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Stavebound

Travel to any portal in the world. What you may carry through is decided by the staves standing at the far end — and every stave is bought with a boss's head.

Interact with a portal and pick your destination off the map. The choice belongs to the portal and applies to everyone, until someone re-aims it. Walking in travels.

Then the part that makes it more than another any-portal mod. Build an Elder's Stave beside a portal and that portal will accept copper, tin and bronze. It will still refuse iron — until you go and build a Bonemass's Stave there too, and it says so in as many words:

Iron cannot enter "Copper Mine" — no Bonemass's Stave there.

One end of the trip has to have paid. By default either end will do, so a site with an iron stave both takes iron from anywhere and sends it anywhere — and only two sites that both lack it cannot pass iron between them. Which end is asked is the dial most worth knowing about; see Which end pays.

You are told before you commit, not at the wall. The portal's runes go dark when it will refuse what you are holding, the offending stacks are marked in your inventory while you pack, and walking up to the portal gets you the reason in words.

Installing

Built for Valheim 1.0 and needs Jotunn 2.30.0 or newer — earlier Jotunn predates the game's 1.0 release. With a mod manager both it and BepInEx arrive as dependencies and there is nothing else to do; by hand, drop Stavebound.dll into BepInEx/plugins.

Install it on the server and on every client. The server works out clearance; clients need the map selector and the travel check. Clearance rules synchronise from the server, so nobody can loosen them locally.

Removing the mod removes its pieces, so any staves you built will vanish — normal for any mod that adds buildables. The extra data it writes is harmless to an unmodded game.

The staves

Each is built from that biome boss's trophy plus a little of what the biome gives you. Stand one within ten metres of a portal and it binds to it.

Stave Costs Lets through
Elder's The Elder trophy · 10 copper · 20 stone Copper, tin, bronze
Bonemass's Bonemass trophy · 10 iron · 20 stone Iron and scrap iron
Moder's Moder trophy · 10 silver · 20 stone Silver, dragon eggs
Yagluth's Yagluth trophy · 10 black metal · 20 stone Black metal
Queen's The Queen trophy · 3 dvergr extractors · 20 stone Dvergr extractors, mechanical springs
Ashen Fader trophy · 10 flametal · 20 stone Flametal and the Ashlands' spoils

Tiers are independent — a site can accept silver while still refusing iron. Nothing makes you climb the ladder in order.

While you are holding one, a beam shows which portal it would bind to, and a circle shows its reach if nothing is close enough.

Which end pays

MaterialFlow, under 2 - Clearance. One rule for the whole world, set on the server — this is the setting that decides how the whole mod feels, so it is worth a minute before you start a save.

Asks What that gives you
Both (default) Either end A site's staves cover arriving and departing, so metals move freely between it and anywhere else. Only two sites that both lack a tier cannot pass it. The most forgiving — a stave you forgot to build strands nothing
Receive The destination The sharper rule, and the one the mod was designed around. An outpost with no staves sends ore to your base forever and never receives any. Ore flows inward, toward the places you have invested in, and outposts stay cheap, disposable and one-way
Deliver The portal you leave Receive mirrored. A stocked base supplies a bare frontier with anything, but that frontier cannot ship its own ore home until it has staves of its own

Under every one of them, a tier that neither end holds never moves. Nothing here lets you carry something nobody paid for; it only decides who is allowed to have done the paying.

One thing Both gives up, since it is the default and this is easy to discover the hard way: a single fully-staved base makes your whole network permeable in two hops — outpost to base, base to other outpost. Direct outpost-to-outpost still needs one of them to have paid. If that reads as too loose once you have played it, Receive is a one-line change and restores the original rule exactly.

Controls

E at a portal Open the destination selector
Shift+E at a portal Rename it, as vanilla
← → Change the highlighted destination
P Confirm
Escape Cancel
O Sort by distance or name
K Show only destinations that accept what you are carrying

All rebindable under 5 - Selector keys, each with a gamepad button beside it. The selector is fully playable on a pad.

Or use the mouse. Keys browse and the confirm key chooses; a click chooses straight away.

Click a destination, or pick one from the dropdown Choose it
Click a portal's pin on the map Choose it and close the map
Mouse wheel over the list Move the highlight — the map does not zoom
Hover a destination Show it on the map without choosing it
The buttons along the bottom Do the same as their keys

The portal nearest your bed is drawn in light blue; the other destinations' pins are orange while you choose. Each of these can be switched off under 8 - Selector.

Settings worth knowing

Setting Does
ReaimPermission Who may re-aim a portal — anyone, only players a guard stone permits, or admins
MaterialFlow Which end of a trip a site's staves count for. Both by default — either end is enough. Receive: only the destination, so outposts are one-way. Deliver: only the portal you leave
StaveRadius How far a stave reaches for its portal. Ten metres by default
PortalBinding Whether a stave binds to the nearest portal or every portal in range
StrictLadder Off by default. On, a site's clearance stops at its first missing rung
SealedItems Resources no stave will ever carry. Bloodgold and Petrified Tissue by default
SeamlessTransit Off by default. Ends a trip when the destination has loaded rather than on vanilla's eight-second timer — a destination already in memory skips the loading screen entirely
ShowBlockedCargoOverlay Marks the stacks a nearby portal's destination will refuse
HidePortalNames Hides names in the selector, if you would rather navigate by the map
ClickPicksPortal On by default. Clicking a destination in the list or dropdown picks it at once; off, a click only highlights and the confirm key picks
MapClickPicksPortal On by default. Clicking a portal's pin on the map picks it and closes the map; off, it only highlights
ColourHomePortal On by default. The portal nearest your bed is drawn in its own colour
ColourPortalPins On by default. Destination pins on the map are orange while choosing, so they stand out from your own pins
HoverPreviewsOnMap On by default. Hovering a destination shows it on the map
WheelScrollsList On by default. The mouse wheel over the list moves the highlight instead of zooming the map

Two resources are sealed: the Deep North's Bloodgold and Petrified Tissue. No stave carries them and none ever will — the base game moves those by stone portal and nothing else, and this mod leaves that alone rather than selling them back to you for a trophy. SealedItems decides which, if you disagree.

Which item belongs to which stave is configurable too, under 2 - Clearance. The list of blocked items is never hand-written — it is read from the game at startup, so a game update adding a new ore cannot break the mod. Anything unrecognised is held to the highest tier and named in the log.

LogNetworkSync defaults off. Turn it on before reporting anything about two machines disagreeing about a portal — it narrates every sweep, broadcast and receive, and it is the first thing anyone will ask for.

Note that changing a default only affects a config file that does not exist yet. If you have played an earlier build, your existing com.recognizerhd.stavebound.cfg keeps whatever it was written with — edit it, or delete it and let the game write a fresh one.

Console commands

Type help in the F5 console for the full list. The useful ones:

  • stave_portals — every portal this game knows about, where it points, and its clearance
  • stave_items — every item the game refuses to teleport, and which stave permits it
  • stave_net — the sync's state. Run it on a server and a client and compare
  • stave_players — where every player is, as drawn, as this machine holds them, and as the server reports them. For diagnosing a player who looks left behind at a portal

None of these need devcommands — only the console, which you can switch on in the game's settings.

A note on cheating

Cargo checks happen on your own machine, because that is where your inventory is. A determined player could bypass them. This is a rule system for playing with people you like, not anti-cheat — the server owns what each site permits, and never what you are carrying.

Licensing

Code: MIT — see LICENSE.

Valheim and its assets are the property of Iron Gate Studio. No game files are redistributed here. The mod builds its pieces by recolouring one that already exists in the game rather than shipping any art of its own.

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