Mods / Teleportation Runes

Category: #Furniture #Magic #Technology
Author: Kosher
Side: Both
Created: Sep 6th 2021 at 9:17 PM
Last modified: Sep 27th 2023 at 5:02 PM
Downloads: 19474
Follow Unfollow 132

Latest file for Various v1.18.x:
teleporation-runes-1.1.0.zip 1-click install


\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.1.0.9
- Refactored all classes (whew)
- Changed rune burning temperature (to match turf)
- Resolved server side exception when rune breaks
- Added coordinates to rune description
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.
[Buy Me A Coffee]

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 5057 Sep 27th 2023 at 5:02 PM Show teleporation-runes-1.1.0.zip Install now
v1.0.9 928 Sep 9th 2023 at 6:37 PM Show teleportation-runes-1.0.9.zip Install now
v1.0.8 4932 Mar 4th 2023 at 6:25 PM Show teleportation-runes-1.0.8.zip Install now
v1.0.7 2369 Nov 17th 2022 at 12:08 AM Show teleportation-runes-1.0.7.zip Install now
v1.0.6 402 Nov 15th 2022 at 10:25 PM Show teleportation-runes-1.0.6.zip Install now
v1.0.5 2671 May 11th 2022 at 4:02 PM Show teleportation-runes-1.0.5.zip Install now
v1.0.4 435 May 4th 2022 at 6:31 PM Show teleportation-runes-1.0.4.zip Install now
v1.0.3 1128 Feb 14th 2022 at 7:55 PM Show teleportation-runes-1.0.3.zip Install now
v1.0.2 302 Feb 13th 2022 at 6:31 PM Show teleportation-runes-1.0.2.zip Install now
v1.0.1 780 Sep 13th 2021 at 7:44 PM Show teleportation-runes-1.0.1.zip Install now
v1.0.0 463 Sep 6th 2021 at 9:18 PM Show teleportation-runes.zip Install now

42 Comments (oldest first | newest first)

💬 Khana, Mar 2nd at 4:25 PM

pawsbrake sorry yea we put it on our server, no issues so far but to be honest not hugely tested. but great thank you X

 

💬 pawsbrake, Mar 1st at 8:11 PM

Tested on mp servers 1.19.3 and 1.19.4, no issues; worked fantastic. Review of logs and console shows no errors, warnings, or exceptions. Khana

💬 Xaro, Feb 13th at 12:03 PM

Testing in 1.19.3 - Seems to work OK at the moment with a singleplayer game.

Testing now on a multiplayer server with Khana

💬 Khana, Feb 12th at 10:44 AM

is there any info on when its updated or does it work for 19.x?

 

 

💬 ATree, Feb 3rd at 12:23 AM

Please update this to 1.19. :-)

💬 RadiantSky, Dec 16th 2023 at 6:37 PM

I seem to be having an issue with firing the runes. Do they require a certain burning method? Edit: Solved, doesn't need to be 950 degrees, just 700 in a firepit(basic camp fire), not a pit kiln.

💬 Rolf_Krutz, Nov 15th 2023 at 5:53 PM

Is there a way to make it more difficult to create a Beacon and a Rune? I would like this mod to be more challenging

💬 KosherAuthor, Nov 10th 2023 at 1:41 PM

Phoenicius

Right now - only for the decoration, but in the next update that's gonna change :) just need to find time to make it

💬 Phoenicius, Nov 9th 2023 at 12:28 AM

I understand that the material for the Runestone matters. But does it also impact the effectiveness of the beacons too?

The handbook implies that it only affects the durability and distance for the runestones. If that's the case, then what's the point of making beacons out of better materials?

💬 KosherAuthor, Sep 25th 2023 at 10:20 AM

RogueRaiden

Thank you for the report, I've already found root cause and will fix it in the next release (will post it today).

 

💬 RogueRaiden, Sep 24th 2023 at 9:02 PM

getting this server exception, i think its on setting a rune
https://pastebin.com/ZVdz13iA

💬 KosherAuthor, Sep 16th 2023 at 9:05 PM

McJty

Sounds like a good idea, I have two more updates in progress:

  • Get rid of rune core item and simplify craft (use plain clay instead)
  • Add modificator to TP cost based on the beacon metal (copper none; bronze 0.8 cost, iron 0.6 cost, steel 0.4 cost)

And once I'm done with it - will add configuration ability. 

💬 McJty, Sep 16th 2023 at 4:17 AM

I would love to have a way to configure the teleportation cost. i.e. the durability taken per teleport. Is that something you can consider?

💬 KosherAuthor, Sep 9th 2023 at 6:15 PM

Ryuu, RogueRaiden 

Coordinates added ;)

Server side error captured and handled 

💬 KosherAuthor, Sep 6th 2023 at 9:39 PM

Thank you for your feedback guys, I'm a bit swamped by the work, but hopefully will gather my willpower and roll some updates to it soon, so mod page won't look dead :D 

💬 Zinloz, Sep 6th 2023 at 11:23 AM

McJty I've been using this on 1.18.8+ with no issues.Great mod.

💬 McJty, Sep 6th 2023 at 6:41 AM

Hi, is this mod still active? Does it work for the latest 1.18.10 NET7 version? Thanks

💬 KosherAuthor, Jul 30th 2023 at 11:14 AM

Lantalia

Source link updated, ty

 

RogueRaiden, Ryuu

Great suggestion. Unfortunately I've lost my dev environment, but, will try to update it sometime soon.

💬 Lantalia, Jul 24th 2023 at 2:11 AM

So, the source linked about doesn't seem to have been touched in two years? Is this the actual source? In any case, per the github issue I filed

text = reader.ReadString();

at BlockEntity\BEBeacon.cs:line 58

likely needs to be wrapped in a try catch block with EndOfStreamException caught and treated as an empty string

23.7.2023 21:21:24 [Server Event] Player Azem got removed. Reason: Threw an exception at the server
23.7.2023 21:21:24 [Server Error] System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadString()
at TeleporatationRunes.BEBeacon.OnReceivedClientPacket(IPlayer player, Int32 packetid, Byte[] data) in D:\Projects\Vintage Story Mods\Teleportation Runes\vintage-story-tp-runes\src\BlockEntity\BEBeacon.cs:line 58
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockEntityPacket(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 326

at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Server\ServerMainNetworking.cs:line 133

Still trying to sort out what the buffer ended as opposed to having the properly formed string there...

💬 Ryuu, Jul 17th 2023 at 4:48 AM

Can we get a call of the getTeleportPosition and have it listed below the name variable? This would prevent players from trolling one another under different coordinates but holding the same name as one another. 

image

💬 RogueRaiden, Jul 14th 2023 at 12:10 PM

Kosher

could the coords be displayed underneath where the name is? right now the coords are not shown if the rune is named

💬 RogueRaiden, Jul 3rd 2023 at 3:02 PM

getting this error in the server console, i believe its when a rune is finally broken on a use. doesnt seem to cause any harm, or do anything noticable to the client
https://pastebin.com/2tCND6sm

💬 KosherAuthor, Feb 10th 2023 at 7:06 PM

Thank you for the comment, I found source of #2 and will update mod today

As for #1 - that's interesting, I have it hosted on .10 too, but there are no errors in server logs, maybe that's an effect of the combincation with some other mod

💬 X56, Feb 9th 2023 at 1:37 AM

So we've been using this mod with 1.17.10, no issues that really stuck out until today.
1. When you break a runestone when using it to breaking point, there's a bit of red-text in the server, however, nothing worrysome.

2. The biggest issue is when you craft, it consumes the Hammer & Chissel rather than removing a portion of durability.

I'm going to dig through the mod a bit more & see if something is omitted, however, if anyone else has a patch fix for at least #2, that'd be awesome!

💬 Goatslaw, Dec 14th 2022 at 12:54 PM

chacra

I'm having the same issue as Bird_

I disabled the COB Exclusives mod because I thought that might be the issue and it was...it also not only took the recipes away, but reduced the variants results when you search 'beacon' for instance (from all 24 to 3)... starting to wonder if this could be the case for other mods/recipes, I've noticed they've missed recipes but they could just not be craftable I suppose. 

Do you also have COB installed Bird?

Going to see if I can tweak the config or talk to COB modders. No idea what's up. Could it be the mod? This is a great mod and wanted something like it, but COB has changed the QOL for me and i cant really delete it at this point.
Until then though, ill just snapshot the recipes lol. Not a huge deal.

UPDATE: I can't craft either even knowing the recipe..won't show in output. hmm

💬 KosherAuthor, Dec 5th 2022 at 6:16 PM

chacra

I'VE BEEN SPAWNED

If you have some questions feel free to ping me directly in VS client area

Bird_

Wow, that's strangge, they are all shown there for me and for people with whom I'm playing.... Maybe there are some mods that mess up your crafting recipes list?

 

💬 chacra, Dec 5th 2022 at 6:02 PM

i know its been a while.......

but is there a specific way to spawn a rune master ?

💬 Bird_, May 16th 2022 at 10:55 PM

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

 

Thanks

💬 KosherAuthor, Feb 14th 2022 at 10:37 AM

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

💬 PeterSanderson, Feb 13th 2022 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 )
-------------------------------

💬 KosherAuthor, Feb 13th 2022 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

💬 KosherAuthor, 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

💬 KosherAuthor, 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.

💬 KosherAuthor, 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.

💬 KosherAuthor, 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)