Valheim
Install with App

Details

Latest version
0.5.0
Last Updated
First Uploaded
Downloads
1.3K
Likes
1
Size
103KB
Dependants
ADDatHost Valheim hosting
30% off

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Stop alt-tabbing to a wiki that's three patches out of date.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.

Search leads with what you actually typed rather than whatever the catalog listed earliest β€” type wood and you get Wood, not the twelfth thing with "wood" buried in its name. It works the same if your game isn't in English: the mod matches the internal id too, so a Latin name still finds the thing.

🎲 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.

When someone has to go, kick and ban are in the roster itself. Click a player's name and their id drops into the moderation field β€” no squinting at a 17-digit number. Bans reach people who already logged off: paste the SteamID64 and it lands anyway, and unban takes it back out however you happened to spell it. Every one of those buttons asks twice before it fires, and it refuses to ban you or another admin by accident.

πŸ“‹ A log of who did what

Sharing admin rights works better when nobody has to take anyone's word for it. Every action the server authorises β€” or refuses β€” lands in a plain text file beside the server config, at BepInEx/config/ValheimAdminForge.audit.log: who asked, when, and what it actually did, down to killall r=30 -> Bjorn rather than a vague "someone used a command". It's deliberately a separate file from BepInEx's own log, which gets truncated a few seconds into every startup, so the trail outlives restarts. It rotates itself, and it's dedicated-server only β€” single-player writes nothing.

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.

πŸ”„ It tells you when a game update breaks something

Valheim updates rename things, and a mod that quietly stops working is worse than one that admits it. At startup Admin Forge checks every call it makes into the game and writes one line in the log: all clear, or exactly what no longer fits. If something is broken you also get a warning across the top of the window β€” rather than finding out because a button did nothing and you assumed you'd clicked it wrong.


What's in it

Tab What you get
Items Relevance-ranked 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). Kick, ban and unban (by SteamID64, online or not), each behind a two-click confirmation β€” click a player's name to copy their id into the field.
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)
General/Language Auto GUI language β€” infrastructure for a future translated GUI; no GUI text uses it yet
Window/Width, Window/Height 640 Γ— 720 Live-editable; min 560 Γ— 680
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/TeleportSpread 2 Metres apart admins land when several jump to the same player (0 = stack them)
Server/AuditLog true Log admin actions to ValheimAdminForge.audit.log. Dedicated server only

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.

Report a bug

Something broken, or a feature you want? Open an issue β€” that's the fastest way to reach me, and bug reports genuinely do turn into fixes.

Two things make a report easy to act on:

  • Your log. BepInEx/LogOutput.log, in your game folder or your mod manager's profile. It names the mod version at the top, so that's one less thing to dig up. If it's a dedicated-server problem, the server's copy too β€” that's where refusals are recorded.
  • What you clicked, and what happened instead. Which tab, which button, and whether you were in single-player, hosting for friends, or connected to a dedicated server. Those three behave differently and it narrows things down immediately.

Worth a look before you write: a line starting BindProbe: near the top of that log. If it lists anything, a Valheim update broke that part and a mod update is what you need β€” say so in the issue and it'll be a quick one.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.