v1.14.3
v1.14.3
- Added config for changing a repair item - Dimensions support - Updated lang files
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6673 |
Mar 24th at 4:48 PM |
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TeleportationNetwork_VS1.19.5_net7_v1.14.3.zip |
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v1.14.2
v1.14.2
- Teleport icons are now displayed in the new vanilla style - Added a separate layer for teleport icons - Added rotation for the teleport block - Removed old structures - Teleport heat retention depend on frame, so you can use it in rooms - Teleport may be covered with snow - Teleport cannot be exploded
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3016 |
Jan 7th at 1:28 AM |
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TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.2.zip |
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v1.14.1
v1.14.1
- New random name generator - Updated lang - Updated to 1.19
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128 |
Jan 6th at 8:10 PM |
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TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.1.zip |
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v1.13.2
v1.13.2
- Fixed trader teleport loot
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4622 |
Aug 5th 2023 at 11:15 AM |
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TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.2.zip |
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v1.13.1
v1.13.1
- Fixed net7 build MonoMod crash
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838 |
Jul 20th 2023 at 7:03 PM |
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TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.1.zip |
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v1.13.0
v1.13.0
- Support for both (stable and net7) game builds
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263 |
Jul 19th 2023 at 1:02 PM |
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TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.0.zip |
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v1.12.1
v1.12.1
- Removed WIP underwater teleport structure - Fixed custom name with curly brackets error
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773 |
Jul 7th 2023 at 12:41 AM |
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TeleportationNetwork_v1.18.6_v1.12.1.zip |
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v1.12.0
v1.12.0
- Structure generation once again heavily rewritten, instead of a grid, it again uses the minimum distance. The problem on servers may return, but I completely abandoned the vanilla way of storing the structure position in the region and use my own thread-safe list, this may help - Most of the biome generator hardcoded properties are in json, now it's easily configurable - Fixed cobble skull generation in structures (never worked) - Fixed teleport frame loading from structure in some cases (store code instead of stack in attributes) - Added lava, water and air meta blocks. Vanilla filler is broken and fluids don't work correctly when using WorldEdit. Needed for some structures in the future - Added several other WIP meta blocks for structures - Disabled roads - Rewritten commands - Some other refactoring and cleanup
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433 |
Jul 3rd 2023 at 11:30 AM |
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TeleportationNetwork_v1.18.6_v1.12.0.zip |
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v1.11.0-rc.1
v1.11.0-rc.1
- Rewrited teleport generator to grid system, fixed MinTeleportDistance issues - Added new tower teleport structure
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1568 |
May 14th 2023 at 6:42 AM |
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TeleportationNetwork_v1.18.3_v1.11.0-rc.1.zip |
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v1.10.1
v1.10.1
- Feature: Update trader structure and improve biome generator - Fixed: NRE when look at teleport with broken BlockEntity (OnPickBlock crash) - Fixed: Several bugs in teleport generation and refactoring - Fixed: Race condition with MinTeleportDistance check (possibly fix few teleports in same place) - Disable fix mapping for teleport frame stack (don't work correctly)
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1463 |
Apr 19th 2023 at 7:34 AM |
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TeleportationNetwork_v1.18.0-rc.6_v1.10.1.zip |
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v1.10.0
v1.10.0
- Fixed teleport interface - Fixed strange bug with IDE/packaged source path - Now uses waypoint data directly from WaypointMapLayer instead of copy - Updated schematics - Updated modicon - Updated commands for the new API, moved a few to CommonLib - Updated config to CommonLib 2.0.2+
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469 |
Apr 5th 2023 at 11:31 PM |
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TeleportationNetwork_v1.18.0-rc.1_v1.10.0.zip |
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v1.9.0-rc.2
v1.9.0-rc.2
- Updated to 1.18.0-pre.7 (fix #11)
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333 |
Mar 26th 2023 at 10:25 AM |
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TeleportationNetwork_v1.18.0-pre.7_v1.9.0-rc.2.zip |
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v1.9.0-rc.1
v1.9.0-rc.1
- Updated to 1.18.0-pre.6 - Now depends on CommonLib v1.0.3
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322 |
Mar 11th 2023 at 3:01 PM |
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TeleportationNetwork_v1.18.0-pre.6_v1.9.0-rc.1.zip |
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v1.8.0-rc.1
v1.8.0-rc.1
- New simplify server-oriented teleport manager - UI refactoring - Subnetwork not working now (in progress) - Added map marker for teleport - Added check for teleport exists on load - Added restore stability command (/rst or /rst [player]) - Added new config system (check /cfg and .cfg), old configs will be reset to default - Added import to WorldEdit command (/tpimp import) - Added idle, active and player teleported sounds - Added enity teleported particles (not work correctly on long distance teleports) - Added teleport glowing - Removed progress ring - Improved teleport particles - Broken teleport not render seal now - Fixed seal renderer during temporal effect - Fixed .tpdlg target teleport position - Fixed stability consumption not affected by StabilityTeleportMode - Improved teleport cancel check - Added tpimp pasteraw (not replace meta blocks) - Added move to teleport by click on map in creative - Save teleport frame when broken and render it in inventory - Added own structure generator: - Teleport structures randomization (biom-dependent stone, random roofing, wood and more) - Generate base and pillars, if required - Faster than vanilla generator (checks minimum distance first, not during structure generation) - Added new config options: - TeleportBuildProtected for teleport structure build protection mode (on, off or trader only) - BiomlessTeleports for generate only standart granite and aged wood teleports - DarknessMode for remove paper and metal lanterns from teleport structures - Added claim BuildOrBreak check for change frame - Changed rename dialog to edit dialog - Now you can also add note, change color and icon, pin teleport on the map or change the sort order via Shift + RMB on teleport block or RMB on the map icon - All teleport properties except name are client-side and not synced with other players - Name can only be changed if you have Use rights in claim (or you are in creative) - In the teleport list, names are sorted alphabetically (+client sort order) - Note is also displayed in hover text on the map and in the teleport list dialog - Added client config option for default icon and color of normal teleport, and color of broken teleport - Edit teleport dialog can be opened for broken teleport, but color will be ignored until repaired
New since pre.7: - Added config for disable special teleports - Fixed tpimp command
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1379 |
Jan 6th 2023 at 3:51 AM |
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TeleportationNetwork_v1.17.9_v1.8.0-rc.1.zip |
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v1.8.0-pre.7
v1.8.0-pre.7
- Added claim BuildOrBreak check for change frame - Changed rename dialog to edit dialog - Now you can also add note, change color and icon, pin teleport on the map or change the sort order via Shift + RMB on teleport block or RMB on the map icon - All teleport properties except name are client-side and not synced with other players - Name can only be changed if you have Use rights in claim (or you are in creative) - In the teleport list, names are sorted alphabetically (+client sort order) - Note is also displayed in hover text on the map and in the teleport list dialog - Added client config option for default icon and color of normal teleport, and color of broken teleport - Edit teleport dialog can be opened for broken teleport, but color will be ignored until repaired
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1280 |
Nov 8th 2022 at 11:00 PM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.7.zip |
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v1.8.0-pre.6
v1.8.0-pre.6
- Fixed resolving meta-spawners in tpimp pasteraw - Added move to teleport by click on map in creative - Save teleport frame when broken and render it in inventory - Added own structure generator: - Teleport structures randomization (biom-dependent stone, random roofing, wood and more) - Generate base and pillars, if required - Faster than vanilla generator (checks minimum distance first, not during structure generation) - Added new config options: - TeleportBuildProtected for teleport structure build protection mode (on, off or trader only) - BiomlessTeleports for generate only standart granite and aged wood teleports - DarknessMode for remove paper and metal lanterns from teleport structures
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365 |
Nov 2nd 2022 at 12:19 PM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.6.zip |
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v1.8.0-pre.5
v1.8.0-pre.5
- Fixed missing textures on server #8 - Added tpimp pasteraw (not replace meta blocks)
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321 |
Oct 30th 2022 at 12:10 PM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.5.zip |
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v1.8.0-pre.4
v1.8.0-pre.4
- Fixed shader crash
v1.8.0-pre.3: - Added idle, active and player teleported sounds - Added enity teleported particles (not work correctly on long distance teleports) - Improved other particles - Removed progress ring - Fixed seal renderer during temporal effect - Fixed .tpdlg target teleport position - Fixed stability consumption not affected by StabilityTeleportMode - Improved teleport cancel check - Save config after edit
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240 |
Oct 29th 2022 at 5:04 PM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.4.zip |
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v1.8.0-pre.2
v1.8.0-pre.2
- Added map marker for teleport - Added check for teleport exists on load - Added restore stability command (/rst or /rst [player]) - Added new config system (check /cfg and .cfg), old configs will be reset to default - Added import to WorldEdit command (/tpimp import) - Removed update min teleport distance on client
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315 |
Oct 27th 2022 at 10:57 AM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.2.zip |
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v1.8.0-pre.1
v1.8.0-pre.1
- New simplify server-oriented teleport manager - UI refactoring - Teleport glowing - Improved teleport particles - Broken teleport not render seal now - Removed obsolete config command - Subnetwork not working now (in progress)
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305 |
Oct 25th 2022 at 2:18 PM |
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TeleportationNetwork_v1.17.9_v1.8.0-pre.1.zip |
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v1.7.2
v1.7.2
- Fixed tpimp paste - Added MinTeleportDistance to config (@antonehu)
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620 |
Oct 4th 2022 at 8:34 AM |
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TeleportationNetwork_v1.17.3_v1.7.2.zip |
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v1.7.1
v1.7.1
- Fixed saving teleport in singleplayer - Fixed reset teleports on load
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608 |
Sep 22nd 2022 at 7:54 PM |
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TeleportationNetwork_v1.17.3_v1.7.1.zip |
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v1.7.0
v1.7.0
- Updated to 1.17 - Fixed pdb files (should show line number now) - Disabled SubNetworks config option by default (needs improvement)
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482 |
Sep 18th 2022 at 7:56 PM |
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TeleportationNetwork_v1.17.3_v1.7.0.zip |
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v1.6.0
v1.6.0
- Completely rewritten teleport network system - Improved render and particles - Fixed /tpimp command - Added claim check for rename dialog - Added legacy data loader for old worlds (but it is recommended to make a backup before loading)
### Dev - Changed IDE from VSCode to VisualStudio - Enabled new csharp features - Refactoring
### New SubNetwork behavior Activated teleporters now create subnets. That is you cannot just tp from one teleport to another if there are no other teleports (activated by you) between. By default, when a teleport is activated, its neighbors are detected at Manhattan distance of 10k blocks (may be change in the config). In the future, it is planned to add visualization of networks on the map and change the teleports world gen. **_Experimental feature_**, can be disabled in the config by setting **SubNetworks: false** (true by default)
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1211 |
Jun 10th 2022 at 2:40 PM |
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TeleportationNetwork_v1.16.5_v1.6.0.zip |
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v1.5.1
v1.5.1
- Updated structures - Added modicon and description
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3873 |
Dec 14th 2021 at 1:02 AM |
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TeleportationNetwork_v1.16.0-pre.8_v1.5.1.zip |
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v1.5.0
v1.5.0
- Updated to 1.16.0-pre.8
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376 |
Dec 12th 2021 at 6:07 PM |
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TeleportationNetwork_v1.16.0-pre.8_v1.5.0.zip |
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v1.4.2
v1.4.2
- Fixed breakable teleport - Fixed unstable text shuffling - Improved unstable teleport behavior - Fixed modinfo
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896 |
Nov 5th 2021 at 5:53 PM |
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TeleportationNetwork_v1.15.7_v1.4.2.zip |
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v1.4.1
v1.4.1
- Reduced the chance of roads spawning
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767 |
Sep 3rd 2021 at 11:40 PM |
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TeleportationNetwork_v1.15.5_v1.4.1.zip |
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v1.4.0
v1.4.0
- Fixed killing behavior of rndtp command - Added stability consumption (default 10%) for teleport - Added unstable teleport behavior if there is a temporal storm or low player stability - Added a global cooldown for teleporting a player (default 5 seconds). - Improved lang strings - Moved block broken behavior from BE class to block class
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425 |
Sep 2nd 2021 at 8:35 PM |
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TeleportationNetwork_v1.15.5_v1.4.0.zip |
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v1.3.2
v1.3.2
- Fixed world generation crash
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507 |
Aug 25th 2021 at 5:03 PM |
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TeleportationNetwork_v1.15.5_v1.3.2.zip |
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v1.3.1
v1.3.1
- Fixed crash when teleport loaded from schematic - Fixed interact help for change frame (showed Shift instead of Ctrl) - Fixed frame top texture
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424 |
Aug 24th 2021 at 10:00 PM |
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TeleportationNetwork_v1.15.5_v1.3.1.zip |
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v1.3.0
v1.3.0
- New teleport model - You can be change the teleport frame (base texture) to any block with DrawingType is Cube (RMB + Shift with a block) - Fixed animation glitch (more animation frames and EraseIn/OutSpeed) - Using remainingResistance = 1 instead of 9999 durability to prevent break in unbrekable mode - A few more simple changes and refactoring
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422 |
Aug 24th 2021 at 9:17 PM |
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TeleportationNetwork_v1.15.5_v1.3.0.zip |
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v1.2.1
v1.2.1
- Fixed teleport GUI scrollbar - Added new rare teleport structure (with trader) - Added roads structures
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546 |
Aug 13th 2021 at 3:41 AM |
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TeleportationNetwork_v1.15.5_v1.2.1.zip |
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v1.2.0
v1.2.0
- Updated to 1.15 - Updated to net461 - Added new beautiful teleportation structures - Added interaction ring
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597 |
Jul 21st 2021 at 1:19 AM |
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TeleportationNetwork_v1.15.1_v1.2.0.zip |
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v1.1.3
v1.1.3
- Added new rare quartz variant by @twistr_game
- Rewrited to SharedUtils
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919 |
Feb 19th 2021 at 8:53 PM |
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TeleportationNetwork_v1.14.7_v1.1.3.zip |
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v1.1.2
v1.1.2
- Fixed NRE on exit
- Added text shuffle on temporal low stability / storm
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502 |
Feb 14th 2021 at 6:06 PM |
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TeleportationNetwork_v1.14.2_v1.1.2.zip |
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Mod is fantastic, but the waypoints disappearing every session makes them kind of pointless. Please fix!
After repairing the teleporters, leaving the game and coming back, the list of teleporters disappears, requiring the player to run to the teleporter again. I saw this in both single player and on my multiplayer server. Great concept - hopefully an update may be coming? :-)
Great mod, great idea for a mod, teleport stations make travel way more enjoyable without being OP.
However using the teleport function appears to delete all of my map waypoints. I'm also using the "Not Enough Map Icons" mod: https://mods.vintagestory.at/nemi - so possibly these two mods don't play nice together.
was the problem with them spawning underwater fixed because that would explain a lot.......
From 10,000 to 20,000 I have no teleport generated?
Also..... question..... do they get auto marked when you see them derectly looking at the bloock? or when you find the map location with them in it? Because the later would make finding them MUCH easier. >.< I am sick of running down every vaugely teleport structure shaped ruin
Ok.....i found one at spawn, and one at around about 4000 bloocks away..... but then nothing i've been 13,000+ blocks and nothing.....
Could there be a conflict with something like better ruins spawning in a ruin instead of the teleporter?
If not could you help them be little less random or give us some means to find these things? >.<..... like a max distance so it's like 4000 ~ 5000 blocks and add boat/raft with a teleporter on it incase it ends up on a lake?
Another nice thing would be something like a jonas part made item that when used gave you the derection to the closest inactive teleport structure when you use it.
Will this mod spawn the teleport even on visited areas after installation?
So odd issue I seem to have stumbled across. But it seems whenever I add a mod to my world.....all the teleportation waypoints get removed from the list of them. The only way to get them back is to revist each one again.
Dnd I think the point is to give more regular intervals for portals if you're doing a lot of long distance travel. The game already has random portals, the translocators.
Is there anyway you can add a minimum to maximum distance for spawns of teleporters in the config? This would make it a little more random to find in the world.
Does this latest version work with the 1.19 stable version? e: tested it , seems to work. Will also work for an existing world, but there will be no spawn teleport, so you'll have to make one in creative, I guess, if you want one.
Did you remove the roads/bridges from this mod??
Updated to 1.19
Always shown on the map if it exists in the world. And is automatically deleted if it doesn't exist davial
Mod does not appear to be working for me. I've looked in server-main.txt and client-main.txt, and the mod doesn't even show up in the load order anywhere. I've tried Ctrl+F for "tp" and "teleport" and found nothing.
Game version is v1.18.15
EDIT: I've found tpnet in my server-main.txt, on a line called "Mods, sorted by dependency:"
But the mod still doesn't appear to work - at least I can't tell. I've tried running all of the commands specified here on the mod page, and they all return "No such command exists"
I forgot to install CommonLib, apparently. Everything works fine now. Totally amateur move by me lol. Thanks for the mod! This is going to be perfect in our server.
Hello.
A question about the interaction of the mod with the map.
When a broken teleport mark appears on the map: when the player - visually saw it ; is it present from the very beginning, but very much obscured?
This tingles my fancy, I'll wait 'till it runs through a few more generations of testing though.
Could you maybe add a config option that would make all teleports when found be already repared. One just has to activate it to add it to the list?
Or alternatively make a "Game:{item-name}"[,count] So one could choose something other than temporal gears for example 5 rusty gears.
I havent updated my mods to net7 version. Will be later
EDIT: Updated
Seems to be incompatible with the unstable .net7 version, currently crashes on game load. Submitted a github rep with the crash log
This mod is excellent! Thank you for creating it :D
Thank you so much for this mod and your continued efforts. This was exactly what my server needed to balance building and exploration. Couldn't imagine not having this anymore. +5 Stars.
Structure generation once again heavily rewritten in 1.12.0, instead of a grid, it again uses the minimum distance. The problem with distance on servers may return, but I completely abandoned the vanilla way of storing the structure position in the region and use my own thread-safe list, this may help
I think there might be a bug with the latest version of the mod. I've had it on my server for a while now and folks have explored many thousands of blocks in every direction, but no new teleporter structures have spawned (I even checked in creative mode in case they'd spawned and just weren't found). The only structures we have are the ones that generated under the previous version. I'll try rolling back to the previous version for now.
Hello!
I've been playing on a server for over a month and I recently found this mod. I had some questions about adding it to my current game.
Do these structures spawn on chunks already created in the world?
Do the structures only spawn on newly discovered chunks?
I've been walking for quite a while and it seems like nothing is spawning, even in areas that I've never discovered yet.
I'd kill for something like this that just created some sort of tool for manually linking the vanilla translocators, and maybe letting you move them.
it would be really cool if there was a different version of this mod.
were it uses the translocators when you step on them with a tool that looks like a clock with blue gears lets you pick an activated translocator to teleport to.
Should be fixed now. Teleports no longer use MinTeleportDistance, instead have TeleportGridSize and TeleportGridAreaRadius. So you can set the "grid" size (distance between teleports) and the spread relative to the grid nodes Hexedian
An old problem with the servers. Sometimes teleports (and vanilla structures) ignore the minimum distance.
Probably a race condition in multi-threaded generation. I can lock the list of generated structures, but this will seriously impact performance Hexedian
Are the teleporters supposed to have a minimum distance? They're spawning all over the place, way closer than 4000 blocks apart.
First teleport at spawn TeaJay0
So basically you still need to find two different teleports to be able to move anywhere?
Each teleport must be activated individually by player (repair only once). But when teleporting, everything inside the seal moves, so one player can teleport another, even if the second player does not know the point TeaJay0
How does this work on multiplayer, if two people far away from each other each fix one, could this be used to travel between them?
Update CommonLib to 2.0.4, this should fix the problem with old configs Edel_Recke
Also works fine for me. Logs? Errors? Crash? Please write in more detail, the abstract "busted" does not help much in solving problems Edel_Recke
Mod uses local stone type since 1.17 Craluminum
sadly, this is busted in rc5
Do structures use local rock type like all the vanilla ruins?
This is in the plans, at the moment teleportation only requires temporal stability (but you can change the amount) Unreal
artemax44
/cl config ShowTeleportOnMap false
Hello, first of all i like your mod. Could you add a configurable setting for the teleportation to cost a certain amount of temporal gear ?
DArkHekRoMaNT
Does the mod have a command to deactivate the waypoints? there is a folder inside assets called config, but it only contains the names of the teleports.
You can disable waypoints via config artemax44
DArkHekRoMaNT
First of all tell you that I love this mod. Congratulations, but is there any chance that teleports won't show up on the map? that you had to look for them in the area as you do with the ruins?
I mean, that they don't appear on the map already marked automatically
Yes that's it. Value as a percentage PeterSanderson
DArkHekRoMaNT is the amount of stability removed from using a network fixed or can it be increased or decreased in the config file? I want to make the use of the network more risky and have a higher stability cost per trip
Would I change this value?
"StabilityConsumable": {
"Description": "Consumption of stability for teleport if stability is not enough <data deleted>. Percentage values from 0 to 1",
"Range": "[0, 1]",
"Default": 0.2,
"Value": 0.2
We have a teleporter on my server that is in a building claimed by a trader, and we can't seem to repair the teleporter. Are the building ones that have traders living in them unable to be fixed? Right clicking with the gear just eventually sets our spawn there
I'm on the latest Vintage Story version.
Tested this mod by itself, and whenever I open my map (M button) it CTD's me. Took the mod off, and opened map and it was fine.
What am I doing wrong that's breaking this mod? 😿
Fixed in 1.8.0-rc.1 Goatslaw
Need more info. Can't reproduce it. It's best if you create an issue on github Kyngyt
I'm using an existing world so haven't tested generation yet, but I'm trying to spawn one using the command /tpimp paste name, tried using several name options from the list and keep getting the same error:
"Can't import
C:\Users\***\AppData\Roaming\VintagestoryData\Cache\unpack\TeleportationNetwork_(cuts off in chat box)
it does not exist.
Any idea what the issue could be?
I get a crash from this mod, even when it is the only mod added to 1.17.9.
I can give the full log if you need it, but I didn't want to spam up the comments section with the entire crash message.
System.NullReferenceException: Object reference not set to an instance of an object.
at TeleportationNetwork.TeleportMapLayer.Render(GuiElementMap mapElem, Single dt) in D:\VintageStory\mods\Mods\TeleportationNetwork\src\System\TeleportManager\TeleportMapLayer.cs:line 65
Edit to add: this is on a brand new save.
Possible. Someone wrote to me that it depends on the Y offset. I'm currently rewriting the code for the teleportation system so that it works stably. If I don't forget, I'll fix the structures TheNiteFox
Would it be possible to make it so these structures dont spawn underwater?
Fixed in 1.7.1 Silvimancer
The single player bugs reported from early July 2022 remain in this version: teleporters are unusable in single player due to both the teleporter name changing and the mod being unable to remember the names of previous teleporters that were found in the game world.
I love this mod, but honestly, it feels unbalenced. A translocator takes 2 metal parts and 3 temporal gears to repair, while these only need 1 temporal gear. There should really be an option to set the repair cost to be the same as a translocator.
Thank You, Thank You, Thank You!!!
Updated to 1.17
Not compatible with 1.17.0-rc.5:
github.com/DArkHekRoMaNT/TeleportationNetwork/issues/3
Hey, Dark? you still around at all? a lot of us would like the return of your mods. also the range of them now seems to be bugged down to almost nothing
The missing teleports is also an issue in single player, I came here to report it, but looks like I was not alone with the issue. Almost seems like the list that has the discovered teleports isn't bieng saved for some reason.
I wonder if that explains why I keep seeing a new teleporter name come up on each server restart. And the teleporters I had open, same problem. All renamed and reverted to broken. This seems like a pretty big bug. Hope you can squish it
The same thing is happening to me as well. It seems like when I restart the server all my locations are missing, and the one I can run to gets re-named everytime. Also, I noticed that even if I do link them up without restarting, they stay greyed out for me unless I go into creative mode.
When I try to use the teleporter all my locations are missing after restarting the server.
Subnetwork looks cool!
TpNet v1.5.0 compatible with 1.16.0-pre.8 or higher, not compatible with 1.15.10
v1.3.1 don't work correctly, "crash when teleport loaded from schematic" fix causes a new crash when generating the structure in new chunks
A new version 1.3.2 is available with a fix.
@vo14ik fixed in 1.3.0
A new structure is not created on command. Writes "Not Found". Tested on two versions, 1.2.0 and 1.2.1