Install the official Valheim Dedicated Server, make a backup, add BepInExPack Valheim to a clean server directory, place compatible plugin files in BepInEx/plugins, and launch the server through BepInEx’s startup script. Whether players also need the mod depends on its multiplayer instructions: server-authoritative content can be server-only, while shared-gameplay or parity-enforcing mods commonly belong on both the server and every client.
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The correct installation model
A Valheim dedicated server is a separate game installation. Installing a mod in your own Valheim client profile does not change that server, and copying a DLL into the server directory does nothing unless the server starts through a mod loader.
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For the usual Thunderstore-compatible setup, BepInExPack Valheim is the loader foundation. It adds the BepInEx files, configuration folders and launch script that allow plugins to load when the dedicated server starts. Individual mods then go below the server’s BepInEx/plugins directory.
The practical sequence is:
- Install the official dedicated-server tool.
- Copy the stock startup script and edit the copy.
- Configure the world, password, visibility and networking.
- Stop the unmodded server and back up the world and server directory.
- Start from a clean server directory and extract BepInExPack Valheim into it.
- Copy each compatible mod’s DLL and accompanying folders into
BepInEx/plugins. - Launch with the BepInEx-enabled script, read the console and logs, and test with a matching client profile.
Do not mix a client-only mod profile with the server installation. Treat the server and each player’s client as separate deployments that may have different requirements.
Before you change the live server
Back up the world and installation
Stop the server before making a backup. Copy the entire dedicated-server directory and the world files to a separate location, preferably with a date in the folder name. A backup made while the process is writing world data may be incomplete, so use a clean shutdown first.
Keep the pre-mod copy until you have joined successfully, confirmed that the world loads, and played long enough to verify that saves work. Keep another backup before every loader or plugin update. If an update damages the world or prevents startup, restoring the previous directory is faster and safer than trying to repair a mixed set of files.
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For every mod, check its supported Valheim game version, required BepInEx version, dependencies, configuration method and multiplayer instructions. A package can be perfectly valid for a client and still be unsuitable for a dedicated server. Also note whether it changes shared gameplay, enforces matching files or requires a copy on every player’s machine.
Install changes in small batches. Adding one or a few related plugins at a time makes the first failing file identifiable in the log. This is an operational practice for isolating faults, not a published performance measurement.
Install Valheim Dedicated Server
Windows and Steam setup
- Open Steam and select Library.
- Enable the Tools filter or checkbox.
- Find Valheim Dedicated Server and install it.
- Right-click the tool, choose Manage, then Browse local files.
- Locate
start_headless_server.bat. Copy it in the same directory and give the copy a new name, such asstart_my_world.bat. - Edit the copied file, not the original. Steam updates can overwrite files supplied by the tool; keeping your settings in a copy reduces that risk.
Use the copied script for your server’s name, world, password, public state and ports. Leave the original available as a reference if the official tool changes its startup arguments.
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Linux setup
- Install Valheim Dedicated Server from SteamCMD or your distribution’s established Steam-tool workflow.
- Open the server directory and identify
start_server.sh. - Copy the script before editing it, then make the copy executable if your file permissions require it.
- Put the server name, world, password, visibility and port arguments in the copy.
The exact shell environment and service manager vary by distribution, but the principle is the same: keep a user-edited startup copy so an update does not erase your configuration.
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Steam-backend servers normally use the port range 2456–2457. If the server is behind a router, forward the required ports to the machine running the server and allow the server executable through the host firewall. The official guide dated April 11, 2024 distinguishes this from Crossplay networking.
| Connection mode | Ports and router requirement | Joining behavior |
|---|---|---|
| Steam backend | Normally uses 2456–2457; router forwarding is required when the server is behind a NAT router. | Players connect through the server’s normal public address and port. |
| Crossplay | Uses a relay and does not require inbound port forwarding. | Local or loopback IP joining is unavailable. |
Choose the mode before troubleshooting connectivity. A player who cannot connect to a Steam server may have a firewall or forwarding problem; a player trying to join a Crossplay server by entering a local IP is using a method that Crossplay does not support.
Use safe server arguments
Set a unique server name and world name, use a password that meets Valheim’s requirements, and decide whether the listing should be public. Keep a copy of the exact arguments in your server notes. When troubleshooting, change one argument at a time so you can identify whether a startup failure is caused by configuration or by a mod.
Install BepInExPack Valheim
Start with a clean directory
BepInExPack Valheim’s manual instructions specifically require a clean, unmodified Valheim directory. Do not install it over an already modified client or a directory containing leftover loader versions. If you have experimented previously, restore the clean server backup or reinstall the dedicated-server tool first.
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Extract the package into the server root
- Download the BepInExPack Valheim archive from its Thunderstore package page.
- Open the archive and select the files intended for the Valheim installation.
- Extract them directly into the dedicated-server directory—the folder beside the Valheim server executable—not into a separate nested folder.
- Confirm that the BepInEx files, configuration directory and supplied launch script are visible from that server root.
- Open the supplied BepInEx launch script and adjust its launch parameters to match the arguments in your copied official startup script.
The package documentation describes editing start_server_bepinex.sh to change launch parameters in the same way as Valheim’s own launch script. On Windows, use the corresponding BepInEx-enabled script supplied by the package rather than launching the stock batch file.
The directory relationship matters. BepInEx must sit beside the server executable so its preloader can initialize before Valheim starts. Putting the package one level too deep is a common reason the server appears to start normally while no plugins load.
Put mods in the server’s plugin directory
Extract the actual plugin files
- Download a mod that lists dedicated-server support and matches your Valheim and BepInEx versions.
- Open its archive and read the included instructions and dependency list.
- Copy the mod DLL and any required companion folders into the server’s
BepInEx/pluginsdirectory. - Preserve the package’s folder structure. A documented layout is
Valheim/BepInEx/plugins/<ModFolder>/<Mod>.dll. - Repeat for dependencies, installing each dependency before the mod that needs it.
Do not leave a DLL only inside a client manager profile. The dedicated server can see only files in its own installation. Conversely, do not copy arbitrary client-interface files to the server unless the package explicitly says the server should load them.
Keep configuration files identifiable
Many BepInEx plugins create configuration files after their first successful launch. Start the server once, stop it cleanly, then review the generated configuration before inviting players. Record any values you change so the same settings can be restored after an update. If a package provides a configuration file in its archive, follow its instructions about where that file belongs instead of guessing.
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Decide whether clients need the same mod
There is no single rule that every Valheim mod must be installed everywhere. Read the individual package’s multiplayer section and classify the mod by what it changes.
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| Mod behavior | Typical placement | What to verify |
|---|---|---|
| Server-authoritative world or gameplay logic | Dedicated server; clients may need a companion only if the package says so. | Whether the mod synchronizes data to unmodified clients. |
| UI, visual effects or local convenience features | Often client-only. | Whether the package marks the feature as client-side and harmless when absent on the server. |
| Shared gameplay changes or multiplayer parity enforcement | Often server and every client. | Exact version, dependency and configuration matching. |
| Framework or dependency plugin | Where the dependent mod requires it; sometimes both sides. | Load order and the package’s required dependencies. |
ValheimPlus is an example of a multiplayer package whose instructions advise installing it on both the server and clients. That requirement comes from the package, not from a universal Valheim rule. If one player lacks a required parity mod, the server may reject the connection, disconnect the player or produce inconsistent behavior.
Build a matching client profile
Give players a precise list containing the mod name, version, dependencies and configuration expectations. A manager such as r2modman can assemble a client profile, but the dedicated-server files still need to be extracted into the server directory and launched through BepInEx. Ensure every player uses the same profile for mods that enforce multiplayer parity.
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- Stop the unmodded server process completely.
- Run the BepInEx-enabled startup script, not the original stock script.
- Watch the console for BepInEx initialization and plugin-loading messages.
- Open the BepInEx log and look for preloader errors, missing dependencies or exceptions naming a specific plugin.
- Connect from a test client with the required matching mods.
- Enter the world, test the changed feature, and confirm that the world saves and can be loaded again.
- Only after this test succeeds, give the connection details to the rest of the group.
Successful server startup alone is not proof that mods loaded. A server can accept connections while BepInEx was never initialized, while a DLL was placed in the wrong directory, or while a plugin disabled itself because a dependency was missing.
Choose and maintain mods systematically
Before adding a package, compare these factors:
- Scope: server-side, client-side or both.
- Loader: required BepInExPack Valheim version or another explicitly listed framework.
- Game compatibility: supported Valheim release and whether the author has addressed the latest update.
- Dependencies: every library or companion plugin required at runtime.
- Configuration: generated BepInEx settings, in-game menu, command-line arguments or fixed defaults.
- Multiplayer enforcement: whether clients must use the same files and settings.
- Update cadence: whether the package is maintained when Valheim changes.
- Rollback impact: whether removing it can leave items, structures or world data that depend on the mod.
A package that edits world data deserves extra caution. Keep the backup made before installation, and do not load the only copy of a world with a new plugin until you have confirmed that the plugin can be removed or updated safely.
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Use a staged update order
- Stop the server and make a fresh world and directory backup.
- Read the current support notes for the Valheim game version.
- Update BepInExPack Valheim if its package documentation lists a compatible release.
- Update dependencies before dependent plugins.
- Update individual gameplay mods one at a time.
- Start the server and inspect the log after each change.
- Have a test player connect before reopening the server to everyone.
After a Valheim update, do not assume that an older DLL remains compatible. Check every package’s current supported game version. If the update breaks startup or the world behaves incorrectly, restore the pre-update backup and then repeat the process with a known-compatible loader and plugin set.
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Do not run two managers on one installation
The maintained community guidance warns against using Vortex and a Thunderstore manager together against the same game installation. Two managers can overwrite, duplicate or remove each other’s files, making the active profile impossible to identify. Choose one management approach for client profiles and keep the dedicated-server directory under a deliberate manual layout.
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Troubleshooting by symptom
The server starts, but no mods load
- Confirm that BepInEx files are in the server root beside the server executable.
- Make sure you launched the BepInEx-enabled script rather than
start_headless_server.batorstart_server.sh. - Check the BepInEx log for preloader errors.
- Verify that the package was extracted into the server directory and not into an extra nested folder.
A plugin is ignored
- Verify that the DLL is below
BepInEx/plugins, not only in a client profile. - Check whether the archive contains a required subfolder or companion files.
- Read the package’s server-side requirement; a client-only plugin may intentionally do nothing on a server.
- Check the log for a missing dependency or an unsupported game version.
Players cannot connect
- Compare the Valheim game version on the server and client.
- Compare the BepInEx loader version and every required client mod.
- For parity-enforcing packages, install the same mod and compatible configuration on every required client.
- Remove or update the first plugin named in the connection or startup log, then retest with the smallest possible mod set.
Steam connectivity fails
- Check the host firewall rules.
- Confirm router forwarding for ports 2456–2457 when using the Steam backend.
- Verify that forwarding points to the server machine’s current local address.
- If the server uses Crossplay, use its supported relay-based join method; local or loopback IP joining is not available in that mode.
An update breaks the world
- Stop the server immediately and preserve the broken directory for diagnosis.
- Restore the pre-update world and server backup.
- Confirm the game and BepInEx versions are compatible.
- Reintroduce updates one at a time, testing the server after each plugin.
Answers to common installation questions
Do Valheim mods go in the server folder or on my client?
Server plugins go in the dedicated server’s BepInEx/plugins directory. Client-only features go in the player’s client profile. A mod that requires multiplayer parity belongs on both sides. Installing a DLL only on a client never modifies the dedicated server.
Can I launch the normal server script after installing BepInEx?
No. The server must be launched through the BepInEx-enabled script so the loader initializes before Valheim. Keep the original script for reference, but use the edited BepInEx script for the live modded instance.
Is port forwarding always required?
No. Steam-backend servers normally need forwarding for 2456–2457 when hosted behind a router. Crossplay uses relay networking and does not need inbound forwarding, but it also does not support joining through a local or loopback IP.
Should I install every mod on every player’s computer?
Only when the package requires it. UI and visual plugins are often client-only, while shared gameplay or parity-enforcing plugins commonly require matching server and client installations. The package’s own multiplayer instructions take precedence.
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