Four days after Valheim 1.0 shipped, the question in every ticket, every Discord and every Reddit thread is the same one: which mods work on 1.0? Not "which mods are good", which is a different post, but which of the ones I already run have actually been rebuilt for the new build, and which are going to put my server on the floor the moment I restart it.
Nobody can answer that from memory, because the answer changes by the hour. So I stopped guessing and pulled the whole Valheim catalogue off Thunderstore's API on 13 September, then sorted it by downloads. This page is the result. I'll keep re-running it and updating the table below until the churn dies down, and the date at the top of the table is the date it was last refreshed. If you want the short version: roughly one in three Valheim mods has shipped a 1.0 build so far, and most of the big ones are in that third.
What the numbers say
Thunderstore lists about 3,500 non-deprecated Valheim mods once you strip out modpacks, tools and libraries. On 13 September, 1,012 of them had published a release since 1.0 landed on 9 September. That's a lot of authors working fast, and it's also two thirds of the catalogue that hasn't moved yet.
Thunderstore also has a "Deep North Update" category that authors tag themselves when they've rebuilt against 1.0. It holds 576 mods as I write this. That tag is the single most useful signal on the site right now, because it's a human saying "I've done the work", rather than a date that could mean anything. Filter Browse by it and you're looking at a list somebody has actually tested.
Of the 30 most downloaded mods, 18 have a post-launch release. The other 12 are a mix of "worked on the Bog Witch build and nobody has re-checked yet" and "the author moved on years ago". A release date on its own isn't proof a mod works on 1.0, and the absence of one isn't proof it's broken, but it's the best proxy you can get without loading it on a copy of your world. Which is still what I'd do before trusting any of them on a world you care about.
The top 30 by downloads, and where each one stands
Refreshed 13 September 2026, from Thunderstore's own package data. "Side" is the author's own tag on Thunderstore; "check page" means they didn't tag it, so read the mod page before you assume.
| Mod | Latest | Released | 1.0 status | Side |
|---|---|---|---|---|
| PlantEverything by Advize | 1.21.2 | 12 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| AzuCraftyBoxes by Azumatt | 1.8.15 | 2 Aug 2026 | No release since Aug 2026 | Both |
| AzuExtendedPlayerInventory by Azumatt | 2.4.8 | 31 Aug 2026 | No release since Aug 2026 | Both |
| EquipmentAndQuickSlots by RandyKnapp | 3.1.2 | 11 Sep 2026 | Rebuilt for 1.0 | Client |
| Warfare by Therzie | 1.9.1 | 13 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| PlantEasily by Advize | 2.2.0 | 11 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Client |
| BetterArchery by ishid4 | 2.0.0 | 12 Sep 2026 | Rebuilt for 1.0 | check page |
| Quick Stack Store Sort Trash Restock by Goldenrevolver | 1.4.15 | 12 Sep 2026 | Rebuilt for 1.0 | check page |
| ExtraSlots by shudnal | 1.2.3 | 11 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| OdinHorse by OdinPlus | 1.6.6 | 24 Aug 2026 | No release since Aug 2026 | check page |
| Spawn That by ASharpPen | 1.2.19 | 9 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| AAA Crafting by Azumatt | 2.1.6 | 1 Feb 2026 | No release since Feb 2026 | Both |
| TeleportEverything by OdinPlus | 2.9.1 | 8 Feb 2026 | No release since Feb 2026 | Both |
| MultiUserChest by MSchmoecker | 0.6.2 | 12 Sep 2026 | Rebuilt for 1.0 | Both |
| WackysDatabase by WackyMole | 2.5.30 | 9 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| Recycle N Reclaim by Azumatt | 1.4.1 | 19 Aug 2026 | No release since Aug 2026 | Both |
| OdinsKingdom by OdinPlus | 1.5.1 | 1 Aug 2026 | No release since Aug 2026 | Both |
| Seasonality by RustyMods | 3.8.2 | 12 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| PlanBuild by MathiasDecrock | 0.18.5 | 11 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| WackyEpicMMOSystem by WackyMole | 1.9.66 | 10 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| Drop That by ASharpPen | 3.1.5 | 9 Sep 2026 | Rebuilt for 1.0, tagged Deep North | check page |
| AutoRepair by Tekla | 5.4.1602 | 30 Sep 2021 | No release since Sep 2021 | check page |
| Custom Raids by ASharpPen | 1.8.2 | 10 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| MagicPlugin by blacks7ar | 2.2.0 | 13 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| AzuAutoStore by Azumatt | 3.0.14 | 20 Feb 2026 | No release since Feb 2026 | Both |
| TrashItems by virtuaCode | 1.2.8 | 15 Jan 2024 | No release since Jan 2024 | Client |
| ValheimArmory by MidnightMods | 1.29.2 | 13 Sep 2026 | Rebuilt for 1.0, tagged Deep North | Both |
| Build Camera Custom Hammers Edition by Azumatt | 1.2.10 | 1 Feb 2026 | No release since Feb 2026 | Both |
| SouthsilArmor by southsil | 3.1.9 | 12 Sep 2026 | Rebuilt for 1.0, tagged Deep North | check page |
| OdinsFoodBarrels by OdinPlus | 1.2.4 | 21 Aug 2026 | No release since Aug 2026 | Both |
A few things jump out of that list.
Azumatt's mods are the big gap. AzuCraftyBoxes, AzuExtendedPlayerInventory, AAA Crafting, Recycle N Reclaim, AzuAutoStore and the build camera are six of the twelve without a 1.0 release, and between them they're on an enormous number of servers. That isn't a judgement on the author; it's a very long list of mods to rebuild, and the last releases were late August, which is close enough to launch that some may simply work. But if your server is dead after the update and you run three or four of those, that's where I'd look first.
The library authors were ready. BepInExPack itself and Jotunn both shipped 1.0 builds on launch day, which is why anything built on top of them had a chance at all. They're not in the table because they're frameworks rather than mods, but they're the first two things to update.
The config-file mods moved fast. Spawn That, Drop That, Custom Raids and WackysDatabase all rebuilt within a day. If your server's personality lives in YAML and config files, you're in decent shape.
A couple of very popular mods have been dead for years and still get downloaded. AutoRepair hasn't seen a release since 2021 and TrashItems since early 2024. They stayed working through several updates on luck, and 1.0's engine upgrade is exactly the kind of change that ends a run like that. Both have modern replacements (the Quick Stack mod above does trashing, for one).
How to read "no release since"
Be careful with the middle column. "No release since Aug 2026" covers two very different situations.
A mod whose last release was 31 August was built against the last pre-1.0 build, 0.221.x, three weeks before launch. Some of those load fine on 1.0 because they don't touch anything Iron Gate changed. Some fail on the first patched method. There's no way to tell from the outside, which is why the honest answer is to test it on a copy of your world, or wait for the author to say something on the mod page.
A mod whose last release was 2021 or 2024 is a different story. It has been running on borrowed time through Mistlands, Ashlands and Bog Witch, and each of those updates could have killed it. 1.0 upgraded the Unity engine as well as the game code, so the odds are worse than usual. I'd treat those as gone unless the author turns up.
Either way, the log tells you the truth in about ninety seconds. Start the server, open BepInEx/LogOutput.log, and scroll to the end. A mod that loaded lists itself under the chainloader; a mod that didn't leaves a HarmonyX line naming the method it couldn't find. Our mods after the 1.0 update guide has the exact lines to look for and the get-back-online-first procedure.
The mods people ask us about that aren't in the top 30
A few names that come up in tickets every day, with their status on 13 September:
- Server devcommands by JereKuusela: 1.113.0 on 12 September. Rebuilt. Install on your own client too, not just the server, or half of it won't work.
- Upgrade World by JereKuusela: 1.81.0 on 10 September. Rebuilt, and the one you want if your existing world needs the Deep North generated into explored ground. Read our Deep North article before you run it.
- Epic Loot by RandyKnapp: 0.14.5 on 13 September. Rebuilt.
- ValheimPlus (Grantapher fork): 10.1.1 on 12 September. Rebuilt, though people have reported interface glitches on 1.0, so it's "released" rather than "settled". The original ValheimPlus1 package hasn't moved since 2024; don't install that one.
- CreatureLevelAndLootControl by Smoothbrain: nothing since May 2025. Test before you rely on it.
- Gizmo by ComfyMods: nothing since March 2025. Same.
- MaxPlayerCount by Azumatt: 1.2.5 on 6 September, three days before launch. Probably fine, probably. Test it.
- BetterNetworking by tibijczyk: nothing since February 2026.
If you're choosing rather than checking, our recommended server mods is the opinionated list, and client-side vs server-side mods explains which ones your console players can and can't live with.
What I'd actually do this week
If your modded server is down: get vanilla booting first, then add mods back in small batches from the top of your list, reading the log between each batch. Twenty minutes, not a fortnight. The recovery guide walks through it.
If your modded server is up: don't touch it, and don't let it auto-update mods this week. On a LOW.MS server that's the auto-update setting on the Installed list of the Mods tab; leave it on frameworks only until the churn settles, and use Change version... on a mod's row if a fresh build turns out worse than the old one. A working modlist on a Wednesday is worth more than a current one.
If you're starting a new modded world: build the list from the Deep North Update category on Thunderstore and nothing else, for now. On our panel the Browse view of the Mods tab shows each mod's last-updated date on its row, which is the same signal as the table above, live. Anything without a post-9-September date goes on the "later" pile.
And take a backup before any of it. Mods that write world data (Upgrade World, world editors, anything touching zones) need a build made for the new folder-based save format, and Iron Gate said in their own test-branch notes that the save system hadn't been tested with mods. Backing up and restoring a Valheim server covers what our backups hold and what they don't.
I'll re-run the catalogue pull and update the table as the numbers move. If a mod you rely on isn't listed and you want to know where it stands, open a ticket with the Thunderstore link and we'll look, or if you're still deciding where to run all this, our Valheim server hosting has the Mods tab and Thunderstore built in.