
Mods / Teleportation Network Patched
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Author: Lorgar
Side: Both
Created: Jan 30th at 6:09 PM
Last modified: May 2nd at 1:43 PM
Downloads: 4664
Follow Unfollow 137
Author: Lorgar
Side: Both
Created: Jan 30th at 6:09 PM
Last modified: May 2nd at 1:43 PM
Downloads: 4664
Follow Unfollow 137
Latest release (for outdated Vintage Story v1.20.0 - v1.20.9):
TeleportationNetworkPatched_VS1.20.0_net7_v1.14.8.zip
1-click install
Updated version for 1.20 of the awesome Teleport Network mod https://mods.vintagestory.at/show/mod/10
Requires common lib for v1.20.0-rc.1 which you can get here: https://mods.vintagestory.at/show/mod/5457
I created it for my own world and wanted to share it with the community. Enjoy :)
Feel free to merge these changes into the original mod. I will remove this page then.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.14.8 | 552 | May 2nd at 1:43 PM | Show | TeleportationNetworkPatched_VS1.20.0_net7_v1.14.8.zip | 1-click install | |
v1.14.7 | 133 | Apr 29th at 6:07 PM | Show | TeleportationNetworkPatched_VS1.20.0_net7_v1.14.7.zip | 1-click install | |
v1.14.6 | 2240 | Feb 22nd at 1:02 AM | Show | TeleportationNetworkPatched_VS1.20.0_net7_v1.14.6.zip | 1-click install | |
v1.14.5 | 1739 | Jan 30th at 6:13 PM | Show | TeleportationNetworkPatched_VS1.20.0_net7_v1.14.5.zip | 1-click install |
Lorgar Thanks for the info! Didn't know you had to stand still since there wasn't an animation and I keep the sound pretty low in game.
crumps That will help a lot. I can also go through the whole mod list when it does not show without other mods.
This mod is compatible with betterruins. I play with both in singleplayer and also on a server with them. Of course I cannot say if there is maybe a 1 in 1000 case of overlap that is problematic.
Lorgar yeah I can definitely do that! Give me a bit to clear out some space from my google drive (too many pokemon ROM's lol) I'll up load it for ya. I do have a large number of mods on the server as well, 60 or so so its definitely possible there's another mod that's messing with it. Do you know if this is compatible with betterruins? That would be my first inclination, as I've been having other problems with that mod as well interacting strangely with Rivers.
kariohki You first have to repair the gears on the ground in the center with a temporal gear. Then stand on top to activate it. You will hear a sound and see some effects. After some seconds the teleport list appears. When you have multiple activated that way you can teleport between them.
Question about how the mod actually works...how do you teleport between two teleport buildings? I've tried right clicking, left clicking, using shift and control and clicks, and nothing. I've found two teleport buildings in the same booting ot the game in singleplayer.
Hey crumps!
From that error I can see that it happens when this mod wants to add the structure to the generated landscape. Something is missing from the world generator but unfortunately there is no line number for the TeleportStructureGenerator to see what is missing.
You do not have to set any setting. Adding the mod is enough. The problem can come from a server setting or something with another mod can also be a possibility or just bad luck that the game does something unexpected sometimes. At the moment I cannot say what the exact reason is.
When the problem also happens after server restart it would be great when you can upload your worlds .vcdbs file somewhere. For example zip it and upload to Google Drive. Then I can check your world with my development tools to find and fix the issue.
Hey! not sure if you'd have any knowledge on how to help with tis, but i installed the mod to try on my server with a fresly made seed and i keep getting the following error over and over:
Exception System.NullReferenceException: Object reference not set to an instance of an object.
at TeleportationNetwork.TeleportStructureGenerator.OnChunkColumnGenPostPass(IChunkColumnGenerateRequest request)
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1853
4.5.2025 03:24:55 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15982,Z=15948 in world 'Nova Sequoia' with seed 429043846
IS there perhaps a setting I missed, or maybe something with another mod that isn't allowing it to worK? I do have the correct version of Common Lib
thanks for the fix and for keeping this mod updated Lorgar, much appreciated!
New version is released.
Fixes issues with teleport dialog showing when multiple players are in the same area and a crash on teleport editing when there are mod issues, config issues or other issues.
Edit: Fixed another teleport editing crash with 1.14.8 when a world was created on a server in a very specific way. See changelog for details
DracaBro That is indeed idiotic. The teleport area is only as big as the visible seal around the block. Activation is on contact which is also the reason why it does not work for elks. What you see is a bug that is related to the original mod or some changed game behavior. Therefore it cannot simply be disabled.
Somehow each player around the teleporter gets the dialog for the teleporting player. Surrounding players can even decide the location for the player on the teleporter. This is clearly not as it should be. I have to dig into the teleport logic to see where it messes up.
Wahazar Xlib does not cause crashing for me but playing a mode without world map crashes with the same message. New game version likely changed something and I have to adapt the waypoint icon check.
Tommmm Players can use the teleporters on a server. Teleporters have to be repaired once by any player. Each teleport then needs to be found by a player and stepped onto. That way it will be in their list to use.
Okay how can we disable the dialog box from popping up for EVERYONE near the teleporter? As people within 100 blocks of the teleporter have the dialog box pop up for some idiotic reason.
Is there a setting for making the teleport area be smaller, cuz having someone get the pop up who are 100 blocks away is a bit "Um why? they aren't even on the runes?"
Game crashed during attempt to open Teleport edit window (shift+right click). This issue occurs when Xlib mod is loaded:
26.04.2025 01:29:43: Critical error occurred in the following mod: tpnetpatched@1.14.6
Loaded Mods: game@1.20.9, commonlib@2.6.1, statushudcont@3.2.6, creative@1.20.9, survival@1.20.9, xlib@0.8.16, tpnetpatched@1.14.6
System.ArgumentNullException: Value cannot be null. (Parameter 'Asset Data is null. Is the asset loaded?')
at Vintagestory.Client.NoObf.SvgLoader.rasterizeSvg(IAsset svgAsset, Int32 textureWidth, Int32 textureHeight, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 154
at Vintagestory.Client.NoObf.SvgLoader.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 74
at Vintagestory.Client.NoObf.GuiAPI.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\API\GuiAPI.cs:line 58
at Vintagestory.GameContent.WaypointMapLayer.<>c__DisplayClass18_1.<.ctor>b__2(Context ctx, Int32 x, Int32 y, Single w, Single h, Double[] rgba) in VSEssentials\Systems\WorldMap\WaypointLayer\WaypointMapLayer.cs:line 118
at Vintagestory.API.Client.IconUtil.DrawIconInt(Context cr, String type, Int32 x, Int32 y, Single width, Single height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 121
at Vintagestory.API.Client.IconUtil.DrawIcon(Context cr, String type, Double x, Double y, Double width, Double height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 104
at Vintagestory.API.Client.GuiElementIconListPicker.DrawElement(String icon, Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementIconListPicker.cs:line 22
at Vintagestory.API.Client.GuiElementElementListPickerBase`1.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementElementListPickerBase.cs:line 65
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 436
at TeleportationNetwork.GuiDialogEditTeleport.ComposeDialog() in D:\Dokumente\Visual Studio\TeleportationNetwork\Gui\GuiDialogEditTeleport.cs:line 150
at TeleportationNetwork.GuiDialogEditTeleport.TryOpen() in D:\Dokumente\Visual Studio\TeleportationNetwork\Gui\GuiDialogEditTeleport.cs:line 60
at TeleportationNetwork.BlockEntityTeleport.OpenEditDialog() in D:\Dokumente\Visual Studio\TeleportationNetwork\BlockEntity\Teleport\BlockEntityTeleport.cs:line 272
at TeleportationNetwork.BlockTeleport.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Dokumente\Visual Studio\TeleportationNetwork\Block\BlockTeleport.cs:line 94
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 877
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 578
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 222
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 202
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 816
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1019
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 248
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Is there a way to make this usable for players on my server free and usable? I can only get this to work in creative.
Hey there Lorgar! I just got myself an Elk and see that it's not triggering the teleportation dialog when being ridden. I haven't tried it yet, but according to the wiki you can take elk while riding through translocators. Is it possible to add the same elk riding functionality to TPNet? Apologies if this has been asked/addressed before, I didn;t see anything in a casual scan. Thanks!
CtrlAltSilent For PVP it is best to disable the automatic map icons. That way people can hide the teleporters. After running the mod once there is a tpnet.json in ModConfig folder. To disable map icons change setting "ShowTeleportOnMap" to false . You can also disable the structure protection by changing setting "TeleportBuildProtected" to allow breaking the building.
Pr0fesseur I tested with Campaign Cartographer 4.6.1 and ProspectTogether 2.0.2. Only issue I see is the missing animation. Crashes did not happen and I am able to use all new colors and icons. A mod list or exception may help to look further into this.
Quick post the game crashes with i try to shift right click on the teleporter i dont believe i have simply survival but i do have cartography... and prospecting together which modifies the map.. but i can change the name of the teleporter in the map itself and it applies when i use tp dialog.. I alsol dont get the animation that it used to ahve when you stepped on it
Odd question, is there a way to disable the displaying of coordinates or disabling the displaying the non-global spots to the whole world. I would love to have this in a PVP server where either option would be helpful.
Thank you for patching this, especially since there hasn't been an update on the main mod for a while.I've been missing this mod since 1.20 came out
@TastyBeard The original author is developing a new version of this mod. Therefore I want to keep this mod compatible so that everyone can migrate when it is finished.
With this situation I do not want to add new features like a crafting recipe as it would diverge from the original teleport mod causing issues switching when version 2 is ready.
What you can do is spawn teleporters via creative.
Command (There are more versions than common and adapt to the desired position):
/tpnet schematic paste common 100 125 200
Or give yourself the teleport block and place it. It creates a new location on placement.
When it is wanted for players on a server then I can recommend vinconomy. Set up an admin shop that sells teleport blocks for some item. Just be aware that they cannot be broken down by normal players which can cause the requirement for admin intervention.
@Wahazar I have seen these messages in normal game mode too. Usually when a lot of chunks need to be generated which happens when teleporting into an unknown region.
At least on my tests there was no measurable performance impact. Generating a whole new landscape around the player naturally takes a moment.
I agree that the notification messages are a bit annoying. Due to the low severity and that it is a tricky beast to hunt down I did not hunt that issue yet
@GadGhast The mod itself is explained on the linked page of the original mod.
In short: You find teleport structures, repair them once with a temporal gear and then stand on the block. A whirring noise starts and you get a list of already found and repaired teleporters you can then teleport to.
how does it work?
There is another minor issue with Wilderness Survival, when spawn point spread is set to 5000 blocks - after player's death, there is lot of messages like "Tried to get block outside generating chunks" and player need to wait longer than usual for respawn.
I suspect, that game is trying to generate new portal near player new spawn, but it usually impossible due to teleports distance.
Edit: On the other side - this side effect (random spawn always near teleporter) may be welcomed. Searching for new spawn doesn't affect server performance, just produce many warnings in console.
Love the this mod. Thank you for bringing it to 1.20. Any chance you can add a crafting recipe for the teleporters?
If you have the world map available in your game, you do not need to update. The patch is only required for players who want to edit teleporter names in Wilderness Survival mode which disables the world map.
What did you patch exactly? Because the original mod still works on 1.20
New version is up that fixes this and adapts the edit dialog accordingly.
Thank you for the information. Wilderness Survival was exactly the required info :)
OK, we found it - it is not related with other mods. Simply Wilderness Survival mode is crashing during attempt to rename teleport.
EDIT: namely, lack of map is a culprit :)
The mod works with 1.20.4. I tested it on a local server.
Just checked again and I can still rename, change color, set icon without issues. From your exception I see that something is failing during dialog building due to icon drawing. I have to test your modlist. Maybe some mod adds icons that cause issues here.
We got crash during attempt to edit Teleport name:
Running on 64 bit Windows 10.0.26100.0 with 31863 MB RAM
Game Version: v1.20.4 (Stable)
21.02.2025 19:04:39: Critical error occurred in the following mod: tpnetpatched@1.14.5
Loaded Mods: bettertraders@0.0.9, chiseltools@1.14.12, DeepStorage@0.0.6, natsachievements@1.2.0, game@1.20.4, betterfirepit@1.1.5, betterruins@0.4.7, carryon@1.8.0-pre.1, commonlib@2.6.1, hydrateordiedrate@1.9.2, playerlist@2.1.5, rivers@4.1.0, rpvoicechat@2.3.14, stickydirt@0.1.0, traitacquirer@0.9.6, creative@1.20.4, survival@1.20.4, xlib@0.8.13, em@3.0.1, playercorpse@1.11.0, tpnetpatched@1.14.5, xskills@0.8.14, theworkingclasses@1.0.4
System.ArgumentNullException: Value cannot be null. (Parameter 'Asset Data is null. Is the asset loaded?')
at Vintagestory.Client.NoObf.SvgLoader.rasterizeSvg(IAsset svgAsset, Int32 textureWidth, Int32 textureHeight, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 154
at Vintagestory.Client.NoObf.SvgLoader.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\ClientPlatform\SvgLoader.cs:line 74
at Vintagestory.Client.NoObf.GuiAPI.DrawSvg(IAsset svgAsset, ImageSurface intoSurface, Matrix matrix, Int32 posx, Int32 posy, Int32 width, Int32 height, Nullable`1 color) in VintagestoryLib\Client\API\GuiAPI.cs:line 58
at Vintagestory.GameContent.WaypointMapLayer.<>c__DisplayClass18_1.<.ctor>b__2(Context ctx, Int32 x, Int32 y, Single w, Single h, Double[] rgba) in VSEssentials\Systems\WorldMap\WaypointLayer\WaypointMapLayer.cs:line 118
at Vintagestory.API.Client.IconUtil.DrawIconInt(Context cr, String type, Int32 x, Int32 y, Single width, Single height, Double[] rgba) in VintagestoryApi\Client\UI\IconUtil.cs:line 119
at Vintagestory.API.Client.GuiElementIconListPicker.DrawElement(String icon, Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementIconListPicker.cs:line 22
at Vintagestory.API.Client.GuiElementElementListPickerBase`1.ComposeElements(Context ctx, ImageSurface surface) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Controls\GuiElementElementListPickerBase.cs:line 65
at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement) in VintagestoryApi\Client\UI\GuiComposer.cs:line 436
at TeleportationNetwork.GuiDialogEditTeleport.ComposeDialog() in D:\Dokumente\Visual Studio\TeleportationNetwork\Gui\GuiDialogEditTeleport.cs:line 141
at TeleportationNetwork.GuiDialogEditTeleport.TryOpen() in D:\Dokumente\Visual Studio\TeleportationNetwork\Gui\GuiDialogEditTeleport.cs:line 59
at TeleportationNetwork.BlockEntityTeleport.OpenEditDialog() in D:\Dokumente\Visual Studio\TeleportationNetwork\BlockEntity\Teleport\BlockEntityTeleport.cs:line 272
at TeleportationNetwork.BlockTeleport.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in D:\Dokumente\Visual Studio\TeleportationNetwork\Block\BlockTeleport.cs:line 94
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 874
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 79
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Does it works for 1.20.4 ?
Works for me. Thanks for updating this!
Worked for me as of now. Thanks a million, this mod is so essential.