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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.
| Date uploaded | 2 weeks ago |
| Version | 1.0.0 |
| Download link | Muindor-QuickTeleport-1.0.0.zip |
| Downloads | 361 |
| Dependency string | Muindor-QuickTeleport-1.0.0 |
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. A loaded base takes about two and a half 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. The player is never moved before the screen is fully black, so lowering it makes teleports almost instant.
- 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.
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 |
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. |
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 |
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 minimum measured from the start of the teleport (8 s for portals, 2 s for dungeons), so with the default 1 s fade a dungeon settles for at most 1 s. 0 disables. |
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.
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
CHANGELOG
Changelog
1.1.0 - 2026-09-16
- Optional server configuration. A server that also runs QuickTeleport and turns the new
Server.ConfigPriorityon decides every setting exceptIsDebugfor the players who have the mod, so everyone on it travels at the same speed. The settings that travel are marked[synced]in the config file. - The mod stays optional on both sides: it is not part of the game's version check, players without it are unaffected, and it keeps working on servers that do not have it or that leave
ConfigPriorityoff. - The client's config file is never written to. The server's values live in memory for as long as the connection lasts and are dropped when it ends; a setting changed on a running server is sent to the connected players right away.
quickteleport statusandquickteleport reloadsay where the active settings come from.
1.0.3 - 2026-09-12
- Dungeon entrances (crypts, caves) no longer wait for
SettleTime: the interior is loaded together with the entrance, so nothing is left to arrive from the server. With the default fade they now take a fraction of a second.
1.0.2 - 2026-09-12
- The default
FadeDurationis 0.1 s instead of 1 s. Config files created by an older version keep their value; lower it by hand. - README: a "Making it faster" section on the settings each player can change locally, and realistic timings for a dedicated server.
1.0.1 - 2026-09-12
- Fix: the screen could stay black forever after a portal teleport, with "Local player destroyed" in the log and no error. The mod reported the new position to the server before the player's network object had been moved there, and the game then unloaded the player as an object outside the loaded area. The player's network object is now moved first.
1.0.0 - 2026-09-12
First release, built against the Valheim 1.0.12 assemblies.
- Auto mode: the teleport ends as soon as the screen is black and the destination is loaded; no fixed 2 s / 8 s waits.
- Multiplier mode: the vanilla timing (fade, move delay, portal minimum, floor timeout) runs N times faster.
- Configurable fade duration.
- The optional waits of the old OdinPlus QuickTeleport: skip waiting for objects, skip waiting for the area.
- The new position is reported to the server right after the move (vanilla does it every 2 s), and a settle wait in Auto mode lets the buildings arrive before the teleport ends.
- Debug log with the timeline of every teleport; console command
quickteleport reload|status.