Valheim 1.0 mod compatibility: what works and what breaks
Valheim 1.0 shipped on 9 September 2026 at 12:55 UTC with a Unity engine upgrade, and Iron Gate's position is that with no official mod support they cannot guarantee any mod is functional. That does not mean everything is broken. Assume every mod is unverified until either its author publishes a build against 1.0 or players confirm the existing build still works, because both are happening.
Last compatibility sweep: 16 October 2026, 03:04 UTC, after patch 1.0.20. Of the 30 most-downloaded live mods, 27 have a build published on or after launch day, and 12 of them shipped a new one since the previous sweep on 11 October; the three without one are still the JsonDotNET, YamlDotNet and HookGenPatcher libraries. The same thirty mods hold the table. Two moves in the order: ConditionalConfigSync climbed from 25th to 23rd, and Seasonality and OdinsKingdom swapped places at 28th and 29th. Across the live Thunderstore catalogue 898 packages have shipped since the last sweep, 275 of them after 1.0.20 landed. A page like this goes stale in hours, not days, so check the timestamp above before trusting a row.
The rows below are current as of patch 1.0.20, which went out on 15 October at 08:58 UTC, and it raises the network version from 40, where it sat through 1.0.17, to 41. We read that from the startup log of the servers we run on 1.0.20, and the servers still on 1.0.17 show what it means: they turn away players who have updated, logging that the peer "has incompatible version". So a server has to be on 1.0.20 before its players can join, which for a modded server means updating the game and its mods together. ValheimPlus 10.3.0 states it supports 1.0.20 with network version 41 and nothing else, and Zen_ModLib 1.14.22 was recompiled for 1.0.20; a build dated before 15 October 08:58 UTC was made against 1.0.17.
What 1.0.20 changes: trophies drop more often from starred monsters, rare drops no longer reset their pseudo-random luck between sessions, a Forge of Potential exploit is closed, the cheated flag is reset on items and build pieces from earlier versions (see the section on cheated items below), Cheat Sword and Cheat Sledge are now always counted as cheated, and sheathed weapons sit better. One fix matters if you host on your own PC: a dedicated server no longer runs at an uncapped frame rate, wasting a large amount of CPU, when V-Sync is on in a game client on the same computer. Iron Gate also says the Mac App Store version gets the patch later, and crossplay between it and other platforms is off until it does. This sweep adds no new player reports, so if a mod touches world saves, spawning or drops, test it on 1.0.20 before trusting its row.
Before it, 1.0.17 on 6 October at 12:11 UTC was a small bug-fix patch: a rare bug that could erase all objects in parts of the world when a large world save chunk file was split, items with an invalid style misbehaving (they now fall back to the default style), placeholder text, and hidden credits. Nothing in it targeted modding, and it kept network version 40, so a server on 1.0.16 accepted players on 1.0.17.
Before it, 1.0.16 on 25 September at 12:18 UTC fixed Deep North terrain edits that sometimes reverted after the area unloaded, snow raising the ground around trees, far too many enemies spawning, especially in raids, and a possible crash in the online Player List. It kept network version 40, the same as 1.0.12 to 1.0.15.
Before it, 1.0.15 on 18 September at 12:43 UTC was a small patch: a fix for duplicated terrain and the performance loss that came with it, leaving visible seams that you can smooth by deforming the terrain or walking through snow along them. Nothing in it targeted modding, and a small patch is not a safe patch for plugins: 1.0.14 the day before was the broad one, with new keybinding options including radial wheel rebinding, plus rendering and particle changes, and input and UI mods are what historically break on a keybinding pass.
How to read this page
A release date is not compatibility, and the two get confused constantly. This page keeps them apart:
- 1.0 build is a fact from Thunderstore's API: has the author published on or after launch day, and at what time. BepInEx published its 1.0 build at 12:30 UTC, twenty five minutes before the game went live, which is why a naive "published after launch" filter wrongly marks the single most important package as not updated.
- Tested on 1.0 is what players report after actually running it. Several mods with no new build are working fine, and at least one mod that did publish was still being reported broken hours later.
- Confidence is High when both agree; Medium when they disagree, when the reports predate the newest build, or when there is a 1.0 build but no report yet; Community when the only evidence is player reports; and Unverified when there is neither a new build nor a report.
Back up your character, not just your world, before removing any inventory or equipment mod. Items sitting in mod-added equipment or quick slots can vanish when the game loads without that mod. Players lost armour this way on launch day. Move everything into vanilla inventory first. If you already lost gear, you can roll Valheim back to a pre-1.0 build in Steam, load the character, empty the modded slots, and only then update.
Thunderstore is not the whole picture any more. Some Valheim authors have started publishing to Hexium, a separate mod platform, and r2modman and Thunderstore Mod Manager do not read it. A mod can show as stale in your manager and in the table below while a 1.0 build exists somewhere those tools cannot see. Gale is currently the manager that reads both. If a mod you rely on looks abandoned here, check the author's own page or Discord before believing it.
The 30 most-downloaded mods
Ordered by lifetime downloads. Build dates are read from Thunderstore's API at the sweep time above. A 1.0 build with no player report is Medium by the legend above; No row changed its confidence this sweep. "No reports yet" means nobody has published a test result we could find, not that the mod is broken.
Not seeing ValheimPlus here? The original package is deprecated by its author, and this table counts live packages only. The community continuation is a separate entry, ValheimPlus_Grantapher_Temporary, which did publish a 1.0 build on 10 September. Whether it actually works is a different question, and it is answered further down.
| Mod | 1.0 build | Tested on 1.0 | Known issues | Confidence |
|---|---|---|---|---|
| r2modman ebkr, 3.2.20 | Yes 22 Sep 12:21 UTC | No reports yet | None reported | Medium |
| BepInExPack_Valheim denikson, 5.4.2351 | Yes 24 Sep 06:11 UTC | Yes, widely | None reported | High |
| Jotunn ValheimModding, 2.30.2 | Yes 21 Sep 17:19 UTC | Yes | Mods built on it needed their own rebuild once this landed | High |
| PlantEverything Advize, 1.21.3 | Yes 25 Sep 02:13 UTC | No reports yet | None reported | Medium |
| EpicLoot RandyKnapp, 0.14.13 | Yes 24 Sep 03:56 UTC | Mixed | One failure report, now five builds old | Medium |
| EquipmentAndQuickSlots RandyKnapp, 3.1.3 | Yes 15 Sep 03:53 UTC | Reported working | Removing it while gear sits in its slots loses the gear | High |
| Warfare Therzie, 1.9.5 | Yes 13 Oct 23:24 UTC | No reports yet | None reported | Medium |
| ExtraSlots shudnal, 1.2.19 | Yes 12 Oct 17:31 UTC | Mixed | Broke at launch; nineteen builds since, 1.2.1 to 1.2.19. 1.0 also adds native carry upgrades | Medium |
| Server_devcommands JereKuusela, 1.115.0 | Yes 26 Sep 06:22 UTC | No reports yet | None reported | Medium |
| PlantEasily Advize, 2.3.0 | Yes 04 Oct 17:52 UTC | No reports yet | None reported | Medium |
| AdventureBackpacks Vapok, 2.3.4 | Yes 12 Oct 17:04 UTC | Reported broken | Cannot pick up items, reported against 2.0; no changelog since mentions pickup | Medium |
| OdinArchitect OdinPlus, 1.8.5 | Yes 12 Oct 02:31 UTC | No reports yet | None reported | Medium |
| BetterArchery ishid4, 2.0.5 | Yes 10 Oct 17:50 UTC | Reported working | None reported | High |
| Quick_Stack_Store_Sort_Trash_Restock Goldenrevolver, 1.4.15 | Yes 12 Sep 18:31 UTC | No reports yet | None reported | Medium |
| Monstrum Therzie, 1.6.1 | Yes 13 Oct 23:26 UTC | No reports yet | None reported | Medium |
| OdinHorse OdinPlus, 1.9.1 | Yes 12 Oct 00:17 UTC | No reports yet | None reported | Medium |
| JsonDotNET ValheimModding, 13.0.4 | No last 15 Jun 2025 | No reports yet | None reported | Unverified |
| Armory Therzie, 1.4.3 | Yes 13 Oct 23:27 UTC | No reports yet | None reported | Medium |
| YamlDotNet ValheimModding, 16.3.1 | No last 15 Jun 2025 | No reports yet | None reported | Unverified |
| MultiUserChest MSchmoecker, 0.6.2 | Yes 12 Sep 15:06 UTC | No reports yet | None reported | Medium |
| Spawn_That ASharpPen, 1.2.20 | Yes 01 Oct 22:59 UTC | No reports yet | None reported | Medium |
| TeleportEverything OdinPlus, 3.0.9 | Yes 13 Oct 04:38 UTC | No reports yet | None reported | Medium |
| ConditionalConfigSync shudnal, 1.0.11 | Yes 15 Oct 12:09 UTC | No reports yet | None reported | Medium |
| HookGenPatcher ValheimModding, 0.0.4 | No last 29 Mar 2023 | No reports yet | None reported | Unverified |
| WackysDatabase WackyMole, 2.5.35 | Yes 25 Sep 01:05 UTC | No reports yet | None reported | Medium |
| Zen_ModLib ZenDragon, 1.14.22 | Yes 15 Oct 10:20 UTC | No reports yet | None reported | Medium |
| PlanBuild MathiasDecrock, 0.20.0 | Yes 01 Oct 18:48 UTC | No reports yet | None reported | Medium |
| Seasonality RustyMods, 3.8.4 | Yes 12 Oct 15:22 UTC | No reports yet | None reported | Medium |
| OdinsKingdom OdinPlus, 1.6.3 | Yes 11 Oct 01:57 UTC | No reports yet | None reported | Medium |
| ValheimArmory MidnightMods, 1.36.0 | Yes 15 Oct 06:40 UTC | No reports yet | None reported | Medium |
The big names that are not in that table
The ranking above counts live packages only, and several of the most-downloaded Valheim mods ever are not live: their authors marked them deprecated. That is a different answer from "not updated yet", and a more final one. A deprecated package stays installable and keeps working exactly as well as it did, but nobody is preparing a 1.0 build for it.
Therzie's content mods are the set people ask about first, and the answer keeps improving. Warfare came back from deprecation on 16 September, with Armory and Wizardry the same evening. Monstrum is back too. Deprecated and last published in March 2025 at the 20 September sweep, it is live again with 1.6.0, published 22 September at 01:19 UTC, and with more than 960,000 downloads it is 15th in the table above. The rest moved with it that morning: Warfare 1.9.4 at 03:38 UTC, Armory 1.4.2 a minute later and Wizardry 1.2.2 at 03:40 UTC. All four moved again on 13 October between 23:24 and 23:28 UTC, to Warfare 1.9.5, Monstrum 1.6.1, Armory 1.4.3 and Wizardry 1.2.3, and the Monstrum and Wizardry notes say those updates fix their creature spawns for Valheim's latest spawn system changes. Still gone: Warfare Fire and Ice and Monstrum Deep North, deprecated and last published in March 2025, and the older Monstrum Ashlands add-on, last published in April 2024. So a Therzie-heavy server is back apart from those add-ons, and the Monstrum creature content that was the gap in mid September has a 1.0 build.
Two more worth knowing, both deprecated and both frequently assumed to be merely stale: the XUnity Auto Translator package for Valheim, last published May 2026, and MonsterLabZ, last published April 2024.
Azumatt's catalogue went deprecated in mid September, and it took five rows out of the table above. AzuCraftyBoxes, AzuExtendedPlayerInventory, AAA_Crafting, Recycle_N_Reclaim and the Official BepInEx ConfigurationManager package are all flagged deprecated on Thunderstore as of this sweep, along with 146 of the 148 Valheim packages under that author. It is recent: the Internet Archive's copy of the AzuCraftyBoxes page from 13 September at 03:55 UTC still records the package as live, and so do the copies of AzuAutoStore from 9 September and AAA_Crafting from 13 September. Four of the five published 1.0 builds on 14 September, so the deprecation comes after the rebuild rather than instead of it, and the builds themselves are still installable.
Seven Smoothbrain packages that were in this table went the same way: TargetPortal, CreatureLevelAndLootControl, Jewelcrafting, which was 28th in the table on 20 September, and, since the previous sweep, Sailing, Farming, Mining and Backpacks, none of which had published a 1.0 build. TargetPortal was still live in the archived copy from 17 September at 03:02 UTC, hours before the sweep that day, which is why it was in the table then and is not now. A second TargetPortal exists under a different owner, so check the owner before drawing a conclusion from a search result. This is not yet a catalogue-wide exit like Azumatt's, but it keeps growing: 35 of Smoothbrain's 54 Valheim packages are deprecated, up from 23 on 11 October and six on 27 September.
The fault behind the Azumatt breakage reports has a name. A community preloader patch, AzuModsValheim1Compat by KRINJUN, shipped on 10 September to fix a ZRoutedRpc.Everybody MissingFieldException in AzuCraftyBoxes, AzuAutoStore and other Azumatt mods under Unity 6. That patch is deprecated too, now that the author's own builds have landed.
Deprecation is an author's declaration, not a compatibility test. A deprecated mod that worked on the last patch may well still work on this one. What it will not do is get fixed if it does not.
Working on 1.0 with no 1.0 build
These had published nothing since launch when players reported them working, which is the case a pure release-date tracker gets wrong. Evidence is player reports from 9 and 10 September 2026, so treat it as community-tested rather than confirmed. Some have moved since: Wield Equipment While Swimming, Dodge Shortcut, Ore Mines, Slayer Skills, XPortal and Sinka have all published a 1.0 build, and three of Azumatt's, First Person Mode, Save Crossbow State and Tooltip Expansion, are now deprecated along with nearly all of Azumatt's catalogue.
- Speedy Paths and Realistic Spears, the most upvoted report in the launch-day thread.
- Unlimited Fuel and Map Teleporter.
- Wield Equipment While Swimming, Dodge Shortcut and Instantly Destroy Boats and Carts.
- Torches Eternal, reported working but flagged by the reporter as needing more time to confirm.
- First Person Mode, Save Crossbow State, Ore Mines, Slayer Skills, Notifications Overhaul, Gap Filler, Sinka and Azu's unofficial Configuration Manager, all from one player's testing pass on the morning of 10 September. They flagged two of their own results as soft: Ore Mines they had not fully confirmed, and Tooltip Expansion showed no errors but they had not seen its scrollbar work.
- XPortal is contested: one player reports it working unupdated, another reports it failing. SpikeHimself has since published 1.2.25 on 12 September and 1.2.26 on 8 October, both after the reports, so test it on a copy.
Reported broken, with the actual symptom
"Not updated" tells you nothing useful. The symptom tells you whether you dare load your save.
- AdventureBackpacks: cannot pick up items. One player reports that installing InventorySlots by sighsorry, which published a 1.0 build on 10 September, made their backpack mod work again. That is one report and the two mods are unrelated projects, so treat it as something to try rather than a fix. Vapok has kept shipping: 2.3.4 on 12 October at 17:04 UTC is the latest, three builds after the 2.3.1 of 11 October and three minor versions above the 2.0 builds those reports were made against. None of their changelogs mentions picking up items, so treat the report as unresolved rather than fixed. One related change did land: ExtraSlots 1.2.14 on 25 September fixed its own quick slots disappearing during auto pickup with AdventureBackpacks, so if you run both, update both before testing.
- RecyclePlus: trash icon does not work, and one report of it breaking the crafting display. That report is now out of date. TastyChickenLegs shipped 1.3.2 on 10 September at 16:12 UTC, about thirteen hours after it, and a player has since confirmed that build works as intended. 1.3.3 followed on 12 September at 16:21 UTC, then 1.3.4 and 1.3.5 on 20 September and 1.3.6 on 6 October, and 1.3.8 on 13 October at 18:13 UTC is the latest.
- TargetPortal: throws errors at the login screen. No new build, and Smoothbrain has now deprecated it, so one is not coming. The separate TargetPortal under a different owner is deprecated as well.
- WackyMMOSystem: reported to break the game, and players in the launch threads have been asking whether it would be updated. It has been. WackyMole shipped 1.9.66 on 10 September at 17:05 UTC, roughly thirteen hours after the report, 1.9.67 on 13 September at 15:52 UTC and 1.9.71 on 30 September at 19:53 UTC, so the report describes a build three releases back.
- NoVikingLeftBehind: craft-from-chests works for about five items and then stops. Note this one is different from the two above: the failure was reported three hours after the 0.10.0 build it was running, which made it a report against the current build at the time. It is not any more: Nosferatu has shipped six builds since, most recently 0.11.3 on 22 September at 04:03 UTC.
- ExtraSlots broke at launch, and the author has since shipped nineteen builds, 1.2.1 to 1.2.19, the latest on 12 October at 17:31 UTC. Worth knowing separately: 1.0 adds native carry capacity upgrades bought from Haldor, which may be what conflicts with extended inventory mods rather than the engine change.
- Seasons and Environmental Awareness: the game boots with both loaded and neither does anything in play. This is the failure that looks like success, and it is worth knowing before you conclude a mod is fine because nothing crashed. Seasons may not stay here long. It depends on shudnal's ConditionalConfigSync, which published a 1.0 build on 10 September and is now on 1.0.10, and a dependency landing first is usually what unblocks the mod above it. That is what happened: Seasons published 1.9.2 on 18 September at 02:10 UTC, so the "loads but does nothing" report above predates a build made for 1.0. It has kept going since, most recently 1.10.5 on 5 October at 22:25 UTC.
The Terramizer set was reported as updated and working, and that one checks out: all six packages published after launch. Terramizer and TerramizerServer on 10 September, Equipment Sheet the same morning, Inventory Link, Light My Fire and Brennivin Protection late on 9 September.
Shipped since the last sweep
Outside the top thirty, and moving fast enough to be worth naming separately. All of these were checked against Thunderstore rather than taken from the report alone. Build dates are the author's publish time, not a test result, so a mod here has a 1.0 build and no report yet unless one is named.
11 to 16 October, and patch 1.0.20
898 packages have published across the live catalogue since the previous sweep, 275 of them after 1.0.20 landed on 15 October, and twelve of the thirty rows above are among them. Only Zen_ModLib and ConditionalConfigSync of those twelve published after the patch; the others are builds made against 1.0.17. The ones with something to say beyond a build date:
- Zen_ModLib by ZenDragon, 1.14.22 on 15 October at 10:20 UTC, recompiled for 1.0.20 less than an hour and a half after the patch. A library other mods load, so update it before chasing a dependent mod's failure.
- ConditionalConfigSync by shudnal, 1.0.11 on 15 October at 12:09 UTC. It makes config sync more reliable on slow connections, and the author says to update it on both the server and the affected clients to get the full improvement.
- Therzie's set, Warfare 1.9.5, Monstrum 1.6.1, Armory 1.4.3 and Wizardry 1.2.3 on 13 October. Monstrum and Wizardry fix their creature spawns for Valheim's latest spawn system changes, all four stop spamming the log on server installs, and Warfare sets its own bear trophy drop to 22 percent to sidestep the low vanilla trophy rate that 1.0.20 then fixed in the game itself.
- AdventureBackpacks by Vapok, 2.3.2 to 2.3.4, the latest on 12 October at 17:04 UTC. 2.3.3 fixes backpacks swapped onto armor stands or item stands dropping their items on the ground, and an emptied backpack keeping its contents in save data, which could duplicate items. Still nothing in its changelog about picking up items, so the report in its row stands.
- ExtraSlots by shudnal, 1.2.19 on 12 October at 17:31 UTC, adds quick bars for food, ammo and quick slots to the hotbar radial menu and drops support for the deprecated ValheimRadial mod. An inventory slot mod, so read the equipment warning at the top before you update it on a live character.
- Also new: OdinArchitect 1.8.5 on 12 October (elevators reworked), OdinHorse 1.9.1 on 12 October (a fix for horses jumping into water, after 1.9.0 added a patch for Better Riding), TeleportEverything 3.0.9 on 13 October (better performance while its settings panel is closed), Seasonality 3.8.4 on 12 October (the Deep North ice shore joins its ice shelves) and ValheimArmory 1.36.0 on 15 October at 06:40 UTC (the missing Deep North weapons, and its gear now floats). Outside the table, ValheimPlus 10.3.0 (Grantapher's continuation, for 1.0.20 only), RecyclePlus 1.3.8 and InventorySlots 1.6.4 moved too.
27 September to 11 October, and patch 1.0.17
1,764 packages have published across the live catalogue since the previous sweep, 840 of them after 1.0.17 landed on 6 October, and thirteen of the thirty rows above are among them. The ones with something to say beyond a build date:
- Spawn_That by ASharpPen, 1.2.20 on 1 October at 22:59 UTC. It adds a
DisableSpawnLimitersetting under[WorldSpawner]that overrides the world spawning behaviour introduced in Valheim 1.0.16, which, its author says, can heavily reduce the number of spawns. If a world has felt empty since 1.0.16, this is the setting to look at. - Zen_ModLib by ZenDragon, 1.14.21 on 6 October at 13:24 UTC, recompiled for 1.0.17 about an hour after the patch, and the only one of the thirty rows above whose changelog names 1.0.17. A library other mods load, so update it before chasing a dependent mod's failure.
- TeleportEverything by OdinPlus, 3.0.4 and 3.0.7, the latest on 11 October at 03:20 UTC: its first builds since launch, which moves its row from Unverified to Medium. 3.0.4 added an in-game settings panel with separate player and server settings.
- AdventureBackpacks by Vapok, 2.3.1 on 10 October at 21:32 UTC, thirteen builds past the 2.2.0 the last sweep recorded. 2.3.0 adds Chest and Backpack tabs on containers and can open the backpack together with a crafting station. Still nothing in its changelog about picking up items, so the report in its row stands.
- ExtraSlots by shudnal, 1.2.18 on 10 October at 17:07 UTC, four builds past 1.2.14. 1.2.15 stops items in its custom slots from blocking automatic tombstone recovery. An inventory slot mod, so read the equipment warning at the top before you update it on a live character.
- OdinArchitect by OdinPlus, 1.8.3 on 10 October at 18:53 UTC, seven builds past 1.7.6. 1.7.8 gives every piece server-synced config options, and 1.8.1 adds elevators that travel several floors.
- OdinHorse by OdinPlus, 1.8.9 on 11 October at 03:13 UTC, sixteen builds past 1.7.3, with jousting lances for every biome in 1.8.3 and, in 1.8.7, a fix for pickup range adding up when EpicLoot is also installed.
- PlantEasily by Advize, 2.3.0 on 4 October at 17:52 UTC, which adds ConditionalConfigSync support: with both on the client and the server, the admin can enforce its settings, and durability and stamina use are always server controlled.
- ConditionalConfigSync by shudnal, 1.0.10 on 3 October at 19:44 UTC, new to the table this sweep. It lets other mods sync their config through it when it is installed and keep ordinary local config when it is not.
- Also new: PlanBuild 0.20.0 on 1 October (an 8x8 Plan Totem container and mirrored blueprints), OdinsKingdom 1.6.3 on 11 October (pieces for the new 67° roof sets), ValheimArmory 1.35.0 on 1 October and BetterArchery 2.0.5 on 10 October. Outside the table, Seasons 1.10.5, XPortal 1.2.26, RecyclePlus 1.3.6 and WackyEpicMMOSystem 1.9.71 moved too.
20 to 27 September, and patch 1.0.16
1,121 packages have published across the live catalogue since the previous sweep, 468 of them after 1.0.16 landed on 25 September, and seventeen of the thirty rows above are among them. The ones with something to say beyond a build date:
- BepInExPack_Valheim by denikson, 5.4.2351 on 24 September at 06:11 UTC. Its Linux loader is now the stock UnityDoorstop 4.5.0 build, which only needs glibc 2.7 or newer, so Linux dedicated servers older than Ubuntu 22.04 and Debian 12 can load it too. The rest is logging: every plugin line now carries its GUID, and the startup summary counts loaded, skipped and failed plugins.
- Monstrum by Therzie, 1.6.0 on 22 September at 01:19 UTC, back from deprecation, with Warfare 1.9.4, Armory 1.4.2 and Wizardry 1.2.2 between 03:38 and 03:40 UTC the same morning.
- EpicLoot by RandyKnapp, 0.14.13 on 24 September at 03:56 UTC, three builds past the 0.14.10 the last sweep recorded. It adds a repair for bounties and treasure that had not spawned because of the 1.0 save migration, alongside a long list of enchanting fixes.
- ExtraSlots by shudnal, 1.2.14 on 25 September at 17:55 UTC, fixing its quick-slot hotbars disappearing during auto pickup with AdventureBackpacks. An inventory slot mod, so read the equipment warning at the top before you update it on a live character.
- AdventureBackpacks by Vapok, 2.2.0 on 26 September at 02:34 UTC, eight builds past the 2.1.6 the last sweep recorded. It adds crafting and building from the materials in an equipped backpack.
- Jotunn by ValheimModding, 2.30.2 on 21 September at 17:19 UTC, fixing Deep North assets that overrode earlier vanilla assets in its asset mocking, and the legacy build menu, which 2.30.1's category changes had left unsupported.
- Server_devcommands by JereKuusela, 1.115.0 on 26 September at 06:22 UTC, and WackysDatabase by WackyMole, 2.5.35 on 25 September at 01:05 UTC.
- Also new: PlantEverything 1.21.3, PlantEasily 2.2.2, OdinArchitect 1.7.6, OdinHorse 1.7.3, OdinsKingdom 1.6.2, BetterArchery 2.0.2 and r2modman 3.2.20.
18 to 20 September, after patch 1.0.15
401 of the 491 packages published since the last sweep landed after 1.0.15, and eight of them are rows in the table above. A build date is still not a test result.
- Jotunn by ValheimModding, 2.30.1 on 17 September at 21:31 UTC, two hours after the previous sweep closed. Mods built on Jotunn may need their own rebuild against it again, which is what happened when 2.30.0 landed.
- AdventureBackpacks by Vapok, 2.1.6 on 20 September at 03:42 UTC. That is a minor version above the build the "cannot pick up items" reports were made against, so the report in its row predates it.
- EpicLoot by RandyKnapp, 0.14.10 on 18 September at 23:16 UTC, two builds past the 0.14.8 the last sweep recorded.
- ExtraSlots by shudnal, 1.2.12 on 19 September at 13:41 UTC, three builds since 1.0.14.
- BetterArchery by ishid4, 2.0.1 on 19 September at 12:42 UTC.
- OdinHorse 1.7.2 and OdinsKingdom 1.6.0 by OdinPlus, both on 19 September within twelve minutes of each other.
- PlanBuild by MathiasDecrock, 0.19.1 on 19 September at 18:55 UTC. New to the table this sweep, because the ranking counts live packages and seven of them left.
17 September, after patch 1.0.14
Patch 1.0.14 went out at 11:12 UTC and 117 packages have published since, against 686 in the three days since the previous sweep. Two of the thirty tracked mods are among them, which is a much thinner response than the patch-day scramble on 14 September and is the reason every row above carries a warning rather than a fresh test result.
- EpicLoot by RandyKnapp, 0.14.8 on 17 September at 16:52 UTC. Three builds in the twenty three hours to that timestamp, 0.14.6 and 0.14.7 having landed on 16 September, and the first of the top thirty to publish after the patch.
- ExtraSlots by shudnal, 1.2.9 on 17 September at 12:23 UTC, seventy minutes after the patch. An inventory slot mod, so read the equipment warning at the top before you update it on a live character.
- AdventureBackpacks by Vapok, 2.0.8 on 17 September at 09:04 UTC. Published before the patch rather than in response to it, so it is untested against 1.0.14.
15 and 16 September
- Warfare by Therzie, 1.9.2 on 16 September at 21:42 UTC, and Armory 1.4.0 seven minutes later. Therzie's two large content mods move together, so treat them as one upgrade.
- OdinHorse by OdinPlus, 1.7.0 on 15 September at 12:13 UTC.
- EquipmentAndQuickSlots by RandyKnapp, 3.1.3 on 15 September at 03:53 UTC. Another equipment slot mod: empty the modded slots before changing versions.
- OdinArchitect by OdinPlus, 1.7.5 on 14 September at 20:18 UTC, forty eight minutes after the previous sweep closed.
14 September
689 packages published in the 52 hours since the previous sweep, and 328 of them carry the Deep North Update tag. Nine of the thirty tracked mods that had shipped nothing since launch have now published, which is the single biggest change on this page since it was written.
- Warfare by Therzie, 1.9.2 on 16 September at 21:42 UTC. The largest content mod on the list by downloads, and the row whose deprecation notice this page got wrong once before.
- ValheimArmory by MidnightMods, 1.30.0 on 14 September at 17:54 UTC.
- AzuAutoStore by Azumatt, 3.1.4 on 14 September at 17:01 UTC. One of four Azumatt packages published inside sixteen minutes on 14 September.
- Seasonality by RustyMods, 3.8.3 on 14 September at 16:09 UTC. Touches world state, so back up before adding it to a live world.
- OdinsKingdom by OdinPlus, 1.5.6 on 13 September at 20:39 UTC.
- WackyEpicMMOSystem by WackyMole, 1.9.67 on 13 September at 15:52 UTC. A further build on top of the 1.9.66 noted below.
- Zen ModLib by ZenDragon, 1.14.0 on 13 September at 14:48 UTC. A library other mods load, so it is worth updating before chasing a dependent mod's failure.
- MagicPlugin by blacks7ar, 2.2.0 on 13 September at 09:28 UTC.
12 September
257 packages published in the sixteen hours after the previous sweep, and half of them (122 of the 246 that are live and not already listed here) carry the Deep North Update tag. The wave has not slowed. These are the highest-rated server-side arrivals; a tag is the author's own label and a publish date is not a test, so none of these is confirmed working.
- PlanBuild by MathiasDecrock, 0.18.5 on 11 September at 19:14 UTC. The build-planning mod, and the highest-rated package in this wave.
- Seasonality by RustyMods, 3.8.2 on 12 September at 00:18 UTC. Changes world appearance and behaviour by season, so it touches world state: back up before adding it to a live world.
- Balrond Shipyard by Balrond, 1.6.7 on 11 September at 23:14 UTC.
- SeaAnimals by Marlthon, 0.3.8 on 11 September at 22:49 UTC. Adds creatures, so it is a spawn-table change on an existing world.
- LongerDays by TastyChickenLegs, 1.1.2 on 11 September at 12:21 UTC. Server-side day length.
11 September
The catch-up wave is still running: 109 Valheim packages published in the eight hours after the previous sweep, and Thunderstore has added a Deep North Update category that authors are now tagging. These are the ones that matter to someone running a server, by rating.
- MissingPieces by BentoG, 2.3.0 at 05:13 UTC. Server-side and building.
- ServersideQoL by ArgusMagnus, 2.0.7, first published 06:47 UTC and twice since, tagged Deep North Update. Server-side only, so it installs on the server and needs nothing from clients.
- Armoire by Advize, 1.2.0 at 06:53 UTC, tagged Deep North Update.
- RtDBiomes by Soloredis, 3.1.42, first published 10:18 UTC and several times since. World generation, so treat a mid-world install the way you would any terrain mod.
- World Edit Commands by JereKuusela, 1.76.0 at 09:03 UTC. Client-side admin tooling.
None of the five has a player report yet. They have a 1.0 build and nothing more, which on this page is Medium confidence, not working.
Earlier
- Spearfishing by Korppis, 1.0.5 on 10 September, published specifically for 1.0 compatibility and confirmed by a player the same day.
- HexInfiniteStamina by Hex_Viking, 1.1.1 on 9 September, and reported working. It was listed above as working without a build, which was wrong: the build landed hours before the report.
- Norse Demigods and Transmog by Alpus, 1.7.1 on 10 September, its second build of the day. It was on the community's broken list yesterday and has been moved to working since, though with bugs still reported, so treat it as usable rather than finished.
- If you installed a PlantEverything fork, go back to the original. While Advize was quiet the community published fedorovdgap-PlantEverything and TeamNibake-PlantEverything1point0fork on 10 September. Advize shipped 1.21.0 the next morning, so the forks have done their job and the maintained package is the original again. Running both at once is two copies of the same mod.
Items flagged as cheated on a clean install: fixed, and the items repaired in 1.0.20
Updated 16 October: 1.0.20 repairs the items. Its notes, published 15 October, reset the cheated flag on all items and build pieces from previous versions, to undo the damage the bug in the initial 1.0 release did to validly obtained items. So the items Iron Gate told players to keep using are clean again once the game runs 1.0.20. The same patch makes Cheat Sword and Cheat Sledge count as cheated in the specific cases where they were not. The history below is how it got here.
Updated 20 September: 1.0.15 says the items you already have are still waiting. Iron Gate's note with that patch is explicit: "We have a planned fix for this, but as it's a fix that has to be released simultaneously on all platforms as to not break crossplay, it will come in an upcoming patch", and in the meantime "you can continue to play normally with these items and they will be fixed soon". So 1.0.14 stopped new items being marked, and the repair of items already marked is a separate fix that has not shipped. Do not delete anything on that account.
Updated 27 September: 1.0.16 did not include it either. Its notes, published 25 September, do not mention cheated items at all, so the repair of items already marked is still waiting on a later patch. Iron Gate's advice from 1.0.15 stands: keep playing with those items.
Updated 11 October: 1.0.17 did not include it either. Its notes, published 6 October, fix a rare bug that could erase all objects in parts of a world and items with an invalid style, and do not mention cheated items, so the repair of items already marked is still waiting. The advice is unchanged: keep playing with those items.
This was a real bug and Iron Gate fixed it on 17 September in patch 1.0.14. Players on fresh installs, fresh characters and fresh worlds, with no mods, were getting a message calling them a cheater and losing achievements after ordinary play, including from a troll kill and from greydwarf eyes on a nine player server. For a week the only honest answer here was that the reports were unconfirmed. They are confirmed now, by the fix itself. The patch notes name two separate faults:
- Players were sometimes mistakenly marked as temporary cheaters, which then marked items dropped by monsters they killed as having a cheated origin. That is the troll kill and the greydwarf eyes, explained.
- Cheated stackable items no longer stack with regular items, which stops a clean stack being corrupted into a cheated one by absorbing a single bad item.
So the fix is to update, not to change anything on your side. Two things worth knowing before you do. Iron Gate says 1.0.14 needs a few days to reach every platform and that crossplay keeps working across the gap, so a mixed group is not blocked while it rolls out. And a dedicated server follows the patch rather than leading it: ours had not picked 1.0.14 up yet at the 17 September sweep, roughly eight hours after that release, which is normal and is exactly why you should not update a modded server the same hour a patch lands.
Separately in the same patch, and relevant if you host: biomedata caching is now disabled, fixing a bug where an invalid cache made it impossible to join remote servers at all. If you had players who simply could not connect and no mod explained it, that is a candidate. The pevents devcommand also moved behind the devcommands toggle instead of being available in the console by default.
What to do while your mods catch up
- Do not update a modded server the moment a patch lands. A vanilla server updates cleanly. A modded one inherits every plugin's compatibility at once.
- Empty your modded equipment and inventory slots first. This is the one step that loses real items if you skip it.
- Remove the mod loader, do not just disable plugins. Iron Gate's guidance is to remove BepInEx or any other loader entirely before updating, because a loader will try to load regardless.
- Load the world vanilla before concluding the save is damaged. Launch day produced alarming symptoms from stale plugins, including a character duplicating itself repeatedly and terrain from building mods disappearing. Those look like save corruption and usually are not.
- Re-add mods one at a time, not as a restored profile, so the one that breaks is obvious.
Frequently asked
Will my modded world survive 1.0?
The world usually survives; the mods are the fragile part. Existing worlds keep working and receive new content, though Deep North terrain only generates in areas nobody has explored. If a world misbehaves after updating and you had mods, remove the loader and load it vanilla before assuming the save is at fault.
Is Valheim Plus updated?
The community-maintained continuation, listed on Thunderstore as ValheimPlus_Grantapher_Temporary, published on 10 September 2026 and has kept going, most recently 10.3.0 on 16 October at 01:36 UTC, whose notes say it supports Valheim 1.0.20 with network version 41 and nothing else. Publishing is not the same as working, and players have reported interface problems with it since 1.0, so treat it as unverified rather than fixed.
How do I check a mod myself?
Open its Thunderstore page and read the last-updated timestamp, then search the mod's name in the launch-day threads for a test result. If the build predates 9 September 2026 and nobody has reported testing it, you are the test. Our Valheim World and Modpack Doctor does the version side across a whole profile at once.
My mods are gone from the manager entirely
Check whether the author moved to Hexium, as described above, before assuming the mod was abandoned.
Running a modded server through this
The practical difficulty is timing: the game updates when Iron Gate ships and your mods update when their authors do, and those are never the same moment. Keeping a vanilla world alongside your modded one is the cheapest insurance, since it lets people keep playing while the mod list settles.
If a world will not load at all after updating, that is a different problem from mods, and the 1.0 save format guide covers it: 1.0 stores worlds as folders rather than the old file pair, and an empty-looking folder is usually not a lost world.
Related
- Valheim 1.0 [Old Format] and Missing DB, when the world itself will not load.
- Valheim 1.0, what shipped and what it changes for a server.
- The death of Valheim Plus, and what replaced it.