To mod a Valheim dedicated server, install the official server, add BepInExPack Valheim to that server’s own directory, place compatible plugin files in BepInEx/plugins, and launch the server through the BepInEx-enabled script. Copying mods into your personal client profile is not enough: the dedicated server must load BepInEx itself, and some mods must also be installed by every player.
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The safe order is to back up the world, create a clean server installation, configure the official launch script, install BepInEx, add one small batch of compatible mods, and test with a matching client profile. Steam-backend servers generally need ports 2456–2457 forwarded; Crossplay uses relay networking and does not require inbound forwarding, but it changes how players join.
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What you need before installing anything
A modded dedicated server has three separate pieces: the Valheim server files, a loader that can start plugins, and the plugins themselves. Treat those as separate layers when diagnosing problems. A correctly installed DLL will still do nothing if the server was started with the unmodded executable or script.
- An installed copy of Valheim Dedicated Server from Steam’s Tools library.
- A clean, unmodified dedicated-server directory before installing BepInExPack Valheim.
- A current BepInExPack Valheim archive downloaded from its Thunderstore package page.
- The server-side files for each mod, including any dependency files or folders listed by that package.
- A backup of the world files and the complete server directory.
- A client test installation with the exact game version and any mods required by the server-side packages.
Do not assume that a mod manager’s client profile changes the dedicated server. Managers can assemble files for a player’s game, but dedicated-server deployment commonly remains a manual extraction-and-launch-script job.
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Install the official Valheim dedicated server
Find and install the server through Steam
- Open Steam and enable the Tools checkbox in your library filters.
- Find Valheim Dedicated Server and install it.
- Open the installation’s local files so you can work in the directory that contains the dedicated-server executable and startup scripts.
- Make a copy of the supplied startup file. Edit the copy rather than the original, because Steam updates can overwrite the original file and remove your settings.
On Windows, the supplied script is start_headless_server.bat. On Linux, it is start_server.sh. Keep the copied script in the server directory and use it as the place for your name, world, password, public-state and port arguments.
Set the server’s basic arguments
Configure the copied script with the values you want for the server name, world name, password, whether it is public, and the ports it should use. Keep a written record of those values so you can reproduce the setup after an update or rollback.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchSteam-backend servers normally use the port range 2456–2457. Forward that range from your router to the machine running the server, and allow the server through the host firewall. Crossplay uses a relay instead of requiring inbound port forwarding. That avoids the router-forwarding step, but players cannot join using a local or loopback IP address when the server is operating through Crossplay.
Choose Steam networking or Crossplay before testing
| Networking mode | Router requirement | Joining behavior | What to check |
|---|---|---|---|
| Steam backend | Normally forward UDP ports 2456–2457 and permit them through the firewall. | Players use the normal Steam-style server discovery or address-based joining supported by their setup. | Confirm the forwarded range points to the server machine and that the firewall permits the server process. |
| Crossplay | Inbound router forwarding is not required because the relay handles the connection. | Local or loopback IP joining is unavailable. | Use the Crossplay-compatible join method rather than testing with a local IP. |
Do not troubleshoot mod loading and networking at the same time if you can avoid it. First start the server and verify that the unmodded installation can run with the selected network mode. Then stop it before adding BepInEx.
Install BepInExPack Valheim in a clean server directory
Start with an unmodified installation
The BepInExPack Valheim instructions explicitly require a clean Valheim folder. Remove experimental loader files or leftover plugins from earlier attempts before installing the package. A partially modified directory makes it difficult to tell whether a failure comes from BepInEx, a plugin, or an old file.
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Extract the package into the server root
- Download the BepInExPack Valheim archive from its Thunderstore package page.
- Stop the dedicated server if it is running.
- Extract the archive directly into the dedicated-server directory—the folder containing the Valheim server executable and the official startup scripts.
- Confirm that the BepInEx files are beside the server executable, not nested inside an extra archive folder.
- Locate the package’s BepInEx-enabled launch script. On Linux, the package documentation refers to
start_server_bepinex.sh. - Edit that BepInEx script’s launch parameters so they match the name, world, password, public state and ports in your copied official script.
The critical detail is the directory level. If extraction creates a structure such as server/BepInExPack_Valheim/Valheim/BepInEx while the executable is in server/, the loader is not beside the executable and will not load unless you move the contents to the correct root.
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Keep the original script as a recovery reference
Do not delete the official script. It is useful for comparing launch arguments and for starting the server without mods when you need to determine whether a failure is caused by BepInEx or by the base server. The BepInEx script should carry the same server settings, but it should be the script you use for normal modded operation.
Put server plugins in the correct folder
Install a mod manually
- Read the mod package’s description for its supported Valheim version, loader requirement, dependencies and server/client instructions.
- Extract the downloaded mod archive.
- Copy the mod’s DLL and any accompanying folders into the dedicated server’s
BepInEx/pluginsdirectory. - Preserve the folder structure supplied by the package when it includes a mod-specific folder.
- Check the resulting layout. A representative package documents it as
Valheim/BepInEx/plugins/<ModFolder>/<Mod>.dll.
The DLL must be under the server installation’s BepInEx/plugins, not merely inside a client profile, a downloads folder or an unrelated copy of Valheim. Dependencies may need to be placed in the same plugins directory or in another directory specified by the package; follow that package’s instructions rather than guessing.
Add configuration files only after the loader has started
Many BepInEx mods create configuration files on their first successful launch. Start the server once with the plugin installed, stop it cleanly, and then edit the generated configuration if the package documents settings. If a package supplies a configuration file, copy it exactly as documented and do not rename its sections or keys without a reason.
Decide whether a mod belongs on the server, the client, or both
There is no universal rule that every player must install every mod. The package’s multiplayer instructions take precedence, but the following classification helps you make the first decision.
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| Mod scope | Typical purpose | Dedicated server | Players’ clients |
|---|---|---|---|
| Server-authoritative or world/gameplay | Changes rules, progression, entities, world behavior or shared simulation. | Usually required. | May be required if the package says clients must understand the changed gameplay. |
| UI, visual or client-code | Changes a player’s interface, rendering, input or local presentation. | Often unnecessary. | Usually installed only by the player who wants the feature. |
| Multiplayer-parity mod | Enforces matching behavior or changes shared gameplay in a way that must be synchronized. | Required. | Required for every player when the package specifies client installation. |
| Dependency or framework | Provides APIs or shared code used by another plugin. | Install wherever the dependent plugin requires it. | Install on clients too when the dependent mod is client-side or the package requires parity. |
ValheimPlus is an example of a multiplayer package whose instructions advise installing it on both the server and the clients. That requirement is package-specific; do not generalize it to every Valheim mod.
Use a mod checklist for each package
- Scope: server-only, client-only, or both.
- Loader: BepInEx version or another required framework.
- Game compatibility: the Valheim version the release supports.
- Dependencies: other DLLs, frameworks or content packages needed before launch.
- Configuration: generated config file, command-line parameter or in-game menu.
- Multiplayer enforcement: whether every player must use the same release and settings.
- Rollback impact: whether removing it can affect an existing world or saved progression.
- Update cadence: whether the maintainer has released a build for the current game version.
Launch the modded server and verify that BepInEx loaded
- Stop the unmodded server completely. Do not leave its process running while starting the BepInEx script.
- Run the BepInEx-enabled launch script, not the original unmodded script.
- Watch the console for BepInEx initialization messages and plugin-loading lines.
- Inspect the BepInEx log for preloader errors, missing dependencies or exceptions naming a plugin.
- Connect with a test client using the game version and mod profile required by the server’s packages.
- Test one feature from each newly installed mod before inviting the rest of the group.
Install in small batches. This is an operational safeguard: if the server fails after adding three plugins, remove or test those three as a group; if it fails after adding one, the likely cause is much easier to isolate. Keep a short change log with the package version, date and whether the server and test client connected successfully.
What a successful first launch looks like
- The BepInEx loader starts before the game server finishes initialization.
- The console or log identifies the installed plugin assemblies without preloader or dependency errors.
- The server reaches its normal ready state and remains running.
- A test client can connect using the selected Steam or Crossplay networking mode.
- The mod’s documented feature appears in the world, interface or configuration as expected.
If the server reaches a ready state but a feature is absent, treat that as a plugin-loading problem rather than a router problem. If the log is clean but players cannot connect, investigate game version, required client mods and networking separately.
Troubleshoot the common failure modes
The server starts, but no mods load
- Confirm BepInEx files are in the server root beside the server executable.
- Verify that you launched the BepInEx-enabled script rather than
start_headless_server.bator the unmodified Linux script. - Open the BepInEx log and look for preloader errors.
- Check that the archive was not extracted into an extra nested directory.
- Stop the server, correct the layout or script, and start it again.
A specific plugin is ignored
- Verify the DLL is under the dedicated server’s
BepInEx/pluginsdirectory. - Check that the DLL was not left only in a client-side mod-manager profile.
- Read the package’s server-side requirement; some plugins are intentionally client-only.
- Install any stated dependency before testing the plugin again.
- Check the log for the plugin’s exact filename and for a version mismatch.
Players cannot connect
- Compare the Valheim game version on the server and clients.
- Compare the BepInEx version and every required client mod.
- Check whether a multiplayer package requires both server and client copies.
- Remove or update the first plugin named in the connection or initialization log, then retest.
- If using Steam networking, check the firewall and forwarding for ports 2456–2457.
- If using Crossplay, do not test by entering a local or loopback IP; use the relay-compatible join method.
Steam connectivity fails while the server itself runs
Confirm that the router forwards ports 2456–2457 to the correct host, that the host firewall permits the server, and that the launch script uses the intended port values. A server can load every mod correctly and still be unreachable if the network path is wrong.
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An update breaks the world or prevents startup
- Stop the server and restore the pre-update backup of the world and server directory.
- Check the current Valheim version supported by BepInExPack Valheim.
- Check every plugin for a release compatible with that game version.
- Update the loader first, then update plugins one at a time.
- Start the server after each change and read the log before making another change.
Do not delete a world merely because a plugin update fails. Restore the known-good files, determine which component changed, and retry with a compatible release.
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Back up, update and roll back safely
Make a backup before every change
Back up the world files and the complete server directory before installing the first mod, changing a configuration, updating BepInEx or updating a gameplay plugin. Keep at least one copy outside the live installation so a failed update cannot overwrite both the working files and the backup.
Update one layer at a time
When Valheim updates, first confirm the game version, then check BepInExPack Valheim, then check each plugin and its dependencies. Updating several unrelated packages simultaneously removes your ability to identify the component that caused the failure.
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The maintained community guidance warns against running Vortex and a Thunderstore manager against the same game installation. Choose one management approach for a given installation, and keep the dedicated server’s manually extracted files separate from a client profile. Two managers can overwrite, remove or replace files without making it clear which tool performed the change.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to choose mods for a dedicated server
Popularity alone is a poor selection criterion for a persistent world. Compare each candidate on the axes that affect server stability and player access.
| Question | Why it matters | Decision |
|---|---|---|
| Is it server-side, client-side or both? | Determines where files must be installed and whether every player needs a matching profile. | Reject a package whose multiplayer requirement you cannot support. |
| Which loader and game versions does it support? | A plugin built for an older loader or game may fail before the server reaches ready state. | Use a release that explicitly supports your current versions. |
| What dependencies are required? | Missing frameworks often appear as loader or preloader errors rather than as a clear in-game message. | Install dependencies first and record their versions. |
| How is it configured? | Configuration may be generated on first launch or supplied as a file. | Document settings so clients can reproduce required behavior. |
| Does it enforce multiplayer parity? | Players with different files or settings may be refused or desynchronized. | Standardize the profile for every required client. |
| What happens on removal? | Gameplay and world changes can have rollback consequences. | Back up before installation and test removal on a copy. |
| How frequently is it updated? | Inactive packages may lag behind Valheim updates. | Prefer a package with a current compatible release and clear maintenance status. |
Answers to the practical 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 mods go in the player’s client installation. A mod that requires both must be installed in both places. A client profile alone never modifies the dedicated server.
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Do all players need the same mods?
No. UI and visual mods are often client-only. Server-authoritative and multiplayer-parity packages can require every player to install the same mod and sometimes the same version and configuration. Follow the package’s multiplayer instructions.
How do I launch BepInEx on a dedicated server?
Extract BepInExPack Valheim into the server root, match its launch parameters to your official server script, and start the server with the package’s BepInEx-enabled script. Merely placing DLLs in BepInEx/plugins does not activate the loader.
Can I use the original startup script after installing mods?
Use the original script as a clean reference or recovery test. For modded operation, launch through the BepInEx-enabled script so the loader initializes before the server.
Should I use Steam networking or Crossplay?
Use Steam networking when you can forward ports 2456–2457 and want its normal joining behavior. Use Crossplay when relay networking is preferable and inbound forwarding is not practical, while remembering that local or loopback IP joining is unavailable.
A repeatable maintenance checklist
- Back up the world and server directory.
- Record the Valheim, BepInEx and plugin versions.
- Confirm every plugin’s server/client scope and dependencies.
- Stop the live server before changing files.
- Change one package or setting at a time.
- Launch through the BepInEx script.
- Read the console and BepInEx log before testing gameplay.
- Test with a client profile that satisfies all required multiplayer mods.
- Confirm Steam forwarding or Crossplay join behavior separately from mod behavior.
- Keep the previous working files until the new version has been tested.
Following this sequence keeps the loader, plugins, clients and network configuration understandable. When something fails, you can identify whether the cause is file placement, launch path, compatibility, multiplayer requirements or connectivity instead of replacing the entire installation blindly.
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