<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Rosetta on Dobbo</title><link>https://www.dobbo.ca/tags/rosetta/</link><description>Recent content in Rosetta on Dobbo</description><generator>Hugo</generator><language>en</language><lastBuildDate>Fri, 18 Sep 2026 22:40:00 -0700</lastBuildDate><atom:link href="https://www.dobbo.ca/tags/rosetta/index.xml" rel="self" type="application/rss+xml"/><item><title>Running Valheim Mods Without Rosetta</title><link>https://www.dobbo.ca/posts/valheim/apple-silicon-bepinex/</link><pubDate>Fri, 18 Sep 2026 09:15:00 -0700</pubDate><guid>https://www.dobbo.ca/posts/valheim/apple-silicon-bepinex/</guid><description>&lt;p&gt;Every guide to modding a Unity game on an Apple Silicon Mac ends the same way: run it under&#10;Rosetta. That advice is correct, and it is worth understanding why, because the reason is a single&#10;failed system call and the fix is about forty lines of C and C#.&lt;/p&gt;&#10;&lt;p&gt;This post is about the bug and about not needing Rosetta. If you just want mods working today,&#10;&lt;a href="https://www.dobbo.ca/posts/valheim/bepinex-on-macos/" &gt;installing BepInEx for Valheim on macOS&lt;/a&gt; covers the&#10;setup and the one-line workaround.&lt;/p&gt;</description></item></channel></rss>