Mods / Viking Portals Modified
Tags:
#QoL
#Technology
#Utility
Authors: NieNie, Arisilde
Side: Both
Created: Sep 16th at 11:53 PM
Last modified: Sep 16th at 11:55 PM
Downloads: 601
Follow Unfollow 47
Authors: NieNie, Arisilde
Side: Both
Created: Sep 16th at 11:53 PM
Last modified: Sep 16th at 11:55 PM
Downloads: 601
Follow Unfollow 47
Latest release (for Vintage Story 1.21.1, potentially outdated):
portalsmodified_1.0.1.zip
1-click install
This is an edited version of Viking Portals, updated to work with 1.21.
Fixes:
- Interacting with a portal no longer crashes to desktop.
- Teleporting now faces you in the correct direction based on the orientation of the portal.
Also adds useful information to the hover tooltip:
- Tag name
- Portal Coordinates
- Target Coordinates
- Approximate block distance to the target portal.
How to Use:
- Place down a portal. (Portal must be placed in a clear area with no grass or other objects.)
- Use shift + RMB on the portal to bring up the tag dialog.
- Name your portal something memorable.
- Place down your second portal.
- Give it the same tag name.
- Step into the portal to teleport to the matching portal location.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.1 | portalsmodified | 601 | Sep 16th at 11:55 PM | portalsmodified_1.0.1.zip | 1-click install | ||
|
Initial Release. | |||||||
Hi, I think I've encountered a bug. When I have a pair of linked portals and destroy one of them, the remaining portal links to itself.
Or maybe not quite like that. It seems that under certain circumstances - perhaps due to a failed renaming or destruction, though I can't say for sure - "ghost" portals remain in the game. You can connect to them, but you can't teleport onto them. Is there a debug command that can list all currently existing portals in the console?
Lascifur Hey man 😄 Thanks for making this great mod in the first place! It was exactly what we were looking for, that's why we decided to revive it. My wife actually viewed it in a decompiler, and just copy pasted that into a new project. Avoided any decompiler noise. I certainly wouldn't mind the source though, just to check if we missed anything. I don't actually know about animals. We didn't even look into that part tbh, just wanted to get it working at all. Maybe that'll be the next goal then.
Imagine my surprise at spending hella long job hunting and fighting fires and coming back to find this, new improved and bugfixed version of my mod!
Thank you and your wife so much, it so badly needed to exist! I have no idea how you did it, did you decompile it? Did I include source and forget? (it was a disastrous mess of a codebase, my chain chunkloader was an obscenity)
Anyways, thank you so much for picking it up, would you like the source? I work full time now and don't have time for it.
Oh! Also, does it work with animals now?! That was the thing driving me absolutely bananas.
waiverling Honestly I have no idea. We've only started working on the mod for this version. We're not the original authors. If you find it has issues, the original mod has files for older versions :)
F0rkmaster The mod actually comes with an item blacklist to do things like that. It's turned off by default, you just have to turn it on and configure it to your needs ;)
I used to play with Translocator Engineering - Redux, but it feels a bit late to start using it for proper exploration. Your mod makes the big world much more accessible without all the long, repeated journeys... thank you! (Now just block minerals from teleporting, just kidding 😄). Really appreciate your work!
our server runs 1.20.12, any chance that this would work on that version?
vinnland It has no issues that I've been able to see. It's a recipe, so it can be added or removed. If you remove it, you'll just get typical error blocks/items that you can remove.
Nice mod. thanks for making this. How does this work with existing worlds?
ChiefKrogan Honestly, I absolutely feel you there. That's the one main thing I don't like about the game as well. I do really like it overall though. I was just curious :D
Arisilde I just came back home right when you responded lmao. As to Valheim - not my type of progression. There is nothing inherently wrong with the game, it's very well made. I just severly dislike games that gate every bit of progression behind killing bosses. I prefer to home-up first, maybe even make a whole mid-tier village before I even venture into the world to start killing bosses or collecting lore pieces. Valheim forces me to go kill bosses first so I can even progress in crafting to be in a place where I can build up (I a big structure size kinda builder) without a hassle and hours upon hours of grinding materials. I tried to give it a proper chance but it ended up just being frustrating for me and not fun in the slightest so I dropped the game. I liked their crafting system a lot tho.
ChiefKrogan No problem.
Just out of curiosity, what didn't you like about Valheim?
Arisilde I only played a bit of Valheim and didn't like it one bit so I never got to the portals. But this sounds very useful. Thank you for the info and updating the mod!
ChiefKrogan I have not had any problems with file corruption, even when removing the mod. Not this version or the old one.
Basically, it works exactly like Valheim if you've ever played that. You craft 2 portal items and place them in the world. You then shift + right click them and type in a text "key", same key in both portals. Having the same key then links them up. When you step onto one portal you instantly pop out at its paired portal. It happens suprisingly quickly, even on a server.
Never heard of this mod before but looks fun! How well does it work? I can see on the og mod page that it had a chance to corrupt saves, is that still a problem?
We also fixed the portal exit offsets and facing directions 😆