#dedicated-server
1 messages · Page 20 of 1
Hey guys, can someone help me with setting up a dedicated server on Xbox?
I have a world that already exists on Valheim but don’t know how to host it on Gportal or Nitrado.
Doesn't your hosting provider have a guide for how to export a world from Xbox to thier services?
If they do, I can’t find it. I’ve been searching up Xbox Valheim dedicated server and nothing really shows up. That’s why I came here for help.
Sorry maybe I’m just oblivious.
There is no such thing as "Xbox dedicated server"
You can have a server with Crossplay, that would allow xbox players to join
but most servers are on Linux or Windows
So I have to host the server on a PC/laptop.
If you going to create and host your own server, you'll need a PC
I want to use an already existing world.
You can import any world into your server
Sorry if I appear ignorant, it’s because I am and I’m pretty new to this. How would I move the server from my Xbox to my PC?
Install Valheim on your Xbox app on your PC, and see if your world get sync'ed over
Ok, thank you.
Is there xbox cloud
I will try that. Thank you Gyro.
There are many talking about this on Reddit.
For some reason I didn’t know where to start. Like I said I am new to this, I appreciate your help.
So my world did get sync’d over. It is on a laptop however.
Surely that doesn’t matter simply because I’m hosting it on the laptop?
How to set up your own server is covered in the pdf you can find in pin-comment here, if your laptop can run Valheim, it can run a server
Okay perfect, thank you.
is there an updated guide on how to install a Valheim server with SteamCMD
The steps in https://valheim.fandom.com/wiki/Dedicated_servers#Manual_Setup should still work. Once downloaded, there's a PDF manual in the root dir with some hints on launch arguments.
I figured it out. Was just a bad case of impatience lol.
so once Im done with my server, can I save my world to my own pc?
Yes, save the world's file pair. The .db and .fwl files are a pair and need to be kept together. Later you can paste the pair on another server or game to play with it there.
Thank you, though I am not sure how to find the worlds file
If it's a rented server use their web menus to see if there's an option to d/l the files there.
If the server is running on another PC at your house, and the world's files are stored locally, they're usually in the hidden AppData\LocalLow\IronGate\Valheim\worlds_local folder.
If they're stored in Steam's cloud service then that's where they are. I'm not sure but I think then they'd be in the \worlds folder alongsid the \worlds_local folder.
thats a start, thanks
hello guys new here, may someone help me choose a serveur host who can easily be moded for the 1.0 relased
No. Read the top comment in this channel.
ended i haven't see it sorry
Hi
Isn't that a bit of fresh air when somebody drops by just to say, "Hi". Doesn't have any problems. Not asking any questions. Just wanted to say, "Hi". How sweet is that! 🥲
True. I found this discord because of a problem I was having... Like many others I would assume
Hello
I do have a question tho 😛
never mind ..I'll read the top comment
wait the top comment is for creating your own,,,I'd like some advice on renting a European server as we are from Asia, Russia and US...was thinking logical to rent one in the middle ground eh? Browed Imperiam Hosting and Zap Hosting...not encouraging. Appreciate any help. Thanks
They probably meant the channel description. This channel is just for self-hosted servers, provider recommendations are explicitly not allowed (afaik because there's no way to distinguish honest advice from marketing)
thank you
Having some server stability issues last night on a g-portal hosted server. 6 of us on a 10slot server and tamed lox we’re flying and friends weren’t mounted on the saddle.
Typically see hesitation and position stuttering on boats too.
Is this just common with a lot of players?
If I'm understanding you, it sounds like you're having sync problems on the server. If so, that's usually due to comm issues with one or another of the players.
It happens more when your server is using -crossplay to support Xbox users. With crossplay, all users and the server have to go through the MS playfab network and that leads to additional comm delays.
This sounds right! I disabled cross play and everyone plays on PC. will look more into troubleshooting this based on sync issues. Thanks!
Also, if you identify one of your users with a bad comm link with the server, there are some options he/she can take to improve their route. Let us know if it comes down to that.
How would I isolate the one or few people with a bad comm link? It seems when 3 or more are on is when instability starts. Appreciate the help. New at this.
About all you can do is notice, when the sync occurs, who is in the area specifically. If it doesn't seem to be just one player with a problem, then you should go to the thunderstore.io site and do a search there for 'network'.
Check the mods that come up for addressing comm networking issues. Especially the current and popular ones. Those mods have proved effective in some sync cases.
They do need to be put on the server and all players games. So, for a rented server, that may or may not be possible.
On the other hand, if it is just one or two players, you can do an internet search for 'network tunneling apps' and check what comes up. Some of those are god sends for a poor connection. An example would be Cloudflare's Warp app. It's free for residential non-commercial use.
In case mods are an option for you: I just added an option to ServersideQoL which allows you to log players ping, that could potentially help with identifying the players with bad connections (the mod is only required on the server, no need to install it on clients)
The beta version also contains an option to reassign zone ownership to the player with the best connection. But I don't currently have a server with more than 2 players, so I could not test it's effect. So if anyone here is interested in trying it out, I'd appreciate feedback
I'm assuming the answer is no but is there a way to pause a dedicated server?
Jaga had the right of it. Game time doesn't elapse when there are no players connected. I just wish CPU would go idle when the server is idle 🙂
I haven't run my server in a while but it seems like it's taking up a ton of space, anyone else have this issue or know any fixes? Thanks.
It may be lumping your Steam games together.
Most dedicated servers take up about 5-10GB disk space. So yeah, something else going on in there. You got hundreds of backups, maybe? Or a bunch of other games like Justin said? I'm guessing that about 345GB of extra files shouldn't be too hard to spot.
It doing something weird for them 3 all to have the same exact size 🤣
blame whatever app that is, i see an upgrade to pro in the menu so its something non standard
Been away from the game for a year or two. I used to run dedicated modded servers for pc players. What limitations are still around for cross play?
Can vanilla players on Xbox and pc play on the same vanilla hosted server?
Can dedicated servers stop pc players from loading into a vanilla world with mods, while still allowing Xbox players?
Can dedicated servers be for Xbox players only?
Dedicated server with Crossplay enabled, can have both PC and Xbox players joining, regardless if the server or PC clients are using mods. Be aware of some mods, if installed on server, will require all joining players to also have the mod loaded. Aka, you're dis-allowing Xbox players.
For a Server to be able to controll what mods are running client side, the server and clients must all have a "anti-cheat" mod installed, that will force what mods are allowed to be used. Aka, you're dis-allowing Xbox players.
The only way to have "pure" Xbox servers, are to have the Allowlist to only contain the pre-verified Xbox ID's
Heard, thanks. I’m interested in a making a vanilla server but the games lack of built in anti cheat or mod prevention was curbing my interest.
But knowing there’s a way to have Xbox only is cool
You need to know the ID's, add them on the list, restart server, to be able to have a new Xbox player join
Easy enough. Thanks for the info
But I don't see why this is an issue. You could only choose to share your password to your own server to friends you trust. And you can easily see ingame who has joined (what ID has joined), so you can boot Steam players
Ah, I don’t have any friends that play this game so I would be starting a community from scratch. Early stages, trust is rare to come by.
Well, I don't think Valheim, with it's 10 player cap, forced password, are the game to build "public community"
Yeah it’s def a challenge. I have an idea I’m working on to try to minimize the limitations of the game and still build a good, small, Valheim community. I appreciate the insight fs. Game is not built to play with random ppl
No idea why you'd play Valheim with people you don't know.
I forgot to mention the one server-mod that also allow Xbox users to experience:
ServerSideQoL
hey could someone help me? I have a file from my dedicated server for the world i had on there and Id like to move it to my private pc, where would I put it?
A file from your dedicated server is not enough to create a world elsewhere. Worlds use a file pair. Two files. One is a .db file and the other is a .fwl file. They must be treated as a matched pair that belongs together.
If you do actually have the right file pair, then you can copy paste that pair into the worlds_local folder on your PC game.
The default location for that folder is:
C:\Users\UserName\AppData\LocalLow\IronGate\Valheim\worlds_local.
It's a hidden file on your PC so you might have to tell your File Explorer to 'show hidden files'.
Why is valheim taking so much space on your computer?
its obviously not, whatever tool is showing that is wrong since its the exact same value for steam, valheim, and the server
Hello, I'm new here. I have a dedicated server through shockbyte, I was wondering if anyone would be able to help me out. In this dedicated server all the enemies have no aggro unless provoked. Kinda lame. I have my preset in valheim.properties set to hammer, which makes me think that might be the reason. Is it possible for me to add another preset to the properties to counter this non aggro world? Not sure if my theory of hammermode being on is the reason why there is no aggro, but any help is appreciated!:)
You are correct. The Hammer preset sets these global keys:
NoBuildCostPassiveMobs<- this is the one you don't wantEventRate 0
You have a few choices. If you're ok using devcommands and having your character marked as a cheater, it can be done by a server admin at runtime.
If not, you can use -preset Default -setkey NoBuildCost -setkey "EventRate 0" command line arguments to reset the preset but pick and choose keys. Some server frameworks and containers don't work well with the quoted multi-word key value for that last one. If your provider gives access to the batch file or shell script used to launch the app, you're likely good to go.
Anyone familiar with Docker for Windows and running a Valheim server in there?
I refuse to switch on crossplay, which seems the easy fix for the server name and status not showing. I ran the same Lloesche image with no issues on Synology NAS, but now I've switched to a stronger machine and Container is similar to Docker. But I cannot figure out for the life of me why server name and status are not showing.
Ports are forwarded, even tried adding port 80 but it just does not show.
Does anyone have a checklist I can follow to figure this out?
That image isn't updated to news BepInEx. Have you looked at the Issue page on Github?
And if you're thinking of community servers not showing up in World list on Xbox/Steam, that is a known bug.
Hey guys, is there a way to force the beta client on a server?
We rented a server two days ago, but it uses a standard client.
Take that with your hosting provider
Fair
Servers and clients are different things, but they do have to be on the same version.
Is that of importance when no mods are used, both env. rules are set to false?
That is precicely the problem. On my Synology nas it did show! Synology uses Container instead of Docker which I used before Synology put in their own service, and when it switched server names and status propagated without any issue.
synology uses docker, they just dont directly call it docker in their ui
Is the bug list public?
I just don't get why it works on the NAS, but not on the Windows 10 Pro Machine.
windows docker is weird. I assume you are using docker desktop, it runs a special linux VM in hyper-v to run the containers in
No 🙂
This I am aware of, so it differs with Synology as that is a Linus variation I think?
instead of assigning ports to the container, can I bridge the container to the local network and if so... how?
I honestly have no clue. if my experience with WSL2 networking is anything close to how docker desktop is going to behave I would just give up on trying to host a server on it and run the windows server
You mean the SteamCMD?
yes thats one way
Kay. Back to the scratchboard I guess.
This is so infuriating
Thanks for the help! @floral jay @plain trellis
Is there a SteamCMD code like app_update 896660 validate for the beta server version?
Yup it's in pinned message in #valheim-public-test
Where? There's nothing like this in the pinned messages on this channel
It's not in this channel it's in the valheim-public-test channel pinned messages
Where?
Scroll down
yo guys
were tryna run the new public test, on bisect hosting, but the server version shows 0.220.5, but if you launch up the beta the game version is 0.221.3
can we not run the beta on bisect yet?
some hosting providers dont let you run a beta version, they need to have an option to install/run the beta
When not using Crossplay, the server will only convey metadata like name/version/availability/players to clients if the following three are true:
- The server is marked public (
SERVER_PUBLIC=trueon the lloesche container) - The client has added the server by its external IP address.
- The server's Steamworks query port (e.g. UDP port 2457) is accessible to the Internet (forwarded at router if using NAT routing, additionally published to host if using Docker bridge networking)
If you're colocated with the server, still better to connect via either the LAN IP (e.g. 192.168…) or loopback IP (e.g. 127…) for the sake of latency and reducing router CPU waste.
And those three rules apply whether you're doing native Linux, native Windows, WSL, or Docker/podman on any of those.
Is anyone else getting this Entry Point Not Found error on UnityPlayer.dll?
I updated my server to today's release using SteamCMD but when I try to launch the server I get this error.
I've tried deleting the server folder and running the install again so that every file was fresh but I still get the error.
I know the devs updated to Unity 6, do I need to do something special on my server because of that?
Windows Server 2016 Datacenter 64bit
installing using SteamCMD
Sorry if wrong channel I can move to public test if needed.
I think you'll need at least Windows Server 2019 for the new releases, unfortunately.
Okay I will try that thanks for the help!
Unity doesn't officially support Windows Server, I think due to the small number of operators willing to buy CAL licenses for every player. The new Dedicated Server's engine requires at least Windows 10 21H1 on the desktop/workstation side.
Taking all that into account, if we go by the new API Valheim uses, Microsoft notes the API as only supported by workaround in Server 2016: https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-setthreaddescription#remarks a workaround that Unity 6 probably isn't using.
That's good to know. I just installed it on Server 2025 and it worked just fine! Thanks again for your insight!
I am not sure what this 'additionally published to host' means. I recon this to be true if you can connect via said external IP and port, yes?
Yep. The -p or --publish option if you're using docker run with a bridge network like the default. If you're able to connect from your host or the Internet, then yes, that part is likely covered.
(and are not using Crossplay)
Anyone know how to update a GPortal Server to the current PTB version?
Hrm, is it possible that a portforwarding in the publish command is screwing things up?
To be clear, in Synology I had set -e SERVER_PORT=3456 (instead of the standard 2456), opening up the same port to the container and forwarding on the router. And that worked like a charm. But now for some reason I have to set SERVER_PORT to 2456 and do portforwarding with publish from 3456 to 2456 while the router stays the same for it to even connect. But it does not pass status and name. The list stays on IP:3456.
A couple of things. valheim can use a total of 3 ports not just 1. if you are trying to get the server to show up in the search I think you need to forward 3457 through the router too. udp is used which docker doesnt use by default so your -p option should be telling docker to use udp at the end of it. and you'll also need to expose the 2nd port there too. and finally on the router does it have an option when you setup the port forwarding for tcp or udp? some make you set them up seperately while others will forward both from the same configuration entry.
All forwarding is set to UDP, in both publish and in router forwarding.
I have 3456-3458 done in UDP.
There are times I feel like getting a sledgehammer and just getting rid of the darned thing.
are you able to connect to the server from a client inside the network using the local IP?
Are your current issues on Windows or Synology?
The Crossplay registration with Microsoft lasts for some time in the server, so there might have been an old entry for port 2456 if you'd previously used that. That should be gone within a day though.
If that's the case, I would try SERVER_PORT=2456 again, forwarding router UDP ports 2456 and 2457 to the this host's LAN IP on those same ports.
https://geekstrom.de/valheim/check/ can be tried with your external ip and gameplay port to see if the query port is working.
If you're up for it, post us your full docker run command line, or compose YAML, obscuring passwords or other sensitive data.
Windows. I am running Docker Desktop personal on a Windows 10 Pro machine 22H2.
Now... I just switched dummy mode on for myself and tried the one thing I apparently had not yet tried: I did -p 4456-4458:4456-4458/udp and set -e SERVER_PORT=4456
Started up the client and waited five mins to be sure, and tried to log in... expecting the damned thing to give a connection failed like it had before but instead it let me enter pswd... and boom, no problem.
No clue why it had not worked before since I did this workup before with the same textfile as a quick fix. Perhaps I farkled on router or was too impatient for the router to do its forwarding thing as it failed then.
Logged out, instead of quit... and lo and behold... the name appears and status.
Nice, and without Crossplay?
Yub... without crossplay.
I guess that Docker really doesn't like it to have a forwarded port ping outward via reverse forwarding?
Not sure what you mean there
Well the only variable that changed is the publish command: from -p 3456:2456/udp to -p 3456:3456/udp
(used 4456 in the before mentioned)
and for it to work I needed the SERVER_PORT env rule to change to the same port which was 2456 in all the other instances
But when the SERVER_PORT env rule was set to 2456, the standard given on the Lloesche page, then it never propagated its name or status. Even though the forwarding was done in the publish rule.
I don't get why it works, but I am not complaining!
Thank you Justin Arthur for simply giving me the three rules!
Thanks all for the help!
Server has been up for three weeks now so unless Microsoft is really tardy I don't think that was this problem.
As the status wasn't showing either, it kept being the question mark.
Sure, and you're spot on and maybe we should add a fourth for various port publishing and forwarding involved. 🙂
If we look at the gameplay port through this process:
docker run -p <host port range>:<container port range>/udp -e SERVER_PORT=<container port> -e SERVER_PUBLIC=true
(and router forwarding from UDP <router port range> to UDP <host port range>)
To make it public, Dedicated Server will tell Steam it's listening on <container port>. Steam will then query <external ip>:<container port + 1> over the Internet to see if the server is online and get the metadata for lobby displays (like the Community tab in Valheim clients)
Steam servers don't know the host port range or router port range at that point because Valheim only told Steam what it knows, so the public part of the process fails if router port range and container port range are different.
The server might still be connectible on the host ports and router ports despite the public part not working.
I've been wondering about one other thing, the Lloesche image spews out a ton of rules when starting it up, and I always see Shader fails and other graphic fail warnings. But running the -nographics command does not change that, I am guessing that this command simply means for the server to be run 'sans' visual display?
Yeah, and truly -nographics and -batchmode likely aren't needed anymore. Either way, there is some code left in that still loads the shaders even when Valheim is run as a dedicated server. Might be something the devs will address some day, but luckily it seems to break nothing in the meantime. It's just noisy is all.
Certainly noisy in log output. Thanks.
I will say it's not specific to the lloesche image. You'll see all that if you run the dedicated server bare.
I guessed as much. Thanks again. Onwards to more Docker learning. Ta!
I play with 5 other people and we're at day 150 with no lag issues. However, yesterday we decided to sail together and it was crazy. Everyone except me who was driving the boat kept falling off through lag. Once we landed, it was back to normal. I run the dedicated server on the same pc I play on. Is it a good idea to switch to game hosting and have people join via steam during sailing? I heard somewhere that hosting ingame has somewhat less lag
Are you using Crossplay or direct connectivity?
I dont really know, I just run the bat file that I set up after following a guide a long time ago. I do see a crossplay word at the end of a line in that file.
Right now, its a typical dedicated server that I leave running on my pc so that people can join even when Im not playing
Well, Crossplay is going to be the biggest contributor to lag in these situations. If you disable it, you will be responsible for IT networking instead of Microsoft. You will have to make the server accessible over the Internet such as with UDP port forwarding over your router NAT.
Using the in-game server helps with lag caused by a lower end PC or network connection (e.g. someone on Wi-Fi) becoming the chunk master, but it's not as impactful as enabling direct/non-crossplay connectivity.
Your situation with the boat was pretty much what I encountered when first playing on a dedicated server that inspired me to drop Crossplay.
You'll only be able to drop Crossplay if all of your players use the Steam version of the game and your ISP is not using CGNAT.
I see, I'll have to check if my ISP is using CGNAT or not. I hope that hosting in game without the server and inviting people in via steam makes enough difference. The last time I deleted the crossplay from the file, no one was able to join, so that might be the only option
Sure in https://valheim.fandom.com/wiki/Dedicated_servers#Working_with_Carrier-grade_NAT_(CGNAT) take a look at the "To determine if your ISP…" paragraph.
And while you're in your router's admin console, you can look at its port forwarding rules and DHCP LAN IP address reservation capabilities
i gave gportal and i had someone do my setup on my server cause i dont know how it all works
Ah no worries. I actually just picked a name and went with it so I'll delete my question.
Problem solved anyway.
works lol awesome, ya i wanna learn to config myself, i wanna config for a lter server
I host a Valheim Server on HostHavoc and everything works fine. But when I try to play on the Server my Router completely shuts down after some minutes. My Internet Connection literaly breaks down.
The Server remains online. I read about this issue on reddit but found no solution.
Your router shuts down? Maybe you've got a traffic limit with your ISP. You push enough data back and forth and they slap you with a throttle when you hit the limit. Or the limit could also be in your own router, too. So check that.
Question - Dedicated Hardware server - Trying to set up the Public Beta - Other Valheim servers already running, but can't get the new server to load the Beta. Any tips? I have -beta public-test -betapassword yesimadebackups added in the headless.bat and have tried -betatest public-test because google is trash... still get the "Server is running an older of software" 🔥 - Also - Server is running on MS Server2019
do you have steam installed on the server or are you using steamcmd to download valheim_server?
Steamcmd
the extra arguments go into steamcmd to download a different version, not in the bat you use to launch the server after its downloaded
AHhhh... how are they set in there? steamcmd.exe -beta public-test -betapassword yesimadebackups etc etc? or is it with the + like the +login anonymous?
Can someone tell me what the Xbox insider hub app is so I can update it on my Xbox
#valheim-public-test message See here for somebody elses info about how to download the beta server
Says No Access...
need to goto Channels & Roles and opt into PTB info
it it says C:\SteamCMD\steamcmd +login anonymous +force_install_dir C:\ValheimPTB +app_update 896660 -beta public-test -betapassword yesimadebackups +exit
Cool, That's what I needed! Thank you @floral jay
be sure to dl it into a different directory than your main server
also I think they'll use the same save dir unless you have one defined in your headless.bat
yep, have three separate instances running right now, this will be the 4th
world files backed up
I just download insider hub and updated it let’s see if it worked
Is there a server I can join?
O!ptb
Please keep Public test spoilers in the #valheim-public-test channel and feedback in the #call-to-arms-update-feedback-only.
To gain access to the public test, you go to id:customize and click the Public-test role
👋 Bisect lad here, don't mind me just checking for issues in the discords for games we host
For added clarification here, we dont block the use of Betas at all ~ if its doable for the server we wanna support it 👀 All you need to do for Betas is enable this and make sure its via Public Test in the dropdown (Screenshot) ~ If that fails to swap the version, go to steamapps in your Files tab -> delete the .acf file and restart. Will force validate to that version after 😉
i appreciate your response
Bisect Hosting FTWWWWW
fire company for reaching out on discord hahahah
hope u have a great day
The most common reasons we see for this are either:
- The router has a UDP flood protection "feature" turned on in its firewall layer, causing it to block your node's traffic.
- Or the router's CPU is too weak to handle the Steam pings and gameplay datagrams at the same time, bringing it down for the household.
- The Community tab or similar lobby view has maxed out your router's connection state table.
If you've verified your router's firewall doesn't have any flood protection features enabled, you can mitigate the other ones a little bit by reducing the Steam query frequency from your client PC:
Steam Settings (Preferences… on macOS) / In Game / MORE / Server browser pings/minute
and reduce it from the aggressive default.
Thank you for your response! I will try to look into it. Yesterday I had an hour without it crashing down and also other games never showed this problem.
I'm almost sure this question has been asked here before, I'm trying to update my server to the current public beta with steamCMD, should I just do the regular appupdate or is there something I need to add in order for it to access the public beta?
Would the Call to Arms PTB save be able to be used on full release?
Yes.
IF IronGate doesn't roll back some of the stuff that PTB now contain.
Why would they?
Well. If something bugs out really bad, and beyond fixable within the timeframe they have set.
Smiffe thinks so, at least...
They haven't set a timeframe so it's all good.
Of course they have. They are not (wisely) sharing it, because it's subject to change.
To put it like this: We will not have this PTB running in 2027
Oh, you meant the PTB? But no, it'll last as long as it needs to.
Within reason.
Only once have I felt they've come out of PTB too early.
I got old server before patch, does the new patch stuff appear there or do you need new world or something else to update the new stuff there?
The new stuff in the last few days isn't a patch yet. It's being tested and fine tuned right now only on the PTB (Public Test Branch) server before it's released to the game later.
thanks
does anyone know how to change the difficultly of a server your hosting?
Yep, see the -preset command line argument in the manual. An admin can also use the setworldpreset <preset name> console command for the same effect at run time.
You've been told a firm "yes" but I would like to add the all important nuance when it comes to any public test patches for every game: it might be* subject to change.
Since its not final release, things could always change.
Item IDs could be altered or shuffled around, terrain gen could be changed, etc.
All of this would break a public test save.
The chance of it happening seems small in this case, so I'd just take the risk (if its a solo world)
Yea that makes sense, especially if things like terrain generation happen to change
Any recommendations for best persistent server providers for rent?
We avoid recommending any specific 3rd-party host here, sorry.
Honestly, that makes sense. I appreciate the response
Once you do make a choice, we can assist with set up
Is there a Ward that can protect a persons stuff example "ward is love" but they are only a allowed to have a a limited size protection portal % ?
Uhhh.... Rephrase? But this sounds like a question for #valheim-help. This channel is specifically for help with setting up a dedicated server
Greetings! Does anybody know if it's possible to migrate singleplayer world to dedicated server? Just changing the world name in config file doesn't help, according to the documentation it just generates a new world with a random seed
Coorrect. You must copy paste your old world files into your server world folder
Finally was able to get on mbround18's container to work for our modded server after lloesche stopped working for us. I kept messing up the variables.
Thanks, do you know the location of that folder? Can't find it among Valheim Dedicated Server files, and the folder in appdata seems to only affect singleplayer
Got a question regarding Valheim Servers: I made one to play on with a friend, but we want to play the beta public version on that server. i got the server on nitrado, is there a way to enable that setting?
Probably a question for Nitrado. It's what you're paying for.
well thats why im asking in both servers
This discord server has nothing to do with Nitrado. Also; Please read this channels description in the top.
It suppose to be where you defined it to be in your .bat file.
Let us know if your game client is running on Linux, macOS, or Windows. Same goes for dedicated server.
Nice! I have a PR out to lloesche but I'm guessing he's either bogged down with work or hasn't been playing Valheim lately
Both on Windows
I'll note that if you're running the server on the same PC as the game/client, it's a very dangerous setup in terms of world management. I do not recommend it. It's not hard to accidentally overwrite the world from one component to the other, especially with cloud syncing at play.
Assuming you're using the Steam version, and your world was created with cloud-syncing (default), the world file pair will be locally-cached one of these two locations:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds%ProgramFiles(x86)%\Steam\userdata\<steam user ID>\892970\remote\worlds
you are looking for a .fwl and .db file. Note that if you're using Windows Explorer as your file manager, it hides many file extensions (including .db) by default and you should enable showing all file extensions for this exercise.
The server will expect the world pair in <savedir>\worlds_local\<world name>.fwl and <savedir>\worlds_local\<world name>.db where <savedir> is whatever location you've set in the -savedir argument's value (see the server's manual for details on this) and <world name> is the value you used in your -world argument. In Windows, if you haven't set a specific savedir, it defaults to:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local
If you insist on running the server on the same PC as the game client, I highly recommend using the -savedir argument to choose a savedir outside of the game client's normal paths, to avoid any possibility of the the cloud syncing process overwriting or using your server version of the world.
Do I need to port forward when I use the dedicated server on my computer?
I recently moved to my grandparents and I am not able to log into their router to manage the ports as the log-in information is not on the router and they threw out the box/manual years ago.
If it's only you or players on your same LAN playing, or you're using Crossplay, then no, you don't need to forward ports.
If you're not using Crossplay, you'd either connect using the loopback IP if it's on the same PC (e.g. 127.0.0.1) or LAN IP from any other computer in the LAN (e.g. 192.168.1.204)
If you are using Crossplay, you'd continue to use the join/invite code or external IP address as normal.
You may be able to find the router's manual online searching for the model number.
Thanks! I'll be sure to look up the router manual, I didn't think about that. I might just use crossplay for now as well.
Is Gportal down right now? keep getting failed to connect but havent changed anything.
anyone who has been developing a docker based Valheim dedicated server want to help debug some final issues Im having with mine?
never mind, found my old Ansible role which helped because its basically the same except some docker non-root shenanigans Im working through.
Sure, feel free to ask us anything. It's difficult but not impossible if you choose to go the rootless route. If you need some basics, Iron Gate includes an image builder script you can start with in the Linux dedicated server install.
If you want to publish this image, you'll have to use something like SteamCMD or DepotDownloader within the container to grab Valheim Dedicated Server. It's free, cost-wise, but not free as in libre.
just grappling with some permission issues atm @final current probably related to running as steam and then having some external vols etc, bit wack a mole atm.
Ive read the shader warnings are harmless but should they be errors?
other errors Im experiencing are:
NullReferenceException: The WorldGenerator instance was null
(times 12~)
ArgumentNullException: Value cannot be null.
valheim-server-1 | Parameter name: shader
then it exits
Your real error is likely somewhere before all that
just trying some hard-coded (less clever args for:
/home/steam/valheim/valheim_server.x86_64 \
-name "test123456" \
-world "randomseedofawsomeness" \
-password "randompassword12345" \
-port 2456 \
-public 0 \
-batchmode \
-nographics
no joy, so its not null variables or whatever bash substitution bs.
maybe the issue is among:
Failed to find APPID
valheim-server-1 | 08/24/2025 10:12:34: Using steam APPID:0
valheim-server-1 | 08/24/2025 10:12:34: Invalid APPID
valheim-server-1 | 08/24/2025 10:12:34: Steam is not initialized
valheim-server-1 | 08/24/2025 10:12:34: Awake of network backend failed
Usually means you're missing an environment variable used for the app ID. You can see an example in the launcher shell script template that comes with dedicated server
ok. out of time now, will pick it up tomorrow.
Trying to make an existing world into a dedicated server anyone have any tips on what website to use or if it’s even possible. I’m new to hosting
You just need to copy the fwl and db files over to the server
It’s something I gotta pay for using a second party website ??
The rules dont allow us to dictate specifics, but you will need to pay for a third party hosting service yes. (Unless you host from your PC and you know what you're doing)
You can then copy the two world files over to your hosting service, as arrowmaster said
Please read this channel description at the top.
Is anyone online that could help with a port forwarded server not recognizing my saved world?
Let us know what you've tried so far and if you're on Linux, macOS, or Windows. And what files did you put where?
man i wanna start a new season on my server but the guy that does my files is not around and i dont know when he will be back to edit the stuff and add the new mods
Hello, i have a question about running a server. The first time i was trying to run it i had a problem with transferring a world i have already played in, it had different terrain and map wasnt explored, though all buildings and traders remained. I want to know what caused that so it doesnt happen again or overwrite my save with a corrupted one. Im also playing public test.
That happened because the server you tried to transfer the world to couldn't find the world files that you needed to move there from the old location. So, instead it created a new world of the same name for you.
Had you maybe copied the .db file but not the corresponding .fwl? You'll need both. .fwl has the seed for the terrain and ID for your character's mapping, whereas the .db has buildings, items and such
if I wanted to toggle more than one setkey what would it look like? -setkey nomap,playerevents or -setkey a -setkey b or -setkey {"nomap":1, "playevents":1}
-setkey nomap -setkey playerevents
I am running windows off my personal local machine. The actual server is being created, shows up in server browser, but when it comes to the the world, I input the world name into the launch settings without the quotations around the name and it is not pulling that .db .fwl for some odd reason. I did see that you noted...
"you are looking for a .fwl and .db file. Note that if you're using Windows Explorer as your file manager, it hides many file extensions (including .db) by default and you should enable showing all file extensions for this exercise.
The server will expect the world pair in <savedir>\worlds_local<world name>.fwl and <savedir>\worlds_local<world name>.db where <savedir> is whatever location you've set in the -savedir argument's value (see the server's manual for details on this) and <world name> is the value you used in your -world argument. In Windows, if you haven't set a specific savedir, it defaults to:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local" Just trying to figure out where to go from here
Seems to be loading WHITECHAPEL.fwl and WHITECHAPEL.db just fine and those match your world name. What are you observing that makes it seem like it's not working?
The character that I've used on that world doesn't have the locations unfogged on the world map for the multiplayer server and our locations are gone. but if i join in SinglePlayer the buildings and locations are there
I appreciate your help on this matter, I'm sure I could be explaining this in a better way to help you out.
I could try one more time and see if something has changed? I'll report back on this matter
Most likely you started the server without the world having been copied over, so the server generated a new one with that name. You see your .db file is only 1MB, which is tiny for an established world.
Look in those two places I mentioned for your cloud-managed version. You should see a bigger file size on the .db file than you do here in your savedir\worlds_local. You might consider moving this new/small pair that was created to a temporary area in the meantime so it doesn't keep getting used.
Note that running the server on the same PC as the game client is very dangerous from a world-management perspective. I highly recommend setting an explicit -savedir <path> for a location other than where the game client puts things. It also looks like you don't have your file manager configured to show all file extensions—this is highly recommended.
Trying to get my dedicated server to show up on the Community page, would anyone be willing to help out? Using a hosting service, so not sure if I even have access to the right stuff
the server needs to be set to public and have a password set
I did read that, but I'm not seeing anywhere in Dathost interface to set it to public, and I can't seem to find the BAT file to do it myself x_x
most hosting providers probably dont let you modify the startup script, and I would hope they arent running on windows. but their page https://help.dathost.net/article/25-valheim-connect-to-server mentions the community list so I would assume they make them all public if you cant find a toggle. its probably just the community list being slow to update
In this article Join with IP address in-game Valheim Adding the server to Steam Favorites Find the server in the Community List Join with IP address in-game Val
Figured it was the community page itself, few places said it can be a bit unreliable
Hopefully it shows up over time, if not oh well it's a small gripe anyways
I dont even get the point of the community tab if they all have to be passworded
I'm hoping that's just during early access, because that is something that struck me as odd also
You will when you get griefed.
Personally, I will always have a password on my server; that's not what he's saying I don't think.
I think it's more that it's strange there aren't public/anarchy servers, but 10 player limit kind of hinders that a lot I suppose
Probably because it's really not that kind of game.
"There's a mod for that"
I've heard there can be stability issues with that mod xD
Guys I got a major problem..my friend just put our Gportal server into the testing beta thing and now everything is lost and we cant get it back with our backup world files, anyone know how to fix this?
Apart from the obvious lag, we did a pretty stable 17-person Yaggy kill!
Granted I was the sub-zone host on a stable connection, with the server hosted in my country.
I would recommend working with Gportal support. But either way, I would retrieve whatever files/backups they offer for your own local backup just in case there is something viable within that set at risk of getting replaced
Note that loading your world with the PTB can upgrade the schema/items/locations, as it can on the client side with your character. An upgraded world will likely not work with the current/stable release, nor will upgraded characters on the client side work with public/stable release.
With this in mind, it can be a good idea to take a snapshot of your current character backups as well.
Server question for crossplay users... How can a server be cheat proof if crossplay is enabled? No mods are allowed, correct?
I know of no comprehensive anti-cheat system for valheim. It's multiplayer capabilities are built around co-op with trusted players.
Mods are possible with Crossplay. Crossplay mostly affects:
- How players are identified/authenticated to the server
- How the players and server communicate on a network level
One of the reasons people think mods don't work with it are that Xbox and Apple App Store versions of Valheim are Crossplay-only and also don't easily support mods. That lack of modifiability is unrelated to Crossplay though.
I'm having the same issue after transferring a dedicated server from the same PC I play on, to a separate linux PC running lloesche's docker image. It worked last night after adding the server with the internal ip, then this morning the same issue as sati. Tried the external ip, but it's the same as the old server on the PC I play on, so it loads the old server name which I changed on the new server.
I can connect with the new password and load into the game, but the docker logs say no one is connected, so I'm not sure what I'm really connecting to
Is your old server still running?
And when you say same issue as sati, do you mean it loads a fresh new world, or that it loads a new terrain but your old buildings are intact?
It kinda seems like it is, but it used to only run if I started it with a .bat file. I backed it up then uninstalled valheim dedicated server on steam which removed a lot of it.
It spawns me in at the starting shrine, loads new terrain, and I can see the trader on the map
Do you see any of your own buildings? And is the trader near you maybe, and that's why it popped up on the new map?
Also tell us the value you set for WORLD_NAME and where you put your world's .fwl and .db file in relation to the /config bind mount.
Yo guys, is anyone had any issues with setting up dedicated Server? The thing is, that i changed -world and -name params in .bat to my existing world, but when i connect it creates a new one
sounds like you either put the files in the wrong directory or they dont have the right name
btw, i do it on public-test
i think they must, or am i missing something
Are you running this on the same PC as your game client?
That's a dangerous setup in terms of world management, making it very easy to accidentally overwrite a world. I don't recommend it.
The one in your worlds_local is clearly a brand new world. I recommend moving that fresh .fwl and .db file and their backups out of there to a temporary holding area so they stop getting used and then immediately take an inventory of locations where a cloud-managed version of the world might be staged. It looks like you're using Windows and for that you'd look in:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds%ProgramFiles(x86)%\Steam\userdata\<steam user ID>\892970\remote\worlds- Steam cloud itself: https://store.steampowered.com/account/remotestorageapp/?appid=892970 (will need to sign in)
if you find a .fwl and .db pair whose .db is of decent size and their modified date lines up with your expectations, then back it up somewhere immediately. This is likely the world pair you want.
It also looks like your file management application is hiding file extensions. You'll definitely want to display them when working with Valheim worlds.
If you find the correct world pair and you still want to host a dedicated server on the same PC as the game client, I highly recommend using the -savedir <savedir> argument to specify a path for server files that's outside of where the game client puts them. You would place the .fwl and .db file in <savedir>\worlds_local. You can learn more about -savedir in the manual.
This makes it harder to accidentally override or overwrite the cloud-managed version picked up by the client or the locally-managed version picked up by the server.
i think i found correct pair, but i still spawning in the different world somehow. I still can enter my world without dedicated server and it work fine😅
The .db file in that screenshot is only 1MB in size, which is about the size of a freshly-generated world and not an established one.
mb thats expected, i just killed first boss in this world, fresh start
So you:
- Moved the bad/fresh files out of
<savedir>\worlds_local? - Found the good/established world files pair in one of the cloud-managed locations mentioned above?
- Copied the good pair to
<savedir>\worlds_localas the only world files in that directory and started the dedicated server?
Yep, exactly
What is your -savedir set to?
i didn't change it yet, i have backups anyways, must be default ones
OK. Can you share a screenshot of the found good pair in one of the cloud-managed folders?
yup gimme sec
Must be all of them, updated them in worlds_local rn
Cool, at 3.36 MB, that is more likely from an established world and is the one you would want to copy over, and it should be called KohtlaJarve.fwl and KohtlaJarve.db in your <savedir>\worlds_local, no worlds_ prefix like the last screenshot shows.
Is there a list of mods that are proven to work with crossplay? The big one I'm looking for is anti cheat. So far the game does not load properly if bepinx is loaded on the server. I'm using bisecthosting.com
Thank you sir for your help
I would ask in #mods-discussion. We lean towards vanilla dedicated server chat in this channel. Note that some providers have also had issues working with BepInEx following the recent BepInEx pack for Valheim release that the community made. You may want to check with your provider on the state of their modded server support.
We discovered that our server difficulty settings were non-standard when our server was created (easier). We have since rectified the settings, but fights still seem easier than they should be, based on past experience. We have re-verified the settings, but are curious if easier settings on world creation could result in long-term difficulty reduction or if at some point we just “got good”?
If you had used the CLI arguments like -preset, -modifier, or -setkey to make this happen, removing the argument(s) does not remove the modification from the world (unfortunately).
If this is the case, you can set a new preset like -preset Default to restore the original settings or an admin player using the console from the game client can run the resetworldkeys command. The admin does not need to be in the devcommands context to do this. There is also a similarly-named command I won't repeat here that is more destructive that they shouldn't run and I won't mention it to avoid confusing the two.
It was setup and adjusted via Gportal. I’ll pass the info on to the admin player. Thanks!
@final current could I create a copy of all the worlds-local files for a backup, change the name of the cloud backup files that are the most recent to the world I was previously using, delete all other words in the worlds-local so that the only files being picked up are those two "backup" files?
Yes. The server will use whatever <world name>.fwl/<world name>.db file pair is in <savedir>/worlds_local based on the -savedir <savedir> and -world <world name> arguments. By renaming one of your old backup pairs to the regular <world name>.fwl/<world name>.db pair, you are effectively promoting that backup.
Thank you good sir
Sure, and also note that if the world is in "Hammer" mode, creature interaction is going to be easier-than-easy.
Since you mentioned the world preset or modifiers had been set prior to uploading to the provider, the resetworldkeys command might still be effective in your situation, assuming there are no other keys/modifiers you were intending to keep. Ideally back up your world before attempting, just in case.
@final current Havent tested yet but is this the correct commands for the .bat?
I recommend removing worlds_local from the savedir path and putting the path string inside double quotation marks for safety. The server will automatically look in <savedir>\worlds_local for the file pair, so you don't want the redundant path element at the end.
And the path you have in that shot looks similar to the default. I recommend using a different location to avoid risk of conflicting with the game client if that is running on the same PC.
Thank you sir
@gilded sedge is odin still used as a separate container like in the compose example or is it already copied into the main container now?
Honestly I'm so new to this that Iwasn't even sure what you meant, still learning the jargon. But in trying to figure out the jargon I may have succeeded in troubleshooting. I'm guessing the fwl wasn't matching the db after restarting. Maybe because the world file didn't persist after the container stopped, but the fwl did or vice versa. The trader was far, same spot as the correct world.
I was unable to successfully volume mount valheim-server/config to /config inside the container after opening lloesche's docker image via docker desktop, so I ran
--name valheim-server \
--cap-add=sys_nice \
--stop-timeout 120 \
-p 2456-2457:2456-2457/udp \
-v $HOME/valheim-server/config:/config \
-v $HOME/valheim-server/data:/opt/valheim \
-e SERVER_NAME="My Server" \
-e WORLD_NAME="WorldName" \
-e SERVER_PASS="pass" \
ghcr.io/lloesche/valheim-server```
which made another image.
The new image had the missing binds, but couldn't start due to a wild valheim.service hogging the necessary ports (probably leftover from also trying a bare metal server.) After disabling it, the new container started properly, the game client found the server and automatically changed the server name to the new one, and worked fine from there. Hopefully my troubles can help someone else 😂
Nice. Glad you got it working.
having trouble with version mismatch trying to play the public test on a bisecthosting server
Contact your hosting support.
fair sorry to bother
Hi, this has probably been asked and answered before; i tried to find anything on it, but i'm not sure....i have my own local server that me and my daughter play on. Currently, when she joins me, i can use devcommands/debugmode, etc but she cannot... is there a way that i can set it up so she can use them too when we are both playing together?
Your daughter will need to have the ServerDevcommands mod running on her game and her Steam64 ID (the 17 numbers) added to the server's adminlist.txt file.
where would i find the server's adminlist.txt file?
In the same folder along side the server's world save files.
i'll see if i can find that -
im not sure where to look - would it be in c program files (86) as a start?
The default location for Windows would be: %username%\AppData\LocalLow\IronGate\Valheim The AppData folder is hidden by default. You may need to change your File Explorer options to show hidden files.
ok thanks so much, Jaga, i will try that; hope it works
Good luck with it! Have fun 😄
@Jaga is this what the serveradmin list should look like? (note, for security i put # sign on the last few digits of her number)
Yes, that's correct, although you don't want the blank line before the line with her ID.
ok, thank you ssammy
thank you Jaga and Ssammy - we did what you said and it WORKS!!! so happpy now!!!
where/how do I actually specify a desired map seed in a dedicated host
it really isn't obvious from the docs
as far as I know you dont
Currently, the server will create a random seed and give it the name you specify in the -world parameter of the start_headless_server.bat file detailed above, so if you want to host a server with a specific seed, you will need to use a workaround by creating the world by the client and uploading the required files.
really
feels like a hack but ok.
the steps I would do is make a throw away character. make the world. then transfer the world over to the server
You can create the specific seed world in solo game and move it to the server.
I create my server worlds as Arrowmaster and ssammy suggesting. Less hassle for me.
I dont trust random seeds to just let the server roll one either. Or I might get stuck with something like this again https://discord.com/channels/391142601740517377/1409362247808978954
on a similar note, I made a seed, clicked save, and I only get a rather small .fwl file
the bootlog still says ....db missing, and it goes through creation
e.g 08/28/2025 07:02:47: missing /home/valheim/worlds/worlds_local/LegendaryRealm.db
You need to load into the world, for the db to get created
I did/ will retry, and break some stuff encase that triggers it
so does everyone have a problem with this new update?
O!ptb
Please keep Public test spoilers in the #valheim-public-test channel and feedback in the #call-to-arms-update-feedback-only.
To gain access to the public test, you go to id:customize and click the Public-test role
!ptb
Where are you looking for the new world files pair from the game client?
all sorted now finally
found some curious behavior of seeds generated on windows transforming on ther server.
like mass climate change, floating rocks and trees.
is a problem. When starting the server, such a window appears. How can I fix it? (I disabled the firewall and opened ports in pc 2456-2458)

Was your world last used in an older Valheim version? Floating locations/objects often happens when discovered terrain is terraformed for a biome upgrade when the world is loaded in a version of Valheim with a newly released biome.
Would you be able to attach your full log here (e.g. as a .txt file)? You can obfuscate IP addresses or anything sensitive.
Most likely a previous error is causing the server to exit and it just happens to be when it is communicating with Steam servers.
Hey does anyone have documentation for macOs dedicated server? I've been able to get something up and running on my Mac Mini home server but I had to spend some time with it and want to make sure I didnt miss anything.
Both public test
Sure, are you using the Steam version or Apple App Store?
Steam.
We want your Dedicated Server logs. By default they go to the console or shell terminal. If your terminal program makes it hard to save the entire buffer, you can pass the -logFile <path> argument to dedicated server instead to have it save the logs to a file this time around.
Understood, I'll do it now
Thanks! This is your problem:
08/29/2025 02:31:53: Error bad password:The password is too short
Feel free to delete your post with the various Steam log files. They won't be needed.
Thank you so much for your help! This problem doesn't bother me anymore! I will just send the log with the new problem now.
I rushed to conclusions, it turned out that this was normal server behavior and it started up.
Great, so here are the basics:
- Steam will install Valheim Dedicated Server to
~/Library/Application Support/Steam/steamapps/common/Valheim dedicated server. If you use Finder, you'll need to make sure you can see your Library folder. You can visit your home folder, thenView/Show View Optionsto enable Library folder visibility. - In that folder, there is a PDF manual that covers the command line arguments available.
- Launching from Steam is not recommended, but instead manual/anonymous launching from Finder or a shell terminal.
- The best practice is to copy
start_server.commandand edit the copy for how you want to launch the server, including arguments mentioned in the manual. If Iron Gate updatesstart_server.command, Steam won't overwrite your copy's changes. If your copy is in a different directory, you will want to adjust the script to run the server executable at the correct path (e.g. replace$( dirname "$0" )with the installation dir. - There's a bug in the public version for macOS where it will not save your world state to disc on server shutdown (e.g.
SIGINT/Ctrl+C orSIGTERM). This bug has been fixed in the PTB I think and should be in the next public release. If you're using the regular public build in the meantime, make sure you manually save or wait for a save interval to pass before shutting down. https://issuetracker.unity3d.com/issues/onapplicationquit-is-not-called-and-logger-debug-lines-are-missing-in-player-log-when-exiting-mac-dedicated-server
Thank you very much sir. Locating that save folder was the most difficult thing for me as setting up this server is my first time using Steam on a mac. I did not know about that bug, which is very good to know.
You're welcome, and yeah, it installs it deep. On that note, the default savedir for the macOS dedicated server is ~/Library/Application Support/IronGate/Valheim. You'll find your admin/ban-lists there as well as your server's worlds_local. You can override that path using the -savedir command line argument.
If this is the same Mac you play the game on, I highly recommend setting a separate savedir to avoid world management mishaps stemming from using the game client and cloud syncing
Guys, is it possible to make a dedicated server with a public test server?
I'm playing with some friends and we wanted to keep a server online 24 hours a day
Yes, you can switch your server to the beta just the same way you do your game. In the server properties in the Steam Library. Backup your world and character files before messing with the beta, just in case.
Also note that all players who connect would need to be running the public test version of the game/client (and they should also back up their characters per ssammy's suggestion)
@final current yes odin is still used but they are one dockerfile
odin is the rust based server manager for valheim
Thanks! One container too?
all baked into one unit 🙂
i still publish odin as a seperate "container" but its really just a different build target same container
We are already doing this, we wanted to leave a server online 24 hours a day with the public test, without having to leave the PC on, like hosted by a website; Does anyone know how to do this, or have a step by step guide?
We can't make specific website recommendations, and a step-by-step guide will depend on the website you use. You do have another option, using something like a Raspberry pi 5(16gb model) to install the server on, then leave the Raspberry pi on 24/7. A Raspberry pi draws far less power than your pc does.
Yeah you wont be able to launch a server from a normal webhost. Are you a student or have access to non-profit satus?
Are there any recommendations for dedicated server hosting? I dont have the equipment or patience to do this myself lol.
From a quick look, the prices are surprisingly reasonable with there being options available for less than $10 a month. I dont know if theres some caveat here, such as that's per person, or you get so few system resources its not practical.
We're doing fully vanilla for this playthrough, up to the normal 10 limit but I think a lot less probably an average of 5 players max at a time. If its necessary, I'm willing to pay for these packages with better RAM and CPU if its going to mean we can hit parries and not die from lag.
OK reading prior messages maybe you cant get a recommendation.
If someone has had a good experience with their hosting service and can tell me who it is then I'm all ears.
check the channel title
Damn sorry, I checked the pinned posts but missed that lol.
I get it, because if I have a bad experience I might blame you guys, I know what people are like.
if you want to add mods, i will say that some of the providers have been better than others about getting the latest version of bepinex working due to changes in how it needed to be launched
In general, for around 5 simultaneous vikings, are going for options with more RAM and CPU going to make any difference.
We're doing vanilla this time. Maybe mods 2nd time round if we get that far.
no, the valheim dedicated server doesnt do much compared to dedicated servers for other games. objects in the world like monsters get assigned to a client and it does the simulations for them and lets the other players know. instead of everything being run by the server
Great thanks
Thats interesting, so the server is like, this specific grey dwarf will be processed on Kevins PC
But this boar over here is being taken care of by Mandys PC
i dont know the full implementation of it but basically yes. and control can be transferred between clients. like for example there is a mod that gives npc ownership to the client the npc is currently attacking to reduce latency for that person and make it easier for them to dodge and parry
if you are off doing your own thing on a dedicated server, expect everything around you to be getting processed locally
I can see why MMOs cant really do this, it would be so easy to exploit.
not quite. the first player to enter a chunk becomes its master and is responsible for everything in it. players typically capture several chunks at once. iirc chunks are like 64x64 meters
Someone else recently told me that's not true because ownership changes a lot as players interact with things
got a link?
It was on a different server
then i'll stick with smiffe's explanation from last year:#steam-bugs-discussion message
he hasn't said anything to the contrary in the year since, so it still applies
"ZRpc timeout detected" a player trying to get my server gets this error in the server console when joining and getting instantly d/c, anyone familiar with this?
I've no clue, but there are some basic questions: what version is the player running vs the server, what platform is the player on, any mods on either side, and is the server crossplay or not?
Hello, I'm trying to get my server to use the public test branch. I assumed it was enough to add
-beta public-test -betapassword yesimadebackups
to the launch parameters. But it still appears to use the latest 0.220.5 version.
Is there a step i'm missing in order to change the server to the public test branch?
do I need to do a app_update 896660 -beta-test or something similar?
I answered my own question. I needed up update the server to the public test branch. Not update the server to the latest version and "enable" the test branch.
@undone crag how did you do that? I keep getting an error saying the password is wrong
Those parameters are for SteamCMD's app_update statement and aren't parameters for Valheim Dedicated Server launch. If you're using Steam instead of SteamCMD, they won't apply to your situation.
I'm running Ich777's docker on unraid, and I'm having similar issues
With that image, you're welcome to paste us your environment variables for us to help troubleshoot.
GAME_ID is the important one on that image
Hey @final current, I have a new issue that I'm unsure how to debug. It seems that my Mac Mini home server is working well until the end of the night when everyone logs off. Yet in the morning people are having issues logging back in. The server and mac are still running and I can see logs but players are unable to join.
It seems at some point in the night the server is flipping to a bad state and then throws nothign but:
08/31/2025 12:04:32: PlayFab reconnect server 'XXXX'
08/31/2025 12:04:32: Server 'XXXX' begin PlayFab create and join network for server
08/31/2025 12:04:32: PlayFab network error in session 'XXX' and network with type 'Error' and code '4167': The error code is not valid or does not have an error message.
This seems to be crossplay related but I'm unsure what to do other than disabling crossplay.
Could be Microsoft instead of you causing this one.
Yeah, going to see how it does tonight with crossplay disabled. I'll let you know the results
Yes, it's Microsoft, not you: https://status.playfab.com/incidents/7py9ltmqhtvw
If your players are all on the Steam version, gameplay goes better with Crossplay disabled. Less lag and more reliability. You'd have to be ready to take on the IT networking yourself, so making sure your ISP doesn't use CGNAT, UDP port forwarding over NAT in your router, optionally a DHCP reservation for your LAN IP, optionally a domain name if your external IP changes frequently.
I did everything like a youtube video said the CMD opened started loading stuff then it just closed without any error messages. Why ?
When you say CMD, are you talking about Windows Command Prompt? What did you try?
I just tried the valheim dedicated server instead now
And that worked? Instead of what?
Huh okay, it looks like its working now? Seems like I just needed to run the command manually in the server...
Yeah... Does kind of host-site specific question should be answered by the company you're pay money to. Please read the description msg on top of this channel.
Ah mb, didnt know if it was a host issue or something on my end I'm doing wrong
But that is for you and the company you pay money to, to find out.
Do hosting services take care of updating the game or is this something I need to do?
Or does it vary?
Why don't you ask your hosting provider of choice?
Please read the description on top of this channel.
I thought it meant specifically not advising who to use but I wont ask anything about that again.
Most I've seen auto-update and amongst those some allow you to disable auto-update for a manual update process. I've not used any of them though.
I feel you're taking it a bit too far. You can answer general questions about hosting services, so long as you don't give specific host recommendations. Yes, ultimately they'd have to check what way their specific host does it, but it doesn't hurt to give a general answer
Also rule #13
I've been put off trying to help people with those questions, because you can get called out for even doing that :(
can you guys n' gals just be friends?
FIGHT!
Hiya, @wide cipher , How've you been lately? Doing well I hope. 🙂
09/03/2025 23:20:02: incompatible data version 36
09/03/2025 23:20:02: World load failed early. Exiting without save. Check backups!
09/03/2025 23:20:02: World db couldn't load correctly, saving has been disabled to prevent .old file from being overwritten.
anyone tried valhost with the new call to arms update? mine doesnt seem to work and is stuck on "Updating" any feedback would be greatly appreciated
Now this is how you have a dedicated Valheim server for free
Looks like your world was upgraded by a newer version (e g. a PTB), then an older version of Dedicated Server (e.g. public) was used on the upgraded world. I recommend backing up your backups before proceeding to whatever you might want to try next.
Thank you. After a lot of trial and error, reinstating beta branch on a previous backup fixed it.
Hey, what you think are the minimum specs for 8 Person server? :)
2 core 4GB RAM pref DDR3 and over. 120gb ssd Ubuntu Linux (Valheim in docker)
Potato, 20 years or younger.
Most of the game calculation for the game, happens on the client that first enters any world zone
ok thank you, than i think my bew server is way biger than that :)
My last server server i rent was dogsh*t, more than 3 persons and all player start lagging
They you should complain to that hosting provider
But of course, if any of those 3 players are running a potato client, not even a NASA computer as a server would help you
that was likely one of your players having a bad internet connection which I think can be amplified by having crossplay enabled
i find that too many mods mess with a server as well
I fixed my server lagg by enabling the crossplay function on the actual dedicated server it gave me 0ms from 89ms initially
all has nasa PC, but i think the hoster was not good 🍪
Nah, it's more likely as Arrowmaster pointet to; Bad internet hardware on customer end
Even vanilla can lag you once you start having upwards about 12,000 instances in the area you are with your character
ok thank you, i will test the new server and hope the best :)
This channel is for private dedicated servers, on your own hardware. If you have issues with the setup of your hosting provider, contact them.
Location also has an effect. If data has to travel halfway around the world and back, then that'll cause lag too.
it is my own hardware the new server
cool
I'm sorry everyone, I figured lloesche would have responded to the PR by now. If he hasn't responded by the weekend, I'll likely do a proper fork of his image for a drop-in replacement
It's not your fault, Justin 🙂
Thank you for still following this.
So, Im about to change ISPs. Is there anything I need to change in my server start bat file or would it still work without any changes?
Shouldn't be anything public IP releated in your .bat file.
If you get a new router with your new ISP, you'll need to update the port-forwarding (if you has crossplay disabled)
I see. Thank you. I have crossplay enabled, but everything works fine on my current router even though I never went into the router settings and changed stuff. Hopefully, it continues to work
Correct. Because crossplay handles the port forwarding.
If more than 10 people try to log in at the same time, I'm guessing there's nothing to queue up users by default? The log in will just be rejected? Is there a way
I couldnt find anything that would 'queue' people. They'll just get a message saying server is full.
If you've got crossplay disabled, you can use the 'MaxPlayerCount' mod to expand slots to a maximum of 60-something.
Thanks
I think I fixed Crossplay support as of MaxPlayerCount 1.2.4. Only will take effect on Dedicated Server, not in-game server.
If CROSSPLAY is off/disabled, is the platform prefix still needed for admin/white/black-list? Or is a dual entry more beneficial? IE:
Steam_<Steam64ID> <Steam64ID>
It's optional when Crossplay is disabled, assumed to be "Steam_" when none is present. I don't know if it would be more beneficial to have it or not in that case. My guess is the difference is trivial.
Does anybody have a server I could be apart of?
Give #1024264966712340510 a whirl
I just copied a 3 day old world save from my pc (steam) to a new linux centos LGSM world. When booting, it crashes and I have the following error:
09/08/2025 11:40:05: Load world: Pixie (Dedicated)
09/08/2025 11:40:05: incompatible data version 266
09/08/2025 11:40:05: World load failed early. Exiting without save. Check backups!
Both PC and LGSM were up to date.
Logs from linux dedicated server state:
09/08/2025 11:40:01: Valheim version: l-0.220.5 (network version 34)
[vhserver@localhost ~]$ ./vhserver update
[ OK ] Updating vhserver: Checking for update: SteamCMD
No update available
- Local build: 17878727
- Remote build: 17878727
- Branch: public
https://steamdb.info/app/896660/
PC is on default branch, no mods
Any ideas?
Just an update. Everything works now.
I looked at the world folder on the server and noticed it was smaller than the source. I copied the original steam copy over again. I believe when it booted it created a new world but there was some sort of mismatch between the fwl and db files and the world name
I also made sure to rename the world to dedicated.db and dedicated.fwl which the lgsm was expecting, and triple checked the case sensitivity of the world.
With LinuxGSM, you use the worldname parameter in your <instance>.conf file to specify the name of the world that Valheim Dedicated Server uses to locate or generate <world name>.fwl and <world name>.db
I think the default worldname is the name of the instance. https://github.com/GameServerManagers/LinuxGSM/blob/master/lgsm/config-default/config-lgsm/vhserver/_default.cfg to see the rest of the defaults
Hey everyone, with the new update will I need to create a fresh server or will this one just update ok?
You would shut down the server, optionally backup your world file pair, and update your server installation with your preferred method (e.g. SteamCMD, DepotDownloader, Apple App Store, Steam).
If your -savedir and -world arguments haven't changed, your existing world will have its file schema and discoverable locations/terrains updated for the new gameplay during your first start with the new server installation.
Awesome, thanks @final current
Anyone having problems with dedicated server having an older version then the game? It says it’s update in steamcmd
Hello! Quick question, with call to arms being moved from ptr to release, can I move our server from ptr back to release? 🙂 Or do we need to create a new save?
same here
server refuses to update to anything past 0.220.5 now, even though it ran 0.221.3 just fine earlier today
I noticed if i get 2 to 3 seconds of icmp drops, the client disconnects from my server. Does anyone know on a windows based private hosted server, if its possible to adjust the "timeout" before the client & server disconnect?
was anyone able to update their dedicated to 0.221.4? And if so, using what method?
yes, i updated a windows server this morning. launch the dedicated server app. it will complete the update. then start the batch script.
Would this help?
https://thunderstore.io/c/valheim/p/MSchmoecker/TimeoutLimit/
Hello everyone,
I'm hoping to get some help with a very persistent issue on my self-hosted Linux dedicated server. After a complete, clean re-installation, the server remains stuck in an endless "PlayFab reconnect" loop.
Here is the log that repeats constantly:
09/09/2025 17:13:23: PlayFab reconnect server 'My server'
09/09/2025 17:13:23: Server 'My server' begin PlayFab create and join network for server
What I have already ruled out:
I have performed an extensive diagnostic and can say with certainty that the problem is not local to my server or my network.
Clean Server Installation: The server directory was completely removed (rm -rf) and reinstalled via SteamCMD with app_update 896660 validate.
Optimized Start Script: The start_server.sh script uses exec and contains all required parameters: -nographics, -batchmode, and -crossplay.
Correct File Permissions: The valheim user owns its entire home directory (sudo chown -R valheim:valheim /home/valheim).
Local Firewall (ufw) is Correct: Ports 2456-2458/udp are open for incoming traffic, and the default policy for outgoing traffic is set to ALLOW.
External Network Connectivity is Perfect:
ping google.com succeeds with 0% packet loss.
curl https://google.com successfully connects on port 443.
Conclusion: The server has full, unrestricted internet access, and DNS is working correctly.
Attempted to Refresh IP Address: A full modem reboot did not result in a new public IP address (which is likely static).
My Conclusion & Question:
After eliminating all possible local server and network configuration issues, my only remaining conclusion is that this must be a backend issue, specifically related to my public IP address.
Could a developer or moderator please investigate if my IP address might be blocked, rate-limited, or otherwise causing errors on the PlayFab backend?
I am happy to provide my IP address via a Private Message (DM) upon request.
Thank you very much for your time and any help you can provide
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Playfab loop is normally from missing dependices
Does Valheim no longer work on Window Server 2016
thanks got the server working again!!!!
The server is telling me that UnityPlayer.dll is missing, but it is in the folder
Correct. Windows Server is not technically supported, but you should be able to get it working on Windows Server 2019 and above. If you're using Crossplay, you'll also want to install the Visual Studio C++ Runtime Library Redistributable.
Which branch/beta is your install_dir tracking? You'll be able to see this in <install_dir>/steamapps/appmanifest_896660.acf if you aren't supplying it from the command line or to the SteamCMD interactive shell. Same question for @celest barn.
Also make sure that whatever install_dir you're using (or forcing) is the same you one you are running the server from.
Was using SteamCMD. The issue was apparently the OS the server was running. I am moving the server over to a different machine which should hopefully resolve the issue
it was the upgrade in unity versions. unity doesnt support whatever desktop version server 2016 corresponds to anymore
Tying to setup a dedicated server for the first time. I set up and ports and everything and allowed them to go through my firewall does anyone know the solution for this thank you
An issue triggered the server to shut down. It just happened to shut down in the middle of contacting either Valve or Microsoft servers.
You'll usually be able to determine the issue from inspecting the server's log messages before the HTTP failure. If you can't find it, feel free to capture the log to a file, remove details you deem sensitive like IP address, and post it as an attachment here.
is this it?
That's the HTTP error you got the dialog about. You'll need to go back further.
Had a hell of a time w/ Docker LGSM (yes, latest pull) after the update. I got into a 'Monitor' query failure -> reboot loop; even though I was up/running (could log in via Community list)
Didn't settle down until I changed the query mode to '1' (session only [originally was '2' - gamedig (gsquery fallback)). Could revert to the old code base (default_old) w/o issue.
Anyone, or am I just 'special' 😛 ? Thoughts?
09/09/2025 16:34:28: Session "Double-D's Valheim Server" with join code XXXXX and IP 45.27.239.93:2456 is active with 0 player(s) ==> /data/log/script/vhserver-script.log <== Sep 09 16:34:30.849 vhserver: MONITOR: PASS: Using cached IP as public IP address ... Sep 09 16:36:53.653 vhserver: MONITOR: INFO: Checking session: CHECKING Sep 09 16:36:53.875 vhserver: MONITOR: PASS: Checking session: OK Sep 09 16:36:55.486 vhserver: MONITOR: INFO: Querying port: gamedig: 127.0.0.1:2457 : 1 : QUERYING Sep 09 16:36:59.906 vhserver: MONITOR: WARN: Querying port: gamedig: 127.0.0.1:2457 : 1 : FAIL
Ok I went back and it turns out my password was too short but I got it up and running now thank you for your help
It's because you're using Crossplay which disables incoming ports including the Steamworks query port that gamedig is trying to reach.
Odd then as 'default_old' (using CROSSPLAY) was humming along; unless that wasn't 'properly' working in the past & the update IS (now)
I do "love" networking. Thanks for the noodling
If gamedig or gsquery was working with Crossplay, that's likely a bug or worrying security issue. It may also be that you only recently installed gamedig and therefore had no program to fall back to for status checking before.
IIRC, before a semi-recent update, the GAMEDIG dependency would pull on every start-up of a new Docker image pull/run....Now? Think it's baked in. I'd have to dig into the code files to see what kind of fall-back it has. Still, I'll run it up their flagpole (IMO, they need to switch that query mode, as you indicate, if CROSSPLAY is enabled vs. 'default')
Having an issue with starting up a server through Host Havoc, unsure if it’s a them issue
Generally best to take it up with their support unless you have a manual setup overriding their management features. Back up your world files pair locally if you haven't already.
Yea support fixed this thank you
Hi, I'm having an issue with mods. After properly installing them on my dedicated server and launching the game through Thunderstore, I can't join the game, and the config file doesn't appear in the config folder. I have the latest versions.
I would ask in #mods-issues for deeper help on that
mods probably arent loading on the server
but why
ok i will ty
Any other SteamCMD users been having trouble updating to the latest in the past couple hours?
I've been either getting INFO - Valheim Server is already the latest version or it's failing to get the prior manifest for comparison:
CDepotDownloadMgr::BYldRequestDepotManifest(App: 896660, Depot: 896661, Manifest: 18007466826975597, branch: ): Failed to get manifest request code, 'Access Denied'
Error! App '896660' state is 0x6 after update job.
I suspect issue is on Valve's side
Same issue @final current .. I got the same error, then deleted the entire folder, which then installed it again correctly. However, the server version remains at l-0.220.5 (network version 34) -- looking at the community list, I see 221.4 versions, so I'm not sure what's going on. I can't get mine updated, steamcmd says it's already up to date. Using
steamcmd +force_install_dir /home/steam/valheim +login anonymous +app_update 896660 validate +quit (also without validate)
Build ID seems to match https://steamdb.info/app/896660/patchnotes/ as latest (Sep 9).. so I'm not sure what's going on here.
Thanks for confirming. Coffee Stain correctly has FreeToDownload flag set for the app, so I'll assume this is a Steam bug. Filed as https://steamcommunity.com/groups/SteamClientBeta/discussions/0/597411554294506565/
Could be a region thing, did you try, just for laughs, changing it to something else? Even if slower, just as a test
I haven't. Maybe I should. I'm in southern USA so it chose the DFW edge cache for me.
I got exact same issue and same version
Feel free to add weight to the bug report I linked. Valve's bot opened it up for replies. 🙂
For the version issue, seems like removing the entire install folder for the server (as in force_install_dir) and installing fresh solved it. Not sure why it won’t update existing install. Just be sure to backup the local world folder, just in case. Should be in ~/.config/unity3d/something something.
I’ll try that, cheers
It worked
So it looks like lloesche's server hasn't been updated in > 6mo. Are the other major dedicated server maintainers current, or is everyone running a dedicated server just kind of waiting?
A search in this channel for previous related posts should turn up the info you're looking for.
After the update and a server refresh, my buddy can't open the console. We are on a ValHost hosted server. Any ideas on what I can do to re-enable his access?
If you have some docker experience, you can build my branch (probably a permanent fork soon), otherwise MB-round-18's image is more actively maintained at the moment if you enjoy the all-in-one container experience.
Heya, I haven't played valheim in a couple years and was planning on having a valheim night with a bunch of my friends. I have AMP (the control panel thing) running on Linux and the server is running ok, but I haven't played on it yet longer than testing I can connect
I was wondering, how many (physical) cores and how much ram dedicated to the valheim server I'd need to comfortably handle 10 concurrent players?
For reference, I have an Intel core ultra 7 265K and 64gb ddr5 ram, and I have an rtx 5060 ti too in case the server can somehow leverage that (although that's mostly for transcoding)?
Similarly, I've heard that there's mods to increase up to 25 players - do clients need the mod installed too to use it? And how would that affect cpu/ram usage?
(Pls ping/reply if you respond)
Your system is more than enough to meet the requirements for 10 players or more assuming you have an SSD for the save interval. Your worst constraints will be on the network side of things. With 10 players, Wi-fi is a no-no, Crossplay would not be recommended if you have networking savvy and your players use the Steam version. You'll want to make sure your router doesn't have UDP flood protection enabled.
As for mods, yes, there is Azumatt's MaxPlayerCount. The mod's premise is pretty straightforward. If you decide to go that route, you'll get better help in #mods-discussion , #mods-issues, or Azumatt's Discord.
Thanks! I do have an SSD (a 990 pro on this machine i think)
All players are on steam so that should be fine. My server is connected with 10g SFP+ to my router (via switch), but my internet is only 400mbps upload (and 1gbps download, but i imagine it's mostly/entirely upload)
Would I be likely to use all my upload bandwidth for 10 players?
That's a nice setup! My guess (and just a guess) is that will be just enough for 10 players, maybe more if you aren't streaming or running security cams.
Thank you! I even have it water-cooled haha (or well, using an AIO).
And nope, no cams and no streaming 🙂
If people are streaming from my Plex and using too much bandwidth, I'll limit or pause them lol
I'm sadly limited by upload because of the terrible state of Australian fiber internet 😂 😭
I hear ya, though those speeds still aren't terrible, similar to my low-split DOCSIS 3 RF cable setup in USA. You'll want to make sure your ISP isn't using CGNAT if you haven't already checked… something tells me you're already aware.
This game's bandwidth requirements aren't high from what I remember except when folks are around your home base or in the midst of an Ashlands mob. It is high-overhead though: a swarm of tiny UDP datagrams, being very demanding on Wi-fi's framing and can overwhelm an old router with a tiny CPU even without Wi-fi. Crossplay adds another latency/reliability choke by adding a relay server run by Microsoft as middleware while your own server was already acting as a relay… you add a player with bad connection or old PC to the mix and it brings everyone to a laggy/jumpy halt.
I definitely don't have CG NAT 🙂 I have a static IP
you add a player with bad connection or old PC to the mix and it brings everyone to a laggy/jumpy halt.
If I understand correctly, this only applies if someone is using crossplay right? Otherwise that shouldn't really be a problem?
As the server host, I highly doubt it'd overwhelm my router lol (I have a unifi dream machine SE)
As for players... Idk some have meh routers and stuff, but here's hoping. We're all located in the east coast of Australia and all using steam so 🤞
Hi guys, is there any site that you know where i can pay for a dedicated server (closest to SA region as possible) to play with some friends?
Crossplay makes it worse but the problem still exists without it. Part of Valheim's consensus model is that whichever player enters an area first is the "chunk leader" and their Valheim session is responsible for a lot of the combat/collision/action-response decision-making for all other players in that zone/chunk. Meanwhile the server just acts as a relay for that communication and as a database for terrain changes, dropped items, chest inventory, locations, game state flags.
Enters it first, like forever? Or just the first person to enter it during that session/until they leave?
I imagine the latter?
You got it
Phew lol
I think most people have ok ish internet. None as good as me, but i think most have about 20mbps up?
Which really shows how bad Australia's internet is haha
I'm running a dedicated server on a computer running via SteamCMD. Every time Valheim updates, I try to update the server. I run the app_update 896660 command. it says it installs. I run the server, and the update game client doesn't match the dedicated server client. I've tried uninstalling, and reinstalling (server side). Nothing seems to fix it. The client shows the server running 0.220.5, and the client is 0.221.4
it feels like the game client gets updated, but they don't deploy the server update at the same time.
Many of us have encountered a bug where it can't retrieve the prior manifest for comparison. You can check your SteamCMD content log to see if this matches your behavior:
https://steamcommunity.com/groups/SteamClientBeta/discussions/0/597411554294506565/
if it does, it might help visibility if you weigh in on that ticket.
hmmm... i dont get an install fail, or really any of those logs.
Can you post the output if your app_update run?
not easily. hard to copy and paste over to discord on my client when the server log is on the other computer
Success! App '896660' fully installed.
sorry for another question - can the valheim dedicated server use multiple (physical) CPU cores at once? thinking of how many cores to dedicate to valheim for ~10 players
This may have done it: #dedicated-server message
That did it. Delete all files manually after running app_uninstall
It can use multiple cores. There's no min requirement but the community recommends 4 or more.
4 or more physical cores? or threads?
I won't pretend to know how well Unity takes advantage of SMT, sorry, no clue.
all g, thank you!
Hi, is anyone in here willing to share his experience with Valheim Server hosting companies? I'm trying to find a good one for my friends and me, we're 7 people total.
Are you familiar with Linux? I host my Valheim servers myself on a VServer (2 Cores, 4 GB RAM, 4 GB Swap).
LinuxGSM makes it very easy when you know Linux basics.
Ok thanks
coming back to Valheim after being gone a bit - is there something new I need to do on a dedicated server to get Bepinex running? I'm using Pterodactyl, Valheim BepInEx egg
yes, the environment variables needed are different. if whatever you are using hasnt been updated in the past month its too old
well, the server starts up, but I think it's just vanilla - it's not generating a Bepinex log, so I assume it's not even trying to run
Hey, is there a way to paste a self hosted world onto an externally hosted server?
*including save data of players and everything around
I got it to work - had to change which egg I was using - the newest one is here now apparently: https://pterodactyleggs.com/egg/6735ff724924a4e9bbcc3a80
A brutal exploration and survival game for 1-10 players, set in a procedurally-generated purgatory inspired by viking culture incl the Plugin Framework BepInEx
player data is saved locally - as in, on each player's computer
you just need the world files - I think there is a guide somewhere around here, but it's just 2 or 3 files I think - gotta copy them to the right folder on the server
So if the world is hosted on the server they just have their stuff even if it's hosted from a different location if it's the same world?
inventory is on their computers, chests and anything else "in the world", that's on the host/server
Oh yeah I forgot valheim has characters
the files you need are "worldname.db" and "worldname.fwl"
on a linux host, they are buried in this folder structure
to get a world off of your computer, go into the game and "copy local" or "move to local" something like that, and then you'll have the world files locally - for Windows the folder structure is "C:\users\YourUserName\AppData\LocalLow\IronGate\Valheim\worlds_local"
I have one player who can't connect to our server. Crossplay is enabled. Server is public. Everyone else can connect. The player had McAfee VPN and NordVPN. He uninstalled both of them. Any suggestions? Thanks.
Can you give us a bit more about what they are seeing? Is there an error message? Would they be willing to share their Player.log with you for troubleshooting?
Could someone maybe point me to the right direction on where I could find info about how the whole "chunkmaster" thing works?
...if there's any info on that whatsoever?
they just see the connecting screen, never goes to the password screen
And they never see "Connection failed"? Or the trouble connecting to backend message?
ive been told there both is and is not a "chunkmaster" those saying it doesnt exist explain it as the first person to enter a chunk owns all the items in it since nobody else is there but as people move around and interact with things the ownership gets spread out. idk how mob spawning works and who decides that
Think of it as the game chunks are on 'pause' until someone gets in there and then they start up and come alive.
But the Valheim servers don't control all that action. The server just routes that activity from the game of the 1st player who got the chunk going to all the other players.
So, in that sense, the 1st player there is 'controlling' the chunk activity.
It says connection failed every time. But this only happens when cross play is enabled.
You could have him check his Player log for add'l info. It's in the same folder with his game's world files.
He is the player with the issue. If you can be precise with which file and where it would help. Thanks.
The player who can't connect can find his Player.log file in this folder on his game PC:
C:\users\YourUserName\AppData\LocalLow\IronGate\Valheim\
There may be information in there as to what the problem is. It may or may not be a simple 'time out' error. If that's the case, there is a game mod that might help. You can ask about that in one of the mod channels here.
Good luck with it!
@versed onyx
Thanks, I'll check it out
Is the dedicated server updated as well? I can't seem to get my docker container to update correctly from 0.220.5 (network version 34)
im confused is 0.221.4 the current latest version?
yes
My client says 0.221.4 (network version 35)...
okay good yay my server actually updated with it's update script for once! (i had my client steam in offline mode haha and was confused why my game kept saying incompatible version, my client side hadnt updated)
The first player to enter owns everything, including the spawn system itself. A few things like containers and dropped items change ownership when players interact with them, but for the most part the ownership stays with the first player.
what about building new pieces? do they goto the first player or the one that built them?
I think the belong to the player that built them, but I'm not sure on this one.
so there really is a chunk owner that controls spawns, but most other stuff they only own by being there first?
Yes, but it's the same for the spawn system (the spawn system is an invisible "object" in the center of each chuck that is owned by the first player)
At first, everything is owned by the first player ("chunkmaster") and for most things (notably the spawn system and mobs) that won't change until the current chunkmaster leaves the area
The only things I know of that change ownership are containers/chests and dropped items. And things brought into the world by players (build pieces, thrown out items) are typically owned by that player (but only when they are first created, existing build pieces in a chunk will be owned by the chunkmaster)
☝️ @static meadow
As for documentation, Valheim's distributed object system (ZDOMan) is custom/proprietary as far as I know. However, Unity came out with their own version of the topology recently called Distributed Authority, and you can see their docs on that.
Photon Fusion (unrelated to Valheim) has a similar topology called Shared Authority.
And if you want to go more to the theory: https://en.wikipedia.org/wiki/Consensus_(computer_science)
hello
After updating my dedicated server, i now get this error when trying to start it. Any idea how to fix this?
Are you on Windows 10/11? From what I can find, most errors are caused by people trying to launch in older Windows versions.
You should also check if you have the latest Microsoft Visual C++ Redistributables package installed
Windows Server 2016. i have Windows update running, but it will take a while to finish.
It could be your Windows version then. I know the Unity version for this Valheim patch was upgraded
Well i cannot spend hundreds of dollars for a new windows version
coughs in Linux I see server 2019 being offered for about 30eu
oh you want to go there? https://help.steampowered.com/en/faqs/view/107F-BB20-FB5A-1CE4
Yeah thats actually kind of annoying
glibc 2.31 released 2020-02-01
With the asterisk that upgrading to an OS that supports higher versions is free! (Mostly)
I think 2.31 is fine though, really shouldnt be using stuff that much older
consider you'd also need to grab either CAL User licenses for your players or CAL Device licenses for player slots
I'm really hoping that means a 64-bit SteamCMD as well. x86_64 CPUs have been out for a little while now x_x
Does that tie to the actual windows license or to the microsoft account these days?
(Im not familiar at all with windows server)
you'll get a 64bit steamcmd when I get a 64bit steam client
On the Windows Server side. It's like an honor system licensing that applies after your cores are licensed. It covers users (e.g. players) that will be using a networked service on the server. You can usually get a 5-pack depending on the license seller.
wait what? we're supposed to get a license to host services? huh
I mean I know theres some level to installing stuff that requires certifications thats on a system that sounds exactly like that but getting it is usually institution based.
OH
windows install license
that was always wild to me for the windows servers
this has been an argument going on for years. under a strict interpretation of the windows server license you are supposed to have a CAL for every device that contacting that server. so if you run a DHCP server you need a CAL for every client device you issue a DHCP lease to.
Is my understanding here correct - its a hard limit of 10 players for crossplay because for more than 10 you need to use a mod, and if crossplay is on then no mods?
Correct.
The 10 player limit for crossplay seems like a bad idea, at first. But when you consider the incidence of comm problems crossplay introduces with just two players, magnifying that by 5X is pretty hard to imagine.
anyone know why i cant connect to my server when crossplay is taken out, like i can see it listed there with ball the details, but i get failed to connect, but with crossplay up in, i can connect (but server charactors mod tell me to disable crossplay)
This is a server running on a PC at your home and on the same LAN as your game? Or at a commercailly hosted site?
same network at home on a seperate PC, ive hosted myself before previously with no issue
are you trying to reconnect using the history entry or did you reenter the server ip:port new?
whats the history entry?
the recently connected whatever its called
yea i deleted that and entered the IP and port again
I've fixed that mod to work for Crossplay. I'll second everyone's opinion to avoid that many players on a Crossplay server though.
When you disable Crossplay, you'll need to set up UDP port forwarding with your router if you're wanting to connect via the external IP address. Even without that, you'll be able to connect with a loopback IP (e.g. 127.0.0…) while on the same PC or a LAN IP (e.g. 192.168…) while on the same LAN. And note the status indicator and metadata will not update for a private non-Crossplay server. Connection should still work though.
I've forked lloesche's image build.
Container repo/image: ghcr.io/community-valheim-tools/valheim-server
Source: https://github.com/community-valheim-tools/valheim-server-docker
It has the BepInEx upgrade fixes (glibc, doorstop vars, etc). It's a little bigger than the last revision, but I expect we can make it smaller as time goes on. @-mentions here or DMs are welcome as are Discussions/Issues/PRs on GitHub. It can take me a while to get to people during the Americas work hours.
Thank you for this! I've updated my servers with just replacing the image line in the stack (running on docker). Log files tells me the servers boots, updates, connect to PlayFab, and runs, without errors.
Now I'll log on to them, and check on each server has any hick-ups 🙂
I think they will run smooth.
with infinity hammer am i able to delete the Boss Hook stones and then replace them somewhere else in the world ? any one know about the mod
#mods-discussion will likely have someone who knows
I need a hand with a dedicated server running on ubuntu 20 and bepinex. I've installed both, they both work but BepInEx on the server side is not loading mods. So I either have a directory structure issue, or a permissions issue.
How did you install the server? Simple install from your Steam Library? Using SteamCMD? Installing it with a docker container? The server runs on your home LAN?
There is a log file in the BepInEx folder that might explain the problem. Check that.
Server is a VM in my house, UFW is disabled, I installed it via steamCMD
I'm tailing /var/log/syslog while start/stopping the server and the mods never load
they load great client side
and I'm using the start_server_bepinex.sh file to start the service
If you have used the -logfile option in the server's start up .sh, check in there for errors, too. Have you decided not to check the log file in your BepInEx folder as I suggested?
That's another issue, I have no LogOutput.log file server side
so I"m tempted to just build a new VM all togehter and see if something is jacked up on the install side
Then BepInEx is likely not loading either.
I can't help you there. Sorry.
I dont think you can use current bepinex on ubuntu 20.04
you'll have to go manually download and install doorstop 4.4.1 or upgrade to ubuntu 22.04
oh dang, ok thanks
it should work again on 20.04 in the future but its complicated right now
glad you sent that - I just killed the new VM and I'll spin up 22
haha I get it - no reason I can't go to 22 anyway
Is it a known issue to have 9 slots only?
I have crossplay turned on which is maybe the issue
Hello folks, on another topic i'm searching for a server host for an 8 people team (My own pc can not hold so much), and all I find are prices at nearly 100€ per month. Is it really that expensive ?
That seems really expensive.
I dont know how you found prices that high. Are you look directly for a Valheim sever, or a server you have full control over to install Valheim on?
Are you multiplaying the price by 8? Generally, the prices are listed for the whole thing not per person.
You can get a server from BisectHosting for less than 20 euros and you can usually ask their support for a promo code too
on OVH - France it's abou 107€ per month, not multiplied by 8
that's why i'm so surprised
is that for a dedicated server? you just need a valheim specific host which should be a lot cheaper like 10x cheaper
im guessing thats an ovh "dedicated server" which means non shared hardware and you have full contol over the OS. very different from a "valheim dedicated server" which just means a host running the server instead of the client for valheim
Yeah looks like youre renting infrastructure there not just the software which is all you need.
Keep in mind that Valheim is VERY easy on server resources, this is something you might run a battlefield server on or something that requires more resources in any case.
These days its rare that you literally rent a metal box in a rack somewhere. Everything seems to be multi-tenant architecture with multiple servers running on the same slot.
renting infra instead of just a vm is still useful but not for normal people
They should say that on their ad for the server. "Not For Normal People" would probably help their sales.
well most 'normal people' arent going to ovh anyway
Hello I am tryin to install server locally (with valheim dedicated server) but I didn't find any Json file to setup the server. I have check all locations. Does I miss something ?
Thanks
why are you expecting there to be a json file to setup the server?
Because I guess there is a file to configure all server setting ? As I remember there is a file like json or config (don't remember)
there is no such file. server settings are all done by command line arguments
In the game with admin access ?
no, command line arguments to starting the server executable
yes but command line in server executable are only for server name, password etc.. as I know. Not for difficulty, farm multiplicator, death option etc...
no those are all done there too, read the pdf that comes with the server
mmm ok I will check thank you
but thsoe settings are also saved into the world file so you only need to add them when you want to change them
yes I want to change them it's for that i want to do it
WhiskeyShivs — 2:24 PM
Real quick questions about dedicated servers. Coming back to Valheim for the new update but I have a dedicated server running on another machine. Beyond running the dedicated server update on that machine do I need to do anything to get my world updated or do I need to start a new world?
The world updates automatically. Just give it a minute or two to regenerate.
Using any mods? Crossplay dedicated server does use a player slot, but in the past there was an offset to compensate to allow 10 real players.
No mods
Both my server says 0/10. One modded and one vanilla.
Yeah I cant seem to find anyone else with this issue lol
How to fix dedicated server failed to connect?
Failed to connect to what?
one of my friends cant connect to the dedicated server we have
it just says failed to connect
password menu wont even pop up for him
did you port forward?
or is it just that one friend and anyone else can join
sometimes its a weird nat issue
just him
everyone else can join
yeaah. is he located far away from the server?
we tried reinstalling the game, verifying game files, restarting pc, updating drivers
same state as me
hmmm weird. it could be his firewall
did that as well
anything else we can try?
you checked his nat? its weird, closed nats can only connect to open nats, and then moderates can connect to other moderates and open
and i never understood it, but iots partly for security
sorry what is nat?
Network Address Translation
nat traversal is a big thing that can stop people from joining
If all players are on Steam, you can turn off Crossplay in the server settings.
But the log file might tell you more, why not connecting.
Yea, a log file would likely be more helpful. Also ensure he's done a power cycle of his router/modem if he hasn't already
Hi there. How to enable the ignition mode on a dedicated server? What is the parameter called?
Dont see this in documentation
@everone
@rough kestrel What do you mean by ignition mode? Do you mean like the fire spreading?
yep. I want to enable flammability
Perfect, there you go ^
It will enable the fire hazards world modifier, whereby wood can catch fire and spread throughout the whole world, not just in the Ashlands
I figured it out! Thank you very much
valheim_server -nographics -batchmode -name "Lounge Place" -port 2456 -world "speedrun" -password "12345" -public 1 -crossplay -backups 2 -modifier DeathPenalty veryeasy -modifier Resources muchmore -modifier Raids less -modifier Combat hard -setkey fire
Anyone wanna help me set up dedicated server
Here's a manual on how to do it, too
Where can I find the manual
Click the attachment I replied to, or it's also in the pinned messages!
Alright thanks
Is there any chance your server was off or having connectivity issues when this appeared? I'm trying to see where this could happen and I could see it happening if the Crossplay registration was still active but server is off. This would cause the client to apply the max players offset despite there being no extra leg for the server connection to PlayFab.
I'm not sure when it happened tbh
I feel like it might have been there from when I first signed up for it, since we had 10 people in voice chat and 1 person said that we had run out of slots and she couldnt log in
Is there a sever i can join looking for fun
-------> #1024264966712340510 😄
mb
Hail viking friends! I have a few questions. I have a large friend group from all over the world (China,USA,England,Portugal) wanting to play and I am looking for any suggestions or tips. Are any particular hosting sites you would recommend? Where should I base the server so we all have a decent ping? London?
I think you're going to have to face the fact that Valheim is designed for, and works best for, a solo game or a small group of your friends in multiplayer mode.
I've played on a couple of 'large' servers that had hundreds of players and it invariably creates major problems for the players even when you can get it to work from a purely technical standpoint. And that is damn near impossible to do unless you've got a game designer with networking skills in your pocket.
You might consider setting up several different servers that would each play to a different game interest among your large group. For example, one might be set up to be a 'building' server. Another for a hard combat theme, etc. And then set up mechanisms allowing for easy quick jumping between them for your players. But even that would not be an easy thing to do or to manage properly even if you did manage to do it.
Sorry but IMHO that's the hard reality of it.
Wow ok, I guess I should reiterate. The friend group is large, but the amount of people playing at the same time probably wont go over 10 at any point maybe 15 not hundreds. With a wide variety of players around the globe just wondering if anyone else knew the best location for a dedi server or any good sites for hosting.
This is just speculation, but China (if not Hong Kong) would probably be the toughest, UK and Ireland latency would be second slowest (for everyone outside of GB/Éire) but reliable.
A big question here is whether or not you'd be using Crossplay. Ideally all of your friends are on Steam and it won't be a big deal to go without Crossplay. If you're going with Crossplay and latency is critical to you and cost isn't an issue, then I'd consider hosting it yourself on Azure in one of Valheim's Crossplay regions so as to be co-located with the relay server that gets chosen for you:
https://valheim.fandom.com/wiki/Dedicated_servers#Crossplay_Relay_Regions
One thing to consider is if one of these friends has IT networking savvy, has a decent connection, and a PC with wired connection to their router… you might consider self-hosting. We don't generally advise on which 3rd-party host to pick if you go fully-managed but you might be able to find some reviews searching around and checking the subreddits.
Alright thank you! We would all be on Steam. I have another pc I could use to self host but I am currently renting router from ISP and they only allow certain ports to be forwarded and I could never get it to work but I will look into that some more.
how do I change the world difficulty and combat setting in my dedicated server?
The manual that comes with the server has some hints for the command line
Anyone got this error when trying to launch a dedicated server?
What OS?
It's usually a password that's too short or containing the name, but the server log will tell you for sure.
I was asking since I didn't recognised the path, so I got curious if it was Win Server.
I'm having a weird issue with my dedicated server right now.
I booted it up for the first time in a year about two days ago.
I updated everything, mods included and it seems to be working fine. No errors on console.
For some reason tho it's not saving at all, neither manually or automatically.
You've checked the timestamps on <world name>.fwl and <world name>.db in <savedir>/worlds_local? Have you entered the world since the upgrade?
I have and yes.
Folder says latest update is from today but when I look at the files inside most recent is from the 14th.
No new savedir in your command line arguments and you're running the server as the same system user you had before?
Nothing and yes
Alright assuming you've waited a save interval (defaults to 30m), would you be able to paste us your server launch command line?
I'm also assuming you've checked disk space
Yeah, plenty of disk space.
You mean the start_headless file configuration, yeah?
Yep. Whatever shell script, batch script, systemd unit, docker entrypoint, etc you use to start the server.
That's all I have on the file
Looks good. Looks like Windows, so how about a screenshot of the contents of %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local or a paste of the dir output?
As you can see, says folder says it updated today but the files inside don't have today's date
I see that. Logged in and played some today?
And if you ran your Command or PowerShell session as an administrator, you may want to check the C:\Administrator\AppData\LocalLow\IronGate\Valheim\worlds_local dir (or wherever it is) just in case.
The headless_server file won't even boot if I force to start as admin for some reason.
I have logged in today and I've let it save automatically and saved manually as well.
I'm technically the admin too, so there's no other directory.
Only thing left would be dive deep in your server log. If you want some eyes on it, you can attach it as a text file here with IP addresses or other private details removed. Sorry I don't have more for you off the bat.
Can this be a reason why? It popped up when I right-clicked the world save file.
Would there be interest in a community server that:
- Permadeath [characters stored server-side, players can create new characters]
- Indestructible Town hubs including adventure guild+ranks+quests
- Events (?)
When I search for something similar, despite how simple and achievable it is, I don't see any options. Jotunheim banned me for having pick-up-trash enabled, so I gotta scratch my itch somehow.
Could be. Were you clicking an action from the right-click menu or didn't even get that far?
I would ask with a topic in #1024264966712340510. You may find some folks interested
Literally just the right-click.
I'm not very familiar with Windows Explorer, but some folks online have hinted the error can come from trying to access a path that's too long. If that's Explorer-specific though, it may not be the issue with Dedicated Server.
Okay, now I dunno what it was.
I forced all files to not be "read only", restarted my PC and the server.
It's now saving again.
Hm, I don't know what could have triggered read-only unless they were copied from a network drive, but glad it's resolved either way.
Yeah I never moved these from anywhere to anywhere so I dunno how read-only came to be
Anyone having this error on their server??
PlayFab create lobby failed: /Lobby/CreateLobby: UnknownError
ZPlayFabMatchmaking::UnregisterServer - unregistering server now. State: Uninitialized
Yep, same here
im getting failed to connect errors for people joining my server
only works when disabling crossplay but i have xbox friends
having same issue rn
now say if anyone was already pre in my lobby they can keep playing just couldn't reconnect and gives false number off people in lobby
yes same my friend was able to join before but now no one can unless crossplay is disabled
okay im going in and trying that now thanks for the tip
also got it working thanks alot !!
why does my server say playfab lobby create failed
Anyone else having this problem in a dedicated server? PlayFab create lobby failed: /Lobby/CreateLobby: UnknownError
ZPlayFabMatchmaking::UnregisterServer - unregistering server now. State: Uninitialized
My friend can’t connect to my server after I updated my computer, and now I can’t connect to any server at all. Anybody else having this problem and have any solutions?
Yes we are having the same issue here as well. I have 3 servers, all 3 are coming up with simular errors. I have tried restarting tyhe server computertwice, hasnt changed the situation. It seemed to work fine until a friend got booted off the server. I was playing with no issues. Logged off to restart the server and now no one can connect.
Hi all of a sudden, I get this error when starting server:
yes Jaberwockie, it seems we all are 🙂
Thank god it's not just me
Looks to me that PlayFab has issues. Nothing Irongate can do about that.
was thinking my save file had got corrupted or something
Who is playfab anyway,I assume something connected to the server software?
PlayFab is the 3rd party that lets Xbox play with Steam. Turn off Crossplay
Playfab isnt playing nicely
Welcome to PlayFab's home for real-time and historical data on system performance.
"Investigating - We're currently experiencing a higher than normal level of Lobby API errors and are investigating the issue."
i was about to add that exact link
ahh ok thank you
I am just going to shut down and hope they get it fixed by morning
Guess they fixed the issue, my servers are booting up normally
I noticed a patch for dedi servers and did it, did this fix whatever issues people were having?
I've been having an issue with LinuxGSM monitoring since the September 9th update. It queries the correct IP and port, but the query always fails, which then reboots the server and of course boots anyone connected. Disabling the monitor resolves the issue, but it would be nice to have monitoring enabled. I run a dedicated Valheim server on Ubuntu 20.04 utilizing LinuxGSM. Feels like a me problem since I can't find a single trace of anyone else having this issue, but can't think of anything specific to my setup that would cause this.
Never mind, I'm not alone.
See #dedicated-server message for our discussion on it. I don't know what might have changed on the LinuxGSM side, but I would have been surprised if monitoring with gamedig/gsquery had ever worked with crossplay.
Shoot, I had read through that discussion last week when the issue popped up, but didn't realize I was dealing with a monitoring issue until today and it had slipped my mind. Thanks for shooting that over. I haven't adjusted my LinuxGSM monitoring in years, and have always had crossplay enabled, but didn't thoroughly test the functionality or anything. Assumed it had been working.
Sure. It's quite possible the query port was actually listening even in Crossplay mode in prior Dedicated Server versions. I'll see if I can find out. Makes sense to not listen on it in Crossplay mode, especially given it would show 0 players if it was.
Thanks, I would be curious. Are you saying that if the query port was listening with crossplay enabled the monitoring wouldn't be accurate anyway?
Kinda. Crossplay works by initiating outbound connectivity to Microsoft's relay servers, so inbound ports aren't used for gameplay or querying.
It's possible the Steam server was still getting started in the background even in Crossplay mode and opening the query port, but players wouldn't have been connecting to it. They would have been connecting to Microsoft's relay, the Crossplay way.
So, monitoring a Crossplay server via gamedig or gsquery against the Steam query port wouldn't have actually told you the server was connectable. Basically only as good as plain session monitoring in that case.
I've just checked the assembly changes to confirm. Yes, in the Call to Arms update, they stopped Steam lobby registration from getting started in Crossplay mode inadvertently. So not LinuxGSM's fault after-all, @covert jewel
This behavior technically better but will break things expecting the query port in crossplay mode.
Which file do i go to to find my dedicated world save? i want to download a copy for backups
That's going to be up to your hosting provider. Their KB seems to offer a hint though: https://help.aleforge.net/article/351-how-do-i-upload-my-valheim-world
Hello All. my buddy is hosting through low.ms . he finally added me to access the server settings. my question is this. a while back he created a ticket for them to remove raids. now that I have access - I cant see how they did that. Its not in the start up. how else could they have disabled raids?
I have no clue what they did but settings are saved to the world so really you only need to set them on the server command line when you want to change them
Are there no -setkey,-modifier, or -preset arguments in the command line?
none
-no graphics -batchmode -name etc
but nothing with setkey
or modifier or preset
i think the save file is being hidden - so we are opening a ticket. that is why i was asking if there was anotehr way to do this without command line
Anyone still getting Error! App '896660' state is 0x6 after update job. from anonymous mode SteamCMD?
Im still unable to have anyone connect to my server and I get a DNS lookup Failed error when I try to join another server
Alright, we can troubleshoot either. As for connecting to the other server, what are you entering in the add server dialog? IP address and port? Numerical Crossplay join/invite code?
Numerical invite code
If you get a DNS lookup failed error for that, it could mean a copy+paste error. Make sure there is no space before or after the numeric code.
And make sure any 0 is a zero/zed and not the alphabetic letter "o".
Sorry, I am actually using the combination of letters and numbers and not the 6 digit invite code
And it is being entered correctly
Alright, letters and numbers as in a domain name?
Yes, the numbers and letters to the right of my friends world when selecting it
You can DM it to me if you're trying to keep it private. Generally speaking it must either be an IP address, an Internet domain name, or a numeric Crossplay invite/join code.
It’s z59sbHFetT
Yeah, that's not going to work. That looks more like a world seed.
If this is a dedicated server, you'd see it in recent entries of the server log (it logs to console if you don't pass the -logFile argument). If it's the in-game server or one of your friends is already connected, they should be able to see the current code when they hit Esc, in the background of that menu.
Okay! We are figuring it out
That's assuming they've set it up as a Crossplay server. Without Crossplay, the host will have had to forward the ports to the Internet if applicable and you would need the server's external IP address or domain name if they are fancy.
It worked! Thanks so much for your patience and explanation 😁
No problem! Glad you got it working. Should you ever get the itch to try hosting it on your end again, we'll be here.
Yay thanks ✨ that’s great
I cant seem to update mine, I tried it through the steamcmd on linux
Same. If you can find your SteamCMD content log, that will usually have more information. If it looks similar to mine, you may want to chime in on the bug report: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/597411554294506565/
Solution?
I have this problem. We are 4 people. When we were 3, there were no problems. What problem could it be?
The player entering a world cell first, does the heavy lifting for all players in the same cell. So if that player have weak hardware, bad connection to internet / bad network hardware, you will have a bad time. What dedicated setup do you use?
not just "bad connection" but if 3 players are all close to each other but that 4th player is on the other side of the world then the other 3 will experience very different conditions if that 4th player enters the chunk first or not
Aha. You're using a server host. Please contact customer support for your Hosting provider.
Nitrado server
Yeah. You need to contact them.
Pay to play with friends. We're all together. No one gets separated. Is it my internet?
Nitrado might know
nitrado never answers my emails.
Using Crossplay? Sometimes it happens to be less reliable, and if it's especially less reliable for your new friend, that can certainly affect things.
Are you seeing the 0x6 error in the SteamCMD output? And are you using a container image?
Yeah xbox and pc
Gotcha, well not much you can do about that I suppose
If anyone of you have a old computer, you can host your own Valheim server, with the free tools provided by IronGate. Or many of the free community projects.
is irongate free?
The Dedicated Server is
haven't checked yet, and no container
Saw your reply in LGSM GitHub, but thanks for the confirmation. She's up/running as expected (in my case). Onto the modding learning+
I was told to come here for help, I don't see what this has to do with a dedicated server but I was directed here so sure. I would like help with doing a thing. I'm making a server and I'm not really sure where to go with it, anybody able to help? Please DM me if you are.
I'd say to go ahead and ask. Worst case we don't know.
Ask who what?
In here, about the thing you'd like help doing
It's more of a "you need to be there to be able to understand and help"
Is there any way for my friends to save my server? each time I start the bat file, I have to send the new code for them to join
If you need help with choosing a hosting provider, you need to figure that out yourself.
If you need help to install and run your own Dedicated Server provided by Irongate (a free software), on a computer you own, you can start reading the info in pinned comments in this channel.
Normally it should be found under Recent (in my case), unless you change Playfab account and public IP every time you run the .bat file.
Nothing to do with that, I was just told to ask for help here
Help about what?
Making a server here on discord
You need help to make your own private discord server? Then you're in the wrong discord.
Actually, Smiffe gave us the green light to discuss and advice on hosting providers, as players :)
Its the Valheim/IronGate-affiliated staff that cannot.
Well. Most people love one, everybody hates one. Who will disclose their partnership with a provider, when they argue what provider is the best one...
A fair point! But the ability to help players set up a server on a hosting provider outweighs the risk of what you mentioned.
If you like, I can find and link the discussion to you
My point of view didn't change.
Which you are entitled to, of course.
Just letting you know you dont have to tell people to go elsewhere, anymore ^^
Most large hosting providers have slow or uninformed customer service about Valheim in particular.
Being able to ask for help here is a huge plus in my book.
But what is more important for a hosting user? Support, location, GUI, function, price, quality, hardware in use, reviews from none-users/media, hate-campaigns results on reddit, complexity/difficult to use, etc??
A fair bit of those questions could be answered here, sure. ^^
My point was simply to notify you of the change, so you dont have to unnesseceraly(english*) tell people they arent supposed to discuss it here anymore.
I think I will continue doing that. And others might chime in, if they share your point of view.
But you'd be wrong. Even the channel info got changed to reflect that its only for IronGate folks.
You are ofc entitled to your opinion! But you should bring it just like that from now on; your opinion.
Sure. Everything on internet from randoms are opinions. And I will for sure share my point of views of hosting providers that takes free public community resourses to sell to people.
Not private in the future
I would never give advise on what hosting site to use they all suck in there own way
I've not used any of them but the interesting advice I can give is that when BepInEx upgraded and needed changes in how to start it on Linux, supposedly valhost was the only one to reach out and ask for help. Some of the others spent weeks on their own before it worked on their servers.
Yeah it was the reason I moved my server from G-Portal.
They didnt figure it out for two weeks, cs knew nothing and couldnt contact devs, while my new host had it done within two hours (the manual downgrade fix)
is the days of running steamcmd headless svr on an ol win 7 machine done? I knocked the dust off and updated it today, but when I launch the svr i am met with an immediate error of 0xc0000005 ..reinstalled everything twice and tried before adding mods and no go
ran sfc and mem checker and all checks out..thinking something with .net or such
I don't have a good answer for your question. Perhaps someone else might.
But If I was in your situation, I'd be archiving anything on there that was worth saving to an external backup disk. And then installing one of the LInux distros known for 'reviving' old PCs and reformatting the H/D in the process.
It's a bit of a job but well worth the effort and there's plenty of resources available to help with the Linux install and how to migrate to using it as you go.
Certainly worth considering while you wait to see if you can get another few months out of Win7, which is not only slow but also insecure these days. And, if Linux seems like it might be an option for you, there's a #linux channel here for answering questions re: Linux and helping you make the decision.
Yeah, Call to Arms requires Windows 10 21H1+ or Windows Server 2019+ (or Linux or macOS)
thanks guys! I tried linux but couldnt find where world save was so gave up
If you gave up that easily, then that was probably the right thing to do for you. Good luck with your new PC.
i worked on it for days and where the internet said it would be it wasn't
is crossplay still disabled by default?
if the server script doesn't have -crossplay is it disabled?
That's a bit of a tricky question but I believe -crossplay is usually enabled by default.
Crossplay is disabled when the -crossplay option is not in the start up script.
thank you! this is what I was looking for, my startup script ommits -crossplay... but for some reason my friend gets 'failed to connect' yet I can log in locally (same network), and the servers running..
DNS / server name and ports were all working fine.. pre-patch
Both you and your friend can check your log files in case there's info in there that shows what the problem is. If you've recently changed the -crossplay option from enabled to disabled, the Steam Listing may need time to make the change available.
Also, check to see that any recent changes or additions to VPNs or Firewalls aren't interfering with the connection. And, you check to see that your router hasn't given your server's PC a new internal address. The ports would not be forwarded in that case.
You can ask your friend to try connecting using your WAN (external) IP address and the server's port number, i.e. nnn.nnn.nnn.nnn:xxxx. as well as trying the connection on his game's start up screen's server list.
no changes to crossplay setting or start sript (been disabled), no changes to VPN or firewalls either. I have a program that updates my Server Host DNS with my router IP address if it changes, and thats all good too. All port forwards are unchanged as well. ill try the WAN see if that works
hold up i found the issue in the logs:
[Info : Unity Log] 09/20/2025 00:29:26: PlayFab lobby matching search filter 'string_key10 eq**__ 'OLD IP__**'
i've cleared the server from the Server Selection menu... but appears it's not clearing the old IP... even though a Domain Name is plugged into the Server Selection Menu...
I think the playfab error isn't meaningfull. Unless I'm mistaken, you'll get that without crossplay even though it isn't going to actually connect with playfab.
Does it take time to update the DNS data to the correct IP address?
In any event, your friend using the actual external IP address and the server's forwarded port number should bypass both of those considerations and just work. He's still getting the "Failed to Connect" message without any other msg.?
Do either of his logs show anything interesting after a failed attempt?
yeah they still get the failed to connect
And that's with him using the external address:port numbers to connect? And he's looked through his logs for errors there?
correct; I should be-able to connect to myself using the WAN and port too, right and check my logs?
(at least I used to be able to connect using the domain name before..)
Some home routers won't allow a 'loopback' connection. Most will allow it, though. You should always be able to connect with the server's internal address.
yeah i can connect with internal - no issues there
Try using the external address:port. To verify that the port forwarding works.
I get the failed to connect as well - when using external:port, said it had a timeout error
Wouldn't hurt to re-verify the port forwarding just in case. You're using an actual dedicated server and not the in-game server, right?
correct
port forwarding verified
So, back to suspecting a VPN or Firewall problem on both your end and your friend's. I know you already considered those but I"m out of ideas, otherwise. Especially since the log just shows a Time Out error.
You're failure to connect via your own external address could easily just be your router refusing the loop back connection.
yeah it could just be the loop back
You can try verifying your forwarding using the geekstrom.de/valheim/check site and see if it shows a 'connect'.
And you can also try changing your server's port number. Like from 2456 to maybe 3456 or whatever. Which would mean changing your Firewall, too. Unless that's disabled for testing.
friends got the timeout error as well, unfortunately that site cant work for me since I start my server with -public 0. Thanks for all the help though.
This happened last big patch and it resolved itself somehow either through us clearing the server from the sever list and re-adding or something else..
not sure exactly what fixed it
Well, we've covered every thing I can think of. Sorry. Good luck with it, in any event.
How many were returned by that query in the logs? If 0 lobbies, should be good to go there
Also, I think public 0 just removes it from the Steam Public tab. The IP address should still work. Unless it needs time to refresh in Steam.
yeah i get the: string_key2 eq 'True'': Got back zero lobbies
09/20/2025 00:56:26: Determined backend of dedicated server to be Steamworks
And in your router's admin console, is the reported WAN IP address the same as the external IP address reported on https://checkip.amazonaws.com/ ?
And did you forward TCP or UDP for the two ports?
Yep, and yes to the WAN IP being the same as in the link
Justin, he should still be able to get a connect from the geekstrom site even with -public 0. Right?
My guess is no, but it's been a while since I've tried it. I expect the site uses an A2S query, which would only get a response for public turned on.
Which of TCP vs UDP, or did you forward both?
OIC, ok. That's good info.
both
its setup with port range 2456 - 2458, TCP/UDP
friend and I were just playing literally the week before the bear patch update came out
And it's forwarding to a LAN IP address that hasn't changed since you added the rule?
correct
i'm running the server update through steamcmd maybe theres some kinda weird hotfix patch or something that came out in the past week or so?
Although, you can connect internally on your LAN.
yes
That ought not to be a big deal. At this point, unless your ISP switched to CGNAT, issue is bound to be with your firewall, router, or middleware (like VPN software, security suite, etc). If it would be helpful, happy to try a connection if you want to DM me the IP
sure - yeah it is.. strange i do get this weird message, when connecting using the local IP:
[Message:Better Networking] Compression: [server] connected
[Info : Unity Log] 09/20/2025 01:12:30: Failed to get join server data
[Error : Unity Log] 09/20/2025 01:12:30: Current did not match!
Confirmed I couldn't connect. Is the server vanilla, or is it also running the BetterNetworking mod?
server itself is vanilla
im gonna turn in for the night and mess with it more tomorrow - im stumped lol
Alrighty, good luck and have a good night
Hey guys, is changing the value for m_dataPerSec in ZDOman in the assembly_valheim.dll still a thing?
Saw a guide from 2021 how to change this, but I don't see the int anymore in the ZDOman section.
alright I found that has been changed at some point and it works different now. Still happy to hear suggestions for the problem below☺️
I have a server setup which runs smooth with 6 people online. Except last night we got a troll attack in the village, (so a congested with 6 houses, some terraforming but nothing massive compared to what ive seen before, not even a moot yet)
The trolls became invisible. We could see eachother but we all kept being one-shot because we couldnt see the trolls. The appeared idle somewhere else while in fact I could hear the footsteps nearby sometimes.
I wonder what I could do to fix that. Everything else works perfect. Even sailing with 2 ships and 6 players went super smooth. So I stumbled on this old post about queue size and wanted to try that.
i would like to preface this message that i am very stupid. i have an old save file that i think i borked with updating
i had 2 servers running and it seems like the 1st server got updated
and the second one didnt
hey can anybody help me setup a server?
Are you using mods? You may want to ask about your issue in the #mods-issues channel.
Are these two servers of yours running on a PC on your home LAN? And, are they on their own PC different from your game PC and is their PC using Windows or Linux OS?
If so, how did you install them? Simple d/l from your Steam Client? Or using SteamCMD? Or with a docker container or other VM?
What is your question/issue? How to update the other server? How to try and save your 'borked' world?
no, vanilla
Start by carefully reading the server instruction manual that comes with the dedicated server when you download it.
Then, if you're still confused, it may be faster for you to go to Youtube and find a tutorial for installing a Valheim dedicated server there.
And, of course, you can always ask specific questions in here.
Then, it seems like you must have been experiencing severe comm lag desyncronization. That's often caused by one or another of the players having a poor comm link back and forth with the server.
That kind of lag can be very intermittent and usually isn't constant depending on which player got into the game chunk first and is controlling it.
Would that fit the experiences you are having?
exactly yes... so does that mean there isnt much I can do about that? Its just bad timing then?
You can try and find out which player might have the poor connection and see if anything can be done about that.
Like asking him/her to reduce the number of background task running on their game PC and trying a test without any VPN they may be using, etc., etc. If worst come to worse they could investigate getting one of the free 'internet tunneling' apps available to get them a better comm link to the server. An example of this would be CloudFlare's Warp app. It's free for residential non-commercial use.
You could also consider installing one of the Better Networking mods on the server and all the players games, although that's usually not so easy to organize and will only address certain comm link issues anyway.
Your best and easiest solution may be to simply ask the player with the poor comm link to avoid being the first one into the game chunk where the group activity is to take place.
Good to know! Thank you so much for taking the time to answer! 😃 It is very helpful really for understanding how it works.
One thing I wonder after reading about "the first one into the game chunk". If this player would teleport away, does someone else become the first player and therefor improve the comm lag? Or would it be reset only when everyone is gone and a new player arrives?
I don't know how the transfer of chunk control might work if the problem player left. Sorry,
But, there is something else I should have asked you earlier. Are you using -crossplay for the server?
If so, and you don't need it to support Xbox console players, turning it off often removes the poor comm link problems. So that's important.
ok np. thanks anyway.
I have that disabled indeed. Had already experienced this on another server so kept that in mind 😉
I will see how it goes from here and see if we can find out which player has a bad connection when it happens again.
Home LAN yes. Different remote PC. Running windows from steam. No docker
@final current @proven niche solved my problem - it was Xfinity (comcast) 'Advanced Security' garbage. Seems they enabled this 'feature' which wasn't available before
Thanks for all the help 
Hah, good to know. Thanks for following up. Was it on their router or ISP-side?
Its on their router which I have local (which i pay monthly for).. I've got to invest in a true modem/ router haha
Have One of the Xfinity XB8 model gateways
hey does anyone know of a mod i can use so that all players on my server can use debugmode and such? we have an xbox friend who cannot install mods
You put the ServerDevcommands mod on the server and all the players put it on their games.
Then, you add each player's Steam64 ID to the server's Adminlist file (it's in with the world saves on the server).
But the Xbox player is out of luck because Xboxes can't load mods. Sorry.
If it's for the sake of building things, the Hammer preset can be set server-wide as an easy way. You won't be able to fly and creatures will act passively while it is set.
And, the building stuff thing would work for the Xbox player, too.
Updated my Linux dedicated server using steam CMD and I still can't use the new update. Call to arms with valheim. I have to take it back to the last beta