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Quads Portal Hub

A portal network: press E on a portal and pick where it goes from a list. No more matching portal names to teleport where you want.

CHANGELOG

1.4.0

  • Now in your language: English, Russian, German, Chinese (Simplified), Portuguese (Brazil), Spanish, French, Polish and Turkish, following the game's own Language setting. The game's own names are used for its things (items, creatures, lands, stations). The translations were made with AI: to correct a line, or add a language, put a file in BepInEx/config/translations/com.quad.portalhub/ named after the game's name for the language (German.json...) with only the lines you change, copied from translations/English.json on GitHub. The host's two refusals (a portal in someone's ward, a one-way link) reach each player in their own language. Players on a server should update together: a player on an older version sees those two as a key name. The narrow buttons on each portal's row shrink their words to fit.

1.3.0

  • The portal menu now looks like part of the game: the crafting screen's wood panel, the game's buttons, fonts and scrollbar, and the game's own text boxes for the name and search (E and Tab type in them). Long portal lists scroll smoothly. E or Tab closes the menu as they close a chest, and the E that closes it no longer opens it again. The link lines on the big map are part of the map now: they stay under the portal icons and move and hide with it.

1.2.2

  • A clearer page: what it does, who needs it in multiplayer, how it gets on with other mods, and where to report a bug. The game itself is unchanged.

1.2.1

  • A new id, com.quad.portalhub (it was com.dhack.portalhub): your settings move over by themselves the first time it starts, and the old settings file is kept as a backup. Restart the game after this update. If an old copy is still installed beside it, this one stands down and says which file to delete, so the two never both run. The DLL now says it was made with AI, as Thunderstore asks.

1.2.0

  • Fix: anyone could relink a portal inside someone else's protected area, and "link it back" changed the other portal even in someone's base. The host now checks the wards itself and refuses to change a portal in a switched-on ward you are not on; linking to such a portal only goes one way. A new host setting, HideWardedPortals (off by default), keeps those portals out of other players' lists and maps. In multiplayer the server decides Enabled and HideWardedPortals. With XPortal installed PortalHub now stands down (the two undo each other's links). The menu uses the game's font.

Earlier

  • Fix: away from portals, PortalHub looked for portals nearby every frame; it now looks once a second.

  • Fix: after restarting the game, linked portals sent you to a random place (the game renumbers everything when a world loads, and links were saved by number). Each portal now keeps its own id, so links and starred portals survive restarts. Links made with the old version are cleared once: link your portals again in the menu. Also: the last world's portals no longer show on a new world's map, and a newly built portal no longer lists itself as a destination.

  • Portals now show on the map with their names, and the big map draws a line (with an arrow if one-way) between linked portals. Rename a portal inside the menu. The list warns when linking back would replace another portal's link.