Mods / Teleportation Runes
Author: Kosher
Side: Both
Created: Sep 6th 2021 at 9:17 PM
Last modified: Sep 27th 2023 at 5:02 PM
Downloads: 25061
Follow Unfollow 177
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
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:
Fancy, isn't it?
Rune
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
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.
- 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:
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:
- Changed rune burning temperature (to match turf)
- Resolved server side exception when rune breaks
- Added coordinates to rune description
- 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
- 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
- Resolved an issue with some recipes, which were consuming tools on craft, twice, missed one comma in initial patch :)
- Resolved crash on new save start, reported by @PeterSanderson
- Code style tweaks
- Added mod icon
- Attepting to resolve random crash issue reported by WickedSchnitzel
- 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 | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.0 | 9841 | Sep 27th 2023 at 5:02 PM | Show | teleporation-runes-1.1.0.zip | Install now | |
v1.0.9 | 1005 | Sep 9th 2023 at 6:37 PM | Show | teleportation-runes-1.0.9.zip | Install now | |
v1.0.8 | 5032 | Mar 4th 2023 at 6:25 PM | Show | teleportation-runes-1.0.8.zip | Install now | |
v1.0.7 | 2455 | Nov 17th 2022 at 12:08 AM | Show | teleportation-runes-1.0.7.zip | Install now | |
v1.0.6 | 483 | Nov 15th 2022 at 10:25 PM | Show | teleportation-runes-1.0.6.zip | Install now | |
v1.0.5 | 2750 | May 11th 2022 at 4:02 PM | Show | teleportation-runes-1.0.5.zip | Install now | |
v1.0.4 | 510 | May 4th 2022 at 6:31 PM | Show | teleportation-runes-1.0.4.zip | Install now | |
v1.0.3 | 1194 | Feb 14th 2022 at 7:55 PM | Show | teleportation-runes-1.0.3.zip | Install now | |
v1.0.2 | 372 | Feb 13th 2022 at 6:31 PM | Show | teleportation-runes-1.0.2.zip | Install now | |
v1.0.1 | 872 | Sep 13th 2021 at 7:44 PM | Show | teleportation-runes-1.0.1.zip | Install now | |
v1.0.0 | 540 | Sep 6th 2021 at 9:18 PM | Show | teleportation-runes.zip | Install now |
Chinese localization
https://github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/teleporation-runes-1.1.0
works on my heavily modded server
1.19.8
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
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
Testing in 1.19.3 - Seems to work OK at the moment with a singleplayer game.
Testing now on a multiplayer server with Khana
is there any info on when its updated or does it work for 19.x?
Please update this to 1.19. :-)
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.
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
Phoenicius
Right now - only for the decoration, but in the next update that's gonna change :) just need to find time to make it
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?
RogueRaiden
Thank you for the report, I've already found root cause and will fix it in the next release (will post it today).
getting this server exception, i think its on setting a rune
https://pastebin.com/ZVdz13iA
McJty
Sounds like a good idea, I have two more updates in progress:
And once I'm done with it - will add configuration ability.
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?
Ryuu, RogueRaiden
Coordinates added ;)
Server side error captured and handled
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
McJty I've been using this on 1.18.8+ with no issues.Great mod.
Hi, is this mod still active? Does it work for the latest 1.18.10 NET7 version? Thanks
Lantalia
Source link updated, ty
RogueRaiden, Ryuu
Great suggestion. Unfortunately I've lost my dev environment, but, will try to update it sometime soon.
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
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...
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.
Kosher
could the coords be displayed underneath where the name is? right now the coords are not shown if the rune is named
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
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
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!
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?
i know its been a while.......
but is there a specific way to spawn a rune master ?
Hi there, what is the actual crafting recipe/layout to make the beacon? It's not in the handbook.
Thanks
Thank you for the report, that's interesting, will try to resolve it asap PeterSanderson
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 )
-------------------------------
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)
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
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.
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
Hi @Blackmare - particles color coding has following meanings:
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.
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
Very nice mod! Keep up the awesome work.
@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
Have we new "Azanor" for Vintage Story? I hope one day you create large magic mod, no worse than Thaumcraft.
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
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?