Changelog
0.10.1
- Fix a backpack holding restricted cargo being refused outright. Backpack mods mark the
pack itself non-teleportable while it holds ore, and Tollbound was reading that as one
giant piece of unrecognised contraband. It now asks the item's prefab rather than the
carried instance.
- Fix TargetPortal refusing every crossing with "item in inventory won't allow me to
teleport". Its click handler asks the game's all-or-nothing teleport check before
Tollbound is consulted, so the real gate never ran.
- Backpacks (blaxxun) cargo is now read from the real inventories its API exposes rather
than queried item name by item name. Faster, and unrecognised items inside those packs
are no longer invisible.
0.10.0
- Backpack support. Cargo inside a backpack now counts toward the crossing's ceiling, is
priced into the toll, and can be destroyed by a loss roll. Previously it crossed free:
Tollbound read the player's own inventory, and a backpack holds its contents in a nested
inventory that walk never touched. Works with AdventureBackpacks and Backpacks (blaxxun),
both soft dependencies bound by reflection. Tolls come from your own inventory first.
- TargetPortal support. Warping from a biome portal to a map pin is now gated exactly like
walking through one: same ceiling from both ends, same tolls, same loss rolls.
- The gate sits on the game's own TeleportTo and only acts while TargetPortal is handling a
click, so none of that mod's logic is replaced and other portal mods that warp the same
way should be covered too.
- Leaving a wood or stone portal by map is untouched, as before.
0.8.0
- All six spirits are now voiced. Moder, Yagluth, the Queen and Fader join the Elder and
Bonemass, each with its own vocabulary and its own shift in tone once its boss is dead.
210 authored lines, and 24 distinct centre-screen messages per situation per spirit.
- voice.txt now gains sections added by updates instead of missing them. The file is still
never rewritten, so existing lines and edits are untouched; only sections absent
entirely are appended. To silence a spirit, empty its section rather than deleting it.
0.7.1
- Loss rates raised after play testing: 8 / 11 / 14 / 17 / 22 percent, up from
5 / 7 / 9 / 11 / 15. A sixty-unit haul now loses about five ore in the Black Forest
rather than three, and about thirteen flametal in the Ashlands rather than nine, so
killing a biome's boss is worth doing rather than merely nice. Existing configs keep
their own values; edit LossRate per tier to adopt the new ones.
0.7.0
- Each portal now renders its own build-menu icon in its biome colour, so the six are
tellable apart without hovering. The icon colour is baked into the sprite rather than
applied in the UI, leaving vanilla's affordable/unaffordable icon tinting intact.
- Configured toll items are checked against the item database on load. A name that does
not exist falls back to the shipped default with a loud error, instead of silently
making that biome's cargo impossible to move.
- Portal hover text now shows the expected loss alongside the rate, not just the
percentage — the number actually worth deciding on.
0.6.0
- New Tolls/Scaling setting. Flat (default) keeps one toll per biome per crossing whatever
the haul. PerLoad charges one toll for every LoadSize units of that biome's cargo, so
moving a warehouse costs proportionally more and boats stay worth using for bulk.
- LoadSize is per biome and defaults to 30, Valheim's own ore stack size, so the rule reads
as one toll per stack. Rounds up: a single unit over a stack is a second load.
- Hover text and the ledger now price tolls through the gate's own calculation, so a quoted
price cannot drift from the charged one, and both show the load count when above one.
0.5.1
- Surtling cores now scale across the ladder: 2, 3, 4, 6, 8, 10. They are already vanilla's
portal ingredient, so a bigger portal wanting more core reads better than swapping in a
different core at the top.
- Stations simplified to Workbench for the first three rungs and Forge for the last three.
The Artisan table and Black forge read oddly in sequence for what is the same structure
six times, and a Workbench is far easier to plant in the field than a Forge.
- Item report gained a candidate group for late-game recipe materials.
0.5.0
- The spirits speak. A crossing that is refused or paid for now draws a centre-screen line
composed from two pools: an atmospheric opener and a demand, each a complete sentence, so
six of each gives thirty-six combinations. Tone shifts once a biome's boss is dead.
- Lines live in BepInEx/config/Tollbound/voice.txt, written on first run and never
overwritten. Add or edit lines without reinstalling; a new [mountain.restless.opener]
section starts being used immediately.
- Black Forest and Swamp are fully voiced. Every other spirit uses the generic [fallback]
pool until authored.
- New Appearance/SpiritDialogue setting turns the centre lines off, leaving only the
itemised ledger.
0.4.1
- Loss rolls now log every lot under VerboseLogging, including skipped ones, so that
"rolled and came up empty" can be told apart from "never rolled". At these rates a
small haul losing nothing is the single most likely outcome, which makes a working
mechanic look broken.
0.4.0
- Portal hover text now names the crossing: this portal's tier, the tier on the far end,
and what the pair actually carries. Adds the toll due, what a living boss puts at risk,
and what is blocking the crossing when something is.
- The inventory no-teleport slash now reflects the nearby portal instead of the vanilla
all-or-nothing flag: it clears from cargo the crossing accepts and stays on the rest.
- Cargo the game restricts but Tollbound has no tier for is now refused rather than
carried free. A game update adding a new ore fails closed instead of opening a hole.
0.3.0
- Portals of different tiers now connect freely. A crossing carries the LOWER of its two
ends, so a Swamp portal linked to a Black Forest one is a Black Forest crossing both
ways, and either linked to a vanilla portal carries nothing restricted at all.
- Removed the same-tier pairing restriction that made connections exclusive.
- The toll gate: ceiling check, per-biome tolls charged on the cargo you carry, and
per-unit loss rolls for biomes whose boss still lives. Nothing is spent unless every
check passes.
- The proximity swirl now reflects Tollbound's rules instead of vanilla's all-or-nothing
check, and is tinted to match its portal.
- Biome portals deliberately do NOT set m_allowAllItems. Other portal mods read that flag
as "no restrictions" and skip their own safeguards, which would have made these portals
more permissive than vanilla rather than less.
0.2.2
- Fix biome portals never connecting. Game.Awake builds PortalPrefabHash from a
serialized prefab list, and ZDOMan gates every portal path on it, so a portal whose
hash is absent is never added to m_portalObjects and ConnectPortals never sees it.
Tollbound's prefabs now register themselves as portals.
- Raise the default unconnected glow from 0.6 to 2.0, which is above the bloom
threshold. Existing configs keep their own value; edit IdleGlowIntensity to change it.
0.2.1
- Fix the plugin failing to load at all: TierInfo.Recipe used a C# value tuple, which
compiles against the net462 reference assemblies but has no System.ValueTuple at
runtime under Valheim's Mono. The type initializer threw during Awake, before any
pieces or patches were registered, so no portals appeared in the build menu.
0.2.0
- Six biome portal pieces, cloned from the vanilla wood portal and tinted per biome.
- Cargo tier model covering all 26 non-teleportable items, with per-tier toll and loss
settings bound as admin-synced config.
- Same-tier portal pairing: a biome portal will not connect to a portal of another kind.
Vanilla wood and stone portals still pair with each other as they always have.
- Item report now records Tollbound's own tier and loss classification per item.
0.1.0