Valheim
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Latest version
0.1.5
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Changelog

0.1.5

Fixed

  • Commands that change a setting now say the change is live only and name hermod_save. Setting the send budget on a running server and losing it to the next restart, with nothing having warned you, is what prompted this
  • hermod_queue no longer says "no restart needed", which was true about when the change applies and read as "this is saved"

Changed

  • The portal ghost detector reports stale records as information rather than warning about a bug. It was firing on players simply walking away from each other, over a thousand times a session, claiming an object was left standing when nothing was. The count stays in the ghosts column

0.1.4

Diagnostics only. Nothing about how the server runs has changed.

Added

  • Slow frames now say whether the garbage collector was running during them. New gc_frames, slow_gc, slow_unexplained and gc_stall_ms columns, and the worst-frame list in the report tags them gc instead of leaving the cause blank
  • A breakdown of what is being destroyed, by prefab, in dead_created and dead_top. The session log already counted dead objects; this says what they were

Notes

  • gc_stall_ms is milliseconds out of the 60,000 in a minute, so it reads directly as how much of the server the collector took
  • slow_unexplained counts slow frames with no collection and nothing Hermod instruments running. If that is the large number, the time is going somewhere this mod cannot see: another mod's update loop, or the engine itself
  • Valheim's Mono runs a non-generational collector, so gc0, gc1 and gc2 are the same number printed three times and every collection walks the whole heap. Do not read them as a generational breakdown

0.1.3

Added

  • A portal ghost detector. It reports anyone left standing at a portal they walked through, by name, and counts it in a ghosts column. It does not fix them
  • fixZdoExtraDataLeak, off by default, for a leak in the game itself. Objects near a player who has not received them yet are mistaken for save copies and never freed
  • A log line at startup saying which backend the server opened on

Changed

  • Compression needs 0.1.3 on both ends. A player on 0.1.2 is not broken, they just exchange uncompressed packets

Notes

  • A ghosts column that stays at zero means your server does not have the problem. The log line also says how many players it is watching, so a zero is not the same as not looking
  • Watch extradata_ratio before and after turning the leak fix on. It will not fall, it should stop climbing
  • Compression and the Steam settings do nothing on a crossplay server, because they live on a Steam socket a PlayFab server never creates. That is what the backend line is for

0.1.2

First release.

Added

  • Packet compression. 8.6 MB of outgoing traffic became 3.0 MB on a real server, with no measurable change to frame time or CPU. Needs the mod on both ends
  • An adjustable limit on world data in flight per player. The game's own limit tightens with distance, so it bites hardest on the players furthest away
  • A budget for time spent building terrain, so several zones landing in one tick cannot stall the server
  • Nagle batching off and the Steam send rate ceiling raised, only ever in the direction that helps
  • A per-minute record to CSV: frame times, CPU, memory, object counts, per-player ping, bandwidth and update rate, compression, terrain generation and saves
  • An update rewrite that sends to every player on a timer rather than one per frame. Off by default
  • hermod_panic, which reverts every change in one command with players still connected

Notes

  • The frame rate is deliberately left uncapped. A Valheim server sends updates to one player per frame, so capping it would cut every player's update rate. A cap that would push delivery below ten a second is refused
  • Commands are typed from a client that has the mod, because a Valheim dedicated server has no console of its own
  • Crossplay servers get the measurement but not compression or the Steam settings
  • Run one networking mod, not two. If another is detected this one stands down from everything that overlaps and says so in the log
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