Stavebound
Travel to any portal off the map. What you may carry through is decided by the staves standing at the far end.
About this mod Author’s original text
Stavebound
Valheim will not let you carry ore or metal through a portal. You sail it home instead, and that sail
is meant to be the price of the metal.
Letting every portal carry everything throws that away. Still hauling copper by boat long after the
Elder is dead is just tedious. Stavebound sits between the two. Kill a biome's boss and you can build
its stave; stand one beside a portal and that portal will carry that biome's ore — and only that
biome's.
It also drops the pairing. Normally two portals connect by being given the same name; here you
interact with a portal and pick where it leads off the map, from every portal in the world. Where it
leads belongs to the portal rather than to you, so everyone who walks in arrives at the same place,
until somebody points it somewhere else. Walking in still travels, exactly as it always did.
The staves are the part worth having. Build an Elder's Stave beside a portal and that portal will
accept copper, tin and bronze. It will still refuse iron — until you go and build a Bonemass's
Stave there too, and it says so in as many words:
Iron cannot enter "Copper Mine" — no Bonemass's Stave there.
One end of a trip needs the right stave. By default either end counts, so a portal with a
Bonemass's Stave beside it both receives iron from anywhere and sends iron anywhere. Only a trip
between two portals that both lack one refuses iron. Which end has to have the stave is the setting
most worth knowing about; see Which end counts.
A portal tells you before you step through it. Standing next to one, its runes go dark if you are
carrying something it will not take. Open your inventory there and the stacks it will not take are
marked. Walk in anyway and it tells you which resource stopped you, and which stave would have
carried it.
Installing
Built for Valheim 1.0 and needs Jotunn 2.30.0 or newer — earlier Jotunn predates the game's
1.0 release. With a mod manager both it and BepInEx arrive as dependencies and there is nothing else
to do; by hand, drop Stavebound.dll into BepInEx/plugins.
Install it on the server and in every player's game. The server works out what each portal
accepts; each player's game needs it for the map and the check when you travel. The rules come from
the server, so no one player can loosen them for themselves.
Removing the mod removes its pieces, so any staves you built will vanish — normal for any mod that
adds buildables. The extra data it writes is harmless to an unmodded game.
The staves
Each is built from that biome boss's trophy plus a little of what the biome gives you. Stand one
within ten metres of a portal and it starts working on that portal. Nothing to connect or configure.
| Stave | Costs | Lets through |
|---|---|---|
| Elder's | The Elder trophy · 10 copper · 20 stone | Copper, tin, bronze |
| Bonemass's | Bonemass trophy · 10 iron · 20 stone | Iron and scrap iron |
| Moder's | Moder trophy · 10 silver · 20 stone | Silver, dragon eggs |
| Yagluth's | Yagluth trophy · 10 black metal · 20 stone | Black metal |
| Queen's | The Queen trophy · 3 dvergr extractors · 20 stone | Dvergr extractors, mechanical springs |
| Ashen | Fader trophy · 10 flametal · 20 stone | Flametal and the Ashlands' spoils |
Each stave works on its own, so a portal with Moder's Stave beside it takes silver while still
refusing iron. Nothing makes you build them in order.
While you are holding a stave, a beam shows which portal it would work on, and if none is close
enough, a circle shows how far it would reach.
Which end counts
Every trip has two portals: the one you step into, and the one you come out of. MaterialFlow, under
2 - Clearance, decides which of them needs the stave. It is one rule for the whole world, set on the
server, and it changes how the mod feels more than anything else here — so it is worth settling before
you start a world.
| | Which portal needs the stave | What that gives you |
|---|---|---|
| Both (default) | Either one | A stave covers arriving and
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: