Valheim
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Valheim Admin Forge

One hotkey. Every item, creature, event and status effect in the game β€” searchable, inspectable, spawnable. Single-player, listen-server with friends, or dedicated, where every action is authorised by the server so a modified client can't abuse it.

Press Insert. That's the whole learning curve.


Why you'd want it

πŸ” An in-game wiki you can spawn from

Stop alt-tabbing to a wiki that's three patches out of date. Admin Forge reads the catalogs out of your game, so what you see is what you're actually running:

  • Items β€” weight, stack size, max quality, value, prefab id.
  • Creatures β€” faction, base health, boss flag, tameable or not.
  • Every random event β€” biome, duration, trigger radius, exactly what it spawns, and which global keys gate it (missing ones flagged).
  • Status effects β€” with real duration and power, so Poison / Burning / Frost behave like they do in a fight instead of ticking for nothing.

Want to know what a 2-star Fenring actually hits like, or whether a late-game armour set is worth the grind? Spawn it, look at it, despawn it β€” no loot, no death, no event credit. The world is exactly as you left it.

🎲 Run events on demand β€” including on dedicated servers

Vanilla's event command is server-only, so an admin connected to a dedicated server can't start one at all. Admin Forge routes it through the server properly: start any event on yourself, on another player, or at coordinates; stop the active one; or roll a random. Good for raid nights, testing base defences, or giving your server a story beat.

πŸ›  A moderation kit that works where the console doesn't

Most vanilla admin commands are refused for clients on a dedicated server. These aren't: teleport a stuck player out of a rock, bring someone to you, heal them, hand out gear, clear a griefed area, or sweep away a raid nobody wants to finish. Per-player name tags (MODER, EVENT, your choice of colour) show on head-plates and in chat, so your team is recognisable at a glance.

Need to send someone somewhere? Hit Map, click the spot on your own map, done β€” no copying coordinates out of a wiki. And when the whole admin team jumps to the same player, everyone lands in a ring around them instead of inside each other.

πŸ§ͺ Practise fights without burning a real save

God, ghost, fly, no-cost building, instant skill levels, weather and time control, and a natural-spawn toggle for when you want silence. Set up the exact fight you want, then put everything back.

🧩 Mods just work

Nothing is hard-coded β€” catalogs are rebuilt from live game data every session, so items, creatures, status effects and events added by other mods appear next to the vanilla ones with no per-mod support and no update needed from us.

Running a twenty-mod pack and can't remember which one added that sword? Type a mod's name into the Mod filter and the list collapses to exactly what it brought β€” items, creatures and effects alike.


What's in it

Tab What you get
Items Search, category tabs, vanilla / modded / per-mod filter, sort, detail card, quantity stepper.
Effects Every status effect, with optional duration / power and a Clear button for the ones that ignore their own timer. Same vanilla / modded / per-mod filter.
Creatures Spawn with count, star level, tamed, health override and spread β€” filter by mod too. Plus Despawn: remove creatures / dropped items / fish / birds around a player without killing them. Players and tombstones are never touched.
Events Full event list with detail cards. Start at self / player / coordinates, Stop, or Random. Header shows the active event.
Players Teleport to a player, bring a player, send anyone to coordinates β€” or click the spot on the map and let Map fill them in. God, ghost, fly, nocost, heal, die, puke, repair-all, clean inventory, explore / reset map, raise / reset skill, and radius sweeps (kill all / enemies / tame, tame, aggravate).
World Time of day, weather, wind and a natural-spawn toggle, broadcast to every client. Skip time or jump to next morning. Global-key editor with a reference list of what each key unlocks.

A shared target picker runs through the whole mod β€” act on yourself or any online player from any tab.


Install

Requires BepInExPack Valheim or here. Use a mod manager (Gale / r2modman), or drop ValheimAdminForge.dll into BepInEx/plugins/.

Dedicated servers: install it on the server too β€” that's what makes events, cross-player actions and name tags work. Admins come from adminlist.txt; the mod matches tolerantly, so a bare SteamID64 works even where Valheim's own check misses it.

Usage

Insert opens the window (rebindable), Esc or Insert closes it. Non-admins can't open it unless General/AllowNonAdminWindow is set β€” and even then the server still refuses every action.

Configuration

Section / Key Default Notes
General/ToggleKey Insert Open/close the window
General/MaxQuantity 100 Upper bound for the quantity field (client-side)
General/AllowNonAdminWindow false Let non-admins open the window (actions still refused server-side)
Window/Width, Window/Height 640 Γ— 720 Live-editable; min 560 Γ— 560
Window/Opacity 0.8 Window background opacity (1 = fully solid)
Window/TextColor, Window/DimTextColor #000000 Text colours as hex, for whatever skin you like
Server/MaxQuantity 1000 Hard cap the server enforces per give request
Server/StrictItemCheck false Reject items and effects the server's ObjectDB doesn't know. Off by default so client-only modded content works
Server/MaxActionRadius 100 Cap (m) on the Players-tab radius sweeps
Server/MaxCreatureSpawn 20 Cap on creatures per spawn request
Server/AllowBossSpawn false Off by default β€” a stray Moder over someone's base ruins a server
Server/MaxDespawnRadius 100 Cap (m) on the despawn / cleanup sweep
Server/PlayerTags true Name tags β€” see Player name tags for the file format

Server/* only matters on the server/host machine β€” that's the point: the server owner sets the limits, not the client.

Player name tags

Tags are defined on the server in BepInEx/config/ValheimAdminForge.tags.json β€” a template is written there the first time the server runs with Server/PlayerTags on. One entry per player, keyed by SteamID64:

{
  "entries": [
    { "id": "76561198000000000", "tag": "ADMIN", "color": "#FF8800" },
    { "id": "76561198000000001", "tag": "EVENT", "color": "#33CCFF" }
  ]
}
Field Required Notes
id yes The player's SteamID64 (17 digits). It's in the server log when they connect, or on their Steam profile page.
tag yes Text shown in brackets, e.g. [ADMIN].
color no Hex #RRGGBB. Defaults to white if omitted.

Edits apply within ~2 s β€” no restart. The tag renders on the head-plate / hover name, in chat, on shout text, and in the Players tab, and survives death and respawn. A client can't tag itself; the file only exists server-side. Set Server/PlayerTags = false to turn the whole feature off (nothing is read or written).

Security model

  • The GUI is never the gate. Every action is authorised server-side against the real connection identity, which a client can't forge. A modified client that skips the window entirely still gets refused.
  • The server owner sets the caps. Spawn counts, radii and quantities are bounded by Server/* on the server machine. Unidentified or spammy requests are dropped silently.
  • Trust runs one way. A client trusts its server, so a malicious server running this mod could push items or a teleport onto you β€” inherent to any server-authoritative design. Only connect to servers you trust.
  • Server/StrictItemCheck = false lets a verified admin name a prefab the server doesn't know (needed for client-only content mods). Deliberate trade-off: no server-side whitelist of names, but the requester is already an authenticated admin.

Notes

  • Client-only modded items still spawn β€” the admin's client resolves the prefab.
  • Far teleports can leave a frozen copy of a player on other clients (a vanilla netcode quirk); the mod clears it a few seconds later.
  • Weather / time / wind are process-local in vanilla, so the mod broadcasts them to keep everyone in the same world.
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