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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

  1. Install on your dedicated server (depends on denikson-BepInExPack_Valheim). Drop the DLL in BepInEx/plugins/.

  2. 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>
    
  3. 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 / kills per (player, weapon) across the two sources (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.

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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro