
Mods / Viking Portals
Author: Lascifur
Side: Both
Created: Oct 29th 2024 at 12:27 PM
Last modified: Jan 7th at 12:34 PM
Downloads: 1559
Follow Unfollow 48
Latest release (for Vintage Story 1.20.0-rc.8, potentially outdated):
portals_1.0.9.zip
1-click install
v1.0.9:
- Mod works under 1.20! All prior releases didn't/won't. All further releases won't work with 1.19 or earlier, unless somebody really really wants me to fsr.
v1.0.7:
- The recipe now works. Whoops.
v1.0.6:
- Player's now face correct direction after exiting portals (except for long distance ones sometimes, still working on that)
- Blacklist now works! $server_data/ModConfig/vPortals/portalConf.json will autogenerate after the first time you run the mod, you can customize the blacklist of things players aren't allowed to teleport with there and turn the blacklist on and off. It defaults to off and will stay that way until I can make an audio alert or something to make it clear to players the portal works, they're just carrying something not allowed.
- Important: Portals set down in maps from prior modversions will not have all the data they need to function anymore. Get rid of them and replace them after changing to this mod version.
- Bugfix: An error was lurking in how portal tag data was persisting across savefiles. It's gone now.
Increasingly less janky. Still seems to work.
This adds portals that work more or less entirely like the portals from Valheim. For those of you unfamiliar, shift+use to change the tag of a portal. Two portals with the same tag will teleport you to and from one another.
If more than two portals have the same tag, the two that have had that tag the longest will be the ones that are linked.
May corrupt your saves, this is not yet widely tested.
If you find bugs other than the 'Todo' bugs, let me know!
If you want to donate, let me know. :3
Todo:
- Fix non-players not teleporting.
- Make portals placeable on top of plants and rocks and such.
- Make better textures.
- Add animations, sounds and particle effects.
- Gate portal creation behind some special new tools.
v1.0.5!
- Portals now only place in completely clear 3x3x3 grids. Will try and add clever handling of rocks and plants and such later.
- Landing zones will clear themselves when someone teleports into them if there's somehow a block there. (OH YEAHHH!)
- Landing zones will proactively stop blocks from being placed directly in front of them.
v1.0.4 may have had a bug when teleporting to far away chunks I didn't catch until v1.0.5. Sorry about that!
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.0.9 | 626 | Jan 7th at 12:34 PM | portals_1.0.9.zip | 1-click install | ||
Working under 1.20. Near as I can tell anyways.
No added new features, one lost feature (local teleport doesn't adjust the way you're facing anymore. I have no idea why.
but! It works under 1.20. Which the old version didn't. So yay. | ||||||
1.0.7 | 232 | Nov 7th 2024 at 6:21 PM | portals_1.0.7.zip | 1-click install | ||
fixed the recipe. it works now. whoops. | ||||||
1.0.6 | 150 | Nov 1st 2024 at 7:00 PM | portals_1.0.6.zip | 1-click install | ||
This is not compatible with old maps from prior versions: you'll need to destroy old portals and replace them with this update. If this is a huge problem for anyone, contact me and I'll see what I can do about making it backwards compatibel. blacklist can be turned on and altered inside of: $VintagestoryData/Modconfig/vPortals/portalConf.json (this will appear after the first time you run the server with the mod) Default setting is for the blacklist to be turned off and with all unworked metal and metalworking clayware banned if it is turned on. Position is now adjusted when you come out of a portal. (Sometimes doesn't work for long teleports.)
| ||||||
1.0.5 | 118 | Oct 31st 2024 at 2:29 PM | portals_1.0.5.zip | 1-click install | ||
Fixed a bug.
Made landing site clearing nondestructive. | ||||||
1.0.4 | 98 | Oct 31st 2024 at 11:50 AM | portals_1.0.4.zip | 1-click install | ||
Checks to make sure space around the portal is free in a 3x3x3 grid. Moved the GuiDialog window for the tag to a less inconvenient place. Short circuits attempts to teleport animals until that's figured out. Texture glitchiness fixed. Destroys blocks placed to either side of the portal when they're placed there without drops. (This is janky behavior and will be fixed in the next release.) | ||||||
1.0.3 | 119 | Oct 30th 2024 at 9:24 AM | portals_1.0.3.zip | 1-click install | ||
Portal is now a Multiblock! Selection and collision boxes now work. | ||||||
1.0.2 | 109 | Oct 29th 2024 at 2:55 PM | portals_1.0.2.zip | 1-click install | ||
Fixed selection boxes/collision box. | ||||||
1.0.1 | 107 | Oct 29th 2024 at 12:40 PM | portals_1.0.1.zip | 1-click install | ||
First Release! Totally janky! Guaranteed to teleport large animals where you don't want them! |
ProfCupcake yeah, I still need to get to the bottom of that. -.-
OOh following this for later updates!
When testing this, player's rotation is wrong coming out of portals: seems to be consistently 90 degrees off. I actually had a similar issue with my own mod in 1.20; I guess player yaw is just rotated now?
Brick that's not the trouble. there's branches for player and non player entities, the non player entities just snap back fsr. I have an idea to fix it and one other bug, its just going to take some time to implement and i've been busy irl.
Lascifur Hello. I'm not sure how it works under the hood when you do modding stuff, I know that ingame when you use command and condition blocks you can check for player and for entities by their type, and also use tp command where you can specify the area(relative to the command block) from which entity is teleported and its type. Maybe if you look into how it works, it can help you figure out the animals?
To anyone who grabbed v1.0.4:
Upgrade to v1.0.5.
I'm pretty sure that version will explode if you try to teleport to far off chunks. My apologies, I'll be more vigilant checking that in the future.
NerArth ty! Trying to figure out how to get animals to teleport is driving me nuts. I think i'm going to add everything else first and then figure that out.
You did the thing! 😆 Cool to see the mod up and working.
LoneWolfAlpha42 Extremely low budget; no particles or cool wooshing or ominous humming or texture work or animations yet; but!
They do in fact teleport and link up just like valheim portals. :3
I'ma be honest, I'm surprised there hasn't been a Stargate mod yet, but I see this as the next best thing if it works as advertised! I love the Valheim portals! I'll have to give this a try.
@SoulReaperz Once I feel safe removing the janky warnings and fix all the stuff on my list, I probably will!
It's kinda lackluster in terms of graphics and sounds rn.
looks to have good potential
maybe after its further developed add an example video?