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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
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
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
- Back up the world and configuration, then stop the server.
- Install BepInExPack_Valheim 5.4.2351 and remove predecessor simulation DLLs.
- Extract the package into the server directory. The DLL belongs at
BepInEx/plugins/Serverbound/Serverbound.dll. - Start once to generate
BepInEx/config/org.serverbound.valheim.cfg. Stop before editing it. - Restart and check
BepInEx/LogOutput.logforSimulation: 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.