PortalMonuments
An alternative to vanilla portals. Find ancient stone monuments across the world, activate them, and teleport between them by picking one on the map. Activations are shared in multiplayer, and you can build your own. Highly configurable.Portal Monuments
An alternative to vanilla portals. Find ancient stone monuments across the world, activate them, and travel between them by picking one on the map. Can also be built.

Features
- Monuments in every land biome, about 120–160 per world, at least 800 m apart, never in water or lava, plus one near the spawn. They can't be damaged.
- Activate with E. The rune circle lights up blue and the monument starts to hum.
- Light beams rise from monuments you haven't activated yet, visible from about 1 km.
- On your map: activated monuments show as small icons on the map and minimap (can be turned off).
- Teleport by map. Use an activated monument, then click another one's pin on the map. You hold still and take no damage while you dissolve and reappear.
- Vanilla item rules: no ore or metals, unless the server allows all items.
- Shared in multiplayer: what one player activates, everyone can use (can be turned off).
- Build your own with the hammer (Misc tab): Removable with the hammer, takes no damage.
- Optional: disable vanilla portals.


No-map mode
For playing without a map: turn on No-map mode Automatic in No Map worlds. Monuments then open a Travel to... list instead of the map. Unnamed monuments are listed by biome and number. rename activated ones with Shift+E.
Installation
Use a mod manager (r2modman, Thunderstore Mod Manager or Gale), or install BepInExPack Valheim and Jötunn and put PortalMonuments.dll in BepInEx/plugins.
Multiplayer: the server and every player need the mod. Versions with the same first two numbers work together.
Existing and bigger worlds
- Monuments only generate in new worlds. In an existing world, an admin can run
pm_generateto add them to unexplored areas. - Bigger worlds (Expand World Size) get monuments all the way to the edge. After enlarging a world, run
pm_generateto fill the new space. - Config files from before 1.0.3 keep
Count = 500; raise it for big worlds (new default 2000).
Configuration
In BepInEx/config/com.portalmonuments.cfg or in game (F1). On a server, the server's settings apply.
| Setting | Default | |
|---|---|---|
| Share activated monuments | On | Activations count for everyone |
| Allow all items through monuments | Off | Lets ore and metals through |
| Hold still and invulnerable while teleporting | On | No moving or damage during the teleport effect |
| Disable Vanilla Portals | Off | Existing portals keep working |
| Build recipe | GreydwarfEye:10, Stone:10, SurtlingCore:2 | Item prefab names; empty = free |
| Disable building | Off | Removes the monument from the hammer |
| Generated Monuments | Spacing, biomes, ground, spawn monument (more in the config file) | |
| No-map mode | Off | Per player |
| Show activated monuments on the map | On | Per player |
| Hum volume, map pin size, light beam (on/off, brightness, range) | Per player |
Console commands
F5 console. On a dedicated server, admins can run pm_count and pm_generate; pm_place, pm_remove and pm_show need devcommands and only work in single-player or for the host.
| Command | |
|---|---|
pm_help |
Lists the commands |
pm_count |
How many monuments the world has |
pm_generate |
Adds monuments to unexplored areas |
pm_place [x z] |
Places a monument here or at x z |
pm_remove |
Removes the generated monument you're standing at |
pm_show |
Shows every monument on the map |
Changelog
- 1.0.5 - Hotfix: If something goes wrong during a teleport, you now still teleport, and a short message names the cause for bug reports.
- 1.0.4 - Light beams visible from about 1 km (range setting). Activated monuments on the map and minimap (setting, on by default). Monuments no longer generate under water at swamp edges. New
pm_removecommand. - 1.0.3 - Monuments generate past the vanilla world edge in bigger worlds. No moving or damage during the teleport effect (setting, on by default). Shorter README.
- 1.0.2 - Monument picture as the hammer icon. No-map mode with monument names.
- 1.0.1 - README update.
- 1.0.0 - First release.
Compatibility
- Removing the mod removes all monuments; built ones don't return their materials.
- Building-copy mods (Infinity Hammer, PlanBuild) can duplicate a monument's ID, so teleports may go to the copy.
- Works with Riverheim & Extended World Map
Feedback
Bugs or ideas: Discord disr0d
Credits
Inspired by Waypoints by RustyMods. Portal Monuments is a separate mod with its own code and art.
If you enjoy the mod, you can support me on Ko-fi.
