GsValheimStatsEmitter
Server-side companion for the gs dashboard: world milestones, per-player boss damage, live online players + in-game day, and server-owned combat. Pairs with the gs client companion.GsValheimStatsEmitter (server-side)
A dedicated-server mod that posts the stats only the server can see to an HTTP endpoint - by default the self-hosted gs dashboard, but it'll POST to any URL.
Pairs with the GsValheimStatsClient companion (which each player installs for their personal stats). Both POST to the same endpoint; a receiver merges them by world + player name.
Full payload schema, key conventions, and merge rules are documented on the Data format & self-hosting wiki.
Why a server mod at all? Valheim hands creature simulation to whichever client is nearest, so most combat is captured client-side. The server still owns idle / distant creatures (e.g. a sleeping mob you sneak-attack), so this mod captures those - notably the true post-backstab hardest hit - plus world-progression milestones the server is authoritative for.
What it is
A BepInEx plugin for a Valheim dedicated server. It patches
Character.RPC_Damage and Character.OnDeath, polls the world's global keys,
and POSTs a cumulative JSON snapshot to the gs dashboard on a timer. Bosses are
identified with Character.IsBoss() rather than a hardcoded list, so new bosses
work without a code change. Cumulative counters persist to
BepInEx/config/net.cproudlock.gsvalheimstats.state.tsv and survive restarts.
What it tracks
- World milestones ("quests") - boss defeats, Hildir's Request bounties, first troll/surtling, etc. (from the world's global keys)
- Per-player boss damage for bosses the server owns
- Weapon damage + hardest hit for server-owned creatures (the sleeping-backstab case)
- Live presence - connected players + in-game day (
onlinePlayers/worldDay), force-emitted on join/leave for near-instant "online now" - Active mod list + world identity (name, host, uptime)
Setup
-
Install on your dedicated server (depends on
denikson-BepInExPack_Valheim). Drop the DLL inBepInEx/plugins/. -
Launch once to generate
BepInEx/config/net.cproudlock.gsvalheimstats.cfg, then set:[General] World = vhserver3 # your server's -world name EmitIntervalSeconds = 120 [Ingest] Url = http://localhost:3001/api/valheim/ingest # dashboard reachable from the server Token = <bearer token> -
Restart the server. Cumulative counters persist to
BepInEx/config/<guid>.state.tsv.
Run it
dotnet build -c Release
There is no local dev loop. The build needs the Valheim dedicated-server
assemblies and BepInEx core, so it only compiles on the gameserver VM, where
GsValheimStatsEmitter.csproj points $(Managed) and $(BepInExCore). Nothing
in this repo builds on a workstation.
Success looks like Build succeeded. 0 Error(s), and the DeployToServer
target copying the DLL into BepInEx/plugins.
Deploy
The build deploys itself: the DeployToServer target runs after every
successful Release build and copies the DLL into $(DeployDir). So the whole
recipe is copy the source over, build there, restart.
scp src/Plugin.cs *.csproj manifest.json CHANGELOG.md \
[email protected]:/home/cproudlock/mod-valheim/
ssh [email protected] 'cd ~/mod-valheim && dotnet build -c Release'
Then restart the server. Use the safe-restart script, never vhserver restart,
which never returns through the qemu guest agent and leaves a stale
lgsm/lock/vhserver-stopping.lock that silently blocks every later start:
setsid /home/cproudlock/vhserver3/vh-safe-restart.sh >/dev/null 2>&1 &
# then poll /tmp/vh-safe-restart.log for the RESULT: line
Afterwards confirm Loading [GsValheimStatsEmitter <version>] and
[gs] ingest status: 200 in BepInEx/LogOutput.log.
Note the version lives in three places that must agree: <Version> in the
csproj, version_number in manifest.json, and the VERSION constant in
src/Plugin.cs. The dashboard records the last of these, so a mismatch is
visible in the mod list.
Ingesting the stats yourself
Same contract as the client mod - an authenticated POST of a JSON snapshot (see that mod's README for a minimal receiver + curl test).
Payload (source: "server"):
{
"schemaVersion": 1,
"game": "valheim",
"source": "server",
"world": "vhserver3",
"hostName": "Proudlock VH Server 3",
"serverStartedAtUtc": "2026-06-09T11:32:00Z",
"onlinePlayers": ["Erebus", "Pridetoes"],
"worldDay": 12,
"emittedAtUtc": "2026-06-09T18:00:00Z",
"snapshotIdLocal": "9a6b...",
"players": [{
"name": "Erebus",
"boss": [{ "boss": "Eikthyr", "kills": 1, "damageDealt": 1450, "fightSec": 95 }],
"weapons": [{ "weapon": "Knives", "damageDealt": 80, "kills": 2, "hardestHit": 79 }]
}],
"bossKillEvents": [{ "boss": "Eikthyr", "fightSec": 95, "firstBlood": "Erebus", "topDamagePlayer": "Erebus", "topDamage": 1450, "participants": 2, "tsUtc": "..." }],
"milestones": [{ "key": "defeated_eikthyr", "label": "Eikthyr defeated", "kind": "boss", "tsUtc": "..." }],
"mods": [{ "guid": "Azumatt.AzuCraftyBoxes", "name": "AzuCraftyBoxes", "version": "1.8.14", "author": "Azumatt", "folder": "Azumatt-AzuCraftyBoxes-1.8.14" }]
}
Merging client + server feeds
Each feed reports the creatures it simulates, so they're disjoint. A receiver should:
- sum
damageDealt/killsper(player, weapon)across the twosources (exact total, no double-count, since a single hit is only ever processed by one side), and - take the max of
hardestHit.
The gs dashboard does this with per-source rows + SUM / MAX(...) at read time.


