RE:NODE

Valheim sleep on a server: skipping the night together

By RE:NODE Team
12 min read


On a Valheim dedicated server the night only skips when every player who is connected is lying in a bed at the same time. One person out mining, one person sitting in the menu at a portal, one person who went to make tea with the game still running - and the night plays out in full for everyone. There is no vote, no percentage setting and no server option to change that in vanilla. What you can change is how the group handles it: where the beds are, who sleeps when, what happens when only one person is online at 2am, and whether a mod is worth adding to let a majority decide.

This guide covers how sleeping actually works on a shared world, what a bed needs before the game lets you use it, what the Rested bonus does, why tod is not a fix, how the server clock behaves when nobody is online, and the house rules that stop sleep turning into an argument.

How sleeping works on a multiplayer world#

The world has one clock, and on a dedicated server the server owns it. When a player lies down in a bed at night, the game marks that character as trying to sleep. The server keeps checking whether every connected player is in that state. The moment the last one lies down, the screen fades for everyone, the clock jumps to morning, and everybody wakes up wherever their bed is.

The consequences are simple but worth spelling out:

  • Everyone online counts. Not everyone nearby, not everyone in the base - everyone connected. A player in the Mountains half the map away keeps the whole server awake.
  • Getting up cancels it. If one person stands up before the last person lies down, you are back to waiting.
  • Being away from the keyboard does not count as asleep. A player standing idle in a field is awake as far as the game is concerned.
  • Nobody is told who is missing. Vanilla gives you no list of who is still up. You find out in chat.
  • Time jumps for the whole world. It is not a per-player skip. Everyone's morning arrives together.

This is the design Iron Gate chose, and it is a sensible one for a game built around groups of up to ten. It does mean that on a server with irregular play times, sleep is a coordination problem more than a mechanic.

What a bed needs before you can sleep#

A lot of "sleep is broken" reports are really "the bed is not usable". Before blaming the server or the other players, check the bed itself. The game wants, roughly:

ConditionWhat it means in practice
It is nightYou cannot sleep during the day. Dusk is not always night yet
The bed is yoursInteract once to claim it and set it as your spawn point
A roof overheadThe bed has to be sheltered, not under open sky
WarmthA fire close by in practice - a cold, wet or exposed spot is refused
No enemies closeA creature in range blocks sleep for you

The exact refusal messages have changed wording between versions, but they always tell you which condition failed, so read them rather than clicking again. Two catches come up constantly on servers:

  1. Beds are personal. You cannot sleep in a bed someone else has claimed. Interacting with a bed to claim it moves your spawn point there, so a group base needs one bed per player, not one shared bed. A new player who sleeps in "the spare bed" may be claiming yours.
  2. Spawn follows the bed. If a player claims a bed in a forward camp and then dies, they wake up there, not at the main base. That is useful when you plan it and confusing when you do not. The death side of this is in the death penalty and tombstones guide.

Rested, comfort and why sleeping still matters#

Even if your group never coordinates a night skip, beds still matter, because of the Rested bonus.

Rested is a status effect you get from resting near comfort: sitting by a fire under a roof for a short while, or sleeping in a bed and waking up in the morning. While it lasts you regenerate stamina and health faster and you gain skill experience faster. The tooltip in game shows the exact bonuses for your version, so trust that over any list on the internet.

How long Rested lasts depends on your comfort level, which is set by the furniture and decoration around you: a bed, chairs, a table, banners, a better fire and so on. Higher comfort, longer Rested. The comfort number appears on the status effect when you rest.

On a server this has a practical effect: people who play at odd hours can still be Rested without a night skip, just by sitting by a fire in the base for the few seconds it takes. Sleeping is about skipping the dark, not the only way to get the buff. That takes a lot of pressure off the "everyone must sleep" rule - nobody is being denied Rested because the group did not sleep.

Why the night matters, and when you can ignore it#

Nights in Valheim are dark, and more creatures spawn, some of them tougher. In the Meadows that is little more than an annoyance. In the Black Forest, the Swamp and the Plains it can make travel and fighting a lot more dangerous, and in the Mountains wolves come out after dark. Night is also when inexperienced players get lost because they cannot see the landmarks they navigate by.

A full day-night cycle takes about half an hour of real time, and the night is a smaller part of it. That is short enough that many groups simply play through it: build indoors, smelt, sort chests, plan the next trip. Whether that is acceptable depends on what the group is doing.

SituationSensible approach
Group all in the base, buildingPlay through the night, or sleep if everyone is near a bed
One group out on an expeditionLet them decide; the base players go to bed when the expedition does
Players spread across the mapDo not ask anyone to run home. Play through it
Late-game group in the Plains or MistlandsSleep whenever possible; night fights cost gear
One player online aloneThey sleep whenever they like

The last row is the one people forget. When one person is the only one connected, they are "everyone", so they can skip the night alone. That is normal and fine.

tod, skiptime and the server clock#

Admins reach for the console when sleep is a nuisance. The two commands people know are part of the devcommands cheat set, which is refused on a vanilla dedicated server whoever types it, admin or not - the devcommands guide has the details. Even with a mod enabling them, they do less than people expect on a multiplayer world.

code
> tod 0.5> tod -1> skiptime 600

What each one does:

  • `tod` sets the time of day as a number from 0 to 1, where 0.5 is noon and -1 gives control back to the game. On a multiplayer world treat it as changing what your own client shows. It does not move the server's clock, it does not stop night spawns, and the other players still see night. It is a screenshot tool.
  • `skiptime [seconds]` moves the world clock forward. The clock belongs to whoever runs the world - the server on a dedicated setup - so a client typing it does not reliably change anything for the group. If you run a mod such as Server Devcommands, check its documentation for which commands it runs on the server for you; the mod changes between versions.

The vanilla way to move the clock without any mods is the same one used for any world-level fix: stop the server, download the world's .db and .fwl, open it in single player, run devcommands and skiptime, quit cleanly so it saves, and upload the pair back. The world clock is stored in the world file, so the change travels with it. The upload half is in uploading a local world to a server. It is a lot of effort for a night, which is why almost nobody does it except to correct something odd, such as a clock that a mod pushed far into the future.

The clock when nobody is online

The server keeps the world running while its process is running, players or not. Time passes, the day counter goes up, and it will be whatever time of day it happens to be when someone logs in. Two practical points follow:

  • Logging in at night is normal on a server that runs around the clock. Nobody did anything wrong.
  • Time-based processing keeps up. Things that work from the world clock - crops growing, fermenters - account for the time that has passed when their area is next loaded. You are not losing progress by being offline, and you are not gaining any either by sleeping in a single-player copy.

The day number shown on screen is the world's day, not yours. On a server that has been running for months it will be in the hundreds or thousands, which is a fair record of how long the world has existed and nothing more.

Sleep rules for a group#

The coordination problem is social, so the fix is a short written rule rather than a setting. These are the ones that work for most friend groups:

  1. Call it in chat. "Sleeping in two minutes" at dusk. Anyone who wants the night skipped heads home; anyone who does not says so.
  2. No sleep pressure on expeditions. A player in the middle of a crypt or a boat trip is never told to run back. The base players play through the night instead.
  3. A bed at every forward base. If you build a camp in a new biome, put a bed and a fire in it for each person going. Then the expedition can sleep where it is, and so can the people at home.
  4. Idle players log out. If you are going to be away from the keyboard for more than a few minutes, disconnect. Leaving the game running at night blocks everyone else, and it is the most common cause of "the night never skips".
  5. One player alone sleeps freely. Nobody complains that the night was skipped while they were offline.

For a public or community server the same rules belong in the server's rules list - writing rules for a Valheim server covers that whole document. Larger servers with many players online at once have a harder time, because the chance that every one of eight people is free at dusk is low. That is the case where a mod becomes worth considering.

Groups in different time zones

When half the group plays in the evening in Europe and the other half plays in the evening in North America, the overlap is short and the problem changes. Usually only one cluster is online at a time, and each cluster can sleep when it likes. The friction comes in the overlap hour:

  • Agree that whoever was online first decides on sleep during the overlap.
  • Do not schedule boss fights or raids so that they finish at night for one cluster; boss summoning for groups covers timing those.
  • If you run scheduled restarts, put them in the gap when nobody is online, not in either group's evening - scheduled restarts and automation has the details.

Mods that change sleeping#

Thunderstore has several mods that relax the everyone-must-sleep rule: the night skips when a configurable share of players is in bed, sometimes with a chat message showing how many are asleep. They are useful for big community servers and mostly unnecessary for five friends.

Things to check on any sleep mod before you install it:

  • Where it runs. A mod that changes how the server decides to skip the night has to be on the server. Whether every player also needs it varies by mod - read the page. If clients need it, Xbox players on a crossplay server cannot join, because they cannot install mods.
  • Whether it is maintained. Sleep mods patch the same code the game changes in major updates. Check the date of the last release and the comments after the most recent game patch.
  • What it does with Rested. Some skip the night but do not give the sleepers who were still awake the Rested bonus; that is usually fine.

Installing any of these follows the normal BepInEx route covered in Valheim mods with BepInEx. Treat a sleep mod like any other mod: back up the world before adding it, and expect to wait for an update after a game patch.

On RE:NODE, Valheim servers run with crossplay on, which matters here: if your group includes Xbox players, a sleep mod that needs installing on clients will lock them out, so pick a server-only one or stay vanilla. Mods go in through the file manager or SFTP, and a backup before the change is one button in the panel.

Troubleshooting sleep#

"The night never skips." Someone connected is not in bed. Ask in chat for anyone who is not at a bed, and check for players idling with the game open. A player stuck on the loading screen or sitting in the inventory screen still counts as awake.

The bed says it is not night. Dusk is not night. Wait a little longer; the game opens sleep once it considers the night begun.

The bed refuses because of a roof or warmth. Add a roof piece directly over the bed and a fire close enough to warm the spot. Beds placed in a lean-to or on an open balcony are the usual offenders.

"Enemies nearby." Something hostile is within range, often out of sight behind a wall or in the water. Deal with it, or move the beds to an inner room.

Players wake up somewhere unexpected. They claimed a different bed. Interact with the bed they want as their spawn, and keep forward-camp beds clearly separate from home beds.

Sleeping skipped the night but an event still came. Raids are not tied to night-time. Raids and their timing are in raids and events on servers.

FAQ#

Can I change how many players need to sleep in vanilla Valheim?

No. Vanilla requires every connected player to be in bed at once, and there is no launch argument or world modifier to change it. A mod is the only route, and it has to run on the server.

Does the server keep time running when everyone is offline?

Yes, as long as the server process is running. The day counter keeps going and you will often log in at night. Crops and fermenters catch up when their area is loaded again.

Why can my friend not sleep in the bed next to mine?

Each bed belongs to the player who claimed it. Your friend needs a bed of their own; claiming another sets their spawn point there and does not let two people share.

Will tod make it day for everyone?

No. On a multiplayer world tod changes what your own client shows, needs the cheat set enabled, and leaves the server clock and night spawns alone. Use beds to skip the night.

Is it worth playing through the night instead?

Often, yes. A full day is only about half an hour of real time and the night is the shorter part of it. Building, smelting and sorting chests fill it well, and it avoids dragging expedition players home.