Talent-Serverbound icon

Serverbound

Dedicated world and AI simulation for Valheim, with optional client support for audited compatibility integrations.

Last updated 3 hours ago
Total downloads 24
Total rating 0 
Categories Mods Server-side Client-side Utility
Dependency string Talent-Serverbound-0.1.2
Dependants 0 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

Serverbound

Serverbound moves Valheim's world and AI simulation onto the dedicated server. Players keep control of their characters and character saves.

Full multiplayer testing remains incomplete. Back up worlds before use.

Install

  1. Back up the world and configuration, then stop the server.
  2. Install BepInExPack_Valheim 5.4.2351 and remove predecessor simulation DLLs.
  3. Extract the package into the server directory. The DLL belongs at BepInEx/plugins/Serverbound/Serverbound.dll.
  4. Start once to generate BepInEx/config/org.serverbound.valheim.cfg. Stop before editing it.
  5. Restart and check BepInEx/LogOutput.log for Simulation: APPLIED.

Basic simulation accepts vanilla clients. ImpactfulSkills integration also needs Serverbound and the supported skill mod on participating clients. The same DLL supplies the client bridge and never runs dedicated simulation on clients. Clients without the bridge can join, but cannot supply skill bonuses.

Upgrade

Remove Serverside_Simulations.dll, Valheim_Serverside.dll, and SarkasticGG_Dedicated_Simulation.dll, including copies in nested plugin folders. Never load a predecessor alongside Serverbound.

Copy the settings you need from MVP.Valheim_Serverside_Simulations.cfg into the new config while stopped. Section and key names are unchanged. Serverbound does not migrate the file automatically.

CharacterGuard and ItemLedger have been removed. Their config settings are discarded during startup. Their old tracking files beside the world save are no longer used.

The new assembly and namespace are Serverbound; the plugin GUID is org.serverbound.valheim. Custom integrations must update old GUID, Harmony-owner, and reflected-type references. Skill RPCs and replicated keys now use the Serverbound.* prefix. ImpactfulSkills clients and the server must use matching Serverbound versions. World data keeps its format.

Supported builds

The candidate was tested with Windows Valheim 1.0.17. Guards also accept previously audited 1.0.16 and 1.0.17 Windows/Linux dedicated builds and Windows client builds. Those other builds still need native testing with this candidate. Unsupported assembly hashes are rejected.

Verified supported mods

Mod Verified version
ValheimPerformanceOptimizations 1.2.3
ValheimCommunityPatch 0.34.1
ImpactfulSkills 0.21.0, 0.21.1
DeepNorthCompat 1.2.0, 1.2.1
ValheimTune 0.7.9

Use DeepNorthCompat 1.2.1 for its bow and crafting fixes with ImpactfulSkills 0.21.1.

Note: If you're using ImpactfulSkills, this mod also needs to be installed on each client running ImpactfulSkills for it to work properly.

How ownership works

The server loads zones and objects around ready players and creates nearby objects first. Areas outside every player's active range can unload. Clients can retain valid ownership leases inside their areas; Serverbound does not continuously seize every object.

Player objects remain client-owned. A ship with a valid driver follows that driver's ownership. An empty ship returns to the server, with an open ship container delaying the handoff.

This increases server CPU, memory, and upload needs, especially when players explore separate areas. Remote actions wait for transport and a server frame, so the ownership change can also increase interaction latency.

Configuration

Settings are local, are not synchronized, and require a restart. The generated config describes every key.

Section / key Default Effect
MaxObjectsPerFrame / MaxObjects 100 More objects load areas sooner but can lengthen frames.
Performance / MaxZonesPerTick 1 Shared new-zone budget across players. Zero removes the limit.
Performance / ServerTargetFps 60 Frame target; actual rate depends on CPU headroom. Zero keeps the game's target.
Performance / SendIntervalMs 100 World-send interval in milliseconds. Zero keeps existing scheduling.
Performance / MaxCatchUpMs 100 Fixed-step catch-up cap. Under load, a cap can slow game time. Zero keeps the engine setting.
Server / UnityJobWorkers 8 Worker-count cap. Zero leaves the count alone.
Networking / Enabled true Queue and Steam send-rate settings. Disable when another mod owns these.
Networking / QueueSizeKB 48 Per-peer queued world data. Larger queues can increase latency.

Choose one owner for overlapping networking and simulation settings. Do not copy a pack preset into a standalone installation without checking it.

Troubleshooting

  • REJECTED BUILD/INSTALLATION: check game/mod builds against the supported versions and remove predecessor DLLs. Do not bypass guards.
  • Simulation: SERVERBOUND DISABLED: fix the reported takeover mismatch and restart. Stop the server if rollback reports hooks still installed.
  • Repeated dungeon loading or distant objects flickering with VCP: check the world-start messages confirming spawn-queue and unload-hook removal.
  • Missing skill state: check that the client has Serverbound, the supported ImpactfulSkills build, and Compatibility / ClientSkills=true.
  • Slow loading or delayed interactions: compare frame times, object counts, memory, and send queues. Raising an object budget or queue size can make other delays worse.

Include the full log, game/mod versions, and reproduction steps in a report.

Attribution

Serverbound is built on ddormer's valheim-serverside and MistrCech's maintained fork.