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MidnightMods-AdjustablePortals-0.4.0 icon

AdjustablePortals

Make portal progression configurable, balance out portal use.

Date uploaded 2 weeks ago
Version 0.4.0
Download link MidnightMods-AdjustablePortals-0.4.0.zip
Downloads 2548
Dependency string MidnightMods-AdjustablePortals-0.4.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 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: 2.30.0

README

Adjustable Portals

This mod aims to make portal progression more gradual, and encourage portals only in large bases.

Features

Portal Requirements

  • Portals can require a configurable number of building pieces nearby to become functional (default 300, configurable)
  • Portals can require a fuel to operate on (configurable), default is surtling codes 1 core = 20 teleports (cost only taken from source portal).

Portal Item Teleportation progression

  • Portals can allow designated non-teleportable items through based on defeated bosses.

Travelling companions

  • Ride your mount straight through a portal. It comes with you and you are put back in the saddle on the other side.
  • Tamed creatures near the portal can travel with you. By default only tames you have told to follow you come along - turn TeleportTamesRequireFollowing off to take every tame standing near the portal, penned livestock included. Radius and headcount are configurable.
  • A cart you are pulling can travel with you, and is hitched back up on the other side. The cart may only hold what you could carry through yourself: anything the boss progression above has not unlocked yet blocks the teleport, and the portal tells you which item is the problem.

Reporting issues or feedback

Got a bug to report or just want to chat about the mod? Drop by the discord or github.

discord logo github logo

In development!

If you have feature suggestions, or improvement suggestions feel free to ask in Discord.

The following features are currently planned:

  • Configure portal building costs
  • Alternate interface options for teleporting

CHANGELOG

0.4.0

- Riding a mount into a portal now takes the mount with you, and puts you back in the saddle on
  arrival. Controlled by EnableTeleportMounts.
- Tamed creatures standing near the portal now travel with you. On by default for tames you have
  told to follow; TeleportTamesRequireFollowing can be turned off to take every tame in range
  instead. Radius (5m) and headcount (5, nearest first) are configurable, and a tame somebody is
  riding is left where it is.
- Carts now travel with you, and are hitched back up on the far side. Only a cart you are actually
  pulling comes along, and only if everything in it is something you could carry through yourself -
  a cart holding ore the boss progression has not unlocked yet blocks the teleport and says which
  item is stopping it, rather than leaving you searching your own inventory.

0.3.3

- Deep North update!

0.3.2

- Nearby piece counts no longer scan every loaded building piece in the world once per portal. A
  base with many portals was paying that scan for each of them, and the scan ignored the configured
  distance - it always walked the whole list. Counts now come from a shared position snapshot, and
  the cost no longer grows with the number of portals.
- Portals no longer all recount on the same frame. Every portal in a zone was seeded together and
  stayed in lockstep for the rest of the session, turning the recount into a periodic stall.
- Nearby piece counts for portals that have unloaded are now released instead of being held until
  you leave the world.
- Portal activation no longer detours through this mod at all when both nearby piece and fuel
  requirements are disabled.

0.3.1

- BREAKING: nearby structures are now counted as building pieces instead of physics colliders,
  which is a much smaller number. Default lowered from 1000 to 300 - existing worlds keep their
  configured value and will need to retune PortalNearbyPiecesForActivation.
- Fixed the fuel requirement not blocking teleports when nearby piece requirements were disabled
- Fixed fuel being consumed on teleports that were blocked or otherwise did not happen
- Fixed allowed-after-boss items intermittently showing and behaving as non-teleportable
- Fixed boss progression not unlocking items for other players on a dedicated server until relog
- Fixed live config reload never firing (the file watcher was watching the wrong filename)
- Fixed portals sharing a nearby-piece count between different players' portals
- Fixed the nearby-piece count only refreshing for one portal at a time, leaving new portals dead
- Fixed portal fuel being lost when added or spent by a player who does not own the portal
- Fixed fuel payment being rejected when the cost was split across more than one stack

0.3.0

- Caching persistence for piece counts
- Live updating of teleportable item display status (inventory icon will show as teleportable if allowed)
- Improves compatibility with TargetPortal
- Adds support for TargetPortals teleportation system (require fuel/pieces etc)

0.2.0

- Caching improvements for portal requirements
- Adds portal fuel options (configurable)
- Makes nearby piece requirements configurably optional

0.1.0

- Initial release