#linux
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so I cant run a server ?
You definitely can. Just ignore that error.
i see it running in sysmon
omg it works
wtf it didnt before I reinstalled ๐
oh Justin thank you
Sure thing. Glad you got it working.
BepinEx needs to change their tutorial theyve changed all the filenames :/
is sending a TERM signal the correc tway to stop the server when its been started from command line or is there a 'proper' way to do it ??
only other way i learned is starting it in 'screen', and im not sure what that accomplishs, donno what screen is yet
oh i see its just window multiplexing
noo i think my test was only on the Steam servers :/
getting the feeling 24.10 is buggy and need to go back to 24.04 cant even open system settings now :/
Sending a TERM to the process should work well. INT is also fine. If you have a terminal window with it running (whether raw or in a screen or tmux session), you can also simply use Ctrl+C for the same effect as sending INT.
Both INT and TERM will trigger graceful shutdown with an attempted final save-to-disk of the world state.
oh beautifully said, thank you (I will investigate tmux a bit later)
Thanks Justin, I have to go clean up and head out for a job interview, be back in a few hours ๐
thx
do steam ports need forwarding, cant connect to it or see it
If you want people to be able to connect to it over the Internet, yes, you'd need to forward the UDP ports on any NAT router between the server and the Internet.
With Crossplay, there is no local listen port waiting for first datagrams from others. It's an outbound-first connection to a Microsoft relay server. Because of that, you aren't having to worry about most of the networking in that mode. It has plenty of downsides though.
yeah, i dont want crossplay, and now need to figure what steam ports, and determine if they will affect my main PC running the client, that also cant connect locally yet, need to figure that out
off to get quick hair trim and interview bbs
i Ouwlve thought what I was trying to do would be pretty common, surprised there isnt a full blown guide on it all, thinking I would like to write up my experience to help others in my boat
I would have* ..l8r
nice, I went to school with the interviewer !!
cant ping it, i think i might need to restart the nic after setting the IP
dual boot on UEFI is crap think I might go back to MBR
damn pc cant boot up the same everytime
sorry ranting
couldnt be bothered with cmd just rebooted
Got character ZDOID from Electron wooohoooo im connected
a few of the guides i saw listed incomplete forwards, this works for me now. I may not have needed to use UDP and TCP on some of them, but it's not going to make any diff to security and i didnt feel like figuring it out by trial and error after the first time it didnt work with only one protocol
arr... anyone running valheim on a linux pc, and there is no "thunderstore" ? ๐
You can use R2 Mod Manager it works for Linux. And yes I am running Valheim on Linux
finally, after 20hrs, they got my internet going again ๐ฆ
thanks @BETLOG, the steam ports you forward, are they Valheim server specific, or will they interfere with my windows clients steam connectivity ?
glad I had the server going to play on while the net was down ๐
gave me time to understand that the players map exploration data is stored within the character
they are specific to steam functionality
the ones labeled valheim are vlaheim specific
afaik there is no overlap
if you installed valheiim from an msstore purchase then the steam ports would be unnecessary and I imagine they will try to force crossplay, so forwarding any valheim ports would happen automatically
Hi, can you use R2 Mod Manager on server hosted on say Gportal ? Or is it just for when you are playing Valheim on you pc solo
as a client yes you can use R2 to connect to other servers, some servers have mod packs etc.
There is a mod called FastLink allowing you customize which servers you can access faster.
If you are talking about using R2 to maintain a server, a hosted one probably not as easily unless it provides FTP which requires you to manually upload that profile. Most hosting sites do have t.io support where you can manage mods server side web-app
guys is there a way to have player configs on the server to prevent duping ?
(when I search i get everything but)
not really what you asked, but: serverCharacters
so not configs, but progression and inv
is it not possible to make a mod to do that or ?
no idea, probably not easy if even possible, and yes: herding configs is a pain even just in general
seems like a basic function that has been avoided
if the game didnt touch (and update the timestamp) for every single file every single time it does anyhting it would be easier to determine wisch ones had been altered, alas they all get touched at once for any reason whatsoever
hmm, i get the dilemma :/
and then theres the cloud storage that is the default
i store mine locally and make attempts to manage them that way, but its still pretty hit and miss
mine are ok, im using it to play through it quicker, and just have some fun building, I was thinking trying to make it so visitors couldnt by default, but oh well, can only rely on ignorance
well if your steamID is in adminlist.txt your settings are pushed to the server wherever mods specify that vartiable be synched, so in theory that will also push that setting to clients.
Also when you make a modpack it should (iirc, i use my own janky little modmanager) include a copy of the config folder... so they will have that when importing the modpack
ahh make ? are there any resources for that, or, does one have to learn bepinex first ?
r2modman export profile, as file
oooh memories...
maybe as code also includes the configs, but theres a size limit on that so maybe not
thank you for the seed
np
(have to move server to proxmox today, I cannot for the life of me boot the dual boot machine back into windows now, i hate uefi)
I actually brought this up to the devs and got stomped on by them on this topic because "valheim is not a mmo" or something to that effect
also, proxmox works well for this, you can even make your valheim server a container if you wanted to
Dunno I actually edit configs so it will not update, I'm using 0.91
thanks @hexed finch, my Proxmox box is only pci-3, i tried, but load times were longer :/
one day if I can figure out how to pass the gfx thru so I can run Fortnite on it I might move it to a pcie4 box
(a Fronite alt acct if u must know)
yeah im noticing a problem with my debian. basically, when i have a second monitor enabled, it acts all weird when im ingame. sometimes turning completely white and when i interact with the ingame menu, it freezes for a second
i know it has to do with my other monitor because when i play with only my main monitor enabled, it runs perfectly
and also it seems to act the same way with the other games
hello there, i cant run valheim in linux native, it did work like 3 month ago
OS: arch linux
i can provide some logs if needed but perhaps its known issue
last time it didnt work because of steam stream game update
but it fixed with steam -compat-force-slr off
Does it try to open then crash, or you don't see any indication of it opening?
Check if you see Valhiem.exe in the installation files when you open installation location (indication that steam messed up proton compatibility mode at some point)
nope, it turns green for 1-2 seconds
and then crash
why valheim.exe should be there, valheim does support running without proton isnt it?
btw i have tried to validate files 3-4 times
i guess 2 line is the issue
It does, but not your problem here it seems
Rather the fact that you have broken mods
Best to delete everything in install directory and then install the game again
im launching vanila what mods xd
Steam verification of files doesn't delete mods you manually put in your installation folder
i can remove string for modman nothing will change
Delete everything in install directory, install the game again, don't launch with mod manager
Re-do you BepInEx installation later once you can launch in proper vanilla
ok will try, but im not sure, mods are installed in complete other folder
You can literally see mod files (BepInEx) in your screenshot you provided
Steam verification of files doesn't delete mods you manually put in your installation folder
i've reinstalled it, same
chdir "/home/patrik/.local/share/Steam/steamapps/common/Valheim"
ERROR: ld.so: object '/home/patrik/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
lol i've added play valheim using OpenGL and all works
thx for you help! @spark bridge
That's not a fatal error, caused by you having 32bit steam installation
More likely you can't launch in Vulkan in fullscreen due to known ongoing issue with MESA drivers
Workaround is windows mode, OpenGL or proton + Vulkan, or installing AMD drivers for your AMD card (assuming you have AMD as Nvidia in not affected by this)
You would wanna use Vulkan as gives more preformance in large bases in Valhiem
Should I install x64?
Shoulnd't be related to this issue in particular.
You can test if you can launch Valheim on some older game version naively (valhiem properties in Stema library โ BETA โ default_preash)
Im using hyprland so it's running in window mode by default
I have Nvidia gt 1030
Then it's not reflated to problem I mentioned either. Can you run any other game in Vulkan?
Vulkan had work earlier, maybe it's related to I've switched from x11 to Wayland
I play many games, I don't what are using vulkan, I guess yes
Try previous version of Valheim like I suggested before messing with drivers
If previous ones work, it's probably the same issue I mentioned, but somehow it applies to your Nvidia card as well as a special case
i didnt found preash
i've used preal didnt work either
works only with opengl
may be the issue with wayland?
this works with proton
so i guess i can run valheim in vulkan but for some reason i can run it natively without proton? any thouhgts?
If you can't launch default_preal (the one I meant), then it's not related to this new issue I mentioned for sure.
Probably some general driver issue with Vulkan for your card. Some missing drivers, etc..
Proton + Vulkan should give you the same preformance as native + Vulkan.
add "-force-vulkan" as launch argument when you are launchign in proton
i would agree with you if i didnt play like 2-3 months ago
all was fine
but if it work i dont care, have 1 more question
i cant run mods now
i mean with r2modman
it was a wrapper for linux version
"/home/patrik/.config/r2modmanPlus-local/Valheim/linux_wrapper.sh" %command% -console
what should i do now with proton? it doesnt work like that
Oh I have run it from modman, like run modded, and whole system is stuck xd
Saw bepnix console for a second
2-3 months is platy of time for drivers to get messed up. You might even need a kernel update.
Check #mods-issues for how to setup mod manager to run BepInEx on proton. You will probably need to targer valheim.exe now, not sure.
any ideas how can i debug vulkan issues in linux native?
i'd prefer native rather than proton
[patrik@melasculla ~]$ vulkaninfo | grep "GPU"
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id = 0 (NVIDIA GeForce GT 1030)
GPU id : 0 (NVIDIA GeForce GT 1030):
GPU id : 0 (NVIDIA GeForce GT 1030):
GPU0:
deviceType = PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
its a bit strange btw how comes i can run vulkan via proton and cant native
native valheim runs fine in kubuntu.
You need to use legacy runtime 1.0 for bepinex to work, so that probably applies to r2modman etc al
wayland is going to be a problem iirc
iirc some people were using gamescope to reduce their res to 95% to avoid a blackscreen .. but that sounds like massochism to me when X11 runs it ootb
and vulkan is the default under native linux... -force-glcore (OGL) is the alternative...iirc
The only thing that made it work for me was downgrading to legacy runtime 1.0, which is done in Steam properties under "Compatibility".
for anyone interested in fixing valheims GPU/CPU underutilization issue; I think I have finally figured it out:
.../.steam/steam/steamapps/common/Valheim_Patch0.220.3/valheim_Data/boot.config
gfx-disable-mt-rendering=1
gfx-enable-native-gfx-jobs=1
gfx-enable-gfx-jobs=1
vr-enabled=0
scripting-runtime-version=latest
wait-for-native-debugger=0
hdr-display-enabled=0
gc-max-time-slice=3
Where the job-worker-count line should be somehtng like $(( $(nproc) - 2 ))
So you can leave a core/some threads available for discord or recording etc.
Then just check that you do have hyperthreading enabled in bios
Does anyone have a fix for the cursor not being locked in fullscreen? With native and proton both this happens. When I move the camera not in a menu, the mouse moves, and even goes offscreen. This means that when I click, it unfocused valheim. It also does not keep the cursor in the middle when I open a menu, and most times the cursor is already on a different screen. I am running fedora 42 workstation on wayland.
Possibly a wayland issue? I've been trying wayland, roughly every 6 months or so but there's always some problem which keeps me from switching, Hence I've never encountered your issue, I've never come around to try Valheim in Wayland. But I've never heard of such problems under X.Org (but I've heard of lot of various problems in Wayland...). I'd either switch to X.Org or maybe try running it in gamescope?
Which desktop environment are you using? That may play a role, too.
I am using fedora workstation with wayland and gnome. I switched to it recently because wayland has waaay better dpi fractional scaling than xorg, which is of big importance to me.
I just finished testing it with 3 other games, and none of them have this same issue.
iirc i was seeing this when using OGL and maybe one of these might help rectify the issue -screen-fullscreen -window-mode exclusive
But i've been using vulkan under X11 (have never used wayland) for a long time and that simply doesn't do what you describe.
Native or proton?
as if id use proton val under linux
thats something people who insist on using wayland seem to fall back on. Performance is predictably a lot better under X11 native-game
and vulkan
Unfortunately those did not work for native or proton. Is that the only launch args you have?
i dont use the args at all now....and i cant see any remmed out lines from back when i did ... but iirc i used those and probably also forced fullscreen in the kde desktop rules... but the mouse escaping the game problem was always an issue. im pretty sure its vulkan that fixed it for me
I see. I've tried native vulkan, native opengl, and proton dx and proton vulkan and none fix it for me. I appreciate it though
like i say: wayland isnt really a great option for some things, yet
I appreciate how its better for fractional scaling, I have 2 1440p monitors, and 1 4k monitor, and it works much better than x for scaling that
or rather it seems ot compound some issues that peoiple always seemt o try to apply numerous other graphics transformations/filters to as attempts to work around it, rather than simply using x11
yeah, cutting edge is always going to be like that though. 1080p ftw
I've had these monitors for years, and only recently have been trying to switch to linux, but the scaling issue is my main pain point. Unfortunately easier to stick on windows for now than buy 3 new monitors
Stuff like this
Using Plasma DE under Arch. Usually this does not happen for me with proton. Sometimes depending on the game this is an issue and I force the following launch arguments.
gamescope -h [resHeight] -w [resWidth] -r [screenRefresh] -f --force-grab-cursor -- %command%
You need to set the default resolution, refreshrate is recommended and make sure its fullscreen with the -f option.
You can still alt Tab out when needed.
I'm not sure for native. But this might Be helpful รญn general.
Never had issues with native under wayland
Sorry wrong reply
Was meant at @knotty rose
Apologies Penguin. I blame not having had morning coffee
So, this has been a thing. Wayland didn't have something for warping the mouse cursor like X11, and SDL didn't have a workaround for it, so Unity didn't have anything for it. SDL now has a workaround in SDL 3.2, but I have no idea which version Valheim's Unity is currently using.
I'm on mobile ATM so not good at finding the links, but there is a ticket on free desktop for the Wayland feature gap
I appreciate the repsonse. I tried adding those launch options, for reference
gamescope -w 3840 -h 2160 -r 144 -f --force-grab-cursor -- %command%
This now crashes on startup almost immediately. I am still fairly new to gaming on linux, so could you please help direct me how to get the log file for this so I can get more info?
I did sudo dnf install gamescope before running this, so I do have that installed.
Also, if I may, does arch kde work well with fractional scaling? I really want to switch to Linux as my daily driver, but the fractional scaling was a major issue for me on Mint, the distro I originally tried. I only recently have been trying out Fedora, which does the scaling pretty good with wayland, but I haven't tried arch yet. I come from a software dev background, so I dont mind complexity / having to input terminal commands for things, as long as apps like browsers, steam, and games are scaled properly to the display.
hmmmm. Darn, its been a while i had to resolve to this. And Wayland is finnicky yeah. I got gamescope to work like this with Horizon Forbidden West and using its HDR capability from plasma DE. But thats a long while ago probably on X11.
I think the gamescope package itself is for usage outside of steam itself. beacause steam itself uses gamescope to launch proton clients.
Maybe it crashes because it takes the native linux client and you could try in the properties of the game to force it on.
I am on 1440p screens and the scaling Plasma uses works well, better than Win10 imo from my experience. I vaguely remember I had some trouble getting the steam client to scale properly but most other applications work fine.
What I notice is that Win10 messes up programs with blurry fonts, and at least that doesn't happen in Plasma DE.
Hah, I've actually had the opposite experience. Windows scaling works perfectly, but plasma is very blurry for me.
I can imagine. I must say I am years in on this Arch+Plasma install. And i am sure it wasnt flawless from the get go. Bit name of the game with linux anyway.
What do you mean by try in the properties to force it on? I've tried the launch arguments on all 4 launch configurations, native vulkan, opengl, and proton dx and vulkan
Yeah, I have that, and I kept the launch options on ask every time so I can test multiple options to see if any worked.
set the checkmark for force the use of a specific yadayada, i'd like to use proton-ge. Bit more stable for me personally. System dependant as always
If you don't set it for a native linux game steam will use the native client in favor of proton
even though you enabled steam play components in the global settings
Right, I have tried this as well, with the latest proton, using both dxvk and vulkan with said launch options.
I did some digging and experimentation. I found an Arch thread of 6 months ago where someone used this argument: --backend sdl
I settled on these launch arguments. Changing backend to sdl makes the window grab the cursor again.
gamescope -w 2560 -h 1440 -r 165 -f --force-grab-cursor --backend sdl -- %command%
apparently forcing SDL changes the behavior of the input devices properly for the force grab cursor argument
I appreciate it, I still can't launch the game at all with any gamescope arguments. Running with only --backend sdl launches, but does not fix the cursor.
nvidia, with nvidia drivers 570.144
With common sense i can't figure out why it would not launch for you but I can only think of 2 reasons we don't have identical behavior. Maybe there is some distro specific config, I had occasionally issues back when i used KDE Neon vs. Arch with Plasma DE. The second thing could be that the nvidia driver reeeeaaaally doesn't like this and crashes the game
Do you know if there's a log dump somewhere where I can see any errors gamescope is outputting?
I switched from a RTX2080Ti to 7800XT a year ago because i was tired of the janky behavior nvidia had in linux for me
hmmmmm there is an argument that forces proton logging
PROTON_LOG=1 %command%
this will generate a log under your current user's home
Perfect, thank you. And does this require proton compatibility, or will it also work under native?
nope, this is specifically for proton. I don't know how you can let the native client generate this
Alright. I switched it back to proton, ran it with this command
gamescope -w 3840 -h 2160 -r 144 -f --force-grab-cursor PROTON_LOG = 1 -- %command%
But I don't see a log file immediately in the home dir, unless its .steampid
an echo $PROTON_LOG_DIR shows empty, so it should be outputting in home
after -f i see 2 dashes that shouldn't be there
also make sure to put PROTON_LOG=1 before gamescope, because the logic for gamescope it reads anything between gamescope [arguments] --
the launch argument bar is deliberate with placement of arguments
Got it. Do you mean the 2 dashes for force-grab-cursor or the two before %command%? Both sets appear in the command you mentioned above.
oh wait sorry thats the wrapping that throws me off
PROTON_LOG=1 gamescope -w 3840 -h 2160 -r 144 -f --force-grab-cursor -- %command%
Ran it with that exact command on proton dx and proton vulkan, no log appears in home.
I did as well and it generated one. what even is going on ?!
I did some googling of my own, and tried to launch a demo with gamescope, and this was the output in terminal. Might be a driver issue with the drm format
I'm not too sure, I only installed fedora a few days ago
Is there a command to check it?
i think fedora uses grub
Yes, /boot/grub2
I might have to add the nvidia modeset and drm here in the grub config, right? I did that briefly sometime last year when I was experimenting with passthrough vms
sudo nano /etc/default/grub
There is a line called GRUB_CMDLINE_LINUX_DEFAULT=""
modify this like so it contains the drm modeset kernel param
When i used KDE Neon with an RTX2080Ti this is how my line looked like. you can leave anything thats already there but add nvidia-drm.modeset=1 to the end between the double quotes.
GRUB_CMDLINE_LINUX_DEFAULT="quiet splash nvidia-drm.modeset=1"
Do you know how to rescue your installation? a.k.a. boot in some kind of emergency mode on fedora. I am not sure how fedora does this. When Arch fails to boot it stays in the initramfs and allows you to change that file if it fails to boot
When you set this kernel param, and its wrong it can fail to boot. So be very careful
I got this from 1.1. from the archwiki of gamescope btw: https://wiki.archlinux.org/title/Gamescope#Requirements
Yeah I had to do the initramfs when installing the drivers
I did the drm modeset before on mint
I would recommend any nvidia user any day to always set that param. it solved so many issues with tearing/micro stutter for me in the past
i completely forgot that setting that param is a requirement for gamescope. Its an nvidia specific quirk (obviously).
I'll work on that and reboot and try it then, thanks. I'll get back to you.
So the nvidia-drm.modeset is set on now, still getting those same vulkan errors on gamescope. I might need to delve into this, but you've helped me find the issue, thank you.
Thanks again for all your help. I have gamescope running now, still not able to do it in steam. I manually compiled it from source, and I can run it with the test vkcube. That being said, adding arguments like -f --force-grab-cursor do not lock my cursor. Is this expected?
Made sure you added --backend sdl?
I couldn't get it to work either except when I add that argument
Yep
I'm out of ideas atm. :/
Good evening everyone
Does anyone know about DiscordConector?
I'm having trouble creating the database...
no offense, but such a low-effort question isnt likely to get people asking for the information they would need in order to assist
I appreciate all your help yesterday, after doing extensive research and testing, it appears its not exclusive to Valheim, some other games have it, and I also found some other people with the same issue as me. Its probably an nvidia bug relating to wayland, as all the reported cases I've seen are using nvidia cards with wayland, which is a shame cause everything else worked pretty much perfectly, just not cursor capture.
I'm inclinded to believe that as well. From my own experience with Nvidia and Wayland, as well as trying to help out others. And the pleasure was mine. I hope this'll get better for Nvidia users sooner than later. Take care!
Hi,
I have a problem related to 2 and 7 keys on my keyboard.
I'm using Valheim, Proton (exp, GE) w/o Vulkan.
PopOS 22.04 / RX 7800 XT
Seems to be a locale problem, i'm on a french keyboard.
No problem with native version.
What is the problem?
Keys 2 and 7 don't respond.
When you say โnative versionโ, you mean that it works with a QWERTY ?
Nope it works with an AZERTY with the linux native version.
On Proton, i have this problem. But maybe the problem is on Proton's side.
Looks very specific. Any similar issue on web ?
It happened only with Valheim right ? Looks like itโs your computer that has a problem with proton, but in this case you should be able to find somewhere someone with the same config as you who had the same issue before.
Only with Valheim with Proton ! And recent !
No problem with EldenRing, Witcher 3...
Does anything happen when you try to rebind key 2 and 7 to the same/any keybind?
I would expect it either does not detect input or it rebinds to a different key.
Does this problem occur on official proton versions as well?
have you tried inspecting what actually happens when you push those keys?
eg: xev -event keyboard
logitech K800 as generic 104 keyboard, US english
and how your keys are bound
xmodmap -pm -pk
xmodmap -pke
corsair k55, FR French
i don't understand what the 2 latest command does...
how to do that ? Valheim cannot reassign theses keys...
No problem with Proton 9-0-4
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
To sum it up:
- official proton = no problem
- native = no problem.
- proton-ge = problem
Because you report back to me official proton does not pose the issue I suspect it's with GE's proton. I rather think something specific or a bug in proton-ge.
If you can live with official proton I'd stick with that.
or report it to GE, he will usually fix things fairly fast
xmodmap -pke etc just shows you current binds... i figured you would be able to take it from there to poke around in your keymappings
Hello! I recently reset my os and fresh installed, and now I am getting issues launching valheim. Launching other games works fine, but when I launch valheim, not only valheim crashes, but every other application I have open (besides Gnome) crashes too. I launch valheim, and discord, brave, and valheim crash. This only happens when I run steam normally.
I tried running steam in the terminal, and launching the game from that, and it works, with no errors in the terminal.
I was able to get it to launch the game with proton, but it launches into a black screen. I am still able to interact with the game, and tried navigating to the video settings and changing res/fullscreen but that didn't help either.
I am running Fedora 42 workstation with Gnome on Wayland.
Nvidia 3070ti with 570.144 proprietary drivers.
Any ideas on what could be causing this?
What happens if you launch it with OpenGL instead, and/or switch to Legacy runtime 1.0 in the Compatibility settings?
Launching native regular and native opengl both have this issue. proton regular, and proton vulkan is where I could launch it but to the black screen.
On Linux modlaunchers works?
r2modman works perfectly
(sorry for huge delay) - it works perfectly in wayland if you set it to 95% resolution scaling (not native)
What happens if you change to X.Org?
Have you set the DRM kernel param?
Regarding proton that could be an issue
gamescope more specifically
Sorry, I forgot to update. I figured it out. Even with NVIDIA drivers it was trying to launch with amdgpu drivers
I blacklisted it in modprobe and it works now
Ah, nice find and that's the way yo go ๐
lolwut!
how did you determine/identify this?
Not sure the exact commands, but when I was testing vulkan devices it was detecting amdgpu
alongside Nvidia
opengl was only detecting nvidia, so when I saw the discrepency I thought it was fishy
Perhaps your AMD CPU has an iGPU?
I've never heard and I'd claim it's quite impossible for the Linux Kernel to misdetect NVidia GPU as an AMD one. Blacklisting is usually needed to choose a driver from several alternatives (nouveau vs. nvidia for example) or intentionall block some device to work altogether (pc speaker...).
No it does not, but my system has been a bit of a mess. I have been trying a lot of different hardware to identify how different things work on Linux for my personal setup (which apparently is not very standard) and it appears that it had AMDGPU drivers still installed on this harddrive from earlier testing.
interestingly, thats pretty much what dxgi.nvapiH ack/dxgi.hideNvidiaGpu does in dxvk.conf
yes i put a space in there to avoid a timeout cough @keen glen cough
can somebody tell me if I can run the game on Raspberry Pi 5? aka. linux arm?
People run the dedicated server on it using an x86 emulator for SteamCMD and an x86_64 emulator for Valheim Dedicated Server, but I've not seen anyone play the game w/ graphics itself on the Pi. I'd imagine it's possible, but could be painful in performance.
Thanks a lot!
Im running native version of valheim and Im getting a very small cursor. Im on a 4k monitor with 150% scaling. Im using mods but it shouldnt be a problem - I think?. got any ideas how could I fix it? kde 6.3.5 on arch derivative
It was just fine when I was on my other 1080p monitor
Valheim's Unity engine will try to conform to your Hi-DPI scaling settings. It's not quite as good as their macOS support yet, but getting there.
https://wiki.archlinux.org/title/HiDPI#Desktop_environments see the fractional scaling sections if an integer value is too course-grained. If all else fails, I think you can start Valheim with the GDK_SCALE env variable set to an integer amount (e.g. 2 to double the cursor size).
oki tnx
unfortunately, GDK_SCALE doesnt work :/
these are my launch options: "GDK_SCALE=2 /home/danijel/ValheimMods/BepInExPack_Valheim/start_game_bepinex.sh" %command%
I forgot to mention Im on wayland
@long oyster just a guess, but depending on how steam forks its processes you may have more success by putting GDK_SCALE=2 or `export GDK_SCALE=2' inside the script immediately prior to the binary invocation
also the 1st yandex result for GDK_SCALE is an arch document mentioning GDK_DPI_SCALE for wayland
my launch script now (I added export GDK_SCALE=2 on the end of the file)
tnx, discord
it still doesnt work (Im just complaining how it handled my msg)
lol, i htought you meant that fixed it.. i have no idea
reading on arch wiki, it says I need Xsettingsd but checking that, I have it installed already
and I also tried with GDK_DPI_SCALE instead of GDK_SCALE
ach.. oh well, its not a huge issue, just a minor annoyance
I had this issue on my Linux machine and fixed it by not running the native version. Forced compatibility mode through proton GE 10-4. Did not run as Vulkan. The compatibility layer changes it to Vulkan so it technically runs through vulkan but not ran as Steam option Vulkan.
I got a little performance bump from the proton layer in addition.
๐งข
Sorry to bring this up again but it keeps annoying me again so... Does anyone happen to know off hand whether the Gale mod manager works better with Linux than the r2modman manager does?
What issue are you having with r2modman? Are you redhat, arch, or ubuntu based? are you using the app image or an install package? I believe gale only has an app image for most distros.
Thanks for your reply. I'm using Mint. An Ubuntu distro. And I can run the r2modman appimage without any problem.
However, after putting r2modman's launch options in my valheim Steam GUI, as instructed by r2modman, it will run vanilla Valheim fine but when I try to run it by pressing the Start Modded button, the game won't even try to start.
I've done some troubleshooting and discovered that the linux_wrapper.sh script doesn't pass the $R2PROFILE variable to the exec line as it should. The script just errors out with that variable missing in the exec line.
Even when I put in the variable manually for testing, then it goes on a bit further and errors out on permissions, which I've fixed manually. But I've never been able to get that script to run successfully no matter what I do. With the variable in there and the permissions set correctly, it still errors out with a permissions error.
If I bring up the r2modman profile folder and add the valheim valheim.x86_64 executable and the bepinex stuff in there, I can manually run the start_bepinex_game.sh script in the profile folder and the game starts and loads the mods normally. But that's cumbersome and annoying and I'd just like to have it work when I press the Start Modded button like it should in the first place.
It seems like it's all about that linux_wrapper.sh script and I don't know how to get it to work. Sorry for the wall of text here.
Steam Linux Runtime Scout got changed, you cant use it with bep.
Hiya, Betlog. Yeah, I can get it to run vanilla no problem.
It also runs vanilla just fine when I press the Start Modded button while I'm using the Legacy runtime 1.0 compatibility layer as you show there. And I've tried the other compatibility layers, too. None of them help r2modman to run with mods when you press Start Modded.
try "./r2modman-3.1.56.AppImage --no-sandbox"
i saw all of it's install packages fail in various very discouraging ways so i wrote a janky modmanager in bash... but last time i tried gail it seemed to work as far as opening the app and importing a profile went. iirc i got r2 to work wiht the above too. But ive never actually bothered with them again
I'll try that. Thanks.
What I had to do each install or appiamge use was use proton experimental or proton ge 10-4. The trick is to right click force compatibility. Then once it downloads stuff required launch at least once without any mods. Once you launched once, you should be able to quit out and relaunch through r2.
I had to do this on Ubuntu, Arch, and currently Fedora. All 3 for some reason.
Make sure to launch it from Steam not r2 the first time*
Also keep steam overlay turned on, if you turn it off some devices will constantly make a check to find it, and it will eventually bog your game down.
I'll try that, too. Thanks, Proteus.
Update (short version): Well, I carefully tried everything everyone suggested, checking it all twice. ๐
But I've made no progress at all with getting r2modman's 'Start Modded' button to run the game with mods. ** It'll run the vanilla game just fine** but nothing I can do get's the Start Modded button to actually start modded.
Only idea I have left is to force it as executable
1.
cd ~/.config/r2modmanPlus-local/Valheim/profiles/<your_profile_name>/BepInEx
2.
chmod +x ../../valheim.exe
chmod +x ../../start_game_bepinex.sh
chmod +x ./core/* # Just in case any plugins need exec permissions```
Thanks for that. I'll give it a try when I get home. ๐
Hello guys! Can you please help me. I installed dedicated server on linux yesterday and all was working. But no i get an arror when i try to start it
[S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK. CAppInfoCacheReadFromDiskThread took 2 milliseconds to initialize Setting breakpad minidump AppID = 892970 SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197960265728 [API loaded no] [S_API FAIL] Tried to access Steam interface SteamNetworkingUtils004 before SteamAPI_Init succeeded.
I think I managet it to work
in case you still have problems, check the #dedicated-server channel
hey guys Im going to switch to linux soon and I was wondering how valhiem is on it? I don't know which distro yet but im just worried some or majority of my mods wont wont, I only have 23.
works fine
some of the edgier and laptop distros seem to need more tweaking, and xorg is probably still easier than wayland, but it varies a lot
Kubuntu 24.10 using X and vulkan works fine
just remember to set legacy as your runtime so bepinex can pass its parameters properly
For anyone who remembers the quest to solve my GPU under-utilization issue spanning the last 6 months or so; I have found a fairly adequate workaround: HD texture mods.
The issue was that I couldnt get my GPU/CPU (RTX2060 6GB/i9 9900KF/64GB 2666/Gigabyte B365M AORUS ELITE) to give me any more than about 40% of their output. There is no good reason for this, and over time my framerate would progressively degrade to <10fps until I restarted the game. The game would give me 120FPS when it was easy to do so, but would almost always LOWER its cpu/gpu utilization when it should have been throttling it up to maintain a high fps. 30% utilization was all i typically saw, even at poor fps.
Installing Badgers HD Terrain-2887-1-0-1-1727126418 from nexus (eww) seems to have rectified the underutilization issue nicely. Apparently by putting a tiny bit of additional load on my GPU it now attempts to utilize its resources in a way thats far more conducive to higher framerates...and it looks pretty nice too.
Currently i'm getting best results with badgers dll; willybachs is quite stuttery and seems to load the GPU to 100% almost all the time.
Badgers terrain textures that are packaged with their dll are good, or you could substitute Willybach's HD Terrain 2K textures.
Or you could use badgers dll with willybach-ValheimHD-0.220.4 or Willybach's Valheim Upscaled - x4 - BETA RC1-3031-0-220-5-1746622684 if you have the VRAM and want all of your textures to be HD.
also related: i am getting small but noticeable general-game-performance improvements by BIOS-disabling hyperthreading, and adjusting boot.config :
max-async-pso-job-count=(the number of cores your cpu has)
job-worker-maximum-count=(the number of cores your cpu has)
job-worker-count=(the number of cores your cpu has)
gc-helper-count=(the number of cores your cpu has)
gc-max-time-slice=3
gfx-disable-mt-rendering=0
gfx-enable-native-gfx-jobs=1
gfx-enable-gfx-jobs=1
vr-enabled=0
hdr-display-enabled=0
scripting-runtime-version=latest
wait-for-native-debugger=0
build-guid=(whatever your file already has here)
I'm posting this here because the underutilization seems to be very much an issue with the linux-port only. The boot.config tweaks are possibly less OS and more Intel specific. But may be linux-intel specific.
so I downloaded the linux version of bepinex, im doing a manual installation becasue all my mods are from nexus and im confused as of what to do here
You put the sh file in the game folder, execute the chmod command to make it executable and go to the games properties and paste the second command in the textfield
do yourself a favor: stop using nexus, go to valheim.thunderstore.io, MANUAL download Gale or r2-modman, install it, start it, add your mods, press 'play modded'
yea I guess iโll switch over, iโll still mostly be using mods for nexus which iโm pretty sure is fine right?
There is no compatability issue, just different sites hosting them, any mod thats on nexus is very probably on thunderstore, and therefore far more convenient to use via gail/r2
if you do happen to want one of the mods that isnt on thunderstore it's probably ancient and wont work anyway, or is current and simply hasnt been migrated to TS becasue the author is an old nexus user and simply too lazy to do a second upload.... in which case just get it from nexus.
I was not even looking for this, for a good chunk of time today, I tried to make bepinex work using the instructions and was not able to get valheim to start. At last I just ran manually using the command bypassing steam. This tip solved my problems. Thanks a lot! Can you tell me how did you come about this?
i spent a lot of time searching and reading git/steam posts, resequencing the parameters that form steams %command% and bepinex's detection of its input parameters while trying to figure out how it was breaking, but finally realized it was the update to the runtime that i couldnt fix like that.
Ultimately it was a fairly broad thing i have only vaguely bothered to understand: LD_PRELOAD. Which was dropped in the current scout/soldier or whatever it was that apparently i no longer have synapses connected to recall the details of. I have some of it documented in notes and bookmarks. Meh. There was a lot of time, words, testing, and what felt like months of being forced to use the prior default_prebw version before I finally found how to work around the problem.
[edit] (wait.. no; that was because bogwitch broke one of my main inputs, and current val still forces me to release ALL keys before i can move after pushing a mouse key i would normallly use as run.)
Very tedious.
It's less of an annoyance now that I seem to have significantly improved the gross underutilization issue I posted about above; but whenever i am reminded that I use legacy mode I wonder what performance improvements I am being denied becasue bepinex can only be used in legacy mode, and when that will become a 100% mod-breaking issue yet again.
Has anyone done performance comparisons between native Linux and proton?
https://www.protondb.com/app/892970
ProtonDB comments reveal a slightly better performance with the native (Vulkan) client
That's what I experienced as well
just curious what distro are yall on? Ive been thinking of trying out arch or cachyos for valhiem
I'm a bit "mehe" :p
Running Proxmox on the server, Debian CLI on the VM, Portainer on the Debian, and running Valheim docker image on Portainer.
...and I just realised I replied in Linux, not dedicated server... My bad.
all good ๐ญ thatโs a crazy setup tho
Arch + Wayland has been smooth sailing for me
Fedora with Hyprland DE. Also smooth sailing for me so far ๐
Fedora Workstation aka Gnome. Everything "just works". But my build is all AMD. CachyOS is pretty good too, but I went with Fedora because it has better security, and performance is about the same within 1-2 fps of each other on pretty much all games. Try cachy, its easy set up and its a nice distro. Everything there also "just works".
does discord rich presence work for you guys? (arch, kde, cachyos-bore kernel)
I made a guide how to mod Valheim on Linux. Maybe someone will stumble onto this here one day and it will help them. ๐
https://www.youtube.com/watch?v=2QlkXfkZq68
Official github release
https://github.com/ebkr/r2modmanPlus/releases
Music is made by me Soloredis.
https://open.spotify.com/artist/0QlBYmA7Id5ltP68v36e9n
Might help me to start modding things actually
I use Arch. But generally speaking the applications you're going to use to play these games, including the game itself, are going to run pretty much the same on any distro
@native delta Why use the proton version? That sounds ike massochism with extra steps :)
- download Gale https://github.com/Kesomannen/gale/releases (I havent tested but looking at it I'm pretty sure the following will work for r2 also.)
- download this: https://gist.githubusercontent.com/Damglador/8063983f424a800531699cdc7e894462/raw/0f5f89c04101dda0a50aa0416153f4f12eb7fd0e/doorstop.sh
- move it into the same folder the game executable (valheim.x86_64) is in.
- make it executable
chmod +x doorstop.sh - edit it to replace line 13:
executable=EtG.$(uname -m)withexecutable=valheim.x86_64
- steam > valheim > properties > general > launch options
./doorstop.sh %command% -console - add some mods to a profile in gale and ....
- gale > launch game
Better compatibility. Proton layer translates to vulkan, so any mod built without vulkan support is supported.
Interesting. I havent seen a magenta square for a while, and ive been 100% native and vulkan since i started playing. But then I also dont use any magic-based mods where those issues seem more prevalent.
Thats great it works for you! But I don't think new Linux users could follow your guide in under 3 minutes. (The last minute of the video wasn't really addressing a Linux specific issue. I think its good to have easy things to follow so more people can move over to Linux. Many people are scared of the terminal and sketchy websites, so something that everyone can do by simply right clicking a steam option seems like its pretty easy to me and not masochism with extra steps. We really need to be more welcoming in the Linux community because some people are straight up scared because of the elitism ๐
couldnt follow
dont be ridiculous, theyd have to be idiots
sketchy websites
github.... a gist posted by a person contributing to the actual gale git, taken from the issues there https://github.com/Kesomannen/gale/issues/381
Right now, upstream bepinex scripts and r2modman wrappers are broken. Fixed r2modman wrapper is available in this PR: ebkr/r2modmanPlus#1843 I implemented a fixed doorstop/bepinex loader script. Th...
It just seems to me that using linux but then running a proton translated version of a windows binary rather than the native version... is less ideal than following a simple description/steps for a very simple native end result.
Workarounds are traditionally for after you find you really cant do it natively. :)
I get where youโre coming from โ and for power users who want full native setups, your method absolutely has value.
That said, I intentionally made the video for new Linux users who want to mod Valheim without needing to understand shell scripts, environment variables, or follow download links that bypass GitHubโs normal review process (even if they come from issue threads).
Proton works out of the box with r2modman and BepInEx, and avoids common issues with native setups like preload errors, injection failures, or library mismatches. For beginners, reliability, ease, and trust in the process are often more important than the "ideal" native approach.
Iโve been in the modding scene for a while now, and I get that some people have strong opinions โ especially when someone like me shares a popular approach that differs from theirs. Iโm not here to argue whatโs technically pure โ Iโm just trying to help more people feel confident using Linux and enjoying mods.
The ultimate goal is to grow the community, not gatekeep it. ๐
PS: i only just noticed that you wrote monstrum etc: so i now understand why you probably see a lot more vulkan deficient mods around - by adjacent exposure to other peoples magic mods. When i mentioned magic mods earlier it was merely because thats almost the only context in which i have ever seen magenta goo... not some kind of personal jab.
not gatekeep it.
Yeah, stop fixating on that. It's an incorrect assumption and a little offensive.
All my mods are fully cross-platform and tested on native Linux and Mac, so Iโm confident in their Vulkan compatibility. I mentioned magenta artifacts because I support a wide variety of users โ not just those using โmagicโ mods.
As for the gatekeeping comment, that was a general observation, not a personal accusation. If it wasnโt your intent, then no offense taken.
the game works very well on my full AMD setup with arch. only issue is that i can't tab out of fullscreen since the game crashes. no issue with windowed mode.
One reason to use the Windows version via Proron is that the native version is buggy (ALT+TAB:ing, jittery-input bug). This is another case where a native version exists but hasn't seen as much QC and testing as the Windows one, which works better than the native for all practical purposes.
Valve has done incredible work on Proton, steam deck changed everything. On my AMD build I have not had a single game run slower than windows through proton, most run faster.
i see people mention such things quite a bit, but it always seems like they are using wayland. I'm using Xorg and have never seen such things... ive had other issues, which i seem to have largely fixed now for which the fixes were a little arcane but quite trivial, however none of the stuff that people seem to be using proton to work around. So while wayland is a technology i fully expect to use sooner or later, at this point it still feels like its the issue here, not the linux port of the game.
I am using X.Org, amdgpu
your distro then? im kubuntu 24.04
the edgier new distros may not be the best choice for a game thats undoubtedly ported with an older release in mind
im also using pulseaudio still, not pipewire
iirc vulkan had some ctd issues with amd, possibly still does
Im pretty sure i crashed to desktop twice, once was a full vram issue, and another where iirc i did stuff that kind of asked for it. But aside from those two ctd simply doesnt happen.
i had stuttter until i disabled my intel hyperthreading in bios, and modified boot.config a little. It used to be the case that if i disabled steam overlay the game would stutter badly after ~30 minutes, but apprently now its ok to disable it, so i have.
i had gross hardware underutilization (<40% gpu/cpu and shit fps) until i added a HD texture mod, now im 60-120fps most of the time
This was the case for nearly a year, with me headbutting my keyboard and always trying to figure out why and how to fix it....
now im good.
I don't need help troubleshooting, that's not what I'm asking at all.
My point is that developers (not just this game) who make a Linux port to begin with, often don't give as much QC as for other ports and it's a much more heterogeneic environment (on Linux desktop) which probably makes QC a lot, lot harder.
yep, which is why the latest distros arent always better
(as for workarounds I've found: don't use Vulkan version (but OpenGL is a tad bit slower, albeit very much playable on my HW), or use gamescope. Point in case: using the Windows version is often easier and simpler, no need to scour around a search engine for workarounds.)
i think typically the normal approach is the linux community does its own qc, then we maybe fix stuff :)
In this case neither of these problems have nothing to do with the distro, though. I don't like to use *buntu for other reasons (I don't solely do gaming on the computer).
its not the distro im saying is the issue, but the differences in package inclusion and versions, and bleeding edgeness. kernel wise it probably makes almost no diff
The Jittery-viewpoint is a long-standing bug, which Irongate does not seem to be interested in fixixng. I don't blame them - they have limited resources and need to make business-oriented decisions. Taking into account how well the Windows version works trough proton, it is a good question to ask: Does it make sense to have a Native port to begin with - especially given they can not fix long-standing bugs
long standing bugs that may simply be a consequence of unity/vulkan/pulse/pipe/etc or the user installing it in a distro several years ahead of the games design target os
in any case, i assumed you were in need of some troubleshooting, so ok: you arent. noted.
I'm not sure what you are saying here (sounds like you are saying it's not the distro which is the issue but it's the distro) - my point was these bugs (alt+tab, jittery viewpoint) are experienced by many users on many distros, including Ubuntu - but not all users. I'm not sure what is triggering the jittery thing. I've been trying various workarounds, but didn't find the cuplrit (except: Windows via Proton, OpenGL or Vulkan version via Gamescope). I did put quite some time into it previously (... a year or two ago???) as I had more time and was bored. Some users can run Vulkan version just fine.
I did actaully find out it is probably a generig Unity input handling bug, It stems from using the engine in a way which is not recommended (I've lost the forum discussions, there is even a unity developer who made a YT demonstration of it). I've once seen the exact same bug on Subnautica, but it's much less seldomly triggered there on my system (i.e. Valhiem - every 10-30 minutes, on Subnautica once during all the time I've sunk into the game)
There was a steam overlay issue that caused the game to stutter after ~30 minutes if overlay was disabled https://odysee.com/@BETLOG:0/2024-11-07--11-16-44.287_Valheim:2 , but between 2025-03-04_Patch0.220.3_optimizations, boot.config (i use a variable ...i forget which right now...most tutorials on this topic dont, and i use the gc one correctly, which most dont), disable hyperthreading on intel cpu's bios, and the most significant improvement by a mile: adding badgers HDterrain texture mod dll, i now disable overlay and play at 60-120fps with no problems. The only time I get stutter or fps degradation now is if i stream on discord or x11grab with ffmpeg.
the improvement has been very significant, and yeah I too have spent months and probably hundreds of hours pondering this.
oh, and x11 Option "metamodes" "HDMI-0: 1920x1080_120 +0+0 {ForceCompositionPipeline=On, ForceFullCompositionPipeline=On, AllowGSYNCCompatible=On}, HDMI-1: 1920x1080_60_0 +0+1080 {ForceCompositionPipeline=On, ForceFullCompositionPipeline=On, AllowGSYNCCompatible=On}"
and as a side note: i highly recommend zooming your minimap in all the way :)
@lucid vigil if you are referring to me, that's a different bug. The one I'm referring to is mouse related only (I'd link to the relevant bug report but the old tracker is offline).
@quaint horizon seen this?
KWIN_FORCE_SW_CURSOR=1
KWIN_DRM_NO_AMS=1```
I have a problem with a component of my steam-gameWrapper.sh that does a couple of hundred ln -s or cp -p being several times slower than when i run the sourced part of the gamewrapper in isolation
ie: when i run source <path>/f_modSet_HEADERS.sh; f_select-modSetNameMultiple from inside steam-gameWrapper.sh, which has been executed within steam as <path>/steam-gameWrapper.sh %command% -console ... its quite slow to complete the symlinking/copying. But when i just do it iin a terminal is ~5 times faster.
note: im using scout-legacy so i can run bepinex, so it's possible this is relevant.
Why would there be such a big speed difference?
Heyo! I have a low-priority question, mainly trying to figure out why I often get disconnected on crossplay servers. (Arch, KDE, Wayland)
I run the native Valheim client with a manually installed bepinex and a couple of simple mods. (EDIT: I have to run steam with the -compat-force-slr off argument or the bepinex script wont start)
Whenever I play on servers that are not crossplay enabled, I can be playing for hours with a steady connection- no disconnects.
But when I play on crossplay enabled servers, I straight up disconnect every 30-90 minutes at random intervals, not being able to log back in for a minute or two.
Can anyone shed some light on the why and how of this phenomenon? I am going to guess its something to do with Playfab, but I have little experience with this.
I realise that running the windows version via proton solves this- but I still want to see if there is any way I can make it work on the native client.
Thanks for reading my ramble :P
crossplay isnt the most reliable way to play valheim, its as simple as that. Removing the need ot use it solves a lot of problems for a lot of people :)
Thanks for your input!
I am aware of this.
My question is why it happens in my usecase, while it does not happen on proton/windows native.
Its the why (:
at this point it could just be microsoft trying to make linux and thereby steamdeck look bad }:]
Eh I rather not speculate, I think Valheim is the only game using Playfab technology in its linux native version.
If I am wrong and there are other games with this same scenario, do tell! I'll gladly test.
I think itโs due to the network stack. Non-crossplay servers typically use Steam networking (ZNetSteam), which benefits from Steamโs NAT traversal and overall connection stability. Crossplay servers, on the other hand, rely on ZNet with a PlayFab backend, a different network path designed for Xbox compatibility. This introduces extra layers like relay servers and PlayFab's NAT punching, which tend to be less stable on Linux.
The native Valheim client also has some quirks, especially when you're using mods.
From what Iโve seen, the native Linux build doesnโt load PlayFabโs networking libraries as smoothly as the Proton version does, particularly when itโs being patched by BepInEx.
Also, while Wayland itself isnโt directly responsible for the disconnects, it could play an indirect role. Some Unity-based games still have odd behavior on Wayland, especially when it comes to background threads, window focus, or how network timeouts are handled during compositor changes or focus loss. If Valheim or one of its native libraries expects X11-style behavior, Wayland could introduce subtle timing issues that make the PlayFab connection less reliable over time.
So in short, I donโt think thereโs much you or I can do about it. Itโs just that the combination of the network stack and native Linux quirks, possibly amplified by Wayland, doesnโt play well together.
Thanks for all that info, it sheds some light.
I'll have a go at trying it on X11, but it seems I'll just have to settle for the proton version when I want to play with my friend who is on an Xbox.
I got to say though, the native client with Bepinex experience on wayland + non-crossplay servers has been super stable.
No performance issues, stuttering or network drops at all.
Iโve never tried (EDIT: wrote wayland by mistake, meant hyprland) Hyprland, but itโs been awfully tempting since I switched to Arch. I just really like GNOME, so I got comfortable with it. But yeah, I have to agree; Proton is probably the best way to get compatibility with Xbox crossplay. I ran the native build during all my testing for a while. Overall, itโs pretty good, but I kept running into strange bugs that seemed to come out of nowhere, and they usually turned out to be related to the native version.
Here are a few other things you could try:
Since PlayFab might be sensitive to missed heartbeats or dropped packets, you could try:
sudo cpupower frequency-set -g performance
Or enable GameMode to minimize background slowdowns.
As far as networking goes:
I found that using a custom DNS fixed several weird issues for me on Linux. I switched to Cloudflareโs DNS โ 1.1.1.2 with fallback 1.0.0.2.
I did this through my router settings, but you can also adjust your MTU size by editing the dns.conf.
would be something like these commands below:
(make a snapper or timeshift backup first) if you go this route.
[main]
dns=systemd-resolved
sudo resolvectl dns <your-nic> 1.1.1.2 1.0.0.2
sudo resolvectl domain <your-nic> "~."
sudo systemctl restart NetworkManager
sudo systemctl restart systemd-resolved
resolvectl status
Cloudflares custom DNS does offer a bit of malware protection and phishing protection which is pretty good. I would say it still requires a brain in between the computer and chair still to avoid malware ect but I've had great experiences so far from using custom DNS even if I set aside the video game oddities that I had.
One final note: I had some very bizzare network rubberbanding on Insurgency Sandstorm on default DNS but using cloudflares fixed that for me.
re: STEAM_RUNTIME=0
editing my gamewrapper script today and remembering that symlink operations with associated zenity progress bar qdbus calls are signifiantly slower when the script is executed within steam, and extremely quick when executed in testing on a terminal... and it got me wondering if bypassing the ancient steam runtime stuff would be helpful.... for the speed of my script AND maybe the way I have to use Legacy Runtime 1.0 in order for BeInEx to work.
Has anyone done any tinkering with this? have any observations or speculative comment?
apparently i have some missing files...which arent missing, but stil report as such even after adding their location to $PATH, but my mind is moving on to the mission of dinner, so i may be missing somehting.
libXtst.so.6
libgtk-x11-2.0.so.0
libpipewire-0.3.so.0
libxcb-res.so.0
I set up a Zorin Linux desktop because of it's reputation for being 'efficient and secure' and it was running fine until it developed a problem with r2modman.
Although it ran good at first now the r2modman AppImage (the .deb package won't run) starts up but can't show it's profile list. The profiles are correctly created and in the right locations and have the right permissions and the r2modman app's location settings are correct.
r2modman did find and list it's profiles at first but now it acts like it can't find them anymore. I can use it's create function to make a new profile and use one of the existing profile names and it will load that existing profile correctly. It just can't show it in the profile list or the other existing profiles in it's start up profile list.
Anyone know of a way to get r2modman to show it's profile list as it normally does at start up?
UPDATE: Never mind. The start_bepinex_game.sh script that worked earlier today and I used to play modded Valheim all morning has stopped working now. No error msg. Just stopped for no reason. I'm going back to Windows where stuff just works.
you didnt happen to have default selected (top center) .... did you?
or pressed the r2 equivalent, which i guess is start vanilla
or maybe had a completely empty profile selected
No, none of those things apply. I checked everything many, many times very carefully. I pay attention to what I'm clicking and very rarely click the wrong thing accidently. And I wasn't high, drunk or distracted during the 5 or 6 hours I fussed with it trying to figure out why it worked a while ago and suddenly can't work now.
And, you missed the point of my post explaining the problem. I said, "...it can't show it's profile list" at start up. It has 6 active profiles and only shows the single 'Default' profile in it's list. I can switch to any of the profiles by creating a 'new' profile and putting the name of the profile I want to use in the name field of the 'new' creation step. However, even then it only shows the one Default profile in it's list. But choosing the 'Default' profile then uses the one I 'created'. The r2modman app is totally messed up with no clue as to how or why.
Personally, I'm convinced it was the OS being stupid and stubborn about some esoteric setting someplace blocking the r2modman app's ability to find and access it's profile folders/files. And, yes I set everything back to 'default' and rebooted it several times with no effect.
Just plain stupid like when it asks you to unlock your keyrings three times in a row before your browser gets to see the internet. If you unlock something once as administrator, why would it ask you to verify you're an administrator again within the next few seconds. That's not 'secure' it's just stupid. And I'm done with it.
You said you're using the appimage? What version number of r2modman are you on? There has been several updates and I don't think the Linux version of r2 auto updates like Windows does. It could be as simple as grabbing the updated version. I've also had crap luck with the appimage and ended up installing. You might have some better luck installing the actual .deb file from github. Zorins ubuntu base so you should be able to add it pretty easily. Edit: I've gotten the appimage base to work but had to commit to multiple extra steps instead of the easier route of installing and using proton layer.
could also be a distro issue. Some of them are a bit too edgy for their own good. If in doubt: a debian/ubuntu based kde desktop is boring enough that they usually work for many things.
in my case i had issues with flatpak and namespaces bs, i dont even have flatpak installed. resolved it when someone mentioned --no-sandbox --prompt-filter=userns, and iirc it was a listed git issue
works normally now
of course you could always try Gale too, imo its nicer, yet basically the same as r2
And, you missed the point
Yeah, probably. You are basically tossing a windows user tantrum about another OS becasue it isnt windows. In a forum where we learned to use the evilotherOS just fine. Nobody is reading much of the detail after the first pfpfpfpfpfppfpt.
Oh, right. I had forgotton what a dick you are. I really don't know why I haven't blocked you before this. Fixed.
Thanks for your reply. I was trying to get version 3.2.2 to work. First tried the .deb package and it tried to load and ended with a black screen and an unhelpful error window about not being able to run.
I then tried the AppImage and that worked and ran the r2modman app ok for about 3-4 hours or so. Then for no reason I know of, it stopped being able to show it's profile list at it's start. I haven't been able to fix that and have now given up on it.
There's more detail in my posts above but it's just a wall of useless, pointless text at this point. I do appreciate your trying to help me with it but it's futile and I'm done with it.
Honestly man, I would just try Fedora if you liked Linux. I used it for a while and it was the easiest one to use and I've used about 14 different distros already. You can download the .rpm from github on Fedora, double click it and install it like its as easy as Windows, then you launch your game once with experimental proton on it, then mods magically work every time. Otherwise if you really don't want to deal with Linux anymore then yes I agree just use Windows. No shame in using what works for you.
That's good advice. I may try Fedora at some point here.
I've used Ubuntu, Mint, and that distro with the dragon logo (I forget the name right now) in the past. All of them took some time to get used to their interfaces and their individual idiosyncracies.
But all of them were logical in the end and worked at some point after a bit of fussing. However, Zorin also has some other 'problems' that don't help my patience with it either.
So, yeah. At some point maybe I'll try Fedora. Good advice. Thanks again. ๐ป
Do problem dude, and yeah all the ones you mentioned are Ubuntu based, the one with the Dragon logo is probably Kali Linux which is a penetration testing distribution and not ideal for any daily driving. I've had terrible luck on Ubuntu 22 base. 24.04 and up I had an ok experience, but Fedora is a few kernels ahead and is considered a bleeding edge distro so they get faster fixes too. Its honestly my second favorite distro. I do a lot of benchmark testing too, and it had the same amount of frames per second as Arch linux or very close to it. I would see maybe 2fps difference at most in comparison. Zorin is based on ubuntu 22.04 which is really old. Popos also had these same issues which also had the same ubuntu base. I think Zorin uses kernel 6.8 which is pretty old, and Fedora uses 6.16 which has numerous bug fixes ect.
One last comment thats important about Fedora. If you are a Nvidia user make sure to enable third party repositories on install. This will allow you to install nvidia drivers, and steam with ease. It cuts back a lot of terminal use. Its an option you can select during the install. Both KDE and Gnome offer the same options. Both are a good choice, more or less user preference. Figured I should tell you about the third party repos just incase you use Nvidia, because most people do. Edit -- its a very guided experience and most of it can be done through gnome store or kde store. Edit: use the rpm Steam not the flatpak.
And thanks again. I'll note that for any attempt at Fedora in the future. I kind of remember enabling third party repositories for one or two of the other distros' installs in the past, too.
yeah suuuper easy on Fedora. I booted up my VM to show you. So steam you just grab from store, and if you clicked the enable third party repo button on install the nvidia drivers will show up in the updates on the store. This ones Fedora workstation. Probably the easier one to use imo.
and if you forget you can enable without a terminal on here too
I thought I'd just mention that not only do I like your attitude and advice here but I also like your mods from thunderstore.io, too. I've been using them on my servers off an on for a long time now and they add a lot to the vanilla game.
Thanks dude! With any shred of luck there might be some dungeons done in the next month or 2, I been working on them on and off and have 8 new random generated ones working. Its mostly coming down to stairs adjustments slightly, and decoration.
I got burnt out for a while but who knows with me, theres always some random surprise mod around the corner lool
I'll be watching for your dungeon mods. Don't get burnt out! Not with the abilities you display with your mods. This community wouldn't want to lose that.
People don't voice appreciation often enough for modders. Wonderful free gifts from you guys and only a few thank you's now and then. Just human nature, I guess.
Bro flatpak Is a godsend for dependency hell ๐ญ
In a world... Where QT's can live in different worlds, on the same beast. Is the world I wanna b in
If anyone has any funky business happening with their output.logs the recent bepinex updates prevent them from writing anything beyond whats currently on the console. Rolling back fixes it and can read logs again. Edit: It was moved to ValheimModding-ValheimDisplayBepInExInfo-2.0.1. Still does not display output.logs correctly.
Hey everyone! Long time player here! Recently sold my gaming PC for financial reasons and have been playing on a Dell Lattitude E7470. It has 32GB RAM and barely plays the game a minimum settings, but it plays! The only issue is that it randomly seems to crash 10 minutes after I start playing. I am not sure what triggers it, but I have the crash log for it. For reference, I am using the Flatpak steam on Debian Trixie with KDE. How do I open the .blob to see what it says?
As a follow up: is that mono_crash blob file the crash log? Or is there somewhere else to look for that?
The game has it's own log. You can look for info there while you wait to figure out how to access the OS log. The Player game log is in the same folder as it's world files.
IIRC I've had this problem, too, at certain times. The log had nothing useful in my case. I noticed the OpenGL version does not crash, and the Windows version (via Proton) does not crash, and later if I run via Gamescope, the native Vulkan version works much more stabily overall, and this is what I've been using recently (except, I don't have time to play Valheim). So here are three possible workarounds, there could be others. Hope some of them works for you!
laptop
seems to crash 10 minutes after I start playing
and you have already monitored temperatures and discounted that as a possibility...right?
A quick search in here makes me think that no Linux distros support r2modman's "Start Modded" button. Is that right?
I saw the symlink idea from @plain fox but does that work for multiple profiles or can you only link one profile at a time that way? Either way that's still a good idea.
it works fine
"start modded" I mean assuming you set it up right. i dont know what this symlink idea is
I see the symlink talk, I have no idea why it came about and what its trying to fix. but whatever it is fixed now
The problem has been all along for as long as I can remember that when you run r2modman on a Linux distro, you can get it to actually run, usually. But the "Start Modded" button starts a vanilla game with no mods. It's always been that way with Linux. This is nothing new.
If you've never had this problem with r2modman, please tell us what distro you're using. Thanks.
The start_game_bepinex.shscript was broken by a change in how steam launched native linux games. I fixed that and its in the latest version of BepInExPack_Valheim. The linux_wrapper.sh used by r2modman had a problem where it would break on paths containing spaces, either paths to the game executable or in the mod profile name. I submitted a PR to fix that and it was merged. I don't know for certain if thats active yet as I've been trying out Gale recently.
But yes as @lapis aurora said lets talk specifically about what problem is currently experiencing @devout edge and try to resolve it.
iirc LD_PRELOAD isnt supportd in current versions of the linux runtime, so unless you specify legacy runtime in compatibility options its not going to be able to feel the bep start parameters to the game environmnent
I made it work ๐
I don't know how to be more specific. You run r2modman on Linux, you d/l and/or update your mods in one of your profiles there and hit the "Start Modded" button. Your game runs without any of your mods. The "Start Modded" button starts vanilla. I can't be more specific than that.
Do you have valheim set to run in the default runtime in steam or have you told it to run through proton? Did you change the launch args in steam to what r2modman tells you to?
I tried all the compatibility options in Steam and I did copy in the launch arguments as instructed by the r2modman startup page. No help there.
and what are you checking for to know that the game has started without mods?
The game start up screen tells you how many mods you're running with in the upper left hand corner. If there no mod msg there, then you're running a vanilla game.
that was removed in the latest bepinex pack for valheim. you need to install a seperate mod to see that text now. but it should still have the test in the bottom right corner overtop the merch store graphic saying the game is modded
you can install https://thunderstore.io/c/valheim/p/ValheimModding/ValheimDisplayBepInExInfo/ if you want to see the bepinex version and number of mods loaded in the upper left corner
I'll try that. Thanks.
the runtime now overwrites LD_PRELOAD so setting it in the launch args or a simple script doesnt work. somebody had put code in the upstream bepinex launch script to detect when run by steam and insert itself into the launch arguments so the runtime runs the script again later. however they hardcoded the expectation of how to detect it was running in steam and where to insert itself in so it broke often. I rewote that part to detect the game executable and insert the launch script right before the game executable so the script will run after all parts of the runtime have been initialized and it should be future proof from any changes in steam.
yeah, i know, i was here when we were figuring it out :)
but if jaga isnt using legacy runtime it cant work, as i understand the runtime update
no it works on the current one now
my updates were included in the recent BepInExPack_Valheim release and are submitted upstream so they can make it to other games
I never had problems with "Start Modded" on Linux (EndeavourOS, CachyOS, Mint, SteamOS) in 2000+ hours in Valheim on Linux, It runs modded Valheim if the command in Steam is set as R2ModMan says at the start. Btw. i have no spaces or exotic characters in my paths.
Thanks for your reply. It seems my problem has been fixed by edits to the way BepInEx and r2modman interact. See above for posts by @limpid prism explaining the updates. Installing the BepInEx update made all the difference for me.
Although, I've abandonded the Zorin distro for other problems it had and am now happily immersed in Fedora. No problems there, for the most part. A couple things needed to be looked up on the internet and there's some things that are not so user friendly in an intuitive sense but that's to be expected with a new and different OS. Over all, it's been a good choice.
@lapis aurora do you have a roblox game
No, I don't. You must be thinking of another Ssammy. ๐
How is the PTB (w/ Unity 6) looking for you Wayland protocol users?
e.g. can you go 100% scale on fullscreen and move your cursor around and whatnot?
@lapis aurora I thot you where a sertent roblox game maker thatcjandel had beef with
I could have a look. Is there anything in particular I need to do to enable Unity 6- or is it enabled in the PTB by default?
re: screen
does anyone know of a way to timeout the ctrl-A esc scroll buffer in screen sessions? So that if i forget to reset it to scrolling mode it will automatically happen.
I'm seeing the server choke and kick everyone, but not actually crash, until i hit esc in the console i forgot i was scrolling back to read history in.
It's enabled/part of the package, so no actions needed. Do note that using the PTB can upgrade both your character and world in a way that makes it no longer compatible with the current/stable release. You may wish to manually back up both before running the PTB. The upgraded characters and world are usually compatible with the next regular release.
I checked that same afternoon on a fresh world and character.
Performance was identical to the stable release. No mouse issues, jittering or anythin'.
100 scaling, 5k2k resolution. Arch, KDE, Wayland
I see some people having issues on vulkan/amd, not sure if its related to linux as well.
So additional info: RTX 4070 with the nvidia-dkms package
hello whats the best way of running a server on a raspberrypi ? a year ago I installed everything manually (box64, box86) and everything was working fine, but now i'm struggling to update the game version so i was wondering whether or not it was better with a docker image
valheim doesnt run on arm processors so box64 sounds like your best solution
this looks mostly complete https://pimylifeup.com/raspberry-pi-valheim-server/
yeah thats the one I followed one year ago but now i can't update
getting stuff like
Box86 with Dynarec v0.3.7 fc0b51f3 built on Jun 21 2024 21:37:50
WARNING: setlocale('en_US.UTF-8') failed, using locale: 'C'. International characters may not work.
Redirecting stderr to '/home/pi/Steam/logs/stderr.txt'
Logging directory: '/home/pi/Steam/logs'
[ 0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logo
Steam Console Client (c) Valve Corporation - version 1751406682
-- type 'quit' to exit --
Loading Steam API...Error: Symbol execvpe not found, cannot apply R_386_JMP_SLOT 0x688f69d0 (0xd8bb90) in /home/pi/steamcmd/linux32/steamclient.so
Error: relocating Plt symbols in elf steamclient.so
dlmopen steamclient.so failed: Cannot dlopen("steamclient.so"/0x6542c7d8, 2)
Error: Symbol execvpe not found, cannot apply R_386_JMP_SLOT 0x688f69d0 (0xd8bb90) in /home/pi/steamcmd/linux32/steamclient.so
Error: relocating Plt symbols in elf steamclient.so
dlmopen steamclient.so failed: Cannot dlopen("steamclient.so"/0x6542c7d8, 2)
src/common/steam/client_api.cpp (585) : ClientAPI_InitGlobalInstance: InternalAPI_Init_Internal failed, most likely because you are missing a 32-bit dependency of steamclient.so (the Steam client is a 32-bit app).
ERROR (1)
CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded.
gonna update both box86 and box64 to latest versions and praaaaay
any idea as of why the server seems to be stuck at 'Set background loading budget to High' ? Or is it supposed to take a looong time ?
08/28/2025 23:07:40: Set background loading budget to Normal
08/28/2025 23:08:06: Loaded localization file #0 - 'localization' language: 'English'
08/28/2025 23:08:06: Loaded localization file #1 - 'localization_extra' language: 'English'
08/28/2025 23:08:06: Loaded localization file #2 - 'heightmap_message' language: 'English'
08/28/2025 23:08:06: Loaded localization file #3 - 'localization_witch' language: 'English'
08/28/2025 23:08:06: Loaded localization file #4 - 'localization_emotes' language: 'English'
08/28/2025 23:08:06: Loaded localization file #5 - 'localization_ashlands' language: 'English'
08/28/2025 23:08:06: Loaded localization file #6 - 'localization_captions' language: 'English'
08/28/2025 23:08:07: Loaded localization file #7 - 'localization_combatupdate' language: 'English'
08/28/2025 23:08:12: Set background loading budget to High
Did you get past the execvpe exception in SteamCMD?
As for being stuck there, it should be giving you noise about missing shaders immediately after, so it could truly be stuck. What was your command line for the run?
i believe it was steamd cmd, although after updating both box86 and box64 the update went successfully. Now for my trouble launching the server the command I ran was :
./valheim_server.x86_64 -password nottheactualpassword -logFile "/home/pi/valheim_server/logs/log.txt" -modifier deathpenalty veryeasy -setkey playerevent -beta public-test -betapassword yesimadebackups -nographics -batchmode -port 2456 -public 0 -name "Inoxtag" -world "Inoxtag" -savedir "/home/pi/valheim_data"```
Ah, well if what you pasted was from the console, it might have just switched over to the log file you specified at that point.
You should get rid of the -beta โฆ and -betapassword โฆ arguments/values as well. Those are for SteamCMD only.
what I posted was from the log file
alright guess i'll try
Also the global key is named playerevents not playerevent
whats the global key for ?
I'm talking about your -setkey playerevent. I'm assuming that was intentional? playerevents (with an "s") makes it so that events like raids stemming from game progression like defeating a boss only apply to a player who progressed instead of all players on the server.
oh yeah right i'll fix that as well, did that a year ago so i kinda of forgot half the arguments lol
well looks like it still gets stuck at the same step, could it be that the save file i'm trying to launch the server with is not compatible with the current game version ?
Does /home/pi/valheim_data exist and the pi user has read, write, execute access to it and its contents?
As for the world file, if /home/pi/valheim_data/worlds_local/Inoxtag.fwl (and .db) come from an older version, it can take some time for the world schema/terrain/locations to be updated for the new version, but you should start seeing messages about it in a few minutes.
If it still seems stuck, can you attach your full log here? You can obfuscate IP addresses or other private info.
yep
It almost looks like it's trying to use crossplay. You don't happen to have a -crossplay argument hiding in there?
If not, looks like you'll need to get libparty's dependency tree working. Might just need to apt install libpulse-mainloop-glib0 and see if it gets picked up as native(wrapped) on the next run.
nope no crossplay as far as i'm aware
Cool, then I would install the libpulse support for glib mainloop as mentioned above. Also are you running ./valheim_server.x86_64 raw or via the start_server.sh script? It can stall if you don't have the right appid env var set up like the script does.
btw i did manage to launch the server a few hours ago but it was on an old version of the game. And its ever since ive updated the game that it get stuck
well after installing libpulse the output is slightly different (well no errors related to libpulse) but its still stalling ๐
via the script yeah
should have sent the full script btw : ```#!/bin/bash
export templdpath=$LD_LIBRARY_PATH
export LD_LIBRARY_PATH=./linux64:$LD_LIBRARY_PATH
export SteamAppId=892970
echo "Starting server PRESS CTRL-C to exit"
./valheim_server.x86_64 -password nottheactualpassword -logFile "/home/pi/valheim_server/logs/log.txt" -modifier deathpenalty veryeasy -setkey playerevents -beta public-test -betapassword yesimadebackups -nographics -batchmode -port 2456 -public 0 -name "Inoxtag" -world "Inoxtag" -savedir "/home/pi/valheim_data"
export LD_LIBRARY_PATH=$templdpath```
You've still got -beta โฆ and -betapassword โฆ in there.
yeah well to be fair even without any argument it hangs
i'll remove them to be sure
hm maybe it's just taking a very looong time ? I can see 50% of the cpu is getting used so surely something is happening
nevermind now 0% lol
OK, if it's still stuck, next thing I would look at is if the Steamworks lib is not getting emulated. I didn't see it mentioned in your log output so maybe?
Try replacing LD_LIBRARY_PATH in the script with BOX64_LD_LIBRARY_PATH
There are two three instances of it to replace.
those preceded by $ ?
Yep, and those without
e.g. export BOX64_LD_LIBRARY_PATH=./linux64:$BOX64_LD_LIBRARY_PATH
hm no luck there either
didnt see any change in the logs either
maybe I should check my box86 & box64 installations
Sure. You could also check sudo ss -n -l -p for other things already using on that port and sudo ps -Af for prior instances still running and contending for resources. You could check dmesg and the syslog for weird things happening at the system level.
Only thing I have left to suggest after that is to wait even longer on next run. Sorry I don't have more for ya.
Thank you for your time, i'll some stuff and update the thread if i have anything new going on
I ran into something similar a few months ago lol and had to update box64 and box86, and steamcmd. Then i ran into a bunch of silly issues (that were on my side), like typos wrong dir paths and the likes in my service file that runs the server.
I was coming off from a long break and was switching from beta back to regular branch too.
All's well now server runs for literally days / weeks on end with no intervention needed. The key was setting the autosave interval to something really large like every >=4hrs or so
yeah well for the record I got it working as well, I just reinstalled everything from scratch lol
i'm curious; why do you need it to run as a service? Is it so the server comes up as soon as the hardware does? Some kind of scheduled restarts?
All of the above probably. Main reason would be starting on system startup. By telling systemd to send a SIGINT to kill it makes the server save the world before shutdown so now you have world saving when the server gets told to power down. And finally I think you can force a world save through another signal to trigger it before a system backup process runs. I can remember which signal it is though
Either SIGINT or SIGTERM works to trigger a save now, luckily. Agreed, having a predictable shutdown behavior is a big benefit to having dedicated server as a systemd (or OpenRC or whatever your OS uses) service. You'll just need to make sure the service definition gives enough grace period to cover the world save process (TimeoutStopSec in systemd).
is there a easy way to do a virus scan?
There's an app named "ClamAV" that's popular. Look it up, install it, try it out.
clamav is mostly used to detect windows viruses. its good for file servers and mail servers where the data is stored on the linux system and eventually makes it way to a windows systems
ty for telling
That's good info, thanks. So, if you want to do an anti-virus check on your Linux OS, what app do you use?
I asked google's AI chat bot about Linux Desktop PC viruses and he said:
"Yes, viruses and other malware can infect Linux desktop PCs, though they are less common than on Windows due to Linux's security design and a smaller target user base. To detect and remove a Linux virus, watch for symptoms like system slowdown, crashes, unexpected processes, and strange browser behavior. You can use antivirus software such as ClamAV or Sophos to scan for threats. "
Also, it said that as Linux becomes more populat, it'll be more of a target for viruses.
I dont. I've never ran an antivirus check on my home systems in 30 years of using linux. If you have a suspicion of a breach the best thing to do is stop using that system and roll back to a known good backup or reinstall. The number of generic linux viruses is absolutely tiny, instead they are against specific services you may or may not be running and tend to either be easily found or install a separate rootkit. There is a tool called rkhunter to help find those.
There are now more generic security tools for linux but they tend to be business orientated. We ran CroudStrike on our linux servers at my last employer but I questioned how much it actually did. Most of those for linux seem to exist to check boxes on corporate compliance lists. I know theres also some newer opensourse tools like Wazuh but those are more for monitoring and detection. They dont operate as a traditional Windows antivirus does.
That's good info, too. Thanks. ๐
Id say the top 3 ways of getting a Windows system infected are downloading infected files from shady sites, drive by 0day exploitation in viewing or opening a malicious file in a specific program, or clicking on phishing links. Those three rarely if ever target linux systems. More often the type of malware on linux are worms that look for open services that are explotable, most often in embedded system and servers, not desktop computers.
I took your advice and loaded up Fedora KDE plasma on my daily driver desktop. It was hassle free except for a few settings I changed to my preference. No deal breaker problems at all.
Valheim runs great and r2modman is doing it's thing without any quirks either. Both are solid and stable.
Fedora is everything I wanted. It's beautiful, efficient, customizable, and secure. I never would have discovered it without your recommendation. Thanks for that!
Hi, i'm trying to connect with some assholes that play on Windows, but i can't find any solutions
i'm 100% sure it's a network problem, i already checked the firewall, versions, Proton etc
but nothing really seems to work, i'm using Garuda, it's an Arch distro
Do they have crossplay enabled? I've never had issues playing with windows users, but loads of connection issues playing on crossplay enabled servers.
Both in the native version and through Proton. Something tells me PlayFab tech doesnt want to play nice with Linux
No Crossplay, i even installed GE-Proton-13
and Proton 9.0.4, so i really don't know what could be the problem
Out of curiousity, do you have this issue with the native client as well?
yes
i already have 2 hours played on this, and its just the fucking menu
trying to fix this
Whats the exact error message in the UI?
Failed to connect
is there a way i can retrieve the exact error?
Assuming you made absolutely sure you've used the right ip AND port (format like: 123.123.123.123:4567)
Try to log in one more time, exit out and find your player.log in $HOME/.config/unity3d/IronGate/Valheim/
It should give some more info on the error
i was trying Steam, but i did try the IP some times
it should work on both i assume
Any relevant stuff in your player.log?
Valheim is linux native, you should not be using proton.
it starts connecting, but after some time it refuses and cancels
im his friend
I had this issue long ago and it was caused by crossplay. The host needs to turn it off in the settings before starting the game. If you are using a dedicated server it needs to be disabled in the startup command
its turned off
the only other thing I remember from back then was setting the launch options to ./valheim.x86_64 ; echo %command% made it work for some reason but breaks steam overlay
but thats for linux native version, not running it through proton
aight
lets try once again
but just to be sure, Crossplay is disabled on that toggle above Start, correct? Just to be 100% sure
it says "Crossplay"
everyone of the 12 people i asked told me to turn it off
didn't work :(
are you using mods?
are you running the windows version through proton or the linux native version?
ummm
i just installed it on Steam, it should be normal no?
Linux native i mean
it should be, you can look in the game dir to see if its valheim.exe or valheim.x86_64
try setting game launch arguments to ./valheim.x86_64 ; echo %command% and see if the game starts that way
maybe if i install the windows version it will be compatible with the Network of the Windows host?
already tried it, didn't fix it
a detail i noticed is that it only detects one player on each server on the listing
even tho my 2 friends are playing currently
also tried disableling both firewalls, host and mine
thats probably just the server browser being slow
idk really
nothing works, i'm hopeless
i assume you forwarded the network ports? Without crossplay you do need to.
obviously you wont need valheim-server2
Just to be clear, crossplay needs to be turned off by the host. You arent the host, right?
Unless you've set up some heavy security restrictions on your own end.
Another option is to post your player.log file here, that I mentioned earlier. (Right after a failed login attempt)
Check for any private stuff before you do
i'll send it here
I also included the previous one, they should have the same issue
i set a rule for both on the Firewall in
i'm not really used to this, so it's tricky to point out what's happening
but i'm guessing the problem is the PlayFab match making thing
playfab is crossplay
i'm sure it was turned off
on the hosting machine and mine
this is how it was started on host
and i always leave it off on mine too
I believe you, I'm at a loss for what else to try too
Well thanks for all the suggestions, i guess my notebook's broken for this one
other option would be run a dedicated server
I cant make much cheese from these logs..
I know @dreamy berry is very proficient at reading these logs.
(I am sorry for the ping, we cant find out whats wrong here)
Yeah, if you see it trying to connect via PlayFab it means your client is still convinced the server is using Crossplay. Happens for two reasons:
- A stale Favorites or recent entry for the server's public IP address. Delete it if you can and re-add the new server.
- The server's registration with Microsoft is still active and hasn't timed out yet. Can be solved by waiting a bit longer or having the server owner switch to a different port.
Given neither log you attached shows the IP-based PlayFab query (unless you deleted those log lines?), I'm going to guess it's #1.
np, thank you actually
i'll try this next, thank you a lot
should i use Proton or nah?
some people said it should work fine without it
Shouldn't matter as far as this problem is concerned (would happen in either configuration). As for performance, definitely sounds worth trying the latest version native without Proton.
Yeah i'm going native
so i tried fowarding the Ports, also checked favorites and such, but still no results :(
i think i tried everything, there's something i'm missing
there's no way my Notebook is that much of a special case
Leftfield idea but- do you have a windows VM? You could try if that works.
Not to play, because the experience will be horrible without GPU passthrough, but to test. It should connect that way.
If it doesnt, you confirm that the issue is on your host or within your network (router or ISP)
And dont forget to reverse the port-forwards. You only need to do that as host.
Are there other servers you are able to join? You can test with mine if you need to
Not a single server i've tried had worked, i don't think it matters which
i just gotta figure out my settings here i think
but good idea, i'll try a Virtual Machine when i have the patience
Do that!
And if you havent yet, complete deinstall.
And remove the associated folders in .config/unity3d/IronGate and your .steam directory before reinstalling
Just to make sure no stray files are left
one thing that weirds me out it that i never had this kind of problem with nothing else on this system
just analysing a bit, this is the part of my player.log when the Server loses connection, don't know if it's from me or it, but is it possible that it's caused by this SteamSocked event there?
this line seems like a problem
09/12/2025 10:22:46: Got status changed msg k_ESteamNetworkingConnectionState_None
This is even worse actually
09/12/2025 10:22:35: Got status changed msg k_ESteamNetworkingConnectionState_FindingRoute
09/12/2025 10:22:45: Got status changed msg k_ESteamNetworkingConnectionState_ClosedByPeer
09/12/2025 10:22:45: Socket closed by peer Steamworks.SteamNetConnectionStatusChangedCallback_t
ok so im not sure on any of this but I thought if you connect through steamworks it doesnt need the port forwarding, but something seems wrong there. if you add server and put the IP:port in manually port forwarding is likely needed and depending on the networking setup and you need to forward not only port but port+1
having 3 different ways to connect (playfab, steamworks, direct ip) is confusing
i tried all methods i could
it conflics with Crossplay and i can't Foward the ports on the router we are using here
but i think i found the exact problem
thanks for the help, now i know how to solve it >:)
This is looking better than before as it's no longer trying to connect to a Crossplay server. How are you connecting? External IP address? IP address and port combo? domain name?
And are they using a whitelist on the server? Any local firewall, VPN, or security suite?
All the firewalls have the ports managed, there's no Whitelist VPN or suite. I tried IP with port, also directly ingame, from friends list
but did i mention im in Arch? Not sure if it works fine in all Distros
Leaving Steam running while playing/connecting?
yes sir
i'm reinstalling all network packages on my machine rn
also cleaning any garbage
OK. I'm guessing the last log you posted was from Friends list attempt maybe? It would be good to see another IP address attempt just to make sure it's not still trying to use PlayFab for that approach.
arch is the base architecture for steamdeck, so in theory you are closest to being on the intended system for native linux games under steam
i think the issue was related to the network me and my friend were using, tho i will send any other cases of failings
thanks a ton for the help, everyone
need help with valheim not launching on wayland compositor (hyprland)
i do have xwayland enabled
steam wouldnt work without it I believe
i tried running it with proton but am onyl getting 10fps
on menus
ok
i tried it with proton experimental and now it runs as it used to
They pushed a stealth patch the other day (no version number change and no patch notes) and it changed the capitalization of files on Linux. If your valheim.x86_64 and valheim_Data still have lowercase Vs you may need to reinstall.
oh
On Steamdeck there's no issue because Valve set a rarely used option to make the filesystem case insensitive like windows. But it will be a problem on other Linux systems.
ok valhiem data is lowercase v
Switch back to native and see what the capitalization is
ok I reinstelled and it is capital
now
It should launch now in steam
it did
also, I used xkb keymap to swap escape ad alt, but valheim still uses the escape key on my keyboard to pause instead of the ctrl key
Sounds like IronGate has unintentionally found a Steam Linux bug. Changing capitalism of files needs a reinstall or maybe a file check.
I wonder if it's reproducible by installing precta and updating
This happened when the macOS Valheim was renamed in Steam as well
Though macOS was case-insensitive by default
File check didn't work when I tried
My bepinex stopped working on latest build on linux - did i flub it up somehow?
Does bepinex still work on linux using R2modman?
I know i fought with it months ago.. and ended up straight just manually taking files from the r2modman location, and copying them into the appropriate valheim folder paths, then launching the game with launch option: ./start_game_bepinex.sh || %command%
I vaguely recall there being something in the .sh script i had to edit.. perhaps?
okay im dumbfounded.. updated bepinex_valheim, now when i launch the log gives me:
ERROR: ld.so: object '/var/home/Nitro/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
./start_game_bepinex.sh exited with status code 1```
The start_game_bepinex.sh script had.. valheim.x86_64.. and the executable now is Valheim. x86_64...
Fix is to edit script with capital V.... in valheim.x86_64
Hopefully IG reverts this stupid capitalization change so we don't need to push a bepinex update because of it.
Just after finally getting it working ootb on Linux after a year of being broken
maybe its part of a humiliation ritual included in a microsoft platform-licensing agreement? }:]
PS: i dont know what distro/platform you guys are on, but i never saw this caps issue... if i did i would have just made a parallel symlink for the caps variant
It's a custom Fedora based distro (Bazzite).
Mimics a Steamdeck OS for handhelds like Rog Ally (asus gaming handheld)
This issue occured JUST since the last patch
The steamdeck applies a filesystem option that makes the filesystem case insensitive. Most other distros do not. Steam doesnt seem to be changing the filename cases on update. The launch command was changed to use the new capitalized version. You may need to delete and reinstall the game in steam to get the new correct file casing. And if using BepInEx, modify the start_game_bepinex.sh script to have the new filename.
The case sensitive thing doesn't seem to be an issue with only bepinex since I wasn't able to launch the game for a few days (maybe since the last update of the Steam Linux Runtimes?), but was working fine before that (meaning I had played a few days with the new CTA update). After seeing this messages for the capitalization and then renaming Valheim.x86_64 back to lowercase, the game starts fine
I tried both with and without mods/launch arguments, so it wasn't a bepinex.sh thing
Just tried on Steam Deck, same story, wasn't launching until I manually renamed the executable to valheim.x86_64
To be on the safe side, my advice is it's best to delete all files so that the files are in the case the game is expecting them to be. It may work for a while if you rename the executable manually, but no one knows what the game is expecting in the future / if there are other files...
These kind of issues (stemming from CaSe SeNsItIvItY) is a very common one. Another culprit is Civilization V. At least a few times, the native port was updated such that the game file names (as downloaded!) did not match what the game is looking for. In that case it was worse; deleting did not help as it was a game code / file naming discrepancy issue, which never triggers on Windows. And bad QC at Firaxis, hence it was pushed into steam unspotted. But at least they spotted it and fixed the native port later ๐
I agree that we shouldn't rename files manually, but without the rename the linux native version doesn't even start, doesn't matter if it's modded or not
It does start if you delete all game files and let it re-download (as then all file name cases should be as the game expects and all files re-downloaded, in case Steam doesn't spot something because the cases are different)
No manual renaming is needed
Hm I didn't delete it, I was switching between proton version and the native version. Still, it should have worked since switching between native and proton removes the old version and downloads the selected version, but it's possible that some files are not replaced
and like I sad, it was working for a couple of days and then all of a sudden stopped working, which I think is around the time that Steam Linux Runtimes updated, so it could be that there is something wrong with them that caused this issue
if you are using mods you should edit the executable_name variable in start_game_bepinex.sh instead of renaming the game executable. if you arent using mods then it should work fine as I tested it on a new install of the game on debian
if you are only launch through steam and not running start_game_bepinex.sh manually, then you can also just change it to executable_name=""
Yeah i just uninstalled and reinstalled to get the game to launch again as stated in: #linux message by arrowmaster
reinstall, edit files, repeat until it works
this is so win95
do you even linux bros?
old=/home/$USER/.steam/steam/steamapps/common/Valheim/valheim.x86_64; new=/home/$USER/.steam/steam/steamapps/common/Valheim/Valheim.x86_64; [[ -s $new ]] && ln -s $new $old || ln -s $old $new
Mouse only works on one monitor after the last update, again. If the game is on any other monitor, I cannot click anything in the UI
If anyone could quickly help here, would be nice, otherwise I'll look for a place to create a ticket. According to some Steam discussion it seems not to be unique to my system
hi all, i am using r2modman and when the game runs it is "invisible", aka running but not visible anywhere. what gives lol?
Wayland or X.Org? Seems like some kind of focus issue. Could be a combination of Wayland and your window manager. Majority of users have only single-monitor so could be that not many will face the issue.
You could try running trough Gamescope (as it's a nested display servere, it could work around the issue, whatever it is).
Wayland, but there is a report of this happening on X
It is an engine issue most likely
The fix is running it in windowed mode, because windowed and fullscreen are the same thing, unity just doesn't know that
The official report form is here: https://www.valheimgame.com/support (in case you didn't know)
Yes I already submitted a report, but due to the high inconsistency of this issue, I'm not sure it's going to be resolved soon
just ran into the bepinex and valheim capitalization issue. renaming in the script file failed. Renaming Valheim.x86... to valheim.86... worked.
no cookie for IG for changing the caps. tsk tsk! ๐
---------- Mod Issue ----------
- Mod: ServerCharacters by Smoothbrain
- Linux Server / Docker
- Docker Image: mrbround18
Issue
Character data is not saving to the server when players log on. It requests players create a new character every time they log on, even after trying to move character files over to the server manually.
All other files are saving normally. backups/worldfiles/configs
I would appreciate any input to guide me in the right direction to remedy this issue.
Probably #mods-issues is the place to ask for mod-specific issues, but at least look at logs if you haven't yet
I was reccomended here.
Someone was saying that the issue is most likely docker, and not the mod itself.
I've looked at logs and all it says regarding the issue is:
[valheim_server.log]: 10/02/2025 03:10:12: failed to load: /home/steam/.config/unity3d/IronGate/Valheim/characters_local/Steam_76561198128719552_souki pt.fch (Could not find file "/home/steam/.config/unity3d/IronGate/Valheim/characters_local/Steam_steamID_soukiden.fch")
It says nothing about saving the .fch file.
I will post in the mod help section.
Thank you
Does this file that it tries to load actually exist? Does this path exist? Do you have permissions to write to that path? That's what I would check
The mod should create the file when a character logs into the server for the first time, then it loads the file next time they join.
I tried to change the permissions of the "characters_local" directory with this line, but no luck.
I'm not very linux savvy and kind of learning this all as i go.
My linux vocabulary is just from google searching my issues.
I'm honestly suprised ive been able to run worlds for different games
chmod 777 /directory
But does your user have permissions to it? It's supposed to, but check just in case. Also check the mod config just in case
the thing in the container that manages the game server is locked to 111 uid.
it has permissions to do cronjobs and things so i would imagine writing wouldn't be an issue, but I'm not sure if it has permissions to that folder specifically because steam made the folder?
Maybe you should just make your own container? This sounds a bit more complex than it can be for a simple server
are you sayin my own docker image?
that is far beyond the scope of my knowledge i'm afraid
Then you need someone more experienced than me to help you fix this one
It makes me understand why so many computer people suffer from hairloss.
I thought it was natural, but they are pullin that ish out 100% haha
I appreciate your time
It's not as hard when you know the problem, but debugging it over discord is not efficient
Which docker image are you using?
Note you need to check permissions inside the docker image. It should (if it's configured sanely) already have write permissions everywhere on the home directory, as the user it is running Valheim as. If you need to change permiossions in the first place, there is something very very wrong and you need to fix the underlying issue
I doubt its a permissions issue. that shouldnt happen in a docker container if the world is saving correctly. and chmod 777 is almost never the correct solution to a permissions issue, it causes all kinds of trouble
is the world being saved into a directory in /home/steam/.config/unity3d/IronGate/Valheim in that container or somewhere else?
Mrbround18 is the image
It's in the container itself to a directory I told it
thats the messsage you get when a player joins the server for the first time, it's not an error. You may be fixating on that one line and not bothering to consider if the log after that shows the player actually connecting... or whatever errors it is displaying after that line.
and that folder is in the default /home/$USER/.config/unity3d/IronGate/Valheim format? and hasnt got multiple characters_local folders nested inside each other?
also; its pretty hard to see whats happening if you arent giving us a clean test example: like starting the server, creating a new character, attempting to join, and posting the logs of it immediately after that...
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
truncated up until where the server actualy statrts ( 10/03/2025 11:54:37: Game server connected ) this is the console output showing a new player 'smalltest' successfully joining, landing at the boss stones, and then logging out
server launched with:
/home/steam/valheim/valheim_server.x86_64 -port 2456 -world smallTest -preset normal -savedir /home/steam/.config/unity3d/IronGate/Valheim -public 1 -name smallTest -nographics -password testy
Here are the shortened log files
Loggin 1 = Logging in with new character
Loggin 2 = Trying to log back in with that new character
I NEE' HELP pls
Running a server on my ubuntu server. I'm trying to get BepinEx to work, but I'm not making any progress.
The server works 100% outside of not being able to get BepinEx to work.
What's not working?
I'm having an odd problem with my Fedora KDE Plasma X11 desktop. It's been running perfectly with all my other mods until having a problem with the Gungnir mod update just now. (Gungnir was broken by the latest game update but has now been updated by it's author).
The command window spams this msg. and the blank console then freezes the keyboard input:
[Warning: Unity Log] Unable to load font face for [Consolas]. Make sure "Include Font Data" is enabled in the Font Import Settings.
[Info : Unity Log] Unable to find a font file with the specified Family Name [Consolas] and Style [Regular].
[Warning: Unity Log] Unable to load font face for [Consolas]. Make sure "Include Font Data" is enabled in the Font Import Settings.
[Info : Unity Log] Unable to find a font file with the specified Family Name [Consolas] and Style [Regular].
I've added the Consolas fonts to the Fedora OS to no avail. The system confirms the fonts are added but it makes no difference. I've tried the different Steam compatibility tools and no help there. I've reported the issue to the mod author but havn't heard back. I suspect he's not going to be able to duplicate the issue.
Is there anything more I can do to get the Gungnir mod to stop complaining about the fonts and just work with the F5 console as usual?
warnings wont stop things from working, generally. Look for actual errors
/home/$USER/.steam/steamapps/common/Valheim/BepInEx/LogOutput.log
/home/$USER/.config/unity3d/IronGate/Valheim/Player.log
Yeah, I checked both logs. No errors there in either one. Just the warning and info msgs. above.
Update: I fixed it. I got this advice from a user over at nexusmods.com and it totally fixed the problem. ๐ฅณ
Here's what he suggested: "I'm playing on Linux, so take this with a grain of salt for your problem: I had to run protontricks, open up the default winetricks profile, then install the consolas font. After that, it worked for me."
Why are you running through proton?
As a compatibility layer for Steam? Yes, the "Proton Hotfix". I also use Proton's VPN, which is totally off the subject... Sorry.
And my launch options for r2modman's "Start Modded" button to work are:
/home/User/.config/r2modmanPlus-local/Valheim/profiles/linux_wrapper.sh || %command% -compat-force-slr off
In case you were gonna ask about that next. ๐
This game is native, that's why I'm asking
Yeah, that's what I thought, too. But the game won't start without the Proton Hotfix. Nothing in the logfile about it. Just says it's shutting down and player disconnected.
You should look into why it's not starting, running through proton isn't a fix
Hmm... Ok, so when it crashes without any compatibility layer or any of the other compatibility layers but runs great with Proton Hotfix, I'm just gonna call that a "fix" and head for bed. I'm tired of fussing with this and I'm not inclined to argue with success.
Just know that it will eventually lead to more issues, other than that it's a fix
You need to edit start_game_bepinex.sh and change executable_name=valheim.x86_64 to executable_name=Valheim.x86_64. My bad about the lack of error message for that condition, its in the patch I sent to upstream BepInEx but was missing from the one I sent to AzuMatt. Also your steam launch argument is wrong. For R2MM it should be /home/User/.config/r2modmanPlus-local/Valheim/profiles/linux_wrapper.sh %command%
First of all, and most importantly, thank you for all you do around here!
So, if I understand correctly, then when I make the changes you suggest, I no longer need to use Steam's compatibility layer to start the game modded from my r2modman.
But, I'm still hesitant to make changes to something that's working on the premise of the adage "if it ain't broke, don't fix it".
So then, what exactly would I gain by making the changes to my game's compatibility layer and launch options, which are currently working just fine?
so im not actually sure what exactly /home/User/.config/r2modmanPlus-local/Valheim/profiles/linux_wrapper.sh || %command% -compat-force-slr off is supposed to be doing because linux_wrapper.sh needs the arguments passed to it so I expect its failing so then the || (or) goes off and %command% gets called without the wrapper. the -compat-force-slr off then turns off the steam runtime
what should happen is you call linux_wrapper with %command% as its arguments. it then uses the profile arg added by r2 to figure out which profiles start_game_bepinex.sh to run. I really dont understand how you even have it working currently
unless you are running through proton??? if the dlloverrides are set in the wine prefix they would always be active
Thanks for that explanation of the launch arguments. That makes it a lot easier to understand.
I did run protontricks, and opened up the default winetricks profile, to install the consolas font which appeared to be what caused my issue with the F5 console in the first place.
I think if you completely remove the launch arguments nothing should change with running it through proton
I'll try that. And with the compatibility layer left as Proton Hotfix? Or remove that, too?
leave compat layer set to proton hotfix for now
lets remove the jank first to figure out whats working, then we can try swapping to native if you want to
That makes sense. Thanks, again.
So, here's my current situation.
I removed the launch arguments. And I tried then using no compatibility layer at all as well as trying some of the other layers like Linux Runtime and a couple of the other Proton layers in there as well.
The game starts fine from the r2modman Start Modded button with no launch arguments but only by using the Proton Hotfix compatibility layer. It needs that for whatever reason in order to be able to use the F5 console normally.
if you want to try native (no compat layer selected) you need to go into the r2mm profiles and edit the start_game_bepinex.sh as I said above so the line is executable_name=Valheim.x86_64 then set the launch arguments to what r2mm tells you to set it to
Noted. Thanks, again.
hi - after years of playing with no issues - today ive had 2 random crashes - running cachyOs - where can i send any bug reports ? did a gdb after
player.log shows
Caught fatal signal - signo:11 code:128 errno:0 addr:(nil)
journalctl shows
Oct 10 20:58:32 cachyos-x8664 systemd-coredump[6076]: [๐ก] Process 5893 (valheim.x86_64) of user 1000 dumped core.
Module libMonoPosixHelper.so without build-id.
Module libmono-native.so without build-id.
Module libmonobdwgc-2.0.so without build-id.
Stack trace of thread 5893:
#0 0x00007f56d6089438 n/a (UnityPlayer.so + 0x2489438)
#1 0x00007f56d60895c9 n/a (UnityPlayer.so + 0x24895c9)
#2 0x00007f56d6085f10 n/a (UnityPlayer.so + 0x2485f10)
#3 0x00007f56d51c0064 n/a (UnityPlayer.so + 0x15c0064)
#4 0x00007f56d51b4c11 n/a (UnityPlayer.so + 0x15b4c11)
#5 0x00007f563ad1467f n/a (libmonobdwgc-2.0.so + 0x11467f)
#6 0x00007f563ac43550 n/a (libmonobdwgc-2.0.so + 0x43550)
#7 0x00007f56d3844aa0 n/a (/run/host/usr/lib/libc.so.6 + 0x44aa0)
ELF object binary architecture: AMD x86-64
and when i did gbd and backtrace it showed
[New LWP 5327]||
warning: Could not load shared library symbols for 86 libraries, e.g. /usr/lib/pressure-vessel/overrides/lib/x86_64-linux-gnu/libm.so.6.
Use the "info sharedlibrary" command to see the complete listing.
Do you need "set solib-search-path" or "set sysroot"?
Core was generated by `/mnt/steam_nvme/SteamLibrary/steamapps/common/Valheim/valheim.x86_64 ENABLE_HDR_WSI=1 %commad% -console'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 0x00007f005cb321e3 in ?? () from /mnt/steam_nvme/SteamLibrary/steamapps/common/Valheim/UnityPlayer.so
[Current thread is 1 (LWP 5289)]
(gdb) bt
On Arch it's entirely your responsibility to check every updated package before proceeding not to break your system. In the other chat you mentioned an update, check what you updated and see if it matches anything in the logs
re: Run the application and make sure all pipelines are being used.
in: https://docs.unity3d.com/6000.0/Documentation/Manual/embedded-linux-optional-features.html
How do i confirm all pipelines are being used?
Maybe -force-* it and check if it doesn't crash
i'm guessing thats a unity player parameter... i know almost nothing about unity per se, i'm really just interested in what that means in the context of starting valheim. It seem to be just 'start the game, and that generates the cache, which I have scripted at game exit to copy to it's less temporary location if its bigger than the prior one copied. Preumably bigger cache is more cached.
Should we report this as spam?
How I long for a return to the good old days when being stupid was something people were embarrassed about and attempted to hide, rather than being proud of it and telling everyone.
Idiocy is not cool, m'kay?
you're telling me.., every day nowadays is a scene out of Idiocracy. That movie wasn't a comedy, it was a documentary.
the crocs story from the costume designer is also telling
Bye Frank.
That was fast, did he say something baity again?
Anyway, guys, do you think I could run Valheim server on Android?
It would be tough but possible. The two major pieces of that puzzle would be an x86_64 emulator assuming it's an ARM device and finally glibc (vs Bionic)
Yeah I know, the question is whether the server itself is fast enough to run well after emulation
Not sure what he was trying to achieve, but if it was getting banned from the Valheim discord, I think he nailed it.
What did he do? I don't think his original message was enough
For steam on linux, where can I find the Valheim log file or crash file? Do I have to do something enable logging before I get a log file?
Not sure about crashes, but regular log lives in ~/.config/unity3d/IronGate/Valheim/Player.log
Thanks. I would never have thought to look there.
Does anyone have a clue why i have a verison 0.221.6 on my linux dedicated server, with docker image from lloeschle?
Was an update this morning don't see any patchnotes for it
What needs to be done so that this works with the client? I never had the issue before tbh.
You update the client
You check mods they can give that error also
No mods.
executable name has been changed back to all lowercase https://steamdb.info/patchnotes/20460509/
lol
just for general info: since the first time this CaPiTaLiZaTiOn issue appeared i had made :
a lowercase symlink from the uppercase Valheim_x86.64 (first stealth update) executable
and
an uppercase symlink from the lowercase valheim_Data (original format) directory
...To test if doing it either was was going to be a problem in future.
I saw the update happen when launching the game yesterday. Nothing failed, and nothing got replaced. I was kind of expecting the symlink to the binary to be overwritten with the actual binary, but it didnt.
TL;DR: symlinking them seems to be the simplest way to avoid/ignore these shennanigans
inb4 they change valheim_Data to valheim_data or valheimData when the next someone realizes that valheim_Data isnt correct camelCase or snake_case, and therefore HERESY
This situation seems to have exposed a bug in steam on linux. its not updating files when capitalization changes
rolls eyes in case-sensitive filesystem
Pretty sure it's Unity generated so it'll be fine
Did any of you have issues with it this time around that required a re-install? I've been hearing from people that it may have been more seamless than last time in the current version of Steam.
I made an Arch hackintosh. The temptation to tell Apple users I got Valheim running mods at over 200 FPS has never been higher. ๐
I just reinstalled the game a couple weeks ago to fix this problem. (and possibly other problems) I received patch 20460509 and the directory case on my installation didn't change and is now the old Valheim_Data/ not the new valheim_Data/ Should I reinstall the game again or is this thing just going to be flipping back and forth? Do we think this is an intentional change by the devs?
the last time was unintentional, this time it was intentional to fix it. go ahead and reinstall again
found a 10 year old open issue and added notes. probably wont be fixed by valve anytime soon https://github.com/ValveSoftware/steam-for-linux/issues/577#issuecomment-3444086566
Is it a bug though?
yes?
I just assumed it was developer's responsibility to verify whether it works, but I guess let it be a bug if they confirmed it with a label
Hello, I just installed Manjaro (Arch) on a new AMD laptop and the game runs fine on Steam unmodded, I can manually run Bepinex and it works fine, but starting the game modded from Steam fails. I know about the command, I tried using different Steam Play compatibility tools (including the good ol' LInux Runtime 1.0), but nothing works. It's obviously just an issue with Steam, but it's new to me.
@mighty obsidian please supply more detail
which bepinex, sourced from where?
i know about the command
what command exactly?
also confirm that the case of these are matched in start_game_bepinex.sh and whatever script r2 calls in the steam launch options field (changing case of some letters is an issue in the last couple of stealth updates)
..../.steam/steam/steamapps/common/Valheim/valheim_Data
..../.steam/steam/steamapps/common/Valheim/valheim.x86_64
I don't think it matters because nothing changed from when I had a working modded game aside the laptop I'm using (made a full backup), anyways I'm using the latest Bepinex available on Thunderstore, the command would be the one you have to type in the Steam launch options i.e. ./run_bepinex.sh %command% and no files were edited because it used to work without needing it
The stealth update wasn't an issue for me and it still isn't since the game can run both vanilla and modded, the only issue is running it modded using the Steam launcher.
does it launch but unmodded or not launch at all?
It doesn't launch: Steam shows "launching" then in a couple seconds it stops.
check in ~/.steam/steam/logs/console-linux.txt to see if theres any indication of whats wrong near the end
Seems like something related to the in-game Steam overlay, even if it didn't give me any issue before. Here's the error, which happens both with the overlay enabled or disabled:
[2025-11-05 18:52:14] chdir "/home/pbell/.local/share/Steam/steamapps/common/Valheim" [2025-11-05 18:52:14] ERROR: ld.so: object '/home/pbell/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. [2025-11-05 18:52:14] /bin/sh: line 1: ./run_bepinex.sh: No such file or directory [2025-11-05 18:52:14] Game Recording - would start recording game 892970, but recording for this game is disabled [2025-11-05 18:52:14] Adding process 66487 for gameID 892970 [2025-11-05 18:52:14] Game Recording - game stopped [gameid=892970] [2025-11-05 18:52:14] Removing process 66487 for gameID 892970
[2025-11-05 18:52:14] /bin/sh: line 1: ./run_bepinex.sh: No such file or directory
You have set the wrong command in the launch arguments. If you installed manually or with Gale its ./start_game_bepinex.sh %command% if you installed with r2modman there is a different command it will tell you to set in the launch arguments.
Now the game starts but Bepinex won't, and I still get this: [2025-11-05 19:02:06] ERROR: ld.so: object '/home/pbell/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. [2025-11-05 19:02:06] ERROR: ld.so: object '/home/pbell/.local/share/Steam/ubuntu12_32
you can ignore both of those
it could be a problem with the capitalization of the game executable if you installed before they fixed it. if you check your game director is the file If its launching then things are good. did you check the bottom right corner of the main menu for the text saying you are running the game modded?valheim.x86_64 or Valheim.x86_64
It turned out the Thunderstore version stopped working for me a lot of time ago so I switched to another version I found on GitHub (I think) which I restored from backup, and now everything works fine.
Yeah the start_game_bepinex.sh script was broken on linux for like a year, Its fixed now. And you probably found one of my fixes on github before it got merged in and released on thunderstore back in august.
One message removed from a suspended account.
if you havenโt bought the laptop yet try to find one with AMD hardware. Especially the gpu. If you go AMD it would be very easy. You can even have full secure boot with fedora via AMD right out of the box. Otherwise if you already have nvidia CachyOS, nobara, and popOS were great on nvidia. For most distros gaming is really easy because proton. Steam deck changed all that.
Hi all, running on linux and occasionally get crashes when connected to a friend's instance
no one else crashes at that point so I'm pretty sure it's me
im hosting an ubuntu valheim server, i have an exception for the firewall and i have a port on my router, but when i try to type in the ip and port it says "the input is not a valid ip"
What are you typing in and where? (feel free to mix up numbers a bit for privacy if you'd like)
Ah it worked, for some reason when I copied my IP it copied other parts of the message but for some reason did not show
I experience the same thing since the Oct 3 steam patch. I haven't figured out what causes it. There are talks about the problem having something to do with AMD cards and Vulkan but I have no idea if that's what's causing it.
I am on amd so that would match up
Can't sleep making apps for mi Valheim Server
I'm thinking of switching from vulkan to opengl in an attempt to stop crashes. Are the command line args -force-vulkan and -force-opengl ? Any thoughts on whether or not this will help?
If you are in Steam (which you should be if your using linux??) its just the prompt of what to launch when you hit play
Ages ago I dismissed that prompt and I haven't seen it since. Do you know how to re-enable it?
-force-glcore
vulkan is better, but it may depend on what your system is
I've got my Linux Mint install segfaulting pretty regularly
https://www.reddit.com/r/valheim/comments/1p6in3h/comment/nqqiiss/
Made this reddit post about it but I'm not really sure what to do with it, I have a Radeon 9070 however someone in the steam-bugs chat mentioned it could be drivers.
try launching in opengl mode instead of vulkan. theres a known issue with the latest unity, amd, and vulkan
"[Vulkan] Crash on with multiple stack traces when rendering large Terrain with specific hardware" - I guess that'd be the one but "specific hardware" makes it hard to pinpoint. I'm on 7800xt on CachyOS and in 60hrs I haven't seen a crash yet. In fact I thought the game was surprisingly smooth and optimized until reddit bit my head off for saying it ๐
is there any known workaround to the linux client version drift when connecting to servers?
Get the server maintainers to update their server ?
Linux version number is higher but does that cause an actual issue?
It shouldn't cause an issue. Network/objects version is the only version that matters unless you're using mods.
Switching to -force-glcore worked for a couple weeks but the past couple days the crashes have returned and are as bad as ever. Has anything changed? I suppose it could be an issue with a system update. I'm running ubuntu 24.04 LTS.
The stack traces look different than they used to. They now start from Valheim/valheim_Data/MonoBleedingEdge/x86_64/libmonobdwgc-2.0.so
This seems to coincide with an ubuntu upgrade that happened on 12-07. It's possible ubuntu either broke or fixed something that is causing Valheim to crash.
some issue with the graphics on the system you have supplied zero information about in a channel where nobody is going to bother extracting that information from you... probably
AMD/Vulkan issue seems likely, but i have never actually seen that so idk
i completely forget what the option does now, but maybe try un/checking the 'tesselate' option in game settings
They're investigating this issue in the steam-bugs-discussion channel.
nah I posted in there whilst someone else was getting helped so mine got overlooked
I've since submitted an actual bug report was just curious if anyone recognized the problem since I can't find anyone with the same issue
Sorry, I thought you were getting help. I'm also sitting on an issue that makes the game unplayable for me. I've also submitted a bug.
This has been the most tempting thing for me to swap away from PopOS and to try Cachy. I can live with this water bug but the other benefits of Cachy also seem really nice.
It's possible you and I are stuck on outdated drivers, though if you're on Ubuntu you ought to be able to install latest right? Pop locks me down on my driver/kernel combo
Also worth noting that the Steam Deck runs this game perfectly, and it's also on arch like cachy
My previous problems were graphics related (which could be drivers) but those when away when I switched to OpenGL. The latest crashes show the stack trace starts in the mono lib and goes down into libc.
My problems also go away with OpenGL, but many mods are Vulkan exclusive so I can't play OpenGL xd
if you're desperate you could try installing the windows version of the game and then running that through proton?
I've been thinking about it. I'm worried that my players or worlds won't cross over.
It would be nice to know if the devs are ignoring stability issues while they work on the deep north and 1.0. Maybe I should just play another game for the next year?
backup your save files if they're not backed by the cloud but I don't see why there would be a difference
I think it'd be a bizarre choice for the devs to save data differently depending on what binary ran it
I've had other games where I lost saves when I switched to proton. It might be a steam/proton thing.
oh that's what you meant - if the game stored the save files in a location that it wipes when it uninstalls that might be the case
I might try it. The game was rock solid for me for a year and a half on linux so I'm a little reluctant to switch to proton. The crashes have only been regular since October.
that shouldnt be possible, what mods dont work with opengl???
Warfare by Therzie
game runs fine in vulkan with that mod, crashes when running with opengl. I narrowed it down to where I was just running that mod too
I don't recall the error
I dont think thats intentional. probably a bug in one of the assets
Could definitely be that. I could try to get an error message if you're interested
we aren't interested, you are. We shouldnt need to ask for data if you are asking for help, you should post it in the first place.
not really interested in the unhelpful / passive aggressive replies, thanks
Based on never seen this before (in other bug reports), I'd still suspect a hardware failure, my guess is on broken GPU? Stress test the system with other ways (heavy games, synthetic GPU stress tests). That kind of artifacting could definitely be caused by faulty HW, but if it's only Valheim then (and only then!) it could be a Valheim bug. But I agree mods should not cause Valheim to crash on Vulkan but not on OpenGL - again, this is pointing to possibly faulty HW (tbh native Vulkan on Linux has been wonky at times, but the issues are known. This is not one of those). TL;DR: First thing is to rule out this occurs only in Valheim.
Logs, system info are paramount for any troubleshooting. There is no way anyone can help you with just a few pictures. (another thing that can happen is that while you gatrher the logs, and information, sometimes the following happens: you spot the error and fix it yourself).
I have no graphical issues in other games but that doesn't mean you're wrong of course. It's possible that none of the other games are using Vulkan or are using the same technique as Valheim for water.
I was advised to try enabling rebar since we noticed it was disabled, which required me to update my mobo. After updating my mobo I got more visual issues, with or without rebar, and rebar being on or off made no difference (if anything it caused an FPS drop).
I swapped to CachyOS so I could have latest linux kernel and latest amd driver (PopOS stays 'safely' on older versions of both), and that had no effect.
I have provided everything requested of me, in the steam bugs channel. If this is in regard to the above comment, I sorely lack omniscience and therefore can't know what to provide as being relevant. As the phrase goes, "I don't know what I don't know." I'm not even aware of any way to get logs for the Vulkan rendering or even at a basic level from base Valheim.
For the modding issue, the BepInEx logs provide no error message. It simply crashes after printing that it's loading Warfare by Therzie.
Hello everyone, i'm currently hosting valhuim server with friend using docker, and wanted to know if we can apply a world modifier after the server already been created, and advanced on a decent stage of the game
I change world modifiers all the time (E.g. map/nomap) and don't have a problem. I'm not an expert so you should wait for someone else to chime in.
you can change world modifiers multiple ways. the first being that you can edit the launch command using however the docker container provides to add the new launch arguments and they will take effect. second you can copy the world to a local pc and start the game with new modifiers and they are saved to the world files and you can copy them back to the server. and finally if you install the server dev commands mod you can connect with an admin client and use console commands to change the world modifiers
i did modify the command when launching the server and it did apply the modifier, thank you for all the insights, same to you @livid heart
Hey guys. Merry Christmas. My wife is trying to use Linux for the first time. she got linuxmint. We downloaded steam and an nvidia driver but we cant seem to get valheim to start on it. We tried playing around with proton a bit but i am not sure im doing it right. When we tried launching it with vulkan it crashed and without vulkan it goes at less than 1 fps slowly crawling into the main menu.
For now we've gotten rid of proton and just launched it with vulkan and its just hanging on a black screen with the sword cursor visible and able to move around but nothing happens.
hmm, with Steam still running in the background?
Ye
And using driver's from Mint's Drivers Manager, ones from a 3rd-party PPA, or ones straight from Nvidia?
Mintys manager. Although i considered going straight to nvidia
That is probably what I would do in your shoes, but if you think they might be too far behind, it seems like the graphics-drivers PPA is very popular amongst Mint gamers:
https://www.reddit.com/r/linux_gaming/comments/1bl6xk9/comment/kw3xn74/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
First setup on Linux can be a bit of a minefield as there are few paths to choose.
I've little experience of Nvidia on Linux Mint but you will want to check that your drivers are installed the official way (https://itsfoss.com/nvidia-linux-mint/) and then make sure you're installing a native version of Steam, and not something like a snap, Flatpak or appimage. I usually go to the steam download page and follow the instructions for my distro there.
This should help you check that drivers and Vulkan is working correctly: https://amazingrdp.com/2025/07/how-to-use-vulkan-on-linux/
Struggling with Nvidia and Linux Mint? Here's a detailed beginner's guide that explains plenty of things around installing Nvidia drivers on Linux Mint.
has anyone found a fix for the GLIBC_2.34 not found for valheim bepinex?
/lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by /opt/valheim/bepinex/doorstop_libs/libdoorstop_x64.so)
You've got to install glibc 2.34 or recompile bepinex for a newer version
thank you. im just gonna try to install it baremetal, since the docker image is apprently out of date.
Which docker image you using that is giving you that?
image: lloesche/valheim-server
do you know of a good working one? I am having an issues getting bepinex to load ingeneral
@pine galleon don't hide links. post the entire thing
ahhh yes I sometimes forget
huh kind of surprising that container isn't working well- that's probably the most popular docker container for Valheim.
I created one way back in the day that I've kept updated. Steamhydra https://hub.docker.com/r/midnightsfx/steamhydra-valheim https://github.com/MidnightsFX/steamHydra
JustinArthur also has a fixed fork if you want to use Lloesches image ghcr.io/community-valheim-tools/valheim-server https://github.com/community-valheim-tools/valheim-server-docker
Error response from daemon: failed to resolve reference "docker.io/midnightsfx/steamhydra-valheim:latest": docker.io/midnightsfx/steamhydra-valheim:latest: not found 0.2s
the server starts and runs. but not with bepinex
Ahhh I don't use the latest image tag, versioned only image: midnightsfx/steamhydra-valheim:0.8.29
is there a flag for bepinex? i can get a server running. i cannot seem to get one with bepinex.
You've got to enable modded, I the github has some examples EnableMods: 'true'
So i switched over to linux recently and im still a novice. My friend has a server that is running but for me it shows as if its offline yet i know he is on it. No idea what i need to do to get the ability to join a server? is this a linux issue?
Doesn't sound like a Linux issue. That said, if you're using Steams compatibility layer try switching to Proton 10 and/or Legacy. It might an issue with the game using Steams networking stuffs.
Also--and this may not be relevant if you simply can't connect--many Valheim servers won't show as online, in the community/recent/favourites tab. The port that Valheim pings to query players/status is different from the one used to actually connect and play, and often the client get's no pong from it's ping. xD
Odd
is there a way to load prior saves in valheim
all my stuff is gone when i loaded a save
yes there should be accessible automatic backups in the menu
of worlds and characters
that doesnt always mean you cant connect if you try though, and afaik its always marked with the red X if its not -public 1, but that doesn't stop you from joining it if you have the IP/bookmark/recent.
The dedicateds i run are not public, and they display as red X from the LAN and the WAN bookmarks I have of them. Both work fine however.
And don't forget that you need to open ports for steam, not just the game.
#dedicated-server message
Hey guys, unsure if this is the correct forum, but I've been having a lot of crashes recently and I was wondering if someone can help.
Backstory
Been playing for years, previously on a Windows 10 machine, no problems. Built a new PC recently (Linux Mint). Reinstalled Valheim a couple of days ago.
The Problem
The game plays normally, without any obvious issues. However, anywhere between 15 and 50 minutes after loading a world, the game will freeze briefly and return to desktop. There is no warning, and no obvious in-game cue. I think it may be related to saving or memory as I have been able to extend the time before the crash by saving regularly (~5 mins).
Crash Logs
I've copied what I think are the two error reports from the Player and Player_prev log, where are:
Player.log
Invalid memory pointer was detected in ThreadsafeLinearAllocator::Deallocate!
Invalid memory pointer was detected in ThreadsafeLinearAllocator::Deallocate!
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Caught fatal signal - signo:11 code:1 errno:0 addr:0x18
Obtained 11 stack frames.
#0 0x00740b273883ef in (Unknown)
#1 0x00740b2738a5c1 in (Unknown)
#2 0x00740b281e2ccf in (Unknown)
#3 0x00740b281e3568 in (Unknown)
#4 0x00740b281d2758 in (Unknown)
#5 0x00740b276d694b in (Unknown)
#6 0x00740b276d698a in (Unknown)
#7 0x00740b279a7af5 in PlayerMain(int, char**)
#8 0x00740b2602a1ca in (Unknown)
#9 0x00740b2602a28b in __libc_start_main
#10 0x00000000201029 in (Unknown)
Player_prev.log
Caught fatal signal - signo:11 code:128 errno:0 addr:(nil)
Obtained 8 stack frames.
#0 0x007b89e99f0b67 in (Unknown)
#1 0x007b89e9a3077c in (Unknown)
#2 0x007b89e90d694b in (Unknown)
#3 0x007b89e90d698a in (Unknown)
#4 0x007b89e93a7af5 in PlayerMain(int, char**)
#5 0x007b89e7a2a1ca in (Unknown)
#6 0x007b89e7a2a28b in __libc_start_main
#7 0x00000000201029 in (Unknown)
The ask
This is well beyond my ability to diagnose and fix - please help! I'm in the middle of two multiplayer playthroughs, one of which I host, and this is making it unplayable!
Try OpenGL instead of Vulkan if you have an AMD GPU. There's a know issue about it but probably won't be fixed soon.
and rather than pasting what you think is the pertinent part of the log, drag & drop the entire log into the channel.
Try doing that in https://discord.com/channels/391142601740517377/1202549675924787220 where all the tech-eyes are, and see if they tell you to come here, it may be somehtng they can generally identify regardless of OS
yeah linux runs well
So as of 2/2, the game is unplayable on linux, both native and through proton, it simply crashes or fails to launch.
I am having issues as well, I run vis steamcmd, updated the server to the latest version, but when connecting from a client it says invalid version. (It actually says the client is older than the server, which seems odd)
Additionally getting SDL errors that never occurred before, despite having SDL installed and added on PATH
[BOX64] Error loading needed lib libSDL3.so.0
[BOX64] Warning: Cannot dlopen("libSDL3.so.0"/0x3f0dca5498, 2)
Context: Headless Pi5
I've deleted all the caches and removed all the configs and clean reinstalled the game. native linux works, but is still unplayable, as the mouse cursor does not scale under linux, and the devs have ignored multiple feedback items on multiple bug trackers about this for years. Proton now also stopped crashing, but only when the DPI is set to 96, the game crashes when you enlarge it, leading to the game, once again, being unplayable, because the mouse cursor is millimeters big on modern laptops, which are being shipped with hi dpi screens.
libSDL3 is embedded in โจlinux64/steamclient.soโฉ for the server. If you're running Valheim Dedicated Server in an emulator, you'll need to make sure that that library is emulated along with everything else.
@grand phoenix are you sure SDL3 is installed on the host? version 3 is still (kinda) new, and many distros still don't ship it and default to SDL2
As a workaround, running with -force-glcore gets the game running for me
Thanks both, I had cloned SD3 directly from git, but was not emulating it ๐ฅด
Sorted now and I am back up and running!
@spark bridge got my client working for me. I replaced my unity prefs file at ~/.config/unity3d/IronGate/Valheim/prefs with one he sent me. The resolution numbers didn't match my monitor so I changed those and it worked fine for me.
For the record I'm running with vulkan on wayland with no issues. I'm hoping https://issuetracker.unity3d.com/issues/memory-leak-warnings-are-thrown-when-creating-a-particle-system-gameobject-2 was fixed with the unity version bump.
Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Particle System (GameObject > Effects...
Got a play sesh tonight; will report back how it goes.
You ideally want the Steamworks libs to pick up their own SDL version vs bringing yours. Valve embeds v3 these days.
Hi everyone. After last patch i can't drag (pan) my map. Everything else works fine. Tried redefining to default and it's still broken. Any ideas?
I'm running Ubuntu 24.04 LTS using Proton 8.0-5.
any reason for such an old proton?
tried other versions, this is the one that works best (for me)
You might need tio wait until mods that were broken by the recent 'hot fix' to the game are also 'fixed'.
why use proton at all? its native on linux
it's running better on proton
Hi hivemind! Is there a way to disable raids on our raspi-server without a mod?
Found a open source Tailscale alternative to host dedicated server for friends, no number of users limitation. ๐
Made this guide: https://iris-nymphea-ca3.notion.site/Valheim-Self-hosting-Guide-2026-30581b2958978076bcb7cee627bf8135?source=copy_link
Never heard of this software, the major self hostable alternatives to tailscale are headscale and netbird. You are using an outdated broken docker container for the valheim server.
Thanks for pointing it out. Updated. Headscale and netbird because of WireGuard, does not work well for some ISP, its plain txt header is too easy to be detected.
And this new open source alternative allows your friend to be peer relay for other friends automatically, much stable and reliable connections, as long as one friend has good connection to you
CC BY-NC 4.0 license is not open source, but pretty close
Yep, no commercial use. Can build from source, modification and redistribution. ๐
Pretty sure self hosting game servers will be fine
VeilNet seems interesting but it looks like all registration goes through their central servers
Anyone know how long the Unraid Valheim docker usually takes to get updated after a patch? Edit: Never mind. Finally updated and I can play again. Yay!
Please also note that playing using Vulkan might currently cause Valheim to be unstable and/or crash. If you want to continue using Vulkan, you can disable the FPS limiters in e.g. the Nvidia Control Panel for a hopefully smoother experience. Rest assured that we're working on a solution for the Vulkan issue, however, and that it should hopefully be back to normal soon!
Will this affect playing valheim natively on linux?
It has been for some time already. If you experience crashes switch to opengl
I apologize in advance for this wall of text but I got some info from AI, re: Steam Config for Valheim, and wanted to share it here to see if anyone had comments or different opinions about it.
"For running Valheim on Fedora 43 with KDE Plasma, the best Steam compatibility layer is Proton Experimental, for higher frame rates than the native Linux version or older Proton versions, particularly when utilizing Vulkan.
- Recommended Compatibility Layer
Proton Experimental: Provides the most recent updates, fixes, and performance improvements, often bypassing stuttering issues experienced with other versions.
GE-Proton (via ProtonUp-Qt): If you encounter issues with media playback, cutscenes, or desire the latest fixes (e.g., Proton GE 9-25), this is an excellent, frequently updated alternative.
- Mandatory Optimization Steps for Fedora 43
Enable Vulkan: In-game, ensure the rendering API is set to Vulkan. It offers superior performance over OpenGL on Linux.
Use Launch Arguments: Add the following to Valheim's launch options in Steam (Properties > General > Launch Options)
To ensure smooth performance: gamemoderun mangohud %command% -windows-mode exclusive
(Note: You may need to install gamemode and mangohud via dnf if not already present).
Enable Shader Pre-Caching: In Steam Settings > Downloads, enable "Enable shader pre-caching" to prevent stuttering while exploring.
3, Assure that your video drivers are updated."
Ok I've read through this, but I've recently moved over from Windows to Linux mint, and I'm not sure what I'm doing wrong, but I battle to get my game to run propperly. Its laggy and I never had the problem on Windows.
I moved to Linux due to all the stuff myself and my sone lost with the latest updates so I gave up on Windows fully and I really want to give Mint a try.
I did try POP!_os as well but didnt like it and have the same issues.
I wonder if the same infor you posted will work on Mint as well.
I've been hearing from a lot of people that Mint isn't in a good state currently for gaming. I don't know exactly why but its been dropped from a lot of recomendations.
suggestions then? I'm open to learn. I dont mind changing my Distro again, but I need something that is stable, like you mentioned Mint might fall short on.
Check out the Nobara Linux distro. It's basically Fedora with some of the customization for Fedora already done for you.
And I personally have had a good Valheim experience with Fedora KDE Plasma desktop distro for quite a while now, although it may require a bit more fussing to get it installed to your personal needs and preferences.
You could handle Fedora itself easily with the help of google's free AI bot doing any online searches for any tips and tricks and/or questions you might have or want during the install process and getting it customized perfectly. Plus Fedora has an active and helpful online forum that's easy to use.
thank you for that info I will have a look into it when I get home a bit later
Have fun with it and don't let anything bother you that can be easily handled by getting advice from the AI bot I mentioned above and/or the Fedora forum.
And just as a side note, I'm currently running Valheim on Fedora KDE plasma desktop with over 100 mods including all of the full RtDMMO, all of Therzie's mods plus Jewelcrafting, Epic Loot and Norse Demi Gods mods and a bunch of QOL mods added in with no problem at all, other than the expected longer load times at game start. ๐
ROFL I just got the Forest Is Moving raid at my meadows base and my two tame YGG dragons handled it beautifully. I now have more wood, resin, and Greydwarf Eyes than I'll ever be able to use. ๐คฃ
I use Debian Testing but its not for most people. Currently I'm seeing CachyOS getting recommended a lot in gaming on linux communities.
Another afterthought... Make sure you're not using -crossplay, assuming neither one of you is on an Xbox. And try connecting using the LAN's internal address instead of your WAN address.
thanx for that, at the moment I play alone.
Your success with Linux will usually depend a fair bit on your hardware. AMD GPUs will usually be more straightforward to get running and ideally you've nothing too new ... it can take a few months for Linux to support the latest hardware properly.
Mint can work but on AMD you'll probably need to install a newer version of MESA (graphics driver libraries) to get reliability and performance.
I personally have a desktop running Fedora KDE and a laptop with Cachy. Both work well without a lot of tweaking and both are AMD based, Fedora probably easier for a newcomer though.
If you've an Nvidia GPU, prepare for a rougher ride. Their drivers seem better of late, but can still break things during updates. I used a 5060 series GPU on Fedora and it seems ok for the most part, it's not my main system though so don't get a lot of use.
Bazzite, it's a gaming distro
I want to like what Bazzite is doing but they started doing stupid stuff like replacing the terminal emulator and flatpak store app
@outer pebble thank you for this information as well. At least I have a AMD GPU (bonus) - my son also went over to Mint and he is actually winning with the Nvidia GPU he is running.
My AMD is a bit on the older side so I hope this is going to work in my advance.
And I did do a fresh install of Fedora KDE last night but will start tweeking it when I get home tonight.
I didnt know about MESA for an alternative for the graphic drivers on Mint, but never the less, I will get behind Fedora and see how I manage at the end of the day. I hope this has changed my mind fully so Ican get to where I wanna be at the end of the day in regards to a alternative and bettter OS for me.
One of the biggest gotchas at the moment can be around Flatpaks.
Overall, Flatpak is a brilliant idea and for the right things can work really well.
I would suggest, on Fedora at least you do two things:
- Disable the Fedora Flatpak registry in the Discover app (if you're using KDE) and only enable the actual main Flatpak repository.
- Avoid installing Steam via Flatpak and ensure you install the actual package, ideally using the instructions from Valve themselves.
Flatpaks are basically a compressed file containing all of the software required to run that app, and they are (to a large extent) sandboxed from other software / Flatpaks on your system.
So, if you have an app like Steam, but you want it to interact with another app on the system, it can't without tweaking.
Again thanx for that.
Sorry I'm like very fresh with Linux in general, I do apologies if I ask too many questions...
I will definitely go and check out the Valve Website and go from there.
I need to make notes some how to make sure I follow the suggestions. hehehe
No need to apologise... it's new and it can be quite stressful moving to an OS that you've no experience with. Folks have been using Windows for so long it's practically an inherited trait at this point... I just hope to help a few folks to move to something better / cheaper / faster / more secure and / or more private.
That is exactly my aim and reason Iwant to move to something better...
For newbies I generally recommend Ubuntu. If you want KDE, there is kubuntu (with a K), that has native KDE packages. https://kubuntu.org/
25.10 Questing Quokka - The Elegant Linux Distribution
For me, I'd recommend that newbies have a little restraint at first. I can be quite exciting to see posts about distro's that are all over social media (Omarchy, Bazzite, CachyOS) and be tempted to jump right in... but there can be a steep learning curve and I'm sad to say that a lot of the community can be dismissive ("skill issue bro!") ...
I'd suggest that folks first check out live CDs of distros that use either KDE or Gnome and play around to find their preferred one. Both KDE and Gnome are quite long-lived at this point and have a high install base, so there's good support and an active future roadmap.
Then, if you're gaming, I'd look for a distro that offers your preferred window manager and is a "rolling release", this means that the software is updated frequently (in the case of Fedora, maybe a little too often!) as in linux things will often break and it can be frustrating finding out that something that worked yesterday, doesn't work today ... and you now need to wait till next months patch cycle for a fix. (Remember however, that linux distros are the collaboration of hundreds / thousands of hours of someone else's time offered to you for free, patience is a virtue).
Now you've hopefully selected a distro and a window manager, download your ISO and install it. If you can (and this is often easier on a desktop) try to have a drive dedicated for your OS and a separate drive (not partition, but a physical dedicated hard drive / SSD) to hold your game library and "scratch data" ...
If you can do this, you can install your OS on one drive, and then have your Steam library (games are huge and no one has time to repeatedly download them over and over) and maybe even your Home folder (so all your settings, documents, emails etc) on that drive.
This will mean you can install your distribution of choice, and if you decide you don't like it, or break it, you can install something else on the OS drive and all of your data is still there on the second drive. It can save you a lot of time.
What @outer pebble means is that when you install the distro, be sure to partition your drive to have a separate partition for the /home directory. That is, the mount point.
This is what I basically did with Windows. Had my OS on the 1 smaller HDD and then my games on another driver.
So I will basically be doingthe same thing with Linux.
Its just to get to that stage where I know what I'm doing to continue and make it the way I want to have it with little no no flaws
Sorry, if you read the post thoroughly... I mean DRIVE, not PARTITION. It's way too easy for a distro to completely erase your entire boot drive during install because they all use different install scripts / programs and don't always make it clear what actions that they're actually taking.
If it's on a separate drive, then it's harder to lose everything during a re-install.
Either way, the Linux installers allow you to customize partitioning if you want. Most new PCs have only one drive, so that's a common scenario. But if you can add second drive, that's even better.
Thanx for all the information guys.
I've made a couple of notes (while at work), so i will go and have a look into this tonight when I get home. another 6 hours still to go
If you have decided on Fedora, I'd choose KDE Plasma over Gnome when selecting the distro's iso install file to d/l, but that's just personal preference. Both are viable.
Oh, and a couple of things to keep in mind would be to re-read the info here: #linux message
And during the install procedure there may be an option to include external repositories or not. I'd suggest that you choose to include them. Also, if there's an option to include the use of flatpacks or not, choose to do that as well. At least, those choices have worked well for me.
And, of course, backup your personal data to an external source of some kind such as an external USB thumb drive or your cloud storage, etc.
As a new Linux user, you may find that one or another of the new user apps you've got now seem clunky or you just don't like them. Keep in mind that you can easily change out apps like the Text Editor or the File Explorer for alternatives more to your liking. There are almost always easy choices you can make to 'fix it' when small things bother you.
IMHO the first thing to choose before a Distro is the Desktop Environment you wan to use and you can try most out with live images before installings. The main ones to consider being KDE, GNOME, Ubuntus customized GNOME, Mint's Cinnamon (but Mint might not be a good idea due to older mesa libraries), and PopOS Cosmic (still very new). Anything outside of those is going to be way more advanced.
I still dont know why you push people to use Proton over Native. I have not experienced any benefits to running Valheim in Proton.
My recommendation for Proton came as a result of one of the Linux distros not running mods in the game with r2modman. This was a while back and IIRC it was with the Zoren distro, which I abandonded in favor of Fedora. The same problem may or may not apply to other Linux distros.
The problem may or may not have been fixed since then. I haven't gone back to check.
So, bottom line: if Steam's native mode works for you, use it. If not, try Steam's Proton compatibility layer.
And, just for the record, I don't feel that I'm 'pushing people' when I share info from my own experiences here.
bepinex on linux was broken for about a year or so until I fixed it about 6 months ago
I also fixed r2modman being broken with spaces in profile names or game directories with spaces in the path
Linux distros not running mods in the game with r2modman.
iirc Steam updated scout, or sniper, i forget, and it broke the way bep passes info through steam.
you just need to use the legacy runtime
again wrong, do not do that. just update to the latest version of bepinex for valheim on thunderstore
theres so much misinformation spread around from before I fixed bepinex. its like nobody looked into what was actually wrong and tried to understand it and just spread around weird workarounds that never solved the real issues.
lol, and yet that was the fix some time back, and i have had it set that way since.
but you are correct of course, it also seems to now work with no compat specified
It was a workaround with unknown long term consequences, not a real fix. The real fix was updating the wrapper script to work correctly and not be written in a way that breaks every time valve makes a change.
Anyone here have a source for all of the command line options used by the Linux binary?
Google is not turning up anything.
For the server they are in the PDF file distributed with the server. For the client it's the same as other platforms and just basic unity cli arguments
Aha, thnaks. Do you mean these?
https://docs.unity3d.com/6000.3/Documentation/Manual/PlayerCommandLineArguments.html
Yes
Hey guys and gals, hehehe
How many of you just play Valheim Vanilla - no mods.
I'm so use to playing with certain mods but that was on Windows. Now that I'm on Linux I still need to figure out some settings in getting R2modman to work properly.
I play with r2modman on PopOs! and Ubuntu on a shit laptop with no issues (except heating, friends donโt let friends buy alienware)
I use Linux Fedora with r2modman to manage the mods for my servers and my game. Without mods the game eventually becomes less interesting and more grindy.
And without r2modman, mods can be a PITA to keep up to date and working properly.
Heeey I love my Aurora R16 ๐
I had the x15 R2. Had tons of bios issues: couldn't get a dock to work properly. Any dock that I did get to work: if I closed the lid with it plugged in it bricked the keyboard (30 minute process to get it back). Bluetooth never worked. Wifi drivers crapped out all the time. USB devices worked like 60% of the time. I've been rocking Dell Pro Max for a few months and everything just works.
I use arch linux and r2modman never starts the game when i try to start it
Is it stuck on trying to tell Steam to run the game? As if you can't reach Steam due to a comm issue on the PC?
it just sits in the starting steam window for hours
As if you can't reach Steam due to a comm issue on the PC?
not sure
the starting steam display in r2mm stay up until you dismiss it. it should be launching steam and telling steam to start the game
you dont have steam installed as a flatpak do you?
how did you install r2mm? the appimage or flatpak?
Has anyone had any issues with the left mouse click not working? I'm running Pop! OS and tried both reg Valheim and OpenGL. Hitting works, but it clicking on menus doesn't work at all.
never heard of that issue but popos is doing a lot of their own stuff now and in a very beta state
i got the pacman
no i do not have flatpak version
r2mm should be starting the game in steam when you click start modded in r2mm. assuming you followed the directions in the r2mm popup about changing the launch arguments in steam
it could be starting in steam and immedately stopping because something is wrong
have it so you can see the play button in steam while you click play modded in r2. if the play button never changes it could be an issue with r2 talking to steam, if the play button changes then goes back to play then its an issue launching the game in steam
this screen does not change even after the game is launched. it staying at that screen means nothing. have steam open already and watch to see if it tries to launch the game or not as I already said. or check the log file at ~/.steam/steam/logs/console-linux.txt
i can send a screenshot
steam starts but does not start valheim
it tries to start valheim but fails
i had the same problem. i changed the launch options in steam. i am launching Valheim through steam now. i can still edit my profile with r2modman
do the mods work?
yes. mods work.
can you try to show me how to do it?
it launches valheim with the r2modman profile "ProfileName" you have to change that
just put ~/.config/r2modmanPlus-local/Valheim/linux_wrapper.sh --r2profile "ProfileName" %command% in the Launch options in steam
does this work?~/.config/r2modmanPlus-local/Valheim/linux_wrapper.sh --r2profile "kings" %command%
it does not work for me
i must have made a mistake
?
what now?
can you post a screenshot of what the launch options looks like
am i supposed to put this?
this?WINEDLLOVERRIDES="winhttp,version=n,b" "/home/vinter/.config/r2modmanPlus-local/Valheim/linux_wrapper.sh --r2profile "kings" %command%
just put exactly what it says
what says?
the screenshot, click copy to clipboard and put that in the steam launch options