PortalMonuments

v1.0.5·Updated 2026-10-12

An alternative to vanilla portals. Find ancient stone monuments across the world, activate them, and teleport between them by picking one on the map. Activations are shared in multiplayer, and you can

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About this mod Author’s original text

Portal Monuments

An alternative to vanilla portals. Find ancient stone monuments across the world, activate them, and travel between them by picking one on the map. Can also be built.

Features

  • Monuments in every land biome, about 120–160 per world, at least 800 m apart, never in water or lava, plus one near the spawn. They can't be damaged.
  • Activate with E. The rune circle lights up blue and the monument starts to hum.
  • Light beams rise from monuments you haven't activated yet, visible from about 250 m.
  • Teleport by map. Use an activated monument, then click another one's pin on the map. You hold still and take no damage while you dissolve and reappear.
  • Vanilla item rules: no ore or metals, unless the server allows all items.
  • Shared in multiplayer: what one player activates, everyone can use (can be turned off).
  • Build your own with the hammer (Misc tab): 10 Greydwarf eyes, 10 stone, 2 Surtling cores. Removable with the hammer, takes no damage.
  • Highly configurable: Nearly all settings can be customized and changed.
  • Optional: disable vanilla portals.

No-map mode

For playing without a map: turn on No-map mode (F1, per player; automatic in No Map worlds). Monuments then open a Travel to... list instead of the map. Unnamed monuments are listed by biome and number (Black Forest #2); rename activated ones with Shift+E.

Installation

Use a mod manager (r2modman, Mod Manager or Gale), or install BepInExPack Valheim and Jötunn and put PortalMonuments.dll in BepInEx/plugins.

Multiplayer: the server and every player need the mod. Versions with the same first two numbers work together.

Existing and bigger worlds

  • Monuments only generate in new worlds. In an existing world, an admin can run pm_generate to add them to unexplored areas.
  • Bigger worlds (Expand World Size) get monuments all the way to the edge. After enlarging a world, run pm_generate to fill the new space.
  • Config files from before 1.0.3 keep Count = 500; raise it for big worlds (new default 2000).

Configuration

In BepInEx/config/com.portalmonuments.cfg or in game (F1). On a server, the server's settings apply.

| Setting | Default | |

|---|---|---|

| Share activated monuments | On | Activations count for everyone |

| Allow all items through monuments | Off | Lets ore and metals through |

| Hold still and invulnerable while teleporting | On | No moving or damage during the teleport effect |

| Disable Vanilla Portals | Off | Existing portals keep working |

| Build recipe | GreydwarfEye:10, Stone:10, SurtlingCore:2 | Item prefab names; empty = free |

| Disable building | Off | Removes the monument from the hammer |

| Generated Monuments | | Spacing, biomes, ground, spawn monument (more in the config file) |

| No-map mode | Off | Per player |

| Hum volume, map pin size, light beam | | Per player |

Console commands

F5 console. On a dedicated server, admins can run pm_count and pm_generate; pm_place and pm_show need devcommands and only work in single-player or for the host.

| Command | |

|---|---|

| pm_help | Lists the commands |

| pm_count | How many monuments the world has |

| pm_generate | Adds monuments to unexplored areas |

| pm_place [x z] | Places a monument here or at x z |

| pm_show | Shows every monument on the map |

Changelog

  • 1.0.3 - Monuments generate past the vanilla world edge in bigger worlds. No moving or damage during the teleport effect (setting, on by default). Shorter README.
  • 1.0.2 - Monument picture as the hammer icon. No-map mode with monument names.
  • 1.0.1 - README update.
  • 1.0.0 - First release.

Tested

Valheim 1.0.16, BepInExPack 5.4.2351, Jötunn 2.30.2; single-player and dedicated server; Expand World Size 1.43.0. Not yet tested with several players online at once.

Known limits

  • Removing the mod removes all monuments; built ones don't return their materials.
  • Building-copy mods (Infinity Hammer, PlanBuild) can duplicate a monument's ID, so teleports may go to the copy.
  • Compatible with Expand World Size,

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

ValheimModding-Jotunndenikson-BepInExPack_Valheim

File & checksum

Filename
PortalMonuments-1.0.5.zip
File size
214.1 KiB