TameBond
Tamed animals follow you through portals only after you bond with their kind at the spawn Vegvisir or a buildable stone. Per player, per species. Gate for OdinPlus TeleportCreatures.
About this mod Author’s original text
TameBond
Tamed animals follow you through portals only after you have bonded with
their kind. Bring a wolf to the Vegvisir at the start temple and Shift +
Use it: from then on wolves follow you through portals. The bond is yours
alone, one per kind of animal, and belongs to the world you made it in.
Transport is done by OdinPlus TeleportCreatures; TameBond only decides
which of your tames it may take. Install on the server and on every
client; the server sends its settings to clients on connect.
The Vegvisir
Shift + Use on the stone at the start temple bonds you with every listed
kind standing within 10 m, following or not, so a ridden animal counts.
Young animals such as wolf cubs never count for a bond, and by default
they never go through a portal either (server setting YoungTravel). The
bond takes the animal: the nearest one of each kind you bond with dies at the
stone, so every player brings their own. Plain Use still marks the boss
location. Other Vegvisirs refuse, unless the server
turns SpawnOnly off.
Bond stones
Servers can also turn on a buildable bond stone per kind (off by default;
with it off, the start temple is the only place to bond). A stone sits in
the hammer's Misc tab and bonds its kind alone. A stone is a buildable of the animal's
home biome in a new colour (the boar's is a beehive, the wolf's the carved
wolf head), and it costs the animal's trophies, a stack of its hide, and
ingots of the biome's metal, which never pass a portal, so the metal comes
home by boat or cart. The hammer shows a stone only once you have held
every material it needs. A stone can only be placed within 50 m of your
own bed, it gives nothing back when picked up, and it needs a workbench
nearby. Bonding at a stone takes the animal too. Hovering a stone says so
and lists the kinds you have bonded with in this world.
Portals
When you step into a portal, TeleportCreatures gathers your tames as it
normally would, and TameBond vetoes every animal of a listed kind you have
not bonded with. Those stay behind. Kinds not on the list are left to
TeleportCreatures' own rules (UnlistedSpecies = Free) or never travel
(Blocked, the default). Boars are on the default list.
For server admins
Config syxe.TameBond.cfg, server-synced:
- [Species] List (creature prefab names; the default covers the
tames that fight or carry you), UnlistedSpecies (Free or Blocked),
Young (YoungPrefab:Species pairs, nothing is guessed from names),
YoungTravel (off: young never travel; on: they follow a player who
holds their species' bond)
- [Unlock] Radius
- [Vegvisir] Enabled, SpawnOnly, SpawnDistance, Sacrifice
- [Stones] Enabled (default off), Sacrifice, BedDistance (0 lifts the bed rule),
RefundOnRemove, CraftingStation, and one line per listed species:
model | #rrggbb | Item:Amount,..., the vanilla buildable to clone, a
tint, the cost. Empty means no stone for that kind. The cost applies
live; model, tint, refund and station are read at game start, and a
species added to the list gets its line at the next start.
Bonds are stored in the character file, so they survive relogs and are
lost with the character, never with the world. Clients without the mod are
refused by a server that has it.
TameBond hooks TeleportCreatures by method name. If a TeleportCreatures
update changes that method, TameBond logs an error at startup saying the
gate is off, and tames travel as TeleportCreatures alone would allow.
Keep both mods at versions known to work together.
Changelog
- 0.1.1: unlisted kinds are blocked by default; young are an explicit map and stay home unless YoungTravel is on; the config file reloads on edit.
- 0.1.0: first release.
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: