The Tool Desk
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All three choices change multiplayer logistics in different ways. Before installing, confirm the exact mod versions, dependencies and client/server placement, and account for the current BepInEx crossplay limitation: a BepInEx-modded server must run with crossplay=false, which prevents PlayFab crossplay users, including console players, from joining that configuration.
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Quick verdict: which portal mod fits your server?
| Mod | Best for | What it changes | Administrative profile |
|---|---|---|---|
| XPortal Networks | Organized travel between shared bases, factions or projects | Replaces matching portal tags with destination selection; supports global, personal, private and custom named networks | Strongest governance, with server-enforced settings, custom networks and portal-removal controls |
| TeleportEverything | Servers that want to change transport rules | Configurable movement of allies, ores, ingots, carts and, optionally, nearby enemies | Most consequential balance changes; the server owner controls synchronized settings |
| TheGreatestPortal | A simple, compact portal directory | One portal presents a list of portals built around the world | Lightest policy burden and the smallest conceptual change to portal travel |
These are not three versions of the same design. XPortal Networks solves routing and permissions, TeleportEverything solves restrictions on cargo and entities, and TheGreatestPortal solves the physical clutter of a conventional portal room. “Best” depends on which of those problems is slowing down your server.
What a multiplayer portal mod needs to solve
Vanilla portal travel is based on matching tags. That works for a small world with a few connections, but a persistent server can accumulate portals for mines, farms, outposts, faction bases and temporary expeditions. Players then have to remember exact names, walk through a crowded hub, and agree on conventions that may not survive a growing roster.
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A useful multiplayer mod therefore has to answer six separate questions:
- Can a player select a destination without memorizing a tag?
- Can administrators separate public travel from personal or private links?
- Do all players see the same destinations and settings?
- Can the server decide whether ores, carts or creatures may pass?
- What happens when a client has a different version or missing dependency?
- Does the setup remain available to console or other crossplay players?
XPortal Networks addresses the first three most directly. TeleportEverything addresses the fourth. TheGreatestPortal keeps the first question simple while minimizing new policy decisions. The technical answers to the last two apply to the BepInEx mod ecosystem as a whole.
XPortal Networks: best for organized multiplayer transportation
How the routing model works
XPortal Networks replaces the need to pair portals by identical tags with a destination-selection interface. A player can choose from the networks and destinations that the server makes available instead of searching for the right spelling or walking through a huge portal hall.
The mod documents four broad network types:
- Global networks: destinations intended for broad server access.
- Personal networks: links associated with an individual player.
- Private portals: connections restricted by the server’s privacy rules.
- Custom named networks: administrator-defined groupings for a community’s own structure.
That division is useful on a cooperative server where a central town, a shared resource area and a player’s private workshop should not all have identical visibility. It also gives faction or event servers a way to publish only the travel options that belong to a particular group.
Administrative controls
The server can define up to 15 custom networks. Their definitions are stored in xportal_networks.json, and the mod documentation describes live reloading, so an administrator can adjust network definitions without treating every change as a full rebuild. Network IDs run from 1 through 15; keep a written convention for those IDs so later edits do not accidentally repurpose a network that players already use.
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Other documented controls include default destinations, uncapped portal names, optional doubled portal costs and a setting that limits portal destruction to the creator or administrators. The destruction restriction matters on public servers: without an ownership rule, a player can remove a connection that another group depends on. Conversely, a server that encourages free-form construction may prefer to leave removal less restricted.
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XPortal Networks also supports synchronization of server-enforced settings. That lets the owner make the rules authoritative rather than relying on every player to choose identical local values.
Dependencies and placement
XPortal Networks lists BepInExPack Valheim and Jötunn as prerequisites. Install the mod and its dependencies on the dedicated server and on every client that will connect. A client-only installation is not a safe multiplayer assumption because the server must be able to synchronize the mod’s rules and the connecting player must have the matching client components.
When XPortal Networks is the right choice
- Your world has more portals than players can reasonably remember.
- You want public, personal and private travel to coexist.
- An administrator needs to prevent portal sabotage or enforce a naming policy.
- You want a destination directory without making every player maintain a personal map of tags.
- You are willing to spend time designing network categories and permissions.
The trade-off is governance overhead. The interface is more capable than a simple tag swap, so the server should publish what each network means, who can create destinations and whether portal costs are intended to preserve progression.
TeleportEverything: best for changing what can travel
Transport modes
TeleportEverything is aimed at servers that consider vanilla portal restrictions the main problem. Its documented modes cover standard behavior, allies, ores, ingots, carts and optional enemy behavior. The important decision is not merely whether a portal works, but what a player is allowed to carry through it.
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| Option or mode | Effect described by the mod | Multiplayer consequence |
|---|---|---|
| Standard vanilla behavior | Leaves the ordinary portal rules in place | Useful when the server wants the mod installed but does not want cargo rules changed |
| Ore and ingot transport | Allows those materials to pass through portals | Removes the hauling detour and can accelerate mining-to-base progression |
| Cart transport | Configures whether carts may use portals | Supports bulk logistics, but makes portal routes more powerful than foot travel alone |
| Allies | Provides a mode for transporting allied players | Useful for group expeditions and coordinated returns |
| Vikings don’t run | Blocks portal use when enemies are nearby | Preserves a danger-related restriction even when other transport rules are relaxed |
| Take them with you | Allows nearby enemies to follow | Creates a deliberately risky option for servers that want pursuers to remain part of the journey |
The names of the enemy modes are especially important when documenting server rules. “Vikings don’t run” and “Take them with you” produce opposite outcomes, so an administrator should state which one is active rather than describing the setting vaguely as “enemy teleportation.”
Installation and authority
The author recommends installing TeleportEverything on both the server and clients. Its settings are server-synchronized and controlled by the owner, which prevents each player from privately deciding whether ore or carts are legal. Record the selected mode in the server’s rules or welcome message; otherwise players may interpret a successful or failed transport attempt as a bug.
The mod’s Thunderstore page reported 729.2K downloads in a 2026 capture. That is a platform-reported download count, not proof that it is the universally most popular or best-balanced option.
Balance decisions before enabling cargo
Allowing ores and ingots through a portal changes more than convenience. It removes the return-trip constraint that normally makes a mining expedition a logistical commitment. Cart transport can extend that advantage to bulk movement. A server that values faster building may welcome those changes; a server that treats hauling as part of progression may prefer standard behavior or a narrower rule set.
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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsEnemy options create a different kind of balance question. Blocking portals near enemies prevents a player from using a portal as an instant escape during a fight. Allowing nearby enemies to follow preserves pursuit but can make a portal arrival dangerous. Decide whether the server wants portals to be safe infrastructure, a controlled shortcut or a risk that carries the encounter across the loading transition.
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TheGreatestPortal: the lightest portal-directory approach
TheGreatestPortal takes a simpler route than XPortal Networks. PC Gamer describes it as one portal that provides a list of portals built around the world. Instead of constructing a large hub with a portal for every destination, a base can use a single directory-style entrance.
This design is attractive when the group’s main complaint is physical clutter. A compact base can offer world-wide navigation without dedicating a room to dozens of paired gateways. It also demands fewer policy decisions than a system with multiple network types: the central question is which portals should appear in the list and how the group will label them.
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Side-by-side comparison for server owners
| Capability | XPortal Networks | TeleportEverything | TheGreatestPortal |
|---|---|---|---|
| Destination selection | Destination-selection interface with multiple network types | Not its primary focus; transport behavior is the defining feature | One portal presents a list of destinations |
| Custom grouping | Up to 15 administrator-defined networks, IDs 1–15 | Not stated | Not stated |
| Private or personal access | Global, personal and private options documented | Not stated | Not stated |
| Ore and ingot transport | Not stated | Documented configurable mode | Not stated |
| Cart transport | Not stated | Documented configurable mode | Not stated |
| Enemy behavior | Not stated | Modes include blocking portals near enemies or allowing nearby enemies to follow | Not stated |
| Portal-destruction control | Setting can limit removal to the creator or administrators | Not stated | Not stated |
| Dependencies named by the documentation | BepInExPack Valheim and Jötunn | BepInEx-based installation; the author recommends server and client placement | Uses the BepInEx ecosystem; verify the mod’s current dependency list before deployment |
| Best fit | Administration and routing | Transport-rule customization | Minimal, compact directory |
How to install a portal mod on a multiplayer server
- Confirm the game and mod versions. Write down the Valheim version, the exact portal-mod version and every dependency version. Gameplay mods generally need matching versions between the server and clients.
- Install the BepInEx base loader. BepInEx is the foundation for this mod ecosystem. RespawnHost’s multiplayer guidance states that it belongs on the server and every client.
- Add the mod’s prerequisites. For XPortal Networks, install BepInExPack Valheim and Jötunn before the portal mod itself. For another mod, use its current dependency list rather than assuming XPortal’s requirements apply.
- Place the same mod set on the dedicated server and each client. Keep filenames and versions aligned. A server-only installation can leave clients unable to load the interface or accept synchronized settings.
- Disable crossplay for a BepInEx-modded server. The documented operational setting is
crossplay=false. This excludes PlayFab crossplay users, including console players, from that server configuration. - Start with one controlled test. Create a test portal, connect with at least one other player and verify destination visibility, permissions and the behavior of any cargo or enemy rule before building a world-wide network.
- Publish the server policy. State which destinations are public, whether private portals are allowed, what materials may travel, who may remove portals and which version set players must install.
- Re-check after Valheim updates. BepInEx compatibility and mod behavior can change after a major game update. Treat the crossplay warning and version requirements as operational details to verify again rather than permanent guarantees.
Mod managers such as Gale or r2modman can help distribute a consistent profile, but the server owner still needs to verify the actual files, versions and configuration loaded by the dedicated server.
Configuring XPortal Networks without creating confusion
Design the network taxonomy first
Before editing xportal_networks.json, decide what each network means. A workable scheme might reserve one network for shared infrastructure, another for faction projects and another for temporary events. The specific names are your server’s policy; the important point is that a player should be able to predict where a destination belongs.
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Use IDs consistently
Because the documented custom-network range is IDs 1 through 15, keep a small administrator record that maps each ID to its purpose. Do not reuse an old ID immediately after deleting a network if players may still have the former name in notes or screenshots.
Set defaults and visibility deliberately
Default destinations can make the main settlement easy to reach, while personal and private networks keep specialist or faction travel separate. Decide whether uncapped portal names improve readability or make the directory harder to scan. If the server doubles portal costs, explain that it is an intentional balance setting rather than an error in the destination interface.
Test live reloads safely
The mod documents live reloading for custom network definitions. Make one change at a time, confirm that the intended network appears, and have a second player check the result. Live reload reduces downtime but does not remove the need to validate names, visibility and permissions.
Choosing TeleportEverything settings as a group
- Start from the server’s progression philosophy. If hauling ore is meant to be a meaningful expedition, retain standard behavior. If construction and exploration are the priority, evaluate ore and ingot transport.
- Decide whether carts are convenience or an exploit of the intended route. Carts can make a portal network function as a bulk freight system, so apply the rule consistently to every player.
- Choose an enemy policy. Use “Vikings don’t run” when portals should not be emergency exits near combat. Use “Take them with you” only when the group accepts that nearby enemies may follow.
- Document the fee settings. TeleportEverything documents configurable transport fees. Tell players whether a fee is active and what behavior it is meant to regulate.
- Keep the owner authoritative. Because settings are server-synchronized, make changes from the server’s configuration and announce them before an expedition that depends on a particular transport rule.
Crossplay, compatibility and common failure modes
Console players cannot join the modded crossplay configuration
The BepInEx requirement and crossplay=false warning are the decisive constraints. If a group includes PlayFab crossplay users, including console players, a BepInEx-based portal setup is incompatible with that server configuration. The practical choices are to run an unmodded or differently configured server for those players, or to keep the modded server limited to supported PC clients.
A player sees a missing dependency or cannot connect
Compare the client’s BepInEx, portal-mod and dependency versions with the server’s files. For XPortal Networks, specifically verify BepInExPack Valheim and Jötunn. Matching versions are a baseline requirement for gameplay mods; adding only the portal DLL to one side is not a complete installation.
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Check that the player is connecting to the intended server profile and that server-enforced synchronization is active. With XPortal Networks, inspect the custom-network definitions and confirm that the live reload applied the change. With TeleportEverything, remember that the owner-controlled server setting overrides a player’s local expectation.
Players can no longer find a portal
Review the network category, destination name and visibility rule rather than creating a duplicate portal immediately. XPortal Networks separates global, personal, private and custom named networks, so a destination can exist while remaining outside a particular player’s visible list.
Portal travel feels too powerful
For XPortal Networks, consider restoring ordinary costs or removing an unnecessary default destination. For TeleportEverything, narrow cargo permissions, disable cart transport or return to standard behavior. If combat escapes are the concern, use the documented enemy-blocking mode instead of changing every other transport rule.
Quick Recap
Final recommendation by server type
- Shared cooperative world: Start with XPortal Networks and publish a simple network map for public, personal and private travel.
- Dedicated server focused on building or logistics: Evaluate TeleportEverything, beginning with the least disruptive transport mode and expanding only after the group agrees on progression effects.
- Small group with a crowded base: TheGreatestPortal is the most direct way to replace a large hub with one destination list.
- Faction or admin-managed server: XPortal Networks offers the clearest tools for custom named networks, synchronized rules and portal-removal limits.
- Mixed PC-and-console community: Do not plan around a BepInEx portal mod while retaining the documented crossplay configuration; the incompatibility must be resolved before choosing a mod.
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