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How to Change the Player Limit on a Valheim Server

Vanilla Valheim caps simultaneous players at 10. This guide explains the official limitation, the MaxPlayerCount mod procedure, backups, compatibility, testing, and update troubleshooting.
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Vanilla Valheim does not let you raise its simultaneous-player limit. The official dedicated-server FAQ sets the cap at 10 and says there are no current roadmap plans to change it. If you need more than 10 people connected at the same time, you must run a community mod such as Azumatt’s MaxPlayerCount with the BepInEx framework. Everyone connecting must use the versions required by that mod, and you should expect extra maintenance after Valheim updates.

What the Valheim player limit actually controls

The limit is the number of players connected to one world at the same time. It is not the number of characters that can exist, the number of people who may be invited, or the number of people who can take turns playing. A larger community can have access to a world and join at different times while the server remains within the vanilla ceiling. The restriction matters only when a group wants more than the allowed number online concurrently.

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The official Valheim Dedicated Server Help FAQ answers the capacity question directly: “Can I increase or decrease the server player cap from 10? No. There are no plans currently on the roadmap for this to change.” That is the supported position for an unmodified server.

Your two practical options

Option Simultaneous players Support status Configuration Main trade-off
Vanilla dedicated server 10 Officially documented Normal dedicated-server startup script and world settings No mod-loader maintenance, but no supported way to raise capacity
MaxPlayerCount community mod An operator-selected value, subject to the mod and game’s behavior Community software, not an Iron Gate feature BepInEx plus BepInEx/config/Azumatt.MaxPlayerCount.cfg Requires backups, matching versions, testing, and update monitoring

Choose vanilla when ten or fewer people will be online together. It is the simplest and most supportable arrangement. Choose a player-limit mod only when simultaneous attendance is the actual problem; installing one does not improve the server’s hardware, internet connection, simulation performance, or save reliability.

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What the official server settings can and cannot do

Iron Gate’s dedicated-server guide, dated April 11, 2024, documents the normal launch and world-management options. These include -name, -port, -world, -password, -savedir, -public, -logFile, save and backup intervals, -crossplay, -instanceid, world presets, modifiers, and set keys.

That documented list does not include -maxplayers, -playerlimit, or another supported startup switch for changing capacity. Adding an invented argument to a batch file or shell script therefore is not an official solution. An unrecognized argument may simply be ignored, or it may make troubleshooting harder by suggesting that a setting exists when it does not.

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-crossplay changes the backend used for connections: enabling it uses the PlayFab crossplay backend, while leaving it out uses the Steam backend. Crossplay can affect which platforms and players can join, but it does not raise the number of simultaneous connections allowed by vanilla Valheim.

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Before installing a player-limit mod

Treat a capacity mod as a server migration, not as a harmless text edit. Complete these checks while the server is stopped or before making any changes:

  • Confirm the requirement. Count the largest number expected online at once. If that number is ten or fewer, keep the server vanilla.
  • Record the current setup. Note the Valheim build, dedicated-server files, launch arguments, operating system, world name, save directory, and whether crossplay is enabled.
  • Back up the world. Copy the complete world-save location, including the world database and its associated files, to a separate drive or directory. Keep a second copy of the current server installation so you can roll back the mod loader.
  • Schedule downtime. Do not replace server files while the process is running. Tell players when the server will be unavailable and make sure no one is in the middle of a save or transfer.
  • Check the current mod listing. The MaxPlayerCount listing on Thunderstore is the canonical place for its current release, dependencies, installation notes, and dedicated-server guidance. Use the instructions for the Valheim version actually installed instead of an old tutorial.

How to raise the limit with MaxPlayerCount

The following procedure describes the safe order of operations. The exact configuration key and value syntax can change between releases, so use the file generated by your installed version rather than copying a line from an older guide.

  1. Install BepInEx. Install the BepInEx framework required by the current MaxPlayerCount release into the dedicated-server installation. Follow that release’s folder and platform instructions; do not place the framework in an unrelated client directory.
  2. Install MaxPlayerCount. Add the plugin using the current mod documentation. Verify that the plugin file is in the BepInEx plugins location expected by the release and that any listed dependency is present.
  3. Start the server once. Launch the server normally and allow it to reach its ready state. The first run gives BepInEx and the plugin an opportunity to create their directories and configuration files.
  4. Stop the server cleanly. Shut it down through the normal console or service-control method and wait for the process to exit. Editing files while the server is still running can be overwritten or leave a partial save.
  5. Open the generated configuration. Locate BepInEx/config/Azumatt.MaxPlayerCount.cfg. Open it with a plain-text editor and identify the player-count setting generated by your installed release.
  6. Set the desired value. Change only the value for the maximum-player setting, preserving the key name, capitalization, separators, comments, and format shown in that file. Do not add an imagined command-line flag or paste syntax from a different version.
  7. Save and restart. Save the file, start the dedicated server, and watch the console and log for BepInEx or plugin errors. If the process fails to start, restore the previous file or the complete backup before attempting another change.
  8. Test progressively. Have players join in stages rather than inviting the whole group immediately. Confirm that the server accepts the intended count, that existing players remain connected, and that the world continues to save normally.
  9. Deploy the matching client setup. Follow the mod’s documentation for every player who connects. If the release requires the plugin or a particular BepInEx version on clients, install exactly that version; if it is server-only, do not add unlisted client files.

The generated configuration file is the authoritative reference for the setting on that installation. A tutorial that shows a different filename, section, or spelling may describe an older release and can silently fail.

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How to verify that the new capacity works

A successful server start is not proof that the higher limit is active. Use a controlled test before announcing the change to a large group:

  1. Check the startup log for BepInEx initialization and a successful MaxPlayerCount load. Record any warnings rather than assuming they are harmless.
  2. Connect with one or two players and verify that the world, characters, permissions, and existing mods behave normally.
  3. Add players one at a time until you reach the configured value. Test both fresh connections and reconnects after a player leaves.
  4. Watch CPU, memory, network traffic, save duration, and log volume during the busiest test. No independent performance benchmark or officially supported maximum above the vanilla value has been published, so the configured number is not a guarantee of acceptable performance.
  5. Inspect the world-save directory after the test. A capacity change is not useful if it causes failed saves, crashes, or corrupted backups.

Keep a written record of the tested value and the exact Valheim, BepInEx, and plugin versions. That makes it possible to reproduce a working setup after a restart or rollback.

Client and server compatibility rules

Whether players need a client-side installation depends on the specific MaxPlayerCount release and its dependencies. Read the current mod documentation and apply its requirement exactly. A client using a different BepInEx or plugin version may be refused, disconnect unexpectedly, or appear to join while producing errors in the log.

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For a managed community, standardize the installation rather than asking each player to improvise:

  • Publish the required Valheim build and mod versions to the group.
  • Keep a copy of the known-good plugin package and configuration outside the live server directory.
  • Ask players to remove obsolete copies before installing a newer release.
  • Test one clean client and one existing client after every update.
  • Do not assume that a mod that works on a listen server also works on a dedicated server; use the release’s dedicated-server notes.
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Troubleshooting branches

The server still admits only the vanilla number

  • Confirm that BepInEx loaded at startup and that the MaxPlayerCount plugin appears in the log.
  • Check that Azumatt.MaxPlayerCount.cfg is in the live server’s BepInEx/config directory, not a backup, client, or differently named installation.
  • Reopen the file and verify the generated key and value format. A misspelled key, an extra character, or an invalid value may leave the default behavior unchanged.
  • Make sure the server was fully stopped before saving the file and restarted afterward.
  • Confirm that another server instance is not running on the port or that players are not joining an old instance.

The server will not start after installation

  • Stop the process and read the first BepInEx or plugin error in the log; later errors may only be consequences.
  • Compare the installed Valheim version with the compatibility statement for BepInEx and MaxPlayerCount.
  • Remove the plugin temporarily while retaining the world backup. If the vanilla server starts, the mod or a dependency is the likely cause.
  • Restore the pre-change server directory if you need the world online immediately, then test the mod in a separate copy.

Players disconnect or cannot join

  • Check that every client meets the mod’s stated requirements and uses the same required versions.
  • Verify that the server’s chosen backend is intentional. Changing -crossplay affects connectivity paths, but it does not change capacity.
  • Confirm firewall and port settings using the normal dedicated-server configuration; a player-limit plugin does not replace network setup.
  • Try a smaller number of simultaneous connections to distinguish a compatibility problem from resource exhaustion.

The world lags, crashes, or saves slowly at the higher count

  • Return to the last known-good player value and retest before changing several settings at once.
  • Review server CPU, memory, disk, and network utilization during a busy session.
  • Check the save and backup logs for timeouts or errors.
  • Remove unrelated mods temporarily to identify conflicts.
  • Restore the backup if the world behaves abnormally; do not keep running a damaged or repeatedly crashing save while investigating.

What happens when Valheim updates

Game updates can break the mod loader, the plugin, or an interaction with another mod. Before applying an update, save a fresh copy of the world and configuration, record the currently working versions, and plan downtime. After updating:

  1. Check the current BepInEx and MaxPlayerCount release notes and compatibility information.
  2. Start a test copy of the server first, using a duplicate world or a disposable test world.
  3. Confirm that the configuration file still exists and that its key format has not changed.
  4. Run a small connection test, then repeat the progressive capacity test.
  5. Only replace the production installation after saves, logs, and connections are normal.

If no compatible release exists, run the server at the vanilla capacity or roll back the game and mod files only where that is supported by your installation policy. Never delete the only copy of a world to make room for a new mod version.

Capacity planning beyond the setting

Choosing a larger number in the configuration does not establish a supported maximum. The available evidence provides no independent benchmark, hardware-sizing figure, or official guarantee for any value above the vanilla ceiling. Treat the configured number as an experiment that must be validated on your own hardware, world, mod set, and network.

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Plan for the busiest moment rather than the average evening. A server that is stable with a few players may experience a different load when many players explore separate areas, build simultaneously, move items, or trigger combat. Keep scheduled backups, a rollback plan, and an administrator who can stop the server cleanly.

  • Use a staged limit. Start below the group’s maximum, observe several sessions, and increase only after saves and logs remain healthy.
  • Separate testing from production. A duplicate installation lets you test a new game or mod version without risking the community world.
  • Document every change. Record the date, game build, BepInEx version, plugin version, configuration value, and test result.
  • Keep an exit plan. Players should know whether the server will revert to the vanilla limit if the plugin stops working.

Decision checklist

  • Do you need more than ten simultaneous connections, rather than more total community members?
  • Have you accepted that a higher value is community-supported and version-sensitive?
  • Have you copied the complete world and server installation?
  • Are you using the current MaxPlayerCount and BepInEx instructions for your Valheim build?
  • Have you generated and edited BepInEx/config/Azumatt.MaxPlayerCount.cfg instead of inventing a launch argument?
  • Do all required clients have matching versions?
  • Have you tested joins, saves, logs, and resource use progressively?
  • Can you restore the backup or return to vanilla if the update or plugin fails?

Bottom line

There is no supported player-limit switch in a vanilla Valheim dedicated server. Keep the official setup when ten simultaneous players are enough. For a larger live group, install BepInEx and the current MaxPlayerCount release, let it generate its configuration, edit the generated value while the server is stopped, and validate the result with backups and staged testing. The extra capacity is a community-mod feature, so compatibility and maintenance remain the operator’s responsibility.

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