Jump to content

Recommended Posts

Posted (edited)

o/ all

Since i don't know much on mod making i had a ton of ai help, but here is the start of a teleporting mod. I see that stuff is already in game or part of a pack i picked up. Well i wanted a simple teleport mod so here we go. Just combine 4 metal ingots in a square and you get a teleport pad .. get 2 of these pads and name them the same thing (like mine23) and step on and it pops you through. I thought it was a good idea after i followed some book that lead me to a coal mining complex almost a weeks travel away. So in Valheim(game) style the vsTeleport mod was created. 

Please let me know your thoughts, it isn't a finished product but it works in its current configuration. Which is already saving me a BIG run. 

Go here ( https://mods.vintagestory.at/show/mod/32664 ) if you want a copy or i attached to this post as well. 

Happy Gaming ALL!

vsTeleport_v2.7.zip

screenshotpad1.png

Edited by Mozzie_GWG
Posted

Got a mod breaking issue so here is the report. But the main thing is if you play solo it shouldn't have issues. But other people around and using the system will break it. Working the fix now unless wife aggro wins, and it will as always. 

Why it brOkEs

Common culprits:

  • Global static fields in your pad logic (e.g., a single currentPad or Dictionary<string, BlockPos> without handling multiple entries). The 2nd player overwrites the first.

  • Non-unique labels: if both players use the same label (“Home”), your code may “find the first” (or the wrong) pad or even find itself and do nothing.

  • No per-world registry: using statics without scoping to the world will conflict on reload or across threads.

  • No deregistration on break/unload → the registry points to dead pads, so teleport lookup fails.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.