#mods-issues
1 messages · Page 20 of 1
any chance someone could help me figuer out why my Therzie mods and a few others stopped working with the patch the other day?
does this need to be on my rented server as well or just ganme client?
Client + server.
worked perfectly thank everyone so much
according to the photo you have different versions of seasonality
i didnt look at the log though
i think i updated the new seasonality file already in my gportal already but somehow it doesnt work
delete the logoutput.log on the server, restart the server, get a new logoutput.log from your server and look for any errors/disconnect
because yes, it still shows the old
so apperently i just need to restart the server and it works but thanks a lot
how come a lot of the mods messed up after the update😩
Which branch in Bisect Hosting should I select to keep the mods working? And then which subsequent Game Version in Steam?
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/ using it till valheim devs push their next update to fix the issue with mods not working is a valid solution.
Has anyone gotten the StartupHotfix to work in a container? I am using Pterodactyl for my local hosting and it picks up just fine starting on my PC, but I see it is still not loading mods in the container. Checked that it is in patchers and validated permissions in the container running some exec's. The main directory for Valheim on the container is a mounted volume so it's not like it is getting wiped out on restart.
Ive got the patcher installed and everything is working properly except for the Therzies mods. 100% sure the client and server side files match but im getting an "Incompatible Version" error and a callout for the 4 Therzies mods not being installed on the server. This mod pack including these 4 mods is working fine on a single player world just getting an error trying to log on to my server. Is this related to the game updates?
Shouldn't be any different than any other mod. What does your servers log show?
You would need to check your server log as to why Therzies mods are not starting up
"Therzie" isnt even appearing in the server logs
despite the folders and .dll files all being where they should. Theres no mention of any of the Armory, Warfare, Monstrum, or Wizardy keywords in the log
Hello Guys, for guys who search for a solution, i installed the mod "StartupHotfix v0.1.0" and everything works fine now 🙂 maybe it will help
Can anyone help me? I installed the RtD mods and i cant make a character and it doesnt zoom in when i try to make one either
Are you using the mods on an existing world or creating a new world? Are you sure you're adding all the Expand World mods that should have been included?
Also, check over on the RtD Modding discord server notifications channel to see if you may need to wait for an update to the mod(s).
We are using Creature Level and Loot Control on a server. Despite changing the config to 0% chance for some affixes, the changes are not being reflected on the server and are appearing on old and new creatures. Does anyone have any idea whats going on with this and how to fix it? Running default_old build, not using YAML
anyone have an idea why my screen is black when I join my friend? self-hosted
Can someone help with this? First time trying mods on dedicated server, not sure what I'm doing wrong..
Most likely just the wrong time. Most mods are broken, awaiting a hotfix from the devs. You can wait for that or download the Hotfix-patch linked somewhere here, and extract that in your Bepinex-patchers folder.
Thats a temporary fix and will most likely sort your issue unless you've done some errors.
Thanks for the reply! I joined the creator's Discord, and he mentions that they are currently down. I'm going to try the fix he suggested through Steam, hopefully it'll work..
Steam properties > Betas > Default_Old
I guess just running an older version of the game
Aaaaand didn't work
Manually download the hotfix, Open thunderstore (hope you're using that one) - > mod profile, -> settings -> profile-folder ->bepinex -> patchers and extract the HotFix files here.
Reboot thunderstore and run the game
if you are already using a mod manager, just install the mod with it. Thunderstore Mod Manager and r2modman place the file at the correct locations
the instrction to put the files in the patchers folder are just for manual installs
can someone tell me why creaturelevel&lootcontrol doesnt appear here, despite me having it downloaded
Because it didnt load.
Is there any way to get that config to load on a dedicated server?
So i can adjust on The fly instead of rebooting
If you're an admin you can configure on the the fly and it should update live if the mod supports ServerSync.
I have a dedicated server with 67 mods. The power went out for me last night and ever since then my friends and I are unable to join the server. I'm searching the error code and the web says the server and clients have mismatching versions, but they actually do match.
[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
This isn't a server/client version mismatch, this is a seemingly corrupt world file. It's odd that this prints twice, with the first being a valid world version and the second being invalid entirely. It's almost as if the world is trying to load twice? Maybe a broken mod?
Backup the world and its backups immediately then proceed by testing loading it in an unmodded environment. If that works, it's a broken mod. If not, it's a broken world and you need to restore from backup.
I can load the world fine, it doesn't work once I try to load it as a dedicated server.
I'm more inclined to believe it's the server environment than just any dedicated server. What mods are present on that server?
Too many to list
Valheim+? Anything affecting world gen such as better continents, riverheim, etc? I suspect something needs updating
Server characters, azuanticheat, world_advancement_progression, various skill mods, seasons, extraslots, wisp range.
We were playing on default_old because most mods are not updated yet. All downloaded mods were for the default_old version and not the current version.
Well it doesn't appear to be a case of a world version > than what the server version is because in that case the server just shuts down during startup
Yeah I don't know what to tell you. With direct access to troubleshoot things I might be able to get to the bottom of it but there's nothing I can suggest or recommend without too many back and forth questions about verifying various things.
i fixed all issues of previous update
https://thunderstore.io/c/valheim/p/Cygan/CyganFix/
Just install one more mod 🙂
Kinda late, sorry 🙁
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
also it seems your implementation only works with English games, not the user language
Anyone playing modded encounter this issue when trying to adjust FPS limiter using the slider?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Valheim.SettingsGui.GraphicsSettings.ModifySetting (GraphicsSettingInt setting, System.Int32 value) (at <f02a2207632846a3a0012c7f73401843>:0)
Valheim.SettingsGui.GraphicsSettings.OnSliderValueUpdated (GraphicsSettingInt setting) (at <f02a2207632846a3a0012c7f73401843>:0)
Valheim.SettingsGui.GraphicsSettings+<>c__DisplayClass15_1.<SubscribeEvents>b__3 (System.Single _) (at <f02a2207632846a3a0012c7f73401843>:0)
UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) (at <89f741081c874c65b780dbd6a0d8d33e>:0) UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <89f741081c874c65b780dbd6a0d8d33e>:0)
UnityEngine.UI.Slider.Set (System.Single input, System.Boolean sendCallback) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.UI.Slider.set_value (System.Single value) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.UI.Slider.set_normalizedValue (System.Single value) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.UI.Slider.UpdateDrag (UnityEngine.EventSystems.PointerEventData eventData, UnityEngine.Camera cam) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.UI.Slider.OnDrag (UnityEngine.EventSystems.PointerEventData eventData) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IDragHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <99e64e0b97b14a13982dae6f5be4778c>:0)
UnityEngine.EventSystems.EventSystem:Update()
That appears to be a vanilla error that I get anytime I change graphics settings.
I'm running a roll back game and have encountered issues with VRM models not rendering properly. First I'm trying to figure out where the configs load from exactly. The ones I can find are not being used apparently, because the settings are different than what I have specified.
And second... hidden shaders?
Any advice is appreciated.
7 hours later... 🫤
Are you playing on a server? Yours or someone elses? Server config settings can override player settings. Also, are you setting the configs by actually editing the mod's .cfg file or by using one of the config managers that does it from the game console?
It looks like you have a mod that isn't working right. Are you loading any mods that effect your game's UI, maybe? Or it might be a mod related to game graphics.
I cannot for the life of me get the StartupHotfix to work in the Pterodactyl egg of Valheim. I can see it is downloading the proper Valheim+ version that was made after the patch came out, but I cannot get it to load.
Not sure if anyone potentially ran into that issue and has any suggestion
You sure you're loading the .dll into patches not plugins?
I'm sorry I can't be of more help. I don't know much about Pterodactyl and even less about Valheim+. Except that most folks avoid Valheim+ due to it's spotty support among various modders making 'working' forks of the now abandonded original mod.
No problem. At this point I think I just need to wait for the dev patch rather than running around in circles. I would say that the one fork for V+ Reforged has been pretty well maintained. He even had a break fix for the new patch the day after. I like it because of the simplicity rather than needing 10 other mods to make up for it.
I'm playing local. And you can only edit them out of game, unfortunately. They don't show up in config manager, by design.
I did get some of them working. But one's that once worked are now the problem.
can you please send your log file from BepInEx/LogOutput.log?
im also having same issue of me & my friends characters just keep on sliding around after we jump sometimes & we have to restart our games completely just to fix it temporarily.
i dont have plan build or equipquickslots etc.
i just start sliding whenever i hit a rock or too steep a slope & once my character first slides & i cant stop & i get stuck in the middle of the ocean cuz i cant drown during it either. & i relaunch & i just die & lose my stuff in the ocean..
I disabled a shit ton of mods to try to fix it. But nope so I tried installing a anti slip mod so I cant slide down hills...
I legit was flying out of the water with cheats to get unstuck cuz I tired of this BS bug & I have the anti slip mod & I slipped on FUCKING AIR somehow & it repeated itself I got stuck at bottom of the ocean... With fly mode on btw... & It won't let me control where I'm moving or nothing..
Never thought of checking the log or console for the error spam you're getting?
Feel free to post your log here but also, did you install the hotfix mod?
Hello. We have installed Valheim on a private server. There are only 5 mods on it, “nothing earth-shattering,” but our problem is that we keep getting error messages. The problem is that the server starts to develop significant delays, berries fly up, trees fly vertically away from you, monsters stand still and run on the spot, and skip their movements.
Does anyone have any idea what causes this? And how to fix it?
our modlist
Valheim+ + newest blbpn
PlantEverything mod
Multiuser Chest mod
Jotunn mod
I think I've found our problem, but it's only a guess, unfortunately not a certainty. I suspect that we have reached this so-called “bandwidth.”
Went to play today and got this weird screen popping up, does anyone know what this is? Game was working fine yesterday (I had installed the hotfix)
Is your problem that you get the window or that it's in Chinese?
I think I may have seen this window before possibly from the PlanBuild mod. IIRC, it was letting you set options for server saved blueprints.
If you select one of the bottom buttons and the window goes away, does your game still play normally?
So strange! I have had the PlanBuild mod installed for a week or two now and this is the first time this pop up has shown up. It was mostly that it was Chinese, I used a tranlate app but the text didn't point to any obvious mod or a reason for it to be there so I wasn't sure what happened. I was able to click offscreen and it went away so I will report back if it seems to impact the game at all
If the window is from the PlanBuild mod, as we suspect, then just removing it and getting on into the game shouldn't be a problem. It might only be an issue if you were trying to share your player's blueprints with other players in the game.
Thank you, I will try that! 🙂
I keep getting this error, and ctd, when fighting trolls. [Warning: Unity Log] Setting angular velocity of a kinematic body is not supported.
I have no mods in that should affect trolls.
ok. i got new hard drive and not my teleport everything doesn't work. idkw I am doing wrong, all other mods work just not that one
Here is the attached log. What's weird to me is that it says it can't load Jotunn, but then it seems like it does at the end since I can see it load EpicLoot? However, I also don't see any additional mods loading.
There is also the error where it says incompatible versions for Valheim+ when I try to log into the server, but I can see in the UI that they are the same version.
anyone know how to fix teleporteverything? this will literally be my hill to die on. I will stop playing bc of this feature. it takes forever to get from one side on the island to the next just to transport ore.
There is a teleporter setting in the world modifiers. 'Easy' lets you take anything, even ingots.
If you aren't already doing so, use the default current game version from the Steam Library Valheim properties. And add the StartUP fix mod to your game. Then, you should be able to update all your mods.
I thiink, if you have admin console access in your game you could use the "setkey TeleportAll" command to make it so all portals on that world allow metals, etc. to go through portals.
Yes.
this usually means your server is not running modded or is throwing errors somewhere before/while the connect. Please shutdown your server and delete the log file at BepInEx/LogOutput.log. Then start the server. If the LogOutput.log is regenereated, please send it here. If it is not regenerated, your server isn't running BepInEx at all
So it is definitely not regenerating. What would cause that? It does exist and I know I have the latest one
Unfortunatly I'm not familiar with Pterodactyl. Can you show screenshots/configs of your setup?
TYSM it fixed the issue.
the fix mod
Which ones are you looking for specifically so I don't inundate you with unecessary info. Side note, Pterodactyl basically is what many hosting companies like Indifferent Brocolli use, just reskinned and maybe some added features.
So we might be able to find some similarities if you are familiar with other hosting service UIs
I rarely use UIs to manage games at all. But please show where you choose what egg (I think this is the terminology for a software image) you used and if you have some kinds of logs
It there a crash logger utility/mod?
Your BepInEx folder has a log file in it.
Yeah. It doesn't tell me anything when the game ctd's. Just the last successful thing.
I mean something that pulls info specifically regarding game breaking errors.
So the quick breakdown is this. The picture and install script show the actions taken by the egg. The variables are all set correct otherwise it wouldn't boot.
The big variable that matters where I deviated from the egg is for the temporary update to Valheim+ before the devs update the game to fix the localization issues. I changed the max char string and set it to the UnixServerRenamed.zip as documented for the current install documentation of Valheim+ (link for package - https://github.com/Grantapher/ValheimPlus/releases/tag/0.9.17.1). That package comes with BepInEx already installed which I know worked for others looking at the Valheim+ Reforged Discord. To be extra safe since I was having these problems I also manually reinstalled BepInEx just to cover my bases the first time it did not work.
Logs of install attached here show it installs correctly. Initial startup I do not see BepInEx and this has been the same pretty much through multiple installs and testing various settings running docker exec changes to try and get more info or manually reinstalling the few mods I have on there.
Nothing in raw docker logs that differ from console output (start_server_logs.txt) as the configuration of eggs of Log Configuration to {} should just rely on docker logs to capture output.
the startup command you are using is outdated. Where did you get it?
Was baked into the egg and I am going to feel pretty stupid if that is the reason why
change DOORSTOP_ENABLE=TRUE to DOORSTOP_ENABLED=1 (notice the enable -> enabled)
change DOORSTOP_INVOKE_DLL_PATH=.\/BepInEx\/core\/BepInEx.Preloader.dll to DOORSTOP_TARGET_ASSEMBLY=./BepInEx/core/BepInEx.Preloader.dll
remove DOORSTOP_CORLIB_OVERRIDE_PATH
than it might start modded
you may need to leave the BepInEx.Preloader path like before, if the escaping of / is important, but at least change the argument
ok. so after I got my new hard drive and fixed my mods, I realized i lost progress, but idk how much. other than just looking at the sunken burial grounds, is there another way to determine how much progress I lost? I only realized bc I notice some things I built in my camp are gone.
by looking, i mean go to them to see if I completed it.
oops. ill ask another forum
@white latch https://github.com/pterodactyl/game-eggs this has an updated egg for Valheim
That Valheim + one actually points to the one I am using
I think I might make an updated egg at the end of this for that
And publish that out so others have it
Ah, the BepInEx variation in this repo is correct https://github.com/pterodactyl/game-eggs/blob/main/valheim/valheim_bepinex/egg-valheim-bep-i-nex.json#L18
but not the ValheimPlus one https://github.com/pterodactyl/game-eggs/blob/main/valheim/valheim_plus/egg-valheim-plus-mod.json#L18
Yup
They have a base image that does a good job staying up to date, but the guy abandoned maintaining the rest of the Valheim+ egg
I had already chatted with him to see if he had planned to update
Will see if he is fine if I push a PR to his repo or if I just build my own egg and push it as a PR replacement just for the Valheim+ repo
Can someone help me? I dont know what happened, but my inventory / crafting table and others some kind things are scaled way too big.
And actually when I close my inventory I still see those things up and right.
I was looking something with configuration manager, but I cannot find what setting I have changed.
A lot of mods in use. MyLittleUi and others that kind things I have checked but cannot find anything how to fix...
Restart didnt help.
Anyone have experience with Wackysdatabase? I'm having a hard time forcing my client to sync with server. This is in regards to updating recipes for existing items
Found it! If you change "Inventory animation speed" -> Zero, it wont work anymore 🫣 🥲
Just reset the mod's config entirely. Configuration manager has a reset button at the bottom or you can delete the file while the game is closed.
Advize... any idea how I can fix the wackydb's issue of not syncing yalm recipe files to clients? 😄
Try running wackydb_reload console command from an admin client
I did
so listen I actually did get it to work
for basic recipes, like if I changed 20 wood to 30
but for when I drastically changed a recipe and increased required materials to like 10 different ingredients it won't register
and I made sure the syntax was the same on the yalm file and that the internal I
ID's were all correct
Might need to clear cache in that case? Not entirely sure, I'm pretty unfamiliar with it
I mean, for all I know there's some inherent item ingredient limit
but there wasn't the last time I tried this
wackydb_clearcache
I could be steering you wrong though, best to ask mod author in his disc
I was looking for a discord but I couldn't find it
would you happen to know how to get to it?
I got it to update simple recipes, now it won't even do that. This is so frustrating. Does anyone know if wackysdatabase has a discord channel I can seek help in?
Wacky's discord address is listed on the thunderstore.io WackysDatabase web page.
Scroll down through the Details tab and find this in the Feedback item: For questions or suggestions please join discord channel: Odin Plus Team or my discord at Wolf Den.
On the mod page, both "Odin Plus Team" and "Wolf Den" shown there are actual links to discords.
You can disable slide animations with ZenUI
does anyone know how to remove this background in wacky mmos? (im using old exp bar setting)
You can adjust the X Y position. Set it to a large negative number to move it off screen
Oh, wait. Just the background ? No sorry. I thought you wanted to hide the bar.
Got this error going on... (x86)\Steam\steamapps\common\Valheim\BepInEx\plugins\runtimes\win-x86\native\assimp.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
I'm on a roll back game. Everything seems to be working. But this seems like trouble.
BepInEx 5.4.23.3 is what I'm using. Also, using the win-x64 runtime.
make sure to use https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/
yep
so whatever mod is adding runtimes\win-x86\native\assimp.dll, BepInEx tells you it cannot read the dll. Depending on the context of the error this is fine or not. Please send your full log file from BepInEx/LogOutput.log or Player.log in case the game is crashing
so this doesn't have anthing to do with your game version
It shouldn't be a game version issue. Here's the player log.
it's a debug log, so you can pretty much ignore it
And yeah, random crashing. I have narrowed it down and ejected a few mods. But it still got some refining, obviously.
please send your Player.log when your game just crashed. This one looks fine
ok
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFDA045417B)
0x00007FFDA045417B (UnityPlayer) (function-name not available)
0x00007FFDA0F4BB67 (UnityPlayer) UnityMain
0x00007FFDA0F3F28D (UnityPlayer) UnityMain
0x00007FFDA0F3F1DC (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFDA03B4327)
0x00007FFDA03B4327 (UnityPlayer) (function-name not available)
0x00007FFE4CC7E8D7 (KERNEL32) BaseThreadInitThunk
0x00007FFE4D6CC53C (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
- C:/Users/felix/AppData/Local/Temp/IronGate/Valheim/Crashes
You have a mod causing a crash by doing an invalid gfx operation. Accessing an invalid memory address and causing an immediate exception.
You might want to try disabling your various mods which create custom texture, or effects. It looks like you have a handful of them.
Yeah I have a couple of issues that have crept up. Mainly with texture upgrades and seasonality... Some shaders have apparently gone missing? Not sure where they're from exactly, so that's what I need to solve.
The shader warnings you have are related to shaders that are not properly mocked. Honestly the warnings are annoying but completely harmless fortunately or not in this case.
Its unlikely those warnings have anything to do with whatever mod is causing the gfx exception, possible, but I wouldn't put any money on it.
Well that is good news for the seasonality mod. I went ahead and removed some mods that I felt were un-needed, or possibly causing issues. I'm really sure seasonality crossed with Willybach's HD textures was working fine. But then I had to do the roll back to keep playing. Something in that process messed with it, and my vrm's. Most of the vrm's I have fixed, but a few still misbehave regarding their transparencies. Older vrm0's it seems. But I've made good progress so far overall. Hopefully it continues, and I end up with a nice modded build.
It does if you install https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
hi, im having issue with r2modman not launchin on MacOS via CrossOver, anyone can help me install r2modman or similar for MacOS ? 🙂
I think you want this https://github.com/Zard-Studios/r2modmac
Hello, how to translate dynamic text (timer) by XUnity mod?
Looks like PlantEverything. If you enable localization in the mod settings it will generate a file you can edit. Then you change the value for the key labeled GrowthTimeHoverPrefix
Other settings for the formatting are under [UI] in the mod config
Never heard of XUnity, probably some Russian knock off of my mod lol there's quite a few of those floating around
Well either way, the key for that bit of localized text is GrowthTimeHoverPrefix
Sorry, $peGrowthTimeHoverPrefix if using third party method of injecting values
Maybe without the $ I forget how this game works
After installing mods my world modifier for casual deaths doesn't work? I died and I lost skills and most of my inventory. I tried checking into mod configs for impactfulskills and seasonality but I didn't find anything that should affect it? Are there any common mods that change this? Full list of mods is:
- BepInExPack_Valheim, AzuAreaRepair, AzuClock, AzuExtendedPlayerInventory, AzuHoverStats, ComfyAutoRepair, Jotunn, ImpactfulSkills, Instaloot, Official_BepInEx_ConfigurationManager, PackHorse, PlantEasily, PlantEverything, Quick_Stack_Store_Sort_Trash_Restock, YamlDotNet, Seasonality, SpeedyPaths, UseEquipmentInWater, XPortal, TorchesEternal, SmarterContainers, AzuCraftyBoxes, AutomaticFuel
Maybe it's your world modifiers? Vanilla settings that govern death penalty
looks ok when i use F2
I will try, ty!
Seriously, what's a guy gotta do to fix this? [Warning: Unity Log] Failed to find expected binary shader data in 'Particles/Standard Surface2'. And 4,000 other such warnings. I don't even know what shaders it's referring to. I have gone through everything in my game files and have no real clue. I am having some minor texture seems as a result though, and was told I can just ignore these errors. But honestly that's lazy and insufficient. So please help give a sense of direction here. i'm willing to learn what to do...
It's from a mod and only the mod author can fix them.
I can only guess it's Seasonality, Valtex, or willybach's HD Seasonality that could be the cause. No other texture mods are installed.
It's not related to texture mods.
It can be any mod where the author hasn't changed the shaders when they made assets in Unity.
I didn't have this problem before I had to roll back. Everything worked fine.
Yeah but it's NOT vanilla.
All the mods in question are in line with the version of the game I'm using. Everything is 'up to date' and should cause no problems.
The warning doesn't indicate out of date mods.
It means that the author didn't change the shaders when they made assets in Unity.
Your missing the 'everything worked before' part... So there must be a different reason than "it's the mods".
No, it's your mods and nothing else.
Can you at least consider it's not? What else could it be? I feel like the roll back wasn't thorough and I have an updated engine or some such. I really believe something else is going wrong.
Well, start vanilla then and see if you still get them?
I mean yeah, obviously it's the mods throwing the warnings. But it didn't used to happen. So it seems like game compatibilty is the issue here.
No, the reason you get those is the reason I explained and that's it.
Okay. So what would I have to do to make it right? Could I fix the shaders myself somehow? I have Unity Hub.
You would need to find the mod responsible and let the author know, only they can fix it.
Or you can filter the warnings.
I've fixed plenty of mods for personal use. Why could only they fix it?
Because only they have the Unity project.
I see... lame.
What about a pile of loose .png's? Could those be fixed?
Listen, I'm not trying to undermine anyone's mod rights. As a modder myself, I have nothing but respect for my fellow modders. But if I can do the work on my end to solve issues for myself, I'm gonna do it.
Nah, the problem isn't the materials or texture but the shaders themself.
The warning comes because when you RIP the game you get empty shaders and therefore the warnings.
The way we fix this is either replacing them at runtime, switch them with other Unity Shaders or custom.
The only thing they do is give you pink materials but doesn't cause any performance loss or anything else.
Alright, thank you for the information. I suppose I'll now try to isolate the offending mod and try to contact the author, as you suggest.
😮💨
You can also filter them out, that's another option.
My wife and I installed mods through the Thunderstore, but while my Steamworks error resolved itself, hers hasn't and it's making it so we can't play our modded file together. Can someone help me with figuring out how to resolve this? She has all the same mods than me otherwise, but I think the steamworks error is preventing some of them from loading
I had her uninstall and reinstall Valheim and that didn't help. I had her uninstall Bepinex via the Thunderstore and that didn't work either we're still getting the same error.
Stack trace:
Steamworks.InteropHelp.TestIfAvailableClient () (at <9e97ea83469d4fb793f1eafe2363e8d6>:0)
Steamworks.SteamUtils.IsSteamRunningOnSteamDeck () (at <9e97ea83469d4fb793f1eafe2363e8d6>:0)
PlatformPrefs.MigratePlatformKeyIfNeeded (System.String key, System.String& prefixedKey) (at <4cba033070444d388264593479692798>:0)
PlatformPrefs.TryGetStringFromPlayerPrefsMigrate (System.String name, System.String& value) (at <4cba033070444d388264593479692798>:0)
PlatformPrefs.GetString (System.String name, System.String defaultValue) (at <4cba033070444d388264593479692798>:0)
Localization.SetStartupLanguage () (at <f9c1e10e233e4d07bcb7e2919c8ed6a6>:0)
Localization..ctor () (at <f9c1e10e233e4d07bcb7e2919c8ed6a6>:0)
Localization.Initialize () (at <f9c1e10e233e4d07bcb7e2919c8ed6a6>:0)
Localization.get_instance () (at <f9c1e10e233e4d07bcb7e2919c8ed6a6>:0)
ItemManager.LocalizeKey.addForLang (System.String lang, System.String value) (at <1f53c495e366461b98609dddd82c3b03>:0)
ItemManager.LocalizeKey.English (System.String key) (at <1f53c495e366461b98609dddd82c3b03>:0)
Vikings_Archer.Registrations_Armors.RegisterArmors () (at <1f53c495e366461b98609dddd82c3b03>:0)
Vikings_Archer.Vikings_ArcherPlugin.Awake () (at <1f53c495e366461b98609dddd82c3b03>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMD<BepInEx.Bootstrap.Chainloader::Start>()
UnityEngine.GameObject:.cctor()
PlatformInitializer:EarlyInitialize()```
This is the error we're getting
make sure Steam is running in the background
Like the steam program window?
Yes
can you please send the whole log from BepInEx/LogOutput.log?
Where would I find that?
go into the Thunderstore Mod Manager and open the folder with 'Settings > Browse profile folder'. Then navigate into the BepInEx folder
you can try to verify the integrity of your game files in Steam. Right click Valheim, select Properties, Installed Files, Verify integrity of your game files
Maybe something got corrupted. Otherwise maybe try to update Steam
giving that a try, one second
What do we do after verification? Just so I don't accidentally mess anything up. Should I make a new profile on the Thunderstore?
Or just run the existing one again?
the verification looks at your game file re-downloads them if something doesn't match
i.e. start the game normally through Thunderstore afterwards
if that still doesn't work, please launch vanilla and send your Player.log from %localappdata%low\IronGate\Valheim
Checking now, one second.
While I do this I want to express that I'm grateful for your help.
It's still being an issue, let me grab the playerlog
Oh wait I missed a step one moment.
This is the one from the Vanilla launch
hmm, the vanilla one looks very normal
because it's Windows, restart the computer, launch Steam, then Thunderstore and then try running modding again. Maybe some Steam process didn't close correctly and is now causing the error for whatever reason
welp, really not sure what to do anymore.
Well because it works with vanilla, maybe try to create a new Thunderstore profile and just install Better Archery + StartupHotfix and send the BepInEx log again
I don't know what to do anymore. If Steam is running and game files are correct, this makes no sense
I appreciate the effort you put into it at least. I'm really confused myself, but I don't know what else to do
nice one, but it wont let me paste the steam directory, can you help me ?
No
Have Valheim devs released a patch for the update that broke mods? I have the mod patch installed and my mods are working but curious to know if anything official has been released
Not yet, maybe in a few days.
Hey all. I have successfully fixed all my ctd issues. I just want to say thanks to everyone that helped me get to this point. You know who you are... Thank you 🙇
Anyone in here in contact with a mod maker who goes by Tequila? They have a mod called Divergr Pieces which needs to be updated for the latest offical update of Valheim.
Why does it need to be updated, can you elaborate on that?
Because it doesn't work in the latest update.
Throws up red text in the console and none of the pieces the mod adds to the game will show up.
Are the errors related to localization?
No, it just doesn't work with the latest update. The last release of the mod was over a year ago. I think the Unity changes might have broken it. It works with the previous stable build of Valheim which is what I'm running for the time being. It's a really nice mod and I'd hate to lose what it adds.
Okey, so it doesn't work after you install this?
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
I have not tried that. There are three mods in particular that throw up red text in my configuration with the latest update. This one, Refined Stone Pieces and Sleeping Bag I think. I'd be happy to try this out and see what happens. I have backups of my saves so no problems there.
After the new Valheim update this mod is required to get mods to work again until Valheim releaser their hotfix.
I'll give it a shot. Worse that happens is they still don't work and I revert back again and keep playing until they're updated. 😄
Trying it out right now...
NICE!
Thank you very much!
Nice!
I appreciate the help!
This is every warning/error in my log. Minus 4k shader warnings, I've been told I can ignore. Do I need to worry about any of them, or am I good to go?
4K shader warnings? What in the
How many mods do you have with broken shaders.
I would filter them out if I were you lol.
But no, nothing to worry about and you know you shouldn't play with the Dev mod correct?
Idk where the shader warnings come from. Spent a few days trying to sort it out to no avail. But there is no perceptible issue in game. I was advised to ignore them. And yeah I just wanted to run a check with dev mod. I'll be removing it now...
And rolling back my save, to be sure.
Typically a mod might give you 50 warnings on startup so if you get 4k, jesus.
I can make you a quick dll that will filter them out if you want.
UNLESS https://thunderstore.io/c/valheim/p/Smoothbrain/ShutUp/ can filter them out.
The warnings are duped a lot, so I'm guessing it has to do with my texture replacers, and seasonality. Meaning the same warning many times in a row, then the next, then the next. All multiples of them, adding up to 4k warnings. It is odd though, which was why it concerned me in the first place. But as I said, seemingly harmless to gameplay.
Can I please have some help understanding how these three configuration settings affect world generation and interact with one another (if at all) in the Expand World Size mod
Water depth as I understand will just affect how far down below the waterline the maximum depth is, but what is the difference between adding to the altitude and multiplying it for the map?
Hey! I'm not sure if this is the right channel, but i have never used mods in valheim before. And now I would love to try atleast "Plant everything". So is nexuxmod okay place to download? And how I can active the mod if I'm playing with my hubby on our own world? 🙂 Any tips are welcome 🙂
Get your mods from https://thunderstore.io/c/valheim/
Install a mod manager https://thunderstore.io/c/valheim/p/ebkr/r2modman/
Make a profile, subscribe to mods, share profile/code with your husband and all done!
Note though that until Valheim releases a hotfix you need this mod for the moment.
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
my friend installed the mods installed on my server and the game loads up fine. he has the warfare tab when he opens his hammer to build but the armory item isn't appearing in it. is this a known problem? does he need to delete his cfg file for this to be fixed?
Hi all, first time I'm trying to host a dedicated server with mods - I've got the mods installed locally and on the server side, ensured that they are all the same and updated with dependencies sorted out (using r2modman on my machine), but I can't seem to get past this error... Any help would be really appreciated, got a group of buddies that want to play
This is only needed for mods that inject localized text too early. AFAIK it only fixes mods that embed the various managers that some modders use. PlantEverything doesn't need it, nor do JVL mods.
You can download from nexusmods but recommended method is to download a mod manager from valheim.thunderstore.io such as Gale or r2modman and install through the manager. It has an in-app mod browser and will install dependencies for you.
The mod will allow you to plant the additional resources even if only you have the mod, but for all settings (namely the ones related to plant health) to work reliably all clients should have it installed. Dedicated server too if present. Be sure to toggle off crossplay during world select if hosting co-op.
You should probably install one of the configuration manager mods while you're at it. Open it in game by pressing F1 to change mod settings.
Has anyone experienced this with a mod called WildWeapons? I’ve even tried with just this mod installed and it’s still doing this
broken shader on their particle effect is what causes that, nothing you can do to fix it, the author of the mod would have to fix it.
when people see warnings about shader's broken, this is what that means.
is anyone of you using PlantEasily or MassFarming?
I use PlantEasily
can you also mass harvest or only massplant?
Mass harvest with shift+E
I don't get any popup for that with PlantEasily.
or let's call it "indicator"
Strange. Have you checked configs?
no, is there a key to be assigned or changed?
I don’t know. I didn’t have to change anything and have never looked
yeah, it says HarvestModifier is left shift as you said.
and can you like instantly change from a huge grind back to just 1 entity without having to through the motions with making the grid smaller step by step?
Not that I know of. I just reduce the rows 1 by 1
It’s not so hard after you get used to it. Just like rotating a build piece click by click
with the Cultivator equipped?
Not necessary
It says hit E to harvest, or shift+E to harvest area
I’m at work or I could grab a screenshot, sorry
Problem solved. They were attempting to harvest with cultivator equipped and held as this is apparently how it worked in MassFarming.
I'm having an issue with CLLC not working and here errors I'm getting. Never had an issue loading this mod before but I haven't tried since before this past update. Anyone have some suggestions for me?
You'll have to use https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
or find an alternative
Yup that did it! Thank you
is there any way to mod valheim on steam deck?
i’m reading a guide on reddit and i can’t understand any of this 💀
download r2modman and follow its instructions
or you can download and use gale and just follow the instructions in bepinex. (hint: its just set steam launch args to ./start_game_bepinex.sh %command%, anything else you see on reddit is wrong)
This might still be relevant?https://lethal.wiki/installation/installing-r2modman-linux
I used this last year to get mods working on my friend's steam deck. Beware though, too many and you ain't gonna be able to load in.
everything but the launch arguments will translate over, lethal company is windows online but valheim is linux native so the launch arguements to set are completely different
Do Walls provide just as much stability as beams would, meaning I can destroy beams when I build a wall in that place?
do you mean modded beams?
no just regular beams
ah wrong channel my guy
oh my bad, sry 😉
was still here from yesterday
anyone know what the issue is here? image on the left is what happens when me and my friends try to connect to a server one of us is hosting. tried uninstalling the necessary mod to see what it would say, so i can see that it does detect the mod, but cant detect PieceManager for it
the server itself, our clients, and the mods are all up to date
anyone using Seasonality?
Yeah, I don't edit the configs or anything though just keep it as it comes
Is everyone using StartupHotFix?
i dont think anyone has that, is that a necessary mod?
-and if its necessary, does the server need it installed too?
Yes, or else mods will not work.
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
thanks- got my friend to put it on the server and we can connect now
Just update the version on the server
unfortunately the server owner is on a vacation right now
is there any other way?
welp, figured it out anyways thanks
How would I adjust the time for taming in the "AllTameableTamingOverhaul" options?
Will this fix my Therzie issues
I just want my world back 😭

Likely yes, most all of therzies mods haven't been updated and won't start without it.
As a reminder for installing it on the server, it is a patcher not a plugin. Although you may need it listed as a plugin for Azu Anticheat if you are using that.
It's a dedicated server on GTX - I'll check the patcher info though that might help! TY!
I don't have AZU Anticheat, i think we had AZU Extended Inventory but it crapped out a long time ago, I removed it
but azu releases quality mods.
I hear that odinplus character does also, who ever he is...
Azu EPI works just fine, what do you mean "crapped out?"
I got an issue where tarpits and fuling camps aren’t spawning at all. What commands would I use with upgrade world to fix this
I think it probably conflicted with another mod and just stopped working, didn't have an update or anything. Odinplus @restive spruce we started with the ship mod but it's no longer available on thunderstore :/ last i checked, anyway
heh, that is actually marlthon's mod, the odinship mod, he was part of odinplus at one point, but split off to do his own premium modding experience.
They're back on Thunderstore fully free now.
So about 2 weeks ago my modded world was working just fine until the next day everything modded was gone. Earlier I just made another world and character to see if the mods would but it still didnt. Im using r2modman on steam deck, is there anything I could do to get my mods working and stuff back?
The game updated for the 5 year anniversary and many mods were affected. Installing this should help with most of them, but there may be some individual ones that require updates. If you haven't yet learned to troubleshoot mod related issues, you should. We have no way of verifying which of your mods are functioning correctly without seeing the contents of your BepInEx log file.
You might also want to rollback your world and character to the last time your mods were functioning or you can likely expect loss of data and progress.
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
Thanks I’ll try it out
Hey all I’m using the Odin horse mod and have tamed a horse, for the life of me I cannot find where to craft it, all sources (the few that exist) say it’s from the level 1 workbench? Any help?
the saddle? you need horse hide from killing a horse
@coarse valley any idea whats causing this log error? the mod aint working for me because of this error [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Valheim.ServersideQoL.Processors.SharedProcessorState+<>c.<get_BossesByBiome>b__14_0 () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Processors/SharedProcessorState.cs:111)
Valheim.ServersideQoL.Processors.SharedProcessorState.get_BossesByBiome () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Processors/SharedProcessorState.cs:91)
Valheim.ServersideQoL.ModConfigBase+NonTeleportableItemsConfig+<>c__DisplayClass0_0.<.ctor>b__0 () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.NonTeleportableItemsConfig.cs:30)
Valheim.ServersideQoL.ModConfigBase+NonTeleportableItemsConfig..ctor (BepInEx.Configuration.ConfigFile cfg, System.String section) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.NonTeleportableItemsConfig.cs:28)
Valheim.ServersideQoL.ModConfigBase..ctor (BepInEx.Configuration.ConfigFile ConfigFile) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.cs:41)
Valheim.ServersideQoL.ModConfig..ctor (BepInEx.Configuration.ConfigFile configFile) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.cs:11)
Valheim.ServersideQoL.Main.get_Config () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:30)
Valheim.ServersideQoL.Main.Initialize () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:148)
Valheim.ServersideQoL.Main+<<Start>g__CallExecute|35_0>d.MoveNext () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:86)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <89f741081c874c65b780dbd6a0d8d33e>:0)
Probably a "mod conflict", a mod probably breaks one of the assumptions I made. I'll look into it.
goated as usual
Are you installing manually or via a mod manager?
If you know how to install manually, you can try this build: https://github.com/ArgusMagnus/ValheimServersideQoL/actions/runs/21978282115/artifacts/5495514639
Otherwhise I'll push to the beta channel
mod manager
also that link doesnt work for me
oh it downlopads it nvm
i installed the beta one and i get this as the error: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Valheim.ServersideQoL.Processors.SharedProcessorState+<>c.<get_BossesByBiome>b__14_0 () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Processors/SharedProcessorState.cs:111)
Valheim.ServersideQoL.Processors.SharedProcessorState.get_BossesByBiome () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Processors/SharedProcessorState.cs:91)
Valheim.ServersideQoL.ModConfigBase+NonTeleportableItemsConfig+<>c__DisplayClass0_0.<.ctor>b__0 () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.NonTeleportableItemsConfig.cs:30)
Valheim.ServersideQoL.ModConfigBase+NonTeleportableItemsConfig..ctor (BepInEx.Configuration.ConfigFile cfg, System.String section) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.NonTeleportableItemsConfig.cs:28)
Valheim.ServersideQoL.ModConfigBase..ctor (BepInEx.Configuration.ConfigFile ConfigFile) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.cs:41)
Valheim.ServersideQoL.ModConfig..ctor (BepInEx.Configuration.ConfigFile configFile) (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/ModConfig.cs:11)
Valheim.ServersideQoL.Main.get_Config () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:30)
Valheim.ServersideQoL.Main.Initialize () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:148)
Valheim.ServersideQoL.Main+<<Start>g__CallExecute|35_0>d.MoveNext () (at D:/a/ValheimServersideQoL/ValheimServersideQoL/ValheimServersideQoL/Main.cs:86)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <89f741081c874c65b780dbd6a0d8d33e>:0)
also, when setting some of the configs with gale mod manager, specifically the ones with sliders, i get this error (will post in #mods-screenshots
You probably still have the old version, make sure you have version 1.7.1008 (mod managers sometimes take some time before they recognize new versions)
What config value specifically were you trying to set?
planting specicially
and something else, let me check when it loads
will i have to change my configs with the file or will the mod manager get it?
carts content mass
plants grow time multi and space requirement
summons unsummon distance and unsummon logout time multi
traps self damage multi
ok it is working now, ty for being awesome as usual
playing without auto chest pickup was terrible
Oh, one more thing, any chance the way the mod changes chest size could be changed? When i load the mod, the chest size overrides other mods that change chest size and the items get eaten by the void. Either make it so the items arent eaten, or make there be a toggle to modify the chest size (default off obviously)
Is the gale issue also resolved or is that a separate thing?
I'll have to look into that, but that's not such a quick fix. I'll have to make sure I don't break something else instead
What other chest-size-changing mod are you using?
Azu container sizes
Yes it is
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 :/
Never use a host that limits you in any capacity and asks you to pay more.
We take server performance very seriously and that is one of the main reasons we are one of the best game server providers out there. We truly understand the im
We won’t apply any RAM usage limitations or CPU throttling to your server, we will always serve the performance needed.
I'm running the Thezie Warefare, Armory, Monsters mods, as well as the EpicLoot by RandyKnapp. I want to install the EpicLoot_Therzie mod to ensure that the RandyKnapp and Therzie mods work ok together - but I don't want to install all the other dependancies for the EpicLoot_Therzie (e.g. Wizadry, WarfareFireAndIce, etc. by Thezie) - will this cause an issue with the EpicLoot_Thezie mod?
https://thunderstore.io/c/valheim/p/JewelHeim/EpicLoot_Therzie/
Are you running Therzies Deep North?
No
Only the initial 3 + EpicLoot by Randy
Warfare, Armory, Monstrum
Then you dont need any of the patches, the items will be automatically added to epicloots drops and gating system.
So I don't need to install EpicLoot_Therzie?
The description says "Patches made for Therzies mods, Warfare+, Monstrum+, Wizardry and Armory."
Yes I understand that.
You could install them if you want, but the never versions of epicloot automatically integrate most weapon/armor/trinkets that are added.
Previously patches were required but that hasn't been the case for a while now
I appreciate that, thank you
This is my current sticking point, waiting for Seasonality to be fixed. There was an update 3 days ago, but doesn't look like anything relevant. Am I missing something? The startup fix mod didn't fix Seasonality, everything else has been on the level.
You appear to be missing a dependency for the mod, this one https://thunderstore.io/c/valheim/p/RustyMods/Seasonality/
Oops wrong link lol this instead https://thunderstore.io/c/valheim/p/ValheimModding/YamlDotNet/
Also your seasonality isn't up to date. There might be more problems that are tough to diagnose from mobile
Rejoice! You've done it, thank you! I'm a bit embarrassed for not recognizing that, I used Seasonality a few years ago without needing that Yaml dependency, hence I wasn't prepared for the new prerequisite. Skáld!
Plus it worked before last week's anniversary patch without it 🧐 🤔
Is crafting jewelry like rings with Epic Loot rather for enchanting those or for making more money at the traders?
I was under the impression they were stat sticks you enchant and equip in a utility slot. I'm not even aware if they can be vendored for gold.
Is there a way to lock certain boxes with AzuCraftyBoxes?
Example being personal belonging boxes for players that want to keep certain items for collection
Azumatt.AzuCraftyBoxes.yml
Hey, can someone advise on a mod that prevents people from bringing materials from other servers please?
Hey boys - If I manually installed a few mods back in 2025 and want to come back to the game - Do I need to manually update each and single one too?
better approach would be to make a list of the mods you want to use and install them into a profile in a mod manager like Gale or r2modman. Then use the mod manager to easily select whichever version of each mod you want (newest is prob best) and you can easily toggle off ones that don't work. It's a very point and click painless process. Bonus: It doesn't jack up your Valheim installation folder. But if you already put stuff in your valheim folder you will want to remove that.
While Epic Loot is actually a great concept, which could, in a more refined version, even be implemented in the actual game, I kind of dislike the bounties often enough spawning so far out of your way, that the (base game) sailing becomes way to tedious to actually visit those spots. So I actually ended up doing only a hand full while being in Plains Stage.
In my opinion, nothing beats the manual method for using mods.
Even if you know what you're doing and stay on top of it daily, a mod manager will still be superior.
A) You can check for updates for all of your mods at a glance, have quick access to their changelogs, and still have the ability to choose whether they update.
B) Separate profiles that leave your game directory unmodified.
C) Ability to share profile codes, or change between them to play in different environments both solo and MP. This also helps immensely with troubleshooting.
https://i.imgur.com/0LeYcYY.png
Does anyone know if there is a mod to add a scroll bar to access other structures?
Sears Catalog, if it's not out of date.
Yeah it's out of date. But it's found here; https://thunderstore.io/c/valheim/p/ComfyMods/SearsCatalog/ I don't know of a replacement to use instead...
It might still work. idk...
Gobbledygook
Nah I'm just kidding. I'm sure they're great for some. For others... We prefer a more hands on approach.
To each their own way...
in terms of ranking up skills: Does it matter what quality or rarity the entities are you are interacting with? Like let's say hitting a regular Greyling vs hitting Ash Drakes or is it actually just the amount of swings, blocks etc.?
Its just the amount of swings/hits. Basically every action has a "gives 1xp per hit", assuming it hits a valid target.
no idea how I suddenly implied lvls there 🙂
thanks!
So I can place a rock on my "W" key, while sleeping in home office and expect to be a max level athlete when waking up. Wish this would work for RL.
Yeah I mean you can, you can also open the console and hit devcommands raiseskill swords 100 🤷 no achievements
If the skill gain rate is too low for you, maybe install a mod to change that?
nono, that would be cheating. I prefer to do it the legit way with the rock!
do you have a job involving MS Teams?
god no
aww, I would have shared with you how we rig the system with a rock and wordpad.
you wouldn't believe how universally resourceful rocks are in IT.
Thank you, so much
the term you were looking for is "timeless" ;)
I think manual approach is just asking for pain. A mod manager lets you switch between active profiles, toggle individual mods on and off, and try various configurations without disrupting your vanilla installation. A mod manager handles version matching and dependency chains with a single click. A mod manager lets you create and receive mod pack profile codes so that it is simple to synchronize with your friends. Manual is just asking for pain.
I don’t support manual installation for any of my mods. It’s just a waste of my time. Up to you if you want to do it that way but I have better things to do than walk people through dependency chains and version syncing. What would take me an hour to explain to an end user can be done in 5 seconds with a mod manager. I also don’t compile my own operating system nor do I write my own C# compiler. I guess I’m just lazy like that.
yeah, no mod author is going to suggest some manual approach to installing mods unless on a server.
the idea is less support, not more 😄
For the record, all mods are inherently ready to be manually installed. Author supported or not. But really, I don't understand why you all have such a problem with how I handle my mod use. It's not like you get anything if I subscribe to a mod manager. And my time is my own, so can we just move on please?
Hello, I've been working on installing mods on a new server. I'm having issues particularly with Shudnal's ExtraSlots and YamIDotNet.
These mods installed alone are no problem. The only problem is when adding AzuAntiCheat to the mix. When I do so, I get "incompatible version".
I ensure that all the files are exactly the same client/server side (dll/cfg/etc). I also ensure they're located in the BepInEx-Plugin folder.
It runs fine on a soloworld, so there must be some AzuAntiCheat setting/config/etc that I'm missing or not understanding well. Has anyone else encountered this issue?
Any recommendations for assistance? I tried HostHavoc support, but it's not moving anywhere anytime soon.
nvm, i think it's because YamlDotNet hasn't been updated since June
If anyone knows of a work around, that'd be cool
I don't use a mod manager either, it's just annoying but then again I only use my own mods and mod managers create more work when testing imo.
please send your server log file from BepInEx/LogOutput.log. YamlDotNet itself rarely needs updates
Sent via DM
thanks, install https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/. Valheim's latest update broke AzuAntiCheat and this mod fixes it until Valheim releases their next update. Keep in mind it goes into the patcher folder
Patcher folder in the server AND client side?
Mod use is always work, either way you approach it. Mods are not plug-n-play, like official dlc's are. And modding a game always leads to trouble somehow. I've spent years learning how to manually mod games. And my results have spoken for themselves. Final thought; There is no easy way to use mods, and I wanted to know what I was doing. Now I do.
or is it treated as a mod/plugin on the client end?
at least client side, not entirely sure about server side. Bit it will not hurt to add it to the server
Ty so much! I got kicked for having mods not on whitelist, which was the msg I was looking for!
I love you
Hey all, so we have a server that is modded.
For some reason players are entirely unable to pick up anything, or punch things, or deal any damage. Although their skills level up when they do actions such as fighting, but the animals do not get hit and nothing takes any damage.
It was not doing this yesterday, there was no update, and it just suddenly started doing this.
You would need to provide a log file to troubleshoot
Does Thunderstore also have a kind of comment section to the mods (like nexus has), which I'm just unable to find?
No it does not, which is why a lot of mods have a link or some way to contact the author. Not all do.
Do you have any idea if "AllTameable" has some kinda feature to make animals breed while the player is not present? There's a lot in there and I'm quite good at overlooking things. There's also "AbsentBreed" but it 'd be a miracle if you would have heard about that one 🙂
I do not know off the top of my head, but all of the objects need to be loaded now and then. There is no way around that.
well I mean, while I don't wanna even remotely discuss this topic further. Things like Smelters, crops, etc. do their things without presence. But I guess it is what it is. Maybe I'll shoot the creator a msg the way you mentioned.
For shelters etc, there is 1 final state, processing -> done. For breeding there are a few stages, gaining hearts, breeding, incubating, reproduction.
The game has to load the object and transition them from one state to another.
Can anyone verify that https://thunderstore.io/c/valheim/p/Meldurson/AllTameableTamingOverhaul/ still works right, since the last update?
yes, it does. I even accidentally tossed food next to my animal prisons and then had raid creatures suddenly contracted like 4 star (modded) ones.
I will recreate the issue and provide a file
Lol good times! Glad to hear it's still working 😎 👍
This is our server log, we cannot pick up anything or interact with anything.
Need client log not server, server doesnt do any of that
One sec
Should be the one.
I can't for the life of me figure it out, it seems like it might be a complex issue.
I dont see any obvious errors in either. Typically that means you have item modifications that are causing issues or a mod item that doesnt have correct layers/colliders
Odd, it was working without any changes prior, now suddenly has issues.
Still having this issue.
@sacred orchid star level system is causing the log to spam this error when an enemy with stars spawns since the model changes: [Warning: Unity Log] Graphics.CopyTexture called with mismatching CPU texture memory sizes, perhaps formats are incompatible? Pixel data was successfully copied on the GPU, but not copied on the CPU. (srcsize=8388608 dstsize=16777216)
and yes the log spawm causes frame drops and stuttering
This is a log from singleplayer, where the issue is not occuring
That's not from enemies spawning but from rings on the map being drawn.
You can disable the ring drawing if its problematic.
The only times I have seen that is when the minimap get its size changed by expanded world.
ah ok well then thats my exact problem, you da best
The memory pressure is because you have an extra large world, using a normal size world will see that memory pressure removed
The up to date TS obtained Seasonality crashes my game, bypassing the crash log. Verified with minimal/necessary mods installed on the current game build. Crashing stopped immediately upon removing it. Just letting everyone know.
Probably a texture/material but good that you found it.
I'll be keeping an eye it and Willybach's HD Textures for it. I really like the mods a lot, but I'm tired of crashing... Hopefully things get fixed up soon 🤞
anyone know how to input this command? [Warning: Unity Log] Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
[Warning: Unity Log] To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Vanilla
what
where in vanilla do i input this?
The warning is vanilla, ignore it.
Anybody knows what adds these non despawnable little graves?
i think thats vanilla no?
No idea, haven't played in ages. Any way to remove them?
ok for some weird reason they eventually transformed into normal gravestones. Weird. But problem solved, thanks
One of the extended inventory mods drops extra items in a 2nd grave for compatibility with non modded clients opening the grave. Could that be it?
I think there is a setting, disabling any but the grave owner from looting it. Just a thought...
Anyone think they can help me with this, server has been unplayable since the update. I figure I would give it time to for the mods to update but its still not working.
Thank you that worked!
When using the backpack mod. Is there a way to hide the backpack while still having it equipped?
are veinmine mods banned or what
there are some, i use impactful skills but there are others that i cant remember the name of
i actually just took my pc out of storage and i get that error message when my pc boots up but the window is a java script i hope this helps ur picture def helped me pinpoint what files were needing an update
I installed BetterArchery but can't find the quiver recipe in the crafting menu
I have all the materials in my inventory
If you have other inventory mods it might be blocked to not break them
Oh...
Is there a mod to stop flint from spawning once I raise ground on a water body..?
Hey I want to use server characters on a paid server but I don't know where to put character files on the server so everyone has all of their items. Do I just make a folder and put it into the bepin folder on the server or is there something else I have to do?
I imagine there is a specific folder somewhere, regarding server saves. You would most likely need to just migrate those files into the new server saves location. I don't really know, as I don't run a server, but logically this is what you probably need to do.
Hope it helps 🫤
Got it, also I am having a massive desync issue on my personal server, I transferred the world and mods to a paid server and the issue is persisting. Players are building and fighting enemies that do not exist. All builds are unseen by some players and sometimes the terrain does not finish generating completely. Upon logging out, those builds vanish even when the world is saved. Current suspect is a mod issue and the only mods I can think of are Network by Smoothbrain, ReturnToSender by ComfyMods, and the YouAreBeingWatched/YouAreBeingLogged mods by CookieMilk. Any advice on what is causing the desync? We are on the default_old version and all mods are all on the version corresponding with the default_old version.
Well, I took a quick look... All of the mods you mention are out of date, especially Network. And You Are Being Watched, I could not even find. Talk to @atomic dawn about their 2 mods. My best suggestion would be to remove them one by one, starting with Network, and see if anything improves.
Those two mods will not cause that kind of behavior.
does anyone else here use rooter
can you do server side mods when hosting a non dedicated server or do i need a server for that
does anyone use the creature level and loot control by smoothbrain mod im having issue with not being able to control the level part
only part of it works i belive
What's Rooter?
r2 modman
It's a bit pointless to use serverside mods if you're starting a server from in game.
Or are you asking about ServerDevCommands and such?
ANYONE?
sry caps lock
You probably need https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/ to get that mod working
i want you to know that your a legend that just fixed all my mods to because im pretty sure a few of them werent working
thank you so much
Im experiencing an issue where my server will, after a few days, entirely regenerate the map terrain.
All of the main POI are in the same places relative to one another, but are often in the middle of the ocean and all of my builds/collected materials have disappeared.
In addition, all of my backups are also entirely regenerated and are even completely different maps to one another despite those POI still being in the same positions
@coarse valley well the version you sent me has now stopped working, and when i look in my log i dont see an explaination why. it says it loads the mod correctly, it just doesnt function
Can you share the log?
@olive needle just fyi, there seems to be a problem with one of your assets (MWL_MarbleHome2)
@iron granite the config file for ServersideQoL is probably corrupted (see the [Warning: BepInEx] Config value of setting "XXX" could not be parsed log entries.
I don't know how that happened, but if you fix or reset it (delete it and let the mod recreate it), it should work again.
ive recreated it multiple times
also yes i know about this but i am unsure how to fix (if i can)
oh sorry you were pinging the guy who made it 😂
I have no idea how that can happen, but my best guess is a mod conflict. I'd try removing the mods you added before it stopped working. From the logs my prime suspect is StartupAccelerator.
tillvahalla was the problem, and it now works
Thanks for the info 🙂
Seems odd that that mod would cause it. Is that the only mod you removed?
Hello chat can i get advice what to do because some mods from my modpack not working
You will have to be a bit more descriptive than that or you can drop LogOutput.log here.
yup
Also, you're aware you should not play with the Dev mod correct?
You use it when you suspect problems or need to try and locate a problem but never play with it.
here
that it right ?
dev mods ??
Install this and your mods will work again
https://thunderstore.io/c/valheim/p/MSchmoecker/StartupHotfix/
Just a mod/tool that shows errors.
okay now i try log in
oh didnt knew
yay thank you man it working
So I generated this map on my server like 5 hours ago, played for an hour or so and logged back in to find it in this state. Again, same issue as described above. I was playing for several days without issue, mods loading fine and the game was saving normally and now this is happening constantly, the map regenerating terrain while its running. Expand World Size and More World Locations are the only mods Im using that affect world generation Im not getting any errors or irregularities in the server log and none of the settings in the mod files indicate behavior like this
@atomic dawn DiscordControl suddenly stopped posting player shouts to the webook. It only worked twice then it stopped working. All i changed was removing the ServerSave event. Even when I put that back in it still doesn't seem to work for player shout events. Any ideas what could cause that ? I am not using the bot feature, just discord webhooks for status updates. All the other webhook status events work fine. It is weird that it worked twice and then stopped working.
Oh, i also disabled the FakePlayer because it was messing up the PlayerList UI on the client side. Is that the issue?
This is just speculation, so take this with a grain of salt, but I think the fake player is required for the server to receive shouts at all. Say/shout is not broadcast unless there is more than one player online in vanilla I think.
yup, just confirmed. it's the fake player that i disabled that's why it wasn't working...
Player shouts will not function without a fake player.
yup, i see that
They changed how the chat worked a couple updates ago.
Do you know why player list shows Gamertag / Character name when the fake player is enabled on the server?
oh, also seems to be causing a ton of errors client side when that's on ..hmm... not sure if it's a mod conflict or not as i just noticed this.
Nope, never seen that menu, what even is that?
that's the player list menu. hit esc while playing and press Player list
only mods i am thinking it could possibly conflict with would be ServerCharacters
What kind of errors?
First time hearing about this at all.
the errors are RPC general errors. they don't seem to be related to any mod. it's like the vanilla game doesn't like the data it's getting..
i'll grab a snip for you
a snippet
if i had to guess... i would guess ServerCharacters is conflicting with the FakeCharacter
that error is happening client side
but again, i'm just guessing...
Aha, I can try and reproduce it and also see about the player list thing
Thanks for letting me know.
sure thing 🙂
I'm unable to reproduce this on my server, so I'm putting this on hold for now. Also this: #mods-issues message
sorry, i got confused 😛
😋
Hey @coarse valley, I may be just blanking a bit here but I have updated serversideqol for my server but it does not seem to be working. Tested with ballistas targeting friendlies.
I replaced the old .dll files,
Dedicated server hosted by gportal
You probably need to set all the IgnoreXXXVersionCheck values to true in the config. If that does not work, I'll need the log file
Thanks for replying man, this is how it looks right now .
I'd need to set all of them to true?
Yep
Appreciate it, not very code savvy so wanted to make sure 😂
That fixed it 🙏
Thank you very much sir! We shall toast to you later 
Thanks for the reminder! I have it fixed in my local repo but just haven’t pushed it yet.
Henlo 🙂 Does the Heightmap Unlimited (remake) mod still function as expected? (as of 5yr update)
One of my friends mentioned that on our dedicated server some terrain suddenly shot up back to standard.
It still works great, I'm using it.
ok cool. I've not tested it out properly yet.
I'm using the latest version of https://thunderstore.io/c/valheim/p/Goldenrevolver/Quick_Stack_Store_Sort_Trash_Restock/ and am finding that ore we've been depositing simply gets lost/deleted into the void - this happens in both chests and boats. Anybody else run into this issue?
idk why but i have a question what is that mod that your using for your armor?
The colored drops?
no the armor mod thing that shows your character
If Expand World Size triggers regeneration, it should print to log about that.
Quick Stack Store explicitly doesn't work with ship containers because of the issues you encounter. You must be using a second mod that quick stacks items. Based on the effect you are getting (the particles around the ship container) this may be SmarterContainers?
Likely AzuExtendedInventory
Edit - just noticed the above response lol
Hmmm I'll have to check this evening and confirm
i have an issue with Extra slots mod by shudnal, i left the game before 0.221.10 patch and it does not work now
is smoothbrain in this server? i have a bug to report with CLLC
Hello, can someone help me with some drop of FPS when a friend comes to my local server please ? (We have mods).
OdinPlus server, and goodluck
ah would it be unlikely it would be fixed?
I dunno if its unlikely, maybe its just a config issue or something 🤷
uh the bug was i killed eikthyr who had the multiplying affix and when both died, they started dying infinitely and spawning infite loot lol
might be some other mod, although you could always go to OdinPlus and provide your log
currently have over 300 magic items from epicloot lmao
Forget it if you have EpicLoot installed, it will immediately be identified as the root cause of all your issues by the folks in OdinPlus 🤣
hmm fair 😛
I was able to replicate the problem. Seems the limit from standard height no longer works as far.
When using the pickaxe in that ditch to my left the land raised, probably snapping to a different limit than it worked out at before.
@dire dagger Hey do you have any plans to fix the issue with your mod breaking the server/client version. We've had a look and it sppears to be public static class VerifyClient
I assume they are waiting for our update
hi guys. Any ideas how to make the black core grind less tedious with mods?
somthing in cllc maybe? or do u have mod suggestions?
Yep, have heard/read that an official update will fix the issue so I am not rushing to update from my side. For now, have you tried using StartupHotfix? I am running a dedicated server with my mod alongside that one, no issues.
Awesome, glad to hear back from you :). Unfortunately I never found Startup Hotfix until you've just mentioned it :/, thank you very much, I'll get that installed and should hopefully fix my issues.
I have been scraping through the dll for the last 2 hours and was close to recompiling my own version to see if i could bootleg a fix together lol
no no, dont do that - i mean if a mod is broken, certainly try contacting the author, but you dont want to just recompile someone's mod without talking to them, even if no license is listed.
it works, but if you are using searicas advancedTerrainModifiers or probably any hoe tool with precision/square tools then those tend to cause effects as if the ground is still using vanilla limits... But you can use the regular rounded tools/pick/shovel to raise/lower the ground to roughly the desired height and THEN use the precision tools. You should be able to always get what you want if you do that.
heh my message got blocked for some reason, tried to say we resolved it: Turns out a "Serverside Simulations" mod was conflicting. I tried disabling it then more-than-normal hightmap changes worked fine again.
As it happens I do also have AdvancedTerrainModifiers, though that has always worked fine with Hightmap Unlimited. I'll try that again later today. 🙂
hello just accidentally started my modded world in vanilla and stuff was wiped. when i launched it modded the damage remained. Is there any way to revert the damage or just accept what i have done?
i found the manage saves button. all good
Hello! Is anyone having difficulty with CreatureLevel/LootControl in the new update? I cant get it to work :/
I havent had any issues with it
8m
If you want to regenerate the dungeons LocationReset can do that too. Find a good one and then come back later and reset it, configurable game time settings. Works for everything in the game too, so might not be the experience you want if you want to adventure out to find resources.
@runic isle i figured it out and fixed it. r2modman changed the route in files , whank you for help tho!
betterchat caps removal for shouts refuses to work for seemingly no reason
Anyone here playing with starlevel system and could share a config with me? Want to try something superhard with a friend on our server 😁
Hello,
Digitalroot-Max_Dungeon_Rooms
set the first 2 sliders to their maximum value
effects all crypts, but becasue they are all limited by their horizontal size its the mines that have more components to ramp up/downwards that get huge. So forest crypts may seem almost normal, but about half of all cursed mines have potential to be enormous
with 2x drops you can easily come out of a cursedmine wityh 20+ cores
On a good day you may only need to clear one mine, in any biome.
imo its a better option than simply regenerating locations. But i see no reason you couldnt use both mods.
for some reason my game is separating my chest piece and leg piece when i die and when i got get my chest piece my game crashes
One option is to use Expand World Data to make the stair rooms more likely. So you end up with many levels
niiicce. Thats good to know. I'm usually pretty happy with the defaults (at max)... but can you give me a syntax example for something like crypt4? to help me remember
I'm trying to solve a VRM issue. The VRM model in question works fine by itself. It uses the older standard type shaders. But some mod I have is changing it, poorly. Any chance someone can spot it happening in my player.log? It seems to be a transparency change. I have disabled mods systematically, and cleared the shader cache accordingly, but nothing fixed it. I had it installed early in my process of modding the game. Unfortunately I missed when it happened. The changes are only noticeable from the front... As I tested things, it snuck in, and now I can't get it to go away!
Whatever is causing it is also screwing up newer MToon shader type vrms too. I really just want to know so I can report the issue to the mod author.
Or maybe someone can spot the culprit from my list...
Oh and of course I'm running; [BepInEx_win_x64_5.4.23.5]
Why arent you using the version for Valheim?
I got it from the GitHub. It's the latest release. Does it make any difference?
yes.
Even though I know that hasn't caused my issue, should I revert to the 5.4.2333 version?
I suppose that's a silly question. Obviously I should... After reading the description talking about preconfigured for mods and such.
Sorry I can't help you, someone might know the answer.
I just know every time someone uses bepinex from github they have issues.
Thanks for catching that 😏 👍
I didn't realize the one on TS is specifically for Valheim.
So this one; https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/ It's 6 months out of date. Which is why I looked for a newer one in the first place. But I know not all things require updates, every game update. So I suppose I'm grabbing it now.
date does not matter much for valheim mods. they don't tell you anything, but the tags do. and some mods are not tagged properly so the only way to find out is to ask here or to figure out by yourself.
And that vh bepinex updates once in a blue moon because it doesn't need to.
if you find an outdated/broken mod on Thunderstore and can't contact the author, please report them to me or Azumatt. We will take a look and verify if the mod is broken and deprecate it if needed
I'll keep that in mind, thank you 🫡
Okay with Bep fixed up, back to my original problem...
Does anyone know how to find this person? aMidnightNova
That VRM mod has a github link right? have you made an issue there?
Oh there's no issue with the VRM mod. I'm trying to resolve a mod conflict. The mod works great 👍
Quick Stack mod has seemingly completely broken for me as of yesterday. Unsure what happened.
It may have been affected by the patch released yesterday.
Ah, thank you!
Yeah so don't use the Startup Hotfix anymore either, if you are.
i need help
where i can find folder lootmultiplier bc i want to change lootmultiplier
i use r2modman
almost everything can be configured ingame if you get one of the configurationManager mods
And you can change it even without having to resort to mods. Just click "World Modifiers" before logging into your world.
I'm running a dedicated server, and we continue to have item disappearing issues, my primary suspect mod is the QuickStackStore mod, which I think is causing the issues with the deposit from inventory to nearby chests using the shortcut button. The other suspect mods are ExtendedPlayerInventory and CraftyBoxes by Azumatt.
I don't know how to begin to save the logs to see when these events happens to identify what caused it, is there a way to turn on debugging or a logger for these mods? I'm very new to the whole modding thing, any help would be most appreciated!
Above are clips of the issue
Here is an example. First is default. Second is with minRooms and maxRooms set to 500. Third is with required room forestcrypt_Chasm01 and minRequiredRooms 10.
- name: DG_ForestCrypt
algorithm: Dungeon
maxRooms: 40
minRooms: 20
minRequiredRooms: 1
requiredRooms: forestcrypt_new_BurialChamber01, forestcrypt_new_BurialChamber02, forestcrypt_new_BurialChamber03, forestcrypt_new_BurialChamber04, forestcrypt_new_BurialChamber05
- name: DG_ForestCrypt
algorithm: Dungeon
maxRooms: 500
minRooms: 500
minRequiredRooms: 10
requiredRooms: forestcrypt_Chasm01
Sunken Crypt are not easily doable because they have high room height. You would need to make custom blueprint room with some steep stairs. Even if you se Chasm from ForestCrypt, it doesn't allow additional level.
Anyone else having an issue with targetportal since the update?
Well, I started having hard crashes... again 😮💨 Gonna have to refine my mod list... again 🤬 Does anyone see any questionable mods in this list?
When does it crash?
[HDValheimTextures 1.7.0]
[ValheimHDTerrain 0.1.0]
[badgers Valheim Skies 0.9.0]
Are my first guesses and then
[ValheimVRM 1.3.11.0]
Any other of the mods don't seem sus.
It's seemingly at random. Sometimes it runs for a couple hours, sometimes minutes. No overheating, smooth fps, everything seems perfect. Then it'll just lock up, skip the crash logger, and I have to manually close it out. I've checked out my hardware and related settings, and all is good there, so yeah I got a mod issue. Those 3 you mention first are definitely suspects. I honestly don't believe VRM is faulty, but maybe. What are people using for texture replacers instead of Badger and Willybach's stuff these days?
Valtex was a busted mess btw, so no option there...
I will always suspect textures/materials before any other mod lol
The real trouble is not being able to know where to start thinning the list really. I mean, not all mods need to be updated when Valheim gets one, this is well known. But how are we, the mod user, supposed to know which ones do need to be up to date, and which don't. Truth is, we have no idea. So the dilemna is obvious... And if I just start rejecting every mod not 'up to date', I'll end up with very few mods in my list. But let's face it, Valheim needs mods. I consider it a crude game really, grossly underdeveloped in terms of content, accessibility, and function. Oh and the horrendous graphics! (seriously, why?) Many existing mods should just be built in features anyway. So, it's all just a mess. And with no real tools for solving issues like mod incompatibilities, or just plain faulty mods. It's frustrating...
Don't mind me. I'm just mad my game is broken... 🫤
the best start is to check if the mods are deprecated in Thunderstore. If a mod is not depreacated, there's a good change the mod is fine. If the mod is deprecated, there's a good chance the mod isn't working properly or will at least not get further updates. Then you can take a look at what other mods an author updated and if the author is active and well established. Of course many niche mods are written by players who don't have many other mods, so that's not a hard criteria. But can help to choose between two mods that do the same. Thirdly, you can look at Nexus pages if they exist, but keep in mind Nexus isn't actively by many authors and has a high false-positive rate because the Nexus Mod Manager itself causes installation issues
I'm just saying that because that's what happened to my mod.
I introduced a texture/material and it crashed my game and it took days to find the culprit.
So that's why my first instinct was to mention texture/material 😂
and of course, if you use a mod usually the latest version should be used. Sometimes is good to wait a few days, to see if the author pushed a new update that fixes stuff. Generally, patch versions (x.y.Z) should be treated as more safe to install than major (X.y.z) or minor (x.Y.z) versions. It's good to consulate the changelog if the author provided one
I NEVER use depreciated mods. I refer to posts when on Nexus. For seeing what people say about mod status. I always search deeply for the most recent updates, and check regularly, as I do strictly manual installation. I do my best effort to only use quality mods with good repute as a rule. Because I hate this crap... But even with all that effort, here I am again...
honestly post on Nexus isn't a good source for a mod status, it can mislead both ways
hard crashes are rather the exception for Valheim mods. But especially mods that change Valheim installation files, e.g. like texture pack mods that don't rely on side loading, are way more likely to cause crashes
since texture pack mods don't affect game play, it's a good opportunity to remove them and see if the game runs better
I gotta agree with the texture packs most likely being the problem. Is there any other way to refine the graphics? But I grew up with video games, dating back to Colecovision lol. I've really seen more than my share of pixelated graphics.
How do we feel about these errors?
[Error : AzuDevMod] UnpatchSelf prevented: TeleportEverything.Plugin Mod: [TeleportEverything] GUID: [com.kpro.TeleportEverything]
[Error : AzuDevMod] UnpatchSelf prevented: Memories.Memories Mod: [Memories] GUID: [com.riintouge.memories]
[Error : AzuDevMod] UnpatchSelf prevented: Digitalroot.Valheim.MaxDungeonRooms.Main Mod: [Digitalroot Max Dungeon Rooms] GUID: [digitalroot.mods.maxdungeonrooms]
[Error : AzuDevMod] UnpatchSelf prevented: MonsterLevelUp.Main Mod: [MonsterLevelUp] GUID: [maxfoxgaming.monsterlevelup]
[Error : AzuDevMod] UnpatchSelf prevented: HipLantern.HipLantern Mod: [Hip Lantern] GUID: [shudnal.HipLantern]
[Error : AzuDevMod] UnpatchSelf prevented: XPortal.XPortal
[Message:Zen.ModLib] Shutting down
you don't really need to care, it's not a problem by itself. But you can report it to the authors, it's unnecessary to call UnpatchSelf in like 99% of the cases and is performance heavy + can cause unwanted side effects and errors a otherwise normal exit
Okay. For the record, I checked the 'up to date' status of these mods.
TeleportEverything +
Memories -
MaxDungeonRooms -
MonsterLevelUp -
HipLantern +
XPortal +
- = up to date/ - = not up to date.
Also, the game always shuts down smoothly when I choose 'Quit'.
Wait so, performance heavy while playing? Or just when shutting down?
yeah since you deal with crashes, this doesn't apply to you
heavy on shutdown, i.e. taking longer to close the game
Okay
Looks like forced chasm + corridor combo is enough to reach another level.
nice. I have wondered why that ramp/stairs in swamp crypts ?always? terminates, when its clearly intended to be some kind of vertical extension.
You didnt actually give a third syntax example, but i'm probably not at the point where i'm going to be writing custom yml for them yet - those examples are for use with ExpandPrefabs...right?
oh....🤦 i just realised Max_Dungeon_Rooms isnt even your mod. Sorry, i'm asking you about someone elses mod :} My bad.
Also: re DungeonSplitter: how does it put them 'outside' the world? By putting them outside the (normally) 10500m explorable radius, or something?
The swamp stairs has too large collision size which extends past the room end. So nothing can be placed there. Unless of course a mod is used to change the room size.
Expand World Data is the mod
Dungeon Splitter splits the world vertically. Dungeon is only loaded when player enters. And normal world is unloaded while in the dungeon.
I wouldn't recommend using it because it easily conflicts with other mods.
unloaded
so thats probably not going to be smooth when used with quickTeleport mods, good to know
splitter
noted. I genertaly dont, but that may have been an issue on a friends server also using maxDungeonRooms a while ago.
with Better Behives,
when collecting, almost always I only see some dust particles on beehive's roof but nothing is dropped at all
Target portal is now broken after latest update
is it known thing that serversideqol's deafult "ignore rain": never makes bonfire get extinguished by rain?
bonfires normally burn in rain afaik. It's been a long time, but thats why i used to carry two in swamps; to kill abominations
they MUST burn under rain
@fathom matrix #mods-screenshots message
i dislike skill based mods for exploration, and obviously if more than one is manipulating discovery then it's going to get weird.
Try Smoothbrain-SailingSpeed and FixItFelix-DiscoveryRadius with a tweaked config
The variables in the config dont really supply enough options, and i think maybe one of them thats supposed ot negate isnt...or vice versa. I forget, but i did issue report/feature request somethng a while back.
This config will show you pretty much what you can see, minus a bit. Assuming you arent flyng around up at 300m+.
do they work serverside though? need to work with xbox client
but it does seem like it was interplay between them, cause
when teleporting on-foot hhe radius wasn't nearly as much.
but on ship, It was often so that I would get sailing increase and 2-3 exploration increases right after that with massive radi
find the mod you dont want to use for discovery and figure out how to disable or set its multiplication factor to 1... or whatever value makes it vanilla
wait, why would I want to find a mod Idon't want to use and make it same as vanila??.
it probably was just that exploration has some increase, and then sailing has multiplier (5 is default) that also grows with skills.
it just seemed waaay too much together. which is prob ok
what was weird though is the way exploration was leveling up, in bursts
the suggestion was to set one ot not multiply, so the other could do it without making it vast
but sailing isnt sererside anyway
you can probably count the numbe rof serverside mods on one hand
Last time I checked github list was extensive
Huh, is it?
Oh, when on server it only forces config?
Dang it, that's not fun
Any guiance on how I can view a debug log for these mods?
it'll vary for a dedicated/hosted
linux
/home/$USER/.steam/steamapps/common/Valheim/BepInEx/LogOutput.log
/home/$USER/.config/unity3d/IronGate/Valheim/Player.log
windows
...\Steam\SteamApps\common\Valheim\BepInEx\LogOutput.log
%UserProfile%\AppData\LocalLow\IronGate\Valheim\Player.log
Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Minimap.AddPin (UnityEngine.Vector3 pos, Minimap+PinType type, System.String name, System.Boolean save, System.Boolean isChecked, System.Int64 ownerID, Splatform.PlatformUserID author) (at :0)
TargetPortal.Map.AddPortalPins () (at :0)
TargetPortal.Map+RefereshPortalPins+<g__Update|0_0>d.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <89f741081c874c65b780dbd6a0d8d33e>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
TargetPortal.RefereshPortalPins:Postfix(Minimap)
Minimap:DMDMinimap::Awake(Minimap)
UnityEngine.GameObject:SetActive(Boolean)
SetActiveOnAwake:Awake()
Howdy boys and girls!
Me and my friend group are playing on a dedicated server and we have some new people joining us but Fader has been killed and the nights are filled with seekers and charred boys.
Any suggestions on mods or other ways to set the world to a eikthyr stage or so?
With server dev commands and admin on the dedicated world you can clear global keys, or set raids to indivual.
Nightspawns are governed by the global keys.
Another common thing is to use CLLC or SLS to disable spawns of late game biome creatures inside of lower tier biomes.
Neither solution is perfect, but should fix the issue of early game players having to face late game spawns randomly.
@coarse valley btw if u have the "items float in water" checked on, the items in the crate are multiplied by 9
On a fresh install of Valheim, with ONLY a fresh install of BepInEx installed (https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/), I'm getting this warning; [Warning: Unity Log] 02/22/2026 14:03:35: Character ID for player ([Zoey, 0:0], [Rev Elevenclaw, 0:0], Rev Elevenclaw) was 0:0. Skipping.
What's that about?
Vanilla
Doesn't show up with just Valheim. Only after installing Bep.
See for yourself, this is a pure vanilla launch. From character/world creation, to 'Quit'.
No warning...
And with Bep...
Bep log...
So yeah, What's that about...
The odd thing is this isn't an online play session in question. But google tells me it may be related to it.
I'd like to re-mention, this is with NO mods installed.
It's a harmless warning
If you say so. But considering all the trouble I've been having getting this game to stop crashing, I figure it's worth looking in to.
Hi everyone, I have longship upgrades installed on my server and client side; however, I cannot see the option to upgrade my longship and my ship was reverted to default. Everyone else can see their upgrades and I am the only one who can't see any of the changes to my boat.
Does anyone know if this is a bug thats known about?
any reliable hd mods you can recommend?
Weird Question, installed some mods on thunderstore, created a code, shared it with 2 friends, one friend it works for him and the second friend doesn't work. Uninstalled the game, re installed the profile, has the same amount of mods as me, updated the mods, changed the language then restarted the game. Still doesn't work for him. Any thoughts on this?
Can you ask him to tell you a more detailed description?
Since there's a few reason why it might fail 😛
Just says after him accepting the invite (incompatible verison )
And he's on the exact same version you guys are one?
Correct, imported the same code on thunderstore, has the correct amount of mods, clicked on modded, game opens up, once he accepts invite, doesn't show anything else after Incompatible version
Oof, can you ask him to give you his LogOutput.log and you can drop it here?
You could be sure his mods and their configs are identical to yours by creating an export code of your mods in the r2modman manager and then sending him the code so he can produce a new r2modman profile code from it. If he starts the game from that profile, it's exactly identical to you profile.
ask him to verify on the main menu in the bottom right corner of the screen it has the text about running a modded game
He doesn't have Logoutput.log which is strange?
OH SHIT, he might not have BepinEx installed at all!
Yep correct version on the bottom right!
Wdym by that? He copied the code, and it shows all the mods are the same as mine?
not the game version, there should be text about running a moddified version of the game
Yeah but the easiest way to know if the mods are actually working is if it generated a LogOutput.log in Bepinex folder.
on the main menu by the Merch Store there will be text saying "You are playing a modded version of Valheim."(and some more lines). if thats not there or no LogOutput.log has been created then BepInEx isnt loading
Wait you're right, he doesn't have that? He clicked on Modded on the top right of thunderstore manager and it loads but it doesnt show that text
if hes on windows it could be antivirus blocking the loading of the custom winhttp.dll
What would be the solution to that?
Another easy way to know if it's modded or not is if it launches a console window.
Are you both using the same mod manager? Codes don't work between r2modman and thunderstore mod manager
Doesn't have a console window, would this have something to do with "antivirus"
Yeah same thunderstore
hey.. I am new to mods.. just started today. I just logged in, for my second time using mods and all my armor is missing here is the list of mods I have
I was seeing my armor in the extended player inventory but it is all empty
all my food that was there is also gone
any suggestions?
UPDATE: Reinstalled thunderstore app itself and it seems to work. Thank you for your time and help!
Nice, glad you got it to work
Is there anyone that has updated ways to mod valheim on MacBook? All the tutorials seem to be outdated and don’t work
You can use https://github.com/toebeann/gib to install https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/ and setup the security exclusions for the files not being signed
if you want a mod manager for easy mod installation and updates I dont know the state of those of mac currently
thank you. the toebeann configuration worked but now im having trouble with the actual mods not being implemented in game . sigh*
Are you on the Steam or the Apple App Store version of Valheim? Seeing the mods loading in your Player.log?
Anyone here know an easy way (or a mod) that I can block players from extracting the seed via console commands on a dedicated server?
thanks so much
can someone help PLs
hye guys, im on a dedicated server and its my first time moding. I have a few mods that dont make sense. I tried to make changes to the config, but the change is not showing. i tried editing the server config mod, my local one, and even both, but I cant get it to show the changes in the config file. I am accessing the mods from BepInEx/config, am i supposed to editing them somewhere else?
Some mods require restarting the game/server for changes to the config files to take hold. Some mods don't allow editing config files while the server is running and will forcefully revert.
Some mods don't have working configuration files.
What mod are you having issues with?
ive restarted so many times 😂
lets start with this one: craft from containers.
i have switched the enabled flag to disabled, but the mod continues to work no mater what I do
what I realy want to do is edit the required/available string, and that doesnt seem to work either, on top of the container range
Hmmm I'm not sure how actively maintained the craft from container mod is, I've seen a few reuploads from the nexus recently. But I would be wary about it.
You might want to give AzuCraftyBoxes a try, he is pretty good about maintaining it
ok, I will take a peak at that one. Im not tied to the mod in the least bit, I just chose a vortex pack that looked ok
Ahhhh that might be your problem 😅
Vortex does not work well for Valheim, either you need to know exactly what you are doing- or I would avoid using vortex
Can anyone help me figure out why my server just stopped working? It was up for 5 days and now it wont start. It will start with a new vanilla install but as soon as I add Bebinex it will not start.
I am using AMP to host. All my other servers are just fine. I checked Bepinex logs and get no errors. Nothing has changed, no updates of any kind.
replace their Bepinex on the FTP with the Bepinex from thunderstore - connect to the ftp, and simply copy the files overwriting making sure to overwrite the old. it's probably running an old version of bepinex.
seen quite a bit of that with dedi server hosts and their "enable bepinex"
I have tried that already. I have tried to try older versions also. I just dont get it. Even a new instance with a thunderstore bepinex wont load
It was running fine then restarted and wont start since then.
have you tried with just bepinex? no mods?
Yes, Did a new instance, started it, stopped it and copied Bepinex then tried to start and nothing.
is it writing the LogOutput.log file in the Bepinex folder?
yeah, just looks to be like it's still trying to start.
Thats what I dont get. Nothing has changed. Just stopped it at restarted it
This is the Bepinex log file with a new install.
I did fine this error in appinfo.logs (ThreadedReadFromDisk: failed to open file: C:\AMP Servers\Valheim03\Valheim\896660/appcache/appinfo.vdf)
yeah that is the issue
How do I fix this then?
do you have something like "C:\AMP Servers\Valheim03\Valheim\896660\appcache"
delete that folder
it should try to regen it
deleted one sec
is there some \IronGate\Valheim folder?
It should i have it selected in my settings
yes its on and no I done have a irongate folder
is there a "C:\Users<AMP user>\AppData\LocalLow\IronGate\Valheim"
Yes and its empty
I honestly dont know, it's really strange that it would run without bepinex but adding bepinex it wont run, is there a run valheim plus option? sometimes that will work where the run bepinex doesnt.
if it starts with a run valheim plus option then we can work around that.
There is one sec
No, It still will not start
My other game servers run great, its just Valheim.
It honestly sounds like some weird permissions issue.
You're missing the appinfo.vdf or not readable.
you can try to apply permissions to C:\AMP Servers\Valheim03\
if the folder properties go to security, advanced, change owner - set to your vmp instance user.
Check Replace owner on subcontainers and objects
then give the user full control (modifiy/readwrite)
Changed the permissions and same thing.
C:\Users<AMP user>\AppData\LocalLow\IronGate\Valheim
can you give it on that also?
that not having an app config is a bit weird
added all permisions and still the same.
any new logs?
well bepinex loads fine, its something else
yeah I got nothing for it other than trying a complete reinstall from steamcmd
I have tried that.
haha weird
Can't seem to get No Glow mod working
Is it broken? and is there another one I can use? https://thunderstore.io/c/valheim/p/A2/No_Glow/
iM using r2modman for my mods and i forgot it entering valheim regular way
and i have the backpack mod so entering the regular way i appeared with nothing equiped and when i noticed it went back to r2modman and didnt have my stuff
is there a wat to fix that?
and the equipment AzuExtendedPlayerInventory
probably was because that one
theres a manage saves menu where you can restore a character backup
how can I do it?
In-Game (Easiest Method):
Launch Valheim.
Click Manage Saves on the main menu.
Select the Worlds or Characters tab.
Select the world/character and click the Expand/Arrow button.
Select a backup (based on date) and click Restore Backup.
its on the character select screen
thank you
Are there any mods that could help with reducing the ashlands lag?
aside from deleting the rubble whenever I get the chance.
Trying to get BepinEx to run, I've never messed around with Linux so no idea what I'm doing.
Haven't edited anything other than startup command
I cant tell if you are trying to run the server or client from that
Dedicated server
you should be running start_server_bepinex.sh then and you need to edit it to have the server options you want
How do I fix this
"Please set executable_name to a valid name in a text editor or as the first command line parameter"
you dont because that error does not exist when you use the correct script
I don't know what I'm meant to be editing 😭
for the dedicated server you run start_server_bepinex.sh for the game client you run start_game_bepinex.sh
ah ok so I need to change ./start_game_bepinex.sh to start_server_bepinex.sh
on the startup command
yes, and you do not pass any arguments to it. wherever you got that startup command throw it out
still keep in %command%?
no. you run ./start_server_bepinex.sh with NOTHING after the sh
anyone have any other QoL mods to add to this list?
I’m just trying to play with the HD textures
all of mine are various degrees of QoL. But explicitly, ZenUI, ZenRedecorate, ZenSign, ZenUseItem, ZenCombat, ZenPlayer, ZenTargeting, ZenDistributor, ZenHoverItem, ZenBeehive, ZenItemStands, ZenRecycle
And if you had to pick just one: ZenRedecorate. It should just be part of vanilla honestly. Unless you think smashing your chair to move it over an inch is a sensible way to go about furniture rearrangement.
https://thunderstore.io/c/valheim/?q=zendragon&ordering=last-updated§ion=mods
are these zenmods updated? zenredecorate hasnt been updated for call to rms it seems
I'm using the 'Building' mod by Smoothbrain that adds a building skill that increases piece health with a higher level, but I don't know how to actually train the skill and it doesn't say in the mod description....
I checked the code on github, appears to give xp every time a piece with a wear and tear component (generally any destructible piece) is placed. Which makes sense and really should have been your first guess
i placed a bunch of different pieces and it didn't seem to work, like wood walls and workbenches, so im just gonna assume it was because i was in creative mode...
Is it broken?
didnt bother using them cause they werent recently updated
incase it broke our game somehow
they are all up to date with the latest version of the game. all my mods work with the latest version of the game.
just because a mod isn't updated doesn't mean it doesn't work. sometimes a game update doesn't break anything so there is no reason to update the mod.
Is there a mod that's like magic storage in Terraria, aka helps with storage management?
https://thunderstore.io/c/valheim/p/ZenDragon/ZenSign/
https://thunderstore.io/c/valheim/p/ZenDragon/ZenRedecorate/
https://thunderstore.io/c/valheim/p/ZenDragon/ZenHoverItem/
Organize your hoard! Signs can display the quantity of items in nearby chests. Interact with a sign to highlight chests containing that item. Immersive alternative to craft from containers.
https://thunderstore.io/c/valheim/p/ProfMags/Offline_Companions/ anyone use it ?
Hey all, need some help. So I've been able to get all my mods working fine apart from texture mods. None of them work for me. I used Vortex and I have the error log. If anyone can help me, I'd be very grateful. Thanks
It's generally thought that Nexus mods and it's Vortex mod manager don't always work well for Valheim. It's probably a good idea to switch to thunderstore.io and either it's r2modman mod manager or the Gale mod manager.
Texture mods are especially install-finnicky because they require you to overwrite base game file textures. Because of this, successfully installing HD texture mods that work can require people doing it for the first time, sometimes hours, and there is no shortcut, you must manually do it yourself and must follow the guide, if they provided one, flawlessly.
You should look at your errors to see if they're mentioning duplicates, incorrect file locations, there are a number of ways to mess up the integration of HD textures.
If you're not sure where in the process it went wrong, verifying the integrity of your game files and start over. The best advice I can give is look for one with a detailed installation guide and do not stray from it while installing, it might take a few attempts but you'll get it if you're persistent 👍
Really appreciate the replies. Thank you. I think I'll start fresh on it. Thanks a lot though, nice community here
I've got a Blast Furnace that won't produce ingots when we feed it - simply eats the materials with no output. When I try to deconstruct it with a hammer, nothing happens, tried admin commands (forcedelete) nothing happens
Any suggestions on how to get rid of it?
Try to restart the world rq
can multiuserchest cause desync issues?
cant open chests, even when opened cant place things in them they return my inventory, cant even change the items in the chests by their order
same thing with doors
Yes, you can get those issues in multi-player. It's occasionally caused by one user having problems with his connection, his mods, or his PC and then the server passes his problems along to all the players. It's just the way the server works. When that does happen, you need to trouble shoot which player has the problem and then correctly identify his problem and fix it.
wait, client sided mods can cause issues to other people in the server?
guys i am not seeing recipes on the mead kettle for poison resist and i have all the ingredient's in my inventory
If it's literally only the chests and doors, then I'd suspect that one or another of the mods is causing it. Does it happen only when certain player(s) is on the server with you? If it happens in anyone's solo game that's a clue that one of their mods is causing it. Have your players check their solo games to be sure.
But as I mentioned before, it's also often caused by connection problems with one or another of the players with the server. So, if anyone is on the server alone and then gets the problem, it's likely that player needs to trouble shoot his connection, mods, etc.
it happens when theres 2 or more people on the server, esp in the same chunk
when we're alone it usually does not
but then again, the server is acting up
things i place disappear, but the things i placed after that are still there
i placed an iron cooking station and planted some onions
logged out, logged back in
onions are there but the iron cooking station is not
one more thing, server is located in oregon, but we 3 are near OCE
could that be an issue?
we set it to oregon for our friends from the US
one time we were bringing a wolf back from the mountains, it disappeared but the HP bar and name were visible for a bit until it was gone totally
It could easily be caused by the server itself. Especially if the server is having resource issues. Like a lack of sufficient RAM or a poor CPU or so forth.
Remote connections also can be problematic. Especially when made worse by weak VPN use or other internet issues with certain locations. Sometimes re-configuring a VPN or using an internet tunneling service can fix it.
One other thing to check is that when you don't need to support Xbox users, it's always better to turn off -crossplay on the server.
ah..
thank you, noted this down
Oh, and make sure that everyone and the server all have the same mods. The server may not need all of them but each mod will tell you whether it's client side only or client and server.
client side as well? thought that didn't matter
I have stuff like quick teleport and fpsplus and foresight due to lag
Check each mod's web page to be sure about the server siide needed or not.
And test it to be sure one of the supposedly 'fix it' mods isn't actually causing it.
oh, I go on r2modman and filter by client side but I'll check that
if anything I'm inclined to remove them all except planteasily
Remove the mods a few at a time to see which, if any, cause the problem. And remember what mods you have for one player, you should have for all players. If one or another of the players has some extra or lacks some mods, that can cause problems, too.
alright thanks
If you can, try and have a couple 'test' days where no one, including the server, are using any mods and see if the mods are causing or making the problem worse. It may not be the mods at all.
If it's just the one recipe that's missing, I'd suspect the ingredients aren't being seen by the kettle. Check them again and try just logging out and back in.
And one other thing comes to mind. You can check your player log files to see if any errors are showing up there that would explain the issue. The log file in in all player's BepInEx folders. Anything in there that starts with the word "Error" should be checked.
hey all. i have been digging a lot of moats evry time im using google and reddit to get a mining mod but cant find any 🙁 does some one know about 1? i dont mean raising or flattening ground. just the digging part like a bigger area to hit with the pick or deaper with 1 swing. anything that makes the process more doable
okay, thank you
I don't know that pickaxe is a skill that can be raised but something that's not really what you asked for might be interesting.
The Infinity Hammer mod will add a console command that can dig a whole trench according to your options for width, depth and length. Figuring out how to get the mod to do that will take some time and research but it's actually doable. You can dig around in the mod's instructions and get the command info you need to do it.
the Advanced Terrain Modifiers mod lets you change the size of the effect area of the tools in the cultivator. it also can add an optional shovel tool that lets you dig like a pickaxe but with the controls (and not needing to be standing directly on top of where you want to work) of the cultivator tool
oeh i have that mod and i did see the shovel once! let me check it out thanks
i also have that mod. did not see a way to mine yet but i will dig in to it thank you
you might need to enable it in options if you dont see it for crafting
I think there's an actual 'trench' command, or something like it, in the instructions for Infinity Hammer.
Although, the Advanced Terrain Modifiers mod would seem to be a better option, if that does what you want.
thanks all! i found the shovel and it works so damn fine! i have at least 4 hours in google for this topic xD
Excellent! Glad to hear that.
And, here's an edit to the info I gave above, just in case. (I got this from Google's AI bot, who has been incredibly helpful lately).
"There is a slope command available in the World Edit Commands mod for Valheim.
This mod adds a powerful terrain command to the console that includes several ways to create slopes:
terrain slope=meters,angle: Creates a slope centered at your current position with a specific height and angle.
terrain slope rect=width,depth from=x,z to=x,z: Automatically creates a slope between two specific map coordinates.
terrain from=x,z angle=e rect=5 slope=4: Creates a slope of a specific height rising towards a cardinal direction (e.g., East). "
anyone having any issues with Seasons? I'm stuck on day 0 in Spring.
Are you using Shundal's Seasons mod or one of the other ones? If it's Shundal's, he has a link to his discord on the mod's webpage. You'd likely get some good info there.
So I was watching a video on how to install bepinex and on the top left-hand corner, it shows the The mod plus the version, but for me is not popping up
Yes, thank you!
@runic isle sorry for the tag! Just wanted to ask if Dungeon Splitter is still good to use on the latest version of Valheim?
Yes, I believe it is, although I haven't personally tested it. I believe Jere Kuusela, the author, has a discord he's listed in one or another of his mods. If you find that you could probably get some suggestions there.
Alrighty, thank you again!
Good luck with it! I know it's frustrating. 😔
The test in the top left is not a thing anymore. Look in the bottom right, but I can already tell you the install is wrong because you should not have that BepInExPack_Valheim folder. Move every in it to the folder you have open.
Hello everyone, maybe someone knows what's going on. I play Valheim with the Quick Stack Store Sort Trash Restock mod, and when I start the server, the buttons disappear and only one button remains, the S button, and others like Q and R disappear.
When was that mod last updated by it's author?
a year ago, but the funny thing is that in a single-player game without starting a server, these buttons are there
Anyone know if there's an up to date free cam mod for building?
Also a portal mod that lets you cycle through names and whatnot to reduce how many portals are created
not an issuse but does anyone know any good furniture mods? im looking for some that have good couches.
Hello everyone, maybe someone knows what's going on. I play Valheim with the Quick Stack Store Sort Trash Restock mod, and when I start the server, the buttons disappear and only one button remains, the S button, and others like Q and R disappear.
this one is the best! Cannot imagine my valheim without anymore.
Your quick stack mod might be using different config files when you play on your local game and then when you play on the server. Servers can use the option to control the configs of all their players and overrule the player based settings. That server option is set in the server's version of the mod's config file there on the server.
Thank you
anyone know how to fix the issue with magic revamp where im unable to swap spells with a magic weapon equipped? i have to manually move the spell i want to use in front rather than being able to cycle through with keybinds
uh interesting, creating the backpack fixed it. not sure why it wasnt working before, i could swap spells without it
Would anyone happen to know why Auto Pickup would be turning off every so often? i play with around 50 mods and i have to keep pressing the hotkey to turn it back on, i rebinded the keybinding too.
change it to a keybind you never use?
i did, its not that its really weird
its alright though, its annoying but its not unplayable
was just checking to see if some1 had same issue
Are you playing on your solo game? Could you do a couple tests disabling half your mods at a time to see if the problem disappears during the tests. That would tell you if it's mod interactions to blame and, if so, eventually which mod it might be causing the issue.
For instance, it could be an optional setting in a mod like Server Devcommands.
I host a dedicated server Via R2modman
but i also play solo
both me and the players encounter the issue even tho our keybinds are different
I do have server Devcommands too
ty @runic isle ill try it out
Hi all, I have come back to play this great game, but things have changed. I'm not sure how to run mods on my private/dedicated server with friends. Can someone help please?
Hey all, I’m having problems trying to play a modded game. I’m getting a bunch of these warnings.
Be sure to share the log!
I have uninstalled and reinstalled the game, restarted my PC, purchased the game right when it came out, tried playing on Steam Deck maybe once or twice but other than that play on my PC. This is the first time I'm trying to use mods.
I can start a new game when I load in locally, but cant join the modded world when I load in via the mod manager.
Can someone share a screen if their nitrado mods folder and update how to guide? Have you loaded the standard add valheim plus or deleted and installed your own version?
Did you install ValheimPlus under Addons?
This will install BepinEx.
Yes I did. But Do I need the same mod on my client side?
Yes, otherwise it will fail to convert.
You can also install https://thunderstore.io/c/valheim/p/Azumatt/Valheim_Minus/
Mitrado won'#t allow me to upload folders, is that right
Which mod is this for the inventory and crafting expansion window?
You don't upload folders, you upload the dll
Straight into the 'plugins' folder, yes I have done that.
I'm now able to load into the server, but I'm not sure how to work out if the mods are working or how to configure them.
Ive not seen a valheimplus.config file anywhere.
My issue is fixed. I logged into the game via the mod manager, changed the language, quit, logged back in via mod manager , changed the language back to English and was able to load into the modded world just fine. So weird that changing thr language fixed it all.
AzuExtendedPlayerInventory
is this something to be concerned about?
I have an issue with connecting to a dedicated server.
I connect in the usual way (a friends server that requires a password) with all the updated mods via r2ModMan
Even though the Jotunn Mod is up to date, it says that i require an update from 2.27 to 2.28 .. which i have already done.
I have flushed the mod cache, redownloaded all the mods needed, i have even gone as far as uninstalling everything, and reinstalling the lot, with no success.
Anyone got any ideas?
same i need help
So what I had assumed was a hosting provider limitation appears to be somehting else.
A few days ago i had a bit of a rant about datHost server suddenly not saving any build pieces i created. It's AI "help" kept pointing to 720,000 ZDOs as significant, but the last server i ran with no problems (on the prior Patch 0.221.4) has 1,300,000 ZDOs #dedicated-server message
After running a server modded similarly to the datHost one, but on my baremetal linux machine for a few days we have encountered the same issue, at 628,913 ZDOs
Dedicated is steamcmd linux valheim 0.221.10 - i5/16GB headless
The windows client player (also an admin), has no apparent problem with builds not being saved.
Issuing console 'save' or clicking save from the menu on an admin client does save the map (confirmed timestamps)
The linux client admin-player (me) can transfer items between chests, or place build pieces, but after logging out/in the items are back in the chest they originally were taken from, and built pieces no longer exist.
The modlist includes some mods I never normally use, but none of them are producing errors. Most of the mods involved are ones I have used repeatedly over numerous servers that have run up more ZDOs than the current map.
I'm starting to think it's some kind of issue with the linux client/server, most likely specifically in the context of some mod.
The combined client/server modpack: 019ccfbe-4203-09ba-8e7e-9aad583db4e4
The server modpack: 019ccfbf-86ab-a691-43e0-32c2cf94e248
Can anyone give input?
You would want to get a log from the client and server at the same time.
The only thing that sticks out to me is that I have heard an issue like what you described with no map printer. When the save data gets too big.
Further test:
I have now tried connecting via the external IP rather than the LAN IP;
with the windows client player present I built a piece, and moved some turnips to another chest... logged out/in and everythng was as i lef tit.
Repeated the above with windows player logged out (not present when i made changes), and anyhting i had changed was reverted.
nomapprinter..
interesting
anyone have experience with any of these?
removed noMapPrinter and Network
seems ot work visually aside from:
Setting linear velocity of a kinematic body is not supported.
03/09/2026 10:50:32: Object fell out of world:Leviathan(Clone)
which is happening even before the server has clients
So apparently we have rectified the situation by removing only network... but i'm still not really convinced that it's solved, or that this mod was the problem.
Currently i'm thinking it's some interplay between Patch0.221.10's network version (?36?), smoothbrain-network, and maybe the fact that I am almost always connecting to the server vial a LAN IP while the other client connects via the WAN IP (with crossplay disabled, obviously)
The ZDOs are 14 less than before... lol ..at 628,336... so maybe we are just 14 terrain edits away from situation fubar again.
...and that leviathan keeps reporting falling into the void 20 times a second... is not a good sign.
Yo, I think I see what’s going on — this is a pretty classic Valheim modded Linux client/server “ZDO writeback” problem. A few things I noticed from your setup:
Observations:
ZDO count isn’t the issue. Your previous server ran fine with 1.3M ZDOs; now it fails at 628k. Valheim can handle millions, so the number alone isn’t the limit.
Windows client works, Linux client fails. Admin actions on Windows persist correctly, but Linux client placement/inventory changes don’t stick after logout.
Server setup: headless Linux via SteamCMD, client also Linux — this points to a Linux-specific serialization or mod interaction problem.
Mods: Some rarely-used mods are included. Even if they don’t throw errors, mods that touch inventory, chests, or building can silently break ZDO syncing.
Most likely causes:
Mod incompatibility with Linux — mods can work on Windows but fail to flag changes for saving on Linux.
Linux headless client/server ZDO caching issue — Linux-admin-placed ZDOs may not be marked “dirty” unless a Windows client triggers them.
Incorrect mod load order — Linux can handle BepInEx mod dependencies differently than Windows; patches that affect ZDO saving may load too late.
Things to try:
Connect with a Windows admin client and test building/placing — if it saves, the issue is Linux client-specific.
Remove the newer/rare mods that affect inventory/building and test again.
Check BepInEx logs on Linux (~/.config/unity3d/IronGate/Valheim/BepInEx/LogOutput.log) for ZDO or serialization errors.
Force server-side saves via the server console (save) and see if the ZDOs actually persist.
Compare modpack UUIDs — even small differences can indicate mod version mismatches that silently break save syncing.
Hunch:
This is likely your Linux client + mod combo, not a server hardware or hosting issue. Vanilla headless Linux servers save fine even with millions of ZDOs.
My recommendation is to: Disable one inventory/build-related mod at a time and test.
Try a vanilla Linux server with just Jotunn + MissingPieces to see if builds save.
Make sure client/server mod versions match exactly.
Check BepInEx logs for ZDO warnings — those often show the culprit.