Raids muchless -modifier Portals casual
hello, is local / server instance object number above 10k still a major lag Inducer? and does setting higher tick rates still cause massive issues and lag spikes?
i dont think you are supposed to put the literal word "modifier" - try this
valheim_server -nographics -batchmode -name "RCC Nerds" -port 2456 -world "Dedicated" -password "hjsdfgh" -crossplay -Combat easy -DeathPenalty casual -Resources more -Raids muchless -Portals casual
idk if capitalization of them matters, either. if that doesnt work try all lowercase
you know... that makes sense. Though doesnt make sense why AMP doesnt work.
idk anything about AMP. i only use either bare metal or pterodactyl
You are. -modifier <modifier> <value> is the correct syntax.
nah it works without -modifier just tried it
@glossy rune can you attach your server log from start to crash here. You can obfuscate IP addresses or anything private.
it was a total shot in the dark, but my thought process is that command line arguments are unique (at least in all other programs). so it didnt makes sense to keep using the same argument over and over again. at best is would only have one of them work (the last one that gets parsed)
Thanks
-modifier over and over again is correct. If passing things like -DeathPenalty casual is working, I would be surprised if there weren't downstream consequences. A look at the server logs for Setting world modifier: … can verify.
Hmm well I tried the same thing on my server machine and it crashed again so... I can't be bothered, its late.
No problem. Just attach us the server log when you're ready and we'll help get you sorted.
command line arguments are unique (at least in all other programs).
It is very common to have repeat options in command lines.
ok, i had to go and double check and you are indeed correct. 🙇♂️
that's honestly the oddest thing i've ever seen done with command arguments :3 totally unintuitive, imho
anyone?
My guess is yes re instance count, but I don't know. There was a bug fixed around or just before Ashlands that had been resulting in per-instance extra data (a kind of corruption) that ended up being persisted in the world. While the bug is fixed, older worlds can still have the issue.
Re ticks, are you talking about stamina/health ticks or some other control?
All good! It can be odd to see. In some cases, it's a preferred syntax to avoid having people quote-enclose space-delimited values or to avoid the visual noise of comma-delimited values.
Some examples:
git -c "user.name=…" -c "user.email=…" commit -m "my message"
tar -cf src.tar --exclude='*.o' --exclude='*.so' --exclude='*.a' src
curl -F "file1=@valheim.png" -F "file2=@irongate.png" https://…/upload
Man this is strange, I was able to connect to my dedicated server from an external IP earlier, but now no dice
Its terribly odd cause I was hosting a linux unmodded server yesterday and it was fine but today nobody from outside can connect on a windows modded server, but a vanilla server is fine
Was not testing with public
Alright. One thing to note is that if a Crossplay server had recently been spun up for that external IP address, then the external IP will not be able to serve a direct/Steam server until the registration with Microsoft has expired. So basically there's a small window after crossplay where the external IP won't work.
You can verify if this is happening by looking at the PlayFab queries in the game client's Player.log file.
It does not need to be cross play at all
Right, the issue above is when you turn off crossplay.
I actually wonder if this is the root of the issue
cause r2modman on linux was firing a crossplay server
and that could have possibly been the problem where it was blocking my dedicated by IP server -- do you know how long it lasts?
I'm not sure how long it lasts. You can check if it's the problem from the game client's Player.log. If you see a line like this:
PlayFab lobby matching search filter 'string_key10 eq '<external ip>:<external port>' and string_key2 eq 'True'': …
that ends in something other than zero lobbies then the registration is likely still live
interesting
it looks like after a break with server off the site at least finds that the server is up now
Now that is odd, I can find it on site but we cant join it by adding the IP
site as in the port site says its up and running
Crossplay on or off? You shouldn't see any metadata including online state if crossplay is off and it is private.
Man there's just something here that I'm not getting -- server is recognized in the select window, crossplay is off, server is set as public, and server select window has the details of the server but just get failed to connect
And the PlayFab lobby query result?
Don't see anything like that in the file
going to delete and re try log file
There we go PlayFab lobby matching search filter 'string_key10 eq 'xx.xx.xx.xx:2145' and string_key2 eq 'True'': Got back zero lobbies
and my new start_headles.... is valheim_server -nographics -batchmode -name "xxx" -port 2456 -world "xxx" -public 1 -password "xxx" -modifier combat veryhard -modifier deathpenalty veryeasy -setkey nomap -setkey noportals
:2145 ?
2145 was when I was debugging
and trying to see if 2456 had some insane ISP related problem
I've started this bad boy with a whole lot of options ;p
Time to cycle the router mac address and see if we get a new ip 🙂
Have you adjusted the port in your server list entry? You should see a corresponding PlayFab query with the right port in the log.
oh it see's the server in my server list just fine
And a corresponding PlayFab query in the logs?
I deleted log, and still got that playfab
trying again
so it again sees the server just fine, but when going to connect seems to get stuck on that crossplay problem
So you see a PlayFab query for <external IP>:2456 now? and it's zero lobbies returned or is it more?
No query anymore
03/12/2025 21:58:07: ZRpc timeout detected
ZPlayFabSocket::Dispose. State: CONNECTING
ZPlayFabSocket::Dispose. leave lobby. LobbyId: ecd95571-eeec-4726-a803-35e8feaee6f8.r-20230509
ZPlayFabSocket::Dispose. State: CLOSED
ZPlayFabSocket::Dispose. State: CLOSED
03/12/2025 21:58:07: Lost connection to server:ErrorConnectFailed
Am I Host? False
03/12/2025 21:58:07: Available space to current user: 110764851200. Saving is blocked if below: 209737282 bytes. Warnings are given if below: 419474564
03/12/2025 21:58:07: Shutting down
03/12/2025 21:58:07: Cloud Save: 11041 bytes. /characters/matt.fch.new```
and again im still able to connect locally
Alright, Joining server 'xxxxx' at PlayFab network seems to indicate it's still trying to connect as if it were CrossPlay
yep
boy this is an odd problem
also apparently I can't cycle public IP
the REALLY odd one
is that launching it vanilla without mods lets me connect and get to PW screen
so connecting locally works, and connecting vanilla -> modded server works but connecting modded server via my public IP does not work
Which mods are you running server-side?
running that serverside and client side
Thanks very much for all the debugging help btw
Hmm. Can you attach your server log? Feel free to obfuscate IP addresses.
As an aside, in your modpack, see FactionAssigner, which hasn't been updated in a while. https://github.com/JereKuusela/valheim-expand_world_factions was updated for last week's release and may be a viable alternative.
Trying a clean restart on server
but where do server logs live?
locallow?
or somewhere here in the dedicated server folder
They log to the console (stdout/stderr on Linux) or wherever your -logfile argument points. If you're launching with systemd, console logs end up in the journal.
This is just on windows so its just in stdout
-logfile will work on Windows if you'd prefer to not have to do some copy+pasting.
Like the Unity Player log, it gets replaced every new session.
just did a rebuild on the map and fresh start so will get a clean startup log
would you happen to know which patch notes the information for this would be located in?
The patch notes have the generic version. Some more specifics starting here:
#valheim-public-test message
and the followup #valheim-public-test message
Oops, sorry, thought you were asking about the collision checking. Let me see about the item corruption notes…
So NEXT question whats a good hosting platform......
It depends on your needs. There's no one right answer.
Current problem asside im fairly competent with a computer, and I wanna run a low player count server with a big ole mod pack on it
just for a few friends with nice low latency
thank you, appreciate it.
Here ya go, see the note about network objects: https://valheim.com/news/patch-0-218-21
@outer smelt here 😅
my man ty
@outer smelt https://valheim.com/news/patch-0-218-21
MaCarBre had some notes on a test pattern for it: #steam-bugs-discussion message
I've been wanting to try to write a world-cleaner for the issue, but there's not enough time in the world.
Man this is crazy, server still shows up in the serverlist with the old name I had, and with crossplay on but its been HOURS since I had that setup
when friends try to connect it shows 1/10 on the server list
So ended up swapping the server port to 7777 and that seems to have cleared up the issue
Does sound like an old Crossplay registration. Maybe tomorrow you'll be able to go back to the default port 🙂 sorry
@final current do you happen to know more detail to the fixes for MP stability? Particularly related to dedicated servers, and the instance count that lags the game?
At least this seems like a fix folks can try
yup, i had the same issue last week. i enabled crossplay because the jotunn mod said they fixed the black screen bug. i still got the black screen, so i disabled it again. but the old playfab registration was still cached. i just bumped my ports from 2456/2457 to 2457/2458 and all was fine. few days later i checked to see if the original ports would work again, and they did. idk how long that cache stays active, or how to reset it early
Yeah I did this fix around midnight EST as well so its also possible that they clear our old registrations at midnight so its hard to actually know if my fix worked or not
doing some reading around the net this has a lot of odd things people have said "fixes" it when in reality they may have just waited down the playfab counter
I would look at MaCarBre's post linked on the testcase you can try if high instance count is resulting in that kind of instability. The test can give a clue if you're experiencing that item/net obj corruption bug. There's not a quick solution beyond replacing your base pieces with new ones in a newer release of Valheim (or starting a new world). As I mentioned, I've wanted to make a cleaning tool to help with this on existing worlds, but it's not a quick overnight development task.
I am running my server on nitrado and would be interested if it is possible to change w/e setting needed to be able to enter the debugmode without adding mods.
giving a player admin rights didnt do the trick
Not possible. A mod would be required on the player's game.
Alright, thanks for the fast reply ❤️
I see. Tyvm!
I'm sorry. Would you mind guiding me to MaCarBre's post? I'm not too familiar with this discord. Please and thank you kindly
Sure, just click here: #steam-bugs-discussion message
Tyvm! Much appreciated
Hello!
So basically i have now a vitural machine (VPS) and i mounted Valheim, but before doing it i checked the games required specs and it says atleast a dual 2.80 core cpu... but i have a quad core 2.20... As well as 24 gb ram... i tested a bit and summoned two Eikthyr at once, there were no problem at all... and the CPU never go above 20%.... Now my question is, when the CPU % is fine, do i even have to worry or is there a wolf in sheep coat? with that i mean if there will be issues anyways mid game even if the Cpu is only at 20% max?
Addentum: One player (Me) and pure Vanilla/ No mods/No World Settings
Generally speaking a Valheim world will grow more complex as you play in it exploring and building as you go. Whether that will become a problem for you is unknown. It's likely that, if it does, it will be further down the road as other players join the server and it moves towards end game play.
hmmm i could stress test it by mounting my endgamne world... but i dunno if it will crash or become corrupted/unplayable... that is my only worry
Archive a copy of the worlds file pair (.db and .fwl) to account for that possibility.
Hmmm is still fine.... so... as long as the CPU % on the server is low it is all fine... right? Usually i have those pre done stuff but now i get into the VPS stuff...
No one is ever going to be able to guarantee you that 'it is all fine'. For example, much of the resource dependency for your server will depend on various comm considerations that simply can't be predicted and are not a part of the known specs of your VPS. You're going to have to do the best you can for now and just hope for the best for the future. And although it's likely you'll come across unexpected problems in the future, you'll also likely be able to solve or at least mitigate them as you go.
True and Wise words, thank you for the help!
Will prolly get some peoples on it tomorrow or so 🙂
SKÅL!
Anyone here use PingPerfect to host their dedicated server? We're unable to logon since the patch update (first time trying today).
I tried going to the PP Game Panel, stopping the server, then running the "Update your server from Steam" command, restarted the server, but still unable to login.
Curious how best to proceed and log back on.
hi anybody here using valhost?
Do they give you logs?
Hey guys, I am really liking Valheim. I created a private server thinking my friends can log in even if im offline. Is there a way to transfer our private server progress to a dedicated server? If yes, will we keep our progress for our characters?
Please tell me how to transfer the Private server and make it into a dedicated without losing our progress. Thank you so much!
Copy the world's file pair (the .db and .fwl files) from the old worlds_local folder location to the new dedicated server's worlds_local folder location.
And put the name of the world files into your start up file's exec line. Your characters should keep their progress.
Thank you!
Apologies if this has been asked a bunch already but anyone have a good fix for Ashlands server lag? My group has pretty much no issue with the rest of the game but when we are in ashlands we get mobs teleporting and hidden animations. Parrying is nearly impossible.
not letting me. why is it steam_autocloud
I don't use Steam_autocloud so I don't know what it's trying to do or why.
But I suggest using the game start menu Manage Saves to move your world(s) to Local Storage, if they aren't there already.
steam_autocloud.vdf is a metadata file used by Steam to facilitate syncing world files from your local file system to Steam's cloud storage. Usually not found in worlds_local, but instead in worlds. Truly just <world name>.fwl and <world name>.db are what comprise your world and you shouldn't upload or really touch Steam's metadata files for anything. Your file manager looks like Windows Explorer, so I'm going to assume you're on Windows. If you're using the Steam version of Valheim on Windows, there are 3 places your world files might be:
%ProgramFiles(x86)%\Steam\userdata\<steam user ID>\892970\remote\worlds%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local
I recommend looking in all 3 to see which ones of have the .fwl/.db pair that aligns with your expectations on last modified date and a .db file of sufficient size for the amount of time spent on it.
worlds_local is used for locally-managed worlds and not cloud-synced ones. It's also the folder used by the Dedicated Server by default given it doesn't typically use a user-authenticated Steam session.
You're not alone. I've yet to see a definitive solution to Ashlands multiplayer lag. You can check through some of the other multiplayer performance basics in the meantime to make sure you have your bases covered: #dedicated-server message
If this is not using Crossplay and one or more of your players are on the same LAN as the dedicated server, they should connect by the LAN IP address (or even the loopback IP address if they are on the same PC as the dedicated server).
Is there a way to share a dedicated server I host without sharing my IP, but rather a Host name? Would like to share my server with them without having to share my IP. Currently hosting through cloudflare - I can login by the IP, but the domain I use I get an error when trying to connect.
Is it possible to transfer the world I created today onto a dedicated server from a hosting company if I decide to go that route later?
Yes, domain name should work fine. Just note that if you use Crossplay it will need to be the exact public IP your server registers to Microsoft with in your final A record. If you're having trouble with domain name, you can provide us a few more details on the architecture.
For home setups, having a vanity domain name as a CNAME leading to a Dynamic DNS provider's A record is pretty common.
Also, some notes on specifically what you mean by hosting through Cloudflare would be helpful. They offer quite a lot of services… though I wasn't aware they had any serverful options.
That will be up to your hosting company, but many allow you to stop the server, upload files, and restart the server. As for what files to transfer, it gets asked about almost daily here, but that will depend on whether you are on the Apple App Store, Microsoft Store, or Steam version of the Valheim game client, and whether you have it installed on Linux, macOS, or Windows.
im using cloudflare for DNS i have an a record pointing to my ip and a cname pointing to that a record but that doesn't seem to be working, we are able to connect via IPbut not domain
Sounds like an OK setup. You can DM me the domain if you want me to check on it. And let us know if you're on Crossplay or doing direct connectivity with Steam
Ty
So it is possible.
Am I allowed to ask for host recommendations here? Like which providers are the best when it comes to uptime, safety and overall user experience?
We don't make recommendations for game hosting providers.
For one thing we just don't have that information reliably. For another, the best provider is mostly a personal thing depending on your preferences and circumstances.
I personally suggest that you search for on-line reviews to see which one(s) may be appropriate for you and your location.
You know discord now has an "edit" symbol that pops up when you hover over your post.
It's easy to use and makes your post easier to read. Discord just keeps getting better and better, doesn't it.
That's not "passive aggressive". I think the word you're looking for is probably "pedantic".
And, no. I was just trying to be helpful.
You may be right. I was thinking it was just a Sunday morning hangover. 🤷♂️
Are there public resource worlds on this game?
I asked if it was on purpose or a case of text translating poorly. It felt somewhat condescending (maybe that's a better word, It's not my native language). No reason to get personal.
i'm not sure what happened since the message(s) are deleted. but another word you might be looking for is patronizing.
Probably a better word for it.
no
is gportal best to run a dedicated server?
There is no best, only what works for you.
would you say gtx or gportal is most commonly used
I think I've heard GPortal mentioned more but that doesn't imply they're better.
Anyone experiencing some connectivity issues since the last patch? Specifically server crashing when new players join/leave.
Anyone had any issues with the Valheim Bepinex pterodactyl Egg since the update?
Tried today and it just hangs at the end of world gen...
It's a dedicated server issue, not a mod issue
It's an issue with the pterodactyl Egg, not a mod
Bud... pterodactyl is a dedicated server panel
And is one of the main ways to host dedicated servers 😅
I've never heard of it.
hello, i want to know how to fix this. a lot of these messages pop up in the command window
One of the most common ways to host many different types of server off the same machine and, as said, is one of the main ways folks host valheim (I'd say like 50% or more? )
Those are good messages. It's generating your world. You just have to wait for it to finish.
but no matter how long i wait, nothing happens. after about 10 minutes, the messages stopped in the command window and nothing happened.
Stopped sounds like a good sign. There are only periodical logs after the generation. Feel free to attach the full log here as a text file. You can remove IP addresses if desired first
We just figured this out the pterodactyl forum.
Turn cross play on and you get better logs.
for some reason the devs set the console to only show the complete message when cross play is on
The reason noone ever notices this is that most folk on this discord (afaik) only do the vanilla servers, which have cross play on by default, whilst modded bepinex servers do not, and as shown last night, Bepinex related issues tend to get thrown to the mod help channel (where they don't receive that much help as Mod Help isn't typically Dedicated Mod Server help 😅)
So just a quick one @wide cipher , it seems when dedicated servers do not have cross play on, the console messages that let you know join code and what not (and general feedback about the server being ready) does not show.
I'd do a bug report but I'm at work and have a memory like a siv 😅
Reason the bug is missed is that most servers have it on by default.
ah
you mean the server doesn't prompt an output when everything is done and ready for players to jump on?
After world gen completes it does not show any more confirmation messages.
. This chaps issue.
When it says "world gen complete" that's the last message you get when cross play is turned off
As opposed to the usual stuff like server ip, join code etc
And, a small one, dedicated servers do not automated after world gen..
This causes a pile on problem where you get:
-
User who doesn't know the server has actually loaded.
-
They think it got stuck at world gen.
-
They restart to check and world gen starts fresh as it didn't auto save after completion
-
User thinks from their perspective the server hung at world gen and never finished, as previously mentioned restart didn't save the world gen
yes yes yes 😄
So yeah to summarise:
-
Crossplay being off means logs stop after world gen.
-
Dedicated servers do not save at the end of world gen, so if restarted immediately, the world regenerates with no indication why.
you had me 20 lines ago 😄
Nope
mine does 🤔
Was your cross play off?
*also
Done generating location is where it hangs
And i can confirm with cross play on, the normal final logs show
But will not be showing that as it shows my ip
yes it was
3/17/2025 12:39:56: Game server connected
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 202051.
Total: 44.263100 ms (FindLiveObjects: 7.298800 ms CreateObjectMapping: 7.024800 ms MarkObjects: 29.832100 ms DeleteObjects: 0.107300 ms)
is when I don't use crossplay
Fresh or existing server?
existing
Fresh bud
03/17/2025 13:24:34: No instance when setting progress! Ignoring.
03/17/2025 13:24:35: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: Failed to place all MorgenHole3, placed 18 out of 40
03/17/2025 13:24:38: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: No instance when setting progress! Ignoring.
03/17/2025 13:24:38: Registering lobby
03/17/2025 13:24:38: Opened Steam server
03/17/2025 13:24:38: Done generating locations, duration:69531,7868 ms
still says "opend steam server
Maybe, but surely we can both agree that is not working right as it should show all the startup info vanilla does?
*that cross play on does
it looks bad tho
but it still reports 😛
I will write it up nontheless and poke someone to look at it
Cheers.
It will be something simple I have 0 doubt.
Just one of those things we have dealt with for ages but noone quite put 2+2 together to realise it was a Crossplay issue, not a vanilla vs modded issue.
Cheers Smiffe, based as always ^_^
For reference, the No instance when setting progress! Ignoring. message is referring to the lack of a UI progress bar to update, so is normal for dedicated server generation, just a wee noisy is all.
I don't think I've seen that or heard of others seeing it. What does the crash look like? The server completely exits? Are you running with any mods?
The "crash" is basically everyone kicked and unable to connect unless server is manually reset. The server doesn't go offline during the crash.
We use a few mods that are mostly up to date. It's most likely mods if nobody else complained.
Gotcha, interesting. Let us know if you narrow it down. #mods-issues might have some ideas in the meantime if you give them your server and clients mods lists (and assuming you've already checked your mods' docs and news for compatibility with the latest release)
Hi guys, I'm getting the issue with hosting a server on one machine, connecting with 1-2 friends externally from another LAN machine using external address, and my entire internet becoming unstable and crashing. I tried lowering the browser ping to 500 without fixing the issue, where can I find other suggestions? UDM Pro router, server hosted in docker.... friends say it works fine until I connect then it goes wonky
you said your friends are outside the LAN and use the external address. are you inside and using the internal address?
I'm inside the lan, I tried with both external and internal address and it seems to have issues with both
external should work fine with nat loopback, and it does connect, just makes the internet unstable
yeah, thats why i asked. the loopback might have been the thing making it go unstable, but if its also for internal, then idk
Are you using any of the UDM Pro's QoS or traffic shaping features? If so, I recommend trying with them disabled.
I would definitely recommend connecting via the LAN IP of the host (assuming you're forwarding the ports from your docker bridge network to the host machine).
Also, are you using Iron Gate's image builder/launcher or a 3rd-party one?
And is your local game client connected over Wi-fi instead of ethernet?
I'm using the lloesche/valheim-server image, all on LAN, and no traffic shaping. I do have 2 networks, the server is on one (10.0.0.xx) and desktop is on another (192.168.1.xx), but I haven't had that be an issue before and there's no firewall or vlan rules between them right now. Can connect and play, just WAN goes crazy. WAN is PPPOE bridged to Bell fibre modem (if that's somehow a known thing)
WAN goes crazy even when connecting to the server's host via 10.0.0.x?
I don't know much about the UDM Pro, but if you're routing between VLANs, I'm guessing it's hitting the CPU on it instead of offloaded to switch chip. Does it give you a way to measure CPU over time? Valheim and many games use a storm of tiny UDP datagrams that can be pretty intense on a CPU, amplify that if you have any intrusion detection or prevention enabled.
Yeah, looking at this block diagram I see no indication of layer 3 at the switch chip: https://ubntwiki.com/products/unifi/unifi_dream_machine_pro
It's got a quad-core CPU to handle routing, which isn't bad, but you add any "smart" firewall features on top of the inter-vlan routing and Internet/NAT routing and it's bound to taxed pretty hard with Valheim's UDP going in all those directions.
Not to mention only 1gbps total for all switching to the CPU, so even if it's not CPU performance issue, copying a file between VLANs could easily saturate that bandwidth, which is already being used for Internet traffic to/from the hosts.
If you want to make this setup work without a hardware-oriented layer 3 switch, you might be able to get away with it after disabling most of your firewall features outside of basic rules.
not seeing anything special on cpu on UDM or switch
there are spikes in cpu useage but it's like 10 up to 20% during the times we played, which is a stretch to explain that
I'm sorry about the slow replies, work getting in the way of gaming like always 😉
No prob at all. What's the difference between those two screenshots? And do you have IDS/IDP enabled?
The fact they have that plateau shape makes me think some core saturation is possible.
60% memory is UDM Pro, the one at 54% cpu is USW Pro swtich
Oh, do you have a separate layer 3 switch? If so, is that where the VLANs are defined and you have that handling the inter-VLAN routing?
Intrusion prvention is off in security
I have no vlans set up right now
like the most basic setup
Oh I guess the 2 networks have vlan1 and vlan2
I also have raspberry pis running pihole, do you think that may be related?
Alright. I would make sure those networks are defined at the l3 switch (and not the Pro), assuming both devices hit that switch before the Pro
If you are not using firewall rules to force traffic to your Pi-hole and are only using it as a DNS proxy, I don't see it being a culprit.
Expected, but something easily logic'd out of server generation :L
so disabled a mod, and now nobody seems to be able to connect to server and when we try i'm seeing this in sever logs:
03/18/2025 11:10:19: Accepting connection k_EResultInvalidState
03/18/2025 11:10:19: Got status changed msg k_ESteamNetworkingConnectionState_ClosedByPeer
03/18/2025 11:10:19: Socket closed by peer Steamworks.SteamNetConnectionStatusChangedCallback_t
Should probably be asking in #mods-issues , this is for support of the vanilla, unmodded server
Sounds good!
Trying to figure out why the worlds_local my friend gave me with all our progression won't work on the linux docker after following this guide https://github.com/lloesche/valheim-server-docker?tab=readme-ov-file#deploying-with-docker-compose
i copied the db, fwl, + heighttex, maptex, forestmasktexchache into a new dir as said in Basic Docker Usage. i do notice a Worldname.db.old and fwl.old in the config/worlds_local. could anyone advise me on what the issue is?
i'm thinking it's because the game was previously backed up by steam autocloud vdf but the seed is not even the same
When you say it won't work, what are you seeing instead of it working? And you specified a -world <worldname> that matches what's in the /config/worlds_local mount as <worldname>.fwl and <worldname>.db, including matching case?
I'm seeing a fresh world spawning at the stones. i specified the world_nname=VALHALLA matching the case. as for the mouunting of .fwl and .db, that might be what i'm missing as I only used the following command
$ mkdir -p $HOME/valheim-server/config/worlds_local $HOME/valheim-server/data
then copied my worlds_local file over with db & fwl then ran
$ docker run -d
--name valheim-server
--cap-add=sys_nice
--stop-timeout 120
-p 2456-2457:2456-2457/udp
-v $HOME/valheim-server/config:/config
-v $HOME/valheim-server/data:/opt/valheim
-e SERVER_NAME="VALHALLA"
-e WORLD_NAME="VALHALLA"
-e SERVER_PASS="5min password"
ghcr.io/lloesche/valheim-server
So the files you copied from your friend are named VALHALLA.fwl and VALHALLA.db with the capital letters, and they are found in ~/valheim-server/config/worlds_local in your host file system?
that is correct
What's the filesize of VALHALLA.db received from your friend vs the file size now at ~/valheim-server/config/worlds_local/VALHALLA.db?
8.53mb vs 806kb
The db.old is 327 kb
it feels almost as if when i run* the docker script its creating a new db but naming it the same actually
Well, back up that 8.53 MB one before anything else, assuming you still have it. Stop the container. Replace the files with the ones from your friend. Start the container.
If the path to your home dir has any spaces in it, make sure you wrap those -v path values in quotation marks. Take a look for /config on your host system (make sure it doesn't exist) from an accidental mismatch of host vs container. My best guess is you copied it somewhere similar but different.
Also, if you had copied them after such a container was already started, the container would have replaced the fwl/db pair with the fresh ones from server memory on the next save interval or quit event and ignored any new inodes from your file copies.
It work! thank you Justin, i understand what i did wrong, i created world_local rather worlds_local and then i copied the fw/db over thinking i wouldnt have to start a fresh one
Does anyone here know was this new update client side only by chance?
Did it effect any mods? (Realize 2nd question maybe better asked elsewhere but they go together)
New manifests came down for the Dedicated Server on Steam for the release. I don't know if the network version was bumped.
It was a smaller scope of changes, so a smaller likelihood of impact to mods, but there's never a guarantee.
Yeah I forgot all about the update and never updated the server. Got in and all appears to be fine. Completely forgot about it.
Forgive me for posting the text in an image. It was flagged by automod and deleted and i have no patience to rewrite it
Also, the way i run the server is just open the terminal in the directory and execute ./start_server.sh.
Is there a better way?
Either Steam and SteamCMD will result in you getting the Dedicated Server. They both deliver the same files on installation. Steam has a GUI and requires Steam authentication. SteamCMD is a command-line tool with auth as optional.
That particular git repo is unknown to me. It looks to be written by a 3rd party and seems Windows-oriented. If you're more of a desktop user than a server operator, using Steam and starting the server from a terminal window are a fine way to begin. Other than sacrificing some RAM to a desktop/windowing system, it shouldn't have a big effect on performance.
If you're starting it while SSHed into your server, note that it will not survive long after closure of the SSH session, and you'd want to manage the process through something more than just the shell.
The automod probably didn't like the markdown hyperlink. Only raw URLs are allowed.
Thank you the explanations! The SSH thing is also good for me to know 😅
Going beyond a terminal is up to you. If you think you'd be hosting many servers for your friends, a larger game hosting framework might be beneficial. Popular ones we see in here are:
https://linuxgsm.com/
https://pterodactyl.io/
https://www.pufferpanel.com/
https://cubecoders.com/AMP (commercial)
If you just want to start/stop/inspect it from SSH sessions, learning tmux or screen would be handy to provide a detatchable/re-attachable session the server would run in.
If you're already using podman, docker, or Kubernetes in your setup, you might find a container-based solution to be a good fit. This provides some nice safety in process isolation.
Thanks! For now it's just a basic server for a single world save so the terminal thing is adequate (although admittedly slightly annoying that the terminal window is shown in the desktop GUI).
I'll look into tmux and screen
Ooo tmux looks great
Yeah, it's neat!
Even for general use
Many of the guides go into too much detail imo. Starting it, detatching, and re-attaching are the most important basics. Red Hat's guide isn't bad: https://www.redhat.com/en/blog/introduction-tmux-linux
I just finished a 5 part video tutorial 😅
Learnt too many keyboard shortcuts that i'll forget by tomorrow. Yeah, those r the most important things to know 😅
I'll def use it moving forward
One more note that you may want to make a copy of the startup script file with a new name or even a new place just so Steam or SteamCMD doesn't try to overwrite it the next time the server files are updated
kinda new to valheim and after trying vanilla we decided to go modded. i've setup a dedicated server on a VPS, I can join the server just fine but a friend is getting this issue even though I just shared my thunderstore profile code to him. Doubled and tripled check mod and mod versions and we have the same. Any idea? Only thing I noticed is the discrepancy between the local valheim version (0.220.4) versus server version (1-0.220.4)
@stray peak I'm trying to run your implementation/docker image of valheim-server. When i run this in my kubernetes cluster it seems the process is not getting run or killed as it shows up as completed.
The logs indicate it doesn't get further than ServerInit, also says There is no data folder every time the container runs.
I will need to update the image to contain the latest cache, I had been a bit lazy with the updates in the past years. I schedule some time for it this week to push forward the automatic updates that I have in my develop branch.
Until then, if you clone the repo and bump the versions for the mods and build with that, then you should be able to get an image.
Sorry about the inconvenience.
Okey, it needs an update for me to run this container version? I can have some patience.
#mods-issues would be the best place to check. The 1-0.220.4 is probably just l-0.220.4 (lowercase L), which stands for Linux I think and ought not to be an issue.
super dumb question, i have been away for a while for running a dedicated server. There used to be a config file that i could change the values of certain things for instance; increase drop rates; increase mob damage; change skill rate increases etc. Does this still exist?
That's never been a thing. Mods maybe?
I'm unfamiliar with such a config file, but the usual arguments to the server executable still work. -preset <gameplay preset>, -modifier <modifier name> <modifier value>, -setkey <global key>, and -setkey "<global key> <global key value>". You can find this documented in the manual.
You can alternatively load such a world as a local game, use the modifiers dialog, then upload it to your server.
And finally, there are mods that facilitate setting those remotely by an admin (and possibly with a config file like you suggest).
Yup, i have a copy. Interestly, yesterday i updated the server (by just pressing update for the server tool in the steam GUI) to fix the spam error in the log regarding the parsing of the steam IDs in the permittedlist.txt but the start_server.sh wasn't overwritten.
Good deal. It might not touch it if there were no changes from the publisher.
I integrated that functionality into the ServersideQoL mod, since I found the management of world modifiers/global keys via command line arguments cumbersome.
if i install mods on my valheim dedicated server do client have to download the same mods i installed ?
hello i have a server with a friend that he hosts . is there a way that i can open the server when he plays something esle of he is not online ???
Depends on the mods. Some are server-only, some are client-only and most need to be installed on both
i see thx
Your friend has a dedicated server? Or by 'server' do you mean a world save
Is it noted anywhere that you're password can't be too short? I was troubleshooting for a while
its ok someone helped me on the help chanel . thanks regarldess
Yes, it's noted in the Server Guide .pdf file that comes with the server download that the password needs to be at least 5 chars long.
I think the pdf doesnt have that info
It is here at least
https://valheim-server-help.github.io/howConfigServer/
Unofficial support information about Valheim Dedicated Servers
You're right it's not in the .pdf guide. It's in the start .bat file that comes with the download. I guess that's what I was thinking of.
"REM NOTE: Minimum password length is 5 characters & Password cant be in the server name."
Hi, I just set up my dedicated server with DAThost. we are trying to join and it says "incompatible version". how lonh does it usually take for the servers to update? Does it mean something else?
The server is modded so I'm wondering if it could be that
Mods can definitely cause that. Best to ask in #mods-issues if you're using mods, this channel is for supporting running your own vanilla server in general. But overall, the message is accurate... your client version doesn't match the server version. Check with your host for further details.
So far I have been using Cloud saving. How would I go about getting my world onto a Dedicated server? (Playing on Steam)
Check out this guide (from the pinned messages)
Unofficial support information about Valheim Dedicated Servers
Hi everyone !! 🙂
I have a dedicated server (hosted on verygames.com) and I'm trying to use dav commands and game modifiers. I mainly want to play without the map.
How are we supposed to achieve that? I tried adding -modifiers nomap as a startup argument to the start_server_sh file, but it doesnt work.
I also added th -dev argment too, and it doesn't work either.
Is it even possible ? I dont understand why it's so easy to do localy, but seems impossible on the server. I've googled it, and I didn"t find real infoi that doesnt involve installing a mod
Hope you guys can help me out!
thanks in advance!
Eric
For devcommands on server the only way is to use the mod JereKuusela-Server_devcommands.
and for the modifiers it's -setkey nomap
thanks for you response!
JereKuusela-Server_devcommands is a mod that I must install on the server ?
yes. install on the admin that is your pc, but also on the server for full functionality
and make yourself admin by adding your steamid to the adminslist
ok.
question : I've seen a page that show how to use modifiers in Nodecraft servers. They say to simply add startup arguments. is that not a thing ?
you can set startup args, or use commands in the game.
If we're talking about the world modifiers like nomap, portals etc I prefer to set them locally and then upload the world files because I don't change them usually. But if you want to change you can use startup args.
Did you wipe/re-start your world after setting the -modifiers? Never used 'em myself, but maybe the game doesn't like those being (un)set on EXISTING worlds
Yes I 've rebooted the server. If I can just add the nomap mod locally and upload it again ti the server, that's good enough for me. I'll give it a go. We don't plan on using any other mods...
thnaks for your help !!
hey guys sorry to bother I was curious if its possible to turn my world into a server that stays on for my friends to join at anytime?
That's exactly what this channel is for 😅
A dedicated server is one that is always online so that players can join at any time
do I just follow the steps in pinned?
Uhh, ig. tbh im a new user and not qualified to help 😅
oh I see no worries
The simplest way is to install the dedicated server tool through steam. Then follow the pdf file that comes with it
the only thing is the port forwarding, im wondering if thats necessary as it would be easier if they joined through steam.
If you do it with the cross-play mode port forwarding isnt necessary
ah thanks alot, Ill go set it up then.
question, is there a server dedicated only for czech republic?...
You can search through #1024264966712340510
There aren't regional servers, only those set up by other players.
Thanks guys
Is there an ingame way of saving progress when running a dedicated server? Like to make the auto-saves happen more than every 10 minutes?
You can adjust the save interval via the command line parameters. You can find the one to use in the PDF manual that comes with the server. I think an admin can also use the save Console/F5 command, but it's been a while
Gotcha. What about days? Do they just go by even when no players are online?`
No, the world stands still if no one is online
That's great ❤️ Thanks for the quick answer.
Yeah, admins can use that command (and i think also trigger a save from the pause menu, unless that is only for their character)
Just a question, I have been self hosting Valheim in India for a while, no issues, but due to work I had to move to NA. I still play with my friends in India. In NA I have a 1Gbps connection and was wondering will hosting it in NA cause any serious lags with my friends in India? Or should I look for a cheap hosting option somewhere else?
I think it would depend on how close you and your friends are to internet trunk lines. You can try hosting sites that offer free trial periods.
And, if it proves necessary later, you can consider internet tunnels with vendors like Cloudflare's Warp which is a free residential version of their enterprise services. And there are other similar services as well.
Hello! I had a Windows SteamCMD dedicated server I installed last year and wanted to update it today to revisit my world. I updated the client and then updated the server through SteamCMD, making sure I set force_install_dir before hand, and I am still getting an incompatible version error.
When I update through SteamCMD, it seems like the progress doesn't go through to 100% but will say random numbers like 4.9 and then quit as if it was successful.
Looking back through the server startup log it is saying "Valheim version: 0.218.21 (network version 31)
hi just wanna ask what's the best server hosting for valheim and is it possible to go over the max player limit of 10/10, thank you!
You need to look for hosting company reviews on line. Some are better for one thing, others are better for different reasons. So it's personal to you. Check their prices, locations, levels of support and a history of user satisfaction. There's no one best hosting company.
You can go over the 10 player limit with a mod but the game isn't designed for that and every server I've been on doing it has had serious problems of one kind or another. Things like basic game balance and resource availability, etc.
hey, me and a friend are trying to setup a modded dedicated server and we cannot get it to work at all
using r2modman for the player part, and manually putting the mods in bepinex/plugins and editing batchfile to target that directory
we cannot for the life of us get it to work properly. how do you properly setup a modded dedicated server? only using 10 mods now, all were updated recently
we searched a lot online for solutions and tried different things
Hit up #mods-issues and make sure to let them know if the dedicated server is on Linux, macOS, or Windows
If dedicated servers only auto-save every 10 minutes while players are on. What happens if you play for 8 minutes after a save, and quit? Do you lose 8 minutes of game or?
No. I'm pretty sure that the as long as the server is online (even if no players are connected) the server will still check if a save needs to be made.
So in this case it will create the save 2 min after the last player disconnects.
And if 10 more min passes without any players joining the server will check again if a save needs to be made, but will decide that a save isnt needed (since nothing happened in the last 10 min)
Please correct me if I'm wrong
I'm sure you're right about that. If servers were losing progress that way, surely people would have been complaining about it by now.
show us your steamcmd line, log etc
Hello I don’t know if I’m doing this wrong or something, I’m trying to add a dedicated server (I’m on Xbox) I kept getting the error failed to connect does anyone know what I need to do?
Make sure the dedicated server is using crossplay. And check it's log for the Join Code to use to join it.
It’s a Xbox only server
no crossplay no xbox
@sage nexus here is everything I thought was relevant..
And the dedicated server in D:\valheim is the one your launch script is launching?
I backed up all the folders and am doing a clean install, for better or worse 🙏
I'm thinking there was such a gap between updates that there isn't backwards compatibility to bring my out of date version up to date with latest patch
Guessing that was the issue, problem resolved
SteamCMD isn't the most dependable beast out there. Sorry it bit you.
i dont know if the dedicated executable has ever auto-patched maps the way the client does. The once or twice I have upgraded a map to the later game version I have moved them to a GUI client to do it (and make sure i have a backup), and then dumped them back on the server
It does do the same upgrades as the client, yeah.
good to know
In GrubMoshpit's case, I'm guessing the app manifest either got corrupted or SteamCMD auto-uprate changed schema enough to not be able to read its prior manifest.
When that happens it makes it look like an update succeeded unless you look deep in the logs or compare manifest IDs with known public branch head.
Great. Thanks for thr answer 
You need to look for hosting company reviews on line. Some are better for one thing, others are better for different reasons. So it's personal to you. Check their prices, locations, levels of support and a history of user satisfaction. There's no one best hosting company.
The ones that cost 9-12$ a month.
What some of us do is rent a VPS server instead and install valheim server there.
Now if you compare the prices of vps and game hosting you'll understand what's going on.
For example if a vps server costs 8 and game-server with the same specs costs 9-10 that's an awesome deal.
But who can guarantee you great performance on either? nobody.
The real deal is when you self-host on your own hardware, or you rent a bare-bones or dedicated (hardware) server and install everything on your own.
IMO I've been using VPS servers they're good enough for me.
I'm getting a version mismatch on my server, though my client says it has the same version as the server, and friends can login just fine with the same version, 0.220.4. I was even connected earlier today.
I verified files, no luck. Any other troubleshooting recommendations before I try to reinstall my client?
Are you or the server running any mods? They can cause that issue as well.
Also, check your player logs to see what errors there may be there to explain it. There's one along side your worlds_local folder. And another in the BepInEx folder, if you have that.
And you can also get a server log file to check if you add the -logfile "...path\Server.log" option to the exec command in your server start up file and restart the server.
thanks for the tips.
Mod files exist, I disabled them while troubleshooting.
I don't think the client is even reaching out to the server, nothing in the server logs about the login attempt. The message comes up very quickly, too.
I see this in the client's Player.log:
03/25/2025 14:54:19: PlayFab lobby matching search filter 'string_key10 eq 'xxx.xxx.xxx.xxx:2466' and string_key2 eq 'True'': Got back zero lobbies
That's a failed attempt to join the MS playfab servers. It can take several attempts to succeed with that.
And it only has any practical impact one way or another when your server uses -crossplay to support Xbox users. If it doesn't, you can ignore it. Usually, servers remove the crossplay option when it's not specifically needed. It tends to be problematic.
If you have it turned on now and have your server set up at home on your LAN and are going to remove crossplay, you'll need to have UDP port forwarding in place for the server's internal IP address and it's two ports inside your home router.
ed: Sorry for the triple phrase conditional statement... It's been a long day already for me and it's just noon here.
lol, I am following.
That log line was the only one that came up after trying to connect.....certainly a red herring though, now I I realize that's not even the server in question
Port forwarding is setup, I was playing earlier today and other players can still connect. Thinking if there's anything that can stop the internal LAN traffic from getting forwarded correctly.....will toy with that a bit
if (server.active && server.isLAN && !server.crossplay) Jaga.TakeBreak()
Double check that the server's internal IPv4 address hasn't changed. Home routers can do that sometimes.
it's static, still getting the same
It occurrs to me, belatedly, that if players outside your LAN can connect, then the port forwarding is working. Try connecting via the server's external IP address as well as it's internal IP address.And, of course, make sure you're using the lower of the server's two ports to append to the IP addresses.
How do I turn enemies into passive-enemies on a dedicated server?
Or turn down difficulty for a few.
You can set world modifiers/global keys via command line arguments: https://valheim.fandom.com/wiki/World_Modifiers
E. g. -modifier combat easy -setkey PassiveMobs
I was told by the hosting company I have to take down the server, download the world file. Set it on my own local pc
and then upload it again to the server for it to work
This sounds like the cause in my case as I hadn't updated in quite a few months. My only tip off was that the "update progress" seemed to hang around 4-30% and would only give me one line of output on SteamCMD. The logs were not very telling as ya'll saw.
Thanks for the info after the fact!
I'm hosting my server myself, so I don't know about typical hosting company environments. If you can access the valheim_server_start script, you can append the arguments.
Alternatively, there are mods which do this via config.
Changing the world locally also works, but seems like the least efficient way.
Figured a bit more out.....the port forwarding is a catalyst here, but only for me (eg: can connect from WAN, cannot connect from LAN). If I restart the server using a different port, I can connect just fine. My router must have gotten stuck on something
Are you trying to connect to the WAN IP from inside the LAN instead of the LAN IP?
neither worked. Even after changing the ports, I cannot connecting using the LAN ip, likely because the server starts up with -public 1
With Port Forwarding (setup for 2456)
WAN Client connection success
LAN Client connect to WAN instantly get a server version mismatch error
LAN Client connect to LAN screen fades to black (not in the cool way like Metallica), and then says "Failed to Connect"
Without Port Forwarding (switch server to use 2566)
WAN Client connection success
LAN Client connect to WAN success
LAN Client connect to LAN screen fades to black (not in the cool way like Metallica), and then says "Failed to Connect"
for LAN->LAN, I tried with a client on the same PC as the server and a separate one (though both using the same steam account with cloud sharing). When trying on the same PC, I tried both the DHCP given IP and 127.0.0.1
the server version mismatch error comes so quick, where other connection failures come after a black screen transition. Makes it feel like the client is prematurely blocking a connect attempt, and has bad cached data that it's working on to do that.
WAN Client connection success
LAN Client connect to WAN success``` this would only work when using crossplay, and with crossplay you will never beable to connect with to lan ip
noted, though this is the scenario I was ultimately trying to get working and scratching my head about
WAN Client connection success
LAN Client connect to WAN instantly get a server version mismatch error```
'tis a mystery, but since it works w/o port forwarding I'm trucking along without worrying about it. Thanks all for the help
Hi! I'm trying to get a local Valheim Dedicated Server working with R2modman. I know to launch the server through "Start modded" and have added the path --doorstop-enable true --doorstop-target "C:\Users\tiger\AppData\Roaming\r2modmanPlus-local\Valheim\profiles\Default\BepInEx\core\BepInEx.Preloader.dll" to my start_headless_server.BAT file
I get the error that it is "incompatible Version". I can get the mods to work in modded local Valheim, but only experience this issue when launching the dedicated server... is there something I'm missing?
This is all on Windows 11
Thanks
I notice some lag in terms of greydwarfs teleporting slightly while playing with other players using my dedicated server. I enabled the BetterNetworking plugin, what other steps i could take to make the experience better?
Its run on a i5-14500 cpu with plenty of ram and the disk is nvme
We'll need more info about your lag. And more info about your server in order to help.
The greydwarf lag is all the time in all areas? Or only when certain players take control of the game chunk? Does the number of players on at the time affect it?
The server is a dedicated server on your home LAN? Using ethernet cable or Wifi connection? What country and city is the server and your players located?
How have you got BetterNetworking installed? Is it running without errors on both the server itself as well as** all** the players.
I noticed more lag when I engage in attacking the same greydwarf together with another player. I'm self-hosting in the Netherlands and the players also play from the Netherlands. Its arround 8 - 9 players. I have a fiber connection to the home 1Gbit. I'm using lloesche valheim-server-docker and enabled BEPINEX and placed the plugin in the directory for copy etc. Using the default config of BetterNetworking, but no clients have this plugin installed yet. Would I see a significant performance bump if the clients all installed this plugin?
There are no errors, and i see BetterNetworking logging about connections/sockets
Yes, all clients need to have the BetterNetworking mod installed to get as much benefit from the improvement in comm traffic as possible.
Even just one player with a slow or problematic connection affects all other players.
The server is on a separate PC connected to your home router via ethernet cable and is relatively free of other comm traffic while you're playing, and virus scans or other server related tasks?
If the server uses crossplay and you don't need it to support Xbox users, you can consider removing it to improve performance.
If you do that, you'll need to have port forwarding set up in your home router for the server's internal IP address using UDP protocol and IPv4. And then your players don't have a Join Code and need to connect with your external IP address and port number. You'd need to connect from the same LAN as the server using it's internal IP address and port number.
do anybody know any server hosting service which do not require monthly subscription? i would want to pay once for 2/3 weeks of playing
Self-hosting. I'm not aware of any non-monthly/quarterly/half/yearly+ hosting solution.
so I'm trying to run a server for me and my friends from a separate pc (that can handle a server). I looked up how to do it but everything is saying you only need a single copy of the game, and to just download the dedicated server tool. I did that, but I can't have the server and the game running on different PCs at once on the same steam account, because steam doesn't like it I guess. I signed into an alternate steam account assuming I can download the dedicated server tool for free but it just has the purchase button on it, and I'd rather not buy a second copy of the game. So I guess where I'm stuck at with starting a server is literally the first steps. Can anyone help?
Start the server in a terminal instead of through Steam. Check step two of this guide
Unofficial support information about Valheim Dedicated Servers
I should've said this earlier. To find that script, right-click on the dedicated server in your steam library and click 'manage' and then 'browse local files'
Can anyone help me set up a dedicated server on linux
Sure. Here you go: https://valheim-server-help.github.io/installGuides/
Just like @gilded lintel mentioned 3 posts ago.
Unofficial support information about Valheim Dedicated Servers
@half nymph you can follow the same steps as the first link on the page Jaga linked. The Windows Steam install is the same as the linux steam install. Let us know if u run into any issues
Easy. Just LGSM via Docker
https://github.com/GameServerManagers/LinuxGSM
im trying to setup multiple docker servers the second server gets stuck waiting on 2457 even though i remapped the range to 2467 in docker compose, any suggestions?
Do the servers use crossplay? If not, have you got all four ports forwarded using UDP IPv4 protocol in your home router?
Docker ports not overlapping (S1 : 2456-2457, S2: 2458-2459)? Match those used in each servers' start-up command line parameters? If server 1 is off, does #2 start-up as expected?
where is the servers commandline parameters?
You mean the ones in the server's start up .bat or .sh file? There's an exec line in there with them.
where are those? ive been using docker and just setting them in env
Well, if that's actually been working, then they would be in one of the containers volume directory settings, I guess.
Gets stuck within Valheim Dedicated Server run or in docker itself? And are you using default docker bridge networking, macvlan, ipvlan, or a custom network?
Most Valheim Dedicated Server images will use an env var for the ports the server run uses, but with bridge networking, you'll also be doing your own port forwarding from the container to your host (e.g. via -p or whatever is compose's equivalent) and if you're doing that, you won't want the published ports on the host to conflict either.
Which container are you using? I utilize LGSM (https://github.com/GameServerManagers/LinuxGSM) & it has a CONFIG that you can modify the startup/command-line parameters
im using lloesche's container, but im not using any addons or anything i could probably switch pretty easily
is lgsm just functioning as a container manager? or is it installing the game in the base os?
ive tried to setup a lgsm valheim server but i am having the problem but my masterrserver sais not listed can anyone help with this
It's an all-in-one (for each game: IE: you specify which it's for [Minecraft, Palword, 7D2D, VH+]).
Sounds like a port/forwarding problem, esp. if you're using LGSM. Presume it's up/running that you can hit to locally??
base OS. no need for a container if you wanna run multiple vh servers. But if you're using docker that's a different story.
@fallen snow you see my questions above? #dedicated-server message I'm sure we can figure this out
Feel free to attach your compose YAML here (just remove any # comment-style comments out to avoid angering the automod.
I downloaded these two from my dedicated server to change something in World Modifiers. Can I rename them before re-uploading them to the server? As long as I make sure to direct the server to the new name?
Or will renaming the files screw something up?
You can. The value of your -world argument will need to match the new base name of the files. Note though that when the name of the world stored inside the metadata file (.fwl) doesn't match the new base name of the files, some views in Valheim will show the new name using parentheses alongside the original. If you decide to rename them, I recommend enabling showing file extensions in whatever file manager you're using so you don't accidentally duplicate or expunge the suffix.
Not entirely sure what you mean. Here you can see Asgard2 was the old name, I uploaded the new files calling them NewAsgard.
Sure. Which part is confusing?
I dont see anything in ( )
Also not sure why the world doesnt auto-save every 10 minutes. It used to but some days ago it started doing it less frequent
Oh
It all depends on what view you're in. The parenthetical form may not show up as prolifically with Dedicated Server. You might try pressing F2 while connected and see what shows there.
I think the confusion is that they're expecting to see the actual brackets when that's not what you're saying.
Depends on the view. Here is the world selection dialog which is one that does the parenthetical display. When it detects the files' name stem differs from the world name in world metadata, the world name from metadata is shown first and the files' name stem is in parentheses after.
Yes, but you wrote (.fwl) which I think was the sticking point.
Ahh, the .fwl file is where world metadata like the name is stored, and it's that name that's used there in the world selection dialog and is also what would appear in the F2 in-game panel when connected to a server. The file name stem and the value of the -world server argument is what would show up inside the parentheses in the views that do that.
"stem" might be a better word than "basename" here, sorry
So if Viegaard were to load that world locally it would appear as Asgard2 (NewAsgard) in the world selection dialog because "Asgard2" is still stored as the name within the metadata file NewAsgard.fwl.
I'm not sure what you're trying to explain. I just said your use of brackets confused the issue. I understand how the game works.
That was directed at @craggy halo really, not you, but based on what you said was the point of confusion. Did not mean to offend, many apologies.
I did not think for one second you weren't aware of the game internals. I value and trust your insights and Valheim knowledge.
Well. I'll just make sure not to delete anything and always keep backups. ❤️
i want to start a dedicated server for friends. Xbox and pc. any help
Here's some help: https://valheim-server-help.github.io/installGuides/
Unofficial support information about Valheim Dedicated Servers
@proven nichethank you, does it support crossplay
I believe it does but I can't remember exactly. For the record, pretty sure dedicated servers default to crossplay support when you d/l them.
Just make sure -crossplay is in the server's exec line in it's start up .bat or .sh.
@proven niche i am following the steps but now im stuck on step 2 of config. i cant find the shiny new server
I don't understand. You'll have to be more specific.
step one of config section i changed file name and password. step 2 says to open new server from window explorer. i cant find new server
It's probably here: C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server
It's late here and I'm heading to bed. Others in here may be able to help you, too. Or I'll be back tomorrow after work.
Okay y'all. I'm a first-time server owner here, and I haven't made a live server just yet. My only option is a server hosting site; which one is the most cost-friendly and best reviewed in y'alls opinion?
You should look for hosting company reviews on line. Some are better for one thing, others are better for different reasons.
So it's personal for your circumstances. Check their prices, locations, levels of support and a history of user satisfaction. There's no 'one best' hosting company.
is anyone familiar with using forcebindip and valheim?
Why would you want to use Forcebindip with Valheim? What do you think it will do for you?
I have 2 network adapters and I need it to run on a specific one essentially. Right now the server is shown in the steam server list, I can connect using both WAN and LAN IP but my friend is unable to connect through the WAN IP.
It doesn't look like the valheim_server.exe is playing nice
I guess it might help with that. But I'd be inclined to try just using a different port pair on the server first.
Good luck with it, in any event.
I have tried with different port range, same result unfortunately 😦
is there any way to get a self-hosted server running without using steam? Ideally also without using docker, but beggers can't be choosers.
Alternative, is there any way to get the protocol used by the game documented?
Hi guys, just started playing Valheim with my SO a couple of days ago. We decided to use the Dedicated Server on the same PC where I play Valheim. I also then added some mods (with R2ModMan) yesterday and it worked great.
We were able to play just earlier and Until just an hour ago, I logged off (because I was AFK for around 10 minutes) and tried to reconnect our server again. There was an error stating that there was an incompatible version, while my SO was still on the server playing. When I told her to log off and try to connect the same server, she wasn't able to connect to the server anymore.
I noticed that the Valheim just had an update (Patch 0.220.5), so I updated my client and tried to connect but to no avail. I then noticed that the dedicated server also needs and update, so I updated and try to run the server again... However, I noticed that whenever the server is trying to launch and a bunch of logs are seen, it will automatically closes. It seems that my server automatically crashed whenever I turn it on.
I also tried reinstalling my Dedicated Server. I noticed that running a new dedicated server worked. But after configuring the .bat file with our world, I noticed the crash. And after setting up the mods, I also noticed the crash.
So I uninstalled both my client and server and installed the previous patch Patch 0.220.4. However, the server still crash after setting up the world and mods.
Looks like there's a problem with the mod or world or some combination thereof.
Is there a way to fix or no?
Besides getting rid of the mod? I fear you might have to make a new world without the mod.
But I'd wait for a proper adult to show up 🙂
The thing is when I try to play the world on singleplayer with the same mods, it works.
I just couldn't work it as a dedicated server anymore.
So as of now, the workaround that we did is that, after launching the latest Valheim client (Patch 0.220.5) with the mods, I launched the world on a peer-to-peer network in order for My SO join the server via the "Friends" tab. The downside is that I have to be online (or at least connected to the world) so my SO won't get disconnected. This sucks big time.
Question, can I convert my existing save into a dedicated server so I don’t have to leave my PC on for my friends to play?
Yes.
I'm having a similar issue. So the patch just launched and it seems my VPS dedicated server won't update and I get incompatible version error when logging in. No mods...
I run my commands, SteamCMD says update success, but the version on my VPS stays 0.220.4
If I change my BETAS to last stable build, it works again
Same issue, after update today world data was wiped and restoring backups did nothing
PSA: If you're using mods on your server, you should be asking for help in one of the mods channels. Probably the #mods-issues would be where you'll get the best responses.
How many save wipes do we have here now guys? Is it a general problem or just a few?
Hard to say. Some are probably caused by mods.
unsure. only got 2 people atm
remember. worlds always create backups
Thanks and yes I know 🙂
Switch to "-beta public"
An update can't mess up your backups as well. What file size are you backups?
The backups were only saved once a day yesterday morning, our progress was dien after that, it's not end of world losing 1 day but just want to make sure it doesn't happen again
I use nitrado as well
Pretty common to happen on Gporal and Nitrado sites when new updates arrive, since Valheim launched.
Not sure why it happens, but probably because due to players manually not shutting down server properly (not giving the server enough time to exit app properly and save), or due to faulty custom auto/update scripts they have running on their servers.
Valheim should record backups every 2h on default setting, unless of course the site doesn't have their own backup system via custom scripts, which I've seen fail often as well.
No cigar unfortunately. Ran these commands:
sudo systemctl stop valheim-server
cd /home/steam/Steam/
rm -rf /home/steam/Steam/steamapps/common/Valheim\ dedicated\ server/ - Delete server files
rm -rf /home/steam/Steam/appcache/ - Clear download cache
./steamcmd.sh +login anonymous +app_update 896660 -beta public validate +quit
Version still:
Apr 01 15:38:13 valheimserver start_valheim.sh[4049]: 04/01/2025 15:38:13: Console: Valheim l-0.220.4 (network version 33)
Will try again later...
Are you sure you're launching the same Valheim Dedicated Server that SteamCMD is updating?
Check your systemd unit's working dir and executable path and compare with the default install dir for your SteamCMD user and instance. If they differ, you will want to force the install dir to match the one you reference in systemd.
Looking for some assistance here. My wife and I were playing on a dedicated server(not one of our machines) yesterday. Tried to log on this morning and noticed there was an update to our games. Upon trying to log in to the server we got warned that there was a file mismatch between the server and our clients. Ok, gotta update the server, proceed to do so....now when starting the server with the .bat file it starts then crashes within 10 seconds. I have researched the issue and changed the filenames as suggested by 10,000 threads that say to do so. Then I noticed the valheim_server.exe file last modified date is 3/14/2025(yes I updated once before). So I ran the update again using the steamcmd commands. The files for the server disappeared throughout the process, and came back when it was done. But the date on the file still says 3/14/25 and the server still crashes. Thoughts and suggestions without burning me alive please?
Joking of course ❤️ I am sure Justin would be best able to answer
When you say the server crashes, what do the server's logs indicate when it happens? Do you get a crash-reporting dialog, or does the process simply exit?
As for the modified date, the server executable was not changed in the Windows depot for Dedicated Server in today's update, so an older date would be reasonable if upgrading a prior installation.
@final current I have looked through the logs and I dont see anything abnormal. the process just exits
You can attach the logs to a post here in a text file if you'd like (and feel free to omit IP addresses or anything you consider private).
This looks like Steam or SteamCMD's logs. I'm talking about the logs from Valheim Dedicated Server, where you say you start the batch file and it crashes in 10 seconds. Or had you added SteamCMD commands to your server launch batch?
@final current then I think I was looking in the wrong place, can you point me in the direction to the logs?
and I did not add steamCMD commands to the batch file, I just use steamCMD to launch the server.
The logs will be in the file specified using the -logFile argument to the server start. If you haven't supplied that argument, then the server logs to the console (e.g. Windows Command) and you could copy+paste them to a text editor if they go back far enough, or if you're using WSL, they will be logged to stdout and stderr.
SteamCMD doesn't have a documented way to launch servers, best to launch them on your own independently. It's better suited to installing and upgrading games and game servers.
I wanted to launch the server from steam, but you can't launch the server on steam from another pc and then play on a different pc because steam doesnt support dual logins. so I run a batch file that I copied from the start_headless_server.bat which I double click when I want to start the server. Is that not the correct way to do it without running it from steam?
because its been flawless until today
That is a fine way to do it. If you're double-clicking on it from Windows Explorer, then usually it will pop up a Command Prompt window, from which you would find the server logs (if you don't have a custom -logFile in your .bat file's server start command). You can copy and paste those logs into a text file and attach them here.
You are a legend. My valheim.sh script was setup wrong which made only partial updates. SteamCMD is installed at a different location.
I wish there was time to catch the logs, but it closes the entire command prompt and just goes away. It's kind of frustrating actually
Such an easy fix, such a lot of headache. I love linux
what can I add to the launch file to catch those logs?
You can either edit your batch file to add something like -logFile "%USERPROFILE%\valheim_server.log" to the server start arguments
or you could create your own Command window instead of using Windows Explorer, and in there, cd to the installation directory of the server then start your batch file by command.
A better question for #valheim-help. We focus on the Dedicated Server program in here.
Sorry
no prob
@final current heres the start file, I dont think I put the -logfile line in the right spot because when I run the file it doesnt generate the logfile
I changed the file location to C:\Users\Theater Room because I was trying to send it to an easy location
Right, it should be an argument to the valheim_server command. e.g. valheim_server -logFile "C:\Users\Theater Room\valheim_server.log" -nographics -batchmode …
Make sure you enclose the argument's value in double-quotes because you have spaces in the path, otherwise it will get interpreted as multiple argument values.
heres the correct log
Do you have these files in C:/valheimserver?:
steamclient.dllsteamclient64.dlltier0_s.dlltier0_s64.dllvstdlib_s.dllvstdlib_s64.dll
It's failing to launch Steam internal API services, which usually means either Internet connection is down, an Internet security software suite or VPN is interfering, or there's an issue with the Steam libraries (DLLs in Windows)
Using any security software, a VPN, system-level ad blockers or a DNS proxy like Pi Hole?
no, no vpn, no system level blockers. As I said we played last night before she went to work, when she got home this morning we decided to play a little bit and nothing has worked since.
this wasnt on my bingo card today
Make sure that your Steam isn't set to offline mode and that you have internet access on that device first.
Best to restart PC to make sure steam services run properly.
If that doesn't help, backup your .bat files again, wipe everything manually and reinstall the server.
@upper salmon Ive been thinking of doing just that
Something you might also try while the server is not running is this in a Command window:
netstat -a -b -n
and see if something is listening on port 2456 or 2457. The logs claim GameServer.Init failed, but not much is passed to that function except for ports. Doesn't mean the ports are the issue, but is certainly worth checking
I restarted my server pc, I will try it once its back up
nothing was those 2 ports were absent from the list. I have uninstalled and am currently reinstalling the server atm. so we will see what it's like after it's done
thank you justin and others for helping me, I uninstalled valheim altogether on my server machine and did a completely clean install. The game is back up and running, I haven't checked to see if we lost anything yet, I will let her do that I did the hard part.
nice, glad you got it working
LGSM instance via Docker. Enable CROSSPLAY, server becomes unresponsive via LAN & WAN IP. Did I miss a patch note (one way or another [fixed vs. broken]) or a 'me' issue?
With crossplay it will never respond with lan IP, wan IP should work though
Nada. Spins then 'Timed out' if enabled. No hits in AdGuard & logs just spam every ~30sec.
Thought it odd that the ONLY change between 'works' & 'not' was CROSSPLAY.
That message over and over again in server log is normally from missing dependices, the missing dependices line is normally towards top of the log file
Only other time I seen it happens is a very rare case and not something most people have set up, and that's if your firewall is blocking out bound ports keeping the server from connecting to playfab network
No love on the dependancies....FW is off. Guess it won't hurt to disable AdGuard+ (even w/o any 'hits')
You have the libpulse-dev installed also
Yep, installed
Playfab ports?? I can't think of anything else running (AdGuard is down....unless it's caching somewhere??). Damn this "Failed to Connect" 🤦♂️
Don't know what ports playfab runs on, PC will use random port for making the out bound connection
Appreciate. Tried a fresh container, opened a few extra ports....it does NOT give me any luv (outside of the 1st 'hit', then the "retry" spam
Off until I can try a few other things. Least it's up & open for play
If known: crossplay require TCP? Stab in the dark here\
Not sure I didn't run mine with crossplay
you see this in your log file Preloaded 'libparty.so'
Part of the 'standard' start-up:
So it's loading the playfab stuff, not Shure why it's not connecting and giving a join code
Think I'll need a drink...or two, before I give it another 'college try'. I swear it WAS working @ one time. No telling where the disconnect exists @ the moment. Thanks for the time
so, my ISP provided router cant do port forwarding so ill need to pay a third party service for hosting, is there any particular one thats best for valhiem servers?
There's another way, a vpn with port forwarding option, if you want to host on your pc locally.
People do not like to recommend any providers here, cause how can you know if it's marketing or a non biased opinion.
Ty you, I'll look into it
Or enabling crossplay, then you don't need port forwarding either (I think)
Hey guys, I have a problem with lag while hosting dedicated server. My download and upload speed are like 300 and 140 Mbps respectively (B grade on bufferbloat test, tried both wi- fi and cable). Does anyone know what could be causing the problem?

the lag happens when I play on my own server, not only when the server is online.
i enabled crossplay i think, it has the "~crossplay" line but now i dont even know how to connect to the server thats running
Use the Join Code the server gives you in it's start up window.
Hi.
I'm wondering why Valheim is saying the version is incompatible after this most recent update. I've re started my server, updated both server and Valheim plus and tried to redownload the whole game and still nothing
Are you using modifications on either the client or server?