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QuickTeleport
Faster portals and dungeon teleports: end the teleport as soon as the screen is black and the destination is loaded, or run vanilla timing N times faster. Client-side, Valheim 1.0.
| Last updated | 2 days ago |
| Total downloads | 1850 |
| Total rating | 1 |
| Categories | Mods Tweaks Client-side AI Generated Deep North Update |
| Dependency string | Muindor-QuickTeleport-1.0.3 |
| Dependants | 2 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
Quick Teleport
Faster portal and dungeon teleports for Valheim 1.0. By default the teleport ends as soon as the screen is black and the destination is loaded, instead of after the fixed 8 seconds vanilla waits for portals. Alternatively, run the vanilla timing a configurable number of times faster.
A from-scratch replacement for OdinPlus' QuickTeleport (last updated for an older game version), with the same optional "skip loading" behaviour and a safer default for dedicated servers.
Client-side: install it on every player's game that should use it. Nothing is needed on the server, and players without the mod can play on the same server.
Source, issues and releases: github.com/egor-muindor/ValheimMods.
Features
- Auto mode (default): no fixed waits. The screen fades to black, you are moved, the mod waits for the destination to load and for the server to stop sending new objects, and the screen fades back. On a dedicated server a base arrives in about three to five seconds instead of ten.
- Multiplier mode: everything vanilla does, N times faster (the fade, the
2 s move delay, the 8 s portal minimum, the 15 s floor timeout).
1is vanilla timing plus the early position report described below. - Configurable fade duration, 0.1 s by default (vanilla 1 s). The player is never moved before the screen is fully black.
- Every setting is local to your game, so each player can trade safety for speed; see Making it faster.
- The two unsafe options of the old QuickTeleport, off by default: do not wait for objects, or do not wait for the area at all.
- Dungeon entrances (crypts, caves) benefit too: they skip the 2 s wait and the settle wait, so with the default fade they take a fraction of a second.
Installation
Requires BepInEx 5.
- With a mod manager (r2modman, Thunderstore Mod Manager): install as usual.
- By hand: unzip the release and copy the
plugins/QuickTeleportfolder intoBepInEx/plugins, so the mod ends up atBepInEx/plugins/QuickTeleport/QuickTeleport.dll.
The config file BepInEx/config/muindor.QuickTeleport.cfg is created on first launch.
Configuration
General
| Key | Default | Description |
|---|---|---|
Enabled |
true |
Enable the mod. Off = vanilla teleports. |
IsDebug |
false |
Log the timeline of every teleport (screen black, area loaded, settled, finished). |
Teleport
| Key | Default | Description |
|---|---|---|
Mode |
Auto |
Auto: no fixed waits, the teleport ends as soon as the screen is black and the destination is loaded. Multiplier: the vanilla timing divided by SpeedMultiplier. |
SpeedMultiplier |
4 |
Multiplier mode only, 1 to 100. 1 = vanilla, 4 = four times faster. |
FadeDuration |
0.1 |
Seconds for the screen to fade to black and back (vanilla 1), 0.05 to 5. In Multiplier mode it is divided by SpeedMultiplier too. Config files created by 1.0.1 or older keep their 1; lower it by hand. |
Loading
| Key | Default | Description |
|---|---|---|
WaitForAreaLoad |
true |
Wait until the destination is loaded (vanilla). false: end the teleport right after the fade, like the old QuickTeleport "Skip Loading Area". You may float or fall until the world appears. |
WaitForObjects |
true |
Also wait for the objects of the destination (buildings, trees) to spawn, not only for the terrain (vanilla). false: like the old QuickTeleport "Skip Loading Objects". You may end up under a building floor. Ignored when WaitForAreaLoad is false. |
SettleTime |
0.5 |
Portals in Auto mode with WaitForObjects only, 0 to 5. After the destination is loaded, wait this many seconds without new objects arriving from the server before ending the teleport. Never waits past the vanilla 8 s measured from the start of the teleport. 0 disables. Dungeon entrances never wait: their interior is loaded together with the entrance. |
Why the settle wait
The game only knows about objects the server has already sent, and the server
sends the objects around the position the client reports, which vanilla does
only every 2 seconds. Vanilla's fixed 8 seconds are what hides that delay. The
mod reports the new position the moment you are moved, then in Auto mode
watches the number of objects in the destination zones and ends the teleport
once it has stopped changing for SettleTime. On a local game this adds half
a second; on a busy server it waits for the buildings to arrive, up to the
vanilla 8 seconds. Raise SettleTime if you arrive before your base does.
Dungeon entrances skip this wait: the interior of a crypt or cave lies in the
same zone as its entrance, so it is already loaded when you interact.
Making it faster
The defaults keep vanilla's safety: you arrive once the terrain and the buildings around the destination exist. Most of the remaining wait is the game itself: after the move it builds the terrain of the destination area zone by zone, then creates the objects the server has sent. The mod cannot make that part faster, but every setting is client-side, so you can shorten what is waited for. From safest to fastest:
SettleTime = 0: do not wait for the server to stop sending objects. Buildings may keep appearing for a moment after you arrive.FadeDuration = 0.05: the shortest fade the game handles.WaitForObjects = false: wait for the terrain only. You may arrive under a building floor if the base is not there yet.WaitForAreaLoad = false: do not wait at all. You may float or fall until the world appears.
Edit BepInEx/config/muindor.QuickTeleport.cfg and run quickteleport reload
in the console (F5) to apply without restarting.
Console command
quickteleport status # show the active settings
quickteleport reload # re-read the config file
How it works
The vanilla teleport is left intact: Player.UpdateTeleport still moves the
player, switches the environment and looks for a floor. The mod only decides
how fast its clock runs and when the destination counts as loaded. The player
is moved only once the loading screen is fully opaque (or, if another mod
hides it, when vanilla would have moved), and in Auto mode the vanilla
"no floor, drop to terrain height" fallback keeps its 15 s.
| Feature | Patched member |
|---|---|
| Teleport clock | Player.TeleportTo postfix (start tracking), Player.UpdateTeleport prefix (writes the mod's timer into m_teleportTimer) and postfix (reports the new position to the server right after the move, notices the end of the teleport). |
| Destination readiness and settle wait | ZNetScene.IsAreaReady prefix/postfix, only for the call made from Player.UpdateTeleport. Respawn is untouched. |
| Fade | Hud.GetFadeDuration postfix while teleporting and while the screen fades back out. Death and sleep fades are untouched. |
| Console command | Terminal.InitTerminal postfix |
If a patch throws, it logs the error and lets vanilla run.
Compatibility
- Works with any portal mod that goes through
Player.TeleportTo, including ones that allow all items through portals. - Mods that replace
Player.UpdateTeleportoutright will bypass this mod. - The 2 s cooldown between teleports is vanilla and unchanged.
License
MIT