Fallback handler could not load library Valhein dedicated server vhserver lgsm. Mods Not loading. #449
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PRE-READ QUESTION The server is being started however when I am joining with my client none of the mods that I've installed are present. For example I've added a clock mod that's suppose to display time of the day. I don't see it. Am I wrong to assume that the server mods should be present when the client joins the server? Even when the client does not have the mod installed? Maybe I am misunderstanding this whole "server side mod" thing... Hello, I am not sure if this is a BepInEx issue or not but I had no idea where else to start this discussion so I've decided to start it here. I've searched for similar issue and while indeed I've found some - none of them contains the solution that I need hence this post. My apologies if I was incorrect in my assumption. I am running a dedicated Valheim server on Debian 11. Fully updated. I used lgsm guide to install the server: https://linuxgsm.com/servers/vhserver/ I've downloaded latest BepInEx for unix and unzipped it into my server folder, as you can see in the log below its detected. I've also made sure that the unstripped libraries are present. I am not sure where to report the "issue" or search for help. Thanks in advance for any help provided. Kindest regards. AndrzejL ADDITIONAL INFO: I am using this script to start valheim server: `#!/bin/bash DIR="/home/vhserver/serverfiles/" --- BepInExexport DOORSTOP_ENABLE=TRUE export LD_LIBRARY_PATH=$DIR/doorstop_libs:$LD_LIBRARY_PATH ---export LD_LIBRARY_PATH=$DIR/linux64:$LD_LIBRARY_PAT start() { stop() { attach() { case "$1" in This is the log of the server running:
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Replies: 2 comments
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Greetings!
Valheim has a modding Discord where there are people who likely have experience of setting up servers for the game.
Most mods are client-side only, i.e. they need to be installed on the client and not the server. If not sure, refer to mod's README. If the README doesn't mention whether it's clientside or not, it likely is. Finally, if unsure, generally installing mods both on client and the server doesn't hurt. I cannot find the specific "clock mod" you're talking about from Thunderstore. However, given your description of it, I assume it is a visual plugin (i.e. it displays something in the user's GUI), in which case it is most certainly a clientside plugin. If you are unsure whether the plugins actually load, check the logs. For example, grepping for
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AHA! That explains a lot... One of the things that it explains is that I am a muppet :-)... I assumed that IF I added a mod on my server and joined with a client that does not have the mod installed the mod somehow will be enabled on the client side. Example. Mod MoreGates allows you to add... more... gates... and if you install it on your client side as I did - it will allow you to build very cool structures. However. If someone joins your server where you've build this mega cool structure and does not have the mod install - they see a gaping hole instead of a gate. So I assumed that by installing the mod on server side I will be able to circumvent that. Thank you for your answer! Kindest regards. Andrzej |
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Greetings!
Valheim has a modding Discord where there are people who likely have experience of setting up servers for the game.
Most mods are client-side only, i.e. they need to be installed on the client and not the server. If not sure, refer to mod's README. If the README doesn't mention whether it's clientside or not, it likely is. Finally, if unsure, generally installing mods both on client and the server doesn't hurt.
I cannot find the specific "clock mod" you're talking about from Thunderstore. However…