Valheim

Valheim

Munin Mar 31, 2022 @ 12:53am
Advanced settings for server owners and favorites tab
This thread might not have many replies, but above suggestions are wishes from the community since almost day one. Feel free to discuss these suggestions here, or simply show approval.

(Added this to Popular Community Suggestions too!)
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Showing 1-15 of 25 comments
LucTus -Ger- Mar 6, 2022 @ 4:39am 
Pls adds a favourites tab
Please add a favourites tab in the server window...... everytimes i have to search my server in the list :(
luponix Mar 6, 2022 @ 4:56am 
+1
GinsengSamurai Mar 6, 2022 @ 5:17am 
Alternatively, until this feature might get implemented in the future, you can in the meantime, create a batch file that will directly connect you to the server of your choice. For example, I have my players do the following in a bat, between the == lines:

==
echo|set/p=PASSWORD|clip > nul

"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 892970 +connect valheim.mydomain.com:2457
==

This will launch the game and take the player directly to the character selection screen. After selection, it will connect to the server and ask for the password. Press CTRL V to paste the password into the field, and it will do the rest automatically.

To clarify, the first line copies the password for the server. Replace PASSWORD. The second line launches the Valheim game and automatically connects you to the server. In my case, I am using a sub-domain name that contains my server's external IP address via A Name record.
Last edited by GinsengSamurai; Mar 6, 2022 @ 5:17am
LucTus -Ger- Mar 6, 2022 @ 9:09am 
thanks for the tipp
TVMAN Mar 6, 2022 @ 9:37am 
If you click on 'join' and connect to your server from there via IP, that window will save the IP for the last server you connected to next time you use the 'join' option. Useful for if you only connect to one server.

You can also save Valheim servers to your favorites in Steam. It's under View > Servers. I do agree that Valheim could use a 'favorites' tab as well, since connecting through steam favorites will make you put in the server password twice.
Last edited by TVMAN; Mar 6, 2022 @ 9:38am
Munin Mar 6, 2022 @ 9:44am 
It will most likely be added; It's on the wishlist (just like more advanced settings for server owners).
LucTus -Ger- Mar 6, 2022 @ 11:07am 
Originally posted by Munin:
It will most likely be added; It's on the wishlist (just like more advanced settings for server owners).
more server options would be nice, too :)
MAXE Mar 31, 2022 @ 5:38am 
How about Official servers instead ?
it will make the game more social
Bjørn Thorsson Mar 31, 2022 @ 9:07am 
Originally posted by GinsengSamurai:
Alternatively, until this feature might get implemented in the future, you can in the meantime, create a batch file that will directly connect you to the server of your choice. For example, I have my players do the following in a bat, between the == lines:

==
echo|set/p=PASSWORD|clip > nul

"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 892970 +connect valheim.mydomain.com:2457
==

This will launch the game and take the player directly to the character selection screen. After selection, it will connect to the server and ask for the password. Press CTRL V to paste the password into the field, and it will do the rest automatically.

To clarify, the first line copies the password for the server. Replace PASSWORD. The second line launches the Valheim game and automatically connects you to the server. In my case, I am using a sub-domain name that contains my server's external IP address via A Name record.
We're using QuickConnect Mod (and you know I'm not a Mods fan ;)) which seems doing what you need: have a button to push to every server/instance you deploy, and bears IP/port/password for them. You choose which server, it brings to the character's screen, then it's just to "start".
Bjørn Thorsson Mar 31, 2022 @ 9:25am 
Thanks, Munin, for this thread.
I'll try to summarize the many-pages thread we already wrote about what I think is a key-feature to many server's owner:
  • a config switch to force players to have characters "bound" to a "world" (AKA server instance: IP/port/pass), rejecting every login from "not new characters" and from characters not created "for that world", rejecting "multiple characters" from the same player too, if configured in that way (AKA exactly what ServerSideCharacters Mod is doing right now), saving characters profiles on the server.

  • that, together with another config option for a feature which checks which Mods a player uses (enables) when accessing a server, having a whitelist, a greylist, and a blacklist too (currently done by AzuAntiCheat, if I'm not wrong).
I'm not going again into all blablabla yaddayadda "make sense", "don't make sense": that's what we asked in that thread I mentioned above.

Beyond the "basic request" above, I would like to be able to configure "clans", into a server: not "visually" only (AKA with a "uniform" of some kind: cloaks, shields, etc.) but having the server support for clans: nowadays "friendly fire" is a "personal switch", the server don't checks/manage it: if you enable it, you're in danger (PvP), if you disable it, you're "PvE only": by implementing clans (so with agreements, having clans to be "neutral" to each other, "in war", and "allies") things like "friendly fire" can be managed by the server (following clan leaders which makes the agreements, or the choice to be neutral, etc.).
Bjørn Thorsson Aug 5, 2022 @ 11:19am 
Originally posted by electricdawn:
@Bjørn Thorsson:
I think we misunderstand each other. IMHO and which has also been stated somewhere by the devs, yes, MP is definitely part of the game, but it is not meant to be an open server, MMO type, but more of a co-op game, where you have to TRUST your friends not to do any mischief.
I would like very much to be able to "trust my friends" in the way you mean: what I'm telling you is, 99,9(periodic)%, our "friends", are simply people we gathered together by opening a thread into the "looking for group" forum, or with Discord server's channels, or other "modern ways": it's no more like in the "old days" where "your friends" was your real friends, and they felt themselves forced to respect you, the same as you respect them... I don't know if I'm explained myself correctly... you should know already how it is nowadays, so how can you ask me to "trust" a person (e.g. like you... don't get offended, now :D) I never met, I read only into a forum, I never played with, etc. etc.?

Yes, you can add tools to at least try to mitigate the most eggregious cases, but it still will not be a true MP title, as the whole client-server architecture of Valheim doesn't lend itself to that.

Primarily, characters are not stored serverside.
Which is exactly what we're asking for! :D
(and which Server Side Characters Mod already does btw)

That alone will prevent this game from EVER becoming a true MP/MMO title. This would also require an almost complete rewrite of the game.

Not sure if IronGate has this in mind.
They don't "need to" rewrite anything at all: the Mod is there already, opensource, it's mostly to implement it into the game's core (adding a flag in the Options to make it optional, obviously), and recognizing the intellectual property to the original coder. It's all already done.

Edit: Just to make sure, I'm not AGAINST anything like that. I just seriously doubt it will ever happen. More refined toolsets for admins? Sure, hopefully. But a complete rewrite to allow an open MMO server? Nope.

Edit2: I can think of a fairly easy serverside method to prevent players from bringing in stuff from other worlds that does not need to store any data in the player file, thus not being open for manipulation by a crafty player.
(...)
AFAIK ServerSide Characters uses the Steam ID, tied with the world seed, to
  • be sure that a player have only one character in that map
  • that single character is created fresh (if it's not and you log in, it kicks you out)
  • be sure, when the character is logged out, it won't roam into other maps (the Mod probably "checksum" the inventory, skills, etc. to check at log-in)

So you'll have to create the character anew for sure, and DON'T use it into other maps (or you'll have to delete/remake it), so to avoid "materials/tools imports" or unfair skills gains elsewhere.

We're using that Mod since months, in our current no-cheats server, along with a few other safeguards, and it's working very well.
If "something weird" will happen server side (it happened one time, but not 'cause of that Mod), accordingly to the server's owner, we can pass him a local character profile (kept as backup only) to restore to the server.

It seems to me that the time and effort to deploy such solution should be really small, having the system developed (and tested) already.
electricdawn Aug 5, 2022 @ 1:13pm 
I just learned about that mod myself. Didn't know that Unity is already providing the means for this to let mods play with it. But then it IS a game engine, so... I should've guessed it already can do that... :P

As I've already said, I've got no beef with this. If they implement it, absolutely fine by me.

I still would like to see content first. Can you blame me for that? ;)
Bjørn Thorsson Aug 5, 2022 @ 5:27pm 
Originally posted by electricdawn:
I just learned about that mod myself. Didn't know that Unity is already providing the means for this to let mods play with it. But then it IS a game engine, so... I should've guessed it already can do that... :P

As I've already said, I've got no beef with this. If they implement it, absolutely fine by me.

I still would like to see content first. Can you blame me for that? ;)
Sure not: I love to see new content too. :-)
Northwind Jun 24, 2023 @ 2:46pm 
new server difficulties
Will there be an option to make a server with no cheat possibility and only for characters created on the server, that is bound to the server?
sarteck Jun 24, 2023 @ 3:03pm 
I use a hosted server with the AzuAntiCheat mod. You can specify a "whitelist" which are mods that players MUST have in order to log on and a "greylist" which are optional mods they can use if they want. If they are using mods that are NOT on the list, they will be unable to log on. You can also specify things like weight limit or damage limit, and if characters surpass those they get kicked from the server. You can specify players exempt from the restrictions, and players on the admin list are automatically exempt by default.

I also use the "ServerCharacters" mod which stores the characters server-side, so players are unable to log in with a character they modified. It's got some other nifty features (like teleporting players to you and teleporting yourself to other players).

Without mods, this is currently impossible, and I don't think they plan on adding such features.
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Date Posted: Mar 31, 2022 @ 12:53am
Posts: 25