Valheim
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Real Portal

Portals you can see through and walk through, like in Portal. The opening shows the real place on the other side, live, and you step into it with no loading screen and no teleport.

Features

  • A live window. The opening shows the other end as you would see it standing there: the same light, fog, weather, ambient occlusion, sun shafts and reflections. Look around and the view moves with you.
  • Walk through it. No loading screen and no fade. You keep your speed and direction, and the camera passes through smoothly.
  • The far side is really there. The place behind a portal near you is loaded the way the game loads your own surroundings. Its creatures move, fires burn and smelters work, even before you arrive.
  • Every portal. The wooden portal, the stone portal (Ashlands) and modded portals (e.g. the Inscription Gate of Path of Valheiman). No special tag and no limit on the number of portals.
  • Things pass too. Dropped and thrown items, arrows and other projectiles, and creatures (each configurable).
  • Vanilla rules are kept. If something may not pass (ore and other forbidden items, boss rules, creatures you set to stay), the opening becomes an invisible wall and shows the vanilla swirl, on both sides.
  • Reach through. Open a chest, pick up an item, use a workbench or build a piece on the other side, as if it stood where you see it.
  • Creatures notice you through it. They see, hear and hit through the opening, and walk through it to reach you (each configurable).
  • Sound passes through.
  • Multiplayer. A dedicated server sends each player the far side of the portals near them and generates places nobody has visited yet. Others see you jump through, not slide across the map.

Installation

Install with r2modman / Thunderstore Mod Manager, or put RealPortal.dll and realportal.bundle together into BepInEx/plugins/RealPortal/.

Multiplayer: install it on the server and on every player. A player on a server without the mod still gets windows, showing only what their game already knows about the other side.

Performance

  • Each far end loaded costs about as much as your own surroundings (memory and a little CPU). Only portals within PreloadDistance (120 m) load their far end.
  • Far ends nobody is looking at sleep. Windows that are small on screen are refreshed less often.
  • Tested with 10 portals to 10 different places at once: about 11 ms per frame facing away from them and about 29 ms facing a hall of 9 windows (6–7 ms without them).

Configuration

BepInEx/config/valheim.realportal.cfg. The most useful settings:

Setting Default What it does
General/Enabled true Turns real portals on or off (off: vanilla portals).
General/RespectItemRestrictions true Forbidden items stop you at the opening, as in vanilla.
General/Items, General/Projectiles true Items and projectiles pass through.
General/ReachThroughPortals true Interact and build through the opening.
General/Sound true Sound passes through.
Window/Resolution 1 Window resolution (lower = faster).
Window/MaxDistance 60 Windows further than this are not drawn.
Window/MaxRendersPerFrame 4 How many windows may be drawn in one frame.
Distance/PreloadDistance 120 Far ends of portals closer than this are loaded.
Distance/FarAreaZones 3 How many zones around a far end are fully loaded.
Creatures/* true Creatures see, hear, walk and hit through portals; the far side lives.

Compatibility

  • Path of Valheiman: supported, including its Inscription Gate and Beast Portal. Mods can use the RealPortal.Api class (force a mechanic, CanPlayerCross, PlayerCrossed).
  • OttoBifrost: its preview is turned off on real portals.
  • Other mods that change how portals teleport may conflict.

Known limitations

  • A portal standing right against a wall cannot be entered: your body hits the wall before you reach the opening.
  • While you stand inside the opening, the half of your body still on the entry side is not drawn.
  • Depth of field (if you turned it on) blurs the window by the portal's depth, not by what is behind it.
  • Over a network the far side arrives more slowly than in single player: the place around the far portal in seconds, the whole area (thousands of objects) in tens of seconds.

Credits

Parts of the approach to reaching through portals and to multiplayer were inspired by Ravengates. No code was taken from it.

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