Mods / Viking Portals

Tags: #QoL #Utility
Author: Lascifur
Side: Both
Created: Oct 29th 2024 at 12:27 PM
Last modified: Jan 7th at 12:34 PM
Downloads: 1306
Follow Unfollow 47

Latest release (for outdated Vintage Story v1.20.0-rc.8):
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!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.9 538 Jan 7th at 12:34 PM Show portals_1.0.9.zip 1-click install
v1.0.7 207 Nov 7th 2024 at 6:21 PM Show portals_1.0.7.zip 1-click install
v1.0.6 120 Nov 1st 2024 at 7:00 PM Show portals_1.0.6.zip 1-click install
v1.0.5 96 Oct 31st 2024 at 2:29 PM Show portals_1.0.5.zip 1-click install
v1.0.4 72 Oct 31st 2024 at 11:50 AM Show portals_1.0.4.zip 1-click install
v1.0.3 95 Oct 30th 2024 at 9:24 AM Show portals_1.0.3.zip 1-click install
v1.0.2 87 Oct 29th 2024 at 2:55 PM Show portals_1.0.2.zip 1-click install
v1.0.1 91 Oct 29th 2024 at 12:40 PM Show portals_1.0.1.zip 1-click install

12 Comments (oldest first | newest first)

💬 Lascifur , Jan 19th at 10:25 PM

ProfCupcake yeah, I still need to get to the bottom of that. -.-

💬 Silas, Jan 7th at 7:18 PM

OOh following this for later updates!

💬 ProfCupcake, Jan 7th at 3:13 PM

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? 

💬 Lascifur , Nov 19th 2024 at 9:16 PM

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.

💬 Brick, Nov 16th 2024 at 7:02 AM

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?

💬 Lascifur , Oct 31st 2024 at 2:37 PM

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.

💬 Lascifur , Oct 30th 2024 at 9:42 PM

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. 

💬 NerArth, Oct 30th 2024 at 6:32 PM

You did the thing! 😆 Cool to see the mod up and working.

💬 Lascifur , Oct 30th 2024 at 9:27 AM

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

💬 LoneWolfAlpha42, Oct 30th 2024 at 1:40 AM

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. 

💬 Lascifur , Oct 29th 2024 at 2:57 PM

@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.

💬 SoulReaperz, Oct 29th 2024 at 1:59 PM

looks to have good potential
maybe after its further developed add an example video?

 

 (edit comment delete)