{"id":3837,"date":"2026-10-27T17:12:41","date_gmt":"2026-10-27T14:12:41","guid":{"rendered":"https:\/\/gameteam.io\/blog\/valheim-server-mods\/"},"modified":"2026-10-27T17:12:41","modified_gmt":"2026-10-27T14:12:41","slug":"valheim-server-mods","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/valheim-server-mods\/","title":{"rendered":"How to Add Mods to a Valheim Server (BepInEx, Thunderstore and Server-Side Mods)"},"content":{"rendered":"<p><strong>Valheim server mods run through BepInEx, a mod loader, because Valheim has no official mod support.<\/strong> To add mods to a Valheim server, install the BepInExPack Valheim package from Thunderstore into the server folder, put each mod in <code>BepInEx\/plugins<\/code>, restart, and give every player the same mods at the same versions. Server-side-only mods are the exception: players need nothing. Here&#8217;s the whole process for Windows, Linux and Docker, plus how to keep a modded server alive through Valheim&#8217;s patches.<\/p>\n<h2 id=\"how-valheim-server-mods-work\">How Valheim server mods work<\/h2>\n<p>Valheim has no official mod support and no Steam Workshop, so the community runs mods through BepInEx, a framework that loads plugins into the game and the server at startup. Nearly every mod lives on Thunderstore and depends on the BepInExPack Valheim package. A modded server is the normal dedicated server with that pack installed and plugins in its <code>BepInEx\/plugins<\/code> folder.<\/p>\n<ul>\n<li><strong>Plugins<\/strong> are the mods: usually a <code>.dll<\/code>, sometimes with a folder of assets.<\/li>\n<li><strong>Libraries<\/strong> such as Jotunn are mods other mods depend on. Thunderstore lists each mod&#8217;s dependencies; install them too.<\/li>\n<li><strong>Why the server needs a copy:<\/strong> many mods have to be installed on the server to sync their config to players or to run a version check when someone connects.<\/li>\n<\/ul>\n<h2 id=\"server-side-vs-client-side-mods\">Server-side vs client-side mods<\/h2>\n<p>Every Valheim mod falls into one of three groups. Server-side-only mods run on the server, and players need nothing. Client-side-only mods, like interface tweaks, stay on each player&#8217;s PC. Most gameplay mods need both: the same mod and version on the server and every client, or the connection fails with a mod mismatch. Thunderstore tags each mod as Server-side, Client-side or both.<\/p>\n<table>\n<thead>\n<tr>\n<th>Type<\/th>\n<th>Install it on<\/th>\n<th>Examples (from their Thunderstore tags and pages)<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Server-side only<\/td>\n<td>The server<\/td>\n<td>ServersideQoL (built for dedicated servers with vanilla and console players), Cron Job (runs commands on a schedule), ValheimRcon (adds RCON)<\/td>\n<\/tr>\n<tr>\n<td>Both sides<\/td>\n<td>The server and every player<\/td>\n<td>Most content mods: new items, weapons, building pieces, creatures. Epic Loot and Plant Everything are both tagged this way<\/td>\n<\/tr>\n<tr>\n<td>Admin&#8217;s game (server optional)<\/td>\n<td>Your PC, plus the server for full features<\/td>\n<td>Server Devcommands, which gives admins cheat commands on a dedicated server<\/td>\n<\/tr>\n<tr>\n<td>Client-side only<\/td>\n<td>Each player who wants it<\/td>\n<td>Personal helpers such as Plant Easily, tagged client-side only<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Tags are the author&#8217;s call. The mod&#8217;s description is the final word on whether the server needs it, so read it before you install.<\/p>\n<h2 id=\"valheim-1-0-and-your-mods\">Valheim 1.0 and your mods<\/h2>\n<p>Valheim 1.0 launched on September 9, 2026 with breaking changes, and the modding community&#8217;s own 1.0 FAQ says mods from years ago likely won&#8217;t work. BepInEx itself still loads, but the pack was updated for 1.0 and authors are rebuilding against it. Before installing anything, check that each mod was updated after September 9 and isn&#8217;t marked Deprecated on Thunderstore.<\/p>\n<ul>\n<li><strong>Deprecated<\/strong> can mean the mod is known to be broken, or that its author stopped updating it. Treat it as a warning either way.<\/li>\n<li><strong>Patches keep coming.<\/strong> Valheim went from 1.0.10 to 1.0.20 in its first five weeks, and each fix can break a mod that worked the day before.<\/li>\n<li><strong>Some authors moved.<\/strong> Mods by Azumatt, Smoothbrain and OdinPlus now get their updates on Hexium, a newer mod site. The Gale mod manager reads both Thunderstore and Hexium.<\/li>\n<li><strong>ValheimPlus<\/strong>, the old all-in-one tweak mod, carries on in Grantapher&#8217;s fork; version 10.4.0 (October 25, 2026) added Deep North settings.<\/li>\n<\/ul>\n<h2 id=\"how-to-install-mods-on-a-valheim-dedicated-server\">How to install mods on a Valheim dedicated server<\/h2>\n<p>The order matters. Back up the world, install BepInExPack Valheim into a clean server folder, start the server once so BepInEx creates its folders, then add plugins and restart. On Windows the pack sits next to <code>valheim_server.exe<\/code>; on Linux you launch through the pack&#8217;s own script. Check <code>BepInEx\/LogOutput.log<\/code> after every change, because the server won&#8217;t tell you a mod failed.<\/p>\n<h3 id=\"step-1-back-up-the-world\">Step 1: Back up the world<\/h3>\n<p>Stop the server with Ctrl+C and copy its <code>worlds_local<\/code> folder somewhere safe. Since 1.0 each world is a folder, so copy the whole thing. A mod that adds items or buildings writes them into the world, and removing it later can leave things missing.<\/p>\n<h3 id=\"step-2-install-bepinexpack-valheim\">Step 2: Install BepInExPack Valheim<\/h3>\n<ol>\n<li>On the BepInExPack Valheim page on Thunderstore, use <em>Manual Download<\/em>. Use this pack, not the BepInEx release on GitHub, which isn&#8217;t configured for Valheim.<\/li>\n<li>Extract the archive somewhere outside the server folder.<\/li>\n<li>Move the <strong>contents<\/strong> of its <code>BepInExPack_Valheim<\/code> folder to the top level of the server folder. On Windows you should now see a <code>BepInEx<\/code> folder, <code>winhttp.dll<\/code> and <code>doorstop_config.ini<\/code> next to <code>valheim_server.exe<\/code>.<\/li>\n<li><strong>Linux:<\/strong> make the pack&#8217;s script executable with <code>chmod u+x start_server_bepinex.sh<\/code>, edit its launch line the same way you&#8217;d edit <code>start_server.sh<\/code> (name, world, password), and start the server with it. You should see BepInEx bootstrap messages in the terminal.<\/li>\n<li><strong>Docker<\/strong> (the community <code>lloesche\/valheim-server<\/code> image): set <code>BEPINEX=true<\/code> and put plugins in <code>\/config\/bepinex\/plugins<\/code>. The container installs and updates the pack itself.<\/li>\n<\/ol>\n<h3 id=\"step-3-start-once-and-check-the-log\">Step 3: Start once and check the log<\/h3>\n<p>Start the server and look for <code>BepInEx\/LogOutput.log<\/code> in the server folder. If it isn&#8217;t there, BepInEx didn&#8217;t load and no mod will run. If it is, you&#8217;ll see a line such as <code>[Info : BepInEx] Loading [ModName 1.0.0]<\/code> for every plugin that loaded. Shut the server down, delete the log and restart whenever you want to be sure you&#8217;re reading a fresh one.<\/p>\n<h3 id=\"step-4-add-your-mods\">Step 4: Add your mods<\/h3>\n<ol>\n<li>Stop the server.<\/li>\n<li>Copy each mod&#8217;s files, plus its dependencies, into <code>BepInEx\/plugins<\/code>, following the mod&#8217;s own instructions.<\/li>\n<li>Start the server. Mods that have settings create a <code>.cfg<\/code> file in <code>BepInEx\/config<\/code> on their first run. Edit those with the server stopped, then start it again.<\/li>\n<\/ol>\n<h3 id=\"step-5-give-your-players-the-same-mods\">Step 5: Give your players the same mods<\/h3>\n<p>Players install the same mods, at the same versions, with Gale, Thunderstore Mod Manager or r2modman. Send them the list with version numbers. If a mod uses Jotunn, a mismatch shows up as a pop-up when they connect, listing what differs between their game and the server.<\/p>\n<h2 id=\"running-a-modded-server-from-r2modman-or-thunderstore-mod-manager\">Running a modded server from r2modman or Thunderstore Mod Manager<\/h2>\n<p>Mod managers can launch a dedicated server too, but Valheim&#8217;s start script drops the extra parameters they pass. Fix it by editing <code>start_headless_server.bat<\/code> in the Valheim dedicated server folder and adding <code>%*<\/code> at the end of the line that launches the server. Use separate profiles for the server and your game, or BepInEx clashes when both run on one PC.<\/p>\n<pre><code>valheim_server.exe -nographics -batchmode -name \"My server\" -port 2456 -world \"Dedicated\" -password \"Secret\" -public 1 %*<\/code><\/pre>\n<p>The modding community also suggests leaving crossplay off on a server launched this way, because a good share of mods don&#8217;t support it. If the manager gives you trouble, a manual install like the one above is the fallback.<\/p>\n<h2 id=\"valheim-mods-and-crossplay\">Valheim mods and crossplay<\/h2>\n<p>Console players can&#8217;t install mods at all, and many PC mods don&#8217;t work with crossplay, so most modded Valheim servers are Steam-only. The exception is server-side-only mods built for vanilla clients. ServersideQoL, for example, is designed and tested for dedicated servers with vanilla and console players. If your group includes Xbox, PlayStation or Switch 2 players, stick to that kind of mod.<\/p>\n<p>The community Docker image leaves crossplay off by default for the same reason: some mods misbehave with it. If you switch a modded server to <code>-crossplay<\/code>, test with one console player before the whole group logs in.<\/p>\n<h2 id=\"keeping-a-modded-valheim-server-working-through-updates\">Keeping a modded Valheim server working through updates<\/h2>\n<p>Valheim patches break mods, and the failure is quiet: a plugin built for the previous build simply doesn&#8217;t load, and the world opens without it. So treat every game update as a mod check. Update the server, update BepInExPack Valheim, then compare the plugins listed in <code>LogOutput.log<\/code> with what you installed, before your players log in.<\/p>\n<ol>\n<li>Back up <code>worlds_local<\/code> before the server updates.<\/li>\n<li>Check your mods&#8217; Thunderstore pages. If a mod you rely on hasn&#8217;t been updated for the new build yet, wait before updating the server, or remove that mod.<\/li>\n<li>Update the server, then the BepInExPack. When the pack updates, take the update, even if your mods still list the older version as their dependency.<\/li>\n<li>If the server crashes on start, take all mods out and add them back one at a time, restarting between each. The one that crashes it is your culprit.<\/li>\n<li>Have players update to the same versions.<\/li>\n<\/ol>\n<p>Staying on an older game version for a while? Then don&#8217;t update the mods either. New mod versions aren&#8217;t always backwards compatible.<\/p>\n<h2 id=\"troubleshooting-valheim-server-mods\">Troubleshooting Valheim server mods<\/h2>\n<p>Most modded-server problems are one of four things: BepInEx isn&#8217;t actually loading on the server, the server and a player run different mod versions, a mod hasn&#8217;t been updated for the current game build, or a mod uses an outdated ServerSync. The log tells you which. These are the symptoms people hit most, with the usual cause and the fix for each.<\/p>\n<table>\n<thead>\n<tr>\n<th>Symptom<\/th>\n<th>Likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>No <code>BepInEx\/LogOutput.log<\/code> after start<\/td>\n<td>BepInEx isn&#8217;t loading: pack not at the top level, Linux server started with <code>start_server.sh<\/code>, or <code>%*<\/code> missing for a mod manager<\/td>\n<td>Reinstall the pack at the top level; launch with <code>start_server_bepinex.sh<\/code>; add <code>%*<\/code><\/td>\n<\/tr>\n<tr>\n<td>Mods work in single-player, not on the server<\/td>\n<td>Installed on clients only<\/td>\n<td>Install the server-side part on the server too<\/td>\n<\/tr>\n<tr>\n<td>Jotunn pop-up with an empty remote mod list<\/td>\n<td>BepInEx isn&#8217;t running on the server<\/td>\n<td>See the first row<\/td>\n<\/tr>\n<tr>\n<td>Jotunn pop-up listing version differences<\/td>\n<td>Player and server run different versions<\/td>\n<td>Match the versions on both sides<\/td>\n<\/tr>\n<tr>\n<td>Black screen after connecting<\/td>\n<td>A mod built with an outdated ServerSync<\/td>\n<td>Update or remove that mod; JereKuusela&#8217;s Server Sync Fix is a short-term workaround<\/td>\n<\/tr>\n<tr>\n<td>Server crashes on start after a game update<\/td>\n<td>A mod not yet updated, or an old BepInExPack<\/td>\n<td>Update the pack, then re-add mods one at a time<\/td>\n<\/tr>\n<tr>\n<td>Console friends can&#8217;t join anymore<\/td>\n<td>Mods that clients need, on a crossplay server<\/td>\n<td>Use server-side-only mods, or keep the server Steam-only<\/td>\n<\/tr>\n<tr>\n<td>Windows server never creates the log, with Bitdefender installed<\/td>\n<td>Bitdefender&#8217;s Advanced Threat Defense stops the server process<\/td>\n<td>Add an exception for <code>valheim_server.exe<\/code> itself, not the folder<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"server-side-mods-worth-knowing-as-an-admin\">Server-side mods worth knowing as an admin<\/h2>\n<p>A few server mods solve admin problems vanilla Valheim can&#8217;t. Server Devcommands gives admins cheat commands on a dedicated server. ValheimRcon adds RCON for remote commands, with results sent to Discord. Cron Job runs commands on a schedule. ServersideQoL bundles quality-of-life features that work with unmodded and console players. All four are on Thunderstore; read each page before installing.<\/p>\n<ul>\n<li><strong>Server Devcommands<\/strong> (JereKuusela): install on the admin&#8217;s game, and on the server for the full feature set. Your ID must be in <code>adminlist.txt<\/code>. The commands it unlocks are covered in <a href=\"https:\/\/gameteam.io\/blog\/valheim-server-commands\/\">Valheim server commands<\/a>.<\/li>\n<li><strong>ValheimRcon<\/strong> (Tristan): install on the server, start once, then set a password in <code>BepInEx\/config\/org.tristan.rcon.cfg<\/code>. An empty password disables it. Its port defaults to the server port + 2.<\/li>\n<li><strong>Cron Job<\/strong> (JereKuusela): install on the server to run commands automatically.<\/li>\n<li><strong>ServersideQoL<\/strong> (ArgusMagnus): a framework for a family of server-only add-ons, such as stacking player inventories into chests or refuelling smelters from containers. It does nothing on its own; settings live in <code>BepInEx\/config\/ArgusMagnus.ServersideQoL.cfg<\/code>.<\/li>\n<\/ul>\n<p>Prefer not to run any of this by hand? <a href=\"https:\/\/gameteam.io\/valheim-server-hosting\">Valheim server hosting<\/a> on GameTeam runs BepInEx mods from Thunderstore, and the copilot does the log reading for you.<\/p>\n<h2 id=\"the-easy-way-a-modded-valheim-server-that-tells-you-what-broke\">The easy way: a modded Valheim server that tells you what broke<\/h2>\n<p>On <a href=\"https:\/\/gameteam.io\/valheim-server-hosting\">Valheim server hosting<\/a> from GameTeam you upload mods with the file manager and play. When a patch lands, the AI copilot reads <code>BepInEx\/LogOutput.log<\/code> and names the plugins that stopped loading, so you&#8217;re not digging through forums at midnight. It also edits the mod configs in <code>BepInEx\/config<\/code> and restarts the server when you ask.<\/p>\n<p>Type &#8220;the patch broke our mods, which ones?&#8221; and you get the list. Ask it to back up the world before you add a new content mod, and it does that first. You pay per GB of RAM, from $0.49\/GB a week, with unlimited slots; a modded world is happiest at 8 GB ($3.92 a week). Setting up from scratch? The <a href=\"https:\/\/gameteam.io\/blog\/valheim-dedicated-server-guide\/\">Valheim dedicated server guide<\/a> covers the rest, and <a href=\"https:\/\/gameteam.io\/blog\/valheim-server-settings\/\">Valheim server settings explained<\/a> covers the launch line.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"can-you-add-mods-to-a-valheim-dedicated-server\">Can you add mods to a Valheim dedicated server?<\/h3>\n<p>Yes. Install BepInExPack Valheim into the server folder and put mods in <code>BepInEx\/plugins<\/code>. Players need the same mods unless a mod is server-side only.<\/p>\n<h3 id=\"what-are-server-side-only-mods-in-valheim\">What are server-side only mods in Valheim?<\/h3>\n<p>Mods that run entirely on the server, so players join with an unmodded game. Thunderstore tags them Server-side without the Client-side tag; ServersideQoL and Cron Job are examples.<\/p>\n<h3 id=\"do-players-need-the-same-mods-as-the-server\">Do players need the same mods as the server?<\/h3>\n<p>For any mod that adds or changes gameplay, yes, at the same version. Client-only mods are each player&#8217;s choice, and server-only mods need nothing on the player&#8217;s side.<\/p>\n<h3 id=\"do-valheim-mods-work-with-crossplay\">Do Valheim mods work with crossplay?<\/h3>\n<p>Only server-side-only mods built for vanilla clients. Consoles can&#8217;t install mods, and many PC mods don&#8217;t support crossplay.<\/p>\n<h3 id=\"does-valheim-have-steam-workshop-mods\">Does Valheim have Steam Workshop mods?<\/h3>\n<p>No. Iron Gate confirmed there&#8217;s no Steam Workshop and no official mod support, including at 1.0. Mods come from Thunderstore (and some from Nexus Mods and Hexium).<\/p>\n<h3 id=\"how-much-ram-does-a-modded-valheim-server-need\">How much RAM does a modded Valheim server need?<\/h3>\n<p>Plan on the top of the usual 4\u20138 GB range. Modded servers need more than vanilla, and content mods add data to the world as it grows; 8 GB is a sensible start for a modpack.<\/p>\n","protected":false},"excerpt":{"rendered":"Valheim server mods run through BepInEx, a mod loader, because Valheim has no official mod support. To add&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[184],"tags":[],"class_list":["post-3837","post","type-post","status-publish","format-standard","category-valheim-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How to Add Mods to a Valheim Server (BepInEx, Thunderstore and Server-Side Mods) - GameTeam - Blog<\/title>\n<meta name=\"description\" content=\"How to add mods to a Valheim server: install BepInExPack, add plugins, server-side vs client-side mods, crossplay limits and keeping mods working in 1.0.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gameteam.io\/blog\/valheim-server-mods\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to Add Mods to a Valheim Server (BepInEx, Thunderstore and Server-Side Mods) - 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