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Valheim 1.0 Mod Compatibility: What Works and What Breaks

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: 17 September 2026, 19:30 UTC, after patch 1.0.14. Of the 30 most-downloaded Valheim mods, 18 now have a build published on or after launch day, and 8 of those shipped since the previous sweep on 14 September. The game moved underneath all of them this morning: patch 1.0.14 went out at 11:12 UTC, and only two of the top thirty have published anything since. Across the live Thunderstore catalogue 686 packages have shipped since the last sweep, 117 of them after 1.0.14 landed. A page like this goes stale in hours, not days, so check the timestamp above before trusting a row.

A patch landed today, so treat every row below as one patch old. 1.0.14 is a broad patch: new keybinding options including radial wheel rebinding, rendering and particle changes, and a set of gameplay fixes. Input and UI mods are the ones that historically break on a keybinding pass. Nothing in the notes targets modding, but nothing has to: a plugin that patches a method the patch touched will break without anyone intending it. The two top-thirty mods that have already published against it are EpicLoot (0.14.8, 16:52 UTC) and ExtraSlots (1.2.9, 12:23 UTC), both within six hours of the patch.

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 or the reports predate the newest build, 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. "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.

Mod1.0 buildTested on 1.0Known issuesConfidence
r2modman
ebkr, 3.2.19
No
last 21 Aug 2026
No reports yetNone reportedUnverified
BepInExPack_Valheim
denikson, 5.4.2350
Yes
09 Sep 12:30 UTC
Yes, widelyNone reportedHigh
Jotunn
ValheimModding, 2.30.0
Yes
09 Sep 21:49 UTC
YesMods built on it needed their own rebuild once this landedHigh
PlantEverything
Advize, 1.21.2
Yes
12 Sep 16:51 UTC
No reports yetNone reportedMedium
EpicLoot
RandyKnapp, 0.14.8
Yes
17 Sep 16:52 UTC
MixedOne failure report, now two builds oldMedium
AzuCraftyBoxes
Azumatt, 1.8.19
Yes
14 Sep 17:02 UTC
Reported brokenDoes not work even with a freshly built containerMedium
AzuExtendedPlayerInventory
Azumatt, 2.4.14
Yes
14 Sep 17:16 UTC
Reported brokenPlayer stuck in the bed on spawn with the camera spinning, no menu access and console commands unavailable. Emptying the inventory first did not helpMedium
EquipmentAndQuickSlots
RandyKnapp, 3.1.3
Yes
15 Sep 03:53 UTC
Reported workingRemoving it while gear sits in its slots loses the gearHigh
CreatureLevelAndLootControl
Smoothbrain, 4.6.4
No
last 26 May 2025
No reports yetNone reportedUnverified
Server_devcommands
JereKuusela, 1.113.0
Yes
12 Sep 18:12 UTC
No reports yetNone reportedUnverified
OdinArchitect
OdinPlus, 1.7.5
Yes
14 Sep 20:18 UTC
No reports yetNone reportedUnverified
PlantEasily
Advize, 2.2.0
Yes
11 Sep 06:42 UTC
No reports yetNone reportedMedium
Quick_Stack_Store_Sort_Trash_Restock
Goldenrevolver, 1.4.15
Yes
12 Sep 18:31 UTC
No reports yetNone reportedUnverified
BetterArchery
ishid4, 2.0.0
Yes
12 Sep 16:21 UTC
Reported workingNone reportedHigh
ExtraSlots
shudnal, 1.2.9
Yes
17 Sep 12:23 UTC
MixedBroke at launch, author has shipped twice since. 1.0 also adds native carry upgradesMedium
Official_BepInEx_ConfigurationManager
Azumatt, 18.4.1
No
last 25 Jun 2025
No reports yetNone reportedUnverified
OdinHorse
OdinPlus, 1.7.0
Yes
15 Sep 12:13 UTC
No reports yetNone reportedUnverified
AdventureBackpacks
Vapok, 2.0.8
Yes
17 Sep 09:04 UTC
Reported brokenCannot pick up itemsMedium
Spawn_That
ASharpPen, 1.2.19
Yes
09 Sep 23:19 UTC
No reports yetNone reportedUnverified
Sailing
Smoothbrain, 1.1.8
No
last 05 Feb 2026
No reports yetNone reportedUnverified
AAA_Crafting
Azumatt, 2.1.8
Yes
14 Sep 17:01 UTC
No reports yetNone reportedUnverified
TeleportEverything
OdinPlus, 2.9.1
No
last 08 Feb 2026
No reports yetNone reportedUnverified
Farming
Smoothbrain, 2.2.2
No
last 05 Feb 2026
No reports yetNone reportedUnverified
HookGenPatcher
ValheimModding, 0.0.4
No
last 29 Mar 2023
No reports yetNone reportedUnverified
JsonDotNET
ValheimModding, 13.0.4
No
last 15 Jun 2025
No reports yetNone reportedUnverified
TargetPortal
Smoothbrain, 1.2.3
No
last 22 Feb 2026
Reported brokenThrows errors at the login screenCommunity
WackysDatabase
WackyMole, 2.5.30
Yes
09 Sep 22:28 UTC
No reports yetNone reportedUnverified
MultiUserChest
MSchmoecker, 0.6.2
Yes
12 Sep 15:06 UTC
No reports yetNone reportedUnverified
Recycle_N_Reclaim
Azumatt, 1.4.4
Yes
14 Sep 17:03 UTC
No reports yetNone reportedUnverified
Mining
Smoothbrain, 1.1.6
No
last 05 Feb 2026
No reports yetNone reportedUnverified

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 this is the one place the answer changed. Warfare is back. It is no longer deprecated and published v1.9.0 on 12 September at 04:30 UTC, which makes the single biggest Therzie mod (1.3 million downloads) a live 1.0 candidate again. Nothing else moved with it: Monstrum, Armory, Warfare Fire and Ice, Monstrum Deep North and Wizardry are still deprecated and still last published in March 2025, roughly 3.2 million downloads between them. So a Therzie-heavy server is now a partial rescue rather than a total loss: Warfare can come back, the content packs around it cannot.

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.

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 have published nothing since launch and are being reported as working anyway, 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.

  • 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. 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 since shipped 2.0.8, on 17 September at 09:04 UTC, five releases above the build those reports were made against and published the same morning as patch 1.0.14; nobody has reported back on it yet.
  • 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 the new build works as intended.
  • TargetPortal: throws errors at the login screen. No new build.
  • 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, so the report describes the previous build.
  • NoVikingLeftBehind: craft-from-chests works for about five items and then stops. Note this one is different from the two above: the author shipped 0.10.0 on 9 September and the failure was reported three hours after it, so this is a report against the current build rather than a stale one.
  • ExtraSlots broke at launch, and the author has since shipped 1.2.1. 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 a dependency landing first is usually what unblocks the mod above it. Seasons itself is still on its 25 July build.

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.

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 in 1.0.14

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 time of this sweep, roughly eight hours after 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

  1. 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.
  2. Empty your modded equipment and inventory slots first. This is the one step that loses real items if you skip it.
  3. 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.
  4. 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.
  5. 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. 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.

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