Portal to your own local world from a dedicated server and back — no logout/relog. Plus same-world portal networks: mesh all your portals so you can hop between any of them. Entry codes, vanilla assets only.
0.9.2 — Fix network portal glow on dedicated servers
Fixed: on a dedicated server, network portals could show their "connected"
violet glow inconsistently — a portal whose other network portals were in
unloaded parts of the map would sit dark even though the network was complete.
The glow now asks the server for the full count (like travel already did), so
every portal in the same network lights up consistently no matter where the
others are. Install the update on the server too.
0.9.1 — Icon refresh
Updated the mod icon.
No gameplay changes. (Note: the glowing rune characters on the portal frame
keep their vanilla colour — that colour is baked into the portal's texture and
can't be re-tinted, the same as the orange flame burst. The frame glow, swirl
vortex, sparks and lights still carry the per-mode colour.)
0.9.0 — Per-mode portal glow & Discord
New: per-mode portal glow. Each portal now glows a colour for its mode —
vanilla tag = blue, network = violet, inter-server = cyan — and, like a
vanilla portal, only lights up when it's actually connected/usable (a lone
network portal or a destination-less inter-server portal sits dark). The inner
swirl vortex is coloured to match. (The outward flame burst stays orange — its
shader can't be recoloured.)
New: optional Discord notification. Set Discord/WebhookUrl in the config
and a message is posted whenever you cross from a server into your local world.
0.8.0 — Same-world portal networks
New: portal networks. Set a portal's link mode to Network and it meshes
with every other network-mode portal you built in that world. Walk through one to
pick any of the others from a menu and teleport there — an ordinary in-world
teleport, no loading screen. Works alongside vanilla 1:1 tag pairing (your other
portals are unaffected). Works in single-player and on dedicated servers.
Removed the item-policy setting.portal_wood and portal_stone now keep
their fixed vanilla item restrictions (wood blocks ore, stone carries it) with no
override — simpler and predictable.
Removed the travel hotkeys. Travel is portals-only now.
0.7.0 — Polish & packaging
First Thunderstore package: manifest, icon, README, and this changelog.
Reorganized config: the debug/fallback hotkeys moved to a Hotkeys section
and are now off by default behind EnablePrototypeHotkeys. Portals are the
intended way to travel; the hotkeys remain as a testing/keyboard fallback and
still drive the empty-config fallback destination.
0.6.0 — Item policy & portal_stone
portal_stone support (all behavior applies to both prefabs).
Wood/stone item policy: portal_wood blocks teleport-restricted items (ores),
portal_stone carries them. A per-portal ISP.policy override (Auto / Block /
Allow) is set from a new dropdown in the config panel. Blocking reuses vanilla's
own teleportability check and names the offending items.
0.5.0 — Lock codes
Optional per-portal entry code (salted SHA-256; raw code never stored), set/clear
in the config panel, masked entry prompt before travel, and an escalating
wrong-attempt throttle with a short "recently unlocked" memory.
0.4.0 — Hub routing
Per-portal destination list (label, world), a native config/editor panel
(alt-use) and a travel selection menu with a single-destination fast path.
Unavailable destinations are greyed with a reason. Local→local hops between your
own seeds, and a "Return to origin server" entry inside a local world.
0.3.0 — Destination validation & failure handling
Validates the target local world before leaving (missing / corrupt / wrong
version) and shows a centered reason instead of stranding you. A mid-flight
failure reconnects to the remembered origin server.
0.2.0 — Portal integration
Flag a portal inter-server via a custom ZDO field; flagged portals drive the
world switch by walk-through, unflagged portals stay vanilla. Arrival-bounce
guard so you don't loop between worlds on spawn.
0.1.0 — Core world-switch
The core disconnect → load-local-world → return sequence, with a persisted
return registry (origin server IP:port) that survives a crash/restart.
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