Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Date uploaded | 4 days ago |
| Version | 1.0.0 |
| Download link | Crasssam-BifrostGate-1.0.0.zip |
| Downloads | 18 |
| Dependency string | Crasssam-BifrostGate-1.0.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.27.0README
Bifrost Gate
A single stone portal hub for your unpaired, named Valheim portals. Build an enlarged gate using twice the resources required by your game's stone portal. Press E at the gate to open a destination grid, search by name, and click a portal to connect. Walk through to travel; the remote portal can return you to the Bifrost Gate. Unpaired portals display [BIFROST] when hovered. Paired portals continue working normally.
The gate has an ice blue spiral and softly glowing blue stone runes, with no smoke effect. The destination grid cannot store or transfer items.
Requirements
BepInEx and Jötunn. Every player and dedicated server must install the mod.
Build locally
Run build-local.cmd to compile against your installed Valheim and install the DLL into the Thunderstore profile detected by the builder. The resulting Thunderstore upload is dist/Bifrost-1.0.0-thunderstore.zip. To choose a profile, run build-local.cmd -ProfileDir "C:\...\profiles\Utility Spells"; use -NoInstall to build without installation.
Install from a release package
Install with Thunderstore Mod Manager, or extract the package's plugins/Bifrost.dll into BepInEx/plugins alongside Jötunn. Remove older Bifrost DLL copies to avoid duplicate mod loads.
Notes
Only one Bifrost Gate can exist in a world. Each player's selected destination is local to that player and is chosen again after restarting. Portal travel follows the game's teleport restrictions. The server refreshes its destination list every three seconds, so newly paired portals can briefly remain visible.
CHANGELOG
Changelog
1.0.0
- First release: one craftable portal hub, named destination grid, two-way travel, BIFROST status, and cold blue portal visuals.
- Remove visual diagnostic exports and obsolete debug logging.
0.1.24
- Soften rune brightness and shift their blue towards a lighter, cooler ice blue.
0.1.23
- Use the red glyphs in FinalPortal_e as the exact mask to recolor matching pixels in both the emissive and diffuse maps.
0.1.22
- Include the Unity image conversion assembly needed to compile the diagnostic PNG export.
0.1.21
- Export the original stone albedo and emission textures to BepInEx/config for rune diagnosis.
0.1.20
- Recolor the stone runes’ dedicated
FinalPortal_eemissive texture on Bifrost gate materials. Preserve the blue spiral and the stone diffuse texture.
0.1.19
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Record the stone shader properties once without changing the working blue spiral or stone material.
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Restore the v0.1.15 visual implementation that displayed the blue spiral and original stone correctly.
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Remove the later rune material experiments that damaged the stone texture.
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Reuse the additive particle shader already loaded by the gate trail; the earlier name lookup returned null in Valheim.
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Replace the gradient-mapped particle shader on the cloned gate’s flame and rune effects with a blue-tinted additive particle shader.
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Report duplicate Bifrost installations during the local build.
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Recolour the colour-ramp textures used by the portal flame and rune gradient-mapped particle shaders.
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Retain the existing particle shape, animation, transparency and routing.
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Add a one-time diagnostic of each portal renderer, material shader, colour, texture and particle mode to identify the orange and yellow effect sources.
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Fix Unity Color32 comparison for the game build.
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Target the Runes particle effect identified in the game log; neutralize its gold texture while tinting its emitted particles blue.
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Recolour already emitted spiral particles and cover additional Unity particle gradient modes.
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Convert the yellow rune pixels in the gate-only albedo texture to blue while retaining the stone.
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Broaden the warm-colour filter for the spiral texture and include its alternate emissive map.
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Preserve the vortex particle gradients and transparency while shifting warm colours to blue.
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Restrict rune recolouring to its emission mask and blue emission, keeping stone texture intact.
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Log rune material and particle names once for precise follow-up if an effect remains wrong.
0.1.7
- Recolour the active portal particle material and particle colours, which were still rendering orange.
- Recolour the rune emission textures and override their warm emission at runtime.
- Keep stone albedo and the already working destination grid untouched.
0.1.6
- Restore portal vortex particles while suppressing smoke, fog, mist and cloud emitters.
- Force blue emission on the stone portal rune material and target-found colour.
0.1.5
- Add the Unity text rendering assembly reference required by the destination grid.
0.1.4
- Replace portal text entry with an inventory-style grid of named destinations.
- Add search, pagination and a clickable slot for each portal; the grid is not an inventory and accepts no items.
- Remove stone portal particles and recolor warm rune texture pixels blue while keeping the portal surface and frame.
0.1.3
- Native portal text entry and first cold blue effect pass.
0.1.2
- Cycle destinations and label unpaired portals [BIFROST].
0.1.1
- Fix build compatibility with Valheim 1.0.
0.1.0
- Initial Bifrost source builder.