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Valheim’s stock dedicated server has no documented -seed startup option. To use a specific seed, create the world in the Valheim client, stop the server, copy the complete world save to the server’s active save directory, and start the server with -world set to that save’s exact name. If that name already exists on the server, Valheim loads the existing save instead of generating a new seed.

What the server can—and cannot—do

A Valheim dedicated server does not expose a documented command-line switch that directly accepts a world seed. The argument many administrators expect, -seed, is not part of the stock server’s documented startup parameters. Adding it to a launch script does not make the server generate the requested map.

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The documented -world argument selects a world save by name. Iron Gate Studio describes it this way: “-world “Dedicated” – A World with the name entered will be created. You may also choose an already existing World by entering its name.” In practice, that means the server generates a world only when the named save does not already exist. The seed is associated with the world data created by the client, not supplied independently when the server starts.

The dependable workflow is therefore:

  1. Create a new world in the Valheim client and enter the seed in the world-creation screen.
  2. Exit the client and make verified backups of the local and server saves.
  3. Stop the dedicated server completely.
  4. Copy the entire world save set, including its database and metadata, into the server’s active save root.
  5. Set the launch script’s -world value to the save name exactly.
  6. Start the server and wait for the log message Game server connected.

This preserves the generated map, discovered locations, builds, explored areas and other world state instead of asking the server to regenerate anything.

Before you begin

Use a new, unambiguous world name

Choose a save name that is easy to identify, such as MeadowsSeed01. The world name is separate from the seed string. A seed can be a short word, a longer phrase or a numeric-looking value, while the world name is the filename-style identifier used by the save and by -world.

Do not reuse the name of an existing server world when you want a different map. Valheim gives the existing save priority; it does not reseed that world merely because you changed your intended seed. A new world name is the safest way to prevent an accidental load of the old map.

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Plan a maintenance window

World files must not be copied while the server is writing to them. Tell players to disconnect, stop the process through the server console or hosting panel, and verify that it has exited before touching the files. Copying a live save can produce mismatched database and metadata files.

Back up both sides

Keep a dated copy of the client-created world and the server’s current world before replacing anything. A rollback requires both the source files and the destination’s previous files. Do not rely on a single copy stored on the same machine as the server.

Step 1: Create the seeded world in the Valheim client

  1. Open Valheim and choose the character or profile you normally use to create worlds.
  2. Open the world-selection screen and choose New (or the equivalent create-world control in your current client build).
  3. Enter a unique world name. This is the name you will later place after -world.
  4. Enter the desired value in the world-creation Seed field. Copy the seed into a text file so you have an exact record, including capitalization and punctuation.
  5. Create the world and enter it once. Allow the initial world generation to finish, then exit normally to the main menu and close the game.

Entering the world once ensures the client has produced the complete save set. Do not copy a partially created or still-loading world. If you are migrating a world that already contains a base or player progress, let the client finish saving before you exit.

The seed is retained in the world’s metadata. In the save implementation described by reloadlife, the .fwl file carries that metadata, while the .db file contains the world database. Treat both as one inseparable save; the metadata alone is not a usable world.

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Step 2: Find the client save and make backups

Iron Gate’s documented default save roots are:

Operating system Default Valheim save root
Windows %USERPROFILE%/AppData/LocalLow/IronGate/Valheim
Linux ~/.config/unity3d/IronGate/Valheim

The exact subdirectory layout can vary with the Valheim version and save mode. Look for the world name you entered and the matching world files, normally a pair with the same basename and the extensions .db and .fwl. Current installations can also present a complete world directory layout rather than only a loose pair of files. Copy the complete directory or every file belonging to that world, not just the file that appears to contain the seed.

Make two backups:

  • Source backup: a read-only copy of the client-created world before uploading it.
  • Destination backup: a copy of the server’s existing world files before replacement.

Use a folder name that records the date, world name and seed, for example 2026-10-15-MeadowsSeed01-backup. This makes it possible to identify the correct rollback set without opening files.

Step 3: Stop the dedicated server and identify its active save root

Stop the dedicated server cleanly and confirm that no Valheim server process remains. A hosting panel usually has a Stop button; a self-hosted installation can be stopped from the server console or by closing the process after it has saved.

If you have not supplied a custom path, the server uses the platform default documented by Iron Gate. If the launch command contains -savedir, that argument overrides the default and becomes the only location that matters for this instance. Administrators often copy files successfully but place them in the default folder while the server is actually using a custom root, so check the launch script before transferring anything.

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For example, a Linux launch command might include:

./start_server.x86_64 -name "My Valheim Server" -port 2456 -world "MeadowsSeed01" -password "replace-this" -savedir "/srv/valheim/saves"

In this example, the world belongs under /srv/valheim/saves, not under the account’s default ~/.config/unity3d/IronGate/Valheim directory.

On Windows, inspect the batch file or shortcut that starts the server for -savedir. If it is absent, use the Windows default root shown above. A managed host may expose the same location through a file manager rather than showing the underlying path; the panel’s world-file or save-file section is the location to use.

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Step 4: Copy the complete world save to the server

Copy the client world into the server’s active save root only after the server has stopped. Preserve the matching basename. If the local files are named MeadowsSeed01.db and MeadowsSeed01.fwl, the server must receive both with that same basename. If your version uses a world directory, transfer the entire directory and its contents.

A safe migration sequence is:

  1. Open the client save location and identify every file or directory associated with the chosen world.
  2. Open the server’s active save root determined from the launch command and -savedir.
  3. Copy the complete client save into that root without changing extensions or truncating names.
  4. Check that the database and metadata have matching basenames and that file sizes are non-zero.
  5. Keep the old server save in the dated destination backup rather than deleting it immediately.

Do not upload only the .fwl file because it contains seed metadata. Do not upload only the .db file either. The server needs the complete world data and metadata as a consistent set. If a transfer tool offers an overwrite prompt, compare the names carefully before accepting it; overwriting an unrelated world is difficult to undo without the destination backup.

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Step 5: Set the launch arguments correctly

Use -world for the save name

Set -world to the exact basename of the save, without adding .db or .fwl. For the files MeadowsSeed01.db and MeadowsSeed01.fwl, use:

-world "MeadowsSeed01"

Quotes are useful when a name contains spaces. The spelling, capitalization and spaces must match the save name as the server sees it. A typo can make Valheim create a different, empty world because no save with that name exists.

Keep -name, -world and -password separate

Argument What it controls What it does not control
-name The server name shown in the browser The world save or seed
-world The world save to create or load The browser listing name
-password The password players enter to join The world name or seed
-savedir The root directory where saves are stored The selected world’s seed

Changing the browser name with -name does not select a different world. Changing -password does not alter generation. The world-selection decision comes from the combination of the active save root and the exact -world value.

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Optional settings that do not replace migration

Iron Gate documents -saveinterval 1800 as the default save interval: 1,800 seconds, or 30 minutes. Automatic backup arguments are also available. These settings protect ongoing progress, but they do not provide a seed switch and do not change the map that has already been created.

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The -crossplay argument enables the PlayFab backend for crossplay. It affects how players connect, not how the world seed is selected. Add it only when your connectivity plan requires it.

Step 6: Start the server and verify the loaded world

Start the server with the corrected launch script. Watch the console or log rather than assuming that a process reaching a running state means the right save loaded.

  1. Confirm that the command shows the intended -world value and, when applicable, the intended -savedir.
  2. Wait for the startup sequence to complete.
  3. Look for the log message Game server connected., which Iron Gate identifies as the connected state.
  4. Join with a test account or player and verify a recognizable landmark, base or explored location from the client-created world.
  5. Stop and restart once more if you changed files while troubleshooting, then confirm that the same world persists.

If the server opens at a fresh spawn with none of the expected structures, stop it before building anything. Continuing to play can make it harder to distinguish a wrong world from a genuinely new map and can create another save that later conflicts with your intended name.

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Why a custom seed appears to be ignored

The launch script contains -seed

Remove the made-up argument. The stock dedicated server has no documented -seed option, so the presence of that switch does not direct generation. Create the world in the client and migrate the resulting save instead.

The old world name still exists

If you copied a new save but left an existing save with the same world name in the active root, the server can load the existing world. Stop the server, restore from your destination backup if necessary, and choose a new, unique world name for the new seed. Delete an old save only after you have a verified backup and are certain it is not needed.

The files went to the wrong directory

Check for -savedir. A custom root takes precedence over the platform default. Also check whether the host panel has separate staging, backup and live-save directories; only the directory used by the running instance affects the next launch.

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Only one file was copied

Restore the complete matching save set. A lone .db or .fwl file is not a complete migration. Re-copy the pair or the full current world directory while the server is stopped.

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The world name does not match exactly

Compare the save basename with the value after -world, including spaces, capitalization and punctuation. Do not include a file extension in the argument. A mismatch can cause Valheim to create a new world under the name in the command.

The client save was copied while still active

Return to the client’s world list, load the world, exit normally, and copy it again after the game has finished saving. Then repeat the server-side migration with both services stopped.

Self-hosting versus a managed Valheim server

The underlying seed method is the same: the client creates the world and the server loads the migrated save. What changes is who manages the filesystem and launch arguments.

Consideration Self-hosted Windows or Linux server Managed Valheim server hosting
Control Direct control of save roots, scripts, backups and optional arguments. The provider may expose those controls through a panel or file manager.
Operational effort You must maintain the process, permissions, paths and backups. The panel can simplify stopping, uploading and restarting the instance.
Main migration risk Using the wrong -savedir or editing the wrong launch script. Uploading to a backup or staging area instead of the live save location.
Best safeguard Keep dated local and server backups and document the launch command. Use the provider’s stop function, upload to the live world directory and retain a panel backup.

Regardless of hosting model, ask the operator where the live save root is, whether the panel exposes -world, and how to restore a previous world before replacing files.

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Operational practices after the migration

  • Record the world name, seed, creation date and the active save path in an administrator note.
  • Keep the client-created source backup even after the server has been running successfully.
  • Use the documented 1,800-second default save interval or choose a shorter interval if your server’s activity warrants it.
  • Enable and test automatic backups where your installation supports the documented backup arguments.
  • Before future migrations, stop the server and copy the complete world data rather than individual files.
  • After changing -world or -savedir, verify both the startup command and the resulting Game server connected. log entry.

Decision checklist

  • Did you create the desired seed in the Valheim client’s world-creation screen?
  • Did you exit the client normally and back up the complete source world?
  • Is the dedicated server fully stopped before file transfer?
  • Did you identify the active save root, including any -savedir override?
  • Did you copy the matching .db and .fwl files, or the complete current world directory?
  • Does -world exactly match the save basename and omit the extensions?
  • Did you avoid reusing an existing world name for a different seed?
  • Does the log reach Game server connected. after startup?

Key point

There is no documented stock-server seed flag to add to a Valheim startup command. A custom seed is made reliable by treating the client-created world as the source of truth, migrating its complete save into the server’s active directory, and using -world to select that save. Unique naming, verified backups and a final log check prevent the three common failures: loading the wrong existing world, placing files under an unused save root, or copying an incomplete save.

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