DArkHekRoMaNT Posted January 6, 2021 Report Posted January 6, 2021 (edited) Reimagined teleportation system Will spawn broken teleport structures ~ every 4000 blocks. You can repair the structure with a temporal gear, then teleport from it to any other structure you activate. By default, the structure needs to be repaired only once, but to use it you need to walk to it once with your feet (and open the teleport dialog). The structure does not break, so you cannot move the teleport. Both of these items can be toggled in the config or with /tpnetconfig (on servers requires a reboot of the world) There are also a few additional commands /rndtp [range] teleports to a random point within range (or anywhere on the map, if not specified). Might kill, so be careful (fixed in v1.4.0) /tpimp list - shows a list of available teleport structures /tpimp paste <name> - will spawn the teleport structure with the given name under the player. /tpnetconfig - change the mod config (on servers requires a reboot of the world) .tpdlg - opens the teleport dialog, only in creative Preview Spoiler Download: ModDB or GitHub Edited September 3, 2021 by DArkHekRoMaNT 5 1
eborg Posted January 8, 2021 Report Posted January 8, 2021 If you have already started a world and want to add a teleporter how do you add one?
DArkHekRoMaNT Posted January 8, 2021 Author Report Posted January 8, 2021 (edited) On 1/8/2021 at 7:29 AM, eborg said: If you have already started a world and want to add a teleporter how do you add one? game 1.15+: /tpimp paste common /tpimp paste normal Will generate a structure below you (it is better to stand a couple of blocks higher, otherwise most of the structure will be underground). The teleport, like the merchant, in the new world always appears next to the spawn, so at least there you should set it manually. They will also start spawning in not yet generated chunks. Edited January 17, 2022 by DArkHekRoMaNT update command for new version
DArkHekRoMaNT Posted January 8, 2021 Author Report Posted January 8, 2021 I would be glad to receive any feedback, especially on working on the server, because testing the mod in multiplayer is problematic
eborg Posted January 8, 2021 Report Posted January 8, 2021 I am just playing single player. It spawned correctly in a new chunk. Working as expected. It would be nice if there was some in game way to see how to fix the broken ones. Also to rename them. Thanks for a great mod.
Lisabet Posted January 9, 2021 Report Posted January 9, 2021 I support the ability to rename; I love this system it's great and balanced by needing to repair each one. However I've just repaired my 8th? teleporter and it has the same name as the one next to spawn.
DArkHekRoMaNT Posted January 9, 2021 Author Report Posted January 9, 2021 12 hours ago, eborg said: I am just playing single player. It spawned correctly in a new chunk. Working as expected. It would be nice if there was some in game way to see how to fix the broken ones. Also to rename them. Thanks for a great mod. How to fix is shown in the usage tip when hovering over the teleport (central block). Also I plan to add the renaming in new versions.
Malicante Posted January 10, 2021 Report Posted January 10, 2021 (edited) @DArkHekRoMaNT Server wise, I am seeing this ping in the server log when tossing the gear into place, though it has nothing in the tooltip as to what to do with the teleporter, nor does it's name change: [Server Notification] [tpnet] Added teleport Blancathey at 499707, 116, 499328 to teleports list Sadly, the teleports do not register to a given player either, either spawned or found. Anything else I can do to help make this work serverside, please let me know! Edited January 10, 2021 by Malicante
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 v1.0.1: Fixed not working adding a teleport to the list of available
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 10 hours ago, Malicante said: [Server Notification] [tpnet] Added teleport Blancathey at 499707, 116, 499328 to teleports list This is just a notification that a teleport has been added to the general list of all teleports in the world (not to a specific player).
Malicante Posted January 10, 2021 Report Posted January 10, 2021 Updated to 1.0.1, destroyed and replace the teleport blocks, but nothing has changed, at least on the client side. Looking at the server log has a few tidbits, I'll leave a copy of said log for you to peruse in case I'm blind to something important. Server log since 1.0.1 restart.txt
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 v1.0.2: Added hover text with teleport pos Added the ability to rename the teleport (Sneak + RMB on the central teleport block)
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 5 hours ago, Malicante said: Updated to 1.0.1, destroyed and replace the teleport blocks, but nothing has changed, at least on the client side. Looking at the server log has a few tidbits, I'll leave a copy of said log for you to peruse in case I'm blind to something important. Server log since 1.0.1 restart.txt 12.28 kB · 1 download I have fixed the main error due to which teleports were not saved, it is not clear what else could be the reason. Apparently I will have to at least use a dedicate server for full debugging of teleports (And they were not saved even in the single, unless they were manually placed. It's strange if this worked.)
Malicante Posted January 10, 2021 Report Posted January 10, 2021 Single player seems to be working perfectly with the rename and warping about, multiplayer is throwing two different crashes, error logs both attached. Renaming instantly crashes you to Desktop, while standing in the center of the ring only crashes you a quarter of a second after the teleport menu comes up, saying no available points found. Thanks for your hard work! Rename teleporter crash.txt teleport menu crash.txt 1
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 v1.0.3: Fixed crash when opening rename dialog Improved log Now in creative shows all teleports (including broken ones) No longer shows broken teleports if sharing is on I think this is the last new version for today
DArkHekRoMaNT Posted January 10, 2021 Author Report Posted January 10, 2021 v1.0.4: Fixed crash when opening teleport dialog Now definitely the last
DArkHekRoMaNT Posted January 11, 2021 Author Report Posted January 11, 2021 (edited) v1.1.0: Fixed sync (teleports didn't work on servers). Teleport name is now shown in its block help The system for storing and synchronizing the list of teleports has been completely redesigned. There may be problems in existing worlds, at least all teleports will need to be reactivated (just stand on them). Also using /tpnetconfig on servers requires the world reboot Edited January 11, 2021 by DArkHekRoMaNT 1
Malicante Posted January 11, 2021 Report Posted January 11, 2021 (edited) Just tested your newest version, and after smashing and replacing the teleport block, it is working excellently! EDIT @3:28 PM: I appear to have spoken too soon, a small issue with renaming teleports has popped up in multiplayer. You can rename them but the name resets when you go to teleport at any teleport node. Outside of that, still working amazingly and the folks on the small server I am running thank you for such a nice looking and easy to use mod! EDIT 2 @8:02 PM: Another fun bug decided to rear its head after trekking around for a while: The teleporter list wipes itself clean, upon committing aliven't and returning home, it appears the teleporter network renames each teleporter after X amount of time passes. Also Temporal storms seem to knock your network out Edited January 12, 2021 by Malicante Spoke too soon, found sm--2 bugs 1
DArkHekRoMaNT Posted January 12, 2021 Author Report Posted January 12, 2021 11 hours ago, Malicante said: Also Temporal storms seem to knock your network out This was a planned feature that I haven't implemented yet. What kind of magic?
Malicante Posted January 12, 2021 Report Posted January 12, 2021 I expected that, to be honest, but not that they'd keep changing their names even without said storms (Though again, probably should have since they run off of Time and not Darkness or Sky, hehehe). I guess I more thought that the storms would less disable and would more "scramble" your network, shuffling around what teleporter was named what until you messed with them or some such thing akin to Temporal maint work.
DArkHekRoMaNT Posted January 12, 2021 Author Report Posted January 12, 2021 (edited) v1.1.1: Fixed rename sync It didn't sync at all. All changes were local Edited January 12, 2021 by DArkHekRoMaNT
Nozarati Posted January 22, 2021 Report Posted January 22, 2021 We are using this on our server and it seems that any teleporter that I spawn in using /tpimp paste normal cant be connected to the network. You can use it to teleport to the generated ones that we have activated but its a one way trip. Also im not sure the unbreakable config command is working as the blocks seem to be invulnerable no matter what.
DArkHekRoMaNT Posted January 23, 2021 Author Report Posted January 23, 2021 v1.1.2: Fixed NRE on exit Added text shuffle on temporal low stability / storm
DArkHekRoMaNT Posted January 23, 2021 Author Report Posted January 23, 2021 On 1/22/2021 at 11:28 PM, Nozarati said: We are using this on our server and it seems that any teleporter that I spawn in using /tpimp paste normal cant be connected to the network. You can use it to teleport to the generated ones that we have activated but its a one way trip. Also im not sure the unbreakable config command is working as the blocks seem to be invulnerable no matter what. It's strange. Have you been using version 1.1.1? I tested this in a test multiplayer and on the server where I am currently playing. Everything works fine. I also checked unbreakable - it works. Have you rebooted the world after using the command?
Recommended Posts