{"id":5469,"date":"2026-09-13T19:13:14","date_gmt":"2026-09-13T12:13:14","guid":{"rendered":"https:\/\/neonsect.com\/valheim\/valheim-1-0-servers-saves\/"},"modified":"2026-09-13T20:03:07","modified_gmt":"2026-09-13T13:03:07","slug":"valheim-1-0-servers-saves","status":"publish","type":"post","link":"https:\/\/neonsect.com\/es\/valheim\/valheim-1-0-servers-saves\/","title":{"rendered":"Valheim 1.0 Servers &#038; Saves: Crossplay, Switch 2 Fix"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"<p>Do old Valheim worlds survive 1.0? Server size, cross-save limits, the 1.0.12 banlist fix, the item-stand warning and Iron Gate&#8217;s default_old Switch 2 workaround.<\/p>","protected":false},"author":1,"featured_media":5478,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[883],"tags":[],"blog_tag":[],"class_list":["post-5469","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-valheim"],"acf":{"redactor":[{"acf_fc_layout":"text","text":"<p>Your old <a href=\"\/valheim\/\">Valheim<\/a> worlds and characters survive 1.0: Iron Gate's 1.0 FAQ states that old saves stay where you last left them and remain playable, and that a pre-1.0 world still receives new <a href=\"https:\/\/neonsect.com\/valheim\/valheim-1-0-deep-north\/\">content<\/a>. The catch is biome generation, which only works properly in areas you have not explored yet, which is why the studio recommends starting over. This guide covers the save rules, the 1 \u2013 10 player server limit, the cross-save scope, the 1.0.12 banlist and item-stand fixes, and the exact <code>default_old<\/code> workaround for Switch 2 crossplay.<\/p>"},{"acf_fc_layout":"text","text":"<div class=\"post-tldr\"><p class=\"post-tldr__h\">TL;DR<\/p><ul><li>Old worlds and characters carry over; biome generation only works properly in unexplored ground, and Iron Gate still recommends a fresh world.<\/li><li>1.0 is a 1 \u2013 10 player game, and the only cross-platform save access is Xbox to PC when you launch from the Microsoft Store.<\/li><li>The 11 September 2026 hotfix could not be uploaded to Switch 2, so Switch 2 crossplay is not currently supported; the Steam-side rollback to <code>default_old<\/code> is the only workaround.<\/li><li>1.0.12 made banlist and whitelist accept old IDs such as Steam_123456789 alongside new V_123456789 ones.<\/li><li>Item stands can still eat durability and upgrade level on worlds already loaded in 1.0 \u2014 back up before touching high-level gear.<\/li><\/ul><\/div>"},{"acf_fc_layout":"title","heading":"What Changed for Valheim Servers and Saves in 1.0","tag":"h2"},{"acf_fc_layout":"text","text":"\n<p>Valheim 1.0 landed on 9 September 2026 across Steam (Windows, Linux, Mac), the Mac App Store, Humble, the Microsoft Store, Xbox One, Xbox Series X|S, PlayStation 5 and Nintendo Switch 2. For anyone running a world with friends, four things matter: the world save, the character save, how many people can be in it, and which platforms can reach each other. Valheim is developed by Iron Gate, with Coffee Stain Publishing as publisher. Crossplay at 1.0 was announced as covering all platforms, which is a different thing from save sync. Our reading of third-party host documentation is that 1.0 also replaced the old <code>.db<\/code> plus <code>.fwl<\/code> file pair with a folder per world holding chunked data, which changes how you back things up. If you want the wider picture of what shipped, our <a href=\"https:\/\/neonsect.com\/valheim\/valheim-1-0-deep-north\/\">Valheim 1.0 Deep North update breakdown<\/a> covers the content side.<\/p>\n\n\n\n<div class=\"post-stat-row\"><div class=\"post-stat\"><span class=\"post-stat__v\">1 \u2013 10<\/span><span class=\"post-stat__l\">players per world<\/span><\/div><div class=\"post-stat post-stat--bad\"><span class=\"post-stat__v\">1<\/span><span class=\"post-stat__l\">cross-save route only<\/span><\/div><div class=\"post-stat post-stat--bad\"><span class=\"post-stat__v\">0<\/span><span class=\"post-stat__l\">official mod support<\/span><\/div><\/div>\n\n"},{"acf_fc_layout":"table","headers":[{"header_text":"Part"},{"header_text":"What 1.0 does"},{"header_text":"The catch"}],"rows":[{"cells":[{"cell_text":"Old world save"},{"cell_text":"Still there, still playable, still gets new content "},{"cell_text":"Biome generation only works properly in unexplored areas "}]},{"cells":[{"cell_text":"Character save"},{"cell_text":"Continues normally; the FAQ flags no character wipe "},{"cell_text":"Achievement stats only start tracking from the moment you download 1.0 "}]},{"cells":[{"cell_text":"Server size"},{"cell_text":"Unchanged: a game for 1 \u2013 10 players "},{"cell_text":"No larger-group option is described in the FAQ "}]},{"cells":[{"cell_text":"Crossplay"},{"cell_text":"Announced as supported between all platforms "},{"cell_text":"Switch 2 is cut off after the 11 September hotfix "}]},{"cells":[{"cell_text":"Cross-save"},{"cell_text":"Xbox saves reachable from PC via the Microsoft Store build "},{"cell_text":"Beyond that, no cross-platform save sync at all "}]},{"cells":[{"cell_text":"Mods"},{"cell_text":"No official mod support, no console mods, no Steam Workshop "},{"cell_text":"Nothing is guaranteed to work at release "}]}],"size":"small"},{"acf_fc_layout":"title","heading":"Where Valheim 1.0 Saves Live and How to Get At Them","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Iron Gate's own <a href=\"https:\/\/steamcommunity.com\/app\/892970\/discussions\/0\/4615641483004444994\" target=\"_blank\" rel=\"noopener nofollow\">Iron Gate's save-system FAQ on Steam<\/a> is the document to read here, because it settles the question the 1.0 FAQ does not: a PC save lives in one of two places, and which one decides how you back it up. With Steam Cloud on (the default), worlds and characters are stored under <code>Steam\\userdata\\&lt;numeric Steam ID&gt;\\892970\\remote<\/code> \u2014 a folder the FAQ says is \"not meant to be manipulated manually\". With Steam Cloud off, they sit locally in <code>C:\\Users\\&lt;you&gt;\\AppData\\LocalLow\\IronGate\\Valheim\\worlds_local<\/code> (Linux: <code>~\/.config\/unity3d\/IronGate\/Valheim\/worlds_local<\/code>), with characters in <code>characters_local<\/code> next to them. The game shows an icon under each character and next to each world telling you whether that save is cloud or local, and the world menu has <strong>Move to Local<\/strong> \/ <strong>Move to Cloud<\/strong> buttons \u2014 every move writes a backup, which the FAQ notes are never deleted automatically.<\/p><p>Two consequences follow directly from that FAQ. First, <strong>a dedicated server reads local files only<\/strong>: cloud saves are bound to your Steam account, so a world you want to host must be moved to local before you copy it. Second, if the world you are looking for is not in <code>worlds_local<\/code>, it is almost certainly on the cloud \u2014 press Move to Local in the world list rather than hunting through <code>userdata<\/code>. On a dedicated server the folder is whatever <code>-savedir<\/code> points at; without that flag it is the same LocalLow \/ .config path, per the <a href=\"https:\/\/www.valheimgame.com\/support\/a-guide-to-dedicated-servers\/\" target=\"_blank\" rel=\"noopener nofollow\">official dedicated-server guide<\/a>.<\/p><p>Consoles are the hard wall: the <a href=\"https:\/\/valheim.com\/support\/valheim-1-0-faq\" target=\"_blank\" rel=\"noopener nofollow\">1.0 FAQ<\/a>'s only cross-platform save statement is the Xbox-to-PC route via the Microsoft Store build, and it says there is no sync beyond that. A PS5 or Switch 2 world cannot be lifted onto a dedicated server; the server is the practical way to keep one shared world for a mixed-platform group.<\/p>"},{"acf_fc_layout":"table","headers":[{"header_text":"Source"},{"header_text":"What you get"},{"header_text":"Requirement"},{"header_text":"Who it suits"}],"rows":[{"cells":[{"cell_text":"Local PC world folder"},{"cell_text":"The full world you can copy, back up and upload "},{"cell_text":"Steam, Humble or a local install on PC or Linux "},{"cell_text":"Anyone hosting their own group"}]},{"cells":[{"cell_text":"Dedicated server save directory"},{"cell_text":"One persistent world every platform joins into "},{"cell_text":"Server stays on the same build as clients "},{"cell_text":"Groups split across PC and console"}]},{"cells":[{"cell_text":"Xbox to PC (Microsoft Store)"},{"cell_text":"Access to your Xbox saves from PC "},{"cell_text":"The PC copy must be launched from the Microsoft Store "},{"cell_text":"Game Pass and Xbox players"}]},{"cells":[{"cell_text":"PS5 or Switch 2 save"},{"cell_text":"No cross-platform sync is offered "},{"cell_text":"Not applicable "},{"cell_text":"Nobody \u2014 plan around it"}]}],"size":"small"},{"acf_fc_layout":"title","heading":"Best Way to Back Up and Move a Valheim 1.0 World","tag":"h2"},{"acf_fc_layout":"image","image":5476,"caption":"Illustration: a 1.0 world moves as one folder \u2014 copy all of it, with the server stopped.","alt":"A Viking carries a heavy chest across snow toward a longhouse \u2014 the whole world folder travels together"},{"acf_fc_layout":"text","text":"<p>The save format itself is documented by Iron Gate, not by hosters: the <a href=\"https:\/\/store.steampowered.com\/news\/app\/892970\/view\/1832065502808130\" target=\"_blank\" rel=\"noopener nofollow\">Patch 0.221.13 announcement<\/a> introduced it \u2014 a world is no longer a <code>.db<\/code> + <code>.fwl<\/code> pair but a folder in which the world is split into chunks, only changed chunks are written on each save, backups get their own folders, and \"when loading a world that is not chunked, a backup is made first\". That is why a 1.0 world must be moved as the <em>whole folder<\/em>: copy half of it and the server quietly generates a fresh map under the same name.<\/p><h3>Moving a world onto a dedicated server, in order<\/h3><ol><li><strong>Get the world local.<\/strong> If its icon shows cloud, use Move to Local in the world list (a backup is written automatically).<\/li><li><strong>Stop the game and the server.<\/strong> Never copy a folder that is being saved \u2014 a copy taken mid-save can be internally inconsistent.<\/li><li><strong>Back up first.<\/strong> Copy the whole world folder to a place no scheduled job overwrites. On a server, <code>-backups 4<\/code>, <code>-backupshort 7200<\/code> and <code>-backuplong 43200<\/code> are the automatic defaults per the <a href=\"https:\/\/www.valheimgame.com\/support\/a-guide-to-dedicated-servers\/\" target=\"_blank\" rel=\"noopener nofollow\">official dedicated-server guide<\/a> (one 2-hour backup and three 12-hour ones) \u2014 keep your own copy anyway.<\/li><li><strong>Copy the folder<\/strong> into the server's save directory: the path given by <code>-savedir<\/code>, or the default LocalLow \/ .config path if you did not set one.<\/li><li><strong>Point the server at it<\/strong> with <code>-world \"&lt;exact world name&gt;\"<\/code> \u2014 the guide says an existing world of that name is loaded, and a new one is created if the name does not match. A typo here is the other way people end up on a fresh map.<\/li><li><strong>Verify before anyone builds.<\/strong> Join, check a landmark base and a character's map, and only then let the group in. If the map is wrong, stop the server and restore the backup from step 3 \u2014 characters live on each player's machine, so nothing is lost on that side.<\/li><\/ol><p><strong>Keep, restart, or restart with a new character?<\/strong> Three different decisions, and the <a href=\"https:\/\/valheim.com\/support\/valheim-1-0-faq\" target=\"_blank\" rel=\"noopener nofollow\">1.0 FAQ<\/a> backs none of them as the \"right\" one. <em>Keep the old world<\/em>: free, and the studio says old saves keep receiving new content \u2014 but Deep North generation only works properly in ground you have not explored, so a heavily charted far north stays as it was. <em>New world, same character<\/em>: you keep skills, gear and inventory, lose nothing but the map, and get clean generation; this is the middle path most groups miss. <em>New world, new character<\/em>: the studio's recommendation for \"the best possible experience\", and the only route where achievements track a full run \u2014 the FAQ says stats count from the moment you install 1.0. How long each costs you is your own play speed; we are not going to invent a number. Our <a href=\"https:\/\/neonsect.com\/valheim\/valheim-boss-order\/\">guide to what each Forsaken boss gates<\/a> is the order you would be repeating.<\/p><div class=\"post-callout post-callout--warning\"><p class=\"post-callout__label\">Warning<\/p><p>1.0.12 stops items on armour stands and item stands losing durability and upgrade level \u2014 and the two official write-ups word the condition differently. The Steam post says the fix holds \"IF the world has not yet been loaded in the 1.0 update\"; <a href=\"https:\/\/valheim.com\/news\/hotfix-1-0-10-1-0-12\/\" target=\"_blank\" rel=\"noopener nofollow\">the same hotfix note on valheim.com<\/a> ties it to whether you have already been near the stands since 1.0. Either way the studio's advice is the same: do not take high-level items \u2014 fish, weapons, armour \u2014 off stands without a backup if you have played on 1.0, until the better fix it is \"looking into\" ships.<\/p><\/div>"},{"acf_fc_layout":"table","headers":[{"header_text":"Method"},{"header_text":"Speed"},{"header_text":"Effort"},{"header_text":"Best for"}],"rows":[{"cells":[{"cell_text":"Copy the whole world folder offline"},{"cell_text":"Minutes"},{"cell_text":"Low, but manual every time "},{"cell_text":"Before any update or branch switch "}]},{"cells":[{"cell_text":"Host panel or scheduled backup"},{"cell_text":"Automatic"},{"cell_text":"Setup once "},{"cell_text":"Groups playing most evenings "}]},{"cells":[{"cell_text":"Upload a local world to a server"},{"cell_text":"One transfer"},{"cell_text":"Medium \u2014 whole folder, correct save path "},{"cell_text":"Moving a solo world into co-op "}]},{"cells":[{"cell_text":"Pre-1.0 world conversion"},{"cell_text":"One load"},{"cell_text":"Low, but one-way in practice "},{"cell_text":"Reviving an Early Access save "}]}],"size":"small"},{"acf_fc_layout":"title","heading":"Switch 2 Crossplay: The default_old Workaround Step by Step","tag":"h2"},{"acf_fc_layout":"text","text":"\n<p>Due to an unforeseen issue the 11 September 2026 hotfix could not be uploaded to Switch 2, so crossplay between Switch 2 and other platforms is not currently supported. The official post gives one workaround, and it only covers Steam and Switch 2, including a dedicated server. There is no workaround for crossplay between PS5 or Xbox and Switch 2 at the moment.<\/p>\n\n\n\n<p>What you lose: on <code>default_old<\/code> you are playing without the 1.0.10 and 1.0.12 fixes, so the bugs those patches addressed may still be present \u2014 including the item-stand and Forge of Potential fixes and the unloaded-zone crash fix. Note also that the Xbox build of the all-platform hotfix is listed as 1.0.11 but is identical to 1.0.10, which is worth knowing if you are comparing version numbers across a mixed group.<\/p>\n\n"},{"acf_fc_layout":"steps","intro":"The four steps below are Iron Gate's own, from the 11 September Steam post; the first and last lines are ours.","steps":[{"title":"Back up the world folder first","description":"Take an offline copy of the whole world folder before switching branches \u2014 a world already opened on 1.0 is in the new folder format and cannot be read by an older build.","image":null},{"title":"Open Properties in Steam","description":"Right-click Valheim (or Valheim Dedicated Server) in your Steam library and select \"Properties\u2026\".","image":null},{"title":"Open the Game Versions & Betas tab","description":"Go to \"Game Versions & Betas\" in the side tabs.","image":null},{"title":"Pick default_old","description":"Choose \"default_old\" from the list on the right and close the window.","image":null},{"title":"Wait for the game to update, then check the branch","description":"Let Steam finish downloading the branch, then confirm every machine in the group is on the same branch \u2014 default or default_old \u2014 because a default_old client cannot read a world already saved in the 1.0 folder format and will not see a default server. Within a branch, Iron Gate states 1.0.12 stays crossplay compatible with the 1.0.10\/1.0.11 builds on other platforms, so a build-number difference alone does not block a join. Do the same branch check for the Dedicated Server app if you host one.","image":null}]},{"acf_fc_layout":"title","heading":"Banlist, Whitelist and Achievement Fixes in 1.0.12","tag":"h2"},{"acf_fc_layout":"text","text":"\n<p>1.0.12 shipped on Steam on 11 September 2026 alongside 1.0.10 for all platforms, and Iron Gate states the fixes are fully crossplay compatible and will be extended to all platforms in an upcoming hotfix pushed out as soon as possible. No rollout date has been announced for Xbox, PS5 or Switch 2.<\/p>\n\n\n\n<h3>Admin check: which player ID format your lists use<\/h3>\n<p>On the launch build the lists only accepted the new V_ format; 1.0.12 makes both formats work. Our reading of admin reports and host documentation is that the working ID on 1.0 is the V_ prefix plus the existing SteamID64 as shown in the in-game F2 panel, and that a bare SteamID64 with no prefix is no longer accepted. Treat the permitted list with respect: third-party documentation reports that the moment it contains a single ID it becomes a strict allowlist that refuses everyone else, so a half-finished ID edit can lock out your whole group.<\/p>\n\n<div class=\"post-callout post-callout--tip\"><p class=\"post-callout__label\">Tip<\/p><p>Copy the ID exactly as the in-game F2 panel prints it rather than converting between formats yourself, and on a pre-1.0.12 build expect Steam_ entries to be ignored entirely.<\/p><\/div>\n\n<h3>Getting achievements back after devcommands<\/h3>\n<p>1.0.12 added a devcommand that opts a character back into achievements even after devcommands or mods were used: <code>yesiuseddevcommandsbutiwantmyachievementsanyway<\/code>. Iron Gate leaves it to your own judgement whether to activate it. The patch also added a popup that makes it clearer when achievements can be received again after being temporarily disabled. Our reading of admin documentation is that this is a client-side console command each affected player runs on their own machine, with nothing to set on the server. The FAQ's underlying cheat-flag rules \u2014 spawn flagging character and world, freefly as an exception, spawned items causing a temporary cheat state \u2014 are covered in our <a href=\"https:\/\/neonsect.com\/valheim\/valheim-devcommand-cheat-flag\/\">breakdown of how devcommands lock achievements<\/a> rather than repeated here.<\/p>\n\n<h3>What is still unanswered<\/h3>\n<p>Iron Gate has not said whether the item-stand bug affects console players who already loaded a world in 1.0, nor scoped or dated the better fix it is looking into. The opt-in devcommand is Steam-only as of 11 September 2026, and the notes do not say the underlying cheat mark is deleted.<\/p>\n\n"},{"acf_fc_layout":"table","headers":[{"header_text":"Fix"},{"header_text":"Where it applies"},{"header_text":"Why it matters"}],"rows":[{"cells":[{"cell_text":"Banlist and whitelist accept old IDs"},{"cell_text":"1.0.12, Steam "},{"cell_text":"Steam_123456789 entries work again alongside V_123456789 "}]},{"cells":[{"cell_text":"Item stands keep durability and upgrade level"},{"cell_text":"1.0.12, only if the world has not been loaded in 1.0 "},{"cell_text":"Protects stored endgame gear on untouched worlds "}]},{"cells":[{"cell_text":"Forge of Potential recipe unlocks"},{"cell_text":"1.0.12, Steam "},{"cell_text":"Stops recipes unlocking that should not "}]},{"cells":[{"cell_text":"Unloaded-zone crash"},{"cell_text":"1.0.12, Steam "},{"cell_text":"Fewer drops on a busy server "}]},{"cells":[{"cell_text":"Deep North heavy armour repair"},{"cell_text":"1.0.10, all platforms except Switch 2 (hotfix not yet uploaded there)"},{"cell_text":"Endgame armour is maintainable again "}]}],"size":"small"},{"acf_fc_layout":"title","heading":"Common Misconceptions About Valheim 1.0 Saves and Crossplay","tag":"h2"},{"acf_fc_layout":"image","image":5477,"caption":"Illustration: Familiar ground borders land nothing has touched yet","alt":"Explored Valheim coastline beside untouched northern land \u2014 new biome generation only appears in ground you have not visited"},{"acf_fc_layout":"text","text":"\n\n<h3>Myth: 1.0 wipes or breaks your old world<\/h3>\n<p>It does not \u2014 the FAQ's answer to what happens to your saves is \"Nothing\", and old worlds keep receiving new content. The real limit is generation: new biome content only appears properly in ground you have not explored, which is why the studio still recommends a fresh start. Decide that before you sail north, not after. If you are keeping the old world, our <a href=\"https:\/\/neonsect.com\/valheim\/deep-north-materials-checklist\/\">Deep North materials checklist<\/a> is the shopping list for what is up there.<\/p>\n\n<h3>Myth: crossplay means cross-save<\/h3>\n<p>Crossplay was announced as supported between all platforms, but save access is far narrower: Xbox saves can be reached from a PC only when the game is launched from the Microsoft Store, and the FAQ states there is no cross-platform sync beyond that. And right now crossplay itself has an exception \u2014 Switch 2 is cut off after the hotfix, with a Steam-side workaround only.<\/p>\n\n<h3>Myth: 1.0 added mod support or Steam Workshop<\/h3>\n<p>There is no official mod support, no console mods and no Steam Workshop for 1.0, and Iron Gate cannot guarantee any mod works at release. Community loaders did rebuild for 1.0 \u2014 third-party data lists BepInExPack_Valheim 5.4.2350 and Jotunn 2.30.0 published on 9 September 2026 \u2014 but that is unofficial infrastructure, not support. Console clients cannot install mods, but that does not make every modded server PC-only: the community <a href=\"https:\/\/github.com\/Valheim-Modding\/Wiki\/wiki\/Xbox-Compatible-Mods\" target=\"_blank\" rel=\"noopener nofollow\">Valheim Modding wiki<\/a> separates server-side mods, which vanilla clients (including Xbox) can join, from mods every player must install. Check each mod's page for that, for its 1.0 version, and for crossplay support before you decide. Sources conflict on whether enabling crossplay stops BepInEx loading: one host's documentation says mods will not run with crossplay on, another says the flag only changes the matchmaking backend and the breakage is mods assuming SteamID64 identities. No Iron Gate statement settles it, because mods are unsupported.<\/p>\n\n"},{"acf_fc_layout":"title","heading":"Our Take: Keep the Old World or Start Over?","tag":"h2"},{"acf_fc_layout":"text","text":"<div class=\"post-verdict\"><p class=\"post-verdict__h\">Our Take<\/p><p><strong>Back up the folder, then choose one of three paths on purpose.<\/strong><\/p><p>Keep the old world if your group's far north is largely uncharted \u2014 old saves keep receiving content and nothing forces a restart. Start a new world on your existing characters if you want clean Deep North generation without regrinding skills and gear; that is the option Iron Gate's FAQ neither pushes nor forbids, and it suits most groups. Start completely fresh only if you want the full achievement run. The server side is in decent shape: 1\u201310 players as before, crossplay on every platform but Switch 2 for now, and 1.0.12 fixing the ID formats that broke whitelists. The two things that should slow you down are the item-stand warning and the Switch 2 gap, and both are handled the same way \u2014 an offline copy of the whole world folder before you touch anything, and a version check before you blame the server. If you do level a character again, our <a href=\"https:\/\/neonsect.com\/valheim\/valheim-skills-death-penalty\/\">Valheim skills and death penalty guide<\/a> explains what each death costs on the way.<\/p><\/div>"},{"acf_fc_layout":"text","text":"<h2>Sources and Confidence<\/h2><p>This table separates what the studio has published from secondary restatements and our own reading. Every link was fetched before publishing.<\/p><table><thead><tr><th>Claim<\/th><th>Where it comes from<\/th><th>Status<\/th><\/tr><\/thead><tbody><tr><td>Old saves survive 1.0; biome generation only works in unexplored areas; 1\u201310 players; cross-save only Xbox\u2194PC via Microsoft Store; no mod support or Workshop<\/td><td><a href=\"https:\/\/valheim.com\/support\/valheim-1-0-faq\" target=\"_blank\" rel=\"noopener nofollow\">1.0 FAQ<\/a> (valheim.com)<\/td><td>Official<\/td><\/tr><tr><td>Cloud vs local save locations, Move to Local\/Cloud, backups on every move, dedicated servers read local files only<\/td><td><a href=\"https:\/\/steamcommunity.com\/app\/892970\/discussions\/0\/4615641483004444994\" target=\"_blank\" rel=\"noopener nofollow\">Iron Gate's save-system FAQ on Steam<\/a><\/td><td>Official<\/td><\/tr><tr><td>1.0 world format: folder of chunks, only changed chunks saved, backup before converting an old world<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/892970\/view\/1832065502808130\" target=\"_blank\" rel=\"noopener nofollow\">Patch 0.221.13 announcement<\/a> (Steam, 6 May 2026)<\/td><td>Official<\/td><\/tr><tr><td><code>-world<\/code>, <code>-savedir<\/code>, <code>-backups<\/code> \/ <code>-backupshort<\/code> \/ <code>-backuplong<\/code> defaults<\/td><td><a href=\"https:\/\/www.valheimgame.com\/support\/a-guide-to-dedicated-servers\/\" target=\"_blank\" rel=\"noopener nofollow\">official dedicated-server guide<\/a> (valheimgame.com)<\/td><td>Official<\/td><\/tr><tr><td>default_old workaround for Steam\u2194Switch 2 crossplay, incl. dedicated server; no workaround for PS5\/Xbox\u2194Switch 2<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/892970\/view\/1843481262695240\" target=\"_blank\" rel=\"noopener nofollow\">hotfix 1.0.10 &amp; 1.0.12 post<\/a> (Steam, 11 September 2026)<\/td><td>Official<\/td><\/tr><tr><td>1.0.12 banlist\/whitelist accept Steam_ and V_ IDs; achievements opt-in command; Steam-only for now, consoles \"as soon as possible\", no date<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/892970\/view\/1843481262695240\" target=\"_blank\" rel=\"noopener nofollow\">hotfix 1.0.10 &amp; 1.0.12 post<\/a><\/td><td>Official<\/td><\/tr><tr><td>Item-stand fix condition worded differently in the two official write-ups<\/td><td><a href=\"https:\/\/store.steampowered.com\/news\/app\/892970\/view\/1843481262695240\" target=\"_blank\" rel=\"noopener nofollow\">hotfix 1.0.10 &amp; 1.0.12 post<\/a> vs <a href=\"https:\/\/valheim.com\/news\/hotfix-1-0-10-1-0-12\/\" target=\"_blank\" rel=\"noopener nofollow\">the same hotfix note on valheim.com<\/a><\/td><td>Official \u2014 sources differ<\/td><\/tr><tr><td>Server-side mods can be joined by vanilla clients; client mods cannot<\/td><td><a href=\"https:\/\/github.com\/Valheim-Modding\/Wiki\/wiki\/Xbox-Compatible-Mods\" target=\"_blank\" rel=\"noopener nofollow\">Valheim Modding wiki (community)<\/a><\/td><td>Community<\/td><\/tr><\/tbody><\/table>"},{"acf_fc_layout":"faq","items":[{"question":"Do I need a new world to see the Deep North in 1.0?","answer":"No \u2014 old worlds receive new content, but biome generation only works properly in areas not yet explored, and Iron Gate recommends starting over for the best experience. You can head straight for the Deep North on an old save; the studio's answer is still that it recommends starting over. "},{"question":"How many players can join a Valheim 1.0 server?","answer":"The FAQ states 1.0 is a game for 1 \u2013 10 players, the same as before. "},{"question":"Can Switch 2 players join my server right now?","answer":"Not on the patched build \u2014 the hotfix could not be uploaded to Switch 2, so crossplay with Switch 2 is not currently supported; Steam players and a Steam dedicated server can roll back to default_old to play with them, losing the 1.0.10 and 1.0.12 fixes. There is no workaround for PS5 or Xbox with Switch 2. "},{"question":"When do the 1.0.12 fixes reach consoles?","answer":"Not stated \u2014 Iron Gate says the fixes are crossplay compatible and will be extended to all platforms in an upcoming hotfix pushed out as soon as possible, and secondary coverage flags that no rollout date has been announced. "},{"question":"My whitelisted player cannot connect after 1.0 \u2014 what do I check?","answer":"Check the ID format first: the launch build only accepted new V_ IDs and 1.0.12 made old Steam_ IDs work again, so update the server before editing anything. Our reading of admin documentation is to paste the ID exactly as the in-game F2 panel shows it, and to remember that a permitted list containing even one entry becomes a strict allowlist that refuses everyone else. 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