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AdjustablePortals
Make portal progression configurable, balance out portal use.
| Date uploaded | 2 weeks ago |
| Version | 0.7.0 |
| Download link | MidnightMods-AdjustablePortals-0.7.0.zip |
| Downloads | 848 |
| Dependency string | MidnightMods-AdjustablePortals-0.7.0 |
This mod requires the following mods to function
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: 2.30.2denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351README
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.
- Progression can be per player instead of world wide. Turn on
UsePrivateKeysand each player unlocks items by the bosses they helped defeat, rather than by any boss defeated on the server. Everyone who landed a hit on a boss is credited with it. Characters that killed bosses before this was turned on may have no record of it, since vanilla only credits one player per kill. - Specific items can be made never teleportable with
NonTeleportableItems. This holds even at portals and under world settings that would otherwise let every item through. - Item lists are comma separated prefab names, e.g.
Copper, CopperScrap. Spaces and capitalisation do not matter.
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
TeleportTamesRequireFollowingoff 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.
Choosing a destination
- Instead of only reaching the portal with the same name, players can choose where a portal sends
them.
PortalTargetingModepicks how:Vanilla(default): portals connect to the portal with the same name.SelectFromList: stepping into a portal opens a list of every other portal, which you can filter by typing. Each entry shows how far away it is and in which direction, which tells apart portals that share a name.SelectOnMap: stepping into a portal opens the map with every other portal marked on it. Click one to travel there, or close the map to stay. When the map is turned off, this usesSelectInSpaceinstead.SelectInSpace: shows every other portal where it lies relative to the others, against a starfield instead of the map, so it works in worlds without a map. Scroll to zoom, drag to look around, and click a portal to travel there.
- A portal is only offered as a destination once it has the nearby building pieces it needs to activate itself. Its pieces are counted when someone with the mod is near it, so a portal in an area nobody has visited since the mod was installed will not show up until someone does.
- Fuel, item restrictions, carts, mounts and tames all work the same as through a portal pair.
- Every qualifying portal can be travelled to, whatever it is named and whether or not it is inside a ward.
Compatibility
- TargetPortal (Smoothbrain): portal requirements and fuel apply before its map opens. While it is
installed,
PortalTargetingModeis ignored and TargetPortal chooses destinations. - Backpacks (Smoothbrain): what a backpack may carry through a portal follows the same boss progression as your own inventory.
Reporting issues or feedback
Got a bug to report or just want to chat about the mod? Drop by the discord or github.
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
If you enjoy my mods donations are appreciated. My mods will never be paid and donations are not required.
CHANGELOG
0.7.0
- Portals can optionally let players choose where they go, from a list, on the map, or on a starfield view that works without a map.
- Only portals with their activation requirements met show up on the list.
0.6.0
- Server admins can now name items that may never be taken through a portal.
- Fixes item lists in the config not matching items when written with spaces or different capitalisation.
- Fixes backpacks from the Backpacks mod all being allowed or refused together, and they now follow boss progression for what they hold.
- Logs when a joining player receives the server's settings
0.5.0
- Boss item unlocks can now be earned per player instead of world wide, as an option.
- With per player unlocks, everyone who fought a boss is credited with the kill, not just one player.
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

