KWB-Ravengates icon

Ravengates

Odin-themed seamless Valheim portals you can see, walk, shoot and reach through.

By KWB
Last updated 2 weeks ago
Total downloads 279
Total rating 1 
Categories Transportation Utility Deep North Update Gear Misc Tools Server-side Client-side
Dependency string KWB-Ravengates-1.3.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2
denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

Ravengates 1.3.0

Build Odin-themed portals you can see, walk, shoot, and reach through without a loading screen. A linked Ravengate shows the destination live. Crossing preserves movement and direction; arrows, thrown items, loose objects, and eligible creatures can cross too. Huginn and Muninn watch the frame, while the far side's weather, light, sound, and climate come through the opening.

Requirements and installation

  • Valheim with BepInExPack Valheim and Jötunn. Both are listed as package dependencies for mod-manager installation.
  • Install Ravengates on every player and the dedicated server. Use the same 1.3 version on all of them. Pairing and traversal are checked by the server.
  • ValheimMjolnir is optional; its thrown hammer can travel through gates when installed.

Install with r2modman or Gale: search for Ravengates, or use Import local mod with this zip. The mod manager installs BepInExPack Valheim and Jötunn for you. On a dedicated server, add the same profile or copy the two DLLs from plugins/ into the server's BepInEx/plugins/Ravengates/.

For manual installation, copy plugins/Ravengates.Core.dll and plugins/Ravengates.Valheim.dll into Valheim/BepInEx/plugins/Ravengates/. Install BepInEx and Jötunn first. If upgrading from an old SeamlessPortals build, remove BepInEx/plugins/SeamlessPortals (and any manually installed BepInEx/plugins/Ravengates when switching to a mod manager) so the plugin does not load twice. Existing gates and settings carry over. To uninstall, remove it in the mod manager or delete BepInEx/plugins/Ravengates; placed Ravengates disappear from the world, but vanilla portals are unaffected.

Build and link a gate

Craft a Ravengate with the hammer near a workbench: 20 Fine Wood, 10 Greydwarf Eye, 5 Yggdrasil Wood, 5 Refined Eitr, and 6 Crystal. Build two and give them the same tag with E to pair them. Vanilla portals remain separate by default.

Use Shift + E at a gate (alternate use on a gamepad) to choose a known destination. Search or sort the list, then select a Ravengate. Link choices:

  • Permanent: directly connects two gates even if their tags differ.
  • Temporary: connects two Ravengates for a configured time, then restores their earlier links.
  • One crossing: restores earlier links after the first player crosses.
  • Multi-link: makes the gate one of up to five entrances into the selected gate's exit. That exit retains its own link back.

Reset cancels a chosen link; matching tags can pair again. A chosen vanilla destination needs the server's AllowVanillaLinks setting and uses Valheim's classic teleport rather than a seamless view and crossing.

What travels and what you can do

  • Walk through linked openings without a loading screen. Projectiles, dropped items, carts, and other eligible physics objects can pass through.
  • Interact at normal reach on the far side: pick up, open, use, build, repair, remove, copy, cultivate, harvest, and attack. Melee and area attacks can reach through. Wards and ordinary build restrictions still apply.
  • Creatures can see and hear through live gates. Ranged enemies can shoot through, while other enemies and small animals can cross or route through a shorter gate path. Bosses, ridden mounts, excluded creatures, and creatures too large for the opening cannot cross.
  • The destination's atmosphere, weather, sound, climate, and some light are visible or felt near a live gate. Portal views have adjustable quality and streaming budgets.

Portal Manager and gate controls

Press F6 in a world for the Portal Manager. Its General page controls the master switch, player and object traversal, creature traversal, and live views. Rendering has Conservative, Balanced, and High Fidelity presets plus view resolution, distance, size, and per-frame limits. Streaming controls remote-zone radius, budget, activation distance, and unload grace. The gate list supports rename, unlink, relink, live view and climate controls, and map pins.

Each gate also has direction (both ways, outbound only, or inbound only) and lock controls. Both ends' directions must permit a crossing. Locking protects that gate's name, destination, and direction; lock both ends to protect a pair. Ward and ownership checks run on the server. A gate deliberately unlinked stays on hold until it is relinked or renamed.

The BepInEx config is BepInEx/config/kewb.valheim.ravengates.cfg. The host/admin can change server-synced gameplay settings, including ReachThroughPortals, CreaturesSenseThroughPortals, AllowCreatureTraversal, creature size and exclusion rules, portal hearing, AllowVanillaLinks, and ApplyVanillaItemRules. Temporary links and one-way traveller categories are under [Links]. Vanilla's No Portals and boss portal world rules still apply.

Compatibility and languages

Vanilla portals are unchanged. Optional same-tag links to them use classic teleport and vanilla item rules. Ravengates can be configured to enforce vanilla item restrictions on seamless gates too. Rendering isolation settings are available for ray-tracing and upscaler setups. The UI supports English, French, German, Italian, Spanish, Japanese, Korean, Russian, Traditional Chinese, and Polish; other game languages fall back to English.

Known limits

  • A portal view may still be rendered when a wall hides an on-screen opening, which costs performance.
  • Portals seen through another portal are not rendered.
  • A long object straddling a gate may briefly show its far end behind the frame from a side angle.
  • Remote objects may stop simulating when ownership moves outside the owner's active area.

1.2.0 changes

Adds reach-through interaction and combat, portal-aware creature sight and hearing, one-way travel, gate locks, destination lighting, and more reliable pairing, world-load restoration, ward checks, and blocked-exit handling. Upgrade the server and all players together.

New in 1.3.0

  • The General page offers a server-controlled Use Vanilla Recipe option (off by default): use the wooden portal recipe instead of the Ravengate recipe. It applies immediately. Dismantling refunds the recipe active at that moment.
  • The Transition page is available in release builds, with translated controls for crossing effects, durations and strengths.
  • Gate faces can be sealed manually. Faces against walls, rocks, hillsides or the ground close automatically and reopen when cleared (CloseWalledSides, on by default).
  • Crossing effects follow the player's crossing; orbiting the camera through a gate alone only blends the environment.
  • Fixed upside-down crossing distortion, missed camera crossings and entry slowdowns. Integrated transition distortion with temporal upscaling/frame generation.
  • Release builds hide debug pages and disable the debug glass edge and frost shell. Added periodic performance diagnostics.