ModBlocker
Preloader patcher that prevents blocklisted mods from loading. Lets modpack maintainers remotely disable a mod for all players via a one-line config update.
About this mod Author’s original text
ModBlocker
Source & issues:
A BepInEx 5 preloader patcher for Valheim (and other BepInEx games) that
prevents blocklisted mods from loading — without uninstalling them.
Why?
Modpack maintainers have no way to remove a mod from players' machines:
updating a modpack installs new dependencies but never uninstalls dropped ones.
ModBlocker fixes that. Ship it in your modpack with its config file, and
removing a mod for every player becomes a one-line config change in your next
pack update.
How it works
At game startup — before the BepInEx chainloader scans plugins — ModBlocker
reads BepInEx/config/modblocker.cfg and renames the DLLs of blocklisted mods
to.dll.blocked. Blocked mods simply do not exist as far as the game is
concerned. Removing an entry restores the DLLs on the next launch. Nothing is
ever deleted.
Config: BepInEx/config/modblocker.cfg
Comma-separated entries. Two formats are supported, matching is case-insensitive:
[Blocklist]
Mods = SomeAuthor-SomeMod, SomeOldPlugin.dll
Editing in-game
The companion plugin ModBlockerUI exposes the blocklist as a text field in
the ConfigurationManager window (F1). Changes are saved instantly and applied
on the next launch (blocking happens before plugins load, by design).
A log of every block/re-enable action is written to BepInEx/ModBlocker.log.
Server enforcement (v1.3+)
Install ModBlocker on the server (or in-game host) and on all clients:
- The server's blocklist is pushed to every connecting client (ServerSync,
Lock Configuration = true) and applies on their next launch.
- Players without ModBlocker installed are kicked on connect (ModRequired),
like AzuAntiCheat does for its whitelist.
- Server values never overwrite the client's local modblocker.cfg; they are
mirrored to modblocker.server and merged by the preloader at startup.
ServerSync is embedded from blaxxun's ServerSync — all credit to blaxxun.
Safety nets
- Core protection: BepInEx and Jotunn can never be blocked — entries
targeting them are refused and logged.
- Cascade blocking: if you block a mod that other mods depend on, those
dependents are automatically blocked too, recursively (2, 3, 5 mods —
the whole chain). Each cascade is logged as Also blocked: X (depends on Y).
Removing the original entry restores the entire chain on the next launch.
- Self-protection: entries targeting ModBlocker's own components are ignored.
Warnings
- Blocking a mod that others depend on blocks the dependents as well (see
cascade above) — check BepInEx/ModBlocker.log to see the full chain.
- Blocking a content mod (items/creatures) has the same effect on an existing
world as uninstalling it: its objects will be missing while blocked.
Building from source
cd src
dotnet build -c Release
Patcher: dotnet build src → src/bin/Release/net472/ModBlocker.dll → BepInEx/patchers/
Plugin: dotnet build src/Plugin → src/Plugin/bin/Release/net472/ModBlockerUI.dll → BepInEx/plugins/
FAQ
Does blocking delete anything? No. DLLs are renamed to.blocked, never deleted.
Remove the entry and they are restored on the next launch.
Can it block itself? No — entries targeting ModBlocker's own components are
ignored and logged.
Does it work outside Valheim? It should work with any BepInEx 5 game, but it
is only tested on Valheim.
Contributing
Issues and pull requests are welcome. The CI builds both DLLs and assembles the
ready-to-upload package on every push (see Actions artifacts).
Pushing a vX.Y.Z tag creates a GitHub Release with the package attached.
License
MIT — © 2026 Ashraf
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: