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RustyLaserGaming-RustyHeathensTargetPortal-2.1.0 icon

RustyHeathensTargetPortal

Rusty Heathens public-only portal travel with map destination selection, always-on animated blue travel artwork, custom markers and configurable rune colors.

Date uploaded 2 weeks ago
Version 2.1.0
Download link RustyLaserGaming-RustyHeathensTargetPortal-2.1.0.zip
Downloads 106
Dependency string RustyLaserGaming-RustyHeathensTargetPortal-2.1.0

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

README

Rusty Heathens Target Portal

Choose your destination. Travel like a Heathen.

Walk into a portal, choose a destination on the map, and click its marker to travel. Rusty Heathens Target Portal brings electric-blue effects and Rusty Heathens artwork to your portal network.

Features

  • Public portals only: every portal is treated as public. Players cannot switch portals to private.
  • Map destination selection: travel to another listed portal without matching portal names.
  • Favourites: right-click a destination marker to add or remove a favourite.
  • Configurable runes: choose the rune color; electric blue is the default. Portal particles, trails and attached lighting stay blue.
  • Custom map marker: a bright electric-blue swirl with no steel ring.
  • Always-on animated travel screen: the blue vortex rotates with sparks and a gentle pulse. The Rusty Heathens logo, stone pillars and title stay fixed; the game controls normal teleport fade and timing.
  • Server portal list: includes destinations in unloaded areas.
  • Configurable portal settings: naming, maximum portal count, item restrictions and other retained options.

The travel animation is always enabled, with no off switch. Normal world-loading, sleep and respawn screens are not replaced. Portal models are unchanged.

Installation

Requires BepInExPack Valheim. Install this mod on the server/host and every participating client, using the same version everywhere.

Mod manager

Install through your Valheim mod manager. To test a downloaded ZIP before publication, use the manager's local-mod import function, then launch modded.

Manual installation

Copy the plugins/RustyHeathensTargetPortal folder from this ZIP into your BepInEx/plugins folder. The result should contain:

BepInEx/plugins/RustyHeathensTargetPortal/RustyHeathensTargetPortal.dll

The artwork is embedded in the DLL; no separate image installation is needed.

Updating

Close Valheim and stop the server before replacing the old DLL. Keep only one installed copy. Restart the server and clients after updating.

Keep your existing config. Its filename remains:

BepInEx/config/com.rustylasergaming.targetportal.cfg

Old AllowPrivatePortals, DefaultPortalMode and ModeToggleShortcut entries are ignored. They cannot re-enable private portals. Existing private portal data is treated as public while this version is installed; the stored data is not bulk-erased.

Rune color

Launch once to create the new setting in your existing BepInEx/config/com.rustylasergaming.targetportal.cfg:

[Visuals]
RuneColor = #044DFF

Use a six-digit hex color: electric blue #044DFF, purple #8000FF, red #FF3030, green #00FF80, or white #FFFFFF. Close Valheim before editing and restart afterward. Invalid colors fall back to electric blue. Keep the rest of your existing config.

This is a client-side visual setting: each player changes their own config. Changing only the dedicated server config will not change players' colors. Rune markings/emission use the selected color; portal particles, lights, map marker and loading artwork remain blue.

Validation status

Compiled and checked offline against supplied Valheim 1.0.20 assemblies. The new animation and configurable rune colors still require in-game validation before public release. Animation uses ordinary Unity UI and can briefly pause when loading blocks rendering. Teleport duration is unchanged.

Controls

  • Walk into a portal: open the destination map by default.
  • Click a destination marker: travel.
  • Right-click a destination marker: toggle favourite.
  • Rename: use the portal's hover instructions.

Compatibility

Disable other portal destination-selection mods before installing this one to avoid conflicts.

Normal ward/access checks and configured item restrictions remain in place. Public visibility does not remove wards.

If using ModGuard, approve plugin ID com.rustylasergaming.targetportal. Update any version/hash rule for 2.1.0. This mod does not add server-enforced configuration synchronization.

License

Includes MIT-licensed code. Required copyright and license notices are included in LICENSE.

CHANGELOG

2.1.9

  • Replaced drifting mist patches with continuous rolling fog across the bottom and sides.
  • Added blue-white fog illumination tied to nearby active lightning strikes.
  • Kept the logo and travel title readable and retained existing portal artwork and motion.
  • Reused one small fog texture and pixel buffer; limited updates to 30 per second during travel.
  • Added fog movement, coverage, light locality, allocation and binding checks.
  • Portal logic, networking and existing config are unchanged. Live game validation remains pending.

2.1.8

  • Added four contracting layers of the original portal energy for a stronger inward pull.
  • Sped up and brightened wisps and depth sparks; enlarged the added sparks.
  • Increased mist drift speed, distance and opacity.
  • Preserved original artwork, reverse ring rotation, lightning scheduler, portal logic and always-on animation.
  • Cached the new 384x384 energy texture and four UI layers; no per-frame texture generation.
  • Build/offline checks and rendered preview completed; live game verification pending. No config changes.

2.1.7

  • Added inward-flowing blue wisps inside the vortex.
  • Added side mist moving at three different depths/speeds.
  • Added varied-speed drifting sparks moving toward the portal center.
  • Retained opposite ring rotation, random lightning, original artwork and always-on travel animation.
  • Cached setup textures and pooled layers; no per-frame texture generation.
  • Separate atmospheric clock avoids a thirty-second reset. No config migration.
  • Offline checks and rendered preview completed; live game verification pending.

Changelog

2.1.6

  • Remove the repeating strike timetable, fixed rows and synchronized groups of six bolts.
  • Generate a fresh random lightning sequence for every portal trip, with varied intervals, single strikes and small overlapping clusters.
  • Randomize bolt position, angle, length, brightness, shape and occasional follow-up flicker. Either side can strike again; no forced alternation.
  • Use six cached branching shapes and a pool of eight UI images; no per-frame texture generation.
  • Preserve center/outer-ring rotation, artwork, portal color configuration, destination behavior and observer relay.
  • Offline build, random-sequence checks and simulated preview completed. Live-game testing remains required.

2.1.5

  • Show three branching bolts on each side during each strike, increasing from two main bolts to six.
  • Increase paired strike groups from seven to twelve per 30-second cycle, keeping irregular spacing and the short follow-up flicker.
  • Spread bolts across the side areas at different heights and intensities. Keep the 2.1.4 branching shapes and soft glow.
  • Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
  • No new configuration required. Update clients to see the animation.
  • Offline checks and a simulated preview completed; live game testing remains required.

2.1.4

  • Replace angular zigzag lightning with finer multi-scale channels, tapered forks, white cores and soft blue halos.
  • Both sides strike together at uneven intervals with a short follow-up flicker; remove the alternating-side pattern.
  • Use different bolt shapes on the left and right.
  • Preserve the approved center/outer-ring rotation, layout, title and pillars, portal colors and observer relay.
  • No new configuration required. Update clients to see the animation.
  • Offline checks and a simulated preview completed; live game testing remains required.

2.1.3

  • Split the travel vortex into a center and feathered outer energy ring rotating in opposite directions.
  • Add three cached branched lightning shapes with staggered strikes on both sides of the artwork.
  • Preserve the fixed logo, title and pillars, always-on animation, normal teleport timing and blue loading-screen theme.
  • Retain 2.1.2 configurable in-world portal colors and 2.1.1 server observer refresh.
  • No new config required. Update clients to see the animation.
  • Compiled and checked offline; rendered preview inspected. In-game and multiplayer validation remains required.

2.1.2

  • Connect in-world portal particles, gradients, trails, glow materials and attached lights to the existing Visuals/RuneColor setting.
  • Apply native rune fade colors once, avoiding a second tint for darker custom colors.
  • Preserve the always-on blue travel screen, map artwork, destination selection, public-only portals and 2.1.1 server observer refresh.
  • Keep the same plugin ID and config filename. Client restart required after editing the color.
  • Built and checked offline against supplied Valheim 1.0.20 references. Live visual and multiplayer validation remains required.

2.1.1

  • Adds a server-side observer refresh for large player-position jumps, targeting frozen bodies left at portal entrances.
  • Queues existing player records through native networking; no ownership, inventory, player-position or save mutations.
  • Preserves the always-on animation, rune color config and portal gameplay from 2.1.0.
  • Offline build and checks passed; multiplayer verification required before public release.

2.1.0

  • Always-on portal travel animation: rotating blue vortex, gentle glow pulse and moving sparks. No off switch.
  • Adds Visuals/RuneColor (#RRGGBB), default #044DFF. Client restart required after changing.
  • Keeps rune color separate from blue portal particles and the loading artwork.
  • Preserves public-only behavior, destination selection, map marker and native teleport timing.
  • Offline build and checks passed; new visuals require an in-game test before public release.

Changelog

2.0.1

  • Recolor the stone portal rune markings to match the electric-blue effects.
  • Neutralize the warm rune emission texture so it can display the intended blue.
  • Preserve the surrounding stone texture and the existing portal activation fade.

2.0.0

  • Add an electric-blue swirl map marker without a steel ring.
  • Add the Rusty Heathens portal travel artwork with the native fade and teleport timing.
  • Keep normal world-loading, sleeping and respawn screens unchanged.
  • Retain public-only portals with no private-mode toggle or active privacy settings.
  • Retain electric-blue portal effects and the Rusty Heathens package icon.
  • Embed all runtime artwork in the single mod DLL.

0.1.2

  • Add electric-blue portal rune, particle, trail and light tinting.
  • Add the Rusty Heathens package icon.

0.1.1

  • Lock portals to Public and remove private-mode controls.

0.1.0

  • Initial Rusty Heathens Target Portal test build.