So this can work with Torches Eternal, Loot Multiplier and Instant Monster Drop to create completely server-side modifications to the gameplay of connected vanilla clients. That's a really useful side effect. Has anyone found other simple compatible mods?
Similar to this, I found some mods MUST be installed server-side now. Terraheim's Armor Bench and Clutter's (everything) were messed up until I put those mods server-side as well. They work great now. Except I don't have special abilities on my Terraheim flametal weapons any more. I don't know if this is the update to BepInEx/JVL, or something with server sims yet though. I'll report back!
This mod is randomly and circumstantially crashing my server, even with MaxObjectsPerFrame.MaxObjects cranked all the way down at 10. No error messages per se aside from: Assertion Failed: SteamnetworkingSockets service thread waited 241ms for lock! This directly adds to network latency! It could be a bug, but it's usually caused by general performance problem such as thread starvation or a debug output handler taking too long. My server specs should be more than capable of handling everything server-side with a 5950X and 12GB RAM.
can anyone tell me how this works with the most recent build of the game 0.219.x
At this point in time, the latest version of the game is 0.218.21. Any version higher is beta, and not many mods support that.
Edit: I'm guessing you are asking if anyone have tested this mod with the beta version of the game. I would suggest you ask this in the Larian Discord, in the proper channel.
Currently using the mod with the Public Test version because of the Ashlands update and can confirm it's working fine. I can't seem to have any other mod installed on the server, other than Better Networking, or it won't function properly. I'll update this comment if it stops working in the near future for any reason.
Update: While it does work as intended, almost no lagged interactions with others, it may be the cause of a weird glitch that won't allow some enemies to die and stuck in an endless death animation. Still checking to confirm this.
Hey fella, just wanted to add my endorsement because this mod does a marvellous job of improving multiplayer network performance on a dedicated server. We're running 4 of us, 3 in the UK and 1 in Peru on a server hosted in the UK and we've gone from game-breaking framedrops every 5 seconds, to a much much more stable performance all round, even with all 4 of us on. You are doing Odin's work with this!
Unfortunately I've had to remove it because I've isolated it as a culprit causing a bug whereby any mob attacking us won't do damage to any player. Players can still take damage from falling and eachother, but any enemy hitting them has no effect. This doesn't happen on private worlds with the modlist, and it only crops up as a result of placing it within the dedicated server plugins folder when testing. I've been going through all the posts here and previous bugs and I'm guessing there must be some kind of mod that's causing this, but I've yet to do any comprehensive testing yet. I'll attach my list here, and once I've discovered what's causing this I'll open up a post on the respective github for the mod causing it. But perhaps you might have a look and let me know if anything stands out to you?
Regardless, thank you for all your hard work and I will be referring this mod to everyone using dedicated servers that will listen.
Just tested this mod (v1.1.5 because I'm still on VH v0.217.25), want to report back and got a few questions.
Feedback:
My clients FPS increased from ~8 to ~25 in my main base. :-) Outside of that not much changed (50-60 FPS).
The hundreds of wolfs (literally!) around that base do kinda work but they're glitching, teleporting and so on.
I got the strong impression that a lot more necks, deer, boar, greyies etc. are being spawned (compared to when I'm running the wolf infested meadows even further away from the main base).
Picking up NPC drops around my base was almost impossible - sometimes it took ~5s standing on the items for them to get picked up...
HW Specs server:
Core i5 2500T - 4c4t - @2,3GHz (boost 3,3GHz)
12 GiB DDR3 @666Mhz
With this mod the VH dedicated server used ~40-50% of the CPU (=~2c) and ~3,3 GiB RAM (running with elevated priority). "Idle" usage of the PC is ~15% (there's only one other service running - ~1GiB RAM, ~5-10% CPU)
Questions:
is my server too slow for so many wolfs? What are other's experiences?
"MaxObjects" - what objects?
Does the server run one "simulation" per connected player (if they're far apart)? = Does the server load increase linearly with the number of players?
I'd like to suggest a few more information on server requirements in the description of this mod. Maybe with a few indicators to look for to asses is a server is powerful enough.
Valheim dedicated server is single-threaded, so when choosing a processor, you need to look at the power of 1 separate core. Although Windows can redistribute the thread to different cores, this does not add power. When the server is now processing a lot more, given the game's network code - it's quite possible that 3 ghz is no longer enough...
After patch 0.217.28 in order to run "Serverside Simulations" an MaxObjectsPerFrame.MaxObjects option must be turned off. Pls fix! Performance feel worse but at least it somewhat works. Hope it will be fixed soon. I was using it set to 120 experience was great!
Could we please get this mod on thunderstore as well? Also looks like an amazing mod to have for dedi servers yet latest version of game seems to have broken it
105 comments
Is the any way to see if the mod is working? Like, should I be seeing something specific when I press F2?.
Assertion Failed: SteamnetworkingSockets service thread waited 241ms for lock! This directly adds to network latency! It could be a bug, but it's usually caused by general performance problem such as thread starvation or a debug output handler taking too long.
My server specs should be more than capable of handling everything server-side with a 5950X and 12GB RAM.Any version higher is beta, and not many mods support that.
Edit: I'm guessing you are asking if anyone have tested this mod with the beta version of the game.
I would suggest you ask this in the Larian Discord, in the proper channel.
I created a bug, not yet sure if others have faced the same issue.
Update: While it does work as intended, almost no lagged interactions with others, it may be the cause of a weird glitch that won't allow some enemies to die and stuck in an endless death animation. Still checking to confirm this.
Update2: Confirmed this mod is the culprit for causing looping death animations, so far only seen on trolls and surtlings but there could be more it happens with. I was doing some searching and found this nugget. GitHub - ddormer/valheim-serverside: Valheim mod. Move world and AI simulations from the client to the server.
Unfortunately I've had to remove it because I've isolated it as a culprit causing a bug whereby any mob attacking us won't do damage to any player. Players can still take damage from falling and eachother, but any enemy hitting them has no effect. This doesn't happen on private worlds with the modlist, and it only crops up as a result of placing it within the dedicated server plugins folder when testing. I've been going through all the posts here and previous bugs and I'm guessing there must be some kind of mod that's causing this, but I've yet to do any comprehensive testing yet. I'll attach my list here, and once I've discovered what's causing this I'll open up a post on the respective github for the mod causing it. But perhaps you might have a look and let me know if anything stands out to you?
Regardless, thank you for all your hard work and I will be referring this mod to everyone using dedicated servers that will listen.
BepinEx_Valheim
Jotunn
MissingPieces
Digitalroots_Slope_Combat_Assistance
UseEquipmentInWater
MultiUserChest
HoneyPlus
AzuExtendedPlayerInventory
OdinCampsite
Southsil Armour
SpeedyPaths
AAA_Crafting
OdinTrainingPlace
OdinsFoodBarrels
Minimal_UI
CraftyCartsRemake
ValheimArmoury
SNEAKer
EquipWheel
AdvancedTerrainModifiers
DragoonCapes
More_and_Modified_Player_Cloth_Colliders
CreatureLevelAndLootControl
DualWield
Quick_Stack_Store_Sort_Trash_Restock
CombatOverhaulREwrite
PreventAccidentalInteraction
BronzeAgeChest
BetterChat
WeaponHolsterOverhaul
ResourceUnloadOptimizer
ItsJustWood
CoreWoodPieces
Proper_Spears_Forward_Facing_With_Thrust_Attacks
FineWoodFurnitures
FineWoodBuildPieces
HaulersHelper
SmoothSave
BuildExpansion_Renewed
LootParticlePlus
HardcoreEquipments
MoreCrossbows
TerrainReset
balrond_furniture
Blacksmiths_tools
Judes_Equipment
ShopToShoreCam
Atgeir_Polearm_Animation_Fix
Official_BepInEx_ConfigurationManager
BlastFurnaceTakesAll
BetterCarts
Backpacks
BowsBeforeHoes
FireSpreads
OdinBear
TrophyDropChance
StartupAccelerator
BetterNetworking_Valheim
RRRCore
RRMonsters
Server_devcommands
Upgrade_World
Feedback:
HW Specs server:
With this mod the VH dedicated server used ~40-50% of the CPU (=~2c) and ~3,3 GiB RAM (running with elevated priority). "Idle" usage of the PC is ~15% (there's only one other service running - ~1GiB RAM, ~5-10% CPU)
Questions:
- is my server too slow for so many wolfs? What are other's experiences?
- "MaxObjects" - what objects?
- Does the server run one "simulation" per connected player (if they're far apart)? = Does the server load increase linearly with the number of players?
I'd like to suggest a few more information on server requirements in the description of this mod. Maybe with a few indicators to look for to asses is a server is powerful enough.Also looks like an amazing mod to have for dedi servers yet latest version of game seems to have broken it