
ValheimAdminForge
Server-authoritative admin GUI: dynamic catalogs (items, effects, creatures, events) for vanilla + modded content, plus player, world and teleport tools.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
π 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Stop alt-tabbing to a wiki that's three patches out of date.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:
- ~990 items β weight, stack size, max quality, value, prefab id.
- 161 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 that mod armour 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.
π² 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.
π 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.
π§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.
π§© Mods just work
Nothing is hard-coded β catalogs are rebuilt from live game data every session, so items, creatures and events from other mods (Jotunn packs, ValheimArmory, and the rest) appear next to the vanilla ones with no per-mod support and no update needed from us.
What's in it
| Tab | What you get |
|---|---|
| Items | Search, category tabs, vanilla/modded 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. |
| Creatures | Spawn with count, star level, tamed, health override and spread. 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. 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 |
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; the server reads/writes ValheimAdminForge.tags.json next to this file |
Server/* only matters on the server/host machine β that's the point: the server owner
sets the limits, not the client.
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 = falselets 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.
- Name tags live in
BepInEx/config/ValheimAdminForge.tags.jsonon the server (keyed by SteamID64). A template is written on first run, edits apply within ~2 s, and a tag survives death. A client can't tag itself. - Weather / time / wind are process-local in vanilla, so the mod broadcasts them to keep everyone in the same world.

