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TortalPortal
Total Portal Control System for Valheim. Pick destinations from a map UI listing biome, distance, and owner. Features destination photos, PIN locks, tame teleportation, travel filters, and a procedural runic gateway.
| Last updated | 20 hours ago |
| Total downloads | 1660 |
| Total rating | 2 |
| Categories | Transportation Mods Tweaks AI Generated Server-side Client-side Vehicles Utility Misc Deep North Update |
| Dependency string | Wubarrk-TortalPortal-1.6.3 |
| Dependants | 0 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: 5.4.2360README
๐ TortalPortal
"The old way was to carve a name into the stone and hope another bore the same. A tally of runes, scratched and rescratched, and still you stepped through blind. Better to know the road before you walk it, Viking."
Walk up to any portal. Every gate in the world is listed โ with a photograph of where it comes out.
Vanilla's tag-pairing is gone. Step into range and a framed window opens listing every portal in the world, with the great map beside it marking your choice. Each portal keeps a photograph of its destination, under that destination's own sky and weather, so you see the country before you step into it.
Then it keeps going: PIN locks and a map icon for every gate, your tames and your mount come through with you, a private gate back to your grave when you die, portals that monsters cannot break, and a runic gateway in place of vanilla's swirl. The whole interface is drawn in code โ no textures, and the metal is a colour picker.
Gates the world was seeded with that nobody has been told about. An admin scatters them once; they stand out in the wilderness as real portals, kept out of every destination list and off every map until a player finds one.
| You | It |
|---|---|
| Walk past one | it glows and says touch the runes โ but opens no window |
| Press E on the stones | the server checks you are really standing there, writes your name into the gate, and hands it to you |
| Open any portal afterwards | the found gate is in your list, marked [FOUND], with its own map marker and photograph |
| Reinstall, change machine, restart the server | your finds are still yours โ they live on the gate in the world save |
| Play as a group | ConcealedDiscoveryShared lets the first finder reveal a gate for everyone |
๐ Kept secret by the server, not hidden by the window: no client is sent their position, their name or the fact that they exist ยท ๐ชจ Seeded where you can stand โ clear, dry, level ground, at least 128 m apart ยท ๐ก๏ธ Cannot be hammered down or damaged ยท ๐ฑ Seeding and clearing: see Seed a world with portals in the Toolbox.
๐ Read the saga โ why the secret is kept by the server
The destination list is one blob, sent the same to every player at login. A concealed gate riding in it would sit in every client's memory the moment they joined, and "concealed" would mean only that the window declines to draw it. So these gates are withheld from that list entirely, and each player's own finds are sent to that player alone.
A claim is checked against the world, not taken on trust: the only thing a client sends is which gate it touched. The server checks that the gate exists, that it is concealed, who the claimant really is, and that they are standing within 30 m of it. The record lives on the gate itself, in the world save โ no side file, nothing the player can edit.
Concealed gates are placed by the corpse run's own scanner โ real edge-to-edge room from every tree, rock, building piece, portal and generated location, with the ground height from the game's own terrain recipe, terraforming included โ and every seeded name is checked unique against the whole world, because vanilla connects two portals whose names match. They are deliberately not marked as test litter, so tidying up after a test never deletes them.
EnableConcealedPortals is on, and dormant until an admin seeds a world. Switching it off stops discovery and leaves standing gates where they are; tortal_concealedclear is what removes them.
| Ifโฆ | Thenโฆ | |
|---|---|---|
| ๐ค | you play on a server | put TortalPortal on the server and on every player. The server keeps the portal list, the photographs and the rules. |
| ๐ | you rely on matching portal names | that is gone: every portal reaches every other portal from the destination window. |
| ๐ | you run a server | LockConfiguration is on by default, so the server's settings are the ones that count. Turn it off and any player's file can become everyone's. |
| ๐งช | you switch on the live view (EnableLivePreviews) |
it is experimental and the most expensive thing the mod does. With AnchoredSpawning on (the default), watching a gate lets real creatures spawn there โ turn it off if looking should change nothing. |
| ๐ฉน | you run automatic repair | it only reports until you also switch RepairDryRunDefault off. Every repair saves a snapshot first. |
One window, every gate in the world, and the map beside it.
| You | It |
|---|---|
| Walk up to a portal | the destination window opens: every portal, with its lock, biome, distance and builder |
| Type | the search box cuts a long list down to a name |
| Pick a destination | it is marked on the great map, which opens alongside the window |
| Click a marker on the map | selects that portal; click it again to travel. The chosen one is drawn 30 % larger and in red |
| Click the heart on a row | it turns gold: a favourite. Favourites sort to the top |
| Have favourites | the window opens as a slim strip of just those, one click each; ยป expands to the full list |
| Walk away | the window closes itself. Arrive somewhere and it stays shut |
๐ Read the saga โ how the list stays complete, and why the window behaves
The server builds the list โ it is the only machine that holds the whole world โ and hands it to each player at login, so it is complete from the first portal you touch. Install on a world that has been running for months and the startup scan finds every gate already standing; nobody has to visit them first.
The map marks are never saved. Every listed portal is marked on the great map while the window is open, labelled with its name, and the map centres clear of the window so you see the country around your destination. The marks vanish when the window closes; your own pins are your own business. The gate you are standing at is marked too, labelled (here).
Favourites are yours: stored on your own machine, per world, and renaming a portal keeps its star. The gate you stand at is not in the list โ you cannot travel to where you already are โ so its configuration window has its own Favorite toggle beside the PIN lock, applied on Save.
Typing does not walk you into the gate. While any of the mod's fields has the keyboard your character stands still and hotkeys hold their peace; Esc hands the keyboard back without closing the window. The window can put the cursor straight in the search box as it opens (FocusSearchOnOpen), off by default because a focused field swallows WASD.
It opens when you mean it. The window opens within MenuOpenDistance of the gate, measured flat across the ground, and only within MenuVerticalDistance above or below it โ so the storey above a portal, or a flight over it, does not throw a window in your face. A solid floor between you and a gate below keeps it shut.
Every portal photographs where it comes out, and every player sees the picture.
| You | It |
|---|---|
| Raise a portal | it photographs its destination on a wide lens, and stores the shot on the portal for everyone |
| Click a thumbnail | opens the photograph full screen, captioned with biome and coordinates |
| Arrow keys or the on-screen arrows | flip through every portal's picture like an album |
| Never visited a gate? | it is photographed anyway โ the camera walks the world on its own |
| Switch on the live view (experimental) | the photograph gives way to the destination, live: right-drag looks round, the wheel zooms |
๐ Read the saga โ the camera that needs no visitor, and the destination's own sky
No portal waits for a visitor. Valheim only builds the world around players, so a gate nobody stood near could never be photographed. The camera anchors one unphotographed portal at a time, streams in a small patch of world around it, waits for the terrain to genuinely finish, takes the shot and lets it all unload seconds later. It works on hosted worlds and dedicated servers alike, and unphotographed portals go first, so an established server fills in its whole album on its own. A background pass re-shoots old pictures so a rebuilt or burnt-out destination stops showing the old view.
The destination gets its own sky. Valheim keeps one sky, one sun, one set of weather and one field of grass, welded to wherever you stand. The anchored camera borrows the destination's own fog, sun, light, weather and grass for the moment it draws, then hands your view straight back. Ash falls in the Ashlands. It rains in the swamp at night. (AnchoredEnvironment.)
The live view ships switched off (EnableLivePreviews). It is not a video: your game builds the destination and holds it standing while you watch โ terrain, trees, buildings and creatures, sized by AnchorZoneRing โ and on a dedicated server all of it crosses the wire first. Expect several seconds of warm-up on a large or distant destination. The still stands in while it loads, with an amber GOING LIVE badge, then a red LIVE; closing the album unloads everything within seconds. The stored photograph is the finished feature.
Photographs are kept small enough to send. A picture lives on its portal, and a portal crosses the wire whole, so a shot that would not fit is re-encoded a little softer, or dropped while the gate keeps the picture it had. CameraResolution sets the size; existing photographs keep theirs.
Traders stay on the ground. A far shot could catch Haldor, Hildir or the Bog Witch before her zone's terrain had arrived; RepairSunkenTraders watches them for half a minute after they appear and lifts one standing under the ground back up to it โ never down onto it, so a trader on a platform stays put.
Lock a gate with a PIN. Give it its own mark on the map.
| You | It |
|---|---|
| E at a portal you built, or Configure in the window | name it, choose its map icon, toggle a PIN lock โ one panel |
| Select a locked gate | the PIN must be entered before it takes you |
| Launch a locked favourite or click its marker | the quick PIN window opens with the keyboard already in the field: type, Enter, go. A wrong PIN clears for another try |
| Pick an icon from the grid | that portal wears it on everyone's map โ even players who never went near it |
| Drop PNGs on the server | every player downloads the ones they lack, once, with nothing to install |
๐ฏ Eight hand-drawn icons in the box โ a boar with meat for eyes, a crowned neck, a party longship, a rainbow mead, a surprised greydwarf, a deathsquito on a sword, a troll sign and a wacky viking helmet ยท แฑ By default every marker is TortalPortal's own rune pin, coloured by PinColour; PortalPinIcon swaps it for one of vanilla's five icons or your own.
๐ Read the saga โ how marks travel
The icon choice lives on the portal itself and travels in the destination list, so even portals nobody has visited are drawn with their proper marker. A portal's name and its icon are separate: rename it and it keeps its marker; change its marker and it keeps its name.
Icons from the server are cached by content, so each machine downloads one once, ever โ across servers and worlds. Icons everyone already has, including the eight that ship with the mod, are never sent. If a server's icon shares a name with one of yours, the server's copy wins, so everyone at the table sees the same thing; your file is left untouched on disk.
Size costs memory, not looks. Vanilla draws every marker into a fixed box โ 48 px on the great map, 32 px on the minimap โ so any image is scaled into it. A 4096ร4096 PNG holds roughly 64 MB of video memory to draw something 48 pixels across, and the log says so. The shipped icons are 48ร48, exactly the box. Non-square images are letterboxed rather than stretched.
Your tames come with you, and you stay in the saddle.
| ๐บ Tames follow | any tamed creature following you steps through at your side; TameFollowRadius sets how wide a circle is gathered |
| ๐ Ride through | teleport while mounted and the beast comes too โ you are lifted out for the trip and seated again on landing |
| ๐งฉ Any saddle | built on the game's mount interface, not one saddle: custom saddle items and modded mounts (OdinMounts and friends) ride through like a Lox |
| โต Ships and carts | stay where you left them; only a tamed creature qualifies |
Gear recovery without the bare-handed walk back into whatever killed you.
| ๐ Die | the server raises a private portal near where you wake โ beside your bed, or at the start temple โ leading straight to your tombstone |
| ๐ช One way | the grave-side gate is an exit; there is no automatic trip home |
| ๐ Yours alone | nobody else can use it or gets a window on it; hover either gate to see whose it is |
| โณ Stands until the grave is empty | both gates come down together then, or after CorpseRunGateTtlMinutes (no limit by default) |
| ๐ฐ Dungeons and the sea | a dungeon death opens the grave gate at the dungeon's entrance; an ocean death floats it on the water |
๐ Read the saga โ how both ends are placed, and why they cannot be farmed
Both ends are placed properly. The server scans outward from the tombstone (and from the bed) in one-metre rings for a spot with CorpseRunClearanceMeters of room โ measured edge to edge from every tree, boulder, building piece, portal and generated location, using each object's real footprint, so a rock that spans eight metres counts as eight metres of rock. That figure is a preference: ten metres of room from everything does not exist in a forest, so it is tried in descending steps โ the full figure, then 70 %, 50 % and 35 % โ down to the CorpseRunMinRoomMeters floor, and the gate takes the closest spot honouring the largest step the ground can offer. Only if nothing in range meets even the floor does the search widen, and then the log says by how much it fell short.
On the ground, not in it. The ground height is the game's own terrain recipe re-run on the server, terraforming included, so a gate beside a bed on a levelled base stands on the levelled floor, and the frame's four corners are checked so it neither floats off a slope nor wedges against a cliff.
Restarts leave no strays. A gate raised by a previous run and forgotten is reaped at startup; a tombstone still standing after a restart, from a death within CorpseRunMaxGraveAgeMinutes, gets a fresh gate. If either end of a standing gate goes missing, the server raises it again on the same spot.
Not a farm. Corpse gates are never in the destination list, on the map, in the export or counted against anyone's cap. They cannot be hammered down for their materials โ dying is not a way to farm surtling cores โ they are always self-healing, and they refuse any removal the mod did not ask for. Ordinary player portals stay their builder's to take down.
Portals that monsters cannot break, a network that checks itself, and rules the server sets.
| ๐ก๏ธ Self-healing portals | monsters stop targeting portals, any hit that lands is refused, and a hurt portal is healed. Hammer removal still works |
| ๐ฉบ Portal health | the server walks every portal on its own timer and reports what is wrong, worst first |
| ๐ฉน Repair you can undo | dry-run by default; when it writes, it saves a snapshot first, so the whole batch can be put back |
| ๐ง Decide what travels | Vanilla, a whitelist plus blacklist, or BypassAll โ and the rules are the server's |
| ๐งฎ Portal cap | MaxPortalsPerPlayer โ unlimited by default |
| ๐ Admin bypass | admins ignore PIN locks, item filters and portal limits |
๐ Read the saga โ what the health check looks for, and how the filters combine
Self-healing stops damage at the one place every kind of it goes through โ blows, fire, weather, ash, collapse. Switch SelfHealingPortals off and portals go back to being as mortal as any other piece, live, with no reload.
The health check looks for what can actually go wrong with a portal under this mod: a gate buried in the terrain, a destination photograph too large to send (one can disconnect every client who walks near the gate, in a loop), a map icon the server does not offer, a stray corpse gate, a player over the portal cap, a portal at dungeon height, leftover scatter litter, and a few notes (gates with no builder, duplicate names, a PIN-locked gate nobody owns).
Repair is bounded. It lifts a buried gate up to the ground (never down onto it), strips an oversized photograph (saved beside the snapshot first, and re-shot later), clears an unknown icon and removes a stray corpse gate. Anything that belongs to a player is reported and left alone. Snapshots are also taken on every world save.
Filters. Fill the whitelist and only those items may pass beyond vanilla's rules โ add Bronze and Bronze travels while Iron stays blocked. The blacklist blocks items even if they would normally be allowed.
Vanilla's portal effects are gone. A runic gateway stands in their place.
| โจ Elder Futhark glyphs | drawn in off the edges of the opening, swirling round the gate and spiralling inward, each its own shade of your colour |
| ๐ฎ Rune circles and a trail | two counter-rotating rings, a magic circle across the threshold, rising embers, and a glowing ribbon of runes orbiting the pillars |
| ๐ It wakes as you come | dormant beyond VFXWakeDistance, it builds as you approach and bleeds away as you leave; any player wakes it |
| ๐๏ธ Two dials | VFXIntensity is how much gateway there is; VFXBrightness is how hard it burns. VFXColour paints it โ all live |
| ๐ Fits every arch | it measures each portal's opening and centres itself: wood, stone and black marble alike |
| ๐ผ๏ธ A gilt frame | the windows wear polished rails, acanthus corners and a palmette crest on dark leather โ all drawn in code; UIGoldColour makes it silver, bronze or verdigris |
๐ Read the saga โ drawn in code, and sized for your screen
None of the frame is a shipped image. Every rail, flourish and crest is generated at runtime under a single consistent light โ no textures, no shaders, no asset bundles, so it can never show you a missing-texture pink square. The only files the mod installs are the eight map icons, plain PNGs you can open, edit or delete.
Text too small or too large? UITextScale moves it between 0.6ร and 3ร, UIFontSizeDelta adds up to +24 points on top, and rows, fields, buttons and windows grow with it so nothing clips. VFXTintPortalFrame tints the portal's own glowing panel to the gateway's colour, so the two read as one object.
First ten minutes: install with a mod manager, or unzip into BepInEx/plugins, on the server and every player โ place a portal โ E to name it, pick its icon, lock it โ walk into another portal's range โ click the thumbnail and flip the album โ pick your destination on the map, click again, go.
| Key | Command | ||
|---|---|---|---|
| E | configure your portal ยท touch a concealed gate | tortal_pinreload |
admins: hand out new server icons, no restart |
| Enter | confirm a PIN | tortal_health |
scan every portal now |
| Esc | hand the keyboard back ยท leave the PIN window | tortal_repair ยท --apply |
dry run ยท do it |
| โ / โ | flip the album | tortal_snapshot [name] ยท tortal_snapshots |
save ยท list snapshots |
| Right-drag ยท wheel | look round ยท zoom the live view | tortal_restore <name> [--recreate] |
put every portal back |
| ยป | expand the favourites strip | tortal_scatter ยท tortal_scatterconcealed |
seed a world |
๐ ๏ธ Give your portals their own map icons
- Open the portal's configuration window. The
Configurebutton in the destination window's top row (left ofClose) is the reliable way in; E at the gate does the same, but only when no text field has the keyboard. - Use the Map icon grid.
โmeans no icon of its own, and the portal falls back to yourPortalPinIconsetting. With more icons than fit, the last cell reads+N โธand opens a scrolling panel. - Hit Save. The choice is stored on the portal, so every player sees it.
Your own artwork: drop PNGs into the TortalPortalPins folder beside TortalPortal.dll and restart. The filename is the icon's name โ deep_mine.png shows as deep mine โ and the filename is what is stored, so renaming a file later un-marks every portal using it. Transparency is respected.
Your own default marker: set PortalPinIcon = Custom and put the icon's name in DefaultPinIcon (a dropdown in ConfigurationManager). It works for icons the server sent you too. An old single TortalPortalPin.png beside the plugin still works with DefaultPinIcon left empty.
๐ก Share icons from your server
- Drop PNGs into the
TortalPortalPinsfolder beside the server'sTortalPortal.dll. - Run
tortal_pinreloadfrom any admin's console, or restart the server. - Each player downloads only the icons they are missing, once per machine.
Limits: 256ร256, 96 KB and 64 icons per world; oversized files are named in the server log and not offered. ShareIconsFromServer = false turns it off.
๐ฑ Seed a world with portals
Test gates. Cheat commands โ enable devcommands first, which on a server means being on its adminlist.
tortal_scatter [count] [radius]โ raises portals at random across the world: default 25 within 2 000 m, up to 500 at a time and 10 000 m. Each is named for its biome, and every 5th one is PIN-locked with1234.tortal_scatterclearโ removes every portaltortal_scatterraised and nothing else. From a client it also asks the server to sweep the whole world.
Scatter a network on day one โ tortal_scatter 100 10000 covers the world โ and the camera photographs it portal by portal, so the server opens with an album no player has visited.
Concealed gates. Not cheat commands: typed at the server console they run there; typed in a client's console they go to the server, are checked against its adminlist, and answer back in your console.
tortal_scatterconcealed [count] [radius]โ seeds concealed gates: default 25 within 4 000 m, up to 200 at a time and 10 000 m. The summary comes back when the last one is placed.tortal_concealedclearโ removes every concealed gate, found or not, and takes it off everyone's list.tortal_concealedโ how many stand, how many are found, and by whom.
๐ฉบ Check and repair the portal network
None of these are cheats. At the server console they run there; in a client's console they go to the server, are checked against its adminlist, and answer back. Everything lands in the server log as well.
tortal_healthโ scans every portal now and lists what it found, worst first.tortal_repairโ a dry run: lists exactly what a repair would do and touches nothing.tortal_repair --applyโ does it, at mostRepairMaxActionsPerRunfixes per pass, after saving a snapshot namedpre-repair-<time>; the reply names it.tortal_snapshot [name]โ saves every portal's name, PIN, icon, builder and position toBepInEx/config/TortalPortal/snapshots/.tortal_snapshotsโ lists them, newest first.tortal_restore <name> [--recreate]โ puts every portal back as the snapshot has it, matched by position. A vanished portal is reported;--recreateraises it again. A snapshot from another world is refused.
AutoRepair runs the repair on the scan's timer; RepairDryRunDefault (on) decides whether that pass may write.
| Kept by the server | Drawn on each player's game | Needs TortalPortal on |
|---|---|---|
| the portal list ยท photographs ยท item filters ยท portal cap ยท corpse run ยท concealed gates ยท self-healing ยท health and repair ยท shared icons | the destination window ยท map marks ยท album and live view ยท favourites ยท the runic gateway ยท frame, colours and text size | both โ the server and every player |
โ ๏ธ Install it everywhere and update together. Settings marked ๐ below come from the server. Hosted worlds and dedicated servers both work.
| Mod | |
|---|---|
| OdinMounts and other modded mounts | Ride through portals like a Lox; so do custom saddle items. |
| Fatty | Shares TortalPortal's theme and the UIFontSizeDelta setting โ match the numbers and the two mods' windows read the same. |
All safe to leave alone. ConfigurationManager (F1) in game, or BepInEx/config/wubarrk.TortalPortal.cfg. Your settings survive updates: when the file changes shape it is backed up beside itself and every value is carried over; anything that no longer exists is named in the log with its value.
๐ Server-synced โ set on the server
| Section | Setting | What it does |
|---|---|---|
| 1 โ General | LockConfiguration |
on: the server's copy of these settings is the one that counts. Admins can still change them live |
| 1 โ General | FilterMode |
Vanilla, WhitelistBlacklist or BypassAll |
| 1 โ General | WhitelistItems ยท BlacklistItems |
comma-separated items that may pass ยท that may not |
| 2 โ Limits | MaxPortalsPerPlayer |
portal cap per player; 0 or less = unlimited (default) |
| 2 โ Limits | AdminBypass |
admins ignore portal limits, PIN locks and item filters |
| 3 โ Features | AllowTames ยท TameFollowRadius |
tames follow you through ยท how far round you they are gathered (2โ30 m, default 10) |
| 3 โ Features | AllowMountedTeleport |
teleport in the saddle |
| 3 โ Features | MenuOpenDistance ยท MenuVerticalDistance |
how close, flat (default 1.25 m) and up or down (default 2 m), before the window opens |
| 3 โ Features | EnableCustomVFX |
the runic gateway in place of vanilla's effects |
| 3 โ Features | EnablePortalCameraShot ยท SnapshotRefreshIntervalMinutes |
photograph on placement ยท re-shoot interval (default 5, 0 = never) |
| 3 โ Features | EnableRemoteSnapshots |
the camera walks the world on its own |
| 3 โ Features | EnableLivePreviews |
experimental, off: live view of the destination |
| 3 โ Features | AnchoredSpawning |
wildlife appears at a gate being watched live โ real creatures, written into the world |
| 3 โ Features | AnchoredEnvironment |
a far portal's own sky, weather and grass |
| 3 โ Features | CameraResolution |
Res480p ยท Res720p ยท Res900p ยท Res1080p (default) |
| 3 โ Features | AnchorZoneRing ยท AnchorSettleBudgetSeconds ยท AnchorSettleRadius |
how much world a far shot loads (1โ2) ยท how long it waits (default 40 s) ยท how far terrain must settle (default 100 m) |
| 3 โ Features | PortalIndexRefreshSeconds |
how often the server republishes the list (default 10 s) |
| 3 โ Features | RepairSunkenTraders |
lifts a trader standing under the ground back onto it |
| 3 โ Features | ShareIconsFromServer |
hand the server's map icons to players |
| 3 โ Features | SelfHealingPortals |
portals shrug off damage |
| 6 โ Corpse Run | EnableCorpseRun |
the corpse run |
| 6 โ Corpse Run | CorpseRunGateTtlMinutes |
how long a gate stands if the grave is not emptied (0 = no limit, default) |
| 6 โ Corpse Run | CorpseRunMaxGraveAgeMinutes |
how old an unreported grave may be and still earn a gate (default 30) |
| 6 โ Corpse Run | CorpseRunClearanceMeters ยท CorpseRunMinRoomMeters |
room a gate prefers (default 10 m) ยท the hard floor (default 2 m) |
| 6 โ Corpse Run | CorpseRunSearchRadiusMeters |
how far out to look (default 40 m) |
| 6 โ Corpse Run | CorpseRunGraveOffsetMeters ยท CorpseRunBedOffsetMeters |
least distance from the tombstone (2 m) ยท from the bed (3 m) |
| 8 โ Concealed Gates | EnableConcealedPortals |
concealed gates can be found (dormant until a world is seeded) |
| 8 โ Concealed Gates | ConcealedDiscoveryShared |
the first finder reveals a gate for everyone (off) |
๐ฅ๏ธ Local to your game โ yours alone
| Section | Settings |
|---|---|
| 3 โ Features | MenuCloseMargin ยท MenuRequireVerticalLineOfSight ยท ShowDestinationPreviews ยท OpenFavoritesView ยท FocusSearchOnOpen ยท ShowPortalPinsOnMap ยท PortalPinIcon ยท DefaultPinIcon ยท UITextScale ยท UIFontSizeDelta |
| 3 โ Features (gateway) | VFXWakeDistance ยท VFXIntensity ยท VFXBrightness ยท VFXSwirlDensity ยท VFXTintPortalFrame ยท VFXOrbHeightOffset |
| 5 โ Colours | VFXColour ยท PinColour ยท UIGoldColour โ colour pickers, applied live |
| 7 โ Portal Health (server only) | HealthScanIntervalSeconds ยท AutoRepair ยท RepairDryRunDefault ยท RepairMaxActionsPerRun ยท SnapshotRetain ยท SnapshotOnWorldSave |
| 4 โ Debug | EnableDebugLogging |
Needs: BepInExPack Valheim 5.4.2360
๐ Also by me: Fatty, which shares this frame, and Mists of Avalor.
Made by Wubarrk โ ravenirongames.com. Bug reports welcome on Discord. License: MIT โ use, modify and redistribute freely, including commercially; just keep the copyright notice. Full text in LICENSE.md.