Setting up a Valheim dedicated server that keeps its world
SteamCMD app 896660, the start script arguments, UDP 2456 and 2457, how Valheim 1.0 stores a world, and moving your own world onto the server.
SteamCMD app 896660, the start script arguments, UDP 2456 and 2457, how Valheim 1.0 stores a world, and moving your own world onto the server.
A copy on the same machine survives exactly one failure. Write-only credentials, what to include beyond the world, and testing the restore.
One question decides it, and it is not a technical one. Plus the tModLoader split and the single file your whole world lives in.
The world and the configs are the easy part. The cron jobs, firewall rules and secrets are what surface a week later, when the old machine is already gone.
It ships inside the artifacts you already downloaded and binds to 0.0.0.0:40120. Restart schedules, staff permissions, and the backup it never takes.
The first hour after someone burns your world down decides what you get back. Which logs to pull, why a full rollback is the wrong reflex, what to post.
What actually needs backing up, why copying files from a running server can corrupt them, how often to back up, and the restore test almost nobody runs.