ValheimAdminForge
Server-authoritative admin GUI: dynamic catalogs (items, effects, creatures, events) for vanilla + modded content, plus player, world and teleport tools.
About this mod Author’s original text
Valheim Admin Forge
One hotkey. Every item, creature, event and status effect in the game — searchable,
inspectable, spawnable. Single-player, listen-server with friends, or dedicated, where
every action is authorised by the server so a modified client can't abuse it.
Press Insert. That's the whole learning curve.
Why you'd want it
🔍 An in-game wiki you can spawn from
Stop alt-tabbing to a wiki that's three patches out of date. Admin Forge reads the
catalogs out of your game, so what you see is what you're actually running:
- Items — weight, stack size, max quality, value, prefab id.
- Creatures — faction, base health, boss flag, tameable or not.
- Every random event — biome, duration, trigger radius, exactly what it spawns, and
which global keys gate it (missing ones flagged).
- Status effects — with real duration and power, so Poison / Burning / Frost behave
like they do in a fight instead of ticking for nothing.
Want to know what a 2-star Fenring actually hits like, or whether a late-game armour set
is worth the grind? Spawn it, look at it, despawn it — no loot, no death, no event credit.
The world is exactly as you left it.
Search leads with what you actually typed rather than whatever the catalog listed
earliest — type wood and you get Wood, not the twelfth thing with "wood" buried in its
name. It works the same if your game isn't in English: the mod matches the internal id
too, so a Latin name still finds the thing.
🎲 Run events on demand — including on dedicated servers
Vanilla's event command is server-only, so an admin connected to a dedicated server
can't start one at all. Admin Forge routes it through the server properly: start any
event on yourself, on another player, or at coordinates; stop the active one; or roll a
random. Good for raid nights, testing base defences, or giving your server a story beat.
🛠 A moderation kit that works where the console doesn't
Most vanilla admin commands are refused for clients on a dedicated server. These aren't:
teleport a stuck player out of a rock, bring someone to you, heal them, hand out gear,
clear a griefed area, or sweep away a raid nobody wants to finish. Per-player name tags
(MODER, EVENT, your choice of colour) show on head-plates and in chat, so your team
is recognisable at a glance.
Need to send someone somewhere? Hit Map, click the spot on your own map, done — no
copying coordinates out of a wiki. And when the whole admin team jumps to the same
player, everyone lands in a ring around them instead of inside each other.
When someone has to go, kick and ban are in the roster itself. Click a player's name
and their id drops into the moderation field — no squinting at a 17-digit number. Bans
reach people who already logged off: paste the SteamID64 and it lands anyway, and unban
takes it back out however you happened to spell it. Every one of those buttons asks twice
before it fires, and it refuses to ban you or another admin by accident.
📋 A log of who did what
Sharing admin rights works better when nobody has to take anyone's word for it. Every
action the server authorises — or refuses — lands in a plain text file beside the server
config, at BepInEx/config/ValheimAdminForge.audit.log: who asked, when, and what it
actually did, down to killall r=30 -> Bjorn rather than a vague "someone used a
command". It's deliberately a separate file from BepInEx's
own log, which gets truncated a few seconds into every startup, so the trail outlives
restarts. It rotates itself, and it's dedicated-server only — single-player writes nothing.
🧪 Practise fights without burning a real save
God, ghost, fly, no-cost building, instant skill levels, weather and time control, and a
natural-spawn toggle for when you want silence. Set up the exact fight you want, then put
everything back.
🧩 Mods just work
Nothing is hard-coded — catalogs are rebuilt from live game data every session, so items,
creatures, status effects and events added by other mods appear next to the vanilla ones
wi
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: