Dedicated Simulation

v1.18.2·Updated 2026-10-12

Server-side BepInEx plugin for Valheim dedicated servers: the server simulates the world itself. Character guard, item ledger, portal lock, fire control, location icons, network limits. Fork of Server

About this mod Author’s original text

Sarkastic.gg Dedicated Simulation

Source code · Report a bug · Changelog · Resource Regrowth

Fork of Serverside Simulations by ddormer, which is no longer maintained as of 2026, renamed at the original authors' request. Updated for Valheim 1.0, building on ddormer/valheim-serverside#118 by @mreastman.

The dedicated server simulates the world — monsters, physics, ships without a driver — instead of handing each area to whichever player got there first. Server-side only: players keep vanilla clients.

Companion plugin: Resource Regrowth () brings back surtling cores, chest loot, creatures and whole zones in areas left alone; the two are made to run together.

Updated for Valheim 1.0.16. Up to version 1.12 it was also checked on 1.0.15 and 1.0.12; what was added after that is tested on 1.0.16 only. A startup check warns about every vanilla method the mod uses that a game update has changed.

Why, compared to vanilla

In vanilla, the first player to enter an area owns it: their game runs the monster AI and physics there, and everyone else nearby sees that area through them. If that player has a poor connection or a slow PC, everyone around suffers — monsters jump around, hits land late — and updates travel from each player to the server, on to the owner and back.

With this mod the server owns and simulates those areas:

  • Each player depends only on their own connection to the server, not on someone else's.
  • Clients no longer run AI and physics for the areas they would have owned, which helps slower PCs.
  • Ships are handed to their driver, so steering has no round trip.

What it costs:

  • The server needs more CPU, RAM and upload than a vanilla server.
  • A player alone in an area now has their round trip to the server where vanilla would have had none. With a nearby server this is rarely noticeable.

Observed on one server

Valheim 1.0.7, Windows dedicated server, up to four players, September 2026. One group's session, not a benchmark.

  • No exceptions or mod warnings during play.
  • Items picked up from the ground: 98% of 437 on the first ownership request (1.2.0), 214 of 214 (1.5.0); the rest within 2 s.
  • The per-player send queue was full in at most 0.2% of send ticks, only in bursts such as portals.
  • About 0.8 of a CPU core on average with one player, and 15–25% of a core while empty (with the job worker cap). RAM about 1.6 GB empty, 2–2.6 GB with players, levelling off.

Not covered yet: Frost Foundry, sailing, raids, Deep North events, a non-default -simulationdistance, and the console commands under a Windows server panel.

What this fork adds

Compared to Serverside Simulations 1.1.9 (details in the changelog):

  • Valheim 1.0 support, and a review of every patched method against the 1.0 code.
  • Fixes: location prefabs were never released (a memory leak); zones could be generated before their locations; no objects were created with a non-classic -simulationdistance; 1.0 errors on the server with ship sails, the Frost Foundry (which duplicated items) and leviathans; the far ring of unexplored land was not pre-generated as in vanilla, so distant trees, cliffs and the Mistlands mist appeared late.
  • Objects nearest to a player are created first, e.g. after a portal.
  • Server-side networking limits from BetterNetworking, with a per-player log of how often they are reached.
  • Cap on Unity job worker threads, which otherwise idle at CPU cost on many-core hosts.
  • Fix: player changes that the save skipped. Valheim 1.0 rewrites only the world chunks it marked as changed, and a change received from a player marks nothing, so what a player just built or moved could be missing after a restart.
  • Fix: teleported players left behind as ghosts. A player who portalled or respawned stayed visible to the players near the old spot, frozen, until they next crossed a zone line, because Valheim 1.0 checks whether an object left their area before it stores the new position.
  • Fix: fireplaces smothered for everyone but the server.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Dedicated_Simulation-1.18.2.zip
File size
147.8 KiB