TortalPortal
Total Portal Control System for Valheim. Pick destinations from a map UI listing biome, distance, and owner. Features destination photos, PIN locks, tame teleportation, travel filters, and a procedural runic gateway.π TortalPortal
"The old way was to carve a name into the stone and hope another bore the same. A tally of runes, scratched and rescratched, and still you stepped through blind. Better to know the road before you walk it, Viking."
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TortalPortal is a complete overhaul of Valheim's portal network. Vanilla's tag-pairing is gone β walk up to any portal and a framed window opens listing every portal in the world, with the great map beside it marking your chosen destination. Each portal keeps a photograph of where it comes out, so you can see the ground before you commit to it.
Lock your gates behind a PIN. Bring the wolves. Decide exactly what may and may not travel. And do it all through an interface built to look like it belongs in the game, carved entirely in code β the mod ships no bundles, no textures and no shaders.
βοΈ Features
πΊοΈ Every Portal in the Realm, Listed
Step into range and the destination window opens: every portal in the world, sorted by name, each showing its lock state, its biome, how far it is from you, and who raised it. Search by name to cut a long list down. Selecting a destination pins it on the Large Minimap, which opens alongside the window, so you always see the route in context rather than guessing from a tag.
The list is built by the server, which is the only machine that holds the whole world, and handed to each player as they log in β so it is complete from the first portal you touch. Install it on a world that has been running for months and the startup scan finds every gate already standing in it; you do not have to go and visit them first.
Every portal is marked on the great map while the window is open, labelled with its name, the one you have chosen drawn at twice the size β and the map centres clear of the window rather than behind it, so you are looking at the country around your destination instead of the back of a frame. The marks are never saved and vanish when the window closes; your own pins are your own business.
Walk away and the window closes itself. Arrive somewhere and it stays shut, so you are never greeted by a menu the instant you land β step off and walk back to bring it up again.
πΈ See Exactly Where You Are Going
Every portal quietly photographs its own destination when you raise it, on a wide-angle lens standing out in front of the gate, and stores the shot on the portal itself so every player on the server sees it. A background pass keeps the images current as the world changes around them, and portals that have never been photographed β every gate on a world that predates the mod β are shot first, so an established server fills its album in as people move about it.
The list shows each shot as a thumbnail β and clicking it opens the photograph full screen at your resolution, captioned with the biome and coordinates. Read the terrain, spot the tar pit, notice the Fuling camp, then decide.
πΌοΈ A Frame Worth Looking At
Both portal windows are set in an ornate gilt frame: polished double rails, acanthus scrollwork mitring every corner, and a palmette crest struck into the top and bottom edges. It is drawn on a dark leather panel with gold-edged insets, and the destination list reads as a proper set of cards rather than a wall of text.
None of it is a shipped image. Every rail, flourish and crest is generated in code at runtime, lit by a single consistent light β which is why the mod adds no asset files to your install and cannot ever show you a missing-texture pink square.
If the text is too small or too large for your display, UITextScale moves it between 0.6Γ and 2Γ, and the rows, fields, buttons and windows all grow with it so nothing clips. Changes apply immediately.
π Lock Your Gates
Walk up to a portal you built and press E to open its configuration panel: set its name and toggle a PIN lock in one place. Anyone else selecting that destination must enter the PIN before the gate will take them.
πΊ Bring the Pack
Your loyal companions travel with you. Any tamed creature following you or standing nearby steps through at your side.
π§ Decide What Travels
Admins get a dual filtering system beyond vanilla's flat metal ban. Populate the whitelist to create an exclusive "these may pass" list, and use the blacklist to further restrict specific items β or switch the whole thing to BypassAll and let everything through. All of it is server-synced, so the rules are the server's, not each client's.
β¨ The Runic Gateway
Vanilla's portal particles are replaced by a green runic gateway: a veil of drifting Elder Futhark glyphs filling the doorway, two counter-rotating rune circles standing in the gap, a magic circle scribed across the threshold, and slow embers rising through the whole site. It brightens and spins up as you step in.
The gateway measures each portal's own arch and centres itself in it, so wood, stone and black marble portals all read correctly β and so will any portal a future update or another mod adds.
π Admin Supremacy
A built-in bypass lets admins ignore PIN locks, item filters and portal placement limits entirely.
π Guide to Portals
- Place a portal β the game snaps a hidden high-resolution photo of its destination for the preview system.
- Configure it β walk up and press
E. Set its name and toggle a PIN lock. - Travel β walk into the portal's range. Pick a destination from the list; the big map marks it, and clicking its picture shows you the place full screen. Hit Teleport.
- On arrival β the menu stays shut so you can get on with it. Step away and walk back to bring it up again.
- Typing β the destination window focuses its filter box as it opens, so you can just start typing a name. While any of the mod's fields has the keyboard your character stands still and hotkeys hold their peace.
Escapehands it back without closing the window.
βοΈ Configuration
Settings live in wubarrk.TortalPortal.cfg.
Your settings survive updates. The file carries a layout version, and when the mod changes shape it is backed up beside itself and every value is carried over β a whitelist you spent an evening on does not evaporate because a setting moved sections. If something genuinely no longer exists, it is named in the log with its value and the path of the backup rather than vanishing quietly.
Server-synced (admin controlled)
| Setting | What it does |
|---|---|
FilterMode |
Vanilla, WhitelistBlacklist, or BypassAll. |
WhitelistItems |
Comma-separated. Any item here bypasses vanilla portal restrictions (e.g. adding Bronze lets you teleport with Bronze, but Iron remains blocked). |
BlacklistItems |
Comma-separated. Any item here is explicitly blocked, even if it normally would be allowed. |
MaxPortalsPerPlayer |
Limit how many portals each player can construct. Unlimited by default β 0 or any negative number means no cap at all. Set a positive number to enforce one. |
AdminBypass |
Lets admins ignore portal limits, PIN locks and item filters. |
AllowTames |
Whether tamed creatures follow you through. |
MenuOpenDistance |
1β10 metres, default 2.5. How close you must be before the destination window opens by itself. Vanilla's portal range is 5 m, which puts it in your face while you are still walking up. The portal's glow and connection effect keep their own range regardless. |
EnableCustomVFX |
Replaces vanilla portal particles with the runic gateway. |
EnablePortalCameraShot |
Whether placing a portal captures a preview snapshot. |
SnapshotRefreshIntervalMinutes |
Interval for the background snapshot refresh. 0 to disable. |
PortalIndexRefreshSeconds |
5β300. How often the server rescans the world and republishes the destination list β how quickly a new portal, rename or demolition reaches everyone. Only sent when something actually changed. |
Local to your game (not synced β set these however you like)
| Setting | What it does |
|---|---|
UITextScale |
0.6β2.0. Scales all portal UI text and the layout around it. Applies immediately, no restart. |
VFXOrbHeightOffset |
Metres to nudge the rune orb up or down inside the gate. The orb auto-centres on each portal's arch, so this is only for fine-tuning. |
ShowPortalPinsOnMap |
Default on. Marks every listed portal on the large map while the destination window is open. Never saved, removed when the window closes. |
PortalPinIcon |
Which of vanilla's five map-pin icons the markers use. Default Icon4. |
EnableDebugLogging |
Verbose logging for UI and teleport events. |
β οΈ Dependencies: BepInEx
