
Quads Portal Hub
Portals you can actually use: press E on a portal and pick where it goes from a list.🌀 Quad's Portal Hub
Portals you can actually use: press E on a portal and pick where it goes from a list.
Source code · Report a bug · Discord
✨ Features
What is in it
- The list shows every portal in the world, nearest first, with its biome and distance. Search it, sort it by name, or star the ones you use most to keep them at the top.
- One click links this portal to the one you pick, and (by default) links that one back, so there is no more matching names on both ends.
- Every portal shows on the map with its name, and the big map draws a line from each portal to where it goes (an arrow when it only goes one way). A Map button next to each portal in the menu opens the map at that spot.
- Look at a portal and it tells you where it goes.
- Rename a portal right in the menu. Portals you never choose a destination for work the old way, by matching names, so nothing you built breaks.
- Teleport rules are unchanged: you still cannot carry ores or other blocked items through a portal.
- Needs to be installed on the host's game (and on yours to use the menu). Players without it can still walk through linked portals.
📸 Screenshots
Pick where a portal goes from the list: names, lands, distances
🎮 How to use
| Key | What it does |
|---|---|
| E at a portal | Open the portal menu and choose where it goes |
- E on any portal opens the PortalHub menu instead of the game's name box (press Shift+E for the game's own name box).
- Protected areas: a portal inside someone else's switched-on ward can't be relinked or renamed by you, and "link it back" leaves such a
portal as it is (you get a one-way link). The host checks this, whatever a player's game says. With
HideWardedPortalson (the host's choice), those portals also stay out of your list and map.
🧩 Other mods
Known clashes
- XPortal: PortalHub stands down while it's installed (the log says so).
Found a clash with another mod? Tell us which one and what happened.
👥 Multiplayer
Who needs it: The host (it keeps the portal links), and everyone who wants the portal menu.
The host keeps the portal list and the links, and checks wards before relinking or renaming. Players without the mod still travel through linked portals; they just don't get the menu.
The host decides: whether the menu is on and whether warded portals are hidden. While you play on their world their values replace yours (your file isn't changed); a host without the mod leaves everyone their own.
⚙️ Settings
In BepInEx/config/com.quad.portalhub.cfg, made the first time the game runs with the mod. r2modman and Thunderstore Mod Manager edit it under Config editor.
General
| Setting | Default | What it does |
|---|---|---|
Enabled |
true |
Use the portal menu when you press E on a portal. (Off: portals work like in the base game.) In multiplayer the server's value applies. |
HideWardedPortals |
false |
Leave portals inside someone else's protected area (a switched-on ward you are not on) out of each player's list and map, and refuse links to them. (Portals in such an area can never be changed by others either way.) In multiplayer the server's value applies. |
ShowDestinationOnHover |
true |
When you look at a portal, show where it goes. |
Map
| Setting | Default | What it does |
|---|---|---|
ShowPortals |
true |
Show every portal on the map with its name. |
ShowLinks |
true |
On the big map, draw a line from each portal to where it goes (an arrow if it only goes one way). |
Menu
| Setting | Default | What it does |
|---|---|---|
LinkBothWays |
true |
Picking a destination also links that portal back to this one. |
Favorites |
`` | Portals you starred (managed by the menu; you do not need to edit this). |
🤖 Made with AI
Made with the help of Claude (Anthropic), with Claude Code: designed, written and checked together, and tried in the game.
🧪 About Quads Lab
Quads Lab is where Quad H (HardHeadHackerHead) builds software with AI, of every kind: these Valheim mods are one of its projects. Each mod is designed by a player, written with Claude Code and tested in our own world, with bobisme as our tester.
- 🌐 quadslab.io
- 🧰 All Quads Lab mods on Thunderstore
- 💻 Source code on GitHub
- 💬 Discord
- 🐞 Found a bug? Open an issue on GitHub
📜 Recent changes
- 1.2.2 A clearer page: what it does, who needs it in multiplayer, how it gets on with other mods, and where to report a bug. The game itself is unchanged.
- 1.2.1 A new id, com.quad.portalhub (it was com.dhack.portalhub): your settings move over by themselves the first time it starts, and the old settings file is kept as a backup. Restart the game after this update. If an old copy is still installed beside it, this one stands down and says which file to delete, so the two never both run. The DLL now says it was made with AI, as Thunderstore asks.
- 1.2.0 Fix: anyone could relink a portal inside someone else's protected area, and "link it back" changed the other portal even in someone's base. The host now checks the wards itself and refuses to change a portal in a switched-on ward you are not on; linking to such a portal only goes one way. A new host setting, HideWardedPortals (off by default), keeps those portals out of other players' lists and maps. In multiplayer the server decides Enabled and HideWardedPortals. With XPortal installed PortalHub now stands down (the two undo each other's links). The menu uses the game's font.
Every change is on the Changelog tab.