#dedicated-server

1 messages · Page 19 of 1

final current
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Can you give us some more detail. What do you mean when you say upload? Is the server hosted by a 3rd party? Is it on the same PC as your gaming client? Are you running Linux, macOS, or Windows for the server, and how about for the gaming client that holds the world you want?

Jaga had a message here earlier about the -world <world name> argument, which is definitely an important part as well. You can paste us your server's launch arguments if you want us to double-check them.

rugged sorrel
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How can I add grief prevention to a server without any player downloaded mods?

knotty oracle
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How would that even work?

rugged sorrel
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Host/client side mods?

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I assume they exist

plain trellis
# rugged sorrel Host/client side mods?

The only way I'm aware of are a server forcing set of mods that clients need to have, to be able to log in. And one of those mod could be a "anti-grief" prevention. Out of the 5.000+ mods for Valheim, only a handful of mods are purely server side, and therefor able to be used by none-modded clients (like Xbox). But there is no servers out there that can prevent grief, when client can load what ever mods they like.

crude cove
final current
spiral bluff
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Hey all! I'm a AWS Cloud Engineer and I've been running a Valheim server on an EC2 instance for my family. I'm running the mbround18 container on an Amazon Linux 2023, which has worked wonders so far! I have monitoring making sure the Valheim container has more than enough RAM, CPU, and storage (running on a 16GB t3.xlarge instance at the moment).

The only issue I'm having is that we have a large base that seems to cause a lot of lag on the game clients. I.e. actions taking some time to take affect if they ever do. Sometimes I'll put ore in a smelter and it will leave my inventory but never show up in the smelter.

I'm a Python dev working with data, so this is not my expertise at all. Is this the right place to ask? And is there a way I can improve performance or is this a limitation of the Valheim client?

knotty oracle
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Large bases with large numbers of instances will cause lag. I don't think there's much you can do about that.

spiral bluff
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Understood 👍 It seems like the game loads instances at a certain rate and doesn't exceed it. Sounds like we should move certain components out of our main base

final current
spiral bluff
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Great to know about Crossplay!

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And yes, I'm watching the bursting creds, though I have a pretty beefy server running and I export resource stats to Cloudwatch and to a dashboard

final current
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I don't remember which kernel Amazon Linux 2023 has, but if it's pretty new, you can sometimes get better latency using ipvlan networking instead of docker or podman's default of a bridge. We're talking tiny improvement though, nothing that will cure base instance count woes

final current
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https://docs.docker.com/engine/network/drivers/ipvlan/ for a good overview and example @spiral bluff
it's pretty similar on the podman side if you're using that. You would drop host port-forwarding if you go with an ipvlan interface as you'll get the singular IP address isolation.

If you're using Kubernetes instead, definitely consider the aws-vpc-cni if you aren't already.

plain trellis
spiral bluff
spiral bluff
quaint quarry
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I cant join my dedi because of a version missmatch even though both the client and the server are on 0.220.5

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Something isnt right there xd

quaint quarry
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after reinstalling both the server and the client it works again

calm phoenix
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I started on someones dedicated server and they cant activate the fire hazard feature, any help?

quaint quarry
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no restarts in between though

plain trellis
quaint quarry
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for some reason it worked again after verifying game files and removing a key

final current
# calm phoenix I started on someones dedicated server and they cant activate the fire hazard fe...

How did they try to activate it? Welcome to send them here. There are a couple of ways to do it. One of the easier ones is to add the -setkey Fire argument to the server's launch.

Another approach is if they are good/careful at world management, they can open the world in a local game client, change the key using the World Modifier dialog, and copy the world back to the dedicated server.

If they don't mind a character getting marked as a cheater, they can also log in as an adminlist-ed admin player and use setkey Fire while in the devcommands context.

jade bone
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is there a way to setup a dedicated server in this game without doxxing your ip address?

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the join code system seems to put out your ip even on a private world and that is a little concerning that there is no way to change that fact

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also i have a 2nd question, can anybody just admin themselves on a server at anytime?? how does that work im so confused i feel like

spiral bluff
final current
proven niche
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Oh, and also, if someone set up a public Valheim server and invites players to join, does his server's -logfile capture and record the IP addresses of the players joining, or even attempting to join?

final current
# proven niche So, just a quick question floating around in the back of my mind... If you se...

Your average home server host is going to be behind a router with NAT, which prevents anything outside your forwarded ports being exposed. If some outside party who's not your friend wants to do more, you could expect a port scan and some fingerprint attempts or vulnerability exploit attempts on other ports that are open. That port scan is hitting your router instead of your server, so it's really a matter of what you've exposed on that router.

All that goes out the window if you use the router's DMZ feature to expose a server… at that point, you better hope your're not running some old or otherwise vulnerable services or have a good OS firewall configuration.

proven niche
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Oh, and would using one of the free internet tunneling apps make a huge difference in how exposed you were?

final current
# proven niche Ok, so the short version of that sound's like, if you haven't turned on your rou...

Yeah, pretty much. At that point, if your router itself is secure, you are only as vulnerable as Valheim Dedicated Server and the Steamworks networking is, because that would be their way in if any.

Free tunneling… I'm sure there's some risk from the provider themselves, but in theory, should give you the kind of privacy you'd expect from your own NAT with the added bonus of being another IP address. If you were hosting a direct/Steam Valheim Server, you'd need to make sure the tunnel includes UDP port forwarding. With Crossplay, it's all outbound+return traffic.

final current
# proven niche Oh, and also, if someone set up a public Valheim server and invites players to j...

They'll see join attempts. In a Steam server, they'll see the attempting joiner's Steam64ID. In a Crossplay server they'll see the attempting joiner's PlayFab player ID, but they won't see player IP addresses in the logs whether using Steam or Crossplay backend.

At some point, I think the server may have logged IP addresses in Steam/direct backend mode, but if so, it doesn't do that in the latest versions. Both Steam and Crossplay backends try to make most administrative actions you'd want to take not need to rely on IP addressing and just use player IDs for privilege escalation or banning.

Finding a remote peer's IP might be handy if you suspect they're using Valheim Dedicated Server or the Steam query port to DOS you or otherwise attack you at a non-gaming level. If they really want to, a Steam server operator can determine player IP addresses based on the UDP traffic coming in. With a typical home setup, all of those IPs will actually be the server operator's router (that's NAT doing its thing), and the router's own administration tools would need to be used to determine the real external IP address of the players.

proven niche
civic bolt
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hello can the dedicated server can be play online with friends?

final current
civic bolt
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okay thanks

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because i cant seems to invite them is it because the port should not be a localshost:****?

civic bolt
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i tried following the PDF but seems my friends cant join

proven niche
# civic bolt okay thanks

Localhost means only you can join and only when you're on the same PC as the server.

If you have -crossplay in the start .bat to support Xbox players then you and others can join with the Join Code in the server log file.

If you don't have -crossplay there then you need to forward the server's ports in your router and others join with your internet IP address and you join with the server's internal IP address.

civic bolt
proven niche
civic bolt
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thanks for the advice

final current
# civic bolt got it thanks. able to search about it earlier but sadly i just learn my IP was...

3rd-party host may be your best option if your ISP refuses to give you an Internet IP address in the end, but I want to make sure you know some alternatives…

Is it one friend or multiple that you want to have join you? If just one friend and you both have the Steam version of the game, you can have your friend start the game and wait in the character selection screen, then use the Steam overlay or Steam's friends tab to invite them to play with you (using the in-game server instead of Dedicated Server). Sometimes Steam invites can facilitate communication over CGNAT in this way. Not always, but it's nice when it works.

You might also have luck with Crossplay on the dedicated server. It is a little slower, but if you choose a port that no one else in your CGNAT ISP is using for a game (e.g. -port 32456), you would give your friend(s) the join code that shows up in the logs and have them connect to the game using that.

civic bolt
proven niche
civic bolt
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okay thanks and my bad sorry

final current
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Not a problem at all. It's a common question 🙂

civic bolt
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our in game server became a bit slower and we are now around ashland. and we decided to switch on a dedicated server.

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btw thanks for the suggestions

proven niche
tall citrus
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I'm trying to host a private dedicated server using my pc, the command prompt window displays that the game server is connected and when I look in the server browser in the join game tab in valheim it recognizes the server too. When I connect it doesn't prompt me for a password and just returns me to the login screen saying failed to connect

I have portforwarded and added inbound and outbound rules for 2456-2458

Server is also password protected too. Any suggestions on how to trouble shoot?\

plain trellis
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Have you done anything about the permittedlist.txt or bannedlist.txt?

proven niche
# tall citrus I'm trying to host a private dedicated server using my pc, the command prompt wi...

Make sure that your port forwarding is working as you expect. Double check the server's internal IP address and the port assigned in it's start .bat file.

The port forwarding in your router needs to use the UDP protocol to forward the server's ports. Some routers are a bit fussy and work better when you forward the ports individually rather than a range. For default settings, forward the assigned port and one port higher seperately. The server only needs the two ports rather than the three noted in the inst. manual.

plain trellis
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If they are blank, that is ok.

tall citrus
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they're both empty actually, was wondering if that was somewhat the reason.

tall citrus
final current
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Are you using Crossplay or not?

And how did you add the server to the Join Game tab? Loopback IP, LAN IP, external IP, domain name, Community tab, or Crossplay join/invite code?

proven niche
tall citrus
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Crossplay was enabled as part of the default batch command and didn't remove it just so I can get the server up and connectable before changing anything else

tall citrus
tall citrus
final current
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Try the join code from the display instead. It's a little easier to use with Crossplay.

proven niche
tall citrus
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the join game tab even detects that a password should be entered.

I don't really see this join game code in my comand prompt, only the IP weirdly. Is there a specific section of text I can look for for the code?

proven niche
tall citrus
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what's even weirder is that when I try use the steam server browser it prompts me to enter the password, and I still get failed to connect after trying to connect.

No change in the command prompt window at all in both ways of connecting, unsure whether text would be outputted when a user tries to connect

proven niche
proven niche
tall citrus
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the log file only has New session server that has join code, now 0 players and no code, its taunting me haha

tall citrus
proven niche
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Restarting the server should produce a new log file with the current Join Code at the bottom of the file.

tall citrus
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it might be worth mentioning that I am running the server on a pc and playing the game to connect on another pc

proven niche
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Have you considered running the server without crossplay? You'd be unable to have Xbox players join in that case. But you could join with the IP addresses and without any Join Code.

tall citrus
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ill give that a go now, don't see why not

proven niche
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Without crossplay, you'd want to use the server's internal IP address, since you're on the same LAN.

tall citrus
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that... worked.

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so crossplay enabled caused the prompt to not display...

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glad to know that all the setup but that was configured properly haha. Still confused why the join code never displayed with crossplay enabled

proven niche
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Awesome! Looks like you're in business! Crossplay tends to be problematic in a number of ways. You're better off without it.

tall citrus
final current
# tall citrus glad to know that all the setup but that was configured properly haha. Still con...

Feel free to attach logs from one of your Crossplay runs to a post here if you want to troubleshoot further. If you're running Linux, Crossplay requires libpulse (including glib-mainloop support) and libatomic. If the server is running on Windows or Windows Server, the server will need the MSVC C++ runtime libraries installed.

Also note that Crossplay will have issues if you had an old instance running on a different PC in your house, but using the same port. It effectively only allows one server instance per port, per instance ID, per household (or per ISP subnet if your ISP uses CGNAT)

tall citrus
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im not surprised if the problem is because the runtime libraries aren't installed. the build and installment of windows is as bare as possible

proven niche
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Did you see in the news where MS is laying off people in it's Xbox division? I wonder if that console is a dying platform now.

final current
woeful pagoda
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Ayoo, i just download valheim today with friend and we want play. but i don't know why the game say imossible to connect tnext try in 20secondes...

and i search how can i make dedicated server to play, can someone help me/teach me ??

final current
# woeful pagoda Ayoo, i just download valheim today with friend and we want play. but i don't kn...

We will need to know a bit more information. When it says "impossible to connect", how are you trying to connect? And is the server the in-game server or the dedicated server?

As for getting started with Dedicated Server, when you install it, there will be a PDF manual in the root of the installation folder that gives some idea on how to use it. If you want some more help with it, just let us know:

  • Whether your dedicated server would be on Linux, macOS, or Windows
  • Whether your dedicated server is on the same PC as your Valheim game/client
  • How knowledgable you are on computers and networking.
woeful pagoda
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i can't juste create online game, so i think's i need to create dedicated server but i don't know how

final current
# woeful pagoda

Can you attach your Player.log in here right after you see that message?
It looks like you are running Microsoft Windows. If so, you can find it at %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\Player.log
You can remove private information if you'd like.

proven niche
proven niche
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But your game can't fnd the internet. Is your Firewall blocking it? Try logging into your Steam acct. and then reverify your game files and then start the game.

And you can turn off your Firewall for a minute, try starting the game, and see if that's the problem. (Don't forget to turn your Firewall back on after letting the game communicate through it.)

Your game is a legal copy purchased through Steam, yes?

final current
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It's the PlayFab auth that's failing in that message. That's why I'm looking for a Player.log, @woeful pagoda

spare hazel
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Sorry to butt in, but may I ask you if it is acceptable to use the escape construct ^ to break line between server startup parameters in start_headless_server.bat,
or is it only acceptable to strictly write hyphenated flags on a single line with valheim_server?

final current
# spare hazel Sorry to butt in, but may I ask you if it is acceptable to use the escape constr...

If cmd.exe or Microsoft Command is your batch interpreter, then breaking up the line like that is fine.

Valheim Dedicated server will never see those if their syntax is correct; Dedicated Server just gets a list of passed in arguments, regardless of how your batch file was constructed.

https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-xp/bb490954(v=technet.10) is the closest thing to documentation on the command interpreter that still exists unfortunately.

spare hazel
proven niche
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Sorry to butt in, but I didn't know Frodo had a computer. Let alone a passport. I've gotta get on line more...

final current
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Feel free to post segments of the batch file here if you run into any issue. You can enclose it with three backticks at the beginning and end for code formatting, e.g.
```bat REM this or that cd … ```

rose galleon
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hello i added my self to adminlist.txt and i have admin but when i execute a command like fly and i get ’fly’ is ont valid in the current context how do i fix this

final current
rose galleon
final current
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Not for flying, no, you don't need to install it on the server

rose galleon
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ok thanks

spare hazel
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Strangely, I can't find a modifier to enable Fire Hazards in the PDF manual. Is this even possible for dedicated servers?
Just in case, I'm attaching my .bat (only functional part of it), I'd be very grateful if you'd take a look and kick me for my mistakes

valheim_server ^
-nographics ^
-batchmode ^
-port 9999 ^
-public 0 ^
-name "xxxxxxx" ^
-world "xxxxxxx" ^
-savedir "X:\xxxxxxx" ^
-logFile "X:\xxxxxxx\log.txt" ^
-preset normal ^
-modifier deathpenalty veryeasy ^
-modifier raids muchless
knotty oracle
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Probably because it's a global key, not a modifier.

spare hazel
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So something like -setkey fire won't work?

knotty oracle
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That would do it, I believe.

spare hazel
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Yeap Its works)

gilded sparrow
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hi

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Can i create a dedicated server where all my buddies are admins, meaning they can use 'devcommands' followed by 'debugmode' console commands?

plain trellis
# gilded sparrow hi

They have to use the mod ServerCommands to be able to do that. And you need to update your Adminlist.txt for the server.

gilded sparrow
final current
gilded sparrow
final current
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My only complaint is that NoBuildCost disables resource drops from enemies and hammer reclamation

gilded sparrow
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As long there is no build cost, i think we will survive 😄

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Honestly, the devs should really put more effort into this and let us build and move freely

lofty edge
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Hey all, I've been trying to put together a dedicated valheim server for a bit now and I have been running into several issues. I have followed several guides but I have not been able to connect to a server instance other than one that is on my local machine

snow topaz
lofty edge
final current
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If it's either of those problems, you're in the right place 😀

lofty edge
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The first one but its both internal and external. Just a little more background. I am trying to run the valheim server off a Ubuntu VM on my gaming server. I first tried a docker container, than I tried steamcmd. I also tried a Windows VM.

I was only able to make it work by using the dedicated server inside steam on the host machine.

Are there any recommended guides for installing a valheim server on a ubuntu?

I always get to the part where the server is running but I can never connect to it. Ports on the firewall are open and on the router

final current
lofty edge
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I am starting it with Crossplay support but I have no need for it. I just never disabled it

final current
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On the bright side, it means that any form of networking that gives you outbound Internet access with stateful return traffic allowed will "just work". So, easy setup with out of the box docker bridge network or your VMs, and they will work behind a NAT without any port forwarding rules whatsoever.

It's a bit slow and unreliable though, as every leg must communicate via the relay and then it hits a relay again to get to another leg, including the server's leg.

lofty edge
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Gotcha. I will try disabling that.
Currently I am in the middle of a thunderstorm storm so I am unable to troubleshoot.

final current
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Understood. Maybe the same one that's about to roll over me.

pseudo surge
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Hey, Im trying to host a dedicated server. Ive ran into an issue where removing -crosplay allows me and my PC friends to connect, but obviously this limits our Xbox gamers. Keeping crossplay enabled makes it so none of us can connect. Any help?

pseudo surge
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Any help?

viscid thistle
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sorry, but idk how to help u

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if it's a modded server, take out the mods, otherwise i cant help. sorry :(

pseudo surge
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Nah, its just simply not letting anyone connect with the -crossplay tag enabled

final current
pseudo surge
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No this is a fresh dedicated server

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I am hosting it on my home server and I've sent them the external IP and password to the server

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Ive double and triple checked that my ports are open

final current
# pseudo surge I am hosting it on my home server and I've sent them the external IP and passwor...

Just making sure, does your "external IP" start with 100 or 192? Re ports open, that won't matter with Crossplay as players don't connect to you directly in Crossplay mode.

Regardless of the IP, using the join code from your server logs will be the most reliable way of addressing the server from other clients in Crossplay mode, especially the Xbox. In my experience it also results in a more stable recents entry. And if you don't see a join code in your server log, that's more indicative of why Crossplay isn't working for you.

pseudo surge
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External IP starts with 75 :D

final current
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Good deal

pseudo surge
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So, does the join code allow them to join even if the crossplay tag is not set?

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Because when I have -crossplay in my batch file, it doesn't allow anyone to connect at all

final current
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You would only see a join code when -crossplay is supplied. It exists explicitly for Crossplay networking.

pseudo surge
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Gotcha

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Then that brings me to the original issue. I couldnt get anyone to connect when -crossplay was enabled

final current
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But you were giving them your external IP address. Have you tried with join code instead?

pseudo surge
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Nobody on PC or Xbox could get a connection

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For instance, I would try and I'd just be met with "Failed to connect"

final current
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So try with the join code instead. Is a join code present in your log when -crossplay is supplied?

pseudo surge
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Would that show somewhere in the server logs?

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Let me save and shut down the server and then restart it with -crossplay enabled

final current
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It will appear near the end of the startup sequence, typically

pseudo surge
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Understood

final current
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And if it doesn't, that gives us a good clue

pseudo surge
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What am I looking for? Just "Join code" or is it some other moniker

final current
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Yeah, "join code", usually on a line about PlayFab stuff. Sometimes "invite code".

pseudo surge
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New session server 'Server Name Redacted because its inappropriately funny' that has join code, now 0 player(s)

final current
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Cool, is it a number like "join code ______, now 0 players"?

pseudo surge
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It'sjust blank

final current
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Cool, that explains further why it might not be working. It's not establishing a PlayFab Party relay. Is your server on Linux, macOS, or Windows?

pseudo surge
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So happy that youre helping me narrow down the issue!

My server is hosted on a Windows VM using Proxmox

final current
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After installation, start the server again and see if you get a join code this time around

pseudo surge
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It is a barebones install just straight from the windows media creation

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Ill go ahead and download these now! Thank you

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Alright- Server's coming back up now

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Still no join code, though

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Should I restart the VM?

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ooh wait wait wait

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Wait we got a join code. I just didnt look hard enough

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It works! im able to join

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Ill send the code to my Xbox friends and see what they can do

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Thank you so much. Can I buy you a coffee or anything?

final current
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Rockin. Join Code is how I'd recommend connecting to the Crossplay server, though you can still give people the external IP address if you really want.

Note the join code will change if you restart the server or if it takes too long to communicate with Microsoft's relay server and you can get the new one from your server logs or a player can see it after pressing Esc. A recent or favorites entry in the server list created using a join code should continue to work despite any restarts/code changes.

pseudo surge
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Awesome!

final current
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No need, but I appreciate the coffee offer 🙂

pseudo surge
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I did send them the external IP just in case but Ive made sure to send the join code

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Valheim is not compatible with PS5 yet, right?

final current
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Right, not yet. Theoretically possible with the game engine, so never-say-never there.

pseudo surge
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It'd be a great addition for sure

hollow dirge
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Hi all.
I've been playing valheim for a while on xbox. I have a niece who plays steam (she just got the game). We tried playing together tonight. When I sent her a game invite, it took her to a Microsoft page to buy that version of valheim, it wouldnt let her join me using a join code either. When I tried to join her gane with a code, it worked fine.

How can I get it so she can join my game?

plain trellis
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Xbox players I play together with, can join my server. They have GamePass (to be able to play online), that could be the reason. And my server has crossplay enabled.

plain trellis
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I'm using ServerDevCommands 1.97 on client side, and testing it on my dedicated server, but the command
find pickable_stonerock 10
doesn't work. It does on the same seed in solo.
Does others here experience the same?

gilded lintel
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can you make a dedicated server with a world i already have?

plain trellis
final current
final current
plain trellis
gilded lintel
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Okay

hushed relic
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my power cut today, and not only did the world roll back, it rolled back hours even after i had manually saved, and i checked and there have been no autosaves in 3 days, nothing has changed? ubuntu server

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any help is appreciated

final current
# hushed relic my power cut today, and not only did the world roll back, it rolled back hours ...

Sorry that's happening to you 😦 Are you using an all-in-one container with its own backup infrastructure like lloesche's or mbround's?

Regardless, I would go ahead and back up worlds_local manually somewhere before you proceed further just in case things get worse before they get better.

If not running in a container, any changes to the system user you're running the game as or to the -savedir argument since it was running prior to the power outage. Checked the modified dates of everything in worlds_local in just in case there's something newer that's not as obvious (including the .old.(fwl|db) pair)

hushed relic
final current
# hushed relic i am running it as is through steam with the ./run_server.sh or whatever, i didn...

Alright. Assuming you've done something like ls -lt in both the normal user's ~/.config/unity3d/IronGate/Valheim/worlds_local, and /root/.config/… to look for it, if you had been running directly with Steam, you would also want to check ~/.var/app/com.valvesoftware.Steam/.config/unity3d/IronGate/Valheim/worlds_local

And following the power outage, it may not hurt to run your file system's checking or repair tools. e.g. if this is XFS, you could do xfs_repair -n to see if it would do anything, then perform a real run if applicable. Recovered files would be put in the lost+found directory.

If ext4, e2fsck -n would be the equivalent.

hushed relic
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ive had issues with valheim failing to save many times and the lack of logs is irritating

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its 50/50 weather it autosaves at all and it only conistsntly saves properly when shutdown

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idk why this game / linux has so much trouble saving its slightly irritating

knotty oracle
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I doubt weather has anything to do with it, though it is rather warm right now.

hushed relic
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bro looks like a grammar nazi

plain trellis
plain trellis
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Maybe. I see devcommands on dedicated servers as a gray area. So I ask first here, where the core of dedicated server-knowledge are.

knotty oracle
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Devcommands on servers are not possible in vanilla which pretty much makes it a mod issue.

plain trellis
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Again, true. Doesn't change how I see this. Or I could run around posting the same stuff in every channel that might be relevant. Choose your poison.

knotty oracle
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No, I think most would prefer you to just prefer you to post in the one correct channel.

final current
snow topaz
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i have a quiz for all of you dedicated players, what shows I'm using devcommands??

final current
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Do you already know the answer? I'm not seeing it

final current
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But if you're asking how other players on the server know, they can see it if they type /stats into chat if I recall

knotty oracle
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No, I'm fairly sure she knows, but I'm really not seeing anything obvious. Health is OK for zero food, stamina looks good, damage from the axe is fine.

snow topaz
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i do know

snow topaz
knotty oracle
snow topaz
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Thx

final current
#

You had nice items as clues to show it wasn't axe nor hoe. I should have picked up on that

snow topaz
#

yup

plain trellis
candid spire
#

Ok. Question here, on the start_headless_server.bat file, where it says -world "dedicated", can i change the dedicated to a seed?

knotty oracle
#

No, you change it to the name of your world that you want to load.

final current
candid spire
final current
candid spire
final current
candid spire
final current
#

There is not, but we can get this working I'm sure. So you saved the world, closed the game, and you copied the <world name>.fwl and <world name>.db files onto the USB?

candid spire
final current
#

Sure, sounds good. When you do get home, take a look at that -savedir <savedir> argument. You'll want to put those files inside of <savedir>\worlds_local and if your savedir path ends with …\worlds_local, that would mean you would have a redundant path element …\worlds_local\worlds_local\<world name>.fwl effectively.

The -world <world name> world name argument value will need to match the world name in <world name>.fwl and <world name>.db file names and it's case sensitive. It's also sensitive to your file system's Unicode normalization rules if you're using any diacritical marks in the world name.

Of note, the -name <server name> argument doesn't matter for locating/using a world.

candid spire
final current
#

Hopefully it's something simple like that

fiery summit
#

@final current you are the smart guy around here for dedicated servers?

final current
fiery summit
#

well, going to start with the simplest: i have the dedicated server downloaded, and running when i play, have others join so we can work together, but on a windows update, or restarting the server, things go missing, the join code changes, etc

#

getting very frustrated that we get so far and then have to reset to start again. THe latest time, i copied all the dedicated server files, put them in a different spot, so that when teh game corrupted (my house was missing but bed icon still there) it would not retrieve the data

final current
# fiery summit well, going to start with the simplest: i have the dedicated server downloaded, ...

Alright. The join code changing is pretty normal. It will change whenever the server restarts or detects bad connectivity to Microsoft's servers. Even through code changes, players' existing recent/favorites entries for the server should continue to work.

When you say Windows update is one of the causes of the world reset, is the server running Windows as well? Is it the same PC you are running a game client on? And are you running any mods?

fiery summit
final current
# fiery summit that is correct. vanilla dedicated server ont eh same pc i play on. in attempts ...

Running the server on the same PC as the game client can be pretty dangerous from a world management perspective, especially if there has ever been a cloud-synced world with the same name as the one you play with on the server (which doesn't use cloud syncing).
If you're not already using the -savedir <savedir path> argument to the server, I would recommend creating a new directory for the server's state files so there is no conflict with the game client. You would place the <world name>.fwl and <world name>.db pair in the <savedir path>\worlds_local subdir. If you're using adminlist, whitelist, or bans, you'll want to copy those into <savedir path> as well.

candid spire
final current
#

There will be some basic variants of the modifiers mentioned in the PDF manual that comes with the Dedicated Server.

final current
fiery summit
final current
#

There will be a line in there that launches the server itself. The same line where your -world <world name> argument lives.

fiery summit
#

I launch the server typically through steam, or clicking the Dedicated Server icont on my desktop

fiery summit
candid spire
final current
# fiery summit I launch the server typically through steam, or clicking the Dedicated Server ic...

Thanks, and how are you closing it when it comes time for a Windows Update or other restart required?

BTW, if you take a look at the manual, it recommends making a copy of your .bat file and launching it manually (e.g. by double-clicking in Windows Explorer) instead of going through Steam. That way you can be sure that a game update isn't overwriting your .bat file. There have also been issues with license-tracking in the past where it can sometimes not let you use either the server or the game if they are both launched through Steam.

candid spire
final current
#

Cool, and how are you closing it in your current way of things? The safest way to close it is Ctrl+C in the console it's running in; in just about every OS, that will trigger Dedicated Server's final save to disk activity. You will see OnApplicationQuit mentioned in the output or log before a final save and a noisy memory stats dump. If Dedicated Server is killed instead with immediate termination, you can end up losing up to 30 minutes of your changes to terrain, buildings, dropped items, and chest inventory.

fiery summit
#

Or did you mean make a shortcut link?

candid spire
fiery summit
final current
fallen lily
#

Can someone pls tell me how do I use the mods from r2modman to my valheim dedicated server?

final current
fallen lily
#

Alright, thanks!

#

Actually I have other question, if I am hosting the dedicated server is there a way to save the world's progress along with our characters?

Without using the code:
-saveinterval

on this file: start_headless_server.bat

final current
# fallen lily Actually I have other question, if I am hosting the dedicated server is there a ...

If you don't set that argument, it uses a default save interval, which I think is every 30 mins. An admin-listed player should be able to trigger a save from the Esc menu, a console save command or possibly a /save chat command (I might remember that wrong). The server will also save when given an INT or TERM signal in Linux and likely in the next macOS dedicated server releases. In Windows and Windows Server, Ctrl+C in the Command console will do something similar before exiting.

Those apply to the world save though. Unless you're using a mod for it, it's up to players' game clients to save their character state (including map state) to the .fch file and I don't remember how often that happens or how to trigger it manually if there's a way.

fallen lily
#

I seee, okay thanks!

chrome cypress
#

i have a question

#

about a server i used to have.

final current
chrome cypress
# final current Go for it

Soi made a dedicated server on my PC for me and coworkers. we played on it etc. i moved states new ip etc. my computer had to be everything but hard reset pretty much. i can no longer find the game files or anything to get that world back or the server. to the best of my knowledge. is there any other ways to get it back. i believe i still have the ip address and or world name.

chrome cypress
final current
# chrome cypress Windows 11

Then the first place to check is %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local

Look for a <world name>.fwl and <world name>.db file pair whose .db file has some size to it and a modified date matching your expectations when it was last played. Note that if your file manager is Windows Explorer, it won't display the .db extension in its default configuration.

chrome cypress
#

thats unfortunate. it has 1kb. thanks for your time though @final current

final current
chrome cypress
#

both from today. i think it got wiped when my pc kinda crashed

final current
#

And any chance you had run it as a different Windows system user or had run it using a Microsoft Account then but not now or vice versa?

#

Or is there a chance you had been serving it using the in-game server instead of Valheim Dedicated Server?

chrome cypress
#

no chance on the account. i used the steam VDS

spiral bluff
#

I'm seeing an issue on a Linux hosted Valheim server where sometimes when we load into our main base and go to drop items into a cart, smelter, or other holder, the items don't end up in the destination and disappear from the inventory. Is anyone else seeing this type of an issue later on in their playthrough?

It seems lag related where it queues up the deposit item step, takes the item out of the inventory, and when the deposit item times out, the item doesn't return to the inventory or destination

final current
spiral bluff
#

Much appreciated Justin, thank you. Any idea if this is an issue that may get solved in the full release or already in a mod?

final current
# chrome cypress no chance on the account. i used the steam VDS

Alright, then the next thing to check would be your old batch file, PowerShell script, or however you used to launch the server and see if you'd used the -savedir <savedir path> argument to the server launch, if so, you would want to look in <savedir path>\worlds_local instead.

If you had used the same PC for both the game client and the dedicated server, this is a dangerous setup for world management, and it's possible that cloud-syncing overwrote the world. You can check for a staged copy of the world in these folders if that were the case:

  • %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds (not worlds_local)
  • %ProgramFiles(x86)%\Steam\userdata\<steam user ID>\892970\remote\worlds
chrome cypress
#

hmm ok

#

ok i found it. how do i recover it and add it to a none server set up? just my local

final current
# chrome cypress ok i found it. how do i recover it and add it to a none server set up? just my...

Great. Back up the .fwl and .db pair for safe-keeping first. It's easy to mess things up in the next steps.

Then check for blank/empty/fresh world with the same conflicting name already being used by the game. I would recommend using the in-game Start Game flow for this. Looking at the worlds list, if you see one with the same world name that you might have accidentally created recently. If you're sure this is the bad/blank/empty/fresh one, then consider deleting it here with the UI.

Then close the game and copy the good/old/filled <world name>.fwl and <world name>.db file pair from your backup to %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local if you're restoring from one of the autobackups, you can rename them to remove .old or any of the timestamping that might be included.

Start the game. Take a look at the worlds list and make sure the world you copied is there and has the floppy disk icon indicating it is locally-managed and not cloud-synced. At this point, you can optionally switch the world to being cloud-synced and Valheim will remove it from worlds_local and put it somewhere else for syncing with Steam cloud. Whether you keep it locally-managed or cloud-synced, it should be safe to play in this world with the game client now.

If you decide to go with Dedicated Server again in the future on the same PC, consider creating a separate -savedir <…> to put the world in to avoid conflicting with the game/client.

chrome cypress
final current
chrome cypress
#

its at 1kb

final current
#

Cool. If it has the same base file name as the .db from the same dir then that sounds good.

chrome cypress
#

Is the size of the file related to how much of the map is discovered/unlocked?

final current
chrome cypress
#

mmk. ill try again

chrome cypress
#

guess its gone. thats unfortunate. if those are the only places. that file wasn't it.

final current
chrome cypress
#

it was a map. but it had nothing done to it. not the save i was looking for. and yeah its not on there.

candid spire
#

what is the -preset for turning the fire system?

final current
candid spire
#

gotcha.. thank you

candid spire
final current
#

Looks good to me

candid spire
#

cool

#

thank you

final current
fiery summit
#

Is the command line in s the server bat for mods -modifiers? -modify? or something else?

knotty oracle
fiery summit
#

ok, and if i change the command line in the current server i have going, it resets everything? @knotty oracle

final current
# fiery summit ok, and if i change the command line in the current server i have going, it rese...

If you change the world name in your -world … argument to a world that doesn't exist yet, you will "reset" in that it will generate a new world with that new name.

If you set a -preset … it will reset any modifiers or server keys you had set in prior starts or had previously saved to the world or had set in earlier arguments to the same launch. Your gameplay progression keys should persist though.

fiery summit
#

i think you missed the point. I attempted to add modifiers, but there was a typo, so if i fix the typo top get the modifier, will i lose the progress i made in the world. Only thing that changes is the command -modifier

final current
# fiery summit i think you missed the point. I attempted to add modifiers, but there was a typo...

Unless that typo affected your world name, there should not be a reset from adding a -modifier that hadn't been successfully applied before. If worried, though, certainly make a backup of your .fwl/.db world files pair.

I explicitly mentioned preset on the off-chance you were including one in your modifiers. Sorry if it seemed like I missed your point, I just wanted to cover all bases I could think of 😦

main flume
#

Does anyone here use Gportal and know how to white list ... If you fr don't know then please don't respond.

Ex- "in the text of white listing it says add players from steam like this STEAM_STEAM64" <-- that doesn't work I've tried... And the YouTube video also doesn't work. Because they don't say which Id to use either the steam name or the steam friend id I honestly can't tell

knotty oracle
#

Use the Steam number.

main flume
knotty oracle
#

No, but that's how the Whitelist works. Nothing to do with host.

main flume
#

Thank you

maiden pendant
#

i havent bought the game yet, was just wondering if theres public servers like ark? that i could join

proven niche
maiden pendant
#

ah ty

frank elk
#

I have a friend who cant specifically connect to a server we rented out. Everyone else can join but its only him. He already verified and reinstalled valheim and everything but still no dice

#

any recommendations?

plain trellis
# frank elk any recommendations?

Check the client and server logs, to dial down what could be the reason. Server using Crossplay? How does you friend try to connect?
Edit: Yeah. Posting in multiple channels. Fun...

mild gust
#

any active valheim server with chill and coold people to play along ?

mild gust
#

i did but servers have no info

#

hi!

#

i dont see any active information of new server with chill players to play

#

do you know any server @final current ?

knotty oracle
dark gazelle
#

is there a server-side only mod that allows me to modify only mining drop rate but not affect drop rate of anything else?

frank elk
# dark gazelle what's the error message / log message?
07/14/2025 22:58:23: Starting to connect to 149.40.54.217:20543
Am I Host? False
07/14/2025 22:58:23: Got status changed msg k_ESteamNetworkingConnectionState_Connecting
07/14/2025 22:58:23: New connection
07/14/2025 22:58:24: Got status changed msg k_ESteamNetworkingConnectionState_Connected
07/14/2025 22:58:24: Connected
07/14/2025 22:58:24: Got connection SteamID 90271147024979999
07/14/2025 22:58:29: Network version check, their:34, mine:34
07/14/2025 22:58:29: Worldgenerator version setup:2
07/14/2025 22:58:40: client got keys 4
07/14/2025 22:58:40: client got location icons
07/14/2025 22:58:40: Icons:1
07/14/2025 22:58:40: Session auth respons callback
07/14/2025 22:59:18: Generating new world minimap done [38087ms]
07/14/2025 22:59:18: Minimap: unpacking compressed mapData 8584 => 8388617 bytes
07/14/2025 22:59:19: Starting respawn
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection
07/14/2025 22:59:19: Failed to send data k_EResultNoConnection```
dark gazelle
#

if you can connect on lan but not from outside, I would check port forwarding of 2456-2458 from server to router

#

also make sure those ports are not firewalled off

final current
# dark gazelle chat gpt sums it up pretty well https://chatgpt.com/share/68785585-ba6c-8005-96d...

I'm going to have to disagree. I'm not seeing anything in ChatGPT's answer that is relevant to Evard's situation. They already mentioned that other players are playing successfully. With the network version check finishing in that log, connectivity appears to be established, so the answers about port forwarding and NAT aren't applicable. You can try for yourself against their query port and see it responds. Based on IP range, I'm guessing professional host. There is just about nothing useful in the ChatGPT response outside of "share the logs".

final current
# frank elk ```07/14/2025 22:58:23: Connecting to server with Steam-backend 149.40.54.217:20...

Thanks for sharing the log, I'm assuming coming from the Player.log of the person having the issue? It seems early communication is working, then later failing, which is common when a security intermediate steps in, so my first checklist would be:

  • Make sure they aren't using an Internet security suite while playing. If they are, see if they can whitelist outbound traffic to UDP ports 20543 and 20544
  • If they're using a VPN, have them turn it off while playing.
  • If their router has UDP flood protection or similar security features, encourage them to disable it.
  • If their router has QoS or traffic shaping, have them try a round with it off.
  • It's a long shot, but lowering their Steam ping frequency can sometimes help if they have a low-CPU router or one with overzealous security. Steam Settings (Preferences… on macOS) / In Game / MORE / Server browser pings/minute
    and reduce it from the default.
  • If they're in a country with high-surveillance or high-filtration of International traffic, they could try a VPN if they aren't already using one, alternatively one of the IP-layer accelerators like CloudFlare Warp.
midnight trench
#

Hello guys idk if i'm in the good chanel but i have a issues with my world , me and my brother played on it last night and ngl , the map load , everything load but not the constructions made , before i solves that by loading a backup made before we leave , and it always come back to normal , but this time , all saves from 3am today (when we leave and saved ) to 3 days ago all are gone , map have logo of what we did , base , boss , where we goes and else , loot fine , but base construction is all gone , tamed lox gone , and i have no idea if this can be fix or not , i really don't want to go back 3 days ago and i'm trash in informatics for solve that by myself i'm too dumb for that

final current
midnight trench
#

but before i was able to get back the construction by getting back the backup_restore by the /save , but this time all base gone , but everything is good just constructions and tamed animal are gone

#

but i'm still located in my base

#

in the good biome , good place , just there is Nothing when i spawn

#

(i used gpt for maybe know what happend i mean it's an informatic programs so he should know Better than me ) and it globaly say it could be or a problem with steamcloud or a corrupted backup that wipes one or more saves , but i have no idea if this is right or not i'm not into this work for know if it's actually the case or not and how to solve it

plain trellis
#

First; Your character remembers pr seed what coordinates it was log out on. So that is stored in the Character files.
From what you're sharing here, I guess that you share your world from your Valheim client, started by your normal Steam client.
You talked about checking backups. Was that world_local or in steam cloud? You need to check what storage solution, you're using, by checking the World list in Valheim.
My guess is that, for some reason, you start up your world now 3 days later, and your .db are reset to at some earlier versions.
Have a look at the your Steam Cloud for Valheim, and see if one of the backups there can help you.
https://store.steampowered.com/account/remotestorageapp?appid=892970&index=0

midnight trench
plain trellis
#

When you're manually saving in Esc menu, you overwrite the last save. So saving multiple times, will not create more saves, just overwrite the last autosave.

midnight trench
plain trellis
midnight trench
plain trellis
# midnight trench I Said it at the start that I might be in the wrong Chanel but it was the only t...

If you have a dedicated server running on the same hardware you play regular Steam game on, and didn't pay attention to create a dedicate-folder-structure, to make sure your dedicated server worlds are separate from your Steam solo world, you will have issues where Steam and your dedicate server will conflict on how to store and maintain proper world backup-structure. Especially if you're using the same world names in both "systems".
So are you on dedicated server (a .bat file to start it, and list data like world name, ports, password, etc), or did you start up Valheim, as if you would play solo, and chose to "Start Server" on an existing solo world in the Valheim "Select World" window?

midnight trench
plain trellis
midnight trench
plain trellis
#

In this channel we discuss dedicated servers, running on dedicated hardware /PC, on Linux, Windows, on VM or in Docker. A world that is always online (as long as the server are turned on), and you as owner, don't have to be logged in, for others to access the world.
You're having issues with regular Steam, and for some reason, are having a conflict with your world files, that Valheim are loading for you.
I don't know why your world wasn't saved when you log out last time, but maybe people in #valheim-help might have some suggestions?

midnight trench
#

Valheim help isn't for gameplay question? 🤔

tall creek
#

I'm unsure whether to ask this question in this channel or in Steam Bugs or Valheim Help.

Yesterday I managed to connect to a dedicated server, but today I can't connect to any servers. The game tries to connect, but before I can enter my password, it says the connection failed. I did a clean install of the game, logged out of Steam and back in, restarted my PC, turned my modem off and on again... basically, I've tried everything, but nothing.

final current
# tall creek I'm unsure whether to ask this question in this channel or in Steam Bugs or Valh...

Given it sounds client-side, I would:

  1. Take a look at the Player.log just after one of the failed attempts to see if there's anything obvious. Feel free to remove private information then attach a Player.log to #valheim-help if you want a second opinion.
  2. Check network permissions. You mention PC, so I'm assuming running Windows, but if macOS or Linux, let us know. In Windows, Control Panel, enter Windows Defender Firewall, on the left: "Allow an app or feature through Windows Defender Firewall", locate Steam and Valheim and make sure they have permissions to use networking as needed.
  3. If it's specific servers that you had added before to favorites, but the server operator switched the networking backend (e.g. Steam/direct vs Crossplay), then consider deleting the favorites entry and re-adding it. Even if not using favorites, you can try Add Server for the previously-working server.
  4. If you're running any kind of Internet security suite, forward proxy, or VPN, consider disabling it and trying to connect again as a test. Same goes for DNS proxies like Pi-hole.
  5. If you're in a country with government intervening with access to certain sites, note that there might be a national block preventing you from moving further. Crossplay servers require the game client to query Microsoft's servers in the United States before connecting you to the server's more localized relay, for example.
tall creek
tall creek
final current
tall creek
final current
# tall creek Windows.

%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\Player.log
It will be overwritten every time you restart the game client.
You can also find a shortcut to it in the game itself in the background of the main menu when you start the game.

tall creek
#

I added the game to the firewall list since it wasn't there, but yesterday it still connected. I don't know what changed today.

final current
#

Did it help anything?

tall creek
#

Nope.

final current
tall creek
#

07/18/2025 19:25:57: Got status changed msg k_ESteamNetworkingConnectionState_Connecting
07/18/2025 19:25:57: New connection
07/18/2025 19:26:07: Got status changed msg k_ESteamNetworkingConnectionState_ProblemDetectedLocally
07/18/2025 19:26:07: Got problem 5003:Timed out attempting to connect
07/18/2025 19:26:07: Closing socket 0
07/18/2025 19:26:07: Closing socket 0
07/18/2025 19:26:07: send queue size:0
07/18/2025 19:26:07: Got status changed msg k_ESteamNetworkingConnectionState_None
07/18/2025 19:26:07: Disposing socket
07/18/2025 19:26:07: Last socket, unregistering callback
07/18/2025 19:26:07: ZSteamSocket UnregisterGlobalCallbacks, existing sockets:0
07/18/2025 19:26:07: Disposing socket
07/18/2025 19:26:07: Last socket, unregistering callback
07/18/2025 19:26:07: ZSteamSocket UnregisterGlobalCallbacks, existing sockets:0
07/18/2025 19:26:07: Lost connection to server:ErrorConnectFailed

#

Yes of course, Steam is active in the background when I launch the game and no one else uses my account.

final current
#

Alright. If you want someone else here to attempt connect to make sure the server is actually up, you're welcome to DM me the IP or domain name.

final current
#

I was able to connect, @tall creek. Which unfortunately doesn't help figure this out.

tall creek
pale horizon
#

Hi everyone, when I delete -crossplay 0 from my headless server file and boot the server it seems like the server gets stuck. Is there a way to remove it as I dont want the server to go through Playfab if possible

final current
#

Note that when you remove Crossplay, players will directly connect to you, so all aspects of IT networking for routing Internet traffic to/from the server will be up to you.

pale horizon
#

Nevermind, I am just an idiot!

final current
#

All good, glad you got it working

merry yew
#

Anyone know a good server for xbox?

snow topaz
knotty oracle
snow topaz
#

True

fiery summit
#

mornin. I turned on passive mobs on my dedicated server and want to reverse it. I thought eh command was -removekey passivemobs but hasnt done anything. am I missing something?

final current
# fiery summit mornin. I turned on passive mobs on my dedicated server and want to reverse it. ...

Heh, this one is a little bit of a pain as there isn't a removal argument. Two ways you could go about it that don't involve moving the world around:

  • If you don't have any other specific modifiers or server keys you need:
    • You can pass -resetmodifiers or -preset Default on one launch to set things back as they were
    • An admin player can use setworldpreset Default in the console.
  • If you don't mind your character getting a cheater stat, an admin player can run devcommands in the console to enable that context then removekey PassiveMobs. This way gives you a bit more precision.
#

Both are doable without mods.

fiery summit
final current
#

devcommands is a little weird with vanilla client on Dedicated Server. You won't get any feedback from the server in the console to know that setkey or removekey worked.

tall creek
#

@final current Hi, I think I've figured out the problem and I'm posting it here so it might help someone else. It seems my ISP enabled CGNAT without my knowledge. I'll contact them tomorrow to have it disabled.

final current
tall creek
#

In fact, CGNET strongly blocks incoming connections.

final current
#

Yes, it definitely prevents inbound port-forwarding.

tall creek
#

I will keep you updated after I speak to them.

elfin coral
#

@urban olive sorry for the out of the blue ping, but I'm having some issues trying to get valheim dedicated server to run via fex. I have fex installed, and successfully installed steam and the valheim dedicated server apps, but when trying to actually run the dedicated server, it fails to preload libparty.so. It can preload the other plugins that are in the same folder, but fails to preload libparty.so. Perhaps you can point me in the right direction? I'm running ubuntu server 24.04.2 lts

final current
#

That's assuming you want to host a Crossplay server. You can avoid all of that if you only want Steam/direct connections.

elfin coral
final current
#

I don't know fex well, but libparty needs those libraries.

The Debian (and I'm assuming Ubuntu) packages are libatomic1, libpulse0, libpulse-mainloop-glib0. I don't know if fex will wrap or make them available if you install them in your base system or if you'd have to install x86_64 versions and emulate them.

If you don't start the server with -crossplay, it should let you proceed without libparty working, but only Steam players will be able to connect to you and the IT networking will be up to you instead of Microsoft

elfin coral
#

Here's what I have installed

final current
#

But maybe those are wrappers created on startup and you just didn't have the mainloop lib installed last time you started it?

elfin coral
#

I checked with sudo apt install, all 3 of those libraries are already latest version, according to apt

final current
elfin coral
#

What would be the libparty package name, if I want to install it with apt?

final current
#

x86_64 libparty.so actually ships with Valheim and it should be picked up automatically by the game whether emulated or not, though I think you can download it from the PlayFab Party GitHub releases page if you prefer to bring your own. If it fails to load it usually means one of those dependency libs is missing.

Re host system answer, then I would take a look at that doc page I linked. Once chrooted via the emulator, you may be able to sudo apt install the missing x86_64 packages.

#

See how your emulator RootFS in your screenshot is missing the x86_64 version of the glib mainloop lib, and you can check for libatomic as well

elfin coral
#

The chroot thing makes no sense to me, but I'm not really a Linux person. I daily drive windows and am never going to switch, because Linux is one headache after another. I'm only bothering with it right now because it's a Raspberry pi, and I don't windows will run on it.

final current
#

Sure, though you would have the same problem on Windows on the Pi, needing to use an x86_64 emulator.

The chroot steps are basically to give you a command prompt that is acting like your emulated system is your host system so that when you install something with apt, it is installing the x86_64 version instead of the arm64/aarch64 version, and installing it in your emulator's root (/) instead of your real host's root.

Once you're done installing things in the chroot, you would break out of it to be back acting on your real system.

#

There are probably some scripts that do most of the work for you for running Valheim Dedicated Server in box64 instead of FEX if you aren't set on FEX. Though if Dragon was helping you with FEX maybe they can help get you past the finish line.

elfin coral
#

I must be stupid, I'm trying to read the site you linked and I still don't understand how to chroot in and out

#

It's a really poorly written article

final current
#

Agreed, it is pretty sparse on steps, yeah. And you're not stupid. I would look for that unbreak_chroot.sh script and run it from your shell/terminal

#

If you get that far and install missing libs, you can then exit from the chroot, followed by running that break script

#

Gotta head to bed. Good luck!

elfin coral
#

Seems I don't have the unbreak_chroot.sh file anywhere

elfin coral
# final current Gotta head to bed. Good luck!

When you wake up, I managed to get the libparty.so figured out. I don't have an unbreak_chroot.sh, but I do have a chroot.py file, which only has three commands: unbreak, break, and chroot. Seems I needed to install another package to use the chroot.py, patchelf. After I installed that, I was able to apt install libpulse-mainloop-glib0, and it seems I also needed to update libatomic1 to the latest version. After that was done, it now preloads libparty.so no problem.

young smelt
final current
elfin coral
#

now i have to get the thing actually running persistently

#

ok! world is running properly! and i can still use ssh to do stuff. i should probably make it a service...but using "nohup ./script.sh &" works well enough for me and it's not too much of a bother to run

dense goblet
#

How does using the dedicated server through Steam work? Is it only active as long as I am logged into the world? Or will it run when I am offline? Does my computer just have to be on? Will it shut off when I shut my computer down?

final current
# dense goblet How does using the dedicated server through Steam work? Is it only active as lon...

Steam or SteamCMD are great for installing it but aren't needed to launch it. In fact, the PDF manual that comes with it suggests making your own copy of the startup script template and running that however you want to. Internet access is required when you first launch it though the server will happilly survive Internet connectivity drops (your non-loopback and non-LAN players would experience disconnects though).

It is "running" as long as the dedicated server process itself is running, though gameplay time progression pauses if there are no players connected.

As for computer shutdown behavior, that depends on how you're running it. If you're managing it with your system's process/daemon manager, like systemd or OpenRC then it will definitely shut down when your computer does, but you will want to give it a nice long termination grace period to give it time to save the latest version of your world. If you're on a Mac, note the current macOS version of the server doesn't perform graceful shutdown with save (will be fixed in a future update).

elfin coral
dense goblet
# elfin coral having to keep the device running the dedicated server process on is why i'm goi...

Yeah, I have an old laptop with TrueNAS on it set up but TrueNAS does not have an internal app for Valheim like it does for other games so there are a lot more steps to getting a Valheim server set up on it. I've wated so many videos on setting up a Valheim server on it but they look so complicated and make me feel like I will have to like write/modify code and I'm fairly afraid of messing it up lol

elfin coral
#

getting it running on truenas is definitely worth it in your case

#

and i doubt it's as complicated as getting it running on a raspberry pi

dense goblet
elfin coral
#

you will have to do some port forwarding to get vds running properly

#

yeah, i'm making it into an acronym, because i don't want to type valheim dedicated server 50 times, lol

dense goblet
#

fair enough lol

elfin coral
#

but yeah, running vds does require some port forwarding and/or firewall editing no matter how you go about it

#

you can run it on your gaming pc, but you will have to port forward. or on a nas/other dedicated device. but you still need to port forward. or you can put it on a web hosting service, like a vps, but you will still need to screw around with firewalls and port forwarding

#

there's no escaping port forwarding for this

final current
#

Less of that needed if you use the Crossplay mode. In that mode, players don't directly connect to you, and both server and players communicate through a relay.

#

(but it's a bit slower/less reliable because of the relay)

dense goblet
#

Oh, im not worried about having to do port forwarding, I was just saying like, I was so green when I started that I didn't even know about port forwarding but most computer savvy ppl make it seem like it's as basic as findig your Start Menu lol

#

I defs wanna get it set up on my TrueNAS server eventually but it just seems so intimidating. I am also thinking I might just wait until Deep North is out so that I really only have to set it up once lol

elfin coral
#

as long as you don't sail anywhere near the deep north, you probably won't need to create a new world when the update comes out

dense goblet
#

Devs say it is always best to start a new world when new content is released for the best/most full experience

elfin coral
#

true...but they do make an effort to not make older worlds fully unplayable. the way it works is, new content isn't available on already explored chunks, but unexplored chunks get access to the new stuff

dense goblet
#

100% agree but I want that best experience and I am not worried about starting over. I love playing Valheim!

final current
young smelt
minor moat
#

any 1 have a server i can join

wind mantle
#

HI folks, I have a dedicated Valheim server I'm running in an unraid Docker. I had to restart my unRAID server the other night to do an update, and after restarting Valheim, the server seems to have wiped itself back to square 1

#

I had backups running... but it looks like it takes them every 30 or 60 minutes, and only seems to store the last 10 backups. So it seems like they may have over written itself. although I can't say for sure

#

I don't really play much anymore, but trying to run the server for friends.. So I dind't catch the problem until about 12 hours after it happenes. Any idea on how I may be able to restore the previous world? or am I totally boned at this point?

final current
final current
wind mantle
#

yeah ich777

#

installed via community apps in unraid. I've had this running for maybe a month or so without issues. I've done a few restarts before and didn't have this problem. But I'm not sure if Valheim docker updated when I did those restarts, I think thats what happened here (valheim docker updated when it restarted)

final current
# wind mantle yeah ich777

OK, well, make sure your world name hasn't changed. If so, that's an easy answer and solution.

That image should give you two types of backups: dedicated server's built-in ones and the image's ones. I would take inventory and make your own backup copies of both just in case:

  • Image-assisted should be in whatever dir is mounted at the container's /serverdata/serverfiles/Backups. I'm guessing these were the 30-minute ones you were talking about.
  • Buillt-in ones should exist alongside the current/active .fwl/.db pair in whatever dir is mounted at the container's /serverdata/serverfiles/.config/unity3d/IronGate/Valheim and may have ones beyond the 10x 30m windows. It would also have the previous active pair if you had accidentally chosen a new world name.
#

If you supplied a SERVER_DIR env var, use that for the base path in the container to consider instead of /serverdata/serverfiles. I don't know Unraid's containers setup, but you'd have a either volume or bind mount of a host system's file system to the dir specified in SERVER_DIR, I'm guesssing in a config screen if not a manual docker/podman/lxc command.

wind mantle
#

Thanks! I didn't change any of the server config settings, so I don't think the name got accidently changed.
I just checked the .config/unity3d/irongate/valheim folder, but it looks like those may have been wiped somehow

#

so I see the .old files there, and the backups. but the incident happened around 1am on 7/20, these files seem to be modified after that

#

and with the really small file sizes...it doesn't look good

elfin coral
#

@final currentso...my first time running and playing, it seems my server ran into an issue. and it hasn't properly saved either, as when i restarted it loaded the same files it had initially. so that's a whole bunch of materials and stuff lost. anyway, here's the log of what happened

final current
wind mantle
#

Yeah, thats my unraid Cache array. but I don't have mover turned on (I know thats a semi common issue some have when using the mover)

#

I just keep all my docker info on the cache as I have plenty of space

#

I may have found a backup! As I have a utility that backs up my whole app data folder to my array every week. Looks like I just gotta restore that, which I haven't done before lol

final current
# elfin coral <@287433598825660417>so...my first time running and playing, it seems my server ...

Looks like a permission issue at first glance. I would make sure you're running your start script as the ednakali Linux user. I would also check the permissions of what you copied, e.g.:

ls -la /home/ednakali/valheim_server/malasseziaworld

That dir itself (.) should have drwx… permissions and be owned by ednakali. The world files inside should at least be -rw… and owned by ednakali. If they aren't, you can:

sudo chown -R ednakali:ednakali /home/ednakali/valheim_server/malasseziaworld
chmod u+x /home/ednakali/valheim_server/malasseziaworld /home/ednakali/valheim_server/malasseziaworld/worlds_local
chmod -R u+rw /home/ednakali/valheim_server/malasseziaworld/worlds_local

The segmentation fault at the end of the log is worrying, hopefully it's related to the permissions issue and not a random occurrence due to emulator bug.

wind mantle
#

but I'm guessing if I can extract the .db and .fwl files from my backup, I can hopefully just put them back in that folder

final current
elfin coral
#

but the crash is more worrying for me. i'd want to avoid that in the future

final current
elfin coral
#

You're the first person I've seen in here get vds working on FEX
i find that surprising, given i'm all thumbs when it comes to working with linux in general, let alone figuring out emulation issues, lol

#

perhaps other people are just not so public about trying to get it running and have more success than me

#

@urban olive would definitely like your input on this whole thing, please

final current
elfin coral
final current
elfin coral
#

-rw-r--r-- is correct for the .db and .fwl files, right?

final current
#

Yep, looks good for those assuming you're the owner.

elfin coral
#

yeah, i just took ownership of everything in malasseziaworld

#

btw...that name...is the name of a fungal infection, lol

elfin coral
#

@final currentwanna make sure, this is the id i need to put in admins.txt, right?

final current
elfin coral
#

i mean, i connected via ip:port from the steam version of the game

final current
#

That's fine, same thing I posted still applies. Even when using the IP/port, Valheim won't directly connect to a Crossplay server, and it'll use the PlayFab Party networking to make it happen through a relay. Any port forwarding won't even be used.

Re that log line, If you're in-game, it's also what you'd see for the connecting players when you press F2.

elfin coral
#

ok, i see, it appears a bit earlier

final current
#

yep, that's the one

tall creek
#

Hi @final current , I have an update on my issue. This afternoon I called my ISP and asked them to disable CGNAT, and although they denied it was there, they'll check it out within the next 48 hours. Meanwhile, with the help of a user, we discovered that by disabling crossplay and using ||Cloudflare WARP||, I can connect to the servers, so I'll have to look for servers without crossplay.

steel pumice
#

is it possible to get an FTP downloaded world from a third party site, uploaded into my normal game

#

i dont want to lose the world we all built

final current
final current
tall creek
elfin coral
final current
elfin coral
#

should be latest...iirc, i made sure to update it when trying to get libparty working

final current
#

I doubt you've done anything wrong at this point. I do see some fixes to clock_nanosleep where it crashed in FEX 2105 and a later fix in FEX 2305, but I'm guessing you're on a newer version than those. :/

elfin coral
#

at least now saves are working properly, so it should be minimal loss of stuff for players. i have it saving every 15 minutes, so it should minimize disruption

#

perhaps i'll see about writing a script to check if there's a process /bin/bash ./start_FunGal.sh running and automatically start it if it isn't there

final current
# elfin coral perhaps i'll see about writing a script to check if there's a process `/bin/bash...

You could take it to the next level and do it the Ubuntu Server way. Ubuntu uses systemd for managing the boot up sequence and manage long-running processes. It's very similar to Windows Service Control Manager (SCM) if you're coming from Windows Server.

As root or via sudo, you would create a file at /etc/systemd/system/valheim.service that looks like:

[Unit]
Description=Valheim Dedicated Server
Wants=network.target
After=syslog.target network-online.target

[Service]
Type=simple
Restart=on-failure
RestartSec=10
User=ednakali
WorkingDirectory=/home/ednakali/valheim_server
ExecStart=/home/ednakali/valheim_server/start_FunGal.sh
TimeoutStopSec=40

[Install]
WantedBy=multi-user.target

replacing the WorkingDirectory and ExecStart values with the real ones
Then sudo systemctl daemon-reload to register the new file or after changing it.
sudo systemctl start valheim to start it any time
sudo systemctl stop valheim to stop it any time.
sudo systemctl enable valheim.service to make it auto-matically start on system boot without you having to start it.

elfin coral
#

but doesn't this only run at startup?

#

i want to restart it without restarting the whole pi

final current
# elfin coral i want to restart it without restarting the whole pi

This would do that. It's part of systemd's process management, unrelated to boot sequence. The Restart=on-failure configuration above instructs it to auto-restart the underlying executable if it exited due to an error.

RestartSec=10 tells it to wait 10 seconds before starting anew, but you can make that whatever you want.

#

It's basically the ultimate nohup.

elfin coral
#

last two segfaults are both clock_nanosleep...

elfin coral
elfin coral
#

@final current so... I went to the fex discord server... And one of the maintainers has an idea of what might be wrong and how to fix it, but implementing it will probably take a while. So a service seems to be my best bet

final current
#

Gotcha. Nice you were able to get in touch

elfin coral
#

And short save interval, so at least people don't lose too much progress. Even if that means more chances for crashes

#

Something like 10 minutes is probably best. 6 chances of crash per hour, but only 10 minutes of lost progress in the event of a crash

elfin coral
#

@final current btw, seems the chroot page is outdated. Yes, they've changed it from unbreak_chroot.sh and break_chroot.sh to chroot.py and just haven't updated the documentation yet.

final current
#

Good to know!

elfin coral
#

Just to put it out there, in case someone else needs to screw around with chroot on FEX-Emu:

#
  1. cd to /.fex-emu/RootFS/Ubuntu_24_04/, which will probably be installed in /home/youruser/
  2. Type ./chroot.py chroot
  3. Proceed to use apt as you normally would, going through the whole rigamarole of apt update, apt install package, etc. Don't bother with adding sudo here, it's a. not needed and b. likely to cause errors you don't want to deal with
  4. Type exit to properly exit from the chroot
  5. That's it! You should be done.
#

Couple of notes:

  1. chroot.py has a couple of other options besides just chroot. It also has unbreak and break. I haven't figured out how to properly use those, so for now I recommend sticking with just the chroot option.
  2. I included Ubuntu_24_04 path because that's the version I have installed, but you will probably have a different distro installed. Therefore, replace Ubuntu_24_04 with the name and version of the os that you have installed
pale horizon
#

Hi all, just checking what the experienced ping of some people is when using a local server? On a local Server I get between 16 - 50 ms which seems way too high / inconsistent for local but maybe I am missing something

final current
pale horizon
#

I am using Steam direct and joining with my local IP:2456

elfin coral
#

Wifi typically has much higher ping

pale horizon
#

I am using Ethernet

elfin coral
#

Also, is the local server hosted on the same physical machine as the client or a different machine? If the latter, if either machine connects over Wi-Fi, it would explain why the ping is so high. If it's on the same machine, there's something waerd.

pale horizon
#

Its hosted on another Machine. I did an Iperf test and it is 0.024ms jitter and 0.39% packet loss. Maybe the packet loss is the issue?

elfin coral
#

Though, honestly, 50ms isn't that high in the grand scheme of things

elfin coral
pale horizon
#

Yep both are and consistently hit 2.37Gbps between each other

elfin coral
#

Are there any additional devices between the two machines? Like server > switch > router > switch > client or something else like that?

pale horizon
#

It goes Server -> Router -> Switch -> PC

elfin coral
#

I suppose something between the router and the switch could be slowing down the ping...

#

@pale horizon try doing a tracert from the pc to the server

pale horizon
#

I just ran it and it is only one entry (no router for some reason) and all <1ms

elfin coral
#

What about ping? What does that show?

#

Might want to try actually connecting to the server while you have a packet sniffer like Wireshark or Fiddler4 running to see what valheim is doing when connecting to the server. Is valheim first connecting to steam over the internet for some reason, then back to your network and on to the local server?

pale horizon
#

Thats a good idea actually It definitely doesnt feel like it running local. I might try Unplugging from the internet on the router too and see what happens

final current
pale horizon
#

Yep that is correct

final current
#

Is the client on the same subnet as the server or are there VLANs involved? Ideally the packets shouldn't even be touching the router, at least not the CPU part of it.

elfin coral
pale horizon
#

It is on the same subnet I believe. I havent set up any VLANs yet

This is the ping test with -n 100:

Valhiem was still varying from 16ms to 53ms

#

Actually a better question to ask, what is more reliable? Using the F2 console or the /ping command?

The F2 console has 0ms

final current
#

Might be normal for /ping. I'll check a Valheim to Dedicated Server over the same switch.

pale horizon
#

Thank you

final current
#

Yep, not just you. This is workstation ->10gbe->switch->2.5gbe->server ipvlan, short Cat 8 cables. Just slow app-level turnaround time for the RPC system.

elfin coral
#

Bit unrelated... But I hope the devs come out with a native aarch64 version of the vds, lol

pale horizon
#

Thanks Justin, I really appreciate that. At least I know its not myself being an idiot haha

#

Any ideas if I can reduce it further or just wait and see if its addressed?

final current
#

They have native arm64 dedicated server for macOS

final current
elfin coral
elfin coral
final current
elfin coral
#

I wouldn't want to stream them, though. I'd want to copy the file instead

final current
elfin coral
#

Streaming is more cumbersome to me than simply copying a file

#

Idk if it's come through yet, but I don't enjoy running 50 commands in the cli to do something simple. Yes, I know I've chosen to deal with it to run the dedicated server on very little power draw, but I still want to minimize the amount of <redacted>ing around in the cli I have to do

#

I consider Linux borderline unusable for the average user because of all the <redacted>ing around in the cli you typically have to do, even when you have a full fledged desktop environment

final current
# elfin coral Streaming is more cumbersome to me than simply copying a file

Sure, then drop the -f

journalctl -u valheim > ~/valheim_so_far.log
or
journalctl -u valheim --since yesterday > valheim-1day.log

With systemd, you shouldn't have a need to run a commands. It's there to manage processes for you, e.g. for less command typing. You can enable vds for system boot and leave it be.

elfin coral
#

I assume -u valheim is checking for user valheim?

final current
#

It's referring to the valheim service unit (i.e. when you named the file valheim.service)

elfin coral
#

Ah. So -u is for unit, not user

final current
#

Right. The user it runs as is configured in your .service file

elfin coral
#

I thought user because so far it's been user in commands I've used that have a -u flag(like pgrep, kill, etc)

final current
#

Understandable assumption

#

Basically when you apt get something that runs in the background in Ubuntu, systemd is what it's using for that in most cases. To see what's already running:

sudo systemctl list-units --type=service --state=active

Similar to running Services.msc in Windows

final current
#

Off to bed. Night!

elfin coral
final current
elfin coral
#

all the nohup and & was done at the calling the script level

final current
# elfin coral all the nohup and & was done at the calling the script level

Cool. If the .sh script is launching vds directly, maybe set -e somewhere before the vds launch to ensure the script exits with an error code (instead of continuing to a non-error close).

Alternatively you can do something like ./valheim-x86_64 -arguments … || exit 1
I personally prefer set -e as there's usually no point in continuing a script after an unexpected error.

elfin coral
final current
# elfin coral i'm going to need more specific instructions on how to do the -e thing, lol

Cool, sorry for the bad timing on my messages. Working atm. set -e is just a command you'd have on a line in your .sh script. Any statement after that line that ends in an error will cause the script itself to exit with an error at that point. From there, systemd will see the failure exit and do the restart thing.

Without set -e, if Dedicated Server closes with an error like the segfault, the script will just continue executing statements like everything is fine and exit with code 0 (success) and systemd will assume you meant to shut it down and won't bother to restart.

final current
young smelt
#

@final current any info you need to create the tldr page?

humble cloak
final current
humble cloak
#

It works, console says it's running. There's no error and I can see it in the valheim server list. It's just that it won't connect.

final current
# humble cloak It works, console says it's running. There's no error and I can see it in the va...

OK, to be clear, you're setting the ENABLE_CROSSPLAY Pelican env var to "0"? And when you say you can see it in the Valheim server list, are you talking about Favorites, Recent, or Community?

Note that when you disable Crossplay, it can take some time before your server's registration with Microsoft's servers expires, and during that time, game clients might still be attempting to connect via Microsoft's relays instead of directly connecting to your server over the Internet. You can check your game client's Player.log after a connection attempt to check if this is happening. In there, if you see a line for your IP like:

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, it means it's still trying to connect to a Crossplay relay instead of direct connection and for external IP connectivity, you'll have to wait until the registration with Microsoft expires or you could use a different port.

A second note is that when Crossplay is disabled, all (successful) connections are directly made to your server. This means you'd be able to connect to your server via its LAN IP or even the loopback IP if your game client is on the same machine. It also means to successfully connect via your external IP address, all IT networking aspects of Internet routing are now up to you instead of Microsoft. You'll need to make sure your UDP port forwarding rules are working if using a typical NAT router for home use and you'll need to make sure your ISP isn't using CGNAT for your connection.

final current
humble cloak
#

Here is the console logs of a startup with crossplay disabled:

07/23/2025 23:29:22: ZRpc timeout set to 30s 
07/23/2025 23:29:22: ZNET START
07/23/2025 23:29:22: Load world: Dedicated (Dedicated)
07/23/2025 23:29:22: Loading 246881 zdos, my sessionID: 1753445309, data version: 35
07/23/2025 23:29:22: Loading in ZDOs
07/23/2025 23:29:24: Adding to Dictionary
07/23/2025 23:29:24: Adding to Sectors
07/23/2025 23:29:24: Connecting Portals, Spawners & ZSyncTransforms
ConnectPortals => Connected 4 portals.
ConnectSpawners => Connected 192 spawners and 387 'done' spawners.
07/23/2025 23:29:24: Loaded 11320 locations
07/23/2025 23:29:24: Unloading unused assets
Unloading 0 Unused Serialized files (Serialized files now loaded: 17)
07/23/2025 23:29:24: Registering lobby
07/23/2025 23:29:24: Opened Steam server
The shader Hidden/Dof/DepthOfFieldHdr (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) is not supported on this platform!
The image effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) has been disabled as it's not supported on the current platform.
The shader Hidden/SunShaftsComposite (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
The shader Hidden/SimpleClear (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
The image effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) has been disabled as it's not supported on the current platform.
07/23/2025 23:29:24: Game server connected
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 199136.
Total: 614.257574 ms (FindLiveObjects: 27.854832 ms CreateObjectMapping: 28.317623 ms MarkObjects: 557.611177 ms  DeleteObjects: 0.472772 ms)
#

It does seem to use the playfab lobby still, I will try to change ports now.
07/24/2025 09:35:24: Left PlayFab lobby

final current
#

Sure, though the "lobby matching search filter" result part is the important one from the client's Player.log to know if the Crossplay registration is tripping you up.

humble cloak
#

It works now, with the crossplay set at 0. And I switched back the port numbers, which meant it took a while to expire the registration with Microsoft. Thanks!

real timber
#

Hi, I am running a dedicated server for valheim using the tool on steam, it's set up, stable and going well, I followed the instructions, I am having one issue though, even though I have crossplay enabled (i think) by having the "-crossplay" in the server .bat file, my friend on Xbox cannot seem to join us, and only gets failed to connect prompts rather than password, I don't see any activity on the server log when they attempt to join, and I can see that the server is connecting to the playfab backend correctly. (or so I think it is)

Coin for your thoughts?

humble cloak
#

Is there any server commands I can use to make in-game announcements?

final current
final current
# real timber Yep!

Everyone else is using the join code to connect? Or are they using external IP address?

There are countries and ISPs blocking access to the PlayFab Party relays needed to access a Crossplay server. If this player happens to be in Russia, that could be an issue.

They need to be signed in to Xbox Live, if I recall.

Otherwise, if they have control over their router, they should make sure UDP flood protection is off and could also try disabling traffic shaping or QoS if enabled.

If none of those things, MaCarBre has Xbox players run through the "Test NAT type" test mentioned here:
https://support.xbox.com/en-US/help/hardware-network/connect-network/xbox-one-nat-error
sometimes it can show useful errors for troubleshooting

real timber
#

They are using a mixture of the two, all are based in the UK, I will check the rest, thank you!

final current
humble cloak
plain trellis
sage nexus
#

there is a mod or two that simulate a server originated message, but i cant recall which mod atm

shrewd stone
#

Hi, we rent a Valheim Server on hosthavoc.com and started with no portals, no map, double ressources, harder combat. We actived Valheim Plus later on.
After reaching mountain, we could not find a single dragon egg after several hours. I checked the map seed on valheim-map.world after that.
There are SO many things which should exist according to the seed viewer, but do not on our map. Beehives, whole structures of buildings, also we did not find a single troll cave while several are supposed to be there.

I guess there's no solution to fix our map, but does anybody know why this happened? :S

proven niche
#

Normally, you won't see things on your map until you've explored close to them and 'discovered' them. How is it that you've started your server with 'no map' and now are wondering why stuff isn't on your map? That's a little odd.

shrewd stone
#

I checked the seed on the valheim-map.world after we spent hours searching for dragon eggs

#

and then rechecking the locations it would show

#

the website has SO many points of interest which are just missing on our seed/map/whatever

proven niche
#

That site shows you where stuff will be located in your world. It doesn't mean that stuff will ever show up on your game map. And, the game doesn't always put some things in the same place each time it generates a new world from a particular seed. If it can't place something somewhere for whatever reason it can move on and find another place for it.

shrewd stone
#

i dont mean that it shows up on my ingame-map when i press M, in case i did not phrase that well

plain trellis
shrewd stone
#

did that a few seconds ago, all the POIs are correct there lol

plain trellis
#

So then your seed of this hosting partner of yours are rubbish

shrewd stone
#

well, back to hosting myself again i guess

plain trellis
#

It's much better to walk the extra mile, and have your own, personal dedicated server. Such hardware can be used to run servers for other games as well

shrewd stone
#

yea, done that several times already. just wanted to save some time and effort. so much for that lol
thanks anyways!
...and probably stay away from host-havoc :S

elfin coral
#

I mean, if you want a host, pick a vps host and spin up Linux, install steamcmd, then vds, then upload your own fwl and db files, edit the start_server.sh file, and go from there

#

Or, you can be nutty like me and get a Raspberry pi 5 16gb and do all of that on it instead. Though you'll also need to use an emulator like FEX-Emu or box64/box86

final current
#

Did you get the systemd restarts working, btw?

elfin coral
#

Yeah, it's automatically restarting it now

final current
#

nice

final current
# shrewd stone Hi, we rent a Valheim Server on hosthavoc.com and started with no portals, no ma...

I'd look into the Valheim Plus side of that as a possible culprit. The official mod hasn't been updated for a very long time, but maybe your host switched to one of the more-updated forks? Either way, mods are definitely sort of thing that can prevent biome feature/location generation. Sadly if they are the culprit, it can be difficult to re-generate features in the explored locations (without mods).

elfin coral
#

I'm not completely opposed to mods, I'm using some for the Sims 4, but I wouldn't consider them for Valheim

#

Too many downsides and not enough benefits

fallen forum
#

what is the best place to buy a didcated valheim server for about 6 people (maybe less) without mods?

faint eagle
fleet tundra
#

crabs

real geode
#

LF new dedicated casual server Xbox compatible. 37 yrs old 3 kids needs to be causal

real geode
#

Ty

sly lodge
#

I am going nuts. Trying to set a dedicated server up with the lloesche:Valheim image on a Windows system with Docker. Had it running on a NAS with Containers but need the power of the new server system I put together.
Is there anyone who can tell me what network settings to use for Docker itself?
I have the environment rules set up with the image but I cannot seem to reach it even though I have forwarded the ports inside the network but cannot reach it from the outside or the inside...

final current
sly lodge
# final current Can you share your port forwarding arguments? As for networking, the default doc...

Not using crossplay.

That standard bridge is just the thing. When Docker was on Synology that bridge was the 127xxx loop, but in the settings I cannot find anything like bridging or hosting. Whilst setting up from the image I did not get any choice in the matter either. So I figure it should be inside the settings of Docker itself, on how docker interacts with the network. But there my knowhow gets shaken up.

#

ports are only the ports just a higher number.

#

no IPs

final current
#

Can you give us your run command? Feel free to obfuscate the password if one is set

sly lodge
#

urh... I am not using commands, just the interface.,

#

so no --net=host command in there

#

and copy pasting is not possible right now as it is on the other system

#

aaand getting called away... thanks for trying Justin. Really appreciate it!
I'll poke my head in at another time again

final current
fiery summit
#

I am on my dedicated server and trying to engage flying. I added my steamid to adminlist, turns -console on in valheim/steam, and typed devcommands. What am I missing?

proven niche
fiery summit
proven niche
fiery summit
proven niche
#

You need to have your 17 number SteamID in the adminlist file and load ServerDevcommands mod on your game. And adding it to the server as well opens up some additional commands.

fiery summit
#

i dont need additional commands, i just need flying for the purpose of flying temporarily

#

I already added my id to the adminlist

proven niche
#

It needs to be the adminlist on the server and you need to load the ServerDevcommands mod on your game.

fiery summit
#

wher do i find the server devcommands?

#

i found the adminling by searching inside my dedicated server folder

proven niche
fiery summit
#

... no idea how to mod anything...

proven niche
#

Download the r2modman mod manager from the thunderstore.io site, run it, and spend a few minutes exploring in it and learning how it works.

fiery summit
#

ok, i have r2 installed, the server devcommands, and used r2monman to run the "modded" server... went into the game, and still get the debug error @proven niche

proven niche
fiery summit
#

i clicked on the SERVER version, not Game

proven niche
#

Ah, there's the problem. When you start r2modman as it first starts up, you select the Valheim game and set it as default.

fiery summit
#

valheim game? not server?

proven niche
#

Right.

fiery summit
#

well, i thought eh point was to get the devcommands into the server so adminlist works

proven niche
#

Yes. When actually the point is to get the server to recognize you as an admin and allow your game to use it's ServerDevcommands mod to tell the server how to do what you want. In this case, to fly.

fiery summit
#

ok, so have to redownload r2modman?

proven niche
#

You have to install it on your game. Not on the server. If you did install it on the server, that's ok too. As long as it's running ok on the server it won't cause problems but it does first of all need to be running ok on your game.

fiery summit
#

ok, so can i change it from server to game without a re-install?

proven niche
#

No. You need to leave the server alone for a minute. Download and run r2modman on your game and use it there to load the ServerDevcommands mod on your game.

fiery summit
#

ok, finally got it! jeez that a alot of work for a short time use

proven niche
#

But we can't really discuss mods in this channel. That's for the mods channels here. I almost forgot about that...

fiery summit
#

I dont want mods, i like playing vanilla. I just wanted flight fora temp reason and it is done. Thank you

#

i thought it had to be applied to the server side of things

proven niche
elfin coral
fiery summit
silk jacinth
#

Anybody know a good site for renting a valheim server

elfin coral
#

Whichever vps provider you like.

#

If I had to give a rec, I'd say ionos. But it's really up to you.

fading imp
#

I'm trying to apply to a server by the name of Joltheim

#

Thank you

proven niche
summer tide
#

Does anyone know if there's a way to make the server characters mod work for a dual server setup, as in one mod pack cross server portals and I want people to create a new character for the servers but be able to use 1 character between the two servers??? I'm doing something a bit different. I'm trying to build a multiverse kind of thing

plain trellis
summer tide
sage nexus
#

@summer tide ulvar like i said earlier/elsewhere: use a networking capable filesystem to access centrally stored character files. I guess somehting like NTP might be simplest, or maybe sshfs. idk; it will depend on weather or not the game/the mod can reliably access a file in that kind of context. I imagine that leaving one server and immediately entering another may cause an almost simultaneous write AND read, which might be a problem.

midnight quest
#

Hello all, I would like to know if there are any tips to create a new world on a lgsm valheim server? I would reset the actual server world without reinstall all server. Any tips?

plain trellis
midnight quest
plain trellis
rapid tusk
#

Anyone else have probs with the dedicated server after the recent patch?
Mine was giving a certificate error today, then could not connect to PlayFab to register itself.
Applying the update seemed to solve the problem.

final current
gilded lintel
#

You can port forward 2461-2463 if you so wanted a second self hosted server, right?

final current
gilded lintel
#

Alright thank you

gilded lintel
#

What are these parts of the server config:

-nographics -batchmode

#

I never bothered learning about them

final current
# gilded lintel What are these parts of the server config: -nographics -batchmode

Valheim passes them along to the underlying engine. They are for avoiding behaviors related to graphics and human interaction like you get on the main game client. They are documented here instead of the Dedicated Server manual:
https://docs.unity3d.com/2022.3/Documentation/Manual/PlayerCommandLineArguments.html

Valheim Dedicated Server now uses a server-specific runner (instead of Unity Player), so I suspect those arguments are no longer needed. They definitely don't seem to hurt though.

gilded lintel
#

I've been wanting the server to run smoother. It lags with just a few people when the machine is on fiber internet with an ethernet cable. On a network test the ping is 4 with 0ms jitter. The computer uses a 9800x3D and 128gb memory so I don't get why it lags

gilded lintel
#

It's one of these:

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 using a VPN
Someone on the server or a player's network is saturating that connection, e.g. with bittorrent
The server is using the Iron Gate container builder/launcher, but with the older steamclient.so that ships with dedicated server.

#

But it's the server itself that's laggy

#

So I don't think it's player specific

#

It's the bittorrent thing or the irongate container

#

And I have no idea how to mess with either of those

final current
#

The server doesn't really do much except act as a relay for networking between players and a DB for terrain changes/chest inventory/dropped inventory. The first player to an area has their PC in charge of the final decision of almost everything happening in area, so if they are the slow leg it will seem like the server itself is being slow.

#

If you're using Iron Gate's container runner on the Linux version, just let us know the command line you use to start their script.

gilded lintel
#

I'm using windows

final current
#

Are you using Crossplay or not on the server?

gilded lintel
#

Crossplay is on the server

#

What if it wasn't on the server?

#

Someone once told me that there were some server performance mods. I guess I should try them

final current
# gilded lintel What if it wasn't on the server?

That's going to be the most impactful thing you can change. Crossplay will amplify any lag problem, whether caused by the server, a player, or Microsoft's relay.

If all of your players are using the Steam version of the game, you're in a position to disable crossplay. It does require a bit more IT networking savvy as you would be responsible for making the server accessible to Internet traffic.

gilded lintel
#

One last thing, was it good to skip over 5 numbers for the port for hosting a second server like 2461-2463 or should I skip over 10 numbers?

#

I'm looking at the second server here and it doesn't seem to be port forwarded correctly

#

I already did the inbound and outbound rules on firewall

#

And this second one isn't crossplay

#

Not sure what I did wrong here

#

Now it just has a red X over it

elfin coral
#

you only really need to skip 2 numbers

gilded lintel
elfin coral
#

it's using port and port+1 only

gilded lintel
final current
# gilded lintel Now it just has a red X over it

Without Crossplay, only public servers will convey metadata to the game client lobby views, and it will only show up for connection entries that use your public/external IP address.

The question mark or X for a loopback connection like that is normal. You should still be able to connect (and it will be nice and fast).

gilded lintel
#

So any friends won't have an issue?

elfin coral
gilded lintel
final current
# gilded lintel So any friends won't have an issue?

If it's -public 1 and the UDP port forwarding is working, your friends should see the metadata/status. You can add an entry yourself for the public IP address (or a domain that points to the public IP) to see if it works. Just make sure to keep connecting using the loopback IP or LAN IP for your own activities to reduce strain on your router.

gilded lintel
#

So this kind of change?

final current
#

Yep, if you care about the metadata/status icon.

elfin coral
gilded lintel
#

Still starting question mark then to red x

#

I did save the file

final current
gilded lintel
#

And restart server

#

-public 2?

final current
elfin coral
elfin coral
final current
#

1 is actually the only accepted value for turning it on there.

elfin coral
gilded lintel
#

I guess I didn't port forward correctly? I have no idea what I did wrong though

#

I tried the bottom 2 and nothing

elfin coral
gilded lintel
#

No

final current
elfin coral
gilded lintel
#

I can join this one no problem

#

I never locally join it anyway

elfin coral
#

hide the password, but show all of the script file?

final current
# gilded lintel I can join this one no problem

Yeah, that one is using Crossplay so it bypasses your port forwarding. Can you check your the reported WAN IPv4 address in your router's admin pages and see if it lines up with the 169… IP address you're using?

final current
#

looks good

final current
#

Does it start with 100?

gilded lintel
#

192.16 but more than that

#

I'm not saying the whole thing

gilded lintel
elfin coral
#

that's the ip address internal to the network itself

final current
gilded lintel
#

It's also 169.150.144.217

final current
#

OK good.

#

If your router's WAN port has the 169 address per the router's own admin portal, that's good, meaning you don't have CGNAT or double NAT. It does mean issue is likely in your forwarding rules then. Make sure you have the forwarding rule pointing to the LAN IP of this second server's ethernet adapter.

Make sure your Windows firewall isn't blocking the ports for the application either.

gilded lintel
#

Do you mind I just screenshare and you walk me through it?

final current
#

If you give me a minute, sure. I don't use Windows much so won't be able to help much on that side.

gilded lintel
#

Alright

final current
#

(resolved offline)

elfin coral
#

can you post a summary for others who may have a similar issue?

final current
# elfin coral can you post a summary for others who may have a similar issue?

Harken had done everything correctly by the time we hopped on a screenshare. Most likely the router model didn't support local route back to the WAN IP. I was able to connect remotely to the forwarded gameplay and query ports and get the server metadata/status, and geekstrom's server checker was also able to reach the query port.

So they may not be able to see what others see, but at least is able to still connect to the non-Crossplay server via loopback and LAN IPs, which is at the faster kernel or kernel+switch speed respectively.

rapid tusk
# final current Got a copy of the certificate error handy? No issues that I've heard of. If ther...

Sure do; I've run several servers over the past 2 years, and never had this error:

07/29/2025 07:29:14: Connections 0 ZDOS:1836282 sent:0 recv:0
Curl error 35: Cert verify failed. Certificate could not be verified (either omitted or unsupported). UnityTls error code: 7

07/29/2025 07:29:37: Console: [Info : Unity Log] This is the serverIP used to register the server: 108.174.199.123:2456
This is the serverIP used to register the server: 108.174.199.123:2456
Curl error 35: Cert verify failed. Certificate could not be verified (either omitted or unsupported). UnityTls error code: 7

07/29/2025 07:29:37: Console: [Warning: Unity Log] 07/29/2025 07:29:37: Failed to refresh lobby 50785693-a463-401c-b433-7c0f92d64ae9.r-20230509 for world 'Idyllwylde (JuneBugs)': /Lobby/CreateLobby: Unable to complete SSL connection

07/29/2025 07:29:37: Failed to refresh lobby 50785693-a463-401c-b433-7c0f92d64ae9.r-20230509 for world 'Idyllwylde (JuneBugs)': /Lobby/CreateLobby: Unable to complete SSL connection

07/29/2025 07:37:15: Console: [Info : Unity Log] 07/29/2025 07:37:15: Update PlayFab entity token

07/29/2025 07:37:15: Update PlayFab entity token

07/29/2025 07:39:14: Console: [Info : Unity Log] 07/29/2025 07:39:14: Connections 0 ZDOS:1836282 sent:0 recv:0

07/29/2025 07:39:14: Connections 0 ZDOS:1836282 sent:0 recv:0
Curl error 6: getaddrinfo() thread failed to start

07/29/2025 07:42:59: Console: [Info : Unity Log] This is the serverIP used to register the server: 108.174.199.123:2456
This is the serverIP used to register the server: 108.174.199.123:2456
Curl error 6: getaddrinfo() thread failed to start

final current
# rapid tusk Sure do; I've run several servers over the past 2 years, and never had this erro...

Thanks for sharing! It's an interesting one. The certificate would have likely been on https://6e223.playfabapi.com/ which is used to register a Crossplay server.

If it wasn't coming back with a cert, your server either tried to hit it at an inopportune time (e.g. when Microsoft was performing maintenance) or a MITM "attack" prevented it from being served. This is common with an Internet security suite, or a router trying to present an Internet down page, parental guidance block page, Wi-fi captive portal after switching networks or other transparent proxy that presented itself instead of the real Microsoft server.

The later getaddrinfo() thread failed to start definitely reeks of down connection or Internet security suite interference instead of something on Microsoft's end.

rapid tusk
#

@final current Thanks for the great detail and insight; it is very much appreciated. I've asked around, and nobody else encountered that issue, so yes, I'm assuming it was a brief outage at an inopportune time for my server. It's a beefy full OS VM at a data center in Dallas on low latency high bandwidth pipes. I have control over the OS and access to the
firewall rules and logs, and did not see anything in logs for either. 😦

humble cloak
#

Is there a console command I can use to force a world save?

final current
humble cloak
#

Only from in-game? What about on the console itself?

final current
# humble cloak Only from in-game? What about on the console itself?

If you're talking about stdin from a terminal then no, the game accepts no commands over standard input. You can initiate a graceful shutdown, which causes a save. Ctrl+C to the hosting console on all platforms works for this, or SIGINT or SIGTERM on Linux and macOS (eventually).

spark aspen
#

any one know how to fix this?

plain trellis
final current
elfin coral
final current
# elfin coral i think he's talking about those unity errors

Me too. The missing "instance" is the progress bar for world generation that kicks off when the given world name is not found in <savedir>\worlds_local. While not intuitive, the message is completely normal. That instance is supposed to be missing in a headless server.

plain trellis
calm phoenix
#

what is the purpose of this channel?

knotty oracle
#

For asking for help with setting up your own dedicated server.

calm phoenix
#

ohh, good, how do you turn on firehazard on one of these dedicated serers? I do not see an option for that

knotty oracle
#

Add -setkey fire to your batch file.

calm phoenix
#

that really didnt help much....

#

least it says it can be done

final current
calm phoenix
#

windows

final current
# calm phoenix windows

The install would have come with a PDF manual that is pretty helpful for getting started. The argument that Derek mentioned is included in there. The batch file he's referring to is your copy of the starting script.

strong berry
#

Hey, I was running, my dedicated server since a week, and we played a lot on it, but the pc that was running the server got full because of plex media things, and my whole user got wiped, I managed to get some data back with recuva, and when I launched my valheim game, the world was brand new and empty.
I have few ".old" files in the folder, I tried with some, some don't launch the game, some create a new world, and I managed to find one with data on it, but when I launched the world, all the building were here, but the terrain was not right, at all.
Which files have I to put as .db to recover my world ?
Thank you for the help !

elfin coral
#

Kind of an obvious question... Is this world modded?

#

@final current waerd question time because the answer isn't obvious to me: can I host vds on a device that doesn't directly connect to the internet, instead being accessed through a remote access vpn?

proven niche
strong berry
#

the game was indeed modded

burnt widget
#

hello, mind letting me join a server with u guys?

elfin coral
final current
# elfin coral <@287433598825660417> waerd question time because the answer isn't obvious to me...

If the players are on the same virtual network as the server and joined using this network's IP addresses, that should work. The players and server would still need some kind of Internet access in order to call Steamworks APIs that facilitate player ID and lobby setup. It's OK if that Internet access is NATed and not direct.

There are some "Steam emulators" you could use to go the extra mile to allow an airgapped network with no Internet access.

#

If the server is Crossplay, all parties would need outbound Internet access and you'd pretty much have no choice in involving a relay server on the public Internet hosted by Microsoft. Any VPN would be ignored unless it was the route to the Internet (i.e. default gateway)

elfin coral
#

so the device isn't directly connecting to the internet but has an approved path to the internet

final current
#

Yep, should work. Sounds like a "double NAT" kind of situation. Those extra hops will add latency, which Crossplay is already bad at, but it ought to work.

The one thing to watch out for when using Crossplay like that is that only one Valheim server is using a given "port" on this network. Even though players don't directly connect to the Valheim-advertised port with Crossplay, the combination of external/Internet IP address and advertised port are used as an identity for the relay server Microsoft sets up for you.

To put it another way, if a bunch of PCs access the Internet through the same connection and effectively have the same Internet IP address, Valheim server A advertising port 2456 would compete with Valheim server B advertising port 2456. You'd want to either specify a different -port argument value or use the uncommon -instanceid argument combined with join-code-only connecting.

elfin coral
#

and yeah, i suppose i would be creating a double nat...but one in which i have complete control rather than my isp being cheap

undone pewter
#

hey guys i'm hosting my own server for me and my friends but i noticed lately that mobs start to lag

#

when i stagger an enemy during its attack it doesn't show that they are staggered instantly but rather a 50ms later

#

is there a way i can fix this? this wasnt like that 20-30 hours of gameplay ago

#

the server is locally on my PC, my router is gigabit capable and my ping to the rest of the party is ~1ms

#

ah also i dont run any mods

outer kiln
#

every now and then mobs lag hard

undone pewter
#

Usually the lag+desync culprit checklist is:
The server is using Crossplay instead of direct connectivity in Steam mode. -~~ Don't know what it is or how to change this~~
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 may have slow internet
One of the players is on sub-par hardware, especially if they are first to an area. - hardware is decent
One of the players is using a VPN - no
One of the players is using an Internet security suite - what is this and no
Someone on the server or a player's network is saturating that connection, e.g. with bittorrent - no
Ashlands biome mobs, they can be laggy in multiplayer, even when other conditions are relatively dealt with - no
The server is using the Iron Gate container builder/launcher, but with the older steamclient.so that ships with dedicated server. - no

#

so you are telling me that if one of the players in the game has slow internet the whole server lags?

#

valheim_server -nographics -batchmode -name "Cat server" -port 2456 -world "catwrd" -password "asd" -crossplay
does this mean with crossplay

#

should i disable it

final current
undone pewter
#

i already did open my UDP ports for the server

plain trellis
undone pewter
#

thanks

#

do you think its selfish to remove this lmao and people in the server with poor connection will lag more and ill play decently

final current
#

Disabling Crossplay will have the biggest impact for you if I had to guess

undone pewter
#

i thought enabling the port forwarding on your router/pc is a no brainer when hosting a server

#

no other game has workaround for this

plain trellis
final current
#

With Crossplay, your port forwarding is ignored. Microsoft handles the Internet networking for you using a relay.

undone pewter
#

by the way if i run my server on 2456 is it necessary to enable 2456-2458 or 2456 is just fine, because when i did it i didnt read the comment in the script that says it needs those ports specifically

#

i hope it doesn't create some extra connections out of nowhere

final current
#

You should forward 2456 and 2457 when Crossplay is disabled

undone pewter
#

alright

final current
#

I'm guessing 2458 was thinking ahead to the future. Up to you if you want to include it but I don't think the server listens on it

#

Heading to sleep. Good luck

undone pewter
#

thanks for the help gn

trim root
#

hi have make a server and like to play my wold from lokal singelplay. add the world to the server and named it. but he generate a now one. how do i fix it?

trim root
#

i think i fix it. thx. i forgot 1 leter

plain trellis
#

Anyone else have problems booting up servers with crossplay activated? I played just fine 8 hours ago on the server. Now, apparently, the server will not connect to Playfab to receive join code.

raw ferry
#

We just had same issue couple of nights ago, trying to figure out a fix. Keep getting error message saying reconnecting to playfab

#

What host are you running it on?

main flume
plain trellis
#

This occures a few times:
2025-08-05 15:39:31,509 INFO spawned: 'valheim-server' with pid 362
Aug 5 15:39:31 supervisord: valheim-server INFO - Running Valheim Server
Aug 5 15:39:31 supervisord: valheim-server DEBUG - [362] - Server config is name: <world name>, port: <port>6/udp, world: <world name>, public: 1, mod: BepInEx
Aug 5 15:39:31 supervisord: valheim-server DEBUG - [362] - Valheim server with PID 367 stopped
Aug 5 15:39:31 supervisord: valheim-server INFO - Releasing PID file /var/run/valheim/valheim-server.pid
Aug 5 15:39:31 supervisord: valheim-server I0805 15:39:31.518244 371 main.go:76] Configuring Valheim server log filter
Aug 5 15:39:31 supervisord: valheim-server I0805 15:39:31.518299 371 main.go:96] Removing log lines starting with '(Filename:'
Aug 5 15:39:31 supervisord: valheim-server I0805 15:39:31.518309 371 main.go:89] Removing log lines matching ' '

#

Then it settles (without able to log in)
Aug 5 15:39:31 supervisord: valheim-server INFO - Shutdown complete
2025-08-05 15:39:31,518 INFO gave up: valheim-server entered FATAL state, too many start retries too quickly
Aug 5 15:45:01 CRON[482]: pam_unix(cron:session): session opened for user root(uid=0) by (uid=0)
Aug 5 15:45:01 CRON[483]: (root) CMD ([ -f "/var/run/valheim/valheim-updater.pid" ] && kill -HUP $(cat /var/run/valheim/valheim-updater.pid))

#

Edit: Disregard. I see that my docker image needs an update, due to it gets confused by an BepInEx update

plain trellis
#

Yeah... This problem is isolated to servers with BepInEx, and for me the docker image is built on Debian 11, and now needs GLIBC_2.33/34/38 to run the server. Something and some where got updated the past 8 hours, and now the valheim server (with BepInEx) will not run in the container. Another server I run, with the same image, on the same system, are without BepInEx, and runs fine.

#

On the positive side; My Proxmox got its first restart of 2025...

steel snow
#

i plan to create a dedicated server but have some concerns regarding, what website is best to host it on and how do i make sure console players will be able to join. Moneys not an issue so the amount a package will cost on 1 website opposed to another isnt a consideration i need

plain trellis
steel snow
plain trellis
#

I would suggest you look for some reviews and customer feedback of hosting companies that google suggests

steel snow
plain trellis
#

If price isn't a issue; Buy your own hardware, and set up your own server

steel snow
#

my main concern though is with compatability and givings users the best experiance

steel snow
#

and that will not have 90% of things taken care of for me

plain trellis
steel snow
#

as i said i opted to a 3rd party option as im not familiar with port fowarding and everything

plain trellis
steel snow
plain trellis
#

And we don't have it.

steel snow
#

"you" dont have it

plain trellis
#

Please read the tag in top of this channel

steel snow
#

when u say "we" ur including the entire server and multiple people who do run server via 3rd party websites who could tell me

steel snow
#

but as i said i was directed to use this channel

plain trellis
steel snow
final current
#

It's no worries. It would be nice to be able to share that kind of advice, but it opens up the doors to spam, scam, shills, veiled ads, and being the official discord can give the mistaken appearance of official endorsement from the developer, publisher, or contractors.

final current
agile pecan
gilded lintel
#

looks good

final current
final current
#

As of today:

  • Images built with Iron Gate's script use glibc 2.35
  • ich777's image is on glibc 2.36
  • lloesche's image is on glibc 2.31
  • mbround18's image is on glibc 2.35
elfin coral
steel snow
#

ive figured out how to add steam ids to white list people but how do i enable it so people whos ids arent on the permitted list cant join

knotty oracle
#

The whitelist should already do that.

steel snow
final current
# steel snow so i dont have to enable a setting to apply whitelisting

Within 10 seconds of updating <savedir>/permittedlist.txt with 1 or more player IDs, the server will block anyone not on that list.

If you don't have access to <savedir>/permittedlist.txt, you might check with the managed features from the hosting provider for supplying and applying the permittedlist.

steel snow
#

ah i see, okay managed that. just having 1 more issue of the connecting

#

the servers on but when we input the server ip it shows the server ip as the name and also doesnt let us connect

final current
steel snow
final current
steel snow
#

haha dont worry justin, i fixed it and am too embarrased to say why it didnt owrk

final current
#

hehe no worries 🙂

steel snow
glad prawn
#

Hey folks - Today my valheim server (docker image lloesche/valheim-server) did some updates and now it crashes on startup with:

/opt/valheim/bepinex/valheim_server.x86_64: /lib/x86_64-linux-gnu/libc.so.6: version GLIBC_2.34' not found (required by /opt/valheim/bepinex/doorstop_libs/libdoorstop_x64.so)

I confirmed that this was bepinex-related by disabling bepinex and restarting (success). If anyone else uses this image and has an idea how to fix, I'd love to hear it. Thanks 🙂

#

I also did a fresh pull and bootstrap, once without bepinex, once with. Again, it failed with the same error when bepinex is enabled.

glad prawn
#

Hmmm so known issue then

final current
#

Either the images will have to switch to a different BepInEx pack, freeze to a specific pack version, upgrade their base images or the pack author will have to make a new release built against an older system C library.

glad prawn
#

I see. Thanks for confirming.

#

I couldn't find any references to a lloesche discord server. If anyone knows of one, I'd like to pop over there to follow progress

final current
#

Yeah, if he's on here I don't know his nick. His won't be the only image affected though

#

I can make some manual hack for folks in a couple hours if it's not resolved by then

tranquil ibex
#

Hi all, I already have a dedicated server that I start with the bat file. However, it's been so long I played that I forgot stuff. How do I start a new world that will be on the dedicated server? I dont want to make a new world and find out it isn't being hosted on the server bec I might have a friend join in later

final current
#

@plain trellis and @glad prawn, and anyone else encountering it, if you can't switch to Vanilla for the time being, the quickest workaround I could come up with, specific to lloesche's image:

-e PRE_UPDATE_CHECK_HOOK="sed -i -e s,Valheim/\",Valheim/5.4.2202/\", -e s,\.latest\.download_url,\.download_url, /usr/local/bin/bepinex-updater"
tranquil ibex
final current
# tranquil ibex AH okay, so I can just start a new world in the game, name it "XYZ" and then clo...

I wouldn't recommend running the game on the same PC as the server without some careful planning, but yes, that would work.

Even easier, if you aren't applying custom presets, modifiers, or global keys, you can just do -world XYZ in the launch arguments and the server will create it for you in <savedir>\worlds_local once it doesn't find it. Just give it a few minutes to generate and don't worry about the "No instance when setting progress" messages.

#

If you insist on running the game on the same PC, I would make sure to move the world to local management from the in-game UI after you create it but before you start the server. That way, you'll avoid the game's cloud syncing competing with the server's local-only management.

tranquil ibex
#

The mew world is horizon

#

Is it already on local since the warning on the right says I'm not on cloud?

final current
tranquil ibex
#

Tyty

tranquil ibex
final current
#

You can paste us the whole line from the .bat file, feel free to obfuscate the password.

tranquil ibex
#

I edited the .bat file and changed the name there to the new world name. Is there another file I need to edit? Okay, here's the bat file ss

final current
#

So Dedicated is the new name or the old name?

tranquil ibex
#

ahhh

#

Should both be horizon?

#

Last time, it was Midgard after the batchname and then the area after world was dedicated

final current
#

The server name specified in -name is just decorative. Affects what the other party sees in the server list if they receive your metadata successfully. Can be whatever you want.

tranquil ibex
#

ah okay, ill edit it and see now

#

Yes, this works now. Thanks a ton mang

plain trellis
# final current <@337656571255586816> and <@215210683833253900>, and anyone else encountering it...

Thanks! When I tested it (in a rush) i got this:
`Aug 6 07:00:12 supervisord: valheim-updater INFO - Running pre update check hook: "sed -i s,Valheim/",Valheim/5.4.2202/", /usr/local/bin/bepinex-updater"

Aug 6 07:00:12 supervisord: valheim-updater /usr/local/bin/valheim-updater: line 279: sed -i s,Valheim/",Valheim/5.4.2202/", /usr/local/bin/bepinex-updater: No such file or directory`
and the server still wouldn't start. I didn't have time to look more in to it right now.

final current
sage nexus
#

idk the actual context, but your syntax looks off

x='Valheim/"'; echo $x; echo $(sed 's|Valheim\/"|Valheim\/5.4.2202\/"|'<<<$x)
Valheim/"
Valheim/5.4.2202/"
final current
sage nexus
#

enclosing with ticks i guess is one thing sed 's|||'

#

but i was really looking at gyros paste

final current
#

I just used commas instead of pipes for safety. Should hopefully have the same effect

sage nexus
#

Yeah sory for interrupting, it just looked weird so i had to tinker while i wait for my rice cooker to ding

x='blahBlahBlah/Valheim/guffGuff"'; echo $x; echo $(sed -E 's|^(.*Valheim\/)(.*")$|\15.4.2202\/\2|'<<<$x)
blahBlahBlah/Valheim/guffGuff"
blahBlahBlah/Valheim/5.4.2202/guffGuff"
plain trellis
#

I'm sorry, but can't provide info right now. Much IRL going on. But I use docker compose file, and just did a quick test removing the outer " and came further. But now the setup can't unpack the bepinex.zip

#

Aug 6 08:01:17 supervisord: valheim-updater INFO - Fresh BepInEx install Aug 6 08:01:17 supervisord: valheim-updater DEBUG - [210] - Downloading null to /opt/valheim/dl/bepinex/BepInEx.zip Aug 6 08:01:17 supervisord: valheim-updater curl: (6) Could not resolve host: null Aug 6 08:01:17 supervisord: valheim-updater INFO - Valheim dedicated server or BepInEx mod got updated - extracting and merging installation files Aug 6 08:01:17 supervisord: valheim-updater DEBUG - [210] - Extracting downloaded ZIP archive Aug 6 08:01:17 supervisord: valheim-updater unzip: cannot find or open BepInEx.zip, BepInEx.zip.zip or BepInEx.zip.ZIP. Aug 6 08:01:17 supervisord: valheim-updater ERROR - Failed to extract and install BepInEx - retrying later Aug 6 08:01:17 supervisord: valheim-updater DEBUG - [44] - Writing file to restart Valheim server 2025-08-06 08:01:17,278 INFO spawned: 'valheim-server' with pid 233 Aug 6 08:01:17 supervisord: valheim-server DEBUG - [233] - Valheim Server is not yet downloaded - waiting Aug 6 08:01:24 supervisord: valheim-server DEBUG - [233] - Valheim Server is not yet downloaded - waiting 2025-08-06 08:01:27,290 INFO success: valheim-server entered RUNNING state, process has stayed up for > than 10 seconds (startsecs) Aug 6 08:01:27 supervisord: valheim-updater valheim-server: started Aug 6 08:01:31 supervisord: valheim-server DEBUG - [233] - Valheim Server is not yet downloaded - waiting

sage nexus
#

ok well to me this
Running pre update check hook: "sed -i s,Valheim/\",Valheim/5.4.2202/\", /usr/local/bin/bepinex-updater"
should read :
Running pre update check hook: "sed -i 's,Valheim/\",Valheim/5.4.2202/\",' /usr/local/bin/bepinex-updater"

plain trellis
#

got to go, sorry

final current
#

Thanks for sharing the result. I can probably figure out a compose-compatible YAML for it tomorrow if no one else gets around to it.

#

Bed time for me

glad prawn
#

Have any of the docker image maintainers addressed this yet?

final current
#

The pack authors released a new version to bring down the glibc requirement. There are still changes that image authors will need to incorporate if they use BepInEx for metrics or mods. In the meantime, did you try the env variable hook workaround, @glad prawn?

floral jay
#

a file was named wrong in the newest upload but eaily worked around. I also found a way to build doorstop for even lower requirements and submitted it upstream. but honestly it feels like nobody else is using current bepinex 5 on linux outside of valheim or these issues should have been spotted sooner.

glad prawn
#

Ah I see, version 5.4.2331 of the bepinex pack on thunderstore. Funnily enough they specifically called out lloesche's image to say that it was too old to work 😉

final current
#

Yes, the env variable hook will lock it to the prior pack release in the meantime.

floral jay
#

but only 3 more days until debian 13 is released!

final current
glad prawn
#

Sure, but that doesn't help the people who built their ecosystem on top of lloesche's image. Maybe it's time to switch?

floral jay
#

if lloesche switches from debian 11 to debian 12 as the base image it will work again

#

debian 11 will be oldoldstable in 3 days. the container really needs updated

glad prawn
#

Agreed for sure

final current
#

This was the first update of this pack in a couple years and it was done in the middle of the week when many Dedicated Server image authors are working their day job. I'm betting lloesche will be able to get around to it this weekend if he's available.

In the meantime, let me know if you need help with the hook.

floral jay
#

its unfortunete that servers broke but this does point out that auto updating mods on a server isnt the best practice

glad prawn
#

Will do. And, sorry, I'm not ignoring the fact that you've given us a workaround 🙂 I'm just trying to gather info

final current
floral jay
#

also worth noting that even if libdoorstop didnt require a newer glibc, they still would have all broken from doorstops new envvars

#

somebody said gportal support is blaming the mod for being broken but I dont have an account to see their forums to know more

rancid sand
#

Is mbround18's image the the recommended situation now for a modded container?

floral jay
#

afaik none work with bepinex newer than 5.4.2202 at this point

glad prawn
#

According to Justin's list ( #dedicated-server message ) at least three should with today's BepInEx change on the Thunderstore... right?

#

lloesche is the only one that's still too old for the GLIBC 2.34 rebuild

floral jay
#

the environment vars used by libdoorstop also changed

glad prawn
#

Ah right I see that now

rancid sand
#

Thanks for this update. Im just getting into the details since it's not working. I did a test run of mbround18 and the server launches. I mean even lloesche works to connect to now but mads don't download, nor are the being read. I will look into rolling back.

plain trellis
# final current Thanks for sharing the result. I can probably figure out a compose-compatible YA...

Thank you for your effort to help server owners with this un-predicted consequences of updating BepInEx.
Yes, I use lloesche docker image, and added your suggestion under the enviroment part of the YAML file. Also now tried to remove the \ before the inner ". Still no dice for me, the server can't find/unzip the BepInEx.zip file it downloaded, and goes in loop on the
valheim-updater ERROR - Failed to extract and install BepInEx - retrying later
I see on github that others got use of your suggestion, so something is off in my end.

final current
elfin stratus
#

So if people kept their linux os up to date there were no issues? 🫢

final current
#

Kinda. They would have to be on one of the bleeding-edge distros like Arch, Gentoo, or near-bleeding-edge like Ubuntu. And image authors don't necessarily expect to have to swap out their base image often for something like a game server.

Outside of the system C library change, there was also a breaking change in environment variable setup that would potentially require manual effort depending on how they launch Valheim.

Though as Arrowmaster suggested, another approach would have been not auto-updating the BepInEx pack, which is where most of the reported issues are stemming from.

glad prawn
#

New bepinex on Thunderstore to fix the file name issue

elfin stratus
#

I will for sure turn this off in gportal console 😅

elfin stratus
#

Welp, you can’t turn off autoupdate in gportal dashboard

#

🤷‍♂️

final current
#

Are they running one of the containers our community has made? Wouldn't surprise me.

elfin stratus
#

No idea but since they still havent fixed it themselves I assume yes 😅

floral jay
#

have they admitted it is a problem on their side yet? somebody said their support responded that it was a "bad mod release" or something like that when the first bepinex update came hit and broke autoupdating servers

glad prawn
#

I think we can all agree that blind automatic updates with no failback plan (backups) is universally unadvisable. Personally, I'd be perfectly fine with notifications instead. If the image isn't going to take backups before overwriting with a different version of something, at least give me the chance to do it.

frozen zephyr
#

Don't use a docker container someone else made and you don't have to worry about that

mint gorge
#

As of right now, G-Portal is still claiming to be working on the issue. This was the response to my ticket:
"unfortunately they stopped working generally, our devs are already checking this. There is no workaround so far as everything seems to be in place.
We are working on getting BepinEx working correctly as soon as possible."

Is there anything we can do from the server-admin side of things? Or is it out of our control and are we to wait until G-Portal fixes it on their end?

Also, maybe anyone knows, what does this mean for ServerCharacters? It stopped saving player profiles as of 01:48 this morning for me.
(A workaround would maybe be to enable Backup Only Mode and let that run for a day, before turning it back on again)

mint gorge
#

Little update on my issue. Manually rolling back to Valheim BepInEx 5.4.2202 works like a charm.
Regarding ServerCharacters, you can run this in backup-only mode until all players have logged in again once, then turn the backup-only mode off to regain its functionality.

gilded vine
#

What happens to a player who doesn't log in before you turn it back on? He/she can't log on to the server? Or they log in to an older character save?

floral jay
mint gorge
# gilded vine What happens to a player who doesn't log in before you turn it back on? He/she ...

I did some testing.
When the mod is in backup-only mode, it loads their client side save. Even if you restore the old server-side saves. (which you should)
Our issues started at 2am last night, so I noted down who has logged in since then. I will wait until they all have come online (and their backups have updated) and then disable backup-only mode, to regain functionality.

Edit because I misunderstood your question: I am going to assume that if they log in only after you enabled it, they will either be forced to the last server-side update or flatout be told to make a new character. I havent tested this yet because.. I dont want to mess with it again now its working :P
From what I can gather, worst-case is they send you their client-side save and you can just throw that in there