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TortalPortal LITE

Strictly server-side Portal-network mod: progression-gated gates, one-way corpse-run recovery, fast-transit terminals, per-portal ore upgrades, portal caps, and self-repairing network health checks. Zero client install, full PlayFab/Xbox/crossplay.

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1
Downloads
41
Version
1.0.8
Updated
Author
Wubarrk
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Pairs well with 3

Not required, but they work well together.

Description

🌀 TortalPortal Lite

Valheim Mod Multiplayer Compatible Framework Crossplay Valheim 1.0

No client install, ever. Every gate, terminal, and health check runs entirely on the server. Built and verified against Valheim 1.0.7, 1.0.12, 1.0.15 and 1.0.16.

TortalPortal Lite is a strictly server-side portal-network mod (GUID wubarrk.tortalportallite): every feature below runs entirely on the dedicated server, operating directly on the world's raw ZDO data instead of live game objects. Steam, Xbox, PlayFab, and full crossplay parties all get the identical experience, with nothing to download. Forked from the sibling mod Wonderland's own architecture, this is TortalPortal Lite's v1.0.0 — the first packaged release. A large internal R&D pass explored 263 possible portal mechanisms; the product owner picked exactly the 14 below to actually ship. Everything else was cut from the codebase entirely, not just disabled — down from 296 files / ~44.8k lines to 83 files / ~10k lines. A v1.0.1 follow-up added a 15th feature, BarrkBOT Portal Export, for admins who want portal data fed into their own tooling.


📜 Contents

🚪 Features

👻 Phantom Anchor Fabrication

A destination that doesn't need a builder. An admin declares a named phantom anchor — Name, Position (X/Y/Z), RotationY, and a Void flag — directly in routing.json's phantomAnchors section, and the server creates and maintains it automatically from there. Void:true keeps it invisible and non-portal, a pure coordinate for other features to point at; Void:false turns it into a real, visible portal anchor players can walk up to. Either way, nobody has to physically carry portal materials out and build the thing by hand — Sealed Gates and Parked Terminals below both lean on phantom anchors as destinations that already exist the moment they're declared.

🔒 Progression-Gated Sealed Gate

A portal that only opens once it's earned. Declared in routing.json's sealedGates section (Name, Position, GlobalKey, Destination, SealedTag, OpenTag), a Sealed Gate resolves to nothing at all until a named global key — a boss defeat, or any custom flag the server sets — becomes true, then opens straight to its declared destination. The server re-checks that key on its own schedule rather than waiting on a player to interact with it: SealedGateEvalSeconds, in config section 11 - Routing: Schedules and Conditions, controls how often (default 1 second).

🩺 HealthScan

A standing check for the portal pairs vanilla itself leaves broken. Running on its own timer (HealthIntervalSeconds, config section 4 - Foundations: Health, default 30 seconds), HealthScan walks the managed portal network looking for two specific problems: odd-count same-tag groups — which vanilla's own pairwise-only pairing always leaves one member of permanently orphaned — and stale, dangling connections. It's deliberately narrow about what counts as broken: a portal whose one-way connection is intentional, like the Corpse-Run Gate below, is excluded from this report entirely, because that's a designed feature, not a defect.

🩹 Repair

Turns HealthScan's findings into fixes you can trust, and undo. Repair only ever acts on what HealthScan actually flagged: retagging an orphaned portal, clearing a dangling link. It's dry-run by default (RepairDryRunDefault, config section 5 - Foundations: Repair) — removekey tpl repair on its own just reports what it would do — and only removekey tpl repair --apply writes anything. Before it does, it automatically snapshots the world's portal state first, so removekey tpl restore <name> can always undo the whole batch if the fix wasn't what you wanted. If AutoRepair is on but Version Migration has the destructive gate closed, the scheduled --apply pass logs that it's idle once and then waits quietly, resuming on its own when the gate opens.

📊 Metrics

Know your portal network at a glance. removekey tpl metrics (config section 7 - Foundations: Metrics) reports total, connected, and managed portal counts, breakdowns per tag, per biome, and per builder, plus a position-based heuristic for transit counts and "top routes" across the world. It's a read-only view straight off server-side ZDO data — nothing to install to see any of it.

🚦 Version Migration

A boot-time seatbelt before anything destructive runs. At startup the mod checks two things: is this a Valheim build it has actually been verified against, and does the game's own portal-prefab registry look intact. If either check fails, destructive passes — specifically removekey tpl repair --apply — refuse to run at all rather than risk corrupting the world. An admin can explicitly opt back in via GlobalConfig.AcceptUnverifiedBuild, but that's a deliberate override, never a default.

🤝 Compat

One command's worth of answer to "my portals keep unpairing." removekey tpl compat reports which Harmony patches exist on the handful of vanilla methods this mod also touches, plus an explicit, named check against two specific sibling mods this server is expected to run alongside — Wonderland and GetOffMyLawn. Both were read directly: both patch ZDO.SetOwner, but both vetoes are scoped only to their own tracked objects (Wonderland's buoyant water items, GetOffMyLawn's ward-held building pieces) and neither ever fires on a portal ZDO. Confirmed: no interference.

🧩 Architecture

Not a player-facing feature — the frame everything above is built on. Under the hood, the mod runs a fixed subsystem tick order with disjoint write ownership at every stage — Census first (what portals exist), then Audit, then HealthScan, and on down the line — each stage reading what came before it and never fighting another stage for the same data. Nothing here has a console verb or a config key of its own; it's simply the reason the other twelve features can coexist without stepping on each other.

🪨 The Ore Gate

A perk written onto one specific portal, not a global setting. Declared in economy.json's oreGates section against a portal's own position, AllowAllItems (bool, default true) lets ore and metal — normally barred from portal travel — actually pass through that one gate, and an optional ExitDistance (float) extends how far in front of it a traveller steps out on arrival. It's a real, vanilla-client-honoured gameplay effect: the client just sees ore go through and a further step-out distance at that gate, because the data lives on that portal's own record, not in a global rule.

🚧 Server-Enforced Portal Caps

A per-player portal limit an unmodified client genuinely cannot bypass. Off by default (PortalCapEnabled, config section 155 - WildcardB: Portal Caps), turning it on caps each player at PortalCapPerCreator portals (default 6). Once a player's live portal count goes over the cap, their newest excess portals are destroyed automatically and they're toasted about it — enforced entirely server-side against raw ZDO ownership, unlike a client-side placement limit a modded client could simply ignore.

💀 Corpse-Run Gate

Gear recovery without a bare-handed run back into danger. The instant a tracked player dies, the server automatically raises a private, temporary portal near their claimed bed (or the world spawn, if they have none) leading straight to their tombstone. This is a genuine one-way trip by design, not a round-trip pair — there is no automatic portal back from the grave to the bed.

Both ends always appear. A death is picked up from the tombstone itself, not from the list of connected players, so dying and immediately logging off still gets you a gate — it is standing when you come back, and that is when you are told about it. If a raise can't complete on the first try it is retried rather than dropped, and every maintenance pass afterwards checks both ends and re-builds whichever one is missing, in the same spot it was placed.

Both ends are placed as clear as the ground allows, and on the ground. The server scans outward from the tombstone (and from the bed) in 1 m rings for a spot with ClearanceMeters (default 10 m) of room — measured edge to edge from every tree trunk, boulder, building piece, portal and generated location, using each object's real collider extents rather than its pivot, so a boulder that spans eight metres around its centre counts as eight metres of boulder. Tiny props (mushrooms, flowers, berry bushes) only need 2 m. That figure is a preference: nowhere in a Valheim forest has 10 m of room from everything, so the search steps the requirement down and takes the closest spot honouring the best figure that patch of map can offer — never below MinRoomMeters (default 2 m) of real room, and widening its radius before it settles for less. The ground under the gate is the client's own heightmap recipe re-run on the server — biome blending and hoe/pickaxe terraforming included — and the frame's four corners and surroundings are checked so it neither floats off a slope nor wedges against a cliff. A death inside a dungeon opens the grave-side gate at the dungeon's entrance. A gate raised by a previous server run and forgotten is reaped automatically, so restarts never leave stray portals.

Both gates are immune to all damage — not de-targeted, immune. Valheim never lets an attacker apply damage itself: every source, a troll's AoE swing and a fire's damage-over-time included, ends by sending an RPC to whichever machine owns the portal, and a routed RPC that finds no object on the receiving machine is dropped on the floor. A dedicated server never builds objects where players are, so a portal the server owns throws away every hit aimed at it. TortalPortal Lite holds that ownership against the server's own 2-second hand-off to nearby players, refuses both ways a portal can be deleted (including the one vanilla applies from any client without checking who sent it), no-ops every WearNTear path that could hurt the piece, writes 1,000,000,000 HP and the full wear immunity set for the moments a client holds a copy, blocks hammer removal, and keeps a watchdog that puts health and ownership back and counts every time it had to. Every 5 minutes the log says both ends are still standing and what the protection refused.

The gate self-destroys once the grave is emptied or despawned. It no longer expires on a timer while the grave still stands: GateTtlMinutes (config section 41 - Targeted: Corpse Run) defaults to 0, meaning no limit, because a deep Mistlands or Ashlands corpse run routinely takes longer than the old 30-minute cap allowed.

📡 DestinationPrewarm

No walking through into a portal that just quietly stopped working. The instant any managed portal's destination changes, DestinationPrewarm force-sends the new destination data to nearby players' clients immediately, so a re-point is never followed by someone walking through into a "dead" transit because their client hadn't received the update yet. PrewarmRadius (config section 16 - Routing: Delivery Pipeline, default 30m) controls how far out that push reaches. It's always-on — a safety net, not an opt-in feature.

🚄 Fast-Transit Mode & Parked Terminal

A portal the server walks you through, no swirl required. A Parked Terminal is a managed portal kept permanently "unconnected" on purpose; instead of the normal portal-connection walk-through, the server itself detects a player stepping up to it and teleports them directly. Fast-Transit is the quicker variant of that same mechanism — a roughly 2-4 second fade instead of vanilla's roughly 8-second swirl — used once the destination zone is confirmed already generated and safe to land in; otherwise it automatically falls back to the normal, slower transit rather than risk a bad landing. Both are declared in routing.json's parkedTerminals section: Distant:false is Fast-Transit, Distant:true is the plain Parked Terminal base mechanism underneath it.

📍 Live Portal Markers

A map pin that can actually disappear again. Name any portal with a leading # in vanilla's own rename box — no client mod, just the game's stock UI — and it gets a labelled marker on every connected player's map, injected through vanilla's own persistent-event system. Rename the portal away from that # prefix and the marker vanishes with it; every other feedback surface this mod family uses is permanent once placed, which is exactly why this one exists. Off by default (LiveMarkersEnabled, config section 40 - Ux: Advanced Schemes) and kept to a small radius, since a persistent event's radius also touches nearby spawners and weather.

📤 BarrkBOT Portal Export

A live feed for your own tooling, not just your own eyes. Writes BepInEx/config/TortalPortalLite/barrkbot_portals.json — per-player portal counts, cap/over-cap flags, and world totals — atomically (temp-file-then-swap, so nothing reading it ever catches a half-written file), on a floor of once every 60 seconds. Built directly against BarrkBOT's own published ingestion contract: no HTTP, no webhook, no auth — purely a file on this server's own disk for BarrkBOT (or anything else you point at it) to read on its own schedule. Force an immediate rewrite any time with removekey tpl barrkbot. Config section 84 - Ops: BarrkBot Export (Enabled, default on; IntervalSeconds, default 60, floored at 60).


💻 Admin Console

Every command is typed as removekey tpl <verb> [args] into an admin's own in-game console (F5) or chat — this piggybacks entirely on vanilla's own remote-command channel, so driving TortalPortal Lite from in-game needs no client mod either.

Verb What it does
list Lists every portal the mod currently manages.
status A one-line summary of the mod's own running state.
health Runs an on-demand HealthScan pass immediately, instead of waiting for the next scheduled interval.
lock <x> <y> <z> Locks the portal at that position out of automated passes.
unlock <x> <y> <z> Reverses lock.
uninstall --clean-keys Prepares for removal, clearing the mod's own tracked keys and data before the plugin is pulled.
help Lists every verb with its arguments.
repair [--apply] See Repair above — dry-run without --apply, writes fixes with it.
snapshot [name] Saves a snapshot of the world's current portal state, named or auto-named.
snapshots Lists saved snapshots.
restore <name> [--recreate] Restores a named snapshot; --recreate re-creates any portal the snapshot had that no longer exists in the world.
compat See Compat above.
metrics See Metrics above.
barrkbot Forces an immediate rewrite of barrkbot_portals.json — see BarrkBOT Portal Export above.
report <x> <y> <z> A detailed, single-portal readout for the portal at that position.

🔧 Configuration

Settings live in BepInEx/config/wubarrk.tortalportallite.cfg, split into numbered sections, each entry documented with its own description and range right in the file. Edits are picked up live: the file is polled every 5 seconds and applied automatically — no server restart needed for a config change to take effect.

Server-Synced (Admin Controlled)

Section What it covers
1 - General Enabled — the master switch for the entire mod (default on). AcceptUnverifiedBuild — admin opt-in to let destructive passes run against a Valheim build or portal-prefab registry the mod hasn't itself verified (see Version Migration). Also the periodic server-log "still alive" Heartbeat.
40 - Ux: Advanced Schemes LiveMarkersEnabled (off by default), LiveMarkersRadius, LiveMarkersReassertSeconds — see Live Portal Markers above.
4 - Foundations: Health HealthIntervalSeconds — how often the background HealthScan pass re-checks the portal network (default 30s).
5 - Foundations: Repair RepairDryRunDefault — whether removekey tpl repair reports-only or writes fixes by default.
7 - Foundations: Metrics Settings behind removekey tpl metrics — portal counts, per-tag/biome/builder breakdowns, and route heuristics.
11 - Routing: Schedules and Conditions SealedGateEvalSeconds — how often a Sealed Gate's GlobalKey is re-checked (default 1s).
16 - Routing: Delivery Pipeline PrewarmRadius — how far out DestinationPrewarm force-sends a changed destination to nearby clients (default 30m).
41 - Targeted: Corpse Run GateTtlMinutes — how long a Corpse-Run Gate stands if the grave is never emptied; 0 (the default) means no limit, so it lives exactly as long as the grave. ClearanceMeters — edge-to-edge room every gate prefers from trees, rocks, pieces, portals and locations (default 10, range 1–30). MinRoomMeters — the hard floor of real room it will accept (default 2, range 0.5–10). SearchRadiusMeters — how far out from the tombstone / bed to look, widened automatically if nothing in it qualifies (default 40, range 5–150). OffsetMeters — minimum distance of the grave-side gate from the tombstone (default 2). MaxGraveAgeMinutes — skip graves older than this; 0 (default) means no limit.
155 - WildcardB: Portal Caps PortalCapEnabled (off by default) and PortalCapPerCreator (default 6) — the per-player portal limit and its enforcement.

Local to Your Game

Setting Section What it does
File-system paths (various) Where this server keeps routing.json, economy.json, and its own snapshot/report output. Read straight off this machine's disk, never synced to any client, since they're specific to this server.
Enabled, IntervalSeconds 84 - Ops: BarrkBot Export See BarrkBOT Portal Export above — local because it's writing a file to this server's own disk.

Declaration Files

Two of the features above aren't driven by the .cfg at all — they're declared directly in JSON files sitting next to it:

  • routing.json — phantomAnchors (Phantom Anchor Fabrication), sealedGates (Progression-Gated Sealed Gate), and parkedTerminals (Fast-Transit Mode & Parked Terminal).
  • economy.json — oreGates (The Ore Gate), one entry per upgraded portal.

📦 Dependencies

⚠️ Requires: BepInEx (the Valheim pack, denikson-BepInExPack_Valheim-5.4.2350 or newer) — and only BepInEx.

Dependency Why
denikson-BepInExPack_Valheim (5.4.2350) The mod loader (also provides HarmonyX, which every patch in this mod runs on).

📥 Installation

TortalPortal Lite is a server-side-only mod — install it once, on the server, and every connected player benefits with nothing to download, on any platform.

  1. Install BepInExPack Valheim (denikson-BepInExPack_Valheim-5.4.2350 or newer) on the server.
  2. Drop TortalPortalLite.dll into the server's BepInEx/plugins folder.
  3. Restart the server. That's it — no client install, no client config, nothing for players to do.

A Valheim mod by Wubarrk.

Changelog

1.0.8 Latest

Corpse-Run Gate (feature 11) hardened on both of its promises: both ends always appear, and neither end can be destroyed.

Fixed

  • The bed-side gate was being destroyed within seconds of every death, by this mod and vanilla working against each other. Vanilla's own Game.ConnectPortals reconciler tears down any portal link whose partner points at None (:100474-100481), and a one-way gate's grave-side end points at None by design - so within 5 s of every raise vanilla cleared the origin's connection, and the phantom factory's generic "connection target is gone, reap the phantom" rule then deleted the bed-side portal outright. Both halves are fixed: the ends are minted TPL_engineowned so the generic sweep leaves them to the engine that owns them, and the one-way link is re-asserted from a Game.ConnectPortals postfix - synchronously, inside vanilla's own call, so the intermediate disconnected state is never sent to a client.
  • Only the grave-side end was protected. The bed-side end was an ordinary phantom, so ZDOMan.ReleaseNearbyZDOS handed it to whichever player was nearby every 2 s and it took damage like any other piece. Both ends are now registered with the new TargetedPortalProtection.
  • Nothing stopped a client from deleting a gate. ZDOMan.RPC_DestroyZDO applies whatever ZDOIDs a client sends it with no sender check, and ZDOMan.DestroyZDO broadcasts a removal to every client whenever the server itself owns the ZDO - either one deleted a corpse-run portal outright, with health and ownership irrelevant. The mod already had the right primitive (Core/Hooks/HandleDestroyedZdoHook) but only AuditEngine was registered against it, observe-only. Both removal paths are now vetoed for a protected portal, and a blocked removal force-sends the ZDO so the client that had already dropped its local copy gets the portal back.
  • A death could be dropped silently and never retried. RaiseGate returned without a word if the tombstone had gone invalid in the 3 s settle window, and a failed mint logged an error and gave up - in both cases after the death had already been recorded as seen, so it was never reconsidered. Raises are now retried with backoff, and a death is only marked handled once a gate genuinely stands.
  • A death was only noticed while the player was connected. Detection now runs off the tombstone table instead of the connected-player list, so dying and immediately disconnecting still produces a gate - standing and waiting, with the notification deferred until the player is back.
  • Nothing re-built an end that went missing. The maintenance pass only ever looked at the destination, and only when its ZDO was still valid. It now checks both ends every pass and re-mints whichever one is gone, at the position it was placed at, re-linking and re-asserting afterwards.
  • ResolveOrigin could return (0,0,0) - open ocean on most seeds - for a player with no claimed bed when the Start Temple could not be resolved. It now falls back to the player's last known position, and says so.
  • Gates expired mid-run. TtlMinutes defaulted to 30, which is shorter than a deep Mistlands or Ashlands corpse run. Replaced by GateTtlMinutes, default 0 = no limit, so a gate lives exactly as long as the grave does. (A new key rather than a new default: BepInEx keeps whatever value an existing .cfg already holds, so a changed default never reaches a server that has run before.)

Changed

  • Damage immunity is now argued from where damage is actually arbitrated, and enforced in four independent places. Every damage source in the game - melee, arrows, a troll's AoE swing, an Aoe component's fire damage-over-time - ends at WearNTear.Damage(HitData), whose entire body is m_nview.InvokeRPC("RPC_Damage", hit) (:150275), and ZNetView.InvokeRPC routes to m_zdo.GetOwner() (:82901). ZRoutedRpc.HandleRoutedRPC then drops the call outright when ZNetScene.FindInstance finds no object (:83692-83711). A dedicated server pins its reference position at (1e6,0,1e6) every physics tick (:100340) and so never instantiates anything at a real player coordinate: a portal ZDO the server owns receives every damage call aimed at it and discards 100% of them, with no health threshold involved. So the mod (1) holds server ownership against ReleaseNearbyZDOS, (2) vetoes both removal paths, (3) no-ops every WearNTear entry point that can lower health or destroy the piece, for the case where a server does hold an instance, and (4) keeps the 1e9 health and wear-immunity field overrides for the window where a client holds a copy. De-targeting (Piece.m_randomTarget/m_primaryTarget) is retained but is now documented as a courtesy, not a defence - it never stopped area damage.
  • A watchdog now counts what it had to fix, and a status line every 5 minutes reports both ends standing plus every damage call, removal and ownership steal the protection refused. "Is anything getting through" is an answerable question instead of a guess.
  • ClearanceMeters is a preference, scanned in descending tiers, instead of all-or-nothing. On the live server 40 of 40 logged placements came back Compromise and not one reached Clear: at ClearanceMeters=15 (and at the 10 m default) nowhere in a Valheim forest has that much room from every tree, rock and building piece, so every gate fell through to a last-ditch "most open spot" that weighs a metre of room against thirty metres of walking - which is how gates ended up 26-40 m from the bed they were meant to stand beside, and why the warning it logged every single time carried no signal. The search now tries the configured clearance, then progressively smaller requirements, and takes the closest spot honouring the best one available, never accepting less than the new MinRoomMeters hard floor while any spot in range can meet it - widening the search radius (up to 4x, capped at 200 m) first. New Reduced quality for "met a smaller requirement in full", so a warning again means something. Log lines now read as room actually obtained versus room needed.
  • Death-detection latency cut from tens of seconds to a tick or two. Respawning destroys the player's character ZDO and mints a new one (Game._RequestRespawn :100278-100293), so a character that is replaced or disappears opens a short watch that scans the player's last known position - which is where a fresh tombstone is - instead of waiting for the paced background sweep's cursor to come round. That sweep's own budget went from 20 to 48 sectors per tick.
  • New config in section 41 - Targeted: Corpse Run: MinRoomMeters (default 2), MaxGraveAgeMinutes (default 0 = no limit), GateTtlMinutes (default 0 = no limit, replaces TtlMinutes).

Known gaps

  • Core/Hooks/RpcZdoDataHook's leading-ZDOID capture reads the int count field that ZDOMan.RPC_ZDOData writes first (:77133), not a ZDOID, so the value it hands its postfix handlers is garbage. Nothing in the corpse-run path depends on it; AuditEngine is the only consumer. Left alone in this release rather than changed blind.
  • Older Subsystems/Foundations/ doc comments still cite 1.0.12 decompile line numbers, now ~32-43 lines low against 1.0.15/1.0.16.
1.0.7

Changed

  • 1.0.16 added to the verified-build list. An asmdiff of the 1.0.15 and 1.0.16 server assemblies shows every type this mod patches or calls (Game, ZDOMan, ZDO, ZDOExtraData, ZDOVars, ZRoutedRpc, ZRpc, ZNetScene, ZNetView, TeleportWorld, ZDOID, ZPackage, ZNet, FejdStartup) is unchanged; of the 19 types that did change, only TerrainComp is one this mod has any relationship with (TargetedGroundProbe reads the _TerrainCompiler wire format directly rather than calling the class), and the changed members (Awake, ApplyOperation, PaintCleared, .cctor) are not Load/Save/ApplyToHeightmap, the ones that format depends on. See Subsystems/Foundations/VersionMigration.cs.
  • Rebuilt against Valheim 1.0.16 (client build 25527674 / dedicated server build 25527701, network version 40, unchanged from 1.0.15) and re-verified: a static reference check against both the client and dedicated-server assemblies, and a headless 1.0.16 dedicated-server boot.
1.0.6

Fixed

  • A modded client was kicked for not having TortalPortalLite installed — a server-only mod. (Plugin.cs ConfigSync initializer.) The plugin set DisplayName, CurrentVersion and MinimumRequiredVersion on its ConfigSync but never ModRequired, which ServerSync defaults to true (ServerSync.cs:1148). GetFailedServer fails every check where ModRequired && !ValidatedClients.Contains(rpc) (ServerSync.cs:1248), and a client without the DLL never validates, so it was disconnected with ConnectionStatus.ErrorVersion naming this mod. A vanilla client has no ServerSync and sends no version list, so the check never ran and the bug stayed invisible on vanilla servers; it only bites a modded client whose pack correctly omits the server-side mods. ModRequired = false is now set explicitly. MinimumRequiredVersion stays: not required, but a client that does load it must match versions.

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Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2351 · View mod page

Check out the mod page for detailed installation instructions.

2

Install TortalPortal LITE

This mod only needs to be installed on the server.

Download TortalPortal LITE 1.0.8

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.