#dedicated-server
1 messages · Page 22 of 1
Yes, company and model number.
company is cosmote model number idk, but i did just find something about reserved ips actually that has mac and ip addreses
its a list that i have to add to
That sounds like what you want then
i cant type anything in the mac address, but is there anything i need to do with the normal ip?
You'd have to pick a LAN IP within the range your router uses for your LAN, but to make things easy, you can just use the current LAN IP that is already assigned to your ethernet adapter.
any?
Any within your address range. I would recommend using the one your ethernet adapter is already assigned.
alright, done, anything else i need to do?
You can go back to the port forwarding rules for NAT, and make sure the destination IP address for your UDP rules for your Valheim ports matches the LAN IP you just set up the reservation for.
its the same
Great, hopefully that is stable now. Next thing to check is whether your external IP address has changed: http://checkip.amazonaws.com/ make sure that's the same that you and your friend have tried
uuh is it supposed to not change?
With most ISPs, it is subject to change unless you pay extra
honestly, that mightve been the whole issue
i didnt know that
its working now oml
thank you 🙏 and sorry for being kind of clueless lmao
No problem at all. Glad you got it working! If you find the IP address changing too often, you can research "Dynamic DNS" options where you or your router runs a program to update a domain name with your current external address when it changes. Your friend would then connect using the domain name instead of your external IP address directly.
Is there a list (wiki?) of pickable items that respawn periodically vs. those that would need a mod to regen into the world? (red mushrooms vs. tar [the latter doesn't seem to regen on its own])
LinuxGSM 25.2.0 is out with the quick fix for Dedicated Server constantly restarting when in Crossplay mode. https://github.com/GameServerManagers/LinuxGSM/releases/tag/v25.2.0 (issue affected LinuxGSM vhserver only, and while it was caused by Valheim changes it wasn't a Valheim bug)
'Twas a simple fix for power users 😜
Using any mods? That message you're seeing is rare and could mean too much is getting saved.
I will say it's hard to get around at least some game lockup from the save interval, but maybe your world accumulates an unusual amount of objects. It's possible even without a mod, e.g. harvesting a giant field of plants but not picking any up.
vanilla server
we don't have a ton of stuff lying around, I noticed this when we were just stopped at the shore repairing the boat on our way back to base
it happened another time randomly 10 min before that, I forget what we were doing then
Do anyone have an easy backup command to use so your server has an backup of the world/data?
or is it even necessary?
I will for certain suggest to have backups. The game is in Early Access still, and mishaps with updates has happen in the past. Have you read the document regarding Dedicated Server, provided by IronGate?
Thanks for letting me know! I just skimmed through it half assed previously since it was of no help to me setting the server up ( got no ui 🫠)
but at least I know that I dont need to make a backup code to copy world now :D. Thanks for letting me know that there are such settings.
All i gotta do now is to see where the hell the world is since I can't locate it at all.
(Love your profile pic btw)
Thats for tomorrow me though, its important to rest
Any vanilla dedicated servers (very minimal mods). ie anti grief
Give #1024264966712340510 a whirl
I think your best bet is to check https://valheim.fandom.com/wiki/Item_IDs for "Respawners". Warning: container spoilers depending on how far you've progressed.
anyone know how to improve ship performance? when there's more than one person on it on my server it's incredibly laggy
I'd say to check through these first: #dedicated-server message
Crossplay is especially rough on boating.
Thanks but I was looking for items, not monster. IE: branches/flint/raspberries re-spawn after some time but seeds don't appear to do so. Was looking for a list of the latter, if handy
The list I posted includes those things.
Spawners that don't have a world-present tangible representation like RaspberryBush will have an Item column value like "Pickable Flint spawner".
Ever since removing crossplay the server now always appears offline in the in-game server browser and doesn't have a name anymore, just shows the IP of the server. Is this normal? If not I'll precise that the only thing I've changed is remove the "-crossplay" line
Performance wise though it's pretty damn good now
Hey, I want to enable crossplay on my server. When I enable it still starts and runs like normal it seems, but I can't connect to it (Nor is PlayFab able to). It's running on a VPS and I had no issues running it the other way.
Fixed ✅
I had a search, and this fixed my PlayFab looping issue. tyty
Hi, i want to install a mod for fall damage, can you help please, thank you.
Anyone know how the heck you can do Hildir's quests if you have -setkey nomap enabled?
Hi all - I'm new and have a question. If I'm in the wrong area please let me know.
A group of us play on a dedicated server. We are interested in adding some QOL mods but of the players... A few aren't very technical.
When adding mods are they server side? Client side? Both?
We are hoping to add a few and want to make it as easy as possible.
It will say on the mod’s Thunderstore page whether it’s client, server, or both
Ok. Ty
A mod manager will help the less tech-savvy of your group get everything set up as necessary
Most are client side, but this one is only required on the server: https://thunderstore.io/c/valheim/p/ArgusMagnus/ServersideQoL/
Keep in mind though that server-only mods are pretty limited, depending on what exactly you are looking for, it might not be possible without client mods.
#mods-discussion may be able to point you in the right direction. Or #mods-issues if you've already selected a mod and are having trouble installing or using it.
Yep, that's normal. I don't know if this still works, but historocally non-Crossplay lobbies can convey metadata if they are in public mode and the connecting player has added the server by its external IP address to the server list.
I know they were talking about reducing the number of Steam queries in the Call to Arms update, so I'm not sure if this still works.
welp right now I'm having a much different issue, the server is clearly online, everything's needed is port forwarded to the ports 2456, 57, 58 and no one can connect anymore, including myself.
Double-check your ethernet adapter to make sure your LAN IP didn't change from when you set up the rule and double-check your external IP address using a site like https://checkip.amazonaws.com/ to make sure your external IP address hasn't changed since you've given it away.
You can also see if you can connect to it yourself using just the LAN IP address, or even the loopback IP address if you're on the same PC or Mac.
If you had briefly tried Crossplay again, note that it will take some time for your prior registration with Microsoft to expire and players can have a hard time connecting via external IP address until that registration expires.
If the server is hosted on Windows or Windows Server, make sure you haven't accidentally clicked inside the Command window, activating Quick Edit mode.
If your LAN IP address is subject to change (common), consult your router's documentation for how to create a DHCP reservation for your server ethernet adapter's MAC address. This will give it a fixed/reserved LAN IP address (e.g. 192.168) that doesn't change, making it easier to connect to it yourself and create stable UDP forwarding rules against it.
changed a few firewall settings now I'm connected but no one else can
Okay so, I can connect using the LAN IP address, but not the external IP address. the LAN IP doesn't change, I've made sure of it. and now I'm just even more lost
could it be something wrong with my windows firewall settings? I've completely deactivated the firewall but could it be possible that it's still preventing somethings from working?
Did the external IP address change? That's a bit more common.
nope still the same, in fact it's still the same as the one I used for the server when it had crossplay turned on
maybe that's the problem
maybe I should change the external IP address
DM me the IP if you want and happy to see if it still has a crossplay registration active.
This thing is just so confusing to me, I like to think I've done everything right, the server worked properly with crossplay on (despite the high ping and lag) and now that it's off it suddenly doesn't work (I've DMed you, check your message requests)
Just tried, couldn't connect, though I can tell you it's not an issue with a lingering Crossplay registration.
then I'm simply even more confused
(resolved offline)
Hey y'all, I'm hosting Valheim on a local server and have 4-6 people playing. When enemies start spawning we get rubberbanding and latency issues. The server has tons of resources available to it. I saw posts from a few years ago that there were issues with how Valheim handles loading of the map but wasn't sure if that was relevant
The server could be a NASA computer, and if one player has a potato (or bad network), you would see this. Most part of the game is handled by the client that "own" the world-cell, aka player that first enters the world-cell.
I appreciate that link. We have one person on console so we can't use the Steam backend, right?
That's right, unfortunately
no one had issues with an update today? My dedicated server suddenly showing old incompatible. Trying to update it twice hasn't fixed it. So I'm unsure what to do. I didn't even see an update but it does look like it's diff versions
Nah, no substantial updates have been made for almost a month. Had you or the server operator recently updated, added, or removed mods?
Anyone knoe why were not getting base attacks o my dedicated server?
Hey folks! how do i set player based raids on my dedicated server? is it just -modifier Playerbasedraids in my start headless server?
Play on the server for 45 min +, and check the logs for event triggers.
On my server, I like to copy the world files to my client, change them there, load into the world locally, save and exit, then copy the files back to the server.
-setkey PlayerEvents
Nothing been playing for 3 IRL days. Also tried adding -modifier raids less to Start.bat file and still nothing after 6 hours of playing
Copy out the world files, load them into your local client, change the World Moddifiers, load the world, save (and make backup of those world files), check if event triggers playing local.
Hmmm ill try that in a bit but seems a bit extreme...
I have moved world to local and now in the server with the setting for raids to "MuchMore" but nothing yet....
Tell us about your other World modifiers. Do your client run mods?
Ok so I just went afk and gave it another 20 minutes and its finally triggered a raid so ill try it on main dedicated server now
But no I dont run mods
Raids are an RNG mechanic, so if in bad/good luck, you can play for hours without trigger one. And if you make sure you never at base items when the game checks for raids, you can avoid most raids all together.
The list of requirements for a raid is triggered are long and complex.
I get all that, but last time I made a dedicated server exactly the same way as this one we got raided almost every 2 or 3 days, We shall see if this solves the issue now though, thanks for the help!
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how to do world modifiers on headless client for steam version
Set them in the command line. It's in the pdf
sorry its a little confusing
in the command line? are you talking about the server when i right click and edit in notepad
Yes that sounds right
i did it but maybe i type it wrong
i will send screenshot of it
i remove password so no one see
Remove the 😒 and change to lowercase
The :
-modifier resources more -modifier portals casual
Can't sleep making apps for my server
Hey guys, I just set up a server with a third party dedicated server. I have a handful of mods that I downloaded with Thunderstore Mod manager. I made two mod profiles (One Server, One client) so that I can easily share the mods with new players. I was able to get the server up and functioning yesterday and appeared to be working correctly with another player. It had never crossed my mind how I would handle updates to mods until this morning I saw on Thunderstore Mod Manager that I had 3 updates for mods.
Will I need to update the server side plugins AND config files for EVERY TIME there is an update on ANY mod that I'm using? I would like to keep using the profile on the mod manager so that it's easy to connect to the server for players, but I didn't know if there is a way to automate updating the server to match the mods. If there was a way to keep all mods running on the same version until I can do a server update that would be best I think.
TLDR: This is my first time running a modded server, whats the best way to keep server and client side mod updates synced?
To be able to play on server, if client and server have the same mod, both need to be the same version. So update server, restart server, then update all clients, connect.
Sounds good, thanks. I suppose in my effort to make it easy for other people I tied myself to always updating the server mods to the version that's active in Thunderstore.
Good evening. I have a server on host havoc. I am trying to add mods to it but I am very new....like this is my first time new...I am unaware of how to load the few qol mods that I want on. Any help would be great.
Ask Havoc Support. They are the ones taking your money for you to use the free server tools.
I would advice you to look into using an old computer to host your own server, with the official free server tools, provided by the devs.
I dont have an old computer that I could do that with. But thank you for your thought.
Some claim to have Valheim server on a RasPi... The minimums hardware requirement to play Valheim on PC, are waaay enough for hosting a server.
It doesn't need much.
A year with hosting would cover the cost for second hand, old laptop. You don't even need the display to work.
Got ya. Just already have the server for 6 months so other options
anyone knows of any permadeath servers? like one life and then ur banned?
This channel is for help running servers. To find a server to play on go to #1024264966712340510
oh my bad sorry
I am new ish to running servers off of my pc instead of renting a server. the game i am adminning now (Return to Moria) only allows allocation of up to 32 sub sections of the map, using maybe a few gb of RAM total. I havent delved too far into the valheim console yet, but is there a way to dedicate a large amount of RAM for the server when setting it up, and allocating more when the world needs more? Id like to give it at least 20gb of ram so we have no problems, and I am hoping it is not limited to a certain number of sections in game.
🆘 When I start the server, I set the key: "-setkey ResourceRate 200", in the parameters.
But nothing changes!
My goal is to get x10 item drops (without mods)
The bare minimum to run Valheim on client are more then enough to run the server. There is no large amount of ram or computing power needed on a Valheim server. Most are done on the clients. That's why the player limit are 10.
how does that differ from the rented server where we were pushing 8gb ram and upwards to keep the world loading properly?
What do you mean by "loading properly"?
My server has 8Gb available, but only uses 2-3Gb
When we rented a server, the more we built and explored the more ram we required. when we ran up against the limit we had rented, lag would occur. things would disappear. chests would glitch entirely. items couldn't be grabbed and moved around. eventually, a server reboot wouldn't help anymore since we had maxed out what we had rented. near the end we were requiring 8 or more GB of RAM we had so much going on. We probably would need more now, given all the updates and content additions since then, which is what I'm planning on. Just some examples, but it basically became unplayable.
It's one reason I'm trying to run the server myself. It got expensive, And I have 24 GB that I can allocate to it and still have plenty left over for the machine itself.
I don't believe that has to do with hardware resources on the server, but the clients that are connected, and the amount of data that has to bee shared between everyone in that cell over the network.
The game isn't designed to build large towns, with thousand of lights and smoke, pets, etc and still be 60+ FPS.
Have a look at this post here #dedicated-server message
And see if anything can help you out.
Also this link to better understand Dedicated Server for Valheim:
https://valheim.fandom.com/wiki/Dedicated_servers
...and hosting your own Server, are a million times better then to outsource it. I never looked back after I learned to set up my Proxmox, with Portainer to run my Valheim server, and several other game-servers we use.
im fine
anyone looking for a good resourcer to join a dedicated server? I have mic
Im having an issue where others cant see signs i write
good to here that
YO if anyone is good with thunderstore mod manager or SFTP programs please help a homie out. Trying to migrate a server to bisect hosting
🆘 When I start the server, I set the key: "-setkey ResourceRate 200", in the parameters.
But nothing changes!
My goal is to get x10 item drops (without mods)
dedicated server resourcerate only goes up to 3x, per the wiki: https://valheim.fandom.com/wiki/World_Modifiers#Resource_Rate. I assume this is what you're trying to change
The problem is that the command doesn't work with any value of the resource multiplier
are you trying to set that in the .bat file?
yes
i'm trying to track down proof, but from what I'm reading that appears to only be possible using console commands while already in the mage, and can't get set in the .bat file
this is the best that I've found so far, listing the console commands: https://www.valheimgame.com/support/a-guide-to-dedicated-servers/
for all I know, that's the same thing... but I can't find a solid statement one way or another
On the wiki website(#dedicated-server message), these keys are listed in one section called "Global keys." So I expected them to work.
Because the keys from this list worked without any problems
I finally found a separate post where someone used -modifier raids muchless, as noted in that second link I gave. Maybe "-modifier resources most" without quotes might work? to be honest, I'm guessing, since I haven't tested it
from here, fwiw: https://www.reddit.com/r/valheim/comments/1ko9utb/help_requested_updating_dedicated_server_settings/
Yes, this option works. But it is limited by predefined constants. So I decided to first replace it with an equivalent in the form of a key:
"-modifier resource most" to "-setkey ResourceRate 200"
Expecting to get the same result (increased item drop).
Perhaps someone else will have an idea. Sorry that I couldn't be of more help
Thank you for trying to help me
Maybe it's about how Visual Basic handles strings, and my key simply comes in an incorrect form? This will require checking; right now I don't have enough knowledge to answer my question.
I couldn't let this go until I did more reading. I suspect that this might point you in the right direction. Looks like you have to enable devcommands, set your player as an admin, enter the game, and use setkeys via the console that is opened using F5 (I think it's F5 to open the in-game console): https://www.reddit.com/r/valheim/comments/17br648/are_admins_able_to_use_commands_like_setkey_on/
otehrwise, you can only get global keys using the pre-defined launch values
I will definitely try to use the console
Thank you🙂
now I get to lock my screen overnight to see if I've solved my server's network disconnect issue lol. danged Windows BS power settings...
You'd need -setkey "ResourceRate 200" with the double quotation marks like that. In Linux shells, you can also use single quotation marks. If you're using a container, note that some container images don't yet support evaluating the command line in that way.
Unlike the modifier arguments, the -setkey argument's scalar value is optional, so it needs the whole term passed in as a single value so it doesn't have to guess whether the 200 is a whole new argument you're trying to pass. The double quotes tell your command interpreter (e.g. Microsoft's cmd.exe) to pass what's inside as a single arg/value.
When you want to restore the original ResourceRate, you can remove the new argument then have an admin-listed player use the resetworldkeys admin command in the in-game console or you can add -preset Default to the launch arguments for a similar effect on next start.
You should be able to find a good amount of experience with Thunderstore Mod Manager in #mods-discussion or #mods-issues.
Give #1024264966712340510 a try
If the others are connecting using the Xbox, Microsoft Store, or Apple App Store versions, they will need to be signed in to the platform's gaming community system (like Xbox Live or Apple Game Center).
YEES IT'S WORKING. DROP x10! WORK WORK!
Thank you!
🆘 I discovered a problem. When launching the server through PlayFab, I can easily join the server, but if I use SteamWorks, the situation changes. The server appears in the server list, but it says that the version on the server is outdated.
For reference, I did full reinstallations of both the client and the server, and I checked the versions against each other. Everything matches as it should
i made a Valheim Server Dashboard inspirited from crafty-control 😄
When do you see that message? In a pop-up when you attempt to connect? And are you running any mods?
When trying to connect to the server. Mods are completely absent
If it's working whether you're using Crossplay, is it possible you have more than one installation and you accidentally switched to the other installation when you were making the change?
And installing with Steam, SteamCMD or a 3rd party depot downloader?
And if it's not a multiple installs issue, can you paste us a screenshot of the message?
The problem occurred with the Steam version of the server, and after reinstalling, it persisted. Then I completely deleted it and installed it via SteamCMD - the problem remained the same
Yes, I’ll prepare the screenshots now.
Do you need any more information?
Looks good. I don't have a good explanation for you yet, though. I would next look at the client's Player.log from the session when the error is encountered. (can be in Player-prev.log if you had reproduced it the previous time you started Valheim). In there, you can see if there's any obvious explanation for the mismatch given.
I would make sure the one in the Community tab is actually yours, i.e. the IP address you see when you hover matches your external address.
I use radminVPN to create a virtual local network. On the same server (PC), I have already run the Stationeers server, and the connection was successful. In general, the network should work fine with Valheim as well, I assume
There's also this point: when connecting to the server, the error window appears instantly. It feels like it's not even establishing a connection with the server, since there's no visible delay
Should I clear the logs first and try to connect to the server?
That's up to you. Entries should appear in the log as soon as you attempt the connection, so if you haven't done much else afterwards, they'll be near or at the end of your log.
I ran the server in two different modes and tried to connect in both cases. Only successful through PlayFab.
Thanks. I don't see a Steam connection attempt for your IP in there. It's possible you have a lingering Crossplay registration.
When in Steam mode, you can try connecting to 127.0.0.1 if this is on the same PC or the LAN IP if on another PC in your network. If that works, then you can move on to try connecting with your external IP address. If you get the same message or an issue with that, you'd have to check your port forwarding and possibly wait a little while for your previous Crossplay registration to finally expire
In the server's firewall, the ports are open for Valheim and radminVPN. I set up port forwarding on the router to the local IP of the server in the home network, specifying ports 4899, 2456, 2457, 2458 TCP & UDP - but there are no changes. The problem remains
Server Optimization
Guys, I have a question: how do I properly optimize a server if, say, 10-15 players gather in one place and have many buildings (community buildings, players' private homes) in one part of the island? We have a 2 CORE / 8 GB DDR4 / 30 SSD NVME plan. We have optimization plugins installed (and this has made the process a bit easier, as previously, even with six players in one place, everything would freeze): Network, ReturnToSender. But my server members told me there are other servers where several dozen people play and nothing freezes at all, and the buildings are so huge that they can take up almost most of the island, and everything runs smoothly. But another person said that the freezing isn't due to the server, but to the game engine, which can't handle more than 10 players in one place and large buildings. Who should I trust? What should I do? How can I optimize it, if it's possible? I'm preparing to launch my server.
- The player cap (unmodded) is 10 players.
- Take a look at this list: #dedicated-server message
What mods can be used to optimize it, besides those I mentioned?
None
Use less mods, build smaller constructions
https://steamcommunity.com/sharedfiles/filedetails/?id=3609603595
I made a guide for pc, hope this helps
I think it takes time for it to post after review, but it has all the modifiers and setkeys far as I know
Magnificent! This is the best description of parameters I have come across in all my time. Please add a continuation in the form of composite keys from my topic of discussion. This is a very powerful tool for fine-tuning the game. Justin Arthur clearly described all the nuances when working with them, and I can also help with explanations
not sure what youre referring to
but happy to edit as youd like
Here Justin Arthur, using example -setkey "ResourceRate 200", shows that key ResourceRate requires a 200 argument to work correctly, but in order to pass it to the game correctly, the argument needs to be placed in double quotes: "...". I want to draw special attention to the fact that with this method, you can set a resource multiplier that exceeds the in-game maximum of -modifier resource most(x3)! I got a x10 drop!
I just use the words actually
oh ok
I get what youre saying
do all numbers need to be in quotes?
and I thought resource rate was a modifier, at least that's what worked for me
Here is the correct construction for any composite key:
-setkey "ParameterName Number"
It works with these keys #dedicated-server message
The numerical parameter is built around the value of 100. This corresponds to 100% or 1.0 (probability)
so it works with both modifier and setkey then
just in different ways
Ill add it to the guide
-setkey "ResourceRate 100" will mean that only 1 stone will fall from one stone.
-setkey "ResourceRate 1000"means that 10 dandelions will fall from one dandelion.
This is something that cannot be done through the modifier because it is limited by predefined constants and the maximum allowable value х3
yeah I get you
Im not doing a huge table but Ill add a blurb at the end
if you find the guide helpful please rate it up
This method has a nuance; in order to remove such a change, you will need to use the in-game console. Justin Arthur talked about this in more detail
Ok I added that too
I really liked how responsibly you approached writing the article; previously, I had to look for all this information on various websites
Can we team up so that I write a short section on setting it up in the Windows environment using Visual Basic?
I also want to translate it into my native language since there is a lack of such high-quality guides. Of course, you will be listed among the creators, and there will be a link to your original article
What do you think about it?
sure sorry was eating
I actually set it up in windows too but migrated due to the overhead and issues with the config
I got it working but it was just annoying essentially
I had to make it so windows didnt have a login, and a lot of task scheduler stuff
it was a pain
just dm me or whatever
To fully harness the potential of Linux, you have to go through nine circles of pain if you have only ever used Windows.
Thank you for allowing me to use your article.
It will definitely help someone better understand Linux using the example of a Valheim server when they decide to switch from Windows. This will make the transition smoother
sure, I figured since I went through all the effort I may as well publish it
FYI: a less ambiguous way of representing this kind of thing is:
-setkey "ParameterName <number>" # for a mandatory parameter number
-setkey "ParameterName [number]" # for an optional parameter number
You don’t take into account that the audience isn’t entirely familiar with such notations, and symbols like <> [], will only cause confusion. It will be difficult for them to understand what the mistake is when there is an exact match with the example
ok so i have an intresting question. has anyone ever had this happen to them before. So i have a dedicated server that i run for valheim anyway i booted it up to check out the new beta update and all my buildings were gone, so i logged in via a pc that wasnt using the HD or mods and server still had no buildings. copied the save file and ran it locally and it has buildings... the only mod on the server is seaonailty. any ideas?
i also deleted the whole fodler and just put a copy of the file i tested on my pc(made a copy from my rig and pasted that back into an empty worlds_local folder on the server machine) and still no buildings on the server.
so to recap the file had buildings on my rig as a local file, but after coping that file to the server there are no buildings
this is what it looks like on the server
this is what it looks like on a local machine, same file both places
The mod is my first guess, but make sure your -world <world name> matches your server's <savedir>/worlds_local/<world name>.db file (and corresponding .fwl)
client version versus server version?
so i disabled the mod and what not and the building are still gone but its snowing like its winter in the mod
if you go to public test from the current version this can happen
both the same version, both have been updated and files verifed
never used the server as a public test (the HD mod pack is a beta i was testing)
if everything was fine before the mod...
i used a pc withing mods to test connect to the server and same thing as the modded client, it was fine with the mod before
so when you run it locally, on your modded client, the buildings are there. When you go to the dedicated server, which also has matching mods as your client, its not there?
does the server have the same mods you have installed on your client?
when I was running a server, peoples client side mods, even when the mods were not installed on the server, caused some issues, like the client mods were affecting the server. For example, the client had a boss mod, and it affected the boss even though the server did not have any mods
Im not sure I understand, but if you are running client side mods that are not on the server, that could be it
I would just uninstall all mods or run without mods on both sides to see if that fixes it
so i uninstalled the mods from the server and ran just vanilla, no buildings but same file on my rig has buildings still. just reinstalling the server at the moment
yeah but you have to uninstall from client too
what are you talking about?? there is nothing to uninstall form the legion, its vanilla game, connecting to a vanillla server. thing as the sceen shots above
i checked with both to make sure the modded client wasnt the issue. vanilla client has the same issue. its not a client or mod issue. as the server has been wiped and reinstalled from zero. and its the same.
oh
How do you run this dedicated server, is it via a console, or do you run the server from a client
so like, for example, I run my server off a dedicated pc and log into it from another pc
and just to be clear, Ive had players who didnt start up with modman, and the client mods were causing glitches
Im still not clear on your scenario, sorry about that
Any chance the server is on Linux or macOS with case sensitive file system and the clients you've copied to are on Windows? If so, could be a case sensitivity issue between the fwl and .db file name or extension. If not that can also be a Unicode normalization issue if the world name doesn't use plain Latin letters or Hindu-Arabic numerals
yeah its not clear if its a full wipe into a new seed, which would of course cause all the buildings to be deleted
because in the screenshots it shows a map with progress
run from steam cmd on a windows machine
if you reinstalled the server with steamcmd, it likely overwrote the bat file with your config
unless you put it back
if you jump into a voice channel we can try to troubleshoot, it might be faster
I moved the bat file out and put it back afterwards
jump into a vc and we can see whats going on if you want
i'm calling it for a night, been messing with it for the last few hours, i'll check back tomorrow. thanks for the help
hey I'm trying to set up a valheim server on my OCI instance running ARM64 using this thing https://github.com/tsx-cloud/valheim-arm
using docker
im getting the server to start and it is listening to the correct ports
but it doesn't seem to want to generate a world when I start it up
anyone got pointers?
do I need to pull something more than what is listed on github since I don't necessarily have valheim installed on my OCI
or does it include all dependencies
Contribute to tsx-cloud/valheim-arm development by creating an account on GitHub.
You might have to give us your server log (feel free to obfuscate any private info). As long as the -world <world name parameter's value is a new name, generation should begin and you should see logs indicate failure to place things or failure to update progress and whatnot.
Yes, you'd put their ID as a line in that file. Are they coming in via the Steam version of the game, Xbox/Microsoft store, or Apple App Store?
Its my brother and we both play on steam.
After placement in that file, they would be an admin any time you start a server with that directory as the -savedir. If this is the in-game server and not Dedicated Server, then the savedir will be the default for your operating system and you will not be allowed to change it.
Its in the file system of valhaim. Im not a host of a server for everyone. Just for the 2 of us. But basically your telling me this wont work unless i pay for a server thats always open? Only then he will get the admin rights?
It will work fine. I just mean that you have no choice where to put the file if you're using the in-game server—it's always the same directory.
I dont get it. So he will jsut be admin on every server i host right? And i cant decide on what server hes not
Every time you host the server, yes, he will be an admin. Are you using the in-game server or the separate Valheim Dedicated Server program?
wait you mean that the world name has to be changed from the original pull?
Dedicated Server will generate a new world any time it starts up with a world name that doesn't match an existing .fwl/.db file pair in <savedir>/worlds_local.
If there's already a <world name>.fwl and <world name>.db in <savedir>/worlds_local then it will just use that file pair.
Unrelated to current discussions, I just updated the admin commands table in https://valheim.fandom.com/wiki/Developer_console#Admin_commands (click Show Commands)
Added resetworldkeys, setworldmodifier, and setworldpreset.
my world folder is empty, it feels like the docker yml isn't setting the directory up correctly or something, everything feels janky trying to run it on ARM64
It can be a little janky running on arm64, sure. Sadly, there's no native arm64 support from Unity yet outside of the "call us for details" embedded version or the macOS version.
In the meantime, feel free to post us your server logs or your container configuration for some troubleshooting. If you aren't bind-mounting a directory or mounting a Docker volume to the savedir path, then the world will be landing on ephemeral container storage.
The ingame (Sry for the delayed reply. I had to go rq)
these are the contents of my start_headless_server.bat, is it wrong?
set SteamAppId=892970
echo "Starting server PRESS CTRL-C to exit"
REM Tip: Make a local copy of this script to avoid it being overwritten by steam.
REM NOTE: Minimum password length is 5 characters & Password cant be in the server name.
REM NOTE: You need to make sure the ports 2456-2458 is being forwarded to your server through your local router & firewall.
valheim_server -nographics -batchmode -name "Universium" -port 2456 -world "Dedicated" -crossplay -public 1 -logFile "E:\valheimserver\log.txt" -backups 11 -preset immersive```
because if i try opening it, it closes instantly
Looks great. How are you starting it?
I do notice you've made it public without a password (unless you omitted that for posting here). You'll need a password in order for it to be publicly broadcastable.
If in doubt, post the logs from the failed start. You can obfuscate any private parts.
Cool, should work fine. Let us know if you run into trouble.
Kk. Will do and thx a bunch. Gotta try that out as soon as possible!
just by double clicking the .bat, so its not possible to have it public with a blank password?
i just put a password and it still instantly closes
Correct, and note it needs to be 5 characters and not contain the server name
yeah it still instantly closes with 5 character pass
valheim_server -nographics -batchmode -name "Universium" -port 2456 -world "Dedicated" -crossplay -password "xxxxx" -logFile "E:\valheimserver\log.txt"
also cant seem to find a log file in the server folder?
You checked "E:\valheimserver\log.txt" ? If no log file, time to check the console output. Consider running your batch file with a Command Prompt command instead of using Windows Explorer
alright i got it work thanks @final current just one more small question, i managed to connect with the public ip but does valheim also allow to connect through local network ip? since im on the local network of the server
Direct connections are only allowed if you drop Crossplay, at which point you would be able to connect with loopback IP, LAN IP, or public IP (if ports are forwarded)
Hello guys, I rented a Nitrado server. How can I set the resources to x2 there? Thanks in advance 🙂
Have you checked with Nitrado support?
https://steamcommunity.com/sharedfiles/filedetails/?id=3609603595
Has all the modifiers and setkeys.
You have to do it in the startup script where you add password and world name etc
They are using a 3rd-party host
Is 10 the hard max a server can host, or are there higher-population servers out there? Interested in what could be possible on, say, a 50 or 100-person server.
hello guys I'm trying to see how to avoid people getting on my server and stealing stuff
There is a server-side mod out there that can bump the number. I don't personally recommend it on a Crossplay server.
Keeping your server private is usually enough, but you can certainly put a password on it or make use of <savedir>/permittedlist.txt to keep strangers out. If you're worried about real/invited players stealing stuff, using a Ward near your chests can at least make it harder.
hey can i get some help with my server? hosting on same pc i'm using right now. where do i place the files in the directrory? would it be here? F:\valheim\Valheim\servers\1\serverfiles?
Which files are you trying to place there?
hey
im using r2modman. i want to put all of my local and server files whjere they're needed to be placed
local and server mods*
i assume they can all go in same directory
i used windowsgsm to set the server up for mke
#mods-discussion or #mods-issues might be the better place to ask, but if WindowsGSM installed it, it should know where the server is installed. I'm assuming the mods go in some BepInEx directory relative to the install path.
I'm guessing if you copy the relevant dir from https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/ according to the Installation (manual) instructions, but putting it in your Valheim Dedicated Server installation path instead of the steamapps\common\Valheim dir, then copy the same plugins you normally manage with r2modman to BepInEx's plugin dir.
I did a modded server and chatgpt guided me through most of it. Be aware that if you're updating your server, it may break mods so you'll have to update those too. I just ended up sticking to vanilla as users had to roll back client updates as as far as I know steam doesn't let you stop client updates anymore
Because I stopped updating the server to stop mods from breaking
It's not unmanageable to have a modded server, but it's much more management than a vanilla server is unless you find automated tools to update the server mod files, which I think exist for windows at least.
i need help on my project if any coders are willing
https://github.com/Stradios/Valheim-Server-Dashboard?tab=readme-ov-file
Valheim Server Dashboard. Contribute to Stradios/Valheim-Server-Dashboard development by creating an account on GitHub.
Can someone help me set up a dedicated server on linux? I recently desided to switch and ive been having a good time with linux the only problem is that i cant make a dedicated server so easily. if someone can thanks!
Well, the steps are basically 1. Install it. 2. Configure it, and 3. Run it.
As for step 1, are you running a desktop environment in Linux or doing a server?
what do you mean by desktop environment
Are you running with a GUI environment like KDE Plasma, Gnome, XFCE, etc., or as a headless server with terminals and SSH and whatnot?
when i press launch it shows me a terminal-like program with its logo being an X and T overlapping
Like a graphical launch button?
What Linux distribution are you running?
nobara
Alright, Nobara is primarily a desktop distro. It also looks like you have both installed and are running the server. Looks good so far, what are you trying to do or fix at the moment?
when im sure its done loading it gives me State: CLOSED
What gives you that?
oh so now it doesnt give me that
Looking good
Alright, when that happens, best to scroll up to inspect the logs. That XT program looks like XTerm maybe, which should let you scroll/select/copy/paste. You might also consider adding the -logFile <path> argument to the launch args in your start_server.sh script to switch to logging to a file for easy access and searching.
thanks!
What are some parts you'd be wanting help on?
I'm having trouble with a vanilla valheim server running on a debian server. If crossplay is enabled, the server closes after 5 mins or so, right at world save. The logs dont say much just unregistering the playfab server and leaving network. If crossplay isn't enabled, I can't connect over internet despite having all the ports forwarded and I even disabled firewalls for a bit. Anyone have ideas?
Feel free to attach the whole log from a Crossplay attempt here (you can obfuscate private info).
As for your port forwarding in non-Crossplay mode, are you forwarding UDP or TCP? And does your router allow a local route to the external IP address from within your LAN? (Some don't)
I have UDP forwarded for 2456/7/8 and TCP for 27015 and 27036; yes my router supports a route. Here's one of the logs where it dropped out when crossplay was enabled
It looks like you exited this yourself. If not you, then whatever you use to manage the process. I'm going to guess based on the log file name that you might be using LinuxGSM?
I am yea, I had the console up but didn't send a cancel. I saw that too and I thought maybe linuxgsm's monitor command was causing it but when I run that manually it wasn't triggering it
I believe I fixed this issue in LinuxGSM 25.2.0. Make sure you're using that or higher.
(release was a couple weeks ago)
ok cool, I updated that a few minutes ago and its at v25.2.0 now, it would have been pretty old before that
If dropping Crossplay is an option for you, going direct is always going to be better for performance and stability anyway. We should try to get that working.
One thing that can happen is that your old Crossplay registration with Microsoft can linger, and your external IP address can lead Valheim clients to the old Crossplay relay instead of your actual server. If you test without Crossplay again, your UDP ports forwarded, then try connecting to the external IP address. If that fails, make a copy of your client's current Player.log with the connect attempt before you start Valheim again.
We'll be able to tell from the Player.log file if a Crossplay connection was attempted instead of direct.
Re above if going back to Crossplay, ./vhserver update-lgsm to upgrade LinuxGSM's Valheim toolchain in case you had upgraded LinuxGSM independently.
Looks like that cancel is still happening for me on lgsm 25.2.0 - I haven't changed the crossplay yet. I gave the server a reboot after the update
Well, if you've overridden querymode in your vhserver.cfg, you'll want:
querymode="1"
querytype=""
for Crossplay.
But I'll continue to recommend against Crossplay if you can help it
I disabled crossplay and it looks like its staying up now. I grabbed the player log after trying to join through external IP then at the end of it connected through the lan. my vhserver.cfg has querymode="2" and querytype="protocol-valve"
Cool. That was it then. querymode=2 will only work with Steam/direct mode. I am looking at the Player.log now…
I can confirm that before your successful LAN IP connection attempt, it was indeed trying to connect over Crossplay still and failed. If this was via an entry in Recents, you'll want to re-add the server by the external IP in your client. If this was via Favorites, you'll want to remove the old entry created when the server used Crossplay.
If you'd like, @ionic tinsel, I'm happy to attempt a connection from my client.
Sure that would be great - I had tried deleting the old IPs and putting in fresh but it looks like it is still going to playfab for me. A littler earlier I tried shifting port numbers just on the router side and it didn't go through playfab but didn't connect either
Yeah, not connecting. Either port forwarding, firewall, or CGNAT issue.
Can you verify that the WAN IPv4 address reported by your router is the same as the one reported at https://checkip.amazonaws.com/ and that your router's self-reported WAN IP does not start with 100.…?
yea I'm thinking something with the forwarding too.. and yes my router matches; should just be 2456/2457/2458 UDP right?
i turned firewalls off to make it easier for now
Yes, forwarding 2456 and 2457 UDP from WAN to your LAN IP. Ideally you have a DHCP reservation set up for your ethernet adapter's MAC address so you don't have to keep updating your forwarding rules as the LAN IP changes.
yes I do have that setup for the server
Your ISP is rumoured to have started rolling out CGNAT to more customers this winter, hence the router WAN vs external check
thanks for all the help! it seems like the last trick was just a reboot of my router and remaking the forward rules 🤷♂️
Glad you got it working! Feel free to delete the .log files you attached.
hello everybody, i set up a dedicated server (ubuntu 24 VPS by a random cloud, headless), but the server start up is very slow (~15 minute). after the long startup i can log in and play normaly. i decided to ask for help here, if by any chanche anyone else had the same error as me / or knows the solution.
also i used stemcmd but the game is run by an another user than the owner of the files, can this be the problem (read premissions are granted)
Did you check logs?
yes the most of the logs are shader errors.
there are some that might be interesting ```
GPU Device: 0000:0000 (Unknown)
The referenced script on this Behaviour (Game Object '<null>') is missing!
AsyncResourceUpload failed.
AsyncResourceUpload failed.
and for examples of the shader errors: ERROR: Shader TextMeshPro/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable) WARNING: Shader Unsupported: 'TextMeshPro/Distance Field' - All subshaders removed WARNING: Shader Did you use #pragma only_renderers and omit this platform?
if you want i can upload the full log
If this was first time with a new world name, 15 minutes is OK for world generation. Next time starting with that world name would be faster. Permissions on the forced install dir shouldn't matter as long as the server user has read access (and execute for any scripts you use to launch).
Permissions on the savedir do matter, so make sure your -savedir points to a path you have full access to or if you don't supply one make sure your $HOME has sane permissions
Is hardware a possibility?
If it's starting up just slow I mean
Resource issue or something
I am having an issue connect to my brothers dedicated server. I was playing last night and my internet went out. After i got my internet back up an running i can no longer get into the server. He logged on and was able to connect.
i have restarted my computer, router, modem.
i have uninstalled and reinstalled valheim
i have removed the server and readded it.
I have tried a different character still not able to.
I dont know what else to try, any suggestions or help?
Is it a Crossplay or Steam/direct server? How are you trying to connect? External IP address, LAN IP address, Crossplay join/invite code?
So i was able to get on it but only when i use my hotspot on my phone. I think my router is blocking the traffic between the two. Unfortunately I have Spectrum and they are bad, just ordered a new router so i can actually modify my settings.
Joining via invite code/ ip address. others were on the server and i was still having an issue.
Hey guys, searched in here and the documentation but im having a bit of an odd issue. I started a dedicated server today, however I can not find the admin file anywhere. I searched every file and folder from root, and even installed a file search to help me and all it can come up with is where they are mentioned in the documentation. Any idea on where I should start? i'm brand new to servers and steam cmd 🙏🏻
Gotcha. I'm on Spectrum as well, but with my own router. Generally no problems connecting to my and other Crossplay or Steam/direct servers. Hopefully the new router does you well.
Note the Join Code will change, so you'll need to get the most up to date one from one of the players (they can see it on the Esc screen). Once you've created an entry with the join code, it should continue to work even after the changes. You probably already know this, but I'm saying it just in case.
Sure, are you on Linux, macOS, or Windows, and did you specify a custom -savedir in your command line arguments in your startup script/batch file/systemd unit?
So just found out it works when i am on wifi but not hard wired.
thank you for your answer, unfortunetly, the server starts slow every time. i decided to debugg it a little bit, and now im using strace and other tools to see what is wrong whit it. after the server started i can log in and play normaly
You're doing this via a gportal UI or some manual manipulation of gportal's launch infrastructure for the server executable?
Either way, their support dept might be your best bet for getting it resolved. If it's through a customization in a startup script, we may be able to help though.
That's too bad. You're welcome to post us a copy of your server log (with private parts removed or obfuscated). Maybe there'll be some clues in there. Also let us know how much RAM you have and if your disk is a magnetic hard drive, a "flash drive", or solid state drive (SSD).
are you using the oficicial dedicated server or a server panel if its the official it will be in "C:\Users*"youruser"\AppData\LocalLow\IronGate\Valheim\adminlist.txt" *** if your on a server pannel or somwhere else itll be in a save-data folder in the server files where the dedicated server files are.
hey! me and my friend recently made a world, but he wants to play it while im not home, and ig to do that i need a dedicated server, but not sure how to set one up, any reccomendations? ive tried a vid on yt but i got confused lmao
Well, do you have a spare PC or Mac around to host it on? As for set up, it's mostly a matter of installing it, configuring it, then running it. It can be installed with Steam (enable Tools in your library filter), SteamCMD, or Apple App Store (Crossplay mode only, installed alongside main app).
Once you install it, there'll be a manual PDF included that gives some hint on how to configure it via command-line arguments. If you already have a setup that's working with the in-game server, you can mimic that in your dedicated server with command line arguments. You can copy your existing world files pair (<world name>.fwl and <world name>.db) to the savedir you're using for the server.
If you need help automating it, like having it run on system startup, we can help with that too.
I have a Mac I can run it on
Ohh is that why, last night I tried setting it up on my actual pc, but ig that wouldn’t work cuz I won’t always be on it?
And also with Mac is steam the best option?
Either your PC or Mac should be fine as long the one you choose has reasoanbly modern hardware. It just needs to stay on, is all. You don't need to be attending it, but you'll want to disable any auto-suspend or auto-hibernate behaviors for the system.
Yes, the Steam version is best on the Mac IMO. Same performance, but gives you more possibilities for connectivity and player auth/identification.
If you install it on the same box you play the game (client) on, I highly recommend using the -savedir <savedir> command line argument to avoid having the server share the same folder structure. It can make world management a little dangerous.
Ok, I’ll have it on my Mac then since I’m at school when he wants to play, also how do I get to the guide?
Side note: I know nothing at all about like how programs and stuff run so this is all foreign to me
It will be in the installed dir. You can right-click on "Valheim dedicated server" in your Steam Library once installed, then Manage/Browse local files
And I’m doing this on my Mac?
Yes, I'm assuming that, but similar instructions for Linux and Windows. On the Mac, you'll also see start_server.command in there. That's the shell script that launches the server and where you'd adjust the command line arguments. It's recommended to make a copy of this file named something else and edit that copy instead of editing the original.
Your copy of that file is what you'd launch. e.g. the manual way, start Terminal, then:
cd ~/'Library/Application Support/Steam/steamapps/common/Valheim dedicated server'
./start_my_server.command
is it start_server.comand?
That's the out of the box one. It's designed to serve as an example. You'd ideally copy that one to a new file with your own config in there.
and can i name the new one whatever i want?
yep
ok, and since im on mac what should i open the file with?
do i have to be connected to my homw wifi for the server to work? or can i be anywhere
am i missing some stuff in the file?
TextEdit might work if you don't have a fancier text editor. Xcode would work as well if you happen to have it installed. For running it, using a terminal is recommended the first couple times so you can see all the logs in the console, e.g. Terminal that comes with macOS. iTerm2 is a popular 3rd-party alternative.
Looks good. You might consider setting an explicit -savedir <savedir> to somewhere convenient for you unless you're ok with the default. Your world files pair goes in <savedir>/worlds_local.
do i need to add all this stuff?
You don't. Most of those are showing their default values that you get when you don't specify the argument at all
If you don't specify -logFile it logs to stdout/stderr (the terminal console, basically)
so now, do i have to open the actual game or just run the start_server copy?
Run your start_server copy, ideally from the terminal the first couple times.
is this normal?
and how do i know when itys done loading atuff
ok it says its active, but how do i join it?
Yes, it's normal, but it looks like it generated a new world. Was that your intention or had you put your world file pair in the wrong place?
no, i want it to be the world i have now
Alright, where did you copy dehha.fwl and dehha.db from your existing game to?
hey, i gotta go take an important test, do u mind if we continue later?
Not a problem. If I'm not around, someone else probably will be. Good luck.
Its a linux server I built over the weekend. Its my first server and I swear ive checked everywhere.
There was an option to set a custom dir and I did that with the setup script, however nothing ended up in the folder :/
Steam should work fine for both i don't have much experience with a mac so i cant directly relate but steam has mac support and Valheim has native Mac support so you should be fine. I use windows personally I've used Linux as well in the past its more complex but works great as well and is good if your using old hardware since its more light weight O.S.
Cool, let us know what setup script you used. If you specified a -savedir <path> in the launch arguments, the files will be bootstrapped there. If not, they'll be in ~/.config/unity3d/IronGate/Valheim where ~ is the home directory of the system user running the server (aka $HOME). If you're running it as root, the home directory is usually /root.
It's not especially hungry for either, but the community recommends a quad-core or higher. It's not especially efficient at doing nothing, so expect one of those cores to see 5-20% of usage even while the server is idle.
thanks, I am preparing hardware to create my own dedicated server, and must to buy some small iron
If you're grabbing new hardware, my biggest recommendation is to go with an x86_64 CPU unless you're building a Mac or you just realllly need to save office space. It's a pain to emulate x86_64 for the server.
hey im back
uh, i didnt copy anything i dont think, i js made a copy of that server thing
Cool. Well you can stop that server with Ctrl+C in the terminal window (real Ctrl, not Cmd). It sounds like it at least works
Then you'll want to locate your existing world file pair (i.e. on the other computer). Let us know if you have trouble finding it.
it should be here right?
Assuming this is Windows, if your world is cloud-synced, you're likely to find it staged locally at:
%ProgramFiles(x86)%\Steam\userdata\<steam user ID>\892970\remote\worlds
If it's locally managed (💾 icon), look here instead:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local
If you're using Windows Explorer, I recommend enabling the viewing of file extensions to make it easier to locate the correct .db file.
ok i found it
Looks like file extensions are still hidden, but yep, that's them.
You'll want to go back to your server machine and remove the empty/fresh world file pair that you just generated in <savedir>/worlds_local to avoid confusion.
Once that's done, copy the old/established dehha.fwl and dehha.db from your Windows box over there.
will i need to email it to my mac?
Up to you how you get those files over there. If you have Windows file sharing enabled, you could try from Finder or the macOS desktop menu: Go / Connect to Server… / then smb://<windows-pc>/ where <windows-pc> is your Windows machine's host name.
If not, Google Drive, Microsoft OneDrive, or DropBox might be easy ways.
ok, im on onedrive, but ive never used it before😭
oh i think i got it
ok which file do i share?
dehha.fwl and dehha.db from your Windows box. Might want to make sure you make an extra copy of them somewhere as backup while you're at it.
these 2?
oh
"db" stands for data base?
sorry for spam lol, but ok, i see them in the one drive
It does. I highly recommend enabling showing file extensions in Windows Explorer for these kinds of tasks
How do I do that?
I don't have a Windows box nearby to check atm sorry
so should i send them over againb with the file extensions on?
Shouldn't be necessary if you think you copied the right ones
Saquei
Once you have the correct world files in <savedir>/worlds_local, you can start the server again and hopefully you don't see any "failed to place" messages from new world generation.
ok, so from here do i just copy what i have in the one drive to here?
Nah, you'll need to locate your savedir. If you didn't specify a -savedir <path> argument for server start, then your savedir will be the default.
I think the default is ~/Library/Application Support/IronGate/Valheim where ~ is your home directory. If you're using Finder, you'll want to first go to your home directory (Cmd+Shift+H on a Finder window will take you right there). Then View / Show View Options / Show Library Folder. You can now navigate deeper to find that savedir.
The world files should be placed in <savedir>/worlds_local after you've removed the fresh/empty pair you generated on that first server start.
when i d cmd+shift+h nothing pops up
It should take whatever finder window you're in and will navigate it to your home directory. If you click on the desktop and type it, it should pop up a new or established Finder window.
ok i found it, and clicked show library folder
sorry lol
Nice. Now navigate down to Application Support/IronGate/Valheim/worlds_local
should i delete all of these?
Sure, assuming you didn't connect and play on them or want to keep them, those can be deleted or Trashed
ok, i deleted the old ones and moved the other ones into this folder
whats next
Thanks! I didn't know the period was denoting a hidden file, which explains why I couldn't find it lol! I learned how to list hidden files so thats a start
Start it up, make sure it doesn't look like it's generating with "failed to place" messages. Look for an "invite code" in the console output if you're still using Crossplay, then try to "Add server" with that invite code on the game client. (The game client calls it a join code)
right, do i do the whole server.command thing again too?
Yea,
cd ~/'Library/Application Support/Steam/steamapps/common/Valheim dedicated server'
./start_my_server.command
replacing start_my_server.command with whatever you named your copy of the script. You can open multiple Terminal windows as needed for all this stuff.
wait script? like the "dehha.db" stuff?
sorry lol, ive never done anything like this for a game
The .command file is the script. It's a "shell script" to be specific. When you run it, it's like running each of its lines on the terminal.
Once you have some more experience, you could experiment with putting the script somewhere more convenient, but you will need to replace the "$( dirname "$0" )" part of the script with the exact directory where to find the server installation if you do that. Something for later.
i think i only have the default start_server.command
Did you edit it to add your world name and such to the arguments? If so, you can just run that one then. Just be warned that if Iron Gate or a contractor changes that script template, Steam will overwrite yours with their new one.
ohhh, i just have to make a copy of this one and name it and stuff right? then that will be the copy?
im so dumb😭
All good
does it matter what i name the server and world?
or like which one is gonna acctually be showing
The server name can affect how it appears in the server lists, especially if your server is public. The world name (-world <world_name>) is important, because it will look for <savedir>/worlds_local/<world_name>.fwl for your existing world, and if it doesn't find a file with that name, it generates a new world.
ah ok, so then the world should be named "dehha" and the server name i can make like "Private server"?
yep
how do i make it private?
so is this good?
If you put spaces in the server name, make sure they are enclosed in quotation marks in your start script. Looks like you've done that. Good.
You can make it private with -public 0. If you don't include a public designation in the arguments, it will assume you want it public.
like this?
Yes, but without the period.
ok, now do i close this and run the copy through terminal?
or do i have to open the actual game
You can save and close the script if you're editing it, yes. Yes, you'd cd to the directory where the script is and run it with ./<script_name>. As a little trick, you can start typing ./ then a couple letters of the script name then press [tab] key to auto-complete the rest.
what is cd
It stands for "change directory". It puts the terminal commands you type next in the context of that directory.
ok so uhhh, in short i just open the server copy file and let it generate?
In short, in a terminal:
cd ~/'Library/Application Support/Steam/steamapps/common/Valheim dedicated server'
./start_my_server.command
replacing start_my_server.command with the name of the copy you made.
And if that doesn't work, let me know and we may just need to adjust the file permissions.
ok
is this normal?
i think i did it right
i just opened the copy of the start server file with terminal
Cool deal
And yep, those shader errors are normal. The server shares a lot of code with the game/client, but the server lacks the ability to load code onto a GPU. You'll just see some errors when it tries to load that code onto a GPU anyway, but it won't affect server operation.
ok, so now that its loaded what do i do
this is what it says now
Find the "invite code" in the later log messages, and try to add the server in the game menus (Start Game / Start / Join Game / Add Server)
should it be here?
Hmm, doesn't look like it had an invite/join code as of that message. Is there anything after that?
Later than that
Yeah, that's normal. You want something near the end if you scroll down (which is where the most recent messages are).
this is the farthest i can scroll
idk if it matters, but im not on my home wifi, im at work
You're looking for either of these messages:
Session "dustie server" registered with join code XXXXXXSession "dustie server" with join code XXXXXX and IP …:2456 is active with 0 player(s)
WhereXXXXXXis the code you're looking for.
Make sure you don't have any other servers running (whether in-game server or dedicated server in another terminal window).
You sure that's your only server running at the moment? No other in-game servers or Terminal windows lying around?
If this is a corporate network, it's possible that outbound UDP is blocked, which would be unfortunate.
Is there a way to disable raids on a dedicated server without having to restart the world? (Restart as in start a new seed, sorry)
Awesome! Thank you!
What server host do people use for heavily modded valhiem? Trying to figure out what the best option is. Need at least 8gb ram for 4 people and heavy mods
did you find one you like? I'm looking as well
#mods-discussion might have some ideas if you don't find advice in here.
If it's for a single server you're looking for players for, #1024264966712340510 will be the best place for that
Awesome ty so much
Where can I find the correct client side version of valheim plus? I use Valhost. Thank you.
#mods-discussion likely to have a better answer for you on that one
Thanks!
I have all the most recent versions of the mods and the server side matches what is on my PC. I am running Windows and have Valheim on Steam. I have the dedicated server tool for the game on Steam. I restarted the server and tried to log in through the game itself under Join Game and entering the server info. It kept disconnecting and not starting. I then tried to enter from the Steam Favorites for my game server. Then it told me the version was incompatible. Any idea what I am doing wrong?
Is your Dedicated Server using the Steam or Crossplay backend?
How are you connecting to it in Join Game: loopback IP address, LAN IP address, external IP address, or Crossplay join/invite code?
Are there any hints in your Player.log file from the connection attempt?
As for the incompatible version, if neither the client or server is on a public test branch, you might wish to run your mod list by #mods-issues after you've exhausted log analysis.
Steam. external IP address provided by the server hosting peeps. Let me share some info from the log, because I can't tell from that what is wrong. One sec.
I recommend a text file in the future; most of the regulars in here are Linux users. I don't see any failed connection attempts in here, but I do see the incompatibility issue:
jAtunn is not installed on the client. Server has mandatory mods, cancelling connection. Mods that need to be installed on the client
If the messaging is not clear, you might wish to inquire in #mods-issues
Thanks!
Hey all ive been having some issues with my dedicated server and not being able to lock configs for some of my mods. leaving my more knowledgable players to edit them. how do yall go about preventing this and how do i take care of it? im hitting some walls and am able to lock configs on most mods but not all, thank you.
#mods-discussion will likely have better advice for ya. We mostly focus on the dedicated server component itself
Anyone else have an issue where new characters are not arriving at start spawn correctly? it usually involves the intro skipping itself not prompted to and then promptly falling to your death like the raven just yolo-ed you
Say I want to self-host like I always have, but on a separate machine instead of hosting and playing on the same computer. Would the server even work with just the world files? (meaning not having the game installed on my self-host machine)
you would install the server files on the 2nd pc
Anyone?
Doesn't sound like a vanilla Valheim issue unless you kept a .fwl file around but swapped out the DB file at some point. My guess is you or someone might have installed a mod. If so, consider hitting up #mods-issues with your list of mods and versions
Yes, in fact hosting on a separate PC is a much safer setup for world management. You will just need to put your <world name>.fwl and <world name>.db files in your server's <savedir>/worlds_local directory.
Are there any server I can join on Xbox that's has kod,normal combat difficulty and 1.5x or 2x resource rate
I have a weird issue with my latest world. When in our home base, the server doesn't save properly. Things I build before I quit disappear, crops vanish, signs revert to previous texts, etc. This seems to only happen in the main base, and only when the save file is opened via the server (I downloaded a copy and it works fine when loading it in single player). No server-side mods, I've moved the savefile to an entirely new machine without improvement, and we have a fairly small base, nothing even approaching a megaproject or anything very fancy. I have a storage house with a bunch of chests and signs, but nothing extreme. I've tried to search for solutions and I've asked in other places, but so far nothing works. Is this a known bug? Any suggestions for things I can try?
Give #1024264966712340510 a whirl
Tried it so far no luck
What does it look like?
Where do I go from here to find the file the server uses for worlds?
Is this server on a PC that hosts the game client as well?
If so, you could have a cloud-managed world competing with the server's copy. Make sure to use a custom -savedir <path> if this is the case.
What do the server logs say during the save interval? If something were going wrong server-side, that would be the first place to look.
Is your savedir on a network-mounted share (e.g. NFS, SMB , AFP), if so, you may need to revise the mount parameters.
Is the savedir on a case-sensitive file system? If so, have you made sure there's not an upper and lower-case version of the world.
Check your hard drive space available.
And finally, if you're running mods, there's a good chance it's the mods.
It will be whatever your -savedir <path> argument is to your server launch. If you aren't specifying a savedir, your manual should give hints where it lives in some of the popular operating systems.
It is a PDF, and it lives in your server installation folder, probably the folder you showed a screenshot of your file manager looking at .
That's the one
No server side mods, and all clients have issues, even when no modded clients are online. The server is on a separate pc, and previously hosted on a rented server from GPortal. I asked their support and they moved it to a different server, which didn't solve the problem, and now it's on a friend's spare PC, still with the same issues. Definitely not competing worlds on the PC, this is the only world on that machine. I don't know about the logs, what should I look for there?
You will need to open it with a PDF viewer. This looks like you might be using Microsoft Windows, or Microsoft Windows Server. If this is the case, Microsoft Edge is a popular PDF viewer for either of those platforms. Adobe Acrobat is another popular one you could try.
Whatever you've specified as your save interval in launch arguments, there should be logs for the world save happening at each of those intervals. Look for anything that sounds like an error or issue. Ignore the usual shader errors that will happen earlier on and focus on the later parts of your logs where it's just players connecting/disconnecting and world saves.
I'll check the logs. I think the default save time is 30 minutes? In my testing now I've been joining the server, changing a sign, quitting, restarting and joining again. This is never saved when in the home base. That's not normal behaviour, right?
If you are only restarting the game client, then no, that's not normal. Server should definitely be maintaining that in memory even outside of the save intervals. Feel free to attach your server log as a text file (ending in .txt or .log) here if you want more eyes on it. You can redact or obfuscate any parts you deem private.
Same goes for your client logs after one of these bad sign editing attempts. You would save a copy of your Player.log before the next start of the game program.
How are you trying to connect to it? Loopback IP address? LAN IP address? External IP address? Crossplay join/invite code?
Through the internet
IP address and password
Crossplay is on so I didn't need to port forward
I believe this is the right format
Now the command prompt gets stuck on this line
That looks good to me. This looks like the Windows command prompt, though. Be warned that it can effectively pause the program running if you click inside of the window, activating Quick Edit mode
Do I really need to have steam installed on this server computer and valhiem?
You have put a path after your -crossplay argument. If that path is intended to be your savedir, you need to put it immediately after -savedir
You can use whatever you want to install the dedicated server tool, but it is conveniently free on Steam. Even so, you can use Steam, SteamCMD, or a 3rd party tool like Depot Downloader to install the Steam version of the dedicated server tool.
Steam does not need to be running or installed for the server to work.
Would you be able to call and help me again? I say again because I bet you'll remember my voice
Ok, I did another round of testing. I made a copy of the Player.log file first, started the game, changed a sign and built a piece of pallisade wall, quit and made a new copy of the log file. Then started the game, saw that neither the sign or the wall had changed, quit and made a third copy of the file. I'm not sure how much of that's necessary, but here you go.
You have a lot of mods going, and they would be my first guess as to the culprit, especially given at least one of them is throwing errors. (I see an error in Jotunn SynchronizationManager at least). You might try the same process with a vanilla session.
I don't think I'll have time this weekend, sorry
I figured the mods were fine since the other two players on the server have the same issues and neither of them have any mods
You remember this screen here?
It keeps repeating these lines of begin playfab create
At this point I'm about ready to just paste a log file in here
Not many clues with just that. Given this is Crossplay and it's not showing you an invite/join code, there are two things I would check on without knowing what's going on:
- Make sure you don't have more than one Crossplay server running in the same LAN.
- If this is a pretty fresh installation of Microsoft Windows, make sure you have the C++ redistributable standard library installed: https://aka.ms/vc14/vc_redist.x64.exe (it's possible you haven't installed any other programs yet that would otherwise install this dependency that Crossplay requires)
Are you able to attach the log as a text file? It will be easier for us to look for issues that way. If your terminal program doesn't provide a convenient means to save it, you can pass -logFile <path> to save the logs to a file instead of sending them to the terminal Window. You can remove anything you think might be private.
I mean the same local network of computers. In a home environment, most of your computers will end up sharing the same external IP address, which Dedicated Server uses as a unique identifier in Crossplay mode.
I did the same test on my partner's machine, without mods. Sign, wall, quit, restart, no wall etc.
I sent the logs to you in a dm Justin
Those look pretty clean! Same sign saving issue occurred?
Yes, exactly the same. Signs, build pieces, crops. Everyone on the server have the same issues
Well, if no modded player was on for that session, time to check the server logs
Yeah. I'll get them tomorrow, the friend who runs the server has gone to bed. Thanks for the help so far
@final current were you able to find the problem?
A got a server problem where the server works on -public 1 when connecting but on -crossplay it doesn't allow me to connect
Usually the problem is backwards where you can't connect without port forwarding if the server isn't crossplay
If it's -public -1, you really only want -public 1 or -public 0.
(resolved offline, needed the MS Visual C++ redistributable)
Is this the server log you need?
....Ok, the problem with the server not saving properly was solved, someone on Reddit suggested destroying and rebuilding any boats in the area and doing that to our one longship solved the problem instantly. No idea why.
Your server log will have the answer most likely. The usual cause is trying to go public with too short a password or a password that contains the world or server name
I figured it out. What is the suffix for setting combat to hard on a server bat file?
-hard?
Has anyone noticed a significant dip in performance when an Xbox player is in your world?
I’ve got a cross play server setup, I’m on PC and my friend is on Xbox. I know that the first person to load into an area is essentially the host for that area but even if I’m first person in, then he follows, the performance is bad for both of us. So bad it makes the timing on parrying quite difficult.
It’s almost like the Xbox always takes over as host?
Should be under -modifier in the manual:
-modifier combat hard
Crossplay in general is rough on performance. Some surveys have found Xbox players are more likely to use Wi-fi than ethernet, despite the poor gaming performance. If they're on Wi-fi, that's going to take a dent out of latency and reliability that gets emphasized over the Crossplay relay.
I have a question, I'm hosting my own server I'm playing togethe with my friends, We never had any issues with host problems or anything now we're in ashland and its pretty impossible to play together, he get frozen the same moment he joins into the server, we get the error 4098
That's wild, but glad you found something that worked! Got a link to the reddit post by any chance?
Nice. A nod to @upper salmon for that fix.
Anybody else have a laggy ashlands server no matter how good the hosting machine is?
My seperate machine is a 14900K and I'm just using the i-gpu on hosting the server. Do I need a gpu for the server?
The ashlands still lags on the server
Server won't take advantage of the GPU even if you add one. A lag checklist I recommend going through:
#dedicated-server message
That's just great
Fiber internet combined with a ethernet connection doesn't even solve that
For the server or players? Players' connections and PCs/Macs/Xboxes will make a bigger impact than the server for mob conditions.
Server
My friend is 22ms when connecting and it's stable
How is their PC? And It's connected via ethernet?
CPU is threadripper with a 4070
That very first bullet point (Crossplay) is going to be the biggest impact item. If all of your players are using the Steam version and you have some IT networking savvy, I'd highly recommend going direct instead of Crossplay.
Hardware wise and internet there isn't much we can do to make it any smoother
I have to use crossplay for my other friend
He's xbox
Ahh, gotcha
What region are you in?
got a server figured out TY tho
Cool, I am looking to start hosting server's is why I was asking. Who did you go with if you don't mind me asking?
valhost, they had a Oregon sever ( me and my friend are from vancouver so 11ms ping was very appealing) and its very cheap with easy FTP support
No RAM/CPU/Storage limits, even better
hey guys my friend is having an issue loading my dedicated server he can get in but nothing aside from the base ground is loading
@fossil elk is anyone using a vpn?
Looks like he may be using mods. That would be my first thing to check out when looking for a culprit.
Hey guys, new here, but I have a troubleshooting question related to dedicated servers. Would this thread be the right place to ask??
Yep, this channel is correct! (Assuming you're talking about Valheim Dedicated Server)
Perfect! Sorry I took so long to reply, but I'll try to explain it all as best I can.
So I have Valheim on my Xbox Series X and I wanted to setup a dedicated server for some of my friends. I downloaded Valheim from the Xbox app on my computer and used the instruction manual in the game files to setup the Batch file as best I could. I was using a world we already started on the Xbox, so I had moved it from the Cloud to local storage on my computer. However, when I ran the batch file, the command window closed immediately after running through the operation, so I wasn't able to see if it said "Game Server Connected".
When I loaded into the game, though, I found my server up and running in the community tab. When I tried to join though it said "Incompatible version". It said the same thing when trying to join from the Xbox as well.
After double checking, I realized my Xbox version was .221.4 while my computer was 221.6. I added the crossplay line to the batch file, but that didn't seem to resolve the issue. I figured I would just try again another night, but that's when I ran into the issue where I couldn't seem to shutdown the server. I double checked that I didn't have it running it task manager, reset the game files through the Xbox app, even uninstalled and shutdown my computer, but I still see the server show up in the community tab.
Even after reinstalling trying to change the server information entirely to start a new dedicated server, I still see the original one I setup. I'm not entirely sure how to proceed from here as I can't to run a new server while this other one is stuck in limbo. Ever seen anything like this before? I'm not running any mods for the game at all, either
The command window closing would be the first thing I would tackle; if it's closing near-immediately it's probably closing with an error that you aren't seeing. I assume the computer is running Windows. If this is the case, consider starting the Command Prompt separately, cd to the directory where you have the batch file and execute it from the command line. That way the window will remain.
If it remains but doesn't show enough lines of history, you can increase the buffer size:
https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/cc754340(v=ws.11)#to-configure-the-command-prompt-window
Also, if it's closing immediately, the server you're seeing in the Community tab may not even be yours, or if it is, it's an expired registration.
one of my buddy's had this issues , he sent me this something found with copilot. What you’re seeing is a ghost server entry—Valheim’s community list caches servers that were once registered, even if they’re no longer running. The “incompatible version” error is because your Xbox Game Pass build (.221.4) lags behind the PC dedicated server build (.221.6). To fix both issues, you’ll need to (1) align versions between Xbox and PC, and (2) clear or overwrite the cached server registration so the old one stops appearing.. i use windows docker and it's much better
ive been trying to get a dedicated server to run on my pc, i can get it to start and run. but when i try to join the server it says wrong password when i put the one i set as the password in the file
the version being different should not be a problem, those two version are compatible with each other
dont put your password in quotes, or include the quotes when logging in
i have tried both useing and not useing the quotes in both the server files and typeing in the password
capslock? copy and paste it? check that its actually your server?
ive tried copy and paste and i copy the ip from the widow that opens when i run the server
and ive tried the join code it gives too
Can you paste us your starting command line?
like when i start it or when i edit it with note pad?
Whatever line starts the server executable with your arguments including the password, whether that's in a shell script, batch file (if Windows), or direct on the command line. Feel free to obfuscate the password letters.
so this?
REM Tip: Make a local copy of this script to avoid it being overwritten by steam.
REM NOTE: Minimum password length is 5 characters & Password cant be in the server name.
REM NOTE: You need to make sure the ports 2456-2458 is being forwarded to your server through your local router & firewall.
valheim_server -nographics -batchmode -name "Oblock" -port 2457 -world "Dedicated" -password adsfrghhsds
yeah
looks right
unlikely, but i wonder if its a windows endline/newline character issue...
try this:
valheim_server -nographics -batchmode -name "Oblock" -port 2457 -password adsfrghhsds -world "Dedicated"
still says wrong password
should there be anything other that becase there was more but it wouldnt let me message it in discord
echo off
set SteamAppId=
echo "Starting server PRESS CTRL-C to exit"
there were at signs
well one
its just the command line that yiou supplied that he asked for
oh ok
REM is just remarks, basically ignored
ok
only thing i can think of is that you used -crossplay at some point, and the server you see is somehow a cache of that one, and not being properly updated with the new one... did it have the same password?
also try a 5character password, somethng stupid like 34567 or abcde... the password most people use :}
i had a 9 character password, i did try to make it work at one point by useig -crossplay would it change if i name the world different useing a different world?
afaik improperly forwarded ports wont even get as far as asing for a password, so it's probably not that
yeah, try different words...
and try getting your external IP and entering that as a manually added server
would changeing the name Oblock in the script change the world its useing and do i have to use a pre made server
the name is whatever you want
is the ip it says in the program with the join code different form my external ip?
the program with the join code
you mean what is printed in the server terminal window?
also if you have a join code then you are running -crossplay, and thats not what your commandline shows above
join codes are 6 NUMBERS
valheim_server -nographics -batchmode -name "Oblock" -port 2457 -password Flowers56 -world "Dedicated"
this is what i have but when i start it it still gives me the join code
show me that
i think i found out what i had been doing wrong. i didnt think about it cause it showed the changes every time i opened it but i never saved the changes when i edided the notes it now dosent show the join code these are now the last lines im going to see if i can connect now
12/15/2025 00:45:32: Game server connected
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 206194.
Total: 92.744500 ms (FindLiveObjects: 8.400800 ms CreateObjectMapping: 13.878100 ms MarkObjects: 69.957000 ms DeleteObjects: 0.508300 ms)
now the ip i was useing before dosent connect
you are not using -crossplay right?
this is exactly what i have in there i plan to change the password when it works
i'm out of suggestions
dang
Any chance you have another instance of a Valheim server running elsewhere in your house/LAN or even on the same PC, e.g. in a different terminal window?
no not a server i was trying to connect to the server that was running on my pc with my laptop, and i know my laptop can run valhim
I am using Docker Desktop on my pc. Running two instance of Valheim. Used copilot to assist me, did not take long. I Made two port forwards for it on Router.
Thats genious for filming myself build. Have to try
Just note that if you use Crossplay, forwarding over Docker's bridge network won't do anything, nor will forwarding over your NAT. You'll need to make the ports unique in the server entrypoint's launch arguments.
Can you join a dedicated server with Xbox or only PC?
You can if the server has crossplay enabled
I don't know if I'm looking at your Docker bridge forwards/publishes or your NAT's, but if these are Crossplay servers, any incoming port routing at either layer is just noise or opening more than is needed. Crossplay takes advantage of the stateful nature of NAT and firewalls by initiating outbound communication instead of starting with a listen port.
Hello all, I'm wondering if y'all can help me identify if I've got a server issue or if its potentially a problem with the newest update (0.221.4).
Since implementing the Call to arms update about a few month ago, specifically 0.221.4), I've noted sporadic issues with my dedicated server recently (in the last 4 weeks) what feels like the server freezes, clients disconnect, then the server catches up in a sense in the log and then its all well.
I had my users log times they got booted throughout the day today (2025-12-16) and I see a pattern of once an hour ish. Per my user, disconnects occurred:
-11:23
-12:25
logged back in the afternoon got disconnected at 17:32 after playing for 8 mins.
-18:34
-19:36
When I look at my console, I see the server working fine with three users on it, then a bunch of actions after the server is done with having a moment. I've attached a sample of the last instance from 19:36 in this log file. This happens each of the times noted above.
I'm running this server on a Windows 2019 VM, recently rebooted (last night) with up to date windows and Valheim game server files. I've had this server running fine for ~10 to 11 months before the pre-0.221.4 update so my feeling it might be game server instability?
I should also mention, I have the game server configured (not the Windows VM itself) to reboot nightly at 02:00 local time, update, then start up again to keep the server fresh. I also grabbed the entirety of the day's log I can upload (from server boot up till time of this post) if that might help.
I'm hoping someone smarter than me can perhaps point me in the direction to troubleshoot this as I'm not sure what would be causing this issue all the sudden. Any insights or help is much appreciated!
I removed my previous attachment and am adding the full log here. I noted looking at the log, the server appears to initiate some world save at the bottom of the hour, every hour regardless of clients connected or not. I do note this lines up with disconnects.
You have enough hard drive space free, but your saving is definitely slow. Is this magnetic or SSD? Old hard drive? If SSD, might be time for a TRIM operation. And is your RAM consumption low enough to not have any crazy page file usage?
Also, how big is your world .db file?
My .db file is sitting at 94.8MB. It doesn't feel large but I don't know what would be considered large or not for Valheim.
I've got this VM sitting on a traditional HDD since it's inception (a year ago). I also have 3 other Valheim servers with same configuration with no issues (though, no one is playing on them 🙁 ) so it's unknown if they are having issues to.
Ram consumption seems to be mostly on the low side. I've got 8GB dedicated to it (down from 16GB from when I first started). I'm not sure where I'd look to or if its a keep an eye on task manager throughout the day. I see its setting at ~3.2 GB used of 8GB. I know a chunk of that is just Windows overhead. I'm sorta kicking myself in the ass for not having PRTG enabled talking to that server so I could see historical Ram/CPU usage to help identify any issues.
I could bump the Ram back up to 16GB (or 12 GB) and see if that resolves it first before thinking about migrating the disk.
Crossplay is not enabled, first picture is the docker desktop running on windows. The second one is just the port forwarding I needed to on my Unify Dream Machine. Everything works great, I was just showing how I do it
Is PLayFab/Crossplay enable still issues for some Linux servers? I've had to disable on my debian box.
Just a small update to keep interested parties (or future inquirers) up to date, I committed an additional 4GB to the server. I am noting behavior change with Disk IOs in comparable time frame (top is before, bottom is after RAM increase).
I also am looking at the console and I'm noting a vastly different reduction in world saving times (from an average of ~90,000 MS) down to near ~1500ms per instance. which matches up with what we see on the Writes on the back end. Seems like as a server .db file starts to climb up in size, more RAM might be worth allocating if you start small or just overall.
Will keep this updated later as the day progresses and players/clients get on an actually play.
You'll want to install the libatomic1, libpulse0, andlibpulse-mainloop-glib0 Debian packages.
I figured that might be the case. If this monitoring app supports viewing metrics for page file usage, that would be the first thing I'd recommend looking at when at 8 GB or lower. Page file usage on top of a magnetic hard drive will create pulses of sluggishness felt across the board.
Either way, glad you've got it working faster now.
Is there any way to upload a completed downloaded world to a dedicated server?
helo everywhere.
i have in my start_headless_server "-modifier raids none, but the raids is still on :/ it's dedicated server on windows with hamachi, someone can help me?
try this
start new server, and replace world files, but you need to have the same world name as in start_headless_server
Can you give us the full launch command line? Feel free to obfuscate the password.
Yes! The server looks for your <world name>.fwl and <world name>.db files in your <savedir>/worlds_local folder. Where <world name> is the value of your -world … argument and <savedir> is the path you passed for the -savedir … argument (or the default for your operating system if you didn't pass a -savedir … argument).
If you can't find your savedir, let us know which operating system you're on and whether you're using the Steam, Microsoft Store, or Apple App Store version of Valheim Dedicated Server.
I thinking problem is solved. I add this modifier afyer the world is generated. I try to add this modifier with commands in game and i saw this when i click F2. We will see 😄
Hello any ideas why my steam cmd update for dedicated server is not working? Win10. im getting error : "error! app '896660' state is 0x6 after update job"
Us Linux users have been seeing that one for a while, but good to know it can happen in Windows too!
It usually means that it couldn't grab your current version's manifest from Valve to determine which new files to upgrade, but that's just one reason. If you can find where your SteamCMD puts its content log, that's where you'd find an answer if there is one.
found content_log.txt and there is fresh line :"[2025-12-19 10:12:21] AppID 896660 update canceled : Failed downloading 1 manifests (No connection)" This is weird, i have been running 4 servers on same computer, and 2 of them updated, but 2 are getting this error
If it's the manifest issue, it can often be solved by either clearing your install dir or forcing a new install dir. Or if it thinks you're unlicensed, you could switch from anonymous login to authenticated as your Steam user that bought Valheim.
I'll be curious if you're running SteamCMD as Administrator, as I have a theory about running it as root on Linux causing a similar issue.
i tested to run SteamCMD update as administrator, same issue
Cool. Should be no need to run it as an admin. Any hints from the times you've tried in your content_log.txt?
this is the screenshot of the command and the error. And the log :[2025-12-19 10:21:08] Client version: 1763795194
[2025-12-19 10:21:08] Loaded Steam library folders configuration: C:\SteamCMD\steamapps\libraryfolders.vdf
[2025-12-19 10:21:08] Loaded 0 apps from install folder "C:\SteamCMD\steamapps\appmanifest_.acf".
[2025-12-19 10:21:08] Triggered async write of Steam library folders configuration (1 libraries).
[2025-12-19 10:21:09] Loaded 1 apps from install folder "c:\valheim_server2024\steamapps\appmanifest_.acf".
[2025-12-19 10:21:09] Triggered async write of Steam library folders configuration (1 libraries).
[2025-12-19 10:21:10] AppID 896660 scheduler update : Priority First, not played for 1766132470 seconds, update disabled for 0 seconds
[2025-12-19 10:21:10] AppID 896660 state changed : Update Required,Fully Installed,Update Queued,
[2025-12-19 10:21:10] AppID 896660 state changed : Update Required,Fully Installed,Update Queued,Update Running,
[2025-12-19 10:21:10] AppID 896660 App update changed : Running Update,
[2025-12-19 10:21:10] AppID 896660 App update changed : Running Update,Reconfiguring,
[2025-12-19 10:21:10] CDepotDownloadMgr::BYldRequestDepotManifest(App: 896660, Depot: 896662, Manifest: 3022098520410884187, branch: ): Failed to get manifest request code, 'Access Denied'
[2025-12-19 10:21:10] AppID 896660 update canceled : Failed downloading 1 manifests (No connection)
[2025-12-19 10:21:10] AppID 896660 App update changed : Running Update,Reconfiguring,Stopping,
[2025-12-19 10:21:10] AppID 896660 App update changed : Running Update,Stopping,
[2025-12-19 10:21:10] AppID 896660 App update changed : None
[2025-12-19 10:21:10] AppID 896660 state changed : Update Required,Fully Installed,Update Queued, (No connection)
[2025-12-19 10:21:10] AppID 896660 state changed : Update Required,Fully Installed, (Update delayed for 30 secs)
[2025-12-19 10:21:10] AppID 896660 scheduler finished : removed from schedule (result No connection, state 0xe)
Oops, sorry for flooding
No problem. In the future, you can attach it as a text file. Either way, yeah, it's the manifest download issue :(. I don't know what causes it. In your case it could be that Valve's servers are under maintenance and it will resolve itself. If you're like me and others, it doesn't go away.
The quick fixes are to either log in as your Steam user or install somewhere else or delete/move your old install.
I would also love it if someone were to help with a simple "me too" or provide these same details you provided us here: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/597411554294506565/
One clue I have is that whenever I've encountered this, my <forced_install_dir>/steamapps/appmanifest_896660.acf always has "LastOwner": "0", but I don't know if that's related.
Ill post my problem to your steam discussion? i think the reason might be pretty similar
That would be awesome. Would love to see them fix it some day
Posted, so i think ill try to change the install dir on the server 🤔 trying not to lose the map 😆
Oh yeah, just don't set the install dir to the same location as your savedir and you should be fine. But if worried, certainly back up your savedir
Yyyeeeh, ill zip the server before doing anything 😅 ill surely going to mess those install and save dir
Amm, i went wild... i went to my valheim servers Steamapps folder and found appmanifest_896660.acf, i renamed it to appmanifest_896660.acf.old
So now the update didnt find it, and the update worked
it made a new one and updated the server
That works hehe
Update cant have manifest problem if there is no manifest at all 👌 Cheers and have a relaxing holidays
You too
Hi i have a question about lag on dedicated servers. i have played on some that have 20-30+ people online at once with no issues but since making my own server players seem to lag a fair amount near each other. is there anything in particular i can do or mods i can use to help alleviate this?
which is better? steamcmd or tools dedicated server? what's the difference
Both Steam and SteamCMD will deliver the same files, and neither are required to be open for the server to work. It's popular to run the dedicated server on a PC with no monitor, so for those use-cases, SteamCMD can work well.
#1 culprit is Crossplay. Other ideas: #dedicated-server message
there should be no difference in performance then right?
Correct
i'm running a server - does anyone know how I can find past tombstones of my players ? I tried "find player_tombstone" but I don't quite understand the output
Valheim tombstones are not persistent world objects in the way most people assume.
They only exist while the player who owns them is online. When the player logs out, the tombstone is unloaded with their character.
That means:
• A server admin cannot find tombstones of offline players.
• The console command will only show results for currently loaded tombstones.
• If the player is offline, the command returns nothing or confusing coordinates because the object simply isn’t in memory.
This is why the output looks odd — the server is literally telling you “I don’t have that object loaded”. How to correctly use
If the player is online, then:
-
Have them log in. -
Run: find player_tombstone Found 1 objects
player_tombstone (1234.5, 67.8, -432.1) goto 1234.5 67.8 -432.1
Aight, thanks for the detailed explanation!
Dedicated Server unresponsive to CTRL+C in konsole on Arch Linux, server is running fine, but have no proper shutdown path
does CTRL+C = KILL? because it seems kill is not set in my konsole, but obviously i want to shutdown the server properly
Nope, that killed the thread without shutting down the server...
Anyone?
Trying to host server through steam
graphical errors and assertion errors, any suggestions?
Never seen the assertion ones, the shader/graphic ones are normal
INT or TERM are the only signals you can use to guarantee the graceful shutdown with the world save behavior. It's possible QUIT might work, but I've not seen Unity document it.
If you're using docker or podman, a stop should work by sending a TERM but you'll want to add a long timeout to give it time to save before it goes in for the KILL.
So to clarify INT is the best way to go? it wasnt bound in my konsole config for whatever reason
Either INT or TERM are fine. Older guides suggested INT-only due to a bug that Unity has since fixed.
okay great, TY so much for the help
Running any mods? If not, feel free to attach your whole log as a text file here. You can obfuscate any details you deem private. It looks like it's quitting, but I suspect the reason is further up from your screenshot.
@final current INT didnt do anything, but TERM worked like a hitch, thanks again
question: what are the actual multiplier digits for each of the -modifier resources <value> ?
The wiki basically just skips detailling that and i want to know the actual numbers
ie: is more 2x, or is muchmore 2x ?
also: suggestion: add this info to the wiki
my router doesn't let me enter a range of numbers for port the external and internal port. can i just type in 2456? thats the number i used for the bat file
oh i think i can do multiple so ill just do the same for 2457 and 2458?
If you're using Crossplay, you don't need to forward any ports. If you're using Steam/direct mode, then you can individually forward UDP port 2456 and UDP port 2457, yep!
2458 is mentioned in the script templates, but is not currently used. I don't know what it was intended for
oh and my router has this "reserve an ip address for this device". theres a default one entered should i be replacing that with something specific?
If you're forwarding ports, a DHCP reservation for your server's ethernet chip's MAC address is definitely recommended. It will mean your forwarding rules are stable and not having to be changed as your LAN IP addresses change. If it's a reservation for your router's own LAN address, no need to change it from the default, usually.
theres "use the fields below to reserve a static ip address for this device". then it shows mac address and ip address. what ip do i enter?
Well, unless you want a specific/vanity IP for it, you can probably go with the random one it already ended up with. You'd have to reset your connection or release/renew your ip manually to take on a different one. Up to you though. Just make sure it's in the range of addresses your router is routing.
If it's using language like "this device", it's probably the MAC address for the ethernet (hopefully) or wifi adapter you're using to talk to the router.
where do i find that
Are you on Linux, macOS, or Windows?
windows
Then ipconfig /all in Microsoft CMD or Get-NetAdapter -Name * in Microsoft PowerShell.
thanks think i got it
whats the domain name or ip when i add it to steam?
I'm assuming you're not using Crossplay. I don't know anything about adding it to Steam, but you can add your own server to your Valheim game client. You would add the server by its LAN IP if you're on the same network, or by its loopback IP (127.0.0.1) if you're on the same PC.
Your friends would add it by its external IP address, or if you've set up a domain name pointing to your external IP address, you can give them that.
then :2457 right?
after 127.0.0.1
it says cant find though
If you're using port 2456 as the main game port, then that's what you'd append (or no port at all appended because that's the default port)
damn it still says "did not find any servers with this address"
Is this a Crossplay server, or Steam/direct?
steam
And you hit Add Server, then 127.0.0.1?
yea i went to favourites then clicked the add button then the ip
Can you give us the server's launch arguments? Feel free to obfuscate the password
whats launch arguments?
In whatever command line launches the server executable, you'll pass it arguments for the launch. If you followed the manual, this will be a copy of the batch script template that comes with Dedicated Server. Or it might be PowerShell now, I haven't played with the Windows version in a while
like the black console that runs the server? i dont rly understand
How do you launch the server?
If that's the batch file, then yes, inside that will be the line that actually launches the server executable, complete with a bunch of arguments that can include the password
You can just copy the line that launches the executable from your script editor and paste it here.
idk what that is 😭
Alright. What did you use to edit the batch file?
notepad
Cool. Open it up in Notepad and select the line that launches the server with all of the arguments, including the password, then Edit/Copy, then in here/Discord, right click in the message field, and select Paste.
password too?
You can scramble that if you want
valheim_server -nographics -batchmode -name "wsnro" -port 2456 -world "Vildia" -password "" -crossplay
wait it shouldnt be crossplayr ight
the yt video i was watching didnt have crossplay in it idk why mine had that by default
Yes, this is a Crossplay server. If you choose to keep it that way, you won't need any port-forwarding nor will you be allowed to directly connect to it. Microsoft will handle all the IT networking/routing for you. You would get the latest join/invite code from the server logs and use that to join the server. You would also give the most recent join/invite code to any friends who wanted to join.
so i just delete that crossplay part?
If you'd prefer direct connectivity, yes
You will need to restart it after editing the batch script, yes. You can exit the existing one with Ctrl+C.
I double-checked and this doesn't seem right? I just found the tombstone of a player who hasn't been logged in almost 3 years
okay so on windows you can add the argument to change the save directory for the dedicated server, is the argument the same for linux? and what would the correct usage be?
Yes, it's -savedir <path>. That directory forms the base where you have:
<savedir>/worlds_local
<savedir>/adminlist.txt
etc
Thank you once again sir!
Yes, one trick is that if you're using Server Devcommands, you'll need it on both the client and server to properly use find. tpfind has historically been able to operate on just the client, but needs the player to have observed the findable item/location in that session.
okay. so i noticed something that happened yesterday, for me anyway,
What is the difference between x.x.4 and x.x.6?
I am kinda blind so maybe im not seeing patch notes anywhere?
I don't remember which release started x.x.6 for which platforms. Recent releases:
September 17th was the big rename, switching the Linux and Windows client files and dirs to uppercase V. Client and server assets changed for all 3 supported computer OSes, but those changes have never been publicly disclosed.
October 3rd was a Unity bump for https://unity.com/security/sept-2025-01 and a change to the Windows batch script template.
October 22nd reverted the Windows batch script and reverted the Linux client rename. Windows client kept capital V.
December 8th's update was Valve's Steamworks SDK Redistributable version bump for Linux & Windows servers only.
I think network version and object schema remained the same through those.
its kinda hard to tell without version specific information
So i started my server on 12/3, so i must be looking for the 10/22 version? cant seem to get steamcmd to download it
[Info : BepInEx] Detected Unity version: v6000.0.58f2
shows on new, old log file reads
[Info : BepInEx] Running under Unity v6000.0.46.16487356
that would be the oct 3rd unity bump according to https://unity.com/security/sept-2025-01
what's your steamcmd command line?
on dedicated server:
how do U protect ur IP if u wanna play with your online friends
Don't make the server public
like this? "-public 0"
or is there an specific way?
Yes but verify the actual syntax with the PDF guide and test.
run a free dyndns service and give them the domain name, but even with that, it's easy to find your IP if they want
Ive tried tunneling recently. what do u think about it?
Well if they connect to ie yourdomain.dyndns.com:your port instead of the IP at least you have not given your friends the IP.
anyone know how to turn off crossplay on the dedicated server?
also i have opened my minecraft port before, and set rules in windows to have them open, but for some reason my valheim ports 2456 and 7 aren't opening when i check on portchecker.co
On mine its a slidebar option. Each host is different.
If you don't see an option, email them perhaps.
If you host it yourself there is an option in the select screen.
Is this a game, steam, or engine limitation?
@final current i have my engineer on the line, he is asking if a Eero 7 router is a better use case for this specific application
That I can't say, sorry. If it's a better CPU than your current router while still providing the same wired connectivity, then it's probably better. Eero line is more optimized for Wifi than it is wired networking though, so it's really hard to say how it will perform if you're connecting wired.
If customer-supplied router is an option and you have some cash to spend on something, something you pick out could be a nice alternative.
ty for the information
OMIT -crossplay from the command line
it's a function of being a client side game and not needing to use lots of bandwidth. But its also a constraint of the game that you can change.
https://thunderstore.io/c/valheim/p/Smoothbrain/Network/
https://thunderstore.io/c/valheim/p/Searica/NetworkTweaks/
https://thunderstore.io/c/valheim/p/CW_Jesse/BetterNetworking_Valheim/
theres more if you search
network + returnToSender is what i'm using currently
Once you've dropped Crossplay, the game port will be listened on. If you've additionally made it public, the query port will be listened on. If you're forwarding them in your router's NAT configuration and your ISP isn't using CGNAT, folks should be able to connect.
Port-checking websites will likely not work even with all of that though, as both gameplay and query ports use UDP and aren't guaranteed to respond like a TCP listen port would. In the case where it's not crossplay, but is public, and is forwarded at router NAT, this site will be able to speak the specific UDP query language of the query port: https://geekstrom.de/valheim/check/
when i do that, no one can connect - i have read about a lot of people having this issue, and my port on the router is forwarded as well.
theres more then 1 port to fwd
i forwarded 2456 and 7
or iirc you dont need to fwd ports if they join yoou as a steam friend
the ingame menu for friends should show them, and you just double click - iirc
but obviously that desnt apply to an actual deicated serer... sorry, was forgetting your context
it's a dedicated server, yeah
[Info : Unity Log] 12/26/2025 23:17:20: Destroyed invalid predab ZDO:0:0
[Info : Unity Log] 12/26/2025 23:17:20: Destroyed invalid predab ZDO:0:0
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ZNetScene.RemoveObjects (System.Collections.Generic.List1[T] currentNearObjects, System.Collections.Generic.List1[T] currentDistantObjects) (at <b63fbc54224e4d8db601ed2a660254f4>:0)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d61daf581e2646abbbf5cae99f7100ce>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <d61daf581e2646abbbf5cae99f7100ce>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <d61daf581e2646abbbf5cae99f7100ce>:0)
HarmonyLib.Traverse.GetValue () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Valheim_Serverside.Features.Core+CreateDestroyObjects_Patch.Prefix (ZNetScene __instance) (at <b4205110a8d447ed945fca7f452b2067>:0)
(wrapper dynamic-method) ZNetScene.DMDZNetScene::CreateDestroyObjects(ZNetScene)
(wrapper dynamic-method) ZNetScene.DMDZNetScene::Update(ZNetScene)
I need some help! Tired of setting dedicated server configs with no luck 🙁 Wanted to add me as an admin and set some global modificators such as player based raids and enable to build in dungeons but has no effect. I run it on linux through Linux Game Server Managers.
My startup console command parameters looks this way:
startparameters="-name '${servername}' -password ${serverpassword} -port ${port} -world ${worldname} -public ${public} -savedir '${savedir}' -saveinterval ${saveinterval} -backups ${backups} -backupshort ${backupshort} -backuplong ${backuplong} -instanceid ${instanceid} ${logFile:+ -logFile '${logFile}'} ${worldmodifiers:+ ${worldmodifiers}} -console -setkey PlayerEvents 1 -setkey DungeonBuild 1"
worldmodifiers are:
worldmodifiers="-modifier deathPenalty casual -modifier raids normal -modifier resources muchmore"
and looks like DungeonBuild doesn't work 🙁
i having issues on setting up my own server. Somehow it says incompatible version. I tried many stuff but sadly nothing works. Maybe someone can help me. I even tried with just 1 mod and its still saying incompatible.
I did this : Running a Valheim dedicated server on Windows using Docker Desktop is absolutely doable — and honestly, it’s one of the cleanest ways to keep the server isolated, reproducible, and easy to update. Since you’re already comfortable with Docker and scripting, this will feel natural.
Here’s a clear, streamlined setup that works beautifully on Windows 10/11 with Docker Desktop.
🛠️ 1. Install & Prepare Docker Desktop
Make sure:
WSL2 backend is enabled (Docker Desktop will prompt if needed)
You have enough RAM/CPU allocated (Valheim server likes at least 2 cores + 2–4 GB RAM)
📦 2. Choose a Good Valheim Docker Image
The most widely used and stable image is:
lloesche/valheim-server
It supports:
Automatic updates
BepInEx modding
Backups
Status monitoring
Environment variable configuration. This just the first part. Use CoPilot (AI) to help you
hey ya'll, big question:
What is something you'd tell someone running a dedicated server on a bare metal machine running debian (no vm/docker - working on that) to be prepared for and know for the 1.0 release to keep things going as smoothly as possible? I know there's not certainties here, but I'm looking to nail down what I should know and have ready as preventative measures.
I'm currently running a dedicated server, and I'm new to this. I have an associates in gen ed that I got when I was chasing a comp sci degree but went to Uni and burned out. I interned at some really competitive places and learned a lot, but as far as devOps goes its just me, ChatGpt, google, and who I have on my server that can help me when they have the time. My bread and butter (if i had one, but I'm not anywhere near an expert and idk if intermidiate) is front end javascript frameworks and C++. I'm just learning linux, lmao.
maybe im just being anxious which is nothihg new but ya know
Hi everyone!
I was just about to write a big help request and "accidentally" fixed my problem while doing so. The dedicated server wouldn't start so went to look into the logs.
The server wouldn't start because it couldn't load "/home/steam/.steam/sdk64/steamclient.so". Naturally so because it really wasn't there. So i copied the file from the valheim/linux64 folder and now my server starts.
I still do have an related error in my log file:
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/home/steam/.steam/sdk64/steamclient.so' OK. (First tried local 'steamclient.so')
So my question is, where does this game look for this file first? Is there something wrong with PATH variables?
no help on my crash data?
SteamAPI always tries to load steamclient.so in this order:
Local working directory
(i.e., the directory where the server binary is running)
~/.steam/sdk64/
This is the standard location for the 64‑bit Steamworks redistributable runtime.
Steam installation directories
(e.g., ~/.local/share/Steam/ubuntu12_64/)
This is hard‑coded behavior in Steamworks — not something Valheim controls. Is anything wrong with your PATH?
No.
PATH is irrelevant here — SteamAPI does not use environment variables to locate steamclient.so.
It only uses its internal search paths.
🛠️ Should you keep the file in ~/.steam/sdk64/?
Yes — that’s the correct location for a headless dedicated server.
Copying it from valheim/linux64/ is a common workaround because the SteamCMD installation sometimes doesn’t include the redistributable runtime. (copilot)
just paste that log into copilot, I did that. Issues with mod server based
ty for your help @golden veldt
Dedicated Server uses your operating system's C linker to locate and open steamclient.so. After Steam or SteamCMD downloads the Dedicated Server files, it then downloads that library (Steamworks SDK Redistributable for Servers) from Valve and copies it on top of dedicated server.
The 32-bit steamclient.so goes in the root server install dir, but is not actually used by Dedicated Server. The 64-bit steamclient.so gets copied to the linux64 directory of the installation root.
You tell your OS' linker where to look for it using an environment variable. You can see this in action inside Iron Gate's included shell script example (start_server.sh). This extra step is needed because games could theoretically each use a different version of the Steamworks SDK for servers instead of depending on a common one in a usual place like /usr/lib
If you run into any trouble, let us know.
One issue is that -setkey only takes a single argument value. While some keys require a complex value, the ones you're using don't. Instead of:
-setkey PlayerEvents 1 -setkey DungeonBuild 1
you would:
-setkey PlayerEvents -setkey DungeonBuild
i tried both. Thing is i see Player events enabled by pressing F2 ingame but there's no DungeonBuild there. But i can build in troll's cave
A regular backup of your <savedir>/worlds_local to an external place would be my first recommendation.
As for 1.0 prep, there's plenty we don't know. If Iron Gate keeps the tradition of new versions able to self-upgrade an old world, you can expect your explored areas to either not get the updated location/features content and if explored areas are too close to where the new biome needs new water/ocean, your existing found features near the new biome could end up floating on air or new water.
Backup followed by Jere's Upgrade World mod is a popular choice amongst server owners for picking and choosing zones to reset to the new biome's full as-if-newly-discovered features.
As for Linux-specific changes, we haven't heard anything from Iron Gate or Unity, but there is a good chance Steam (and possibly SteamCMD) will require a more recent version of glibc soon, just like the custom BepInEx build for Valheim recently required.
Yes, unfortunately the world modifiers summary in that dialog only mentions global keys that have a button label in the Server Options GUI. If you want to see more, an admin-listed player could use the Server Devcommands mod to run listkeys in the dev console.
ty! And can you please give me an advise how to make me admin of my server? lol I tried to put my steam id to adminlist.txt but with no effect 🙁
i put both base64 and base64 with Steam_ prefix
And that was in your <savedir>/adminlist.txt? Note that if you're using a custom savedir, it must go there
yeah
And by base64, you're talking about your SteamID64? And you put it in like you see it in your F2 menu next to the connected player?
Seems to be happening inside the Serverside Features mod. #mods-issues likely better equipped to help
Forwaded UDP or TCP on those ports? You'll want UDP. Also you'll need to make sure your ISP isn't using CGNAT for your connection.
yes
Okay, I’m def set up for an upgrade to glibc which was the biggest pain in the neck to set up bahahaha. But I have the image now.
Thanks for the clarification, that really helped.
Sure thing. In your own shell session, you can always do the exact same export LD… statement the script template uses, and GNU ld (most common linker on Linux) will look in that dir for any other libs to link in.
What are you seeing that makes you think you might not be admin-listed correctly?
Hey peeps - I'm running a dedicated server for the family, and our beds keep disappearing on us - Anyone have any ideas?
Latest version btw
First guess would be mods issue if you're using any or had used any on this world, second guess would be storage issue (like capacity or permissions). Third guess would be regular gameplay, like an attack by creatures or rogue player or a placement on a floor or platform that disappeared.
You should at least look at the server logs for each of the recent save intervals to see if there had been any issue saving the world to disk.
This used to be a thing and maybe still is but can you not put yourself or anyone as an admin on a non-modded steamcmd dedicated server?
You definitely can. Just note that unmodded clients won't be able to use many of cheat/devcommands even if they're admin-listed
Hey - This is what I thought
However we don't have any mods, there isn't any storage issues, and no one or nothing is going in attacking the beds - They just outright disappear after a period of time.
They are all being built within the area that is shown too us, however, we have now placed additional workbenches inside the house/building, Which seems to have done the trick so far.
But then that leads us to believe that the zone we see, is not the true zone for building? But then it is only the beds that disappear?
Disappearing beds usually point to world save / ZDO sync issues, especially when multiple players build in the same area or disconnect during saves.
i can't fly at least 🙂
i've used command to toggle fly mode with no result
does the command "devcommands" work?
and as far as i know its not possible to fly on a dedicated server without mods. Or atleast for me cuz i have given up on that and just installed a mod for it...
looks like it is
I have a question, doesn't know how to set a custom.Seed server for g portal
Im trying to set up a dedicated valheim server with an already existing world but for some reason the world generation is different from the single player world how do i fix this
like this shouldnt happen, right?
Did you import both the fwl and db files?
Yes
why is it that when i do a listkeys it fills the console with info but doesnt also echo this info to player.log or logoutput.log, or server console?
how do i get it to do that?
It has the appearance of the db file not matching the fwl file or mods having been used on the client that were not used on the server.
Most devcommands will not work when connected to a Dedicated Server even if you're an admin. You could use the Server Devcommands mod on the client to get around that.
thank you! setting up this mod helped me!
Hi all. Is the docker container by lloesche up to date? Last update was done 10 months ago and want to know before I begin the process
I forked it after upgrade PRs went unmerged for too long:
https://github.com/community-valheim-tools/valheim-server-docker
Image repo is ghcr.io/community-valheim-tools/valheim-server.
The new glibc version it uses is less compatible with QNAP appliances, I'll warn
anyone have any ideas / guidance for a weird sync issue? have a dedicated server set up, only 2 people playing on it. At main base both players frequently run into issues where they cannot open chests / interact with things (like open and close doors)
server is not working hard (cpu around 5-15% max in these cases)
container is still effectively up to date, because it auto‑updates the Valheim server binaries on startup. The repo being quiet doesn’t mean the container is outdated.
It uses a glibc version that was no longer compatible with the popular BepInEx package for Valheim. In fact it was those same auto-updates that broke it for so many, e.g.
https://github.com/lloesche/valheim-server-docker/issues/752
https://github.com/lloesche/valheim-server-docker/issues/762
There is also a good chance SteamCMD itself will break in that old image soon once Valve updates their glibc dependency.
It's usually a client-side issue or a mod (if you're using any). Affected clients should restart. This kind of desync is more likely to happen when connected to a Crossplay server.
oh, i can turn crossplay off right?
Am using some mods, nothing particularly complex though
You can if all of your players are using the Steam version of the game and you have some networking savvy. When Crossplay is disabled, you'll be responsible for all aspects of making the server routable from the Internet, such as with UDP port forwarding over your NAT.
hey lads quick question how do i get a dedicated server? how much do they cost for a total of 8 players?
can i port save files into dedicated servers?
that depends on how you do it. You could run a server via steam by yourself. You could also use a hosting solution. Or you could use a docker container. Cost varies (im using the container method and i pay 15 bucks per month).
you dont need to port character savefiles, just connect to the server with the character you wanna play as
if its a hosting solution never heard of it
hm ok
but then again im not using hosting solutions so i may not be the best person to ask about it xd
thats allg man
hey man can u help me port over my world? im having trouble doing it
just drop the world.db and world.fwl files into you worlds folder, then change the worldname in the serverconfig
idk how your panel looks like so its a bit difficult to assist xd
would it be ok to quickly vc?
do i need to foward the world at all?
im currently not able to vc im at work^^" but you may send me screens maybe i can help that way
its just a matter of where your worlds are saved and how your panel works
the lines with world init are higher up.
your server is online, crossply enabled. thats for sure since playfab is doing its magic
so how do i connect to world?
last line shows you the ip and the port. just direct connect with it
hope you set a server password
i set a password
so with the direct connect do i jst go into console on valheim and copy both of those?
i give them join code and IP?
plus password?
go into valheim, select a character, go into the server browser and add a new server
ahhh ok
or you just usethe join code
beware that it changes with every server restart tho. if connected once the server should show up in your history
so i create a backup save?
nah it just changes the join code with every restart. doesnt matter if you do a backup or not in that case
ahhh ok
so i dont need to do any backup saves? i jst press save then i can log off?
or i wouldnt need to due to the fact the server is perma running?
depends. idk how the default shutdown logic works for you cuz idk your startup command. default backup settings should be enabled but i cannot tell you for sure
if your shutdown logic is saving your world before shutdown it should be fine. if not....well...
yeah cause i did something closed the server then rebooted and everything was as it was
do you know where the session log is saved? you may send it over via DM i can take a look