Bjørn Thorsson replied to Must have mods? November 22, 2022 @ 10:15:53 am PST
Easy done (also think very well at @Nefrarya words, as they're correct: you have to be prepared to manage your mods, in the server, and/or to run without for some times when they break):It mostly depends on the "play style" of your server: with a friend, we thought about having a "no cheats" one, so we managed to enlist some mandatory mods, and to have a greylist of a few QoL optional ones.
Your server, your rules: decide "how to play", then start from that, to think if to have mods and which ones.
Well?? Gimme the mods you think of then
Mandatory Mods
- BepInExPack_Valheim by denikson: support library/mods management
- AzuAntiCheat by Azumatt: checks which mods are installed client-side and kicks the player if unlawful ones have been
- ServerCharacters by Smoothbrain: stores characters profiles server-side and kicks a player if his character didn't play in that server only (useful to avoid "rogue imports" and "skill pumps")
- ExtendedItemDataFramework by RandyKnapp: support lib
QoL/utilities: optional
- Better_Trader_Remake by OdinPlus
- WardIsLove by Azumatt: better wards, configurable, and the configuration can be tied to server-side one, to avoid players "over-power" their wards
- Auga by RandyKnapp: nice and clean interface
- BackPacks_Remake by OdinPlus: wider inventory, at a cost
- FenceSnap by MSmoecher: easier to place fences (just an experiment we added)
- QuickConnect by bdew: helps players with server's connect
- KGchat by KGvalheim: chat replacement
All automatically managed with r2modman, so no problems with install/remove/enable/disable mods.
Mandatory mods helps preventing cheating, while optional ones are just QoL and don't changes the game's dangers at all.
Azumatt himself told no protection is unbreakable, and I can believe him, but I'm glad the average player have to "play fair" in our server... over-the-average cheaters will hit admin's mjolnir to the wrong side. ;-)
12:13 am, November 23, 2022