Dyrr
A door policy: characters that have played elsewhere do not come in. Off until an admin turns it on.Changelog
Notable changes to Dyrr. Format follows Keep a Changelog, and the mod uses semantic versioning.
[1.1.0] - 2026-08-18
The preventive half now covers servers, which is what it was always supposed to do.
Built, not yet run in game. Everything below compiles and nothing here has been tested against a real server.
Added
-
The client refuses a join into the wrong world, whatever the server does. Until now the only thing standing between a character and a server that would ruin it was that server choosing to enforce, because a server's world identity is not known in the menu and there was nothing to check. There is one moment on the join path where it is known and nothing has been written yet - the client reads the world name, seed and uid inside
ZNet.RPC_PeerInfo, and the permanent record this mod exists to prevent is only ever written byPlayerProfile.GetWorldData, which needs a spawned player. So the check goes there, and the connection is dropped the way vanilla drops a kicked one.This closes the hole the previous README described and left open: a non-enforcing server ruining a character that a different server would then refuse forever. It works whether or not the server runs this mod at all. New setting
ProtectOnServers, on by default, underProtectCharacter. -
The character-select screen says which world a character belongs to. One line above the name, cloned from
m_csFileSource- vanilla's own "Cloud save" label - so the font, size, colour and alignment are the game's and not a guess.It reads the binding file first, and the character second, which is where it earns its keep. A binding is only written when a character spawns while Dyrr is running, so every character that last played before the mod arrived had none and said so. But
PlayerProfile.m_worldDatais one entry per world a character has spawned in, andSaveSystem.GetAllPlayerProfilesparses it in full for the menu - so the answer was already in memory. Exactly one world is that character's home by definition, and it is bound on the spot rather than merely shown; leaving it unbound would mean the menu guard protecting nothing until the character happened to play again.More than one world is left unbound on purpose and named rather than counted: "Has played in BaldoTest and longhouse_20260818". There is no single home to defend, and a count tells somebody they have a problem without telling them what it is. Names come from the local world list where the world is on this disk, topped up from
m_knownWorldswhere it is not - the game's own record of where a character has played, keyed by name wherem_worldDatais keyed by uid. That pairing is what names a server's world that nothing local could.No bare uid ever appears on that line. Nineteen digits standing where the answer goes was the first version of it; a world that still cannot be named now says it is not on this PC, and a name worked out late is written back into the binding so it is only worked out once.
This is the same fact
dyrr homereports, moved to where the decision is made. The console was the cheapest surface to write and the wrong one: off until somebody enables it, a developer's tool, and it has to be asked. The information matters at exactly one moment, and that moment already has a screen. Nothing here prevents anything - it is the sentence that stops the refusal at the next screen being a surprise. -
A
dyrrconsole command.dyrrprints what the door is doing here: the world, whether Enforce is on, which checks are live, how many connections have been refused this session, and the standing verdict for every player currently connected. That last part is the point of Enforce being off - it is meant to be sat in while deciding, and until now it answered "who would stop being able to play?" one line at a time into a log, at the moment each player connected. On a server the report is written to the BepInEx log as well, because a console scrolls and a log file does not.dyrr homelists this machine's character bindings, anddyrr forget <id>unbinds one without going and finding the file. Neither is a cheat command and neither is admin-gated: the report is the server's own state to whoever is already at its console, and the bindings are this machine's own file. -
dyrr-home.txtnow carries the character and world names beside the two ids, and the refusal popup names the world rather than quoting a bare 19-digit number. Nothing is ever matched on the names - two fields still load, four still load on an older build - but the one action this mod asks of a player is "delete the line starting with your character's id", and that is much harder when every line looks the same. -
Four more ways to see a cheat, because one flag is one thing to clear.
RefuseCheatsreadm_usedCheats, a bool set inTerminal.ConsoleCommand.RunAction. A mod that switches devcommands on will trip it; a mod that also clears it will not. So the client now reports the records the game keeps beside it, written at different moments by different code:PlayerStatType.Cheats, a counter incremented on the line after the flag. Flag clear and counter above zero is not a suspicion, it is a record that has been edited.m_knownCommands, the name of every console command the character has ever run, written a few lines further down and outside the branch that sets the flag. New settingRefuseCheatCommands, and the refusal names the command - "has run 'spawn'" is a fact somebody can answer where "used cheats" is only an accusation.m_knownWorlds, worlds by name at save time, againstm_worldData's uids at spawn time. More names than uids means the travel record was scrubbed. The inequality only runs one way, so the game itself cannot trip it.
The last two are
RefuseTampered, on by default. It is the only check here that does not need the client to be honest, only consistent - and consistency across four records written by four pieces of code is a different job from clearing one bool.Which commands count as cheats is decided on the server, from the server's own command table, so a cheat command added by some other mod counts for free. The table is only built when a console exists, which a dedicated server has no guarantee of, so there is a fallback list of all 73 vanilla
isCheat: truecommands - ripped out ofTerminal.InitTerminalrather than typed from memory. -
The client's mod list, judged by the server.
RefuseMods, on by default, withModPolicyatAllow: the plugins the server itself runs are always fine, anything else has to be named inAllowedMods.Denyinverts it for a server that only wants to name what it will not have.This is the check that actually reaches cheating on a dedicated server, and the reason is one line of vanilla:
Console.IsCheatsEnabledreturnsZNet.instance.IsServer(). A client's owndevcommandsis inert on somebody else's server - it flips a bool the gate then ignores - so anybody cheating there is necessarily running a mod that patched around it. What a character did in the past is a weaker question than what the client is running now.Both lists ship empty, and
DeniedModscould not honestly ship otherwise: a list of cheat mod GUIDs written in advance is stale the week after and reads as complete when it is not. Every plugin a client brings that the server does not run is written to the log as it connects, admitted or not, which is what those lists get built from.Self-reported, like everything else here. A purpose-built client can lie about all of it.
-
The refusal message claimed which check had fired, and was usually wrong.
RefusedMessagedefaulted to "This server only accepts characters that have never played anywhere else" and the specific reason was appended in brackets after it. That was true when travel was the only thing that could refuse anybody. With six checks it became a lie on screen: a client turned away for running a mod was told its character had played somewhere else, with the real reason sitting in a parenthesis reading like an aside on the sentence that contradicted it. Seen exactly that way on a dev server.The default is now "This server refused this connection." and the reason follows as its own sentence starting "It", which reads correctly for every check - It is running 'x', It has played on 2 other world(s), It has run cheat command 'god'. A fixed sentence must not claim which of six checks fired.
Fixed
-
A hand edit to
dyrr-home.txtwas silently undone. The file was read once per process and the whole set written back on every bind, so deleting a line - the documented fix for a wrong binding, and what the refusal popup tells you to do - was reverted by the next character that bound. It is now re-read whenever it changes on disk, so the file the popup points at is the file that is actually read, and the edit can be made without restarting. -
Home.Forgetexisted and nothing called it. It isdyrr forgetnow.
[1.0.0] - 2026-08-18
First published release.
The number means published and nothing else. It sat at 0.9.0 while the repo was public and Thunderstore had nothing on it, because a 1.0 with no package behind it claims a release that does not exist, and because a Thunderstore version can never be reissued once uploaded - so the number had to be spent on the build that actually ships rather than on one that drifted away from it on disk.
Everything below this line was already true at 0.9.0. Nothing about the mod's behaviour changed to get here.
Renamed from Threshold, 2026-08-18
Dyrr is Old Norse for the doorway itself, which is both what the mod guards and a better fit beside Vaettir, Nidling and Rist than an English abstract noun was.
Renaming before publishing rather than after is the entire reason it was cheap. Nothing was on Thunderstore to leave stranded, and this mod registers no prefabs, so there are no saved ZDOs keyed on a name that would stop resolving. Two things did have to be carried over by hand, and both fail silently rather than loudly if forgotten:
- The config file. BepInEx names it after the plugin GUID, so a rename hands everyone a
file of defaults. That is not merely lost preferences:
Enforcedefaults to off, so a server that had the door on would quietly have it off with nothing said. The plugin now copiesezomic.valheim.threshold.cfgto its new name on first run, before binding anything, and leaves the old file alone. - The character bindings.
threshold-home.txtis adopted the same wayboon-home.txtalready was, and the fallback is now an ordered chain rather than a single name, so a machine that skipped a release cannot fall between the two. Losing these would hand every character one free trip to another world, silently and exactly once, and that trip has no undo.
Both were then confirmed on a real run rather than left to reasoning: all seven settings and every binding line came across, and both original files were still in place afterwards. The adoption also correctly does not repeat on the next launch.
Fixed since the split
- The dedicated server no longer binds a character it does not have. A server has a
PlayerProfileobject with nobody behind it, so the binding ran there too and minted a fresh phantom id on every startup, one junk line per restart, forever. Binding now requires a local player, which is also the more correct moment: a character has not played anywhere until it spawns. - Bindings are adopted from Rist's
rist-home.txton first run ifdyrr-home.txtdoes not exist. Without that, moving the feature between mods would have silently unbound every character on the machine and handed everyone one free trip to another world.
Verified against a real dedicated server
Both branches, which matters more than it sounds. It refuses a character that has been elsewhere, with the reason on the client's own screen and in its own log, and it admits a clean character on an enforcing server. Until the second one happened, "works" and "refuses everybody" were indistinguishable, because every test until then used a character that had genuinely travelled.
Also confirmed: the menu guard's binding, the adoption of bindings from Rist's old
rist-home.txt, and restoring a character backup as the documented recovery. A refused
character came back from backup and was admitted.
Every server must enforce
Found by running two servers, one enforcing and one not. The menu guard covers local worlds
only; the door covers servers only where Enforce is on. A non-enforcing server is therefore a
hole a bound character walks into, and all the mod can do afterwards is log "too late to stop
it - that world is now written into the character". The lenient server is the one that ruins
the character.
Enforce on every server, and keep a separate character for each.
Known limits
RefuseCheatsis untested; it needs a character deliberately flagged bydevcommands.
[0.1.0] - 2026-08-16
Split out of Rist, where it never belonged.
The line this sits on
Who comes through the door is server policy. It is not a levelling mod's decision.
Rist awards character levels for skill gains, so it wanted to know whether a character's skills were earned here, and answered by refusing the connection. That put an XP system in charge of who is allowed to play, and when it fired the player got Valheim's generic kick screen with the reason written only to the server's log, which on someone else's server they can never read. The first time it happened, the person affected blamed an unrelated mod.
Added
- The door. Connections are refused for characters that have spawned in another world
(
RefuseOtherWorlds), that the game has flagged for cheats (RefuseCheats), or that answered nothing at all (RefuseUnreported). - The menu guard, which is the half that actually protects you. Refusing at the door is
the lesser half: by then the harm is done, because loading a character into any world writes
that world into its profile permanently. So the client also refuses to start a local world
with a character belonging to a different one, at
FejdStartup.OnWorldStart, the last moment anything can be done about it. - The refusal is shown on screen, on both machines, under the stock kicked line, not written to a log the person who needs it cannot read.
- A home file per character,
BepInEx/config/dyrr-home.txt, binding each character to the first world that accepted it. Plain text on purpose: it is protection rather than enforcement, and editing it can only damage your own character.
Enforce is off by default, and that is deliberate
This is the one setting in the family that can lock people out of a server, including you.
The game never removes entries from a character's world list, so one visit anywhere else is
permanent for that character file, and restoring a backup from before the trip is the only way
back in. The cheat flag behaves the same way: set by devcommands, never cleared.
Turning it on should be an admin deciding, having read that paragraph, not something that happens because a mod got installed.
Verified
Refused a real connection on a dedicated server, logged the reason on both machines, and showed
it on the refusal panel. Not yet verified: admitting a genuinely clean character, and
RefuseCheats.
