Serverbound

v0.1.4·Updated 2026-10-12

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

About this mod Author’s original text

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.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 |

| DeepNorthCompat | 1.2.0 |

| ValheimTune | 0.7.9 |

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 | Worke

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
Serverbound-0.1.4.zip
File size
176.6 KiB