Compatibility

Updated 3 weeks ago

Compatibility

Installation and optional clients

Only BepInExPack Valheim is required. Install Standalone on the dedicated server or the player hosting a local multiplayer world. Install the same version on clients for camera direction and full supported handoffs. Players without it can still join.

The host/server cannot see every local inventory, action or creature target. Standalone therefore retains a narrower native fallback instead of assuming those actions are safe.

Feature Without the client mod With compatible modded owner clients
Directional grid Replicated character rotation Camera direction, overlap and turn prediction
Player latency selection Native transport ping Smoothed connection measurements
Standard doors, seats, beds, workstations and wards Restricted fixed-object fallback Guarded ownership handoffs
Signs and portals Vanilla editing and ownership if either endpoint lacks the text guard Ownership confirmed before native editing; edited object protected until movement
Inventories and incinerators Vanilla ownership if either handoff endpoint lacks the mod Inventory/opening and burning checks
Refill stations Vanilla ownership if either endpoint lacks the mod Renewing 1-second refill protection
Harvesting, collectors and other managed resource controls Vanilla ownership if either endpoint lacks the mod Source-confirmed handoffs and supported stale-request routing
Fermenter tapping and boss-altar summoning Vanilla ownership if either endpoint lacks the mod Owner retained until the queued native callback completes
Vehicles and idle tamed animals Vanilla ownership if either endpoint lacks the mod Drivers, pending cart attachment, riders, following and relevant combat protected
Hostile Mob target ownership Vanilla ownership if either endpoint lacks the mod Target owner, with nearby lower-ping fallback

“Both endpoints” means the old and new owner. An incompatible older modded client also uses the restricted fallback until updated. A local listen-host can be an owner; a dedicated server coordinates decisions without taking over simulation.

Dedicated servers and local hosts

Both hosting modes use the same source-confirmed handoff protocol. The old owner checks its actual local use state, the new owner prepares the loaded object, and final-state receipts protect delivery after the commit. Timers never replace those confirmations. Updating all modded owners is required for the latest action checks.

A local host supplies its own client half through the installed mod; guests still need it for full guarded transfers. Installing only on a dedicated server cannot supply missing remote client state.

Limits without client installation

Native character direction and transport ping are available to the coordinator. Exact native simple controls can therefore use the restricted fallback without new guest RPCs.

The server does not receive the start of native sign/portal editing, every source-local inventory/refill action, the actual remote AI target, or proof that a remote object and its collision area are ready. Replicated use flags and latency-based delays cannot certify those states. For affected categories, retaining vanilla ownership avoids overriding actions the coordinator cannot observe; the objects remain usable through vanilla interaction.

The newer Server Side edition can inspect live simulated instances and sometimes acquire native inventories through an intermediate server owner. That path is not used here: Standalone has no remote-area simulation to make such an intermediate owner safe for creatures or vehicles.

Supported interactions

The mod groups supported native interaction components into broad configurable categories. Vanilla access checks remain active. Disabled categories retain vanilla handling. Friendly magic summons, bosses, static walls/floors and loose item drops are excluded from ownership management.

Transfers between modded owners preserve active-use checks and require the receiving object and area to be loaded. Open/opening inventories block transfers; refilling renews its short guard. Incinerators additionally stay with their owner while burning. Ordinary supported late owner requests retain their original sender and payload when routed to a new owner.

Pending cart attachment, a running native Attack (including before animation startup), AI charging, queued fermenter output and boss summons also veto the source commit. Checks run for requested handoffs, not continuously for every cart, station or mob.

Occupied ships remain owned by a player aboard, matching vanilla's own ship ownership rule. The grid does not transfer them to someone on shore. Empty ships can transfer normally; inventories and active controls keep their existing protection.

Loaded stationary objects use the receiving client's own loaded footprint, including neighbouring zones. Dynamic objects, animals and private inventories retain their stricter object-centred area checks; the host's loading state never substitutes for the receiver's.

Native sign/portal text protection works on dedicated servers and local hosts. It protects only the edited object, including after text confirmation or closing the editor, until actual player movement. Waiting automatic grid requests are discarded; release alone does not replay them. Teleport, death, disconnect, object unloading and world shutdown clean up the lock. Incomplete openings time out without opening a delayed editor later.

Unknown mod-specific actions and unreplicated local states cannot be certified automatically. Custom text receivers retain their original UI behavior. Test custom interactables separately and disable their category if necessary.

Other ownership mods

Do not combine this edition with TooManyLags - FiresGhettoNetworking Addon. Use that edition for a dedicated server running FiresGhettoNetworking. Other mods that force ownership can override this grid and cause competing transfers.

Standalone has no PUP FPS integration or embedded collision guards. Its player-owned ownership handoffs are separate from any clustering mod's collision behavior.

Updating

Update the host/server and modded clients together. Existing configs are automatically reorganized at startup, preserving supported values and keeping the original once as .cfg.pre-layout.bak. Older clients remain joinable through the restricted fallback; they do not gain the latest guards until updated.