Valheim
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0.5.0
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RL Valheim Link

Links this Valheim server to the group's Raid Ledger site: on every profile save (the server's save broadcast, logout, quit) your client sends a summary of your character (equipment, inventory including Equipment & Quick Slots rows, skills, trophies, known items and recipes) and your explored map with pins to the game server, which uploads it to Raid Ledger with the server's own token. Once per game version one admin's client also exports the item catalogue (names + icons from the installed game, so modded items work). The dedicated server itself sends what is in the base's chests every 10 minutes and, once per game version, its crafting recipes, build pieces and processing steps (Raid Ledger's Materials and Planner tabs).

Nothing on your PC talks to the internet: only the dedicated server holds a Raid Ledger token.

Players

Part of the GamerSaloon modpack; nothing to set up. Not join-enforced: without it you simply send nothing. To opt out, set [Client] OptOut = true in BepInEx/config/RaidLedger.ValheimLink.cfg (SendCharacter / SendMap turn off one kind). Nothing is sent until you have spawned, and nothing leaves your PC except through the game server you are playing on.

Server setup (operator)

  1. Install the mod on the dedicated server too (BepInEx/plugins/RlValheimLink/, three DLLs). Server and clients need the same RPC protocol, not the same version: a server update never forces a modpack update, and the server log says which client version joined.
  2. Start it once so BepInEx/config/RaidLedger.ValheimLink.cfg exists, then set under [RaidLedger]:
    • BaseUrl — your Raid Ledger instance (scheme + host, no trailing slash);
    • ServerId — the id Raid Ledger shows next to the token (the Pelican server id, as digits);
    • ServerToken — the per-server token from Raid Ledger's Pelican panel integration page (press Generate on this server's row; it is shown once). Paste it into the file; it is never written to any log.
  3. Restart the server. The log (BepInEx/LogOutput.log) shows RLVL: server half active: … token=set and, a few seconds later, RLVL: PUT blob … → 201 stored for the world's base map.
  4. Item catalogue: the export is produced by a player's client with the mod, once per game version and again when the server's mod set changes. The server asks the first player who joins; nothing else is needed. To limit it to admins (SteamID64s listed in the server's adminlist.txt, Steam_7656… format), set [Server] ItemsExportBy = admins.
  5. Test world on the same server: if you sometimes boot this server into another world (a test world, an event world), set [Server] WorldAllowlist to your production world's name, e.g. WorldAllowlist = Midgard (several: comma-separated; case does not matter). On any other world the link stays idle — the log says RLVL: world 'x' not in Server.WorldAllowlist; link idle, joining clients are told the world is not linked and stop sending (clients older than 0.2.1 keep sending and the server drops it), and nothing reaches Raid Ledger. Without it, a character played on the test world becomes that character's latest snapshot on the site.

Operations (operator)

  • Token rotated or rejected: uploads halt with RLVL: uploads HALTED: 401 … and retry every 10 minutes. Paste the new token into the config; it is picked up on the next retry, no restart needed.
  • Raid Ledger instance rebuilt, moved, or server id changed: nothing to do. The server notices that its upload target changed and re-sends the base map and the item catalogue by itself; players' character and map data re-send on their next save.
  • Switching worlds: the base map is rendered once per world and game version (about 20 s of server ticks on first load) and cached under BepInEx/RLValheimLink/spool/basemap/.
  • Chests and recipes (0.3.0+, dedicated server only, on by default): two minutes after start and then every 10 minutes the server reads every player-built chest, cart and ship (no player needs to be nearby) and sends their contents (RLVL: chest scan <n>: … → Accepted); personal chests stay visible only to their owner and admins on Raid Ledger. About 90 s after start it sends the recipes once per game version and server mod set (RLVL: recipes export: …). Only the server needs 0.3.0; clients are unaffected. [Chests] Enabled = false / [Recipes] Enabled = false switch them off; [Chests] IntervalMinutes (5–120) sets the scan interval. The 0.2.1 chest diagnostic is now off ([Chests] DiagnosticDump).
  • Portals (0.4.4+, dedicated server only, on by default): on the chest scan's grid the server finds every portal in the world (vanilla, AdvancedPortals; XPortal names expected, unverified) and sends their positions and tags (RLVL: portal scan <n>: … → Accepted), so they show on the Raid Ledger map. [Portals] Enabled = false switches it off; [Portals] ExtraPrefabs adds a modded portal the scan does not recognise.
  • Planner icons (0.4.0+): the server cannot draw the icons of build pieces and crafting stations, so it asks the first player with the 0.4.0+ client allowed by [Server] ItemsExportBy (anyone by default) to render them once per game version and server mod set, then re-sends the recipes with icons. rlvl export icons in the F5 console forces it. Without a 0.4.0 admin client the Planner works, just without those icons.
  • rlvl status in a client's F5 console (launch option -console) prints what the mod is doing.

Privacy

The server receives: your SteamID64 (from the connection, not from the client), character id and name, equipment, inventory, skills, trophies, known items and recipes, explored-map bitmaps, map pins (type, position, label), and sends them to the operator's Raid Ledger. Pin labels are never logged. Source and the exact wire format: https://github.com/Raid-Ledger-Plugins/rl-valheim-link

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