#dedicated-server
1 messages · Page 24 of 1
I mean we use a mod for it. Has issues but mostly works
🤨
But when you're playing on a dedicated server, and some people are saying playing on a Steamdeck on wifi 1200 miles from that server, when they are the "host" for the simulation, the lag gets pretty bad.
I doubt that is on their radar of todo's.
But what do I know... maybe that is something they are looking at.
Rewriting the netcode to this extend is just not feasible in this state
Thats my thoughts.
did we get success in the end after those updates?
Valheim 2 maybe? Lets hope
I have some plans to make the netcode less "messy" for my server to tackle jitter/rubberbanding and load issues.
But ill stay away from that until deep north and the first patches are out.
Im hella careful with stuff like this. One mistake could cost the world data
Hello,
I’m running a dedicated Valheim server on a Raspberry Pi. I set up the server using this tutorial:
https://pimylifeup.com/raspberry-pi-valheim-server/
Since the latest update, I’m having an issue connecting to the server. When I try to join, the server reports that the game version does not match. This problem still occurs even after updating the server as described in the tutorial.
Has anyone experienced this issue or knows how to fix it? Any help would be appreciated.
Thank you!
its a known issue
for all dedicated servers?
thanks
Me, 2 of my buddies. And I think several people here now
Not sure how wide spread
Seems like steamCMD isn’t updating the servers the correct way?
Sorry I was interrupted, I will check in a minute
ive been trying to get a server up and running on ubuntu arm64. i got to the point where i can start booting up the server but it fails with a lot of gpu not supported errors. I thought i installed fex-emu correctly but maybe not.
headless servers dont require gpu and will always warn when it doesnt see it.
if that isnt the issue then i gotta figure out whats actually causing for my server to shutdown
Nope
im pretty sure it doesnt, let me check
Well rats... did you do all the steps from the ground up?
OS?
yes
so steamcmd is still giving you the error at app_update?
ubuntu
vi start_server.sh
Thats alot of ubuntu failures
that will show you what its using to launch the server with.
yes I didn't restart the machine, I will try
Given that it has been a while sense you did the apt update/upgrade process it could be you have fallen too far behind updates. Perhaps the best corse of action for you is to wipe it all out, but save your world file and reinstall steamcmd and reinstall the server to see if the steamcmd error clears.
i am using a minimal build, so i gotta install vim real quick
i forgot to mention that im using bepinex, thats why i needed fex-emu. I was using the .sh provided from bepinex to startup.
I cannot try tonight, I will tomorrow
in that, i am not using -crossplay
Sorry we couldnt quite figure out what steamcmd was doing for ya...
wait a minute, shouldnt the appID be for the valheim dedicated server and not for valheim itself?
yes
896660
I dont use bepinex. So someone else would have to help you with that issue. If its something steamcmd or linux related I can assist.
or default server configurations, I can also help with.
why do you need fex-emu?
i appretiate your help, honestly. i do think i might have installed the wrong appID.
@torpid owl from what ive learned i was under the impression that bepinex doesnt run natively on arm64 architecture
yeah, im using an oracle cloud server. the only free option they have is arm
That is a fundemental problem indeed.
Oh yikes....im using a dedicated vps with low costs.....yeah hmmm now i see why you need fex emu
I run on pi as well - you MUST run a sudo apt update sudo apt upgrade that was my problem
simply - my debian was out of date
its been fun tinkering with it so im not frustrated. i am pretty beginner in linux and cli as a whole.
If you want to really expand your sandbox. I suggest Proxmox.
@gaunt pecan after running your updates, redo cd ~/steamcmd ./steamcmd.sh +force_install_dir ~/valheim_server +@sSteamCmdForcePlatformType linux +login anonymous +app_update 896660 validate +quit
run it a few times just to make sure its good
Being limited to arm is pain tho
Okay, I’ll check it later.
if you ran or switched between beta or public builds this will also complicate stuff sometimes
but it would be pretty cool to get it running hahaha
Indeed it would
im looking at their site rn, is it self hosted?
Maybe try aws's ec2 free tier.
that should do the trick.
Yes, I have it running at my house on my dell R720.
It runs on anything tho
I had it running on my mini HP I7 for a long while.
honestly, i have a crappy laptop that i burned the gpu to dust on, maybe i can host from there
Yep, honestly once it's installed, you operate it fully from a web browser.
so you can keep it in the closet and forget its there.
I may or may not have done that before.
i dont have the outlet access to do that but i could do something similar i think
Or if you like many games and host many games for friends.
get that cable behind the tv NOW
Containers are beautiful.
Cotainers with panels are even more beautiful (all hail pterodactyl)
wheres the satisfactory server smh
lol I was thinking the same
It was there not long ago acutally lol, I just removed the container for it and archived the world.
F
Well I can just reboot the backup and its live again lol
@nimble gazelle I rebooted and reinstalled steam and change directory, and lose all my hope to have the server up, probably tomorrow I will try again
Perhaps we join a vc at some point and we have a deep dive as to whats going on.
what kind of specs are you running to have all these servers up? and im assuming you have them shutdown when not in use
I can have all the services up at the same time with out issue. I have it on some hefty hardware. It is a dell R720 dule socket 32 core, 192gb ram.
I keep them off becuase I dont want to hear fans running at higher speeds because of nothing.
dusty beauty
I found mine on amazon, they posted a mistake and I got this for $370
Yeah I need to blow it out again. 4 dogs make it dusty.
I'm trying to use steamcmd with root
So I use steamcmd with the user I created it with, but I use root so I dont have permission issue to launch the game.
I should have a user and manage the files but thats more work that I am not trying to do at the moment, and would rather puppet manage for me.
02/03/2026 19:09:26: Valheim version: l-0.218.21 (network version 31)
is that the right one? lol I forget these numbers.
I think thats right.
so it worked?
no is not
:tableflip:
is like the next version but not the right one
you did the force public?
so when you login to steamcmd and do the
app_info_update 1
app_info_print 896660
is public the correct branch?
also this time around you didnt do the force_install_dir correct?
I did, force of habit
ok so I would skip the force_install step and try.
I have had odd results with steamcmd using that.
is downloading something ... I don't know where
most likely default so /Steam/steamapps/common/
can you install 'mlocate'? with pacman?
or do you have apt?
lol
I have apt
do apt install mlocate
then you can do a 'updatedb' as root
then do a 'locate start_server.sh'
Its less taxing then grep and a way less complicated to remember.
I'm used to do find / | grep XD
well if you are use to it then perfect.
its funny one time I had a similar issue
then I realized.. i changed my service to run valheim from a diff folder..
the issue was on my side 🙃
why, Odin WHY!
df -h for me. and sure https://steamdb.info/app/896660/patchnotes/
21713257 - Current
is the same in the info
leave the validate off
then run it with validate on.
Are files getting to the destination?
no problem, have a good one. We'll try again next time.
went to go take my dogs out. that is hilarious. nice steal
was it new or used?
'refurbished' so used.
i think im going to just wipe everything and start fresh.
Does anyone pay for a hosted server and are able to run 15-20 mods for around 3-4 people? What sort of specs do you use? Who do you pay to host it?
It is working now. thanks
well i dont have 20 mods installed (yet) but I know my server could handle it. Im using a dedicated VPN from Hetzner for 28 bucks that gives me enough to run 2 servers at the same time. CPU is AMD EPYC Milan (2 cores = 4 threads) and i have 16 gigs of RAM atm.
@nimble gazelle after many tries I did it. I don't know how, but it installed the correct server version, and it worked (I had another problem with the port and the world flooded, but is not a real problem, only tears)
I just noticed this as well on my Server 2016 box. I have had no issues prior and now I get this message. Because I have a dedicated R530 PowerEdge server for hosting games, Valheim as far as I know right now seems to only give me this issue. I guess its time to invest in a new server as this box the best OS that can be installed is 2016 after seeing the replies here. V Rising, Conan Exiles and many others are fine and still work. Not sure why Valheim is the one having issues.
After a few days of deleting/reinstalling, it finally worked. Back to work!
Glad to hear you got it running. It sucks it took a full start over but sometimes if you dont keep the OS up to date odd things happen. I would just make sure to run that apt update/upgrade at least 2 times a month.
I hate when steamcmd just gets a mind of its own and cant figure out why.
Speaking of which, I had the same issue you are having but with satasfactory. Which is why it got archived.
Many people here self host, however I do know a few people do pay for services. Just based on my server's consumption of 11 people no mods...
I have only used 20% of the specs below for a non modded service.
8 CPU (Quad min core recommended)
8GB Ram
Server side is rather lightweight
Wipe is not funny, but I was trying to check the new patch and prepare for the future 1.0
Probably I will do a clean install for the 1.0
Server specs are mostly irreverent as long as you have the minimum requirements. Very little processing happens on the server for Valheim and its mostly just a communication hub for the clients.
Sending PlayFab login request (attempt 1)
02/04/2026 19:57:28: Login postponed until ID has been set.
anyone got any tips ?
Hey friends! How does this Dedicated Server works?
if you install it, there is a pdf instruction guide in the server directory
Well for anyone having the state is 0x* after update. I backed up my world and wiped out the game and did a fresh download and all seems well now. Not the answer i was looking for but it worked for me. ( I also run my instance in docker container )
thank you! and is it possible to make and host a seevre to play with my friends ?
yes
I've got a new dedicated server using LinuxGSM. Where do I disable crossplay? I can't find the entry that's enabling -crossplay for me to remove.
Figured it out - I needed to include the entire line starting with "startparameters=" from the _default.cfg file. Once I added it to my own config, I just omitted the -crossplay item and restarted the server. Problem solved, server details shows it's no longer hosting in crossplay mode.
hey i just bought a sever through pine, is there any way i can change modifiers like resource modifier or portal modifiers?
i have no idea what im doing. anyone got any tips for my own dedicated server ?
i literally copied my mods from main valheim to server :/
Windows or Linux? On windows you need to copy the winhttp.dll too. On Linux it's a little more complicated and you need the doorstop dir and the start_server_bepinex.sh. The screen shot shows that bepinex isn't loading at all
On windows you just need the BepInEx folder and the winhttp.dll file
You probably missed the dll
❤️
nope still not working
its supposed to be in main server folder ? @floral jay
Yes. The dll needs to be next to the exe
yeah same error :/
i can host just fine ingame with a friend. but the dedicated server doesnt work. tried reinstalling it twice now and verifying files and everything i can think of
seems like the mods are not loading at all from what i can tell
Hey is there an updated version of this?
The fix for this seems outdated and no longer works now
Did like 4 reinstalls and now it works 🤣
Error! App '896660' state is 0x6 after update job.
i get this error when updating valheim. in steam cmd, force_install_dir {dir}, login anonymous, app_update 896660
cant seem to figure out why it doesnt just update.
Hi,
I can’t connect to my own dedicated Valheim server from either LAN or WAN. Is this a known/common issue right now?
Thanks,
Juha
Can you provide some additional info? Like is it a new server? Are you sure the server is up and running? Are you having VPN problems on the server PC? Is there any error msgs in the server log file? Etc., etc.
What cmds are you running when attempting to update? If you rename/delete it all, can you pull it down proper?
I use the following command to update my linux server. I can confirm that having run an update two minutes ago, my 'updated' installation is still 0.221.6 which is incompatible with my windows game version of 0.221.10
/home/${USER}/.local/share/Steam/steamcmd/steamcmd.sh +force_install_dir /home/${USER}/CalToArms +login anonymous +app_update 896660 validate +exit
From my server logs at startup:
02/06/2026 03:46:34: Console: Valheim l-0.221.6 (network version 35)
When will the linux server be updated in steam? Or, is there a trick to forcing a fresh download?
Even switching to the public_test branch I am getting the 0.221.6 release. How am I supposed to run a dedicated server?
Is there any working docker container/image with the latest V+ thats currently available?
seems the "go to" one, still has been updated to work with the latest update, my server refuses to start due to the newer GLIBC versions
Like to tinker or just run-n-done? LinuxGSM (LGSM) has been working fine for myself
Automated (some suggestions):
https://valheim.fandom.com/wiki/Dedicated_servers#Automated_Setup
yeah ive been using lloesche container for a few years. Since the lastest game update the server doesnt start due to some updates needed on the base image. The ins and out of using Github is beyond me but i can follow instructions from the image maintainers. Some people have reported the need for the base image to be updated and they have created their own Pull requests and they say "that works" but no further details on how to make it work for everyone.
Ive setup a VM and installed it fresh which is working, but Valheim Plus isnt installing even though i have added VALHEIM_PLUS=true to the env file
If you d/l to another folder (as a test) does it have the same problem?
No changes in the network (might be blocking)? Firewall off? Anti-virus off?
Maybe add in the '-beta public' param & force the version
Hence why I like to go w/ the basics. Container isn't kept up, easy to shift to another. Plus, ya learn along the way.
The manual way is so unnecessary though, Docker makes thing so much easier
or so i thought 😄
Sure....if ya wanna 'bake it in' at the start 😛 Until {X} changes & you got some 'fun' on your hands
me and a friend have a modded dedicated server hosted by GPORTAL and ever since the last update we cant get on the server or if we can get on the sever non of the mods work. the main issue it brings up is VALHEIM PLUS is not installed on the server when it is in the mod list. GPORTAL are saying its a BepinX issue so i managed to manually install it on the steam folder i can get on the server but its basically vanilla. but if i have it running in the mod manager it throws an error massage saying VALHEIM PLUS isnt installed on the server.
any help would be great
'Good' to read all that $ you're spending via hoster == good tech support 🙄
So you're trying to duplicate locally so you can transfer there?
i think so im new to modded and handling servers as in tomorrow it will be a week .....lol
Gportal should be fixing it. But most peoples dedicated servers are stuff lately since the update
it not as if i dont have game play knowage i've got 5k hour in the game
i play modded on my seed and yea things got a buggered up a bit but thats expected GPORTAL are just saying things are working our end its a bepinX issue witch i get is out of there hands it just a great intro to running a dedicated
Running only server-side (as vanilla as possible) so the update didn't effect here, but, yeah, those mod whores got dorked it seems 😉
did anyone bata test the update on modded games to see if it would kill games
Hosters are worse than called the cable co. helpline
I only use V+ and no other mods, Granpther usually takes a few days to update which he did, but upon restarting my container it appears there has been an issue since last October with the base image needing to be updated. Some people have fixed it with their own Pull requests but never tell anyone how to fix their own servers
The devs warn people that the updates will likely break mods, they cannot account for every mod out there.
i know i ran mods 2yrs back but had issues back then so played on other peoples dedicated servers. i know people that run 50+ mods that have almost every thing due to the update so kept it simple with build mods and an inventory mod and a framing mod but it soul destroying logging in and watching you building crumble around you coz the build mod stopped working
Always an issue, esp. if/when mods die on the vine. Easy fix: don't upgrade the base game until {X} days later to validate each mod
Oh, & backups. LOTS of those (damn griefers)
i lost doors and windows, the auto feed on smelters and all the inventory as the server was setup to fill from the bottom of the chests and when i managed to log in it was vanilla lost everything
we had only been playing for a few days i had hours it to my build....lol
But you got good backups to restore after all the fixes are in place, right? Right?
Lesson learned after the 1st time...usually 😛
it had been 2yrs i have slept since then
ouch
hell i forgot how to install mods for a min........lol
if it isnt for the kids telling me they are hungry or chewing the table legs the wouldnt get fed .........lol
Wood fiber is filling, they'll survive
yea but the noise is off putting when you 7hrs in a build sesh....lol
one of my kids just bites me now .......pmsl
You can try https://github.com/community-valheim-tools/valheim-server-docker. Its an updated fork of lloesche's container image.
Yeah I tried changing my docker-compose to use that image but it was still the same. Unless I did something?
that one should work with mods
Is there a specific set of steps I need to do up date the docker-compose file to use it? Do I need to delete the container and create a new one etc?
you may need to make sure the container is completely removed before restarting it. if you are using docker compose cli it should be enough to stop the stack but if you are using other systems make sure the container isnt lingering around in a stopped state
Ironically the installation instructions for this fork points to lloesche image in the docker-compose https://raw.githubusercontent.com/community-valheim-tools/valheim-server-docker/main/docker-compose.yaml
does anybody know how to change modifiers on a server if i bought it from pine?? T_T
i want to change things like resource rate or the portal stuff so i can portal with metal and what not
I had a dedicated server with server characters and anti cheat on the defaultold version. My power went out abruptly last night while the server was up and now the dedicated server won't let us connect and is claiming the versions for client and server are mismatched even though they are both matching.
Any advice on what the problem could be?
So i removed the container and old llosche image and recreated it from scratch form the community-tools one. Now it says Valheim Plus isnt installed, but i can see the config in /config/valheimplus and its enabled. I am going out of my mind.
[Info : Unity Log] 02/06/2026 13:09:58: incompatible world version 37
[Info : Unity Log] 02/06/2026 13:09:58: incompatible world version -1
Yep, sorry about that. The fork doesn't have its own image in the compose example yet. I have to remember to do this after work hours for legal reasons. As for Valheim Plus, I don't test that one myself, so let me know if you figure out something specific that might be missing.
Currently when I try to connect it says the server doesn’t have Valheim plus installed. Even though the logs says it does and there is no update.
Alrighty, whose ValheimPlus fork are you using and what version?
DEBUG - [46] - ValheimPlus is enabled - running updater
DEBUG - [142] - Local ValheimPlus archive is identical to remote archive and was successfully installed - no update required
DEBUG - [46] - Writing file to start Valheim server```
But when i connect to the server it says Valheim Plus isnt installed. I also cannot the Bepinx log to paste here as that should be created in the /config folder of the docker container
It’s using whatever version it uses by default. I’ve even told it to use the grantpher repo.
Currently my Valheim.env just has the line VALHEIM_PLUS=true so whatever fork that uses by default.
And using grantpher's on the client?
Correct
17.1 I think the version was. Not at my pc at the moment to check.
I know it updated today
Thanks, I'll try to dive in this weekend if I cann
You can always login as admin & set those global keys you wish. Else, I'm sure Pine's tech support can guide you to where these same start-up parms can be set
How do I log in as admin?
Standard:
https://valheim-server-help.github.io/howAdmin/
Presume some 'admin-panel' interface a/o FTP access via Pine?? I'd reach out to them if needed
Unofficial support information about Valheim Dedicated Servers
This was a clean game instance I was setting up, so the folder was empty when I started. 🙁
I created a new user on the same server, and did a clean install as that user, and got the correct version. Wacky.
I'm getting incompatible version when I try to launch the steamcmd server based instance of the game, I tried to update it via the steamcmd command line and ran the update, but it still errors out on my end
I am currently running a dedicated server and have just run into a strange issue... seems like every spawn point available in the game is spitting out one of the 3 types of graydwarfs in the black forest I have started building in. Like hundreds of them...I do not know if this is a bug or what?
It will always spawn them as long as spawner is alive, they will also walk toward your base
There is no spawner and I do not think you understand what I'm talking about... it's like something has spawned in every grid square of the map all at once. \
More info please. This issue just happen out of nowhere on a regularly stable server? Have you loaded any mods either on the server or your game recently? Does it happen when you're in the game alone or also with other players or only with other players? Is there any warning msg like it's starting a 'raid' created by one of your mods? Are they spawning just around you or just around your base or actually literally all love the map where ever you look. If that was the case, wouldn't it pretty much take down the server?
No mods, there were other players. Was a stable server previously but is less than a week old. No warning message. it spans across the entire black forest.
When you say 'no mods' you mean none on the server and none on your game as well? I wonder if it could be that one of the other players has brought a mod that you don't know about which produces the extraneous mobs.
No mods on the comp and no mods in the server. Also no mods with other players.
Could it have anything to do with warring connections?
Well, I don't think there's any way the game can do that by itself. If it were me, I'd shut the server down for maintenance and reinstall it completely. And if you aren't already using it I'd install Azumatt's anti cheat mod on the server and all the player's games and make the players have to use it to play. It's a bit annoying and just one more thing to fuss with but it's the only way to be sure no one's sneakng in a mod.
hey guys what companies or dedicated servers do you guys use? I'm currently with Gportal and the past day it has been absolutely terrible and laggy to play on. I'm wanting to look at different options. thanks
Bisect Hosting
Hello I just started valheim with my brother and we started playing in Duo on Steam on a server directly on the game outside we would like to play valheim on a hosting server (helloserv/ Gportal) but impossible to place our backup in duo in the HelloServ or Gportal server, would you have help to provide us please?
Hey, we are hosting a game on our dedicated server, and most recently hit Ashlands. When we are 1-2 people, Ashlands functions perfectly fine, however when we go to 3+ players, server becomes unplayable. What should be the go to solution in this case? I read about some mods that help with networking or some that optimize mob ownership, are those helpful?
Unfortunately, your multi-player lag can be created by several different issues. If your issue is network related, then one of the network mods over at thunderstore.io should solve it. If your issue us caused by one or another player having his/her own PC resource issue, then they will have to address that problem themselves. If your issue is caused by server problems at the hosting company's site, then they need to fix it. You can usually put in a support ticket there.
You can try the networking mod solution first as it's pretty easy to do and it's free. As always, chose a mod that's recently updated and appears to be popular among the community, which you can determine by searching for it's name here or on Reddit.
If you can isolate the issue to only happening when a particular player is with you, then he/she must trouble shoot and fix their problem.
If the server PC is running out of RAM or the server site has problems with their network, etc. then you have to take it up with them. You can try and find a forum somewhere that might give you info about their site situation and/or retutation for stability.
In any event, good luck with it.
You may need to ask the hosting site how to place your existing world files (.fwl and .db) from your old server or game on to the new server. Sometimes it's shown as an item in their menu system. Other times it isn't.
Mods that manage mob ownership (CombatOwnership, or ServersideQoL if you need to support vanilla clients) made a big difference for us
Hi, I just set up a Valheim server on LeikaCloud.
When I try to join for the first time, it says “Banned”.
The bannedlist is empty.
Does the panel enable permittedlist / whitelist by default?
How can I fix this?
some providers you can't turn the whitelist off, need to add yourself and any players on there else it will come back as banned, this is what my provider does, its a different one to yours
I think there is something wrong with my world generation, im finding swamps without trees, plains with floating rocks, mistlands without mist. Is this a known problem?
I suspect that your game and it's mods are trying to load a world that was created with different mods. At least different mod config.
Right now, the game needs you to install the StartUpHotfix mod, if you're using the Valheim "default_public" game version. Otherwise a lot of mods won't work properly.
If you've gone back to the "default_old" game version, then you don't need that mod.
I would suspect that you're using Expand World mods and the mod versions and/or config files have changed since the world was created. That's just one possibility, though.
the mod thing could be true, does that apply for my mods or for the mods that the dedicated server has?
Both.
well, the server doesnt have any, but i do, do i delete all of em or use all the mods that i used previously?
there are no mods that should affect world generation i think...
You could try going back to the previous game version and see if you need to also go back to previous mod versions for your game depending on whether you get red errors in your loading window.
The 'fix'? If YES, then the A: Both client & server
Hello!
straight to the point. im trying to upload a pre existing world to a nitrado server but after upleading the bd. and fwl. and making sure the nitrado world name matches the world file name it still load a new world day 1. any idea or tips for that?
I just host my own dedicated server on an older used Dell Micro PC. Using a free noip.com account, I can always update the host name even when my public IP changes. Players don't need to know the IP, just the full domain name.
It's not complicated 🙂
Port forwarding is easy too if you have access to your own router settings. If your ISP uses CGNAT, well you're screwed hosting your own.
Lookin for a chill but active server. Has boundaries but not intense. No mods or multipliers. Just the basic game. I am not 18 but I am not an immature kid. I would love to chat at play. (fresh start and ores through portal is optimal) Hope to meet some people! Thank you!

#1024264966712340510 might be a good spot to look
I did
Since you're paying for it, ask their tech support
In the meantime, what does the log indicate is being seen/read?
I did yesterday and they fix it. It was a dysnch
this did nothing, i still have the same problems. I have no mods that affect the world generation. Is there another option?
(I played without mods and nothing changed, my dedicated server also doesnt have any mods)
Is it possible that the .db file in your server world's file pair has become mixed up with an other .db file from one of your other worlds? Or maybe the .db file has gotten corrupted somehow?
If you haven't already done so, see if you have a recent backup world in your Manage Saves menu that you can try.
Ill take a look at it tn
If you're using Grantapher's ValheimPlus fork (default with those images), you can try with the latest ghcr.io/community-valheim-tools/valheim-server. Grantapher's fork recently upgraded the bundled BepInEx to require the new environment variables and I've just updated the image in hopes to comply a few minutes ago.
Updated the compose example in that repo too, thanks, @lavish charm.
Hey all. I'm new to running servers and I've got a Lenovo tiny PC I plan on installing proxmox on to run vm's for valheim and other things. For valheim, going Linux, is it still worth using Ubuntu if I plan on running the server headless?
Hey!
I need some help with changing my valheim's server settings!
I've rented a server and I have a bunch of files I can access, however im not sure which ones
Would it be possible to get some help?
Do you have more details?
I'm trying to change some of the server settings
like difficulty, mob raids
See that settings tab on top right next to activity, what's that do?
Ah ok, not as familiar with BRUH! hosting. Usually third-party hosts have an interface where base settings are changed.
Here's the best two routes if you can't find that interface on their website:
-
Just create a new world on your local with the right presets and upload that
world.db&world.fwlfiles to your server. (this is much easier with an FTP like WINSCP or FileZilla, etc..) -
Enable devcommands and use the
setkeycommands and restart
anyone familiar with how dathost handles 100+ mods ? seems like my current server wont be able to handle it cuz i need to pay more to get more then 8 gig ram :/
That panel is pterodactyl. What do you wanna change?
You could run Ubuntu Server 24.04 to save resources (I am). If you plan on using a container I would ask here for suggestions. After lloesche's broke I built my own and am using it in my current run. You are certainly welcome to use it if you want. https://hub.docker.com/r/drummercraig/valheim-server
Thanks, I'll take a look. I'm new to home servers and am still learning about hypervisors, vm's, and containers, and how I should set my stuff up.
I went down the Proxmox road early. I found I didn't need it because I'm not needing full VM's running different OS's for my use. My old Optiplex just runs Ubuntu Server and I use containers for the different Valheim Servers I may be running simultaneously.
You don't need to run in containers either, it's just there are a few benefits to doing so. For example, needing different Valheim admins for each server running. I ran 3 simultaneous servers without containers for a long time. The containers make it highly convenient though with other perks that come along.
I guess I was considering starting with proxmox for potential future tinkerings. Or if like I want to server host a game that works better on windows instead of linux. Is there a downside to it?
No downside if you truly need different VM's. It will use some resources to host the VM's and of course each VM will need their resources. Totally depends upon what you plan to accomplish. Have fun experimenting...I did.
Thanks! And you mentioned something about "lloesche's broke". I assume that was a popular docker file for valheim server hosting?
Yes, it was the most popular. @final current mentioned it has been forked and fixed. I would value his opinion on an image to use. I just couldn't seem to get the other popular ones to work so I created my own...it was a lot of work and AI helped me a lot.
Speaking of, what about mods? If I'm using a premade docker file, how would I go about adding the mods to it? Would it have to also load r2modman?
You don't need to load r2modman. My image is built for mods (I run them) or vanilla. If you visit the link you can see instructions on how my container works with mods. That was the hardest part, finding a container image that supported modding which is why lloesche's was likely so popular and also the early adopter. I added mod management that his did not have but is what I wanted.
Awesome! Thanks so much!
You can DM me if you need.
Appreciate that, I may need to lol
Hey, can someone advise on a mod that prevents people from bringing materials from other servers please?
ServerCharacters
thank you, just installed it! problem is, it's asking everyone to create new chars
I've only installed it to prevent people from spawning items on other server and bringing them over
can i not exempt their caracters somehow and allow them in? i wouldnt want them to reset their skill by making a new char
There's a non enforcement setting you can turn on and I think that will let everyone on to transition. Then once you go back to normal mode their character will be locked to your server
Would you be able to help me with this? apologies to keep nagging you. I can't find the setting
Is straight forward; To hinder players to take their character to other worlds, to spawn in materials or boost their stats by dev commands, is to force every character to be stored on the server. And to do that, everybody that starting to use the mod, and enters a "new" world (at least from the mod's point of view), players have to create a new character, that will for ever be locked to that server-world. So if anyone joins the world late, they have to start with a new character at 0. You as admin can choose to use dev commands to speed things up with the progression.
I seem to recall to do this, create a folder named characters_local where your worlds_local folder lives. Copy the .fch files of the characters you want on the server. Rename each of them to be Steam_thesteamidgoeshere_characternamehere.fch
yeah, similar issue, just looking for the files to change teh settings in because there are no sliders on xrealm for things like difficulty or what can be teleported
Those are base game options now
On a dedicated server they are set by the startup command. Or you can use the ServerDevcommands mod on an admin client to set the keys
yeah, it didn't really like me trying it in the startup command
but I've since just made a world and over-wrote it - issue resolved and whatnot more or less
Hello guys. Did anyone have problem like this: My friend hosts dedicated server, but it already happened 2 times where I got kicked after 15-30min after he (the host) leaves the game.
Is it a dedicated server from a rented provider or a self hosted session that terminates when the host ends the session? Not all servers are available 24/7 unless they are dedicated
It is self I think? He used that steam tool that u get in library.
Then likely the server crashed and hasnt recovered if the host hasnt set up crash recovery. Im only grasping for straws without looking at logs. Is it possible to contact the server owner to ask them to restart it?
I'll ask him later since he's playing CS2 rn. Does he have to set up crash recovery as well?
world keeps failing generation, with null, on linux, fresh install, any ideas?
lol figured it out, port issue
nah man, I can't connect
Is it perhaps something from my side? He disabled crossplay cus we all play on PC.
is there a mod that helps you be off the player list? as admin of course
I'd ask in #mods-discussion
Hey all, not sure if is the best spot to ask, but could anyone help me understand how to transfer my single player Bepenix world onto my server?
I am using Dathost for context, but it is largely comparable to regular dedicated hosting.
Ultimately, finding the files I need to transfer, and to where they need to go is the crux of my issue!
New issue, does anyone know what causes a bug where no player on my server can pick up any item, at all, or interact with anything
Mornign all, i think i finally got the docker server back up and running with V+ but for some reason when i restore my world back up and restart the docker it replaces the world with a brand new one and renames the 33mb world to .db.old. Any reason why its doing this?
I get randomly disconnected from my own server and can only reconnect after restart.
It doesn't happen very often but it's annoying when it happens. I play normally and boom - I get disconnected. I open the servers tab and I see it, with me still active on the server. I try reconnecting and it doesn't work. Server console logs show one player active and no attempts at reconnection.
I haven't played with others for long enough to see whether it happens to them.
I haven't saved any logs. Any Ideas why this could happen?
Could it be because of Radmin?
any idea what causes really bad desync on a server? Players are building and killing things that I cannot see. To them it looks like I am walking right through the things they placed and the mobs they're fighting. Nothing loads either, no matter how long we wait.
we have the network mod by smoothbrain and returntosender by comfymods but they don't seem to be helping
does anyone know how to remove mounted trophies on a dedicated server? i had an player breach our slow play rules and put up a bunch of trophies and i cant seem to get past the resetkeys or removing the trophies with a hammer
forcedelete maybe?
then remove the world keys that the boss kills activate
Ok hwo the hell do i restore a world with the .db and fwl file without the game loading into a new world and my base falling apart around me
Forcedelete doesn’t even populate
devcommands are active I assume, maybe specify a radius?
also you may need the devcommands mod and your steam ID in the adminlist.txt file to use commands on a server
So I have devcommand via bepinex.
I do have admin installed.
The trophies still stay mounted and the my active with e when you mouse over
you're sure your steam ID is in the adminlist?
I am sure. I see my steam
forcedelete will probably delete the entire boss stones , not just the trophies... dont do that
i dont think there is a way to undo trophies on the altar, except as reticent said; remove the serverkeys and maybe (i doubt it) that will remove the trophy too
check Console commands at bottom of https://valheim.fandom.com/wiki/Global_Keys
That's just Valheim's built-in auto-backup system. Will do it on every start if I recall. Did you get V+ working on the community-valheim-tools image or did you have to roll your own? I had someone on GitHub tell me the recent fix may not have been enough
How does the 20 player mod work on Dedicated servers? Will the host (Shockbyte) stop me from going above 10?
#mods-discussion probably going to be the best place to ask, but as far as I know, most of those mods just adjust the max number without much fanfare.
is there anyone want to join my dedicated server? so we can play together
update - played for a while. Seems like it only happens if I write my steam ID in admin txt list. Any ideas how to fix it?
That’s probably me. I blew it away and set it up from fresh. After starting it up and restoring my db and fwl it still gave me a new world but with my base and everything broke when I logged in due to the new terrain layout. So I had to let it startup and build the new world, then delete the container and image, clear out the worlds_local folder and restore my db and fwl first before deploying the docker image. This then used my world and didn’t generate another one.
Sure, could be your VPN. Is your server using Crossplay or direct/Steam mode? Running any mods on server or your client?
no crossplay no mods
so just in case - can i kick players without logging into the server?
Any idea, why server missmatch happens?
Everything vanilla, no mods whatsoever 😮
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Server ID 90071992547409920
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Authentication:k_ESteamNetworkingAvailability_Waiting
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Steam game server initialized
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Valheim version: l-0.221.10 (network version 36)
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Worldgenerator version setup:2
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Console: Valheim l-0.221.10 (network version 36)
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Console:
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Console: type "help" - for commands
valheim | Feb 17 16:47:50 supervisord: valheim-server 02/17/2026 16:47:50: Console:
Take a look at your Player.log on the client side after one of these attempts to see if it can offer any hints. Also make sure you aren't running multiple instances of the server on this host, e.g. docker ps or sudo podman ps
i only have experience running a minecraft server, and please use simple language cuz I'm pretty overwhelmed
vanilla dedicated server
there was a game version update and players can't log in
do I need to update the server version? or will we have to make a new world?
using client mods through thunderstone, but none on server
Server version == client version. No new world required.
they couldn't log in tho after they updated
& server is running same version? Have them drill into their LOG & see what's what. Could (likely) be a mod problem (w/ the latest update)
Nothing :/
Interesting, after i switchted SERVER_PUBLIC=false, i can connect... WTF
If mods are involved at all, that's always the first suspect. If a completely unmodded client still can't connect, make sure, the versions match. Both the server version (visible in server logs or the ingame server browser) and the client version (visible on the start screen) should be 0.221.10
Still the error messages suck pretty hard...
You could check for error loop in the logs when it's public. A common cause is password too small or contains your server/world name. Alternatively, if you're using a server monitor that relied on Valve query protocol, it no longer works with public crossplay servers like it used to (e.g. old versions of LinuxGSM do this)
From what I can see, the most popular images are mbround's and the lloesche fork. Are there any major differences between them? Looking to put together a dedi server for me and 3-4 friends with some light mods
Both are good. mbround's image has more options for splitting into separate containers if that's your jam. It might also be smaller these days; haven't measured in a while. https://github.com/community-valheim-tools/valheim-server-docker is an up-to-date replacement fork of lloesche's image.
Right on. I dont think I'll need to worry about additional containers, so I'll go with this one. Thanks!
I'm very new to networking and using CLI in general, so I'm cramming a lot to learn this stuff lol
Cool deal. Setting up a game server a great way to learn, imo
Yeah! I'm looking to get into IT and me and my friends need a dedicated server, so it's great as a practical learning exercise
I'm not getting the update for patch 0.221.12 on my dedicated server. Was this a client-only patch?
Nothing in the DEPOT ('Public' == 17 days old)
https://steamdb.info/app/896660/depots/
so i was playing on my friends server and i quit the game for dinner, and when i try to rejoin i see an X icon in the server list and i cant connect, no password prompt
but someone else is building in the server, when i try to add the server i get a DNS lookup failed message
im playing modded valheim, btw
doesnt work when i switch to vanilla either, and my other friend's dedicated server seems to be connectable
even though we don't play on that server anymore
That looks like a comm issue not from your game or your PC but rather the connection between you and the server. Hopefully, it'll clear it self after a while. It could be caused by the weather or something like that.
i hope so..a friend's still playing on it
while it shows a red X for me
How are you adding the server? External IPv4 address, IPv6 address, Crossplay join/invite code, Community tab, or by domain name? Feel free to post your Player.log from one of these failed attempts with any private info obfuscated.
My container is an all in one option but I do offer unique ways to break up your deployment should you have a more advanced use case. Feel free to At me should you have questions
Noob question, but do I follow the steps in your GitHub guide or can I just use the docker pull command? Or both?
I recommend the compose route its the best way to get reliable routes
Ill be merging a bit of work shortly that should help clarify the docs
From the github guide, right? So I ignore the pull command then?
Yup! i just rewroked the guides but tldr copy this into a compose.yml file https://github.com/mbround18/valheim-docker?tab=readme-ov-file#simple
Then you would just docker compose up
thanks so much!
Ok. I setup my dedicated server for hard mode, more resources and fireset. i am now trying to put it back to normal mode with more resources and fireset.. i have removed the modifier hard from the bat file.. saved restarted sever.. but still shows hard.. what am i missing
modifiers are set in the world file. adding them to the cli just causing what is in the world file to be overwitten. you either need to add a cli modifier for normal, load the world file locally change the modifier and reupload it to the server, or use a mod like serverdevcommands to change the modifiers from the client console as an admin
thanks a bunch but we got it working
admin was on holidays and didnt do some sort of verification
its now running back up
@gilded vine thanks you too
is anyone else unable to port forward specifically a Valheim server?
I can port forward other things and even use the same port but its closed if its for Valheim and open for other things
Are you using the direct/Steam backend or Crossplay? And are you forwarding TCP or UDP?
I have tried with two different computers
Linux: Steam no Crossplay ran a working server about a year ago but is up to date and can connect to it locally
Windows: Steam whatever is default for cross play
TCP and UDP are forwarded
the port shows closed when using an online port checker when the server is running but it shows open when I use another program on that port (Risk of Rain 2013 not that the specifics make much diffrence)
If you're using Crossplay, that makes sense. Crossplay forbids connections to your server, no matter where they come from.
I was unclear I am using steam and there is no crossplay
Can you paste us your server launch command line? Feel free to obfuscate any password or names you deem private
ok, so how do i add the cli modifier for normal, i also have tried taking the fire hazard off but not working.. i dont want to have to delete the server.
for the windows PC (just testing to see if It was a linux problem) I am just clicking play on the Valheim Dedicated Server tool
for the Linux PC (the one I care about) the command is: refusing to copy and paste give me a moment
./valheim_server.x86_64 -name 'notreal' -password notreal -port 2456 -world notreal -public 0 -savedir '/home/remote/.config/unity3d/IronGate/Valheim' -saveinterval 1800 -backups 4 -backupshort 7200 -backuplong 43200
I am now trying with the start headless server bat file and it is using this command {valheim_server -nographics -batchmode -name "My server" -port 2456 -world "Dedicated" -password "secret" } (still not working)
when you setup TCP and UDP, I had to setup them seperately.. meaning i setup a rule for TCP ports.. and a different rule fro UDP ports. on my router, if i put them together, the server wouldnt connect.. sorry if this doesn't make sense
We tried on the linux pc with only one or the other but not both in separate lines so trying that now
didn't work unfortunately
UDP should be all you need on both ports. And on the client side, you're adding the external IPv4 address? And you've confirmed the ISP isn't using CGNAT?
Also note that some routers, especially ISP-provided, don't have a local route table for connecting to your own external IP address from within the LAN.
Its not ISP provided and I can use the port for other things just not Valheim and we don't think its using CGNAT
fairly confidant on no CGNAT now
Alright, and how are you checking that it's accessible? You're adding the server's external IPv4 address via Add Server in the game client?
for the linux server I was able to login and move around by connecting with the local ip of the server but for most of these tests we are just using https://portchecker.co/check-v0
Port Checker is a simple tool to check for open ports and test port forwarding setup on your router.
Verify and diagnose connection errors on your computer.
Oh yes, that won't work
it shows open if I have a different game using the port but not if I am running the Valheim server
UDP ports are hard to check on account of not having any kind of connection establishment process. If the server were public, you'd be able to make an A2S query over the Valve query port (2457 in your case), but you have that disabled. That's all fine, you just won't be able to use traditional port-checking tools.
is there a way for me to check other than having someone else join who is not on the local network
Not that I know of, sorry. You can certainly try from within the local network yourself if your router has local route table support.
I can connect with the local IP but not the public IP
Up for attaching a Player.log from one of those failed public IP attempts here? You can edit out your IP address if you want.
where would the log be we have not found any logs of anything happening when we fail to join it looks the same as if I try to join a fake ip
its been working the whole time we are just idiots and figured that if we couldn't connect using the public ip from within the network and the website showed closed that it wasn't working
Depends on what OS the game is launched in, but after the failed connection attempt, look for text/link for Player.log in the background of the main menu screen, usually in one of the corners.
Its working now people in the network can use the local ip and people out of network can use the public ip
can someone help me? since the update is my server dead - no loading no connection
I tried to load the old Valheim branch but that didn´t work. it is my first server, i use Gportal 🥲
Anyone got any tips on what files i need to move if i want to change server provider? I dont want to loose all explore/portals/building and so on
You can get a copy of your world by getting the server's two world files, .db and .fwl. Whether and how those file might be available to you varies from one server provider to another.
Yeah i have Them. When i launch on The new provider everything is fucked no portals no explored nothing
So might be in some mods or something?
sounds like you're using a new character.
the char file is on your pc and/or Steam Cloud,
but if you are using ServerCharacters mod then the character file is on the server.
You did not mention any mods?
Yeah, i have like 100 mods on this server 🤣 using The same char as I only have 1
No serverchar mods
My first guess Would be expand world and rtdbiomes?
all that affect the world and add new building pieces.
Yeah so could i just copy config files to The new server
Can you just copy the whole thing with mods and everything?
yes and no, if any of the mods updated, its better to let them generate new configs.
Sorry to bug you more. Just now got about to giving it a go and I got these issues: https://pastebin.com/4j1u4dVX
Is this because the odin tool doens't have sudo rights?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Why isn't my dedicated SteamCMD server allowing me to update higher than 221.4 to whatever the current ver is?
you are probably using the snap packaged docker which like everything snap breaks things
nah I didn't install the snap package. Made sure it was s clean docker install and the docker group has sudo rights
looking at the example compose and your output, the first two permission errors writing to /etc are a container design flaw since its using a user: "1000:1000" declaration to run rootless. the rest are because whereever you set the bind mount to the user doesnt have permission to
this is why bindmounts in docker are bad and you should use named volumes instead
Are there any good guides on how reduce the number of server disconnects for people over the internet? Are there any mods or patches that could help?
How on earth do you specify the world seed you want to start with in the server config?? (using steam dedicated server)
Generate locally then upload to the server.
0.o
On your host you can run
sudo chown -R 1000:1000 /path/to/valheim/server
sudo chmod -R u+rwX,g+rwX /path/to/valheim/server
This will fix your current issue, as for those errors i can rework them to provide a better rich error experience
Yo folks, I just started a rented server with 4 friends, and we literally cannot play together at all due to lag. We've build a base in meadows, made the first decent ship and players are already levitating/flying, chests take 8 seconds to open and sailing said ship is physically impossible. We did install bepinex and the Network mod through thunderstore in order to increase the speed between us, however this only fixed things on the (VERY) minor side. Is there any other solutions/suggestions i could go for here?
Do you experience the lag under certain circumstances or do you have it all the time no matter who else is on the server with you?
Are your players scattered throughout the whole world or just within your local area? Where is the rented server's computer room located relative to your player base?
Have you put in a support ticket with the server hosting Co. to see if they can address the lag? You can do a Google type search for your server rental Co. and see if there's anything interesting there as to comments from other customers. Also, check to see if the hosting Co. offers you access to the server's log file so you can check for specific errors there. You can also check your player log, too. It's in your BepInEx folder on your PC.
And, if your server is using -crossplay, to support Xbox users, and you don't need it, remove it.
Whenever we are 3 people in the same vicinity (for example if we are crafting anything or trying to sail in the same boat) we'll lag, if we are spread somewhat thin we don't experience as much lag. the point of the game however (imo) is playing together.
The rented server is in Helsinki, we are all players in norway, so the ms is on average 20-27,
I've googled left and right to try and find a solution for this, aswell as used the hosting sites AI support system (basically typing the issue and then troubleshoot from there) but nothing seems to fix the problem. The issue with checking player log is that i don't know what im looking for, as I am a total noob when it comes to renting servers, hosting etc 😄
And for the crossplay- it was luckily never on by default (thank god) 😄
Regarding the logs... Anything in there that begins with the word "Error" would be interesting. If you've set up your -console in your game, that might also have clues as to the problem as well.
If you havent' already done so, check here for anything that looks like it might help and is currently updated by it's' mod author. https://thunderstore.io/c/valheim/?q=multiplayer&ordering=last-updated§ion=mods
In any event, good luck with it.
Valheim server is mostly just a communication hub, the first player in an area acts to control that chunk. If one of your players has a lower end PC than the others or has a worse internet connection try with them never being in the area first. You can also all gather in one location and try having one person logout and back in to force control away from them to find out who might be the causing the lag
If you werent using mods before its better to try toubleshooting without any of the networking mods first. Some are known to cause more issues than they claim to solve.
Thanks for the response- both of you! I will do some digging and see if I can either find some errors or solution, and then get back here either way 😄
Hey guys, hoping someone could help me out with a crossplay issue I'm having on a dedicated server.
I have a server running on Ubuntu that's been working fine for me and my PC friends. We just had another friend buy the game on console so I went to add the -crossplay param to the start_server.sh script so now the executable looks like this:
./valheim_server.x86_64 -name "ServerName" -port 2456 -world "worldName" -password "dummyPassword" -crossplay
Now after running the script no one is able to connect to the server via the IP address and I see the 2 repeating lines in the server terminal:
02/23/2026 03:46:37: PlayFab reconnect server 'ServerName'
02/23/2026 03:46:37: Server 'ServerName' begin PlayFab create and join network for server
If I remove the -crossplay param everything works fine and all PC players are able to connect, but we are still unable to have our console friend play.
Anyone have any experience or idea how I could fix this issue? Is there possibly an additional package I need to install to my Ubuntu instance for PlayFab to work properly? All input is appreciated, thanks~
edit:
additional context, I have it running with a cloud provider and have ports 2456-2458 open for TCP and UDP along with all outbound traffic allowed
- Verify everything seems to be working with PlayFab in the logs. It needs a few extra libraries installed. 2. Once you start using PlayFab you can no longer connect to the server directly, you dont need any open ports. The IP and Port just gets mapped to a PlayFab ID and all users connect via PlayFab. I dont use it but if theres in ID in the logs try connecting to that.
Yeah that's where I"m at. I'm assuming it's an issue with the server registering with PlayFab. I'm not receiving a 6 digit code. I'm trying to see how I can investigate the logs to hopefully figure out what's going on
Ive never run a dedicated server with crossplay enabled so I dont even know if you get a PlayFab code. But this is going to be a PlayFab issue and I didnt want you looking at at firewall rules and ports.
I found the issue in the console output, I pip'd it to a txt file:
DLL Not Found: This error usually occurs when you do not have the correct dependencies installed, and will prevent crossplay from working. The dependencies are different depending on which platform you play on.
For windows: You need VC++ Redistributables. https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170Linux: You need Pulse Audio. https://learn.microsoft.com/it-it/gaming/playfab/features/multiplayer/networking/linux-specific-requirementsSteam deck: Try using Proton Compatability Layer.Other platforms: If the issue persists, please report it as a bug.
DllNotFoundException: party assembly:<unknown assembly> type:<unknown type> member:(null)
you said this was an ubuntu server so not a container? install libpulse-dev libatomic1 libc6
Worked! Thanks for the help man
Unless you're learning the full in/out's it might be advantageous to utilize a container geared to Valheim or @ least game servers in general....mitigates these types of issues. Just $.02, for what it's worth
While that'll probably do the trick, you generally shouldn't need any of the bigger …-dev packages and libc6 should come with Debian and Ubuntu out of the box. The libraries themselves ought to be enough: libatomic1, libpulse0, and libpulse-mainloop-glib0
yeah if libc6 is missing something is seriously broken. I just copied what was on the wiki for speed
ah, cool, I guess we should fix that
would be great if somebody would, I dont have an account to edit it
Alright I have a question regarding a dedicated server I just set up to play on with my significant other. Dedicated server is running on a private PC running windows. Specifically looking to make combat easy and death penalty casual. I have following in the .bat file. But when we die it drops everything. In the log when starting the server it shows the correct settings. Any idea where I am going wrong?
valheim_server -nographics -batchmode -name "xxxx" -port xxxx-world "xxxxx" -password "xxxx" -crossplay -public 0 -modifier combat easy -modifier DeathPenalty casual -modifier Resources muchmore -modifier Portals Casual -saveinterval 300
Maybe the modifiers are case-sensitive and you need to lower-case them
Hey I want someone who can get wood and help me build some house the code is 742554 / password is 12345
Really need help
Sure those modifiers are doing what you expect of 'em?
https://valheim.fandom.com/wiki/World_Modifiers#Death_Penalty
Please join us we need help the game is hard 🙁 join code is 222563 PASSWORD is 12345
what is the server name?
you can just type the join code in the join game section after you select your character
i just hopped in
do you have a chat room?
i don't but i would love one
want friends and need help JOIN CODE: 222563 PASSWORD: 12345 please please join and help us
this channel is for help with running a dedicated server. multiplayer group finding belongs in #1024264966712340510
Can I get some advice on a dedicated private server I started? I have the server up and running with all ports open and forwarded. but now I want to learn how to be a good admin. what things do I need to download so that I can have full admin control? I especially want to make sure 1. people only create fresh characters on my server. 2. I want to lock boss progression. basically it only spawns a boss when I allow. 3. no boss skipping, linear progression. 4. I want to be able to ban players who are unruly or disrespectful to others.
Assuming you're already admin-listed, the Server Devcommands mod is very popular as a client-side mod. Most of that one's features do not require server-side modding.
1 and 3 likely require server-side mods. #mods-discussion a nice place to ask about what's out there.
2. You can remove global keys related to progression if someone has killed a boss, but that won't prevent them from mounting the trophy on the stones. Mods might provide more enforcement strategies.
4. When you have players connected, you can press F2 to see how they're identified to the server. Those same IDs will appear in your server log for easier copy+pasting. If you're using Crossplay, the IDs will contain the platform the identity is coming from (e.g. Steam_…) and that prefix must be included in your banlist like that (as well as adminlist, etc).
The ban and kick console commands take either the player name if no space or can take the exact player ID as used in the lists. ban and kick don't require mods nor do they need the devcommands context (cheat mode) to be enabled.
Also note that if you're using Crossplay, your port forwards will be ignored and no player will be directly connecting to you.
I am trying to get a dedicated server running form another computer. When I edit the start_headless_server bat file and change the server name and password, it comes up as the default on steam. Anyone know any ways to get past this?
When you say it comes up as the default, what do you mean? And you made a copy of the batch script, and are running that copy from CMD?
I changed the server name and password in the bat file. When I connect to it on Valheim it comes up as "my server" and the default password "secret" even though it's changed in the bat file.
Are you connecting via Crossplay join code, loopback IP address, LAN IP address, external IP address, domain name, or Community tab?
My first guess would be that you have another server running in the background. If connecting via external IP, could easily be another one on your network, even your client PC.
when the server is running I use the IP and port
I have shut down the server made sure the bat file is correctly updated
I have tried removing the server on Valheim and still am getting the same issue
loopback IP, LAN IP, or external IP? I'd take a look at your operating system's activity/task/process monitoring tools on both systems to make sure you don't still have an old instance of the server running.
And how are you launching your copy of the .bat file?
launching through Valheim Dedicated Server tool on Steam
Ahh, yeah, I don't recommend that, especially if you have your own copy of the .bat template. Launch it through CMD, the NT Service Control Manager, or a similar way that gives you full control.
Thank you. I'll try this
Thank you so much!
Quick question about modifying a server. If I wanted to edit my start headless server bat so that 2x resources drop, do I just put this line in the bat file?
-modifier resources muchmore
And where can I find a list of all such modifiers. I also don't want raids to spawn.
Checked the manual? It lists a bunch
I was able to run the bat file, but is still defaulting to "my server" and "secret"
So you made a copy of the batch template, modified this copy, and that's what you're launching from the command line? If so, feel free to attach it here, obfuscating the password for privacy if you need
need help getting surtling cores and getting bronze / sliver. JOIN CODE: 195732 / PASSWORD: 12345
#1024264966712340510 is probably what you want for that
Cool, I'll assume that this is the very batch file you're executing inside CMD. You mentioned you're connecting by IP address, and given this is a Crossplay server, I'm assuming you're using the external IP address and not loopback nor LAN.
With that in mind, I'm still guessing you have another server in the same LAN still running from a prior run if you're still seeing an older server name. I would check your OS' activity/task list on any PCs you might have tried it on to see if there's a lingering Dedicated Server process.
If you've exhausted that possibility, then it might be worth capturing the server logs from your next launch. If your Command interpreter makes it difficult, you can use the -logFile "<path>" argument to specify where you want that launch's logs to end up
just confirmed nothing is running. I think capturing/reviewing the logs might be too advanced for me.
if i have a dedicated server and it's running 24/7, and there's no one in it, the game time will stop right?
but if someone is in it, the days will run on and on and on?
no
It will, actually. The in-game time indeed stops. The server might still undertake some regular processes outside the scope of gameplay.
I haven't played for months obviously 🤣
What do you think this is? Palworld?! 😛
Dedicated server crashing when trying to boot world created off the server. Worlds created on the server boot fine
02/27/2026 00:18:58: Console: Emotes: wave, sit, challenge, cheer, nonono, thumbsup, point, blowkiss, bow, cower, cry, despair, flex, comehere, headbang, kneel, laugh, roar, shrug, dance, relax, toast, rest, vibe, loveyou
02/27/2026 00:18:58: Console:
02/27/2026 00:18:59: ZNet OnDestroy
02/27/2026 00:18:59: Net scene destroyed
02/27/2026 00:18:59: Steam manager on destroy
src/clientdll/steamengine.cpp (3471) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=892970, hpipe=131073, inprocess, thread=97
src/common/interfacemap.cpp (874) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
src/clientdll/steamengine.cpp (3471) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=892970, hpipe=131073, inprocess, thread=97
src/common/interfacemap.cpp (874) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
[Physics::Module] Cleanup current backned.
[Physics::Module] Id: 0xf2b8ea05
Input System module state changed to: ShutdownInProgress.
Input System polling thread exited.
Input System module state changed to: Shutdown.
pelican@Awesomeheim ~ Server marked as offline...
[pelican Daemon]: ---------- Detected server process in a crashed state! ----------
[pelican Daemon]: Exit code: 0
[pelican Daemon]: Out of memory: false
The real error is probably earlier on. By the time you're seeing those assertions, it looks like it's in the process of shutting down. Feel free to attach your entire log as a .log or .txt file (with any private details obfuscated) if you can't find the culprit.
[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
Setting breakpad minidump AppID = 892970
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197960265728 [API loaded no]
[S_API FAIL] Tried to access Steam interface SteamNetworkingUtils004 before SteamAPI_Init succeeded.
likely this? ill attach full logs tho
Myb theres def more before
That is a race condition, maybe bug, but usually not the real problem.
There's the whole thing
Don't know how I skipped over the errrors before when I definitely saw them before when I was trying to fix this before i posted here
Ya, all good. It's your password. Either too short or contains the name in it. You can either make the server private or fix the password.
Ohh, That's confusing tbh. Did not give the same error with the exact same password when hosted from the game. Thanks for your help
Yeah, the in-game server doesn't allow you to make the server public so strictness is not enforced.
I'm looking to set up a dedicated server for Xbox players is there a viable option or should I just go the same route as PC enthusiasts?
Thanks 👍🏼
same as PC but you need to have crossplay enabled
Hello, I’m looking for a dedicated RP server either on Xbox or PC. Please let me know. I’m just a 30-year-old Bartender from Brooklyn trying to chill when I get off work.
If I am running a dedicated private server and I made it, how can I ensure that other people cannot use devcommands in my game and that I only have them? Do I just add only my STEAMID into the admin list? That's really all i have to do to access dev commands?
second question: If i wanted to change world modifiers on my custom private dedicated server, do I just needto change the values I made in the start headless server bat file?
Yes, but only a couple devcommands work for an admit without client-side modding.
There are some admin commands like kick and ban that don't require the devcommands/cheat context to be active in your console. They still require you to be admin-listed of course.
If you use Crossplay, you'll generally want to include the player's platform ID prefix for your adminlist IDs, e.g. Steam_…. Basically the same ID strings you see in the F2 overlay and your server logs
In your own copy of that file, yes. Alternatively, you can set them using admin commands.
Thanks man. I didn't know that I could change the world modifiers in the bat file and have it work on the current server. I thought I had to do it via Dev commands.
To support the Xbox users, you just need to launch a server in Crossplay mode, and that is widely supported on the Linux, macOS, and Windows versions of Dedicated Server. If you copy the out-of-the-box shell script or batch file, it's enabled by default. No especially stringent "enthusiast" system requirements, though Crossplay will amplify network deficiencies on the server and players… you'll at least want to put it on a server that's not on Wi-fi.
Awesome thanks for the information.
Another question, do I have to start a new world of can a pre existing world be usued?
Thanks
You can definitely use a pre-existing world file pair. If you can't find them, let us know which OS you were running the game client on
if i have a dedicated server on my 2nd pc, how could i access the backups that it creates?
like if i wanted to revert to an older save
Is this all doable with a Xbox original world?
Let us know what OS you're running on the server and if you're trying to access the backups remotely, on a local shell ok the server, or a desktop environment on the server
latest windows 11, -public 1, and it is hosted on my personal laptop.
i used valheim dedicated server by downloading it via steam cmd. valheim itself is not installed on that laptop
Cool. You'll find them in <savedir>\worlds_local and if you've not set a savedir, the default for Windows and Windows Server is %USERPROFILE%\AppData\LocalLow\IronGate\Valheim (\worlds_local). If you're unsure where your userprofile is, it's up to your global policy settings and may depend on whether it's a local system account or a Microsoft account. It's often the parent dir of your My Documents folder.
You'll want both the <world name.fwl and <world name>.db file or the .old pair, or one of the other automated backup in rotation, just make sure grab both. If your file manager is Windows Explorer or Windows File Explorer, you'll want to make sure it shows file extensions. It hides extensions by default.
Edit: corrected win savedir default, copy+pasta of chars dir
keep seeing a message during world save that we should be using a byte array...
Hi! Just joined this server hoping i would get some help with a serious server connectivity problem me and my husband are having just now. We aren't using dedicated server so is this the proper channel to address the problem?😅 😞
#valheim-help technically for in-game server, but the same gotchas apply. If it's connecting but not reliable or performant even though you're playing in the same house, consider disabling Crossplay and just connecting to each other via LAN IP. Ideally you're connecting over ethernet, fiber, or DAC and not Wi-fi, but if that's your only option, no worries.
ah, thanks, i'll move over there to not to fill this channel up with irrelevant stuff!😄
My first guess would be that you might have a mod installed, but if you think it's coming from Dedicated Server, feel free to post the log or the relevant snippet
its weird bc its not in the log file, yet i copied that direct from the console
I'm sorry, but I'm still having trouble getting this to work. I'm running the docker compose as a rootless user, the rootless user is in the docker group and has sudo rights, I ran the commands to make sure it has ownership of the server folder and volume directories. I'm lost on what I'm doing wrong. https://pastebin.com/mSvBNuBH
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
For good measure, this is the compose file https://pastebin.com/hueQhXse
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Rootless containers and bind mounts don't tend to work great together. Named volumes will work better but introduce a new complication of not being able to directly access them as easily.
Looks like a bug, @gilded sedge. Might need some || fallbacks in the create_dir_with_ownership lines for non-root run
I don't think HavocHank is doing rootless, just a regular setuid/setgid-style container on a rooted daemon from what it looks like.
They said rootless and the compose has a user line set. Either of those will prevent ownership changes of bind mounted directories
Is there anything I can do on my end to resolve it?
It looks like it's failing on creating /home/steam but you are already bind mounting dirs inside of that
I made a user called 'rootless', made it a sudoer and put it in the docker group. And the directory I'm using is in that user's folders. It is weird though because in the compose file I tried to specify the volumes to be mounted to the user's directory as well, but even in that case it still tried to make a /home/steam directory when running it
1002:1002
I have very limited knowledge on docker rootless compared to a little knowledge on podman rootless but my guess is that either that should work or it's remapping the uid/gid inside the container for better security and again bind mounts are inherently incompatible with proper docker security practices and named volumes are better compatibility.
Also a container needs to be designed to run from a rootless daemon, I doubt the container has been and well tested for it.
Yep, like I said, probably a bug. The entry point shell script has set -e and uses || fallbacks for some of mkdirs it tries, but not all. It was from a recent round of updates for non-root usage that @gilded sedge made in the past week.
I don't have a good workaround for ya in the meantime unfortunately.
Re "rootless", the term tends to be reserved for when your container runtime (e.g. docker daemon) itself is not running as root. It's an interesting setup from a security/hardening perspective, but not great for gaming due to having to have userspace networking layers to isolate and route traffic, adding latency. In your case, your rootful runtime is just running the container entrypoint as a non-root user, which is easier (and better for gaming), and offers decent isolation from a security perspective
Does anyone know or might be able to help me figure out my "installupdate.bat" file for updating my dedicated server? It stopped working and I can't figure out why.
Custom batch script, or from some 3rd-party suite?
Custom batch script.
Well, you're welcome to attach here alongside any console logs.
Any chance I can link you to the other discord server where I already have the help chain started with all of the images? It originated as a possible issue with V+, but appears the server is just out of date and when I update, it's not taking.
If you'd rather I repost images, here, please let me know and I'll start that process.
No need to post images. You can attach the .bat file and console log text file here directly.
Also let us know if you're using Steam, SteamCMD, Depot Downloader, or something else for the upgrade
I'm using SteamCMD. update.bat file and logoutput are both attached.
So, I noticed my server is updated to 0.221.4 but the valheim client is only at 0.221.12., but steam isn't showing any updates...is that something that should be addressed some how?
Command looks fine but those look like your player logs instead of your installation/steamcmd logs
Crud. Which folder location is that in?
I have a pr to fix these unfortunately im out on vacation for a few weeks
It shouldn't be in any folder unless you've piped the output somewhere. It would just be in stdout/stderr of your console session, e.g. in Microsoft Command Prompt after executing the batch file.
If it indicates an error on the Valve/Steam side, you can find out where SteamCMD's content log lives in your setup. I don't know Windows very well though, so couldn't tell you where it is off-hand.
This?
Yes, though ideally in text for instead of an image.
Despite saying the installation was successful, I would check on the things it mentions. First, it doesn't like where you're install it via +force_install_dir. Looks like you're installing it into SteamCMD's internal directory structure. I would consider elsehwere.
Secondly it mentions at the top that it has redirected stderr. You might take a look at that log file for output that is missing from your current console.
little issue. when playing by myself, the game runs fine and my computer handles it very well. i7, 5080, 34 gigs ram.
when I join a server, my computer freaks out and uses a ton of resources. This is usually fine, as it doesnt make the game run bad, just makes my room unbearably hot lol. what makes servers use more processing power? is the server misconfigured somehow?
Ill look into those items and reply back tomorrow. Thank you for the help so far!!
Sure thing, good luck
Ok, so I made some changes to my updater.bat. Moved the SteamCMD folder outside of the game install path. Now...it's not even recognizing that there needs to be an update. Files attached.
Updated thoughts?
and that stderr file you're talking about, is blank. All the time.
not sure if this a mod causing this, but things seem to reroll by a bit in a dedicated server
how can i fix this and how do i submit a diagnosis
It's saying your SteamCMD args are out of order. Can you attach the current state of your installation batch file?
What do you mean by reroll?
I may be misunderstanding, but i have that batch file attached above already. If that's not what you need, speak dumb dumb to me. Lol. I dont understand by "current state of your install batch file"
I'm assuming you changed the force install dir arg in that batch file? Whatever you did, it doesn't like, so was hoping to see what you did.
oh, nm, you did attach
In one of those logs, I did have the logon arg ahead of the force install, because I copied it from my Rust Server Updater bat file, once I seen that error, I moved it to where it used to be. Which is currently where it sits in that attached bat file.
Well, it likely doesn't like what's in that directory currently. Could be a messed up app manifest or some permissions error. If you're not in a good position to back up your launch .bat and clear it, you'll have to dive deeper.
You can likely find out more about the 0x6 error in steamcmd\logs\content_log.txt (exact name I don't know for Windows, sorry)
Here is the content_log. Scroll down to the last entry for todays' battle with this update. Is it telling me that maybe a port is blocked and it's not connecting to the update host? If so, what ports do I need to have open to reach the update host?
like I place something, log out, log back in and it's gone
Useful info. I don't think you're doing anything wrong at this point. Failed to get manifest request code, 'Access Denied' has been an error a lot of us having gotten on upgrade attempts; you'll be the first Windows user I've seen with it.
https://steamcommunity.com/groups/SteamClientBeta/discussions/0/597411554294506565/
The solutions tends to be a backup of files you've added to the installation (custom startup scripts, mods, winhttp BepInEx injector), followed by a wipe clean of the install dir (especially that inner steamapps dir with app manifests), then a reinstall, and finally a restore of your customizations.
Just trying to do typical anonymous updates of a dedicated server and am seeing Access Denied responses from a DFW edge cache when it tries to grab the prior manifest for comparison. For example: SteamCMD +force_install_dir "$valheim_download_path" +login anonymous +app_update 896660 +quit This is the content log from that session (tim...
First thing to do would be to check your available disk space on the volume that hosts your server's savedir, and also to make sure your server's user has read/write permission to <savedir>/worlds_local. If that checks out, you'll want to inspect the server logs when the save interval hits (e.g. every 30m).
If you're using mods on either the client or server, they are a likely culprit and you'd need to check with the mod author(s) for news, updated versions, support, etc.
server and client, both use multiple mods yes
and the disk space is plentiful at the moment
Definitely take a gander at the mods then and #mods-issues may be able to help if you think you've checked compatibility of your mods versions with your Valheim client and server versions. If you think it's actually a vanilla issue, feel free to attach your server log here after obfuscating private information.
thank you very much, I'll talk to my friend since she's the one who set up the server and the modd
Changed original folder name to ..._backup. Created a new folder with original server name on it. Ran my batch file and worked without a hitch. Logged in, so far...I think the only thing missing is my armor....not sure why the armor specifically, but I'm logged in at least 🙂
Thank you so much for your help. It's greatly appreciated.
Sure thing. Sorry SteamCMD is such a pain x_x
Rebuilding Rome on our dedicated server
doors not being opened and chests not being opened, even after opening cant place or take things from them, cant move the items in the chest around
what causes this? its a modded server with these mods
I do not envy the amount of stone this must have taken
This can happen sometimes with network desync, and can generally be resolved when the offending client (player) who was chunk master restarts their Valheim, ideally you as well.
If you think it could be stemming from a mod (and this is very likely), #mods-issues would be of better help
@final current is there any command that clears weird ZDOs?
What kinda weird ZDOs are we talking about? Like the old taming fields corrupting building pieces? That was a doozy.
If they are items and you know their type name, forcedelete <radius> <name> to delete ALL of that type nearby.
But I don't know what the consequences of that are on a dedicated server, for example if your player isn't their owner/chunk-master. Seems risky if there are more than one player online.
we are having an issue where 760,000 ZDOs are reaping havoc in a hosted server, and apparently also in my hardware linux local server, so evidently the map itself is jacked up... idk of any commands to rectify this and was hoping maybe you do
i have no idea what the ZDOs are though, we have some reasonably chunky bases and terrain edits, but nothing like what i have had onother servers ater a weeks play with 2 players
and yes mods, but im avoiding that so i can get the base "zdo commands?" question answered without being redirected yet }:]
i dont think there is one though
printnetobj should give you nearby ZDO stats by names, which you can then take to forcedelete if you're sure you want to.
nice
cant copy/paste i guess but it seems
total netowk objects x6
a wackydb stone wall x5
...doesnt seem like 700,000 zdo worthy
doesnt really matter, we are trying the existing mods in a new server where we both just spam terrain edits and so forth so we can see when the problem resurfaces... thanks for the help
That's only 10% of it, the city is multi layered, we even have a giant port for the ships
Hello! Does anyone know of an up-to-date way of reducing desync between players in a server?
I've seen BetterNetworking to be mentioned here and there but it looks to be outdated (unless it does work with the latest version, please let men know!).
With one or two players, it's no issue. But we see lots of desync when more players are connected, which is very frequent in our server. Any suggestions would be greatly appreciated.
Is it a self hosted server or a rented server? Can you identify whether it's the number of players or a certain player or two causing the issue? Does it happen no matter where everyone is or is it just when several players are in the same spot? Is the server and player games modded?
Can you check the server's -logfile and the player's game logfiles? Those are in their BepInEx folders.
Self hosted server. The desync only happens in certain areas. I couldn't confirm if it happen when there are too many players in the area. The server and players have the same mod (ValheimPlus).
I'd suggest trying a "test" run of serveral hours or more without any mods on the server or on any of the games. That would rule out mods as a possible cause or cast the blame on them.
We will need to have the mod since it is to extend the player limit beyond 10. At most, we have 18 players connected simultaneously.
So unmodded is not an option for us, unfortunately.
If you don't need -crossplay to support Xbox users, remove it.
Crossplay is disabled
Is this a recent problem or has it always done it on this server? Might it be that one or another of the players has a weak comm link problem between him/her and the server? If a player has that issue and takes control of a game chunk by arriving there first, then the server would spread the issue to all the player in that chunk.
Don't forget to check your logs, if you haven't already done so.
We just started the server so not a lot of terraforming, builds, etc. that would highly impact performance and experience are present yet.
If a player has that issue and takes control of a game chunk by arriving there first, then the server would spread the issue to all the player in that chunk.
This is kind of what I'm guessing is the issue since the desyncs happen only in certain areas. This is what I'm hoping to resolve early on while we're still starting as I'd expect it could get worse as we progress.
Log-wise nothing out of the ordinary since we just started the server last night so it's all clean. The desyncs really just occur in certain areas and it gets chaotic as you'd imagine as more players enter those wonky areas, especially dungeons.
We can't always tell people not to enter an unexplored area first if they have poor network/connection to the server as that'd just make it restrictive to the overall experience of that player and the rest of the players needing to be on alert as to who has the poor connection.
You've already searched thunderstore.io for any possible mod with "server" or "multiplayer" in the search filter? One or another of those mods could help just depending on exactly what the comm problem might be. That would be a long shot.
If it's mostly in dungeons, you might consider adding the 'dungeon splitter' mod to the server and player's games. You can check that out on thunderstore.io, too. It's this one; https://thunderstore.io/c/valheim/p/JereKuusela/Dungeon_Splitter/
Actually, if this is becomming a moding discussion we should move it to the #mods-issues channel.
I had a look at those although haven't seen the dungeon splitter mod. I'll give that a look.
It's a bummer that these multiplayer issues are still ongoing (played Valheim since day 1), especially since this game is best played with friends.
Anyway, thank you for the time and suggestions! I'll keep digging around to see if we can find something that'll help with these.
Hello people, I need help.
My server glitched out and everyone ended up in the ocean without their boats.
Do I just replace the world fwl and database files with a recent backup?
Yes, basically that's it. Just keep the pairs together and don't mix them up. Usually you'll find a pair with an 'old' file extention. That a good pair to use. Plus try and figure out why the server glitched and get that fixed. They don't usually do that unless there's something that need to be fixed.
Yea I would love to if I knew how to. I am not in the mood to do deep diving learning atm, just get the world back. ty
Hi. We decide to take a break from renting a dedicated server in Gportal. We will re-rent it in a month. Will the world be saved and we can just simply continue subscription or will we need to save it somewhere?
I would ask gportal support about this directly (and make your own local backup of the hosted world files pair, regardless).
gotcha
to make a local backup, i just need to save these 4 files right?
choco is the name of my world
Every world has a .db and .fwl file. You only need the most recent of each and remember if the server utility has any settings for difficulty, portal restrictions, cross play, etc.
thanks. I think those 4 files should be good for any transfer.
Note that if you grabbed those from your server's worlds_local dir, they'll only be as up to date as the last save interval or last server restart. I don't know where GPORTAL stores the backups they make when you use their management toolchain, but I do think that triggers a server restart.
When in doubt you can move the files to your local folder on your computer and see if the world runs. If so you can stop the server with confidence.
i got those files using FileZilla, outside application for me to edit any file in the server
it should be the latest but I will try what @muted oyster said just to make sure they are the latest one
thanks for the help
Filezilla is something I can't run a server without anymore.
yep its really good for that purpose
Well, in this case, it matters less what [S|T]FTP client you use, and more what server dir you're grabbing the files from and whether a save was performed with changes you want. An admin-listed player can initiate a manual save using the save console command.
You might also want to make sure you local file management program is set to show all file extensions as many will hide the .db extension by default, making managing these files a bit more unpredictable/dangerous.
yeah i got it to work, the file i saved should be the latest one
now i dont have to worry if i lost the old world
In case it doesn't show up in auto-complete, the printnetobj command takes an optional radius param which might help
Interesting. Thanks.
It always bothers me that commands that spam like this dont produce the same text on any log
We basically gave up on fixing the other map. It had the ssame problems even after being copied to run on my baremetal setup, and the 720,000 ZDOs that datHost seemed to indicate was the core of the problem seemed reasonable until i checked my last relatively long duration and explored/built multiplayer map... 1,300,000 ZDOs... and no problems there.
So I assume whatever image datHost is running, or the memory remaining to it after containerization etc, is quite feeble. And incapable of running anythng but the simplest modded game of valheim. I imagine all of the virtualized machine hosting services are similarly limited.
I use quite a few mods...numerically, but have also run them on numerous servers over time, and I have never once had any kind of issue like we saw on datHost.
Dont even get me stared on their single, once a day backup... that seemed to write the .db and the .db.old as exactly the same file. Their AI kept suggesting rolling back to a prior backup on a specified date... that didnt exist... there was no difference between the live map and the .db.old anyway. Even an admin doing `save' ingame, and console reporting manual saves and regualr backups; none of the above was actusally being done....all presumably becasue somehting exceeded its memory bounds and it completely locked up the current map... no saving except for the admin.... anyhtiing i added or removed was reverted as soon as i logged in again. Even after transferring it to a local dedicated i use every day. It was very strange.
Interestingly all of the baremetal linux shells i found with reasonable pricing (~US$10/month for 4gb ram) in LosAngeles are "out of stock"... lol
Sorry to hear about your trials & tribulations. Something to be said about relying upon 3rd party (even the 'best' of 'em) vs. hosting own 🤷🏻♂️
Rome is transitioning to Marble
this just looks so cool lol i wish i was decent at building fr
@final current using the lloesche fork and I'm trying to figure out how to install mods on the server. I have BepInEx enabled but I don't see how to install other mods after that.
Put the mods in the folder, as described in the documentation.
you dont, lloesche image doesnt work with mods anymore. if you use the valheim community image it works
The valheim community image is the one I'm using. Is the folder I'm supposed to put them in the bepinex/plugins directory?
Scratch that, I see that it is. Is there a way to setup automatic checks for mod updates from their repositories though? Or is it manual install only?
That part is manual-only I'm afraid. Considering how poorly the automatic dedicated server and bepinex upgrades go sometimes, it's probably for the best 😄
Roger that, no worries. If that's the case then I'll probably disable automatic game updates and advise my players to do the same on their side
My image has optional automatic mod updates. It's been great after all the changes since the latest release. I built it for my own use but all are welcome to use it if looking for a linux container image. https://hub.docker.com/repository/docker/drummercraig/valheim-server/general
That's right, I forgot you mentioned that before! I'll take a look
got a link to a repository? that one goes to a login page
See if that works
yeah, interesting setup how you have everything running through a custom script calling docker directly. will make it complicated to use on some systems though
I'm sure you're right. I run a local linux server and wouldn't have a clue as to how to manage a hosted server.
PRs welcome if the community has a way they prefer to automate mod updates in a headless environment (and in a way that doesn't violate Thunderstore's EULA/usage policies)
Under normal circumstances, that is without the game doing significant 'hot fixes' or updates, I think that servers and their players are better off doing mod and game updates as seldom as possible. Updates that aren't really necessary are a PITA when they involve a whole group of players that needs to stay on the same mod and game versions together.
And in that case, I think it's practical to use a mod manager like r2modman or Gale to keep track of the mod updates every few days or so when it's convenient without actually updating the server's mods.
Then, when a relatively seldom update is warranted for the server and all it's players, announce it to all the players ahead of time and just manually move the updates from the manager's profile to the server's folders and restart it.
My server seems to spam trying to connect to some ipv6 ip discovery sites:
https://paste.linux.chat/?296c248a94c0856d#DZCdeHAJ7Jt33CeJ3u9PtErZUwgTZem57xKJpbCCstgA
it has working ipv6 connectivity, I can manually use the services from the console (at least the two I tried)
it does like 20-100 of these connections per second, I fear I might be seen as attempting DDOS on them soon.
The server itself seems to work tho.
Thanks, I'll forward this to the devs recently working on that. I haven't seen that issue personally.
Is this Dedicated Server or in-game server?
Any mods installed?
Do you have an IPv6 route to the Internet? e.g. a default entry in ip -6 route output.
dedicated
yes
I can also do curl "https://ipv6.icanhazip.com/" and get the public ipv6 of th server back
the server gets its ip via SLAAC from my /56 ipv6 prefix.
the valheim ports are also allowed in the firewall
I could disable ipv6 for the server, but I like ipv6 tbh and would like to keep it on :D
Yeah, it's usually not a problem. I'm not sure about that late set-timeout behavior… might be new. Any mods going, especially network-related ones?
no, this is a completely fresh install
installed using LGSM, in a debian 13 LXC on top of proxmox. I have connected once to see if it works.
Is your LXC's bridge getting its own global-addressed IPv6 address via SLAAC (and not getting a fe80:… addr)?
the serve gets both, an fe80, and a global ipv6
I host a bunch of services, in sperate LXCs, with sparate ipv6, that work fine :D
Thanks, reported upstream. I'll try to take a look at that IPv6 self-discovery logic later this week if I haven't heard anything. My own server has a static IPv6 on an IPVLAN network instead of bridge, so not a 1-to-1 match with yours (assuming you're using an LXC bridge net), but I haven't seen such a flood or even one such stacktrace.
the bridge is outside the lxc
afaik, i'm not 100% sure of how the networking of proxmox works tbh
I set dhcp for v4, slaac for v6, and put the server in the DMZ vlan
@lavish jungle don't hide links. else your message will be blocked by auto-mod
Hello, I need help setting up a dedicated server. I'm trying to create a server on Oracle (unfortunately on arm64) using box64 box86 following this guide https://www.reddit.com/r/valheim/comments/s1os21/create_your_own_free_dedicated_server. However, it keeps getting stuck on
Box86 with Dynarec v0.3.9 0579f8b9 built on Mar 9 2026 18:32:24
Redirecting stderr to '/home/ubuntu/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt".
[ 0%] Checking for available update...
did anyone had this issue, and managed to resolve it? Thx!
Sorry, noted!
As in gets stuck at the "Checking for available update…"? Curious if there's a permissions problem unrelated to your x86 emulator if it failed to load the log file.
I don't think it's as necessary for it to load, as I saw a few more tickets on github with logs that contained the "failed to load the log file" but then continued... dunno
I don't know, @lavish jungle. Hopefully someone else here has some better box86 experience to weigh in. If it's a new issue and SteamCMD specific, you could consider dropping SteamCMD and using something like DepotDownloder on the arm64 build of Mono. You'd still need box64 for Dedicated Server itself of course.
I managed with a bit of good old ChatGPT and using Docker! Thank you tho!
Well, glad you got it working. I take it you didn't solve the case for bare-metal before going to container? Could just be an environment variable issue if that's the case.
I'm running a private dedicated server for five people and I want to get them eternal fire and maybe seasons. Will this impact performance a lot?
Also, how can I make it easy for my server friends to get the exact same mod I am using and stay updated? Is there something that server owners do?
To answer your first question, additional mods might or might not affect their performance. Depending on how close they already are to the upper limits of their existing PC resources or comm link status, etc.
For your second question, you can make an r2modman export code from your desired server client configuration and then give that to your players. When they make an r2modman profile from your code, they get the exact same mods, versions, and mod configs as you have when you made the code.
does anyone have a fix for my Server lagging for all my friends?
i tried turning on console commands and removingdrops if that would affect it at all, it didnt.
i have just a normal server on PC Steam playing with an average of 6 friends for the last few nights now, they say they are all getting very bad server lag/delay, often worse during raids, but also just in general all the time
Can you identify whether it's the number of players or a certain player or two causing the issue? Is it just when several players are in the same spot? Does it happen when just one player is on?
Are the server and player games modded?
Can you check the server's -logfile and the player's game logfiles? (Those are in their BepInEx folders when modded).
its an Unmodded server fully vanilla, its off and on between basically everyone else that plays on the server except myself, almost as if i had poor wifi, except i dont
it does seem to slightly worsen for everyone when the forest starts moving, but normally it doesnt matter if theres like 4 people just all across the map or all close together it can just still happen for everyone else playing from time to time
If the server uses -crossplay, and you don't need it to support Xbox players, turn it off. You connect to the server using it's internal LAN IP address?
ive read on that, crossplay is turned off, i steam invite everyone that plays on it, and how do i do that?
Everyone on your home LAN can use the server's internal IP address and server's port number to connect. Everyone else not on your home LAN can use your external IP address and server's port number. An example of internal address would be 192.168.1.xxx and you can find your external address at this site: https://whatismyipaddress.com/
If you are using a VPN either on your server or your game PC, that might complicate your route to the server and possibly lag it a bit.
I don't suppose you could walk me through doing this 😅
if im not already, i have no idea about that stuff
Do you start the server from your game's start up menu and it only runs when your game does?
Or have you installed a dedicated server either on your game PC or on another PC on your home LAN?
I just load up the game on Steam and start server then just invite my buddies on steam
having a strange issue. i installed seasons and eternal fire on my dedicated server and my clients and friends loaded into it just fine.
But now 12 hours later, it says failed to connect when we try to log in. what gives?
i tried resetting without making any changes. I ctrl+c and shutdown the sserver and then started start headless server.bat
Now it works
What happened?
Hello I am new to the chat and requesting assistance for setting up a dedicated server on a TerraMaster F2‑425.
It may be that when you failed to connect, the server wasn't actually running. It may have encountered an error and shut down during start up. If you have set a -logfile startup option for the server, you may be able to find the problem it has in the log file.
You'd have to reinstall the mods again and let the server startup fail in order to get the log to show the current startup attempt as the server deletes the old log and creates a new log file every time it starts up.
The TerraMaster F2‑425 comes with 4GB RAM unless you've upgraded it. That's barely enough RAM for a small vanilla server.
You'll probably want to install a docker container on it for the dedicated server. You can get a Valheim docker container from github for it.
I believe there's a couple of videos on Youtube showing the steps necessary to get that set up. For example: https://youtu.be/Yp84mp93V4A?si=TBGyhUCuFLF0FYrs
So, my husband and I have hosted Valheim server(s) in the past via Nitrado. We're fixing for some Valheim things again! We've paid for a 30-day nitrado dedicated server, it's up and running (according to Nitrado) - and apparently has been for well over 2 hours BUT.... neither of us can find it. Not sure if this is the right place to go but community help has ALWAYS been better than google/nitrado customer support 🩷
So, we've done the typical google search, we've tried the standard - verify this, verify that - but we still cannot find the server. We cannot direct join via IP both in-game and via Steam connect using the correct ports (both gives us a fail to connect notif.)
I tried a quick search here to see if there's any current issues/outages relevant and couldn't find anything immediately. So, any tips would be greatly appreciated 🩷
It sounds like either the server isn’t on, needs to be updated, or the query port has failed. In which case you can try restarting your server, updating it if they have that option, and finally reaching out to their support if all else fails.
That was our initial thought, too. We both just (re)downloaded the game today (and have verified steam files since), paid for server hosting sub today - to our understanding query port is for Steam connect and game port is for in-game direct IP connect, both have failed. We have restarted the Nitrado server several times via the dashboard, husband is currently reinstalling the game on Nitrado so MAYBE that but unlikely but maybemaybe.
I also see you have friend requested me, not sure what for?
In case you need additional support with your server you may reach out to me at any time. We like to help everyone in the gaming community not just our clients.
It really sounds like the game is failing to start somewhere but your Nitrado dashboard says it’s running? This one might need to be escalated to their support team unfortunately
@gaunt ridge
Also, remember to check your PCs for any VPNs and/or Firewalls to be sure any of that hasn't been updated since and now is blocking you.
And, you can go to this site and put in your server's IP and see if the site can find it. geekstrom.de/valheim/check
O: It says nope.
We shouldn't have to port forward since it's nitrado (3rd party) hosted, right? D:
So, what would our likely next-step be? (If the obvious, contact Nitrado CS?)
(Also, VPN/Firewall not issue, sry I glazed over that at first)
(Also, also - we host 2 other game servers via Nitrado and neither are having the same issue - hence is what is bringing us here 🩷 - we're on chat with nitrado CS now and will update chat)
I seem to recall reading in here that Nitrado has lousy customer support. Not my experience but just what others have said.
You might try a search in here for "nitrado" and see what comes up.
If they have a money back guarantee, you might consider switching hosting companies. I'm not going by my own experience just what I've heard from other folks. So it might be wrong.
Totally appreciate that, and yes - nitrado does have lousy CS but does make hosting servers easy when it works right - though, they don't seem to hesitate to reimburse when valid issues arise in our experience so far.
I did try to search nitrado/connection issues quickly when I first joined before asking Q's and didn't see anything outside the standard verify this, verify that (same what google search says to do lol)
Stupid thing is, we've hosted Valheim dedicated servers locally before - took some figuring - but 2+ hours of THIS ISN'T WORKING.... (Other games are way more complicated to host locally than this xD)
Good luck with it. I know it's frustrating. 🙏
having trouble getting crossplay to work on my steam backend dedicated server I add -crossplay to the batch startup line and it breaks my login. any help?
Can you attach your batch script and the server log from the failure?
Hey guys, trying to host a server and use one of my worlds already up, messed up and already started the server with all the default settings in a new world and cant seem to change anything now?
If it created fresh world at <savedir>/worlds_local/<world name>.[db|fwl], you can move that file pair elsewhere and try again with your desired world files pair placed. Don't forget to make sure the savedir and world name are the ones you want in your launch command before starting again.
Hello I have a local dedicated server not rented. I am trying to figure out how to add myself as an admin.
Add your Steam64 ID (the one with all the numbers) to the server's adminlist.txt file. It's in the same folder as the server's worlds.
Is there yet any fix on the META NOT FOUND deal with save files :/
Like heres the world, here it is i think
the .db the .fwl some backups, no .OLDs
It was a running dedicated server from 2025, the 2026 ones were when i was messing with them trying to get it to work, idk why some say theyre from 2021
that is in the worlds_local folder, heres more of the same in the worlds folder
What's META NOT FOUND? Got some log files or snippets to share? (feel free to attach whole log here, private parts omitted)
Are you trying to find an old world that isn't loading? If so, is it possible you specified a specific -savedir in your prior launch script?
its a bug thas been around for years smth about metadata being corrupted
here's the world in my save manager, idk why theres two cause the other one is just a blank world
here it is. it reads as a world that should exist but missing meta, idk what that means.
@gilded vine I dont see it adminlist.txt
It looks like you may have been running the server on the same PC as the game client which is very dangerous from a world-management perspective. It's highly recommended you set a separate savedir for your server.
Note that you have a cloud-managed series of your world that would have been put into cloud management by the client, not the server. This could mean you have versions of this world in both your gaming cloud and in your worlds_local dir and they are at risk of overwriting eachother. I highly recommend backing up the entire contents of both your gaming cloud provider and your <client savedir>/worlds_local to a custom dir before trying to restore any backups.
As for the extra one with missing meta, is it possible you have a file called Dedicated.db.db (both extensions basically) in your <client savedir>/worlds_local? Make sure whatever file management app you're using is set to show all file extensions before doing any world management activities.
I don’t know what any of this means 😭 I didn’t know there was so much complication to the dedicated server business I just set a world up for my friends
I gotta look into this. I will figure out what all this means then follow your instruction thank you lol
Gotcha, well, what operating system are you running and what file manager are you using? We can start there.
Windows 11 just the basic file explorer
It can be complicated at times for sure. Tons of support in this chat tho! You’re in good hands!
OK, cool. I'd start by creating a fresh folder called something like Valheim All Worlds Backup 2026-03-12 somewhere with two subdirs:
Local WorldsCloud Worlds
Then browse to C:\Users\<username>\AppData\LocalLow\IronGate\Valheim\worlds_local and follow the 2 numbered steps for Windows 11's Explorer: https://support.microsoft.com/en-us/windows/common-file-name-extensions-in-windows-da4a4430-8e76-89c5-59f7-1cdbbc75cb01
Then copy all of those to files to your new Valheim All Worlds Backup 2026-03-12\Local Worlds dir.
Once those are backed up, move on to your game/client's cloud-managed worlds. I'm assuming your cloud provider for Valheim is Valve's Steam, but let us know if it's something different.
Browse to https://store.steampowered.com/account/remotestorageapp/?appid=892970
And see if that's a doable amount of Download links for clicking one-at-a-time and copying over to your new Valheim All Worlds Backup 2026-03-12\Cloud Worlds directory.
If there are too many to reasonably download one-at-a-time, let me know and we can try copying from Steam's local syncing/staging directories on your PC instead.
Once both Local Worlds and Cloud Worlds backups are populated, we can work on restoration. I just want to make sure you don't lose anything from the next steps.
I will take care of this in the morning, it’s 11:40pm for me rn. Thank you so much I’ll get this done and we can pick up once I’ve got it
Cool deal. Once it's all backed up, you can poke around with all file extensions shown to see if the issue is apparent, but if not, stop on by again. Have a good night
hello brothers I have a question about a service / valheim. I have bought a server and am hosting on NItrado and am trying to connect to my server. I keep getting DNS was not resolved / issues where I'm unable to connect to my server even though it says on the web interface that it is running. I have tried restarting, stopping waiting 10 minutes etc and none of this has been helpful. If anyone here knows how to fix these issues please contact me Via dms or @ me in this discord
DNS not resolved can mean a mangled paste. Either way, are you connecting by IPv4 address, domain name, or Crossplay join code?
I am connecting via Ipv4 address with the game port
I have ever tried the Query port option
And then I have tried adding it in favorites in Game servers with the + icon and no luck there either, then tried just connecting via Valheim because it said it was running from the web interface
I waited 10 minutes and kept refreshing in valheim and no luck
Am going to try reinstalling the server right now
When you get the server restarted, you can try giving the server's IP address (the one Nitrado gave you) to the geekstrom.de/valheim/check web site and see if it can see the server running or not.
This is going to sound odd, so sorry if I’m out of my element, but why don’t you just enable cross play? You can just use the PlayFab key that the server generates, that’s what I do for my dedicated cluster. Then I have a script send it to our discord webhook so people can just join off of that.
It was on brotha the first time I did this but I just reinstalled it currently and am going to try with it off I guess
Oh, okay. I apologize
You're fine thanks for trying to help (just reinstalled the server going to see if this works with crossplay on or off again)
That shouldn't be a problem. I believe they're referring to a possible delay in updating the public list, which you aren't using anyway.
If you don't need to support Xbox users, leave crossplay off.
Gotcha. I use Starlink, so CGNAT gets in the way of my stuff, that’s the only reason I do it.
Will do just started the server going to try to wait a few minutes and see what happens
Using 123.45.67.89:2456 as the format? Note you'll want to use the game port and not the query port in the Add Server dialog. The :port part is optional if they use the default 2456.
The game will avoid using DNS if you supply an IPv4 address in most cases. Because you saw a DNS resolution error, it likely means you had a copy pasta. Spaces, newlines, alphabetic characters or wrong number of periods.
Yeah i tried just typing it instead and still failed to connect
I'm able to hop in a call if you are able to and then I can screenshare as well if you have / would please take some time out of your day to help me
I've tried for 2 hours and it's 1:25 am
I won't be able to tonight, sorry.
So you went to Start (for your character) / Join Game tab / Add Server / 123.45.67.89:2456
?
The Add Server field has to be all numbers except for the 3 periods and the colon (not a semi-colon). No letters. No spaces. No other characters.
Ah, ok, it actually says "Failed to connect" and not a DNS error?
Correct
Ok, I'm out. Good luck you guys.
That's usually a timeout and it can indeed be caused by switching off Crossplay and trying to connect before the registration expires from Microsoft's servers.
If you want to know for sure, try connecting again. After getting the Failed to connect, go back to the Main Menu and click on Player.log in the background, usually bottom left text.
You'll see a line like this for that IP address:
PlayFab lobby matching search filter 'string_key10 eq '123.45.67.89:2456'…
If that search query returned anything other than zero lobbies, it means Microsoft still has its Crossplay registration and you'll have to wait a little bit more.
yeah I have had this server running now after reinstalling and not having crossplay for about 30 minutes its been running. I'm not trying to be a meany head but I think right now it's been running surely long enough. If you need me to send any pics in dms just let me know 😄 thanks for trying to help me by the way very generous of you to take your time out of your day!
Taken a look at your Player.log yet? If it's not the Crossplay registration, it could still give you other clues. And you've switched from using the query port to using the game port, right?
Also welcome to DM me the IP if you want a second person to check
If that's the right IP and they haven't changed it, then you're doing nothing wrong client-side. I got the same issue and indeed there's no lingering Crossplay registration interfering.
I would check the server logs if the provider makes them available, and barring that, might be worth hitting up their support dept (you are paying them afterall).
I don't know their infrastructure, but one common issue is marking the server public but having a weak password (<5 characters or contains the server name)
Ok thank you so much man I'll get in contact with them. It seems they have a Live server console, Log Files, and Event log. I don't know what i'm looking at too be honest so if you want a screenshot of one of them in dms I'll be willing to send if we should continue more or if I should wait for their support.
Good luck, and if for some reason they can't help, feel free to just attach the server log file here (e.g. .txt or .log extension). You can remove private information first if it has any.
Alrighty Will do
From which platform are you trying to connect to your server?
I am playing on pc through steam
And you also weren't able to connect while it was running with crossplay? You don't usually see that that on Nitrado servers. Have you tried giving your IP:Port to someone else so they can try connecting?
No I havn't I'll try with a friend tomorrow and nah wasnt able to join with crossplay.
Most likely an issue on their side then. Let me know in DM if you want me to try
Not sure where the log files are. But the -crossplay causes this:
And can no longer connect via pc
The server logs to stdout/stderr unless you pass it the -logFile option, in which case it logs to the file, overwriting with each new start.
Given it seems to be missing an invite/join code, and this looks like Microsoft Windows or Windows Server, you might be missing Microsoft's C++ standard library. Common issue on freshly installed systems. You can get it from Microsoft here and restart the server:
https://aka.ms/vc14/vc_redist.x64.exe
Note that the server will block direct connections in Crossplay mode. You won't be able to connect via LAN IP (e.g. 192.168…). Ideally you connect with the invite/join code from the logs, but external IP should work too in that mode.
does anyone know how to fix this issue
I started my first dedicated server on steam dedicated server tool then moved to Linux server that's using AMP, but its giving me the same IP address as the steam dedicated server is there a way to fix this?
Got a small request. I didn’t plan on my cluster getting this large (7 servers on Monday) and a lot of the world seem to have players split across them, and it seems everyone is kinda bummed out about if they switch servers, they have to abandon everything until they decide to hop on to the same one again, instead of splitting progress quicker and all that. Is there a way to implement in-game server switching? Like a portal, or an interactive structure, or is this something I need to code into my Linux clusters myself?
never used it so no clue how well it works
Works for me, I appreciate it
I always wanted to try it out though, and see if I could make it work with ServerCharacters by using shared storage or some other syncing
is there no solution?
I’ll test it on Monday and let you know then, I’m hoping it does
Unfortunately because I deal with CGNAT, all my servers run with crossplay in for their PlayFab ID, so I’m not too literate in that area
Wow, great, thanks for the detailed help!
Yes this is a fresh windows system, the only thing it does is valheim.
Its routed for external only
I'll get this downloaded and test it.
Edit, that worked perfectly, thanks again!
Cool. You should see the same kinds of logs as before, just with an actual numeric invite/join code this time.
Hey guys are there any useful links besides what’s pinned that would help me set up a server on my own Homeserver? running Debian 13, not headless if that is of any help. I tried finding a guide before but it didn’t work.
What are you hoping to accomplish? Same IP address from either installation is what I'd expect, unless this was a different PC and you were looking to use the LAN IP address instead of external.
Given the server doesn't really have a GUI, you might still approach it from a headless mindset.
Either way, the first step is to install the dedicated server, then configure it (e.g. via command line arguments), then run it. You could get acquainted with the server by installing it with Steam (under Library / Tools), skimming the PDF it includes in the install dir, making a copy of the launch shell script that you edit to your liking, then running the shell script in your favorite terminal.
If you like the DIY attitude, you could research folks' recommended systemd units for running the dedicated server, having it manageable with the systemctl utility and automatically starting up on boot.
If you want a more managed always-on server, you could consider a specialized running environment. LinuxGSM is popular for running on bare metal:
https://linuxgsm.com/servers/vhserver/ (read Install, then Basic Usage)
Pterodactyl, AMP (commercial), and Pelican are some other options for management layer, and those ones come with web-based panels for managing/monitoring.
If you're familiar with container technology, you could also run a container with one of the out-of-the-box all-in-one images out there like:
https://github.com/community-valheim-tools/valheim-server-docker
Iron Gate also includes a simple image builder in the docker dir of the installed Dedicated Server you could play with.
Most of us regulars host on Linux, so certainly feel free to drop questions in here.
the linux server shows to be up but when I try to connect it wont connect and shows the steam dedicated server name instead
Hello 🙂 I would like to create a dedicated server, what is the best site? Thanks
free will be better of course 🙂
You could consider installing a dedicated server on an unused PC at home. That would be the cheapest and would give you an interesting learning experience figuring out exactly how to do that.
Or, to find a commercially available game server hosting site in your area, you can refer to on-line review sites to see what experience others have had with hosting companies in your area. That will give you a better general reference than a couple of random player's personal experience in here.
Ok thank you !
none of the dedicated game hosting provided are going to be free. you might find some info online about running the dedicated server on a free tier vm from one of the big cloud prividers but then you will have to do all the management of the linux vm and the valheim server
and those have very very low resources so if you dont already have something to run it on for free you should expect to pay money for hosting
There are a few things you'll need to look at. First, you may want to tell us what type of IP address you're trying to connect with, e.g. loopback IP (127.0.0.1), LAN IP (e.g. 192.168…), or external/Internet IP address.
That aside, if the wrong name is showing up:
- Figure out exactly what launch script you're running on both machines. If you copied the launch script template that comes with Dedicated Server, make sure it's your copy that was run.
- Check the
-nameargument in each script to ensure it matches your expectation and that you don't have a duplicate-namearg. - If the IP address you're connecting with is the external one then:
a. If you're using Crossplay, use both OS' process mgmt utils to ensure you don't still have a server process/activity running. Only one Crossplay server in your LAN or CGNAT will be able to identify as the server for your external IP address. The in-game server on a running Valheim game client will also compete for this ID so make sure you haven't left Valheim running in this mode. If you have CGNAT, note you're competing for using that external IP address+port for Valheim with other customers in your ISP and you'll need to pick a unique port to avoid this (i.e. the "Dedicated" entry you see is another customer's Crossplay server). Some ambiguity can be avoided by ensuring you only connect via the join/invite code and not IP addressses when using Crossplay, but those competing identity scenarios still exist.
b. If you're not using Crossplay, ensure your router's port forwarding rules for IPv4 NAT are forwarding to the UDP ports on the LAN IP address of your desired server's ethernet NIC. If it's pointing to your old server, fix it.
c. If you've been switching back and forth between Crossplay mode and direct/Steam, note that your Crossplay registration can still be active for a little while after switching it off and you might have to wait before Valheim clients stop trying to connect to it via Crossplay relay.
@final current sorry for the ping, but had a quick question. I've got my server up and running with the community server image for a few days now and it's looking good. But I realize now that the default backup directory is in the container. Is it recommended that I make a volume mount for the backups?
whats the default path?
the Dockerfile doesnt have any VOLUME statements at all. anything not in a named volume or a bind mount will be gone on container restart I think
if it had VOLUME statements they would at least be saved in unnamed volumes (I dont know the right name but they are named volumes without a name and just an id)
the default path is user/valheim-server/config/backups, but because I'm new to this I'm not sure if that's in the container or not? Losing it on container restart is what I'm worried about yeah
hold on i think theres some confusion
Very possible lol
BACKUPS_DIRECTORY defaults to /config/backups which is a path inside the container because well its a container so it only has access to whats inside it. if you use the example compose file it has a volume bind mount defaulting to $HOME/valheim-server/config:/config which makes /config inside the container actually goto $HOME/valheim-server/config outside the container
do you see your backups in $HOME/valheim-server/config/backups?
Yes I do, which is why I think I'm ok. But when I use docker volume ls I don't see any mounts for it
Unless I'm just misunderstanding something, which is entirely possible
docker volume is only for named (or those unamed ones I mentioned before) volumes
Ok gotcha. The fact that I didn't see it there or listed as a volume on portainer is what got me a little concerned and figured I'd ask
Yep, it's confusing. The default compose file's "volumes" are bind mounts. It uses the short syntax as described here:
https://docs.docker.com/reference/compose-file/services/#short-syntax-5
As soon as compose saw slashes in the source part, it knew they are host paths and bind-mounted them instead of creating what docker or podman would call a [named] volume. If you want to be sure, docker inspect your running container and bind mounts will be explicitly spelled out and you can check the dates/sizes of files the source directories on the host OS to double-check.
@final current there should probably be a VOLUME /config in the Dockerfile though
I think Lukas thought about it at some point, but it has some hidden weirdness. If someone forgets to bind-mount or name a VOLUME, docker run and podman run will create an anonymous volume with your worlds, taking up space and not necessarily used on the next run nor being easy to find/notice.
It can also give you a false sense of security in Kubernetes. Kubernetes and OpenShift will actually delete the anonymous volume if the pod dies.
If they've gotten better recently, let me know.
https://web.archive.org/web/20240304142332/https://boxboat.com/2017/01/23/volumes-and-dockerfiles-dont-mix/ for some commentary, though #2 and #3 aren't a big deal for this image.
afaik its a common practice in all other containers ive worked with. while it is a bit of a false sense of security it at least seperetes it out and puts it on storage rather than tmpfs in ram.
ive not seen that but will take a look
1 is true, but you arent actually supposed to use them like that, you are supposed to overwrite them with volumes in the context we are using them. 2 is talking about misusing the feature with the fix being to use it correctly. 3 should be a non issue in this case
my understanding is that its not good practice to modify files inside the container so common writes should be done in a seperate defined tmpfs, an anonymous volume so "temporary" file can at least be written to disk if ram might be more important, or to a proper volume
If there's a way to detect the user isn't using an explicit mount and exit (if not in an interactive tty where we can ask the user if that's what they want), you can count me interested. Maybe the initial files bootstrap capability of VOLUME can be leveraged for that.
thats an interesting idea. it would have to work with many types of local volumes and remote volumes so checking would need to avoid false negatives from conditions it doesnt know about
Gotcha. Thanks for the explanation!
Can anyone teach me how to host my valheim world on the valheim dedicated server in the steam library. Btw I have mods
Are you trying to find the install for it?
open the directory where the dedicated installed and read the pdf
@foggy sorrel around? If so, I may try to get things started on merging the community repo changes over to your repo
@final current hey there, just about to sign off, 3am here.
Hey, no problem. I'll try to ping you at a more reasonable time tomorrow. I'm going to try to get some sleep too. Great to see ya out and about though.
Sounds good, I sent you a friend request, so just ping me directly.
No i have it installed how do ihost the world
is progress not being saved at times a popular issue on dedicated servers? modded/unmodded
using LongshipUpgrades?
It is not a popular issue on vanilla unless you're running out of storage capacity or don't have the right permissions in your -savedir path.
You're running your server at home and under Windows?
There are a few things to get in place, mainly the data files for the seed (map) you want to host as well as the config file.
I used to run up to 3 (that seems to be the limit due to the 3 ports you can choose from) "in a DOS window" on the desktop of my server by launching it via a shortcut to a .bat on the desktop.
It's a bit of maintenance, especially around upgrades and probably around server-side mods but I usually just copied the stuff from my Valheim game files into the server files and put back a copy of the config-file 🙂
yes
Is there a modifier to get the combat back to normal? I started on hard and want to bump it down to normal but the only modifier I can get on the command line script to work is either easy or hard (that I've tried)
Can anyone help me with my server? I set up the server on my server. It used to work in 2024, and now I've done the same thing, but people can't connect. It's still visible on Steam, but people can't connect. Could the problem be my network?
There is a known issue currently effecting the cartography table on LSU. Possibly relating to noMapPrinter too. If you have a ship that has a cartography table you should destroy it and disable cartography in the mod... for the time being. Check the LSU discord bug reports.
oh.. alright thank you I'm in that server I will
it did seem new for sure
or should be the firewall?
the quality of information you are giving us is meaningless, at the very least people will want to see logs, but concisely and objectively describing your setup might be useful too
kubernets ring a bell?
chances are good that you just need to update the server game version
ive already done that, server shows up on list, but ppl cant connect
be descriptive. what happens when they try to connect? get client and server logs
connection failed
i did absoluty the samething i did 2 yo
and now doesnt work anymore, smth changed?
Using Crossplay or direct/Steam mode? And how are you trying to connect? Loopback IP address? LAN IP address? External IP address? Domain name? Community tab? Crossplay join/invite code?
If in Steam/direct networking mode and you're connecting via external IP address, make sure that's still your same external IP address and that your NAT forwarding rules are forwarding to the correct LAN IP address if the LAN IP assigned to your ethernet NIC has changed.
Was there anything relevant when you checked the client and server logs following the failed connect attempt?
When you say kubernets, do you mean Kubernetes? If you've deployed to Kubernetes, let us know what kind of networking you're using for the pod (e.g. bridge networking), if you're exposing it with a Service, and what kind of networking you're using within the cluster (such as with a specific CNI plugin or overlay network). Feel free to post your pod spec and service manifest along with the container logs.
We can't help you without information about your setup.
Folks, I could do with the one or other opinion and experience around hosting a Valheim dedicated Server on my Steam Deck - I'm not playing on that thig, it's the big one from the first release pre-order opportunities back then and I wonder if I should bin it, ger a cup of coffee and a pack of smokes for it on ebay or maybe make it do something useful.
you should be able to run the server fine from inside steam, although thats not the common way on steam
brings up a good question of does the steam networking work if you put steam in offline mode (so you can run a game on the same account on another device)
If you need to do some serious digging in your garden, then trade in that hoe for a shovel. If you can get that done with Ebay, then get it done with Ebay. They often have some unexpectedly great deals on 'refurbished' PCs.
The more interesting question would be
"How to get access to the Steam Deck filesystem to transfer my hosted server's datafiles"
switch to desktop mode?
Aahhh, interesting, yes.
its in the power menu
Admittedly, Steam will banish my account and three generations into the future if I successfully hack that thing 🙂
wtf are you talking about? its designed to be used to do whatever you want with it
Aye, if they let me install it, they alow me to run it 🙂
you can install anything on it
I'll go digging. Wonder in which box the thing is and where I find a UK to EU power adaptor
Do they have Walmart in the EU?
any 45watt or better usb-c charger will work
Thought so - wasn't sure if connecting the one from the mobie with "power-charge" might blow anything
On the other side, I have an LED cord on the dog's harness that refuses to charge from "power-chargers" but does fine fro PC USB
Must be some overload-protection
It's still blasphemy to use a steam deck at 700 bucks for a job that a 60 bucks raspberry pie could do 🙂
no its cheap construction, anything that charges from a usb-a to usb-c cable but not a c to c cable is missing a $0.002 resistor
I'm not going to solder that.
theres probably no place to put it. they probably cheaped out on the design and dont even have a spot for it
The resistor part makes a lot of sense. I've tried several cables (not all USB C -2, 1) are equal. Some just charge devices, others transport data in addition to that and the connectors used to look very much identical to me
For anyone using the very popular valheim-server-docker image (whether from lloesche's repo or the recent community-valheim-tools fork), we're working on operational adjustments. The code efforts are unified and the repo at https://github.com/community-valheim-tools/valheim-server-docker is the home; it's the original repository with issue/PR/stars/watch history plus the modern BepInEx and grantopher ValheimPlus compatibility fixes. Old repo should redirect there.
We're still polishing image distribution. In the meantime:
ghcr.io/community-valheim-tools/valheim-server is the correct/new image registry.
There are semver-version tagged images of which :latest refers to the most recent. main branch pushes without a version will still be available under :sha-<commit short hash> image tags for those wanting a specific bleeding edge. I'll restore recent tags/release notes later.
dev branch is deprecated and going away to simplify contribution
Wave to @foggy sorrel (whose image work powers hundreds of the Internet's Valheim Dedicated Server containers)
Bit of a weird one here - I'm hosting a server through GTXGaming for myself and some friends, and we're having issues with building objects being culled or unexpectedly deleted after logouts or disconnects. No materials are dropped, just walls and floors and whatnot just poofing out of existence. Does anybody know what might be causing this & potential fixes? Thanks much in advance!
Also, to be clear: The culled or deleted objects are always ones which have been placed recently (within one login session), and this issue is not affecting all players on the server.
That could happen when one or another of the players doesn't have a building mod that the server and other players use.
server is being stopped before it saves the world files
I'll check in with everyone and make sure all mods are installed and working! Thanks
One player reports this happening WITHOUT logging out after leaving the affected chunk – apologies for structuring my questions like an escape room
Find out if the pieces that are disappearing are vanilla game pieces or are they provided by one of the mods added to the game.
we face a similar issue..some people think it is because of longshipupgrades mod
new day new bug
what causes this?
if someone's familiar
i cant escape the spawn area and my bed is still there
They are vanilla pieces, and this issue is seemingly isolated to Ashlands but we haven't done any kind of extensive testing in that regard
from memory, it's been mostly Ashwood pieces of all kinds, Grausten pieces, Flametal beams, and Dvergr metal walls
The way valheim servers work, the player who get to an area first 'controls' the activity in that area through the server. The server then distributes the activity to all the other players as quickly as it can.
So, if a player with lag has that control in a particular area, then all players experience any lag that player has and the desync between players happens. So it's important to notice who controls areas when you experience the issues in there.
If you see the problem occurring no matter who gets into an area first, and it's mostly always in the same places in the world. Then, it's likely caused by overloading the server, based on it's available resources like it's CPU, RAM, disk space, comm bandwidth, etc. That sort of thing is often more noticeable in Ashlands due to the extra load that the environment there puts on the game.
So it's still basically all about trouble shooting and isolating the cause of the problem before you can fix it.
know any random join IP servers?
#1024264966712340510 going to be your best bet
Thank you for keeping working on this server-image for Valheim. I'm travelling, and don't have access / time at the moment to deep-dive into the repo changes or my own docker setup. Are there any critical changes to the image, or is it just "re-branding", now or in near future?
I don't have access to that link 🤔
I meant to thank you for this answer yesterday but it slipped my mind, thank you! We'll do some troubleshooting of our own in the coming days and hopefully we get it figured out, and I do suspect you're righg regarding the server being overloaded
copied a save file from a friend, i can run it in single player, but the dedicated server bat file wont start!
the first error i see in the bat file output is:
assertion failed: attempt to call interface with invalid hSteamUser
is this a known issue?
password too short!
Thanks for sharing that info. 
No critical changes yet except for the recent fixes for modded setups, a way to use a mounted secrets file for passwords, and better handling of PERMISSIONS_UMASK env var.
Upcoming release will switch from Debian's vixie-cron to busybox cron for update/backup jobs. Should reduce SELinux/capabilities errors on strict runtimes like podman and OpenShift.
I won't speak for Lukas' priorities, but a personal one for me is addressing the 0x6 update error in the SteamCMD step. I feel like almost everyone is starting to see it now. I haven't put major work toward it yet, but I suspect uid 0 owning the forced install dir assets is a factor.
Any way for me to allow all items through portals on my server? Not using any specific hosting services just manually doing it all from an ubuntu vps
use the world modifiers
oh i see now, thanks
I have a question on behalf of the large group I've started playing with. At the moment there's ~15-20 of us playing and we get a lot of lag spikes, especially with a large number of us in the same area at our home base. Would a dedicated server help us? If not, are there more ways to reduce lag on servers?
Is someone just hosting it using the in-game server at the moment, or is there someone running the Dedicated Server program?
I believe it's just hosted through an in-game server
Well, it could be worth finding out. Either way, here's my usual lag checklist:
#dedicated-server message
Crossplay and Wi-fi are the strongest factors in my experience. Some of those bullet points act differently when you're using the in-game server instead of dedicated, and if it's the in-game server, I believe that host's PC and network connection play a big role.
Gotcha, thanks for the tips. Would having a dedicated server make any of those worse?
With Dedicated Server, an area's latency and reliability will be in the hands of the first person to that area (e.g. the first person through a portal or running ahead with fast armor). So their PC and connection to the Internet will end up being more important than the server's. Dedicated Server acts as a simple network relay and database.
Thank you for your reply. I went from lloesche to the community fork, when you created that, because of the issues running BepInEx after the linux update. But I must acknowledge that my skills and level of understanding of Linux, are not very good. I get by, running the image in Portainer on Debian VM. The detailed ReadMe was very much helpfull to me, setting this up in -21/22. If users have to do any changes in their setup, I hope the level of detail in documentation, will persist. Thank you for sharing your time and knowledge 🙂
Hey everyone, I’m new to the server and came here for some knowledge and help. I’m using a mini pc to host a server on. I’m using Ubuntu and AMP as the server manager and can not get my friends to join. If anyone has some knowledge to share to help with this issue it would be greatly appreciated.
Review the guide .pdf file that comes with the server to see that it's installed correctly. And, check your server's log file for error msgs that might explain it.
If you're still having trouble, provide some info about your installation. Like, the specs of the server PC and exactly what happens when a player tries to join, i.e. does he get a password prompt? Is there an error msg? How do you know that the server has started up ok? How are players trying to join, with a Join Code, using the server's IP address, or finding it in the starting menu lists?
Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz, 4 cores 8 gigs of memory. When my friends try to join it says "Failed to connect." and does not get the password prompt. Also I went into logs and do not see where one of my friends try connecting.
Edit the server's start up .bat or .sh file to include the -logfile option, as shown in the guide. Then, you can review the server's log file and verify that it's actually starting up successfully.
Also, if you aren't using -crossplay to support Xbox users, verify that you've forwarded the server's ports correctly, again as shown in the guide. If your ISP has you on a CGNAT configuration, you may have to use the -crossplay option and it's Join Code to connect from outside your LAN even when there are no Xbox players.
And, 8GB RAM is marginal for a dedicated server. Hopefully, your mini PC uses an efficient OS that doesn't take up too much of the RAM for itself.
Im using it headless with Webmin and Ubuntu
Check your Server Monitor and see how much RAM is available for the server after booting the OS.
1.82 GiB used / 3.44 GiB cached / 7.66 GiB total
That's marginal RAM but shouldn't be your problem until the server's world gets busy and/or complex with bldgs., locations, etc.
Focus on getting a server log file and reviewing it.
So when setting the path for log can set it to my own pc or does need to be set to the mini pc? if to my own, the log file is not there.
I don't know how would work. I've never tried to set it to a different PC.
Okay, and forgive me. I'm kind of new to all this homelabing and self hosting thing.
There's nothing to forgive there. Just don't let it get you frustrated. That's how everyone learns stuff.
So, I think that if you get the server to make a logfile on it's own disk, then you maybe can either edit/review it remotely with SSH.
Sorry I don't have better advice. None of my servers are headless.
Log file would typically be set to a path on the machine running the valheim server
Right, although Ubuntu might be able to set up an SMB connection to a folder on the remote PC such that if it writes the log locally to the remote folder then his problem is solved. Notice that I keep saying "maybe" or "might be". That's cause I don't really know one way or the other.
Yeah, I put in the bat file to create a log file in on the mini pc. Im trying to test it now to see if it generates.
And it did not create it 🙂
are you using crossplay? If not have you made sure the ports are forwarded?
From following the Dedicated Server pdf, i enabled it but when the game starts it does not have a code for crossplay.
Also I use spectrum and reserved it on my router.
If you have -crossplay in the server's start up .sh file, then it'll put the Join Code at the end of it's log file. If it successfully starts up, that is.
I well I guess it does not even start up.
But if you do get a log file and have access to it, you can see any errors preventing it from starting properly.
Like maybe the password isn't at least 5 chars long, etc., etc.
You should also see an output from the sh file logging to console, when it fully starts it should say something like “game server connected” iirc
I'm not getting a file or seeing one, if so its seems like the server is not fully setup I guess.
Have another look at the guide .pdf and see how it has all the stuff shown in there. Make sure you don't have any typos, etc. in your .sh file. Also, make sure you're actually able to execute the .sh file. IIRC Ubuntu might not have given the .sh file the ability to run until you change it's permissions to "executable".
I will try again tomorrow. Thank you guys for your help; getting a headache from this stuff and its clogging my head
Ok, have a good night. And think of all you're learning. That's gotta be worth something. 🙂
Yeah it was; just bother that I really could not find resources online with the route I took to host.
Re: resources, I've discovered just how useful Google's AI mode can be when you ask the right questions with all the right info contained in the question. He and I are getting to be good friends.
For instance, you could ask him "I have an Intel(R) Core(TM) mini PC with Ubuntu OS and an i5-5300U CPU @ 2.30GHz, 4 cores and 8 gigs of memory. How do I set up a Valheim dedicated server on it"
See what he comes back with. 😄
Yeah, AI was helping for a good bit but it started getting to a point of "you're the first person encountering these issues."
Well, then at least you know you're in some rough territory and it isn't your fault it's a pretty steep hill to climb.
Exactly
I did some research and came up with some detailed info that could be a big help for you. I sent you a DM with all the details.
Okay, thank you. I continued working again after I said I was going to rest while playing the ball crushing game of tarkov.
Hello, I’m not attempting to advertise any particular dedicated hosting site.. just looking for people with experience with some? I want to have one for our small group, but none of us can host it ourselves I don’t think.
AKA, not sure if one method/place is better than another I guess
You can do an on-line search for hosting sites reviews to see what their customers say about them.
Try and find one that has a site close to where your players will be located. And check their web site pages to see the features they offer that other sites may not have or allow.
Personally I refuse to use GPortal after they just randomly deleted my entire server. But I’ve had good luck with Bisect Hosting. Good pricing, good support, mod-friendly if that’s your thing
I feel like the location would be difficult as we are far north and south and then some easterners in the US lol