Mods / Teleportation Network
Author: DArkHekRoMaNT
Side: Both
Created: Feb 14th 2021 at 6:01 PM
Last modified: Jan 6th 2025 at 2:47 PM
Downloads: 45734
Follow Unfollow 476
Latest release (for Vintage Story 1.19.8, outdated):
TeleportationNetwork_VS1.19.8_net7_v1.14.4.zip
1-click install
Requires CommonLib for VS 1.18+
Reimagined teleportation system
Will spawn broken teleport structures ~ every 4000 blocks.You can repair it with a temporal gear and teleport from it to any other structure you activate. By default, the structure needs to be repaired only once, but to use it you need to walk to it once and open the teleport list dialog. Teleporting also take any entities inside the seal (including other players). The teleport block does not break, so you cannot move it.
There are also a few additional commands
- /tpnet schematic list shows available teleport structures (for example: common, trader, locust)
/tpnet schematic import <name> import schematic to WorldEdit (recommended)
/tpnet schematic paste <name> <pos> will spawn the teleport structure with this name at this position (can be relative ~ ~ ~) - .tpnet dialog opens the teleport list dialog, only in creative
Config can be edited at runtime via /cl config
For bug reports, it is better to use GitHub (Issue tracker link), there is a form for reporting.
If you're reporting bugs, please don't write "it doesn't work" or "it's crashing for me". At least specify the version of the mod and the library. If you have a crash - add crash text. If the mod does not work correctly, but does not crash - check client-main.txt and server-main.txt from %appdata%/VintagestoryData/Logs for errors.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.14.4 | tpnet | 3146 | Jan 6th 2025 at 2:47 PM | TeleportationNetwork_VS1.19.8_net7_v1.14.4.zip | 1-click install | ||
|
- Added global flag for teleport (creative only) | |||||||
| 1.14.3 | tpnet | 7919 | Mar 24th 2024 at 4:48 PM | TeleportationNetwork_VS1.19.5_net7_v1.14.3.zip | 1-click install | ||
|
- Added config for changing a repair item | |||||||
| 1.14.2 | tpnet | 3115 | Jan 7th 2024 at 1:28 AM | TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.2.zip | 1-click install | ||
|
- Teleport icons are now displayed in the new vanilla style | |||||||
| 1.14.1 | tpnet | 207 | Jan 6th 2024 at 8:10 PM | TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.1.zip | 1-click install | ||
|
- New random name generator | |||||||
| 1.13.2 | tpnet | 4736 | Aug 5th 2023 at 11:15 AM | TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.2.zip | 1-click install | ||
|
- Fixed trader teleport loot | |||||||
| 1.13.1 | tpnet | 943 | Jul 20th 2023 at 7:03 PM | TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.1.zip | 1-click install | ||
|
- Fixed net7 build MonoMod crash | |||||||
| 1.13.0 | tpnet | 359 | Jul 19th 2023 at 1:02 PM | TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.0.zip | 1-click install | ||
|
- Support for both (stable and net7) game builds | |||||||
| 1.12.1 | tpnet | 856 | Jul 7th 2023 at 12:41 AM | TeleportationNetwork_v1.18.6_v1.12.1.zip | 1-click install | ||
|
- Removed WIP underwater teleport structure | |||||||
| 1.12.0 | tpnet | 525 | Jul 3rd 2023 at 11:30 AM | TeleportationNetwork_v1.18.6_v1.12.0.zip | 1-click install | ||
|
- 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 | |||||||
| 1.11.0-rc.1 | tpnet | 1667 | May 14th 2023 at 6:42 AM | TeleportationNetwork_v1.18.3_v1.11.0-rc.1.zip | 1-click install | ||
|
- Rewrited teleport generator to grid system, fixed MinTeleportDistance issues | |||||||
| 1.10.1 | tpnet | 1563 | Apr 19th 2023 at 7:34 AM | TeleportationNetwork_v1.18.0-rc.6_v1.10.1.zip | 1-click install | ||
|
- Feature: Update trader structure and improve biome generator | |||||||
| 1.10.0 | tpnet | 560 | Apr 5th 2023 at 11:31 PM | TeleportationNetwork_v1.18.0-rc.1_v1.10.0.zip | 1-click install | ||
|
- Fixed teleport interface | |||||||
| 1.9.0-rc.2 | tpnet | 424 | Mar 26th 2023 at 10:25 AM | TeleportationNetwork_v1.18.0-pre.7_v1.9.0-rc.2.zip | 1-click install | ||
|
- Updated to 1.18.0-pre.7 (fix #11) | |||||||
| 1.9.0-rc.1 | tpnet | 411 | Mar 11th 2023 at 3:01 PM | TeleportationNetwork_v1.18.0-pre.6_v1.9.0-rc.1.zip | 1-click install | ||
|
- Updated to 1.18.0-pre.6 | |||||||
| 1.8.0-rc.1 | tpnet | 1486 | Jan 6th 2023 at 3:51 AM | TeleportationNetwork_v1.17.9_v1.8.0-rc.1.zip | 1-click install | ||
|
- New simplify server-oriented teleport manager New since pre.7: | |||||||
| 1.8.0-pre.7 | tpnet | 1366 | Nov 8th 2022 at 11:00 PM | TeleportationNetwork_v1.17.9_v1.8.0-pre.7.zip | 1-click install | ||
|
- Added claim BuildOrBreak check for change frame | |||||||
| 1.8.0-pre.6 | tpnet | 453 | Nov 2nd 2022 at 12:19 PM | TeleportationNetwork_v1.17.9_v1.8.0-pre.6.zip | 1-click install | ||
|
- Fixed resolving meta-spawners in tpimp pasteraw | |||||||
| 1.8.0-pre.5 | tpnet | 409 | Oct 30th 2022 at 12:10 PM | TeleportationNetwork_v1.17.9_v1.8.0-pre.5.zip | 1-click install | ||
|
- Fixed missing textures on server #8 | |||||||
| 1.8.0-pre.4 | tpnet | 321 | Oct 29th 2022 at 5:04 PM | TeleportationNetwork_v1.17.9_v1.8.0-pre.4.zip | 1-click install | ||
|
- Fixed shader crash v1.8.0-pre.3: | |||||||
| 1.8.0-pre.2 | tpnet | 401 | Oct 27th 2022 at 10:57 AM | TeleportationNetwork_v1.17.9_v1.8.0-pre.2.zip | 1-click install | ||
|
- Added map marker for teleport | |||||||
| 1.8.0-pre.1 | tpnet | 393 | Oct 25th 2022 at 2:18 PM | TeleportationNetwork_v1.17.9_v1.8.0-pre.1.zip | 1-click install | ||
|
- New simplify server-oriented teleport manager | |||||||
| 1.7.2 | tpnet | 703 | Oct 4th 2022 at 8:34 AM | TeleportationNetwork_v1.17.3_v1.7.2.zip | 1-click install | ||
|
- Fixed tpimp paste | |||||||
| 1.7.1 | tpnet | 692 | Sep 22nd 2022 at 7:54 PM | TeleportationNetwork_v1.17.3_v1.7.1.zip | 1-click install | ||
|
- Fixed saving teleport in singleplayer | |||||||
| 1.7.0 | tpnet | 568 | Sep 18th 2022 at 7:56 PM | TeleportationNetwork_v1.17.3_v1.7.0.zip | 1-click install | ||
|
- Updated to 1.17 | |||||||
| 1.6.0 | tpnet | 1295 | Jun 10th 2022 at 2:40 PM | TeleportationNetwork_v1.16.5_v1.6.0.zip | 1-click install | ||
|
- Completely rewritten teleport network system ### Dev ### New SubNetwork behavior | |||||||
| 1.5.1 | tpnet | 3953 | Dec 14th 2021 at 1:02 AM | TeleportationNetwork_v1.16.0-pre.8_v1.5.1.zip | 1-click install | ||
|
- Updated structures | |||||||
| 1.5.0 | tpnet | 457 | Dec 12th 2021 at 6:07 PM | TeleportationNetwork_v1.16.0-pre.8_v1.5.0.zip | 1-click install | ||
|
- Updated to 1.16.0-pre.8 | |||||||
| 1.4.2 | tpnet | 982 | Nov 5th 2021 at 5:53 PM | TeleportationNetwork_v1.15.7_v1.4.2.zip | 1-click install | ||
|
- Fixed breakable teleport | |||||||
| 1.4.1 | tpnet | 846 | Sep 3rd 2021 at 11:40 PM | TeleportationNetwork_v1.15.5_v1.4.1.zip | 1-click install | ||
|
- Reduced the chance of roads spawning | |||||||
| 1.4.0 | tpnet | 511 | Sep 2nd 2021 at 8:35 PM | TeleportationNetwork_v1.15.5_v1.4.0.zip | 1-click install | ||
|
- Fixed killing behavior of rndtp command | |||||||
| 1.3.2 | tpnet | 591 | Aug 25th 2021 at 5:03 PM | TeleportationNetwork_v1.15.5_v1.3.2.zip | 1-click install | ||
|
- Fixed world generation crash | |||||||
| 1.3.1 | tpnet | 496 | Aug 24th 2021 at 10:00 PM | TeleportationNetwork_v1.15.5_v1.3.1.zip | 1-click install | ||
|
- Fixed crash when teleport loaded from schematic | |||||||
| 1.3.0 | tpnet | 493 | Aug 24th 2021 at 9:17 PM | TeleportationNetwork_v1.15.5_v1.3.0.zip | 1-click install | ||
|
- New teleport model | |||||||
| 1.2.1 | tpnet | 620 | Aug 13th 2021 at 3:41 AM | TeleportationNetwork_v1.15.5_v1.2.1.zip | 1-click install | ||
|
- Fixed teleport GUI scrollbar | |||||||
| 1.2.0 | tpnet | 679 | Jul 21st 2021 at 1:19 AM | TeleportationNetwork_v1.15.1_v1.2.0.zip | 1-click install | ||
|
- Updated to 1.15 | |||||||
| 1.1.3 | tpnet | 1007 | Feb 19th 2021 at 8:53 PM | TeleportationNetwork_v1.14.7_v1.1.3.zip | 1-click install | ||
| |||||||
| 1.1.2 | tpnet | 581 | Feb 14th 2021 at 6:06 PM | TeleportationNetwork_v1.14.2_v1.1.2.zip | 1-click install | ||
| |||||||
Kyoste There is one already being maintainted, until/if this original one ever gets an update.
Teleportation Network Patched
DArkHekRoMaNT We got any updated ETA? Really wanna have this on my list for my 1.2 playthrough.
I've heard that you're working on an update and I have one, maybe two suggestions. For use in a PVP server can there be a config option to disable coordinates of teleporters. That OR not displaying non-global spots to a whole server?
The author is working on an update atm, and you can access the github on here through the homepage button that has a pre-release that will be backwards compatibile. Has some small issues, but a small hop into creative can fix those through the use of the provided Linker tool or placing a new portal in the case of the test form (only has a stack of wood and a contained block of lava and water). Patience is key.
Javes A fellow modder updated it, here
https://mods.vintagestory.at/show/mod/18587
Looking forward to an update
It doesn't create a teleporter at spawn?
Please update to 1.20.1 :')! <3
This is not working for me in 1.20.1. There are errors in worldgen for this mod's features.
Example line:
22.1.2025 19:14:49 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15999,Z=15998 in world 'Gloomy Cave Lands' with seed 121153408
Exception System.NullReferenceException: Object reference not set to an instance of an object.
at TeleportationNetwork.TeleportStructureGenerator.OnChunkColumnGenPostPass(IChunkColumnGenerateRequest request) in TeleportationNetwork/System/WorldGen/TeleportStructureGenerator.cs:line 94
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1874
Similer
Meaning its working on 1.2.1? I've been waiting to start my 1.2 playthrough for this specific mod lol. Agree with Crxssword, this is a must for me.
Any ETA on the official update DArkHekRoMaNT?
Available in version 1.20.1
Would love to see this updated. I'm spinning up a new server for my friends and this is the last one I consider an absolute must.
Glad to see that an update is already in the works.
I tried it with a friend with the new story content. It's (like expected) somewhat broken, gives lots of errors during loading, new teleports won't spawn, and the teleport only works once after loading the world, after that it won't teleport. Sometimes only one person teleports and the other doesn't (both on the radius).
Hoping for update for 1.20, the distances in the new content are so long this mod is a real life saver. I put down some teleport squares in creative just to get around easier.
This mod is a must-have for any server! <3
I'm playing 1.20x now, tested the mod off-server and it seems to work fine!
I would love to add it to an ongoing server map, is it safe?
Warning!! New version for 1.19.8 resets portals!!
Super stoked that there's an update in the works for this mod--we always wait for this specific mod before starting a new server. :3 thank you!
I wish you could construct teleports, like in the Teleportation Runes mod (which sadly is abandoned and only for 1.18.x).
Thank you, I love this mod. Since 1.20 this command no longer works: /tpnet schematic paste <name> <pos>
TpNet has a big update in version 1.20 so I need more time for it
please update
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:
https://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