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ModBlocker
Preloader patcher that prevents blocklisted mods from loading. Lets modpack maintainers remotely disable a mod for all players via a one-line config update.
| Date uploaded | 3 days ago |
| Version | 1.2.0 |
| Download link | Ashr4f-ModBlocker-1.2.0.zip |
| Downloads | 7 |
| Dependency string | Ashr4f-ModBlocker-1.2.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
ModBlocker
Source & issues: https://github.com/Ashr4f/ModBlocker
A BepInEx 5 preloader patcher for Valheim (and other BepInEx games) that prevents blocklisted mods from loading — without uninstalling them.
Why?
Modpack maintainers have no way to remove a mod from players' machines: updating a modpack installs new dependencies but never uninstalls dropped ones. ModBlocker fixes that. Ship it in your modpack with its config file, and removing a mod for every player becomes a one-line config change in your next pack update.
How it works
At game startup — before the BepInEx chainloader scans plugins — ModBlocker
reads BepInEx/config/modblocker.cfg and renames the DLLs of blocklisted mods
to .dll.blocked. Blocked mods simply do not exist as far as the game is
concerned. Removing an entry restores the DLLs on the next launch. Nothing is
ever deleted.
Config: BepInEx/config/modblocker.cfg
Comma-separated entries. Two formats are supported, matching is case-insensitive:
[Blocklist]
Mods = SomeAuthor-SomeMod, SomeOldPlugin.dll
Editing in-game
The companion plugin ModBlockerUI exposes the blocklist as a text field in the ConfigurationManager window (F1). Changes are saved instantly and applied on the next launch (blocking happens before plugins load, by design).
A log of every block/re-enable action is written to BepInEx/ModBlocker.log.
Safety nets
- Core protection: BepInEx and Jotunn can never be blocked — entries targeting them are refused and logged.
- Cascade blocking: if you block a mod that other mods depend on, those
dependents are automatically blocked too, recursively (2, 3, 5 mods —
the whole chain). Each cascade is logged as
Also blocked: X (depends on Y). Removing the original entry restores the entire chain on the next launch. - Self-protection: entries targeting ModBlocker's own components are ignored.
Warnings
- Blocking a mod that others depend on blocks the dependents as well (see
cascade above) — check
BepInEx/ModBlocker.logto see the full chain. - Blocking a content mod (items/creatures) has the same effect on an existing world as uninstalling it: its objects will be missing while blocked.
Building from source
cd src
dotnet build -c Release
Patcher: dotnet build src → src/bin/Release/net472/ModBlocker.dll → BepInEx/patchers/
Plugin: dotnet build src/Plugin → src/Plugin/bin/Release/net472/ModBlockerUI.dll → BepInEx/plugins/
FAQ
Does blocking delete anything? No. DLLs are renamed to .blocked, never deleted.
Remove the entry and they are restored on the next launch.
Can it block itself? No — entries targeting ModBlocker's own components are ignored and logged.
Does it work outside Valheim? It should work with any BepInEx 5 game, but it is only tested on Valheim.
Contributing
Issues and pull requests are welcome. The CI builds both DLLs and assembles the
ready-to-upload Thunderstore package on every push (see Actions artifacts).
Pushing a vX.Y.Z tag creates a GitHub Release with the package attached.
License
MIT — © 2026 Ashraf
CHANGELOG
Changelog
1.0.0
- Initial release: folder-name and DLL-name blocklist, automatic re-enable, action log.
1.1.0
- Normalized matching (lowercase + trim) for 100% reliable entries.
- New config format
Mods = a, b, c(legacy one-per-line still supported). - Companion plugin ModBlockerUI: edit the blocklist in-game via ConfigurationManager (F1); applies on next launch.
1.1.1
- Self-protection: ModBlocker ignores blocklist entries targeting its own components (and auto-restores them if previously blocked).
1.1.2
- Multi-line config description, neutral example in docs.
1.2.0
- Core protection: BepInEx and Jotunn can never be blocked.
- Cascade blocking: blocking a mod automatically blocks every mod that depends on it (recursively), logged as 'Also blocked: X (depends on Y)'. Removing the entry restores the whole chain.
1.3.0
- Server enforcement via ServerSync (credits: blaxxun): the server's blocklist is pushed to all clients (applies on their next launch), and players without ModBlocker are kicked on connect (ModRequired).
- The effective blocklist is mirrored to modblocker.server; the preloader merges it with the local list.