Mods / Teleportation Runes

Category: #Furniture #Magic #Technology
Author: Kosher
Side: Both
Created: Sep 6th 2021 at 9:17 PM
Last modified: Nov 17th at 12:08 AM
Downloads: 5365
Follow Unfollow 36

Gothic-like fast travel system

Tired of walking all day?

Wanna get to your mines faster?

Wanna build home somewhere on the top of a mountain?

This mod is for you!

Re-imagined in-game traveling system, inspired by Gothic 3.

This mod adds a new way to fast travel - teleportation runes!

It's simple:

1 - Craft Teleportation Beacon.

2 - Craft Rune Stone and bind it to the Beacon.

3 - PROFIT - teleport to your beacon from anywhere.

 

Beacon

Info:

image

Look at that floating beauty, wanna have one?

Can be crafted using:

  • Chisel
  • Hammer
  • Stone blocks - 2x (andesite, granite, basalt)
  • Metal plate (copper, tin bronze, bismuth bronze, black bronze, silver, gold, iron, steel)
  • Temporal gear

Currently have 24 variants, that are based on metal and stone:

image

Fancy, isn't it?

Rune

Crafting

In order to craft Rune Stone player need to:

1. Create Rune Stone Base - Blacksmith or Molds (copper, tin bronze, bismuth bronze, black bronze, iron, steel)

2. Create Rune Stone Core - Clay Forming (any clay)

3. Create Raw Rune:

  • Rune stone base
  • Rune stone core
  • Knife
  • Temporal gear

4. Burn it at 950 degrees

Properties

Rune has different durability and teleporation time based on used metal:

Metal Durability Teleportation Time
Copper 1000 5
Tinbronze 1500 4
Bismuthbronze 1750 4
Iron 4000 3
Steel 10000 2

Rune uses 1 durability to teleport user for 10 blocks.

Usage
  • Right click on the beacon to bind rune to it.
  • When rune is bound to the beacon hold RMB, to teleport to the beacon.

To be done:

Releases plan

Version 1.1

  • DONE: Sounds! Teleport, detach rune, teleportation failed (with a small easter egg)
  • DONE: Changes to the balance (teleportation time and durability) based on the feedback
  • "Smart Cancel" - save previously bound beacon, when player "Cancels" binding to a new one (right now rune become un-bound)

Changelog:

V.1.0.7
  • Sounds!
    • Added teleportation sound (unique for each metal)
    • Added teleport failed sound
  • Fixed an issue because of which system not always identified if beacon is blocked 
V.1.0.6
  • Added ukrainian localization
  • Tweaked runes balance to be closer to vanila metals durability:
    • Tinbronze was 2000 > now 1500
    • Bismuthbronze was 2000 > now 1750
    • Steel was 8000 > now 10000
V.1.0.4 - V.1.0.5
  • Resolved an issue with some recipes, which were consuming tools on craft, twice, missed one comma in initial patch :)
V.1.0.3
  • Resolved crash on new save start, reported by @PeterSanderson
V.1.0.2
  • Code style tweaks
  • Added mod icon
  • Attepting to resolve random crash issue reported by WickedSchnitzel
V.1.0.1
  • Resolved an issue with "Teleport to" text. Now destination of the rune is shown in Info pop-up in inventory.
  • Renamed "Nest" to "Base".
  • Added information about mod items usage into handbook.

Version For Game version Downloads Release date Changelog Download
v1.0.7 303 Nov 17th at 12:08 AM Show teleportation-runes-1.0.7.zip
v1.0.6 197 Nov 15th at 10:25 PM Show teleportation-runes-1.0.6.zip
v1.0.5 2429 May 11th at 4:02 PM Show teleportation-runes-1.0.5.zip
v1.0.4 286 May 4th at 6:31 PM Show teleportation-runes-1.0.4.zip
v1.0.3 998 Feb 14th at 7:55 PM Show teleportation-runes-1.0.3.zip
v1.0.2 175 Feb 13th at 6:31 PM Show teleportation-runes-1.0.2.zip
v1.0.1 642 Sep 13th 2021 at 7:44 PM Show teleportation-runes-1.0.1.zip
v1.0.0 333 Sep 6th 2021 at 9:18 PM Show teleportation-runes.zip

15 Comments (oldest first | newest first)

💬 Bird_, May 16th at 10:55 PM

Hi there, what is the actual crafting recipe/layout to make the beacon? It's not in the handbook.

 

Thanks

💬 Kosher, Feb 14th at 10:37 AM

Thank you for the report, that's interesting, will try to resolve it asap PeterSanderson

💬 PeterSanderson, Feb 13th at 11:59 PM

Opened new creative world, only teleportation runes loaded.

Placed beacon, upon right clicking to bind the rune I crashed - reverting to 1.16.3 to see if it works there

Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.4-rc.1 (Unstable)
Loaded Mods: game@1.16.4-rc.1, tprunes@1.0.2, creative@1.16.4-rc.1, survival@1.16.4-rc.1
2022-02-13 4:57:46 PM: Critical error occurred
System.TypeLoadException: Could not load type 'Vintagestory.API.Common.Action`1' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at TeleporatationRunes.ItemRune.BindToBeacon(BEBeacon bec, ItemSlot slot, BlockSelection blockSel, EntityAgent byEntity)
at TeleporatationRunes.ItemRune.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _IvfmEvuJwr7VMbw1kVj5Ter0nNC._wkudRjPIlCubSSEe3FAYlwwLW67(Single )
at _Zfmg5ffc8Ti38DIuSp2r8O8tLME._rWE3xI3aOKPeRpKgmKr5NYpaYkO(Single )
at _Zfmg5ffc8Ti38DIuSp2r8O8tLME._yQB8A1dhJdkLtde7vjsKIdtfNoq(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _lqson7flRqSy16DWdskb5Jr4oZn._CDvZpLhD71cdeyRbJOqpG4FtyuV(_oRSuDgGehiQAKnwrAZQJjQj9t1r , String[] )
at _GWwf4nFcduQvJKEidzWqUiyEe8F._CDvZpLhD71cdeyRbJOqpG4FtyuV(ThreadStart )
-------------------------------

EDIT: Also crashed in 1.16.3

Game Version: v1.16.3 (Stable)
Loaded Mods: game@1.16.3, tprunes@1.0.2, creative@1.16.3, survival@1.16.3
2022-02-13 11:16:22 PM: Critical error occurred
System.TypeLoadException: Could not load type 'Vintagestory.API.Common.Action`1' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at TeleporatationRunes.ItemRune.BindToBeacon(BEBeacon bec, ItemSlot slot, BlockSelection blockSel, EntityAgent byEntity)
at TeleporatationRunes.ItemRune.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _TcPKe0ld0EAbHR8YsMG1OLy9q8O._vg1QFi5yvtdWtcWdYGzwV9j9PVf(Single )
at _SbWHHe8Ad6lBV8IRbvWFqut7ren._mSnyaJUIQhBb8A1j3UUn7uh5BBO(Single )
at _SbWHHe8Ad6lBV8IRbvWFqut7ren._b365Cpnna1p8GSaDyyO3EH2VfOD(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _muFH2BhSjNKo8GSc2o33Nm6Ckup._SwLkq72vc0vcc3OnHXTAS19pm9p(_tVmXPdKJ3JBDWFc8tBtvgftcfhl , String[] )
at _XL1Xa21FKJVFetNmIumId5p6UDU._SwLkq72vc0vcc3OnHXTAS19pm9p(ThreadStart )
-------------------------------

💬 Kosher, Feb 13th at 1:50 PM

WickedSchnitzel

I'm really glad that you liked my mod idea, please feel free to upload your version of the mod! It worms my soul that someone is using it.

And sorry for late response (I wish there were some email notifications from the form when comment is added to mode page, Tyron please consider adding it in the future :D)

💬 WickedSchnitzel, Dec 6th 2021 at 8:18 PM

We are using a modified version of your mod on our server. I have tweaked the runes, disabled some rune types, renamed them and disabled the animation of the beacon, which got rid of the crashes we experienced before. Your mod is one of the favourites of my players and i really would like to continue to use it. But now that the auto-downloader is coming in the next major release of VS, all the mods require to be online here in the ModDB, so that the auto-downloader can find them. So my question is, if you would allow me to upload CoB's version of "Teleportation Runes". Of course i would give credit and add a note that its not the original version and modified to use on the CoB server. Kosher

💬 Kosher, Nov 10th 2021 at 12:11 PM

Hi WickedSchnitzel

Thank you for the report! Unfortunately I've faced this issue and it's related to in-game code.

As far as I can see - it caused by attempt to render particles on teleport, but I've not found a way to fix it from my code (since as you can see in the stack trace there are no mod-related classes, it's all in-game entities)

I've tried to bring developer's attention in game developers discord channel, and hope that it will be fixed in next game releases.

And sorry for late response, because of the number of in-game issues I've temporarily stopped playing and making mods for VintageStory. But I really hope that this game will get better with time.

💬 WickedSchnitzel, Nov 1st 2021 at 10:30 AM

We had a hard time figuring out what crashes our players so randomly on our server but now i am relatively sure it is caused by your mod. Maybe you could have a look and fix it asap - if your mod should be responsible for it. Players are crashing randomly with the following error:

Running on 64 bit Windows with 8 GB RAM
Version: v1.15.7 (Stable)10/30/2021 3:24:53 PM: Critical error occurred
System.ArgumentException: Fatal: Trying to render an uninitialized or disposed mesh
at Vintagestory.Client.NoObf.ClientPlatformWindows.RenderMesh(MeshRef modelRef)
at Vintagestory.GameContent.BEAnimatableRenderer.OnRenderFrame(Single dt, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _gt983m53spH3zIRFvTrVgBj5MUb._m2KVBUzhniiatiiNT9yOoXoOOvL(Single )
at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single )
at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] )
at _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )

Kosher

💬 Kosher, Oct 26th 2021 at 5:34 PM

Hi @Blackmare - particles color coding has following meanings:

  • Orange - beacon is blocked from all 4 sides (it needs to have air from at least one side, 2 blocks height) 
  • Red - rune is not bound to beacon, or beacon to which rune was bound is destroyed
💬 sunvald, Oct 23rd 2021 at 11:05 AM

Shouldnt the rune show the name of the beacon, when you hover over it with the pointer? It doesnt. Good mod.

Edit: Ah it shows when you hold the rune in your hand.

💬 Blackmare, Oct 10th 2021 at 12:10 AM

I'm running into an issue where the iron rune i have does the blue particle effects and then after the 3 seconds i dont teleport and i have brownish particles instead

💬 Polraudio, Sep 10th 2021 at 5:57 AM

Very nice mod! Keep up the awesome work.

💬 Kosher, Sep 9th 2021 at 5:19 PM

@EreticKB, hah, thank you, I'm actually considering an idea to dedicate more time to Vintage Story modding, but to reach same level of greatness as Azanor - I can't even imagine how much effort that would require :D 

💬 EreticKB, Sep 9th 2021 at 1:18 PM

Have we new "Azanor" for Vintage Story? I hope one day you create large magic mod, no worse than Thaumcraft.

💬 Kosher, Sep 8th 2021 at 9:40 AM

Hi @Travisplo! Thanks for the proposition, you're right - this name might be confusing, I've created simple poll to collect a feedback, and based on it will include (or not, but I doubt it) this change to 1.1:

https://www.surveymonkey.com/r/Q5GTSYT

💬 Travisplo, Sep 8th 2021 at 1:28 AM

So, just making sure, the Rune "Nest" is just the Base that the Core sits in, right? Nest sounds a bit wierd as a descriptor for it. Is that a term from Gothic?

(edit comment delete)