Mods / Teleportation Network

Category: #Magic #Worldgen
Author: DArkHekRoMaNT
Side: Both
Created: Feb 14th 2021 at 6:01 PM
Last modified: Mar 24th at 4:48 PM
Downloads: 30518
Follow Unfollow 308

Latest file for Various v1.19.x:
TeleportationNetwork_VS1.19.5_net7_v1.14.3.zip 1-click install


Requires CommonLib for VS 1.18+

  image Crowdin

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.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.14.3 1105 Mar 24th at 4:48 PM Show TeleportationNetwork_VS1.19.5_net7_v1.14.3.zip Install now
v1.14.2 2894 Jan 7th at 1:28 AM Show TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.2.zip Install now
v1.14.1 65 Jan 6th at 8:10 PM Show TeleportationNetwork_VS1.19.0-rc.5_net7_v1.14.1.zip Install now
v1.13.2 4538 Aug 5th 2023 at 11:15 AM Show TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.2.zip Install now
v1.13.1 774 Jul 20th 2023 at 7:03 PM Show TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.1.zip Install now
v1.13.0 203 Jul 19th 2023 at 1:02 PM Show TeleportationNetwork_VS1.18.6_netstandard2.0_v1.13.0.zip Install now
v1.12.1 717 Jul 7th 2023 at 12:41 AM Show TeleportationNetwork_v1.18.6_v1.12.1.zip Install now
v1.12.0 377 Jul 3rd 2023 at 11:30 AM Show TeleportationNetwork_v1.18.6_v1.12.0.zip Install now
v1.11.0-rc.1 1515 May 14th 2023 at 6:42 AM Show TeleportationNetwork_v1.18.3_v1.11.0-rc.1.zip Install now
v1.10.1 1411 Apr 19th 2023 at 7:34 AM Show TeleportationNetwork_v1.18.0-rc.6_v1.10.1.zip Install now
v1.10.0 413 Apr 5th 2023 at 11:31 PM Show TeleportationNetwork_v1.18.0-rc.1_v1.10.0.zip Install now
v1.9.0-rc.2 268 Mar 26th 2023 at 10:25 AM Show TeleportationNetwork_v1.18.0-pre.7_v1.9.0-rc.2.zip Install now
v1.9.0-rc.1 265 Mar 11th 2023 at 3:01 PM Show TeleportationNetwork_v1.18.0-pre.6_v1.9.0-rc.1.zip Install now
v1.8.0-rc.1 1301 Jan 6th 2023 at 3:51 AM Show TeleportationNetwork_v1.17.9_v1.8.0-rc.1.zip Install now
v1.8.0-pre.7 1214 Nov 8th 2022 at 11:00 PM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.7.zip Install now
v1.8.0-pre.6 304 Nov 2nd 2022 at 12:19 PM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.6.zip Install now
v1.8.0-pre.5 252 Oct 30th 2022 at 12:10 PM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.5.zip Install now
v1.8.0-pre.4 176 Oct 29th 2022 at 5:04 PM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.4.zip Install now
v1.8.0-pre.2 258 Oct 27th 2022 at 10:57 AM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.2.zip Install now
v1.8.0-pre.1 247 Oct 25th 2022 at 2:18 PM Show TeleportationNetwork_v1.17.9_v1.8.0-pre.1.zip Install now
v1.7.2 565 Oct 4th 2022 at 8:34 AM Show TeleportationNetwork_v1.17.3_v1.7.2.zip Install now
v1.7.1 558 Sep 22nd 2022 at 7:54 PM Show TeleportationNetwork_v1.17.3_v1.7.1.zip Install now
v1.7.0 418 Sep 18th 2022 at 7:56 PM Show TeleportationNetwork_v1.17.3_v1.7.0.zip Install now
v1.6.0 1147 Jun 10th 2022 at 2:40 PM Show TeleportationNetwork_v1.16.5_v1.6.0.zip Install now
v1.5.1 3808 Dec 14th 2021 at 1:02 AM Show TeleportationNetwork_v1.16.0-pre.8_v1.5.1.zip Install now
v1.5.0 322 Dec 12th 2021 at 6:07 PM Show TeleportationNetwork_v1.16.0-pre.8_v1.5.0.zip Install now
v1.4.2 830 Nov 5th 2021 at 5:53 PM Show TeleportationNetwork_v1.15.7_v1.4.2.zip Install now
v1.4.1 715 Sep 3rd 2021 at 11:40 PM Show TeleportationNetwork_v1.15.5_v1.4.1.zip Install now
v1.4.0 367 Sep 2nd 2021 at 8:35 PM Show TeleportationNetwork_v1.15.5_v1.4.0.zip Install now
v1.3.2 451 Aug 25th 2021 at 5:03 PM Show TeleportationNetwork_v1.15.5_v1.3.2.zip Install now
v1.3.1 365 Aug 24th 2021 at 10:00 PM Show TeleportationNetwork_v1.15.5_v1.3.1.zip Install now
v1.3.0 350 Aug 24th 2021 at 9:17 PM Show TeleportationNetwork_v1.15.5_v1.3.0.zip Install now
v1.2.1 488 Aug 13th 2021 at 3:41 AM Show TeleportationNetwork_v1.15.5_v1.2.1.zip Install now
v1.2.0 541 Jul 21st 2021 at 1:19 AM Show TeleportationNetwork_v1.15.1_v1.2.0.zip Install now
v1.1.3 857 Feb 19th 2021 at 8:53 PM Show TeleportationNetwork_v1.14.7_v1.1.3.zip Install now
v1.1.2 439 Feb 14th 2021 at 6:06 PM Show TeleportationNetwork_v1.14.2_v1.1.2.zip Install now

69 Comments (oldest first | newest first)

💬 Azraile, Apr 7th at 3:05 PM

was the problem with them spawning underwater fixed because that would explain a lot.......

💬 Bazim, Apr 7th at 8:20 AM

From 10,000 to 20,000 I have no teleport generated?

💬 Azraile, Apr 7th at 8:19 AM

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

💬 Azraile, Apr 7th at 8:17 AM

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.

 

💬 Bazim, Apr 3rd at 5:57 PM

Will this mod spawn the teleport even on visited areas after installation?

💬 NateDoesLife, Apr 1st at 10:39 PM

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. 

💬 Pervy_Sage, Mar 16th at 4:52 AM

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.

💬 Dnd, Feb 23rd at 10:42 PM

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.

💬 TeaJay0, Jan 23rd at 6:41 PM

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. 

💬 Pamela, Jan 12th at 2:18 PM

Did you remove the roads/bridges from this mod??

💬 DArkHekRoMaNTAuthor, Jan 6th at 8:13 PM

Updated to 1.19

💬 DArkHekRoMaNTAuthor, Jan 6th at 8:12 PM

Always shown on the map if it exists in the world. And is automatically deleted if it doesn't exist davial

💬 Telemachus, Oct 17th 2023 at 1:08 AM

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. 

💬 davial, Oct 16th 2023 at 9:58 AM

 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?

💬 DonZekane, Aug 2nd 2023 at 7:01 AM

This tingles my fancy, I'll wait 'till it runs through a few more generations of testing though.

💬 slartibartfast, Jul 20th 2023 at 4:28 PM

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.

💬 DArkHekRoMaNTAuthor, Jul 8th 2023 at 2:10 PM

I havent updated my mods to net7 version. Will be later
EDIT: Updated

💬 Colubi, Jul 8th 2023 at 7:55 AM

Seems to be incompatible with the unstable .net7 version, currently crashes on game load. Submitted a github rep with the crash log

💬 DragonRelic, Jul 8th 2023 at 1:28 AM

This mod is excellent! Thank you for creating it :D

💬 Vortaine, Jul 7th 2023 at 7:16 AM

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.

💬 DArkHekRoMaNTAuthor, Jul 3rd 2023 at 11:33 AM

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

💬 SecretFoxfire, Jun 29th 2023 at 4:06 PM

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.

💬 DragonRelic, Jun 28th 2023 at 1:26 PM

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.

💬 Baronjutter, Jun 15th 2023 at 10:57 PM

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.

💬 SpeedRider, Jun 15th 2023 at 3:25 PM

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.

💬 DArkHekRoMaNTAuthor, May 14th 2023 at 6:46 AM

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

💬 DArkHekRoMaNTAuthor, Apr 26th 2023 at 8:47 AM

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

💬 Hexedian, Apr 22nd 2023 at 11:56 PM

Are the teleporters supposed to have a minimum distance? They're spawning all over the place, way closer than 4000 blocks apart.

💬 DArkHekRoMaNTAuthor, Apr 20th 2023 at 6:22 PM

First teleport at spawn TeaJay0

💬 TeaJay0, Apr 20th 2023 at 1:51 PM

So basically you still need to find two different teleports to be able to move anywhere?

💬 DArkHekRoMaNTAuthor, Apr 20th 2023 at 11:38 AM

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

💬 TeaJay0, Apr 20th 2023 at 11:21 AM

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? 

💬 DArkHekRoMaNTAuthor, Apr 19th 2023 at 7:06 AM

Update CommonLib to 2.0.4, this should fix the problem with old configs Edel_Recke

💬 DArkHekRoMaNTAuthor, Apr 13th 2023 at 2:35 AM

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

💬 DArkHekRoMaNTAuthor, Apr 13th 2023 at 2:03 AM

Mod uses local stone type since 1.17 Craluminum

💬 Edel_Recke, Apr 11th 2023 at 2:50 PM

sadly, this is busted in rc5

 

💬 DanaCraluminum, Apr 8th 2023 at 2:56 PM

Do structures use local rock type like all the vanilla ruins?

💬 DArkHekRoMaNTAuthor, Apr 8th 2023 at 1:33 PM

This is in the plans, at the moment teleportation only requires temporal stability (but you can change the amount) Unreal

💬 DArkHekRoMaNTAuthor, Apr 8th 2023 at 1:31 PM

artemax44
/cl config ShowTeleportOnMap false

💬 Unreal, Apr 6th 2023 at 8:53 PM

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 ?

💬 artemax44, Apr 6th 2023 at 8:52 PM

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.
💬 DArkHekRoMaNTAuthor, Apr 5th 2023 at 11:32 PM

You can disable waypoints via config artemax44

💬 artemax44, Mar 12th 2023 at 9:41 AM

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
💬 DArkHekRoMaNTAuthor, Mar 9th 2023 at 12:15 PM

Yes that's it. Value as a percentage PeterSanderson

💬 PeterSanderson, Mar 4th 2023 at 5:51 PM

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

💬 Katlamos, Jan 14th 2023 at 4:17 PM

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

💬 rosekitty2007, Jan 8th 2023 at 12:45 PM

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? 😿

💬 YourCreator, Jan 7th 2023 at 1:08 PM
glitch
glitch in game on last version

 

💬 DArkHekRoMaNTAuthor, Jan 6th 2023 at 3:55 AM

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

 

💬 Goatslaw, Dec 14th 2022 at 2:02 PM

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?

💬 Kyngyt, Nov 23rd 2022 at 8:32 PM

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.

💬 DArkHekRoMaNTAuthor, Oct 25th 2022 at 10:41 AM

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

💬 TheNiteFox, Oct 25th 2022 at 4:33 AM

Would it be possible to make it so these structures dont spawn underwater? 

💬 DArkHekRoMaNTAuthor, Sep 22nd 2022 at 7:54 PM

Fixed in 1.7.1 Silvimancer

💬 Silvimancer, Sep 20th 2022 at 1:44 PM

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.

💬 Vaysh, Sep 19th 2022 at 1:34 PM

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.

💬 Pamela, Sep 19th 2022 at 2:21 AM

Thank You, Thank You, Thank You!!!

💬 DArkHekRoMaNTAuthor, Sep 18th 2022 at 8:12 PM

Updated to 1.17

💬 bluelightning32, Aug 20th 2022 at 11:34 PM
💬 infinitetech, Aug 20th 2022 at 8:32 PM

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 

💬 Devestatio, Jul 7th 2022 at 3:32 AM

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.

💬 PeterSanderson, Jul 4th 2022 at 3:07 PM

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

💬 Quicksilv3r710, Jul 4th 2022 at 2:59 PM

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.

💬 Secular12, Jul 3rd 2022 at 12:38 AM

When I try to use the teleporter all my locations are missing after restarting the server.

💬 YourCreator, Jun 10th 2022 at 3:29 PM

Subnetwork looks cool!

💬 DArkHekRoMaNTAuthor, Dec 12th 2021 at 6:10 PM

TpNet v1.5.0 compatible with 1.16.0-pre.8 or higher, not compatible with 1.15.10

💬 DArkHekRoMaNTAuthor, Aug 25th 2021 at 5:07 PM

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.

💬 DArkHekRoMaNTAuthor, Aug 24th 2021 at 9:34 PM

@vo14ik fixed in 1.3.0

💬 vo14ik, Aug 13th 2021 at 11:53 PM

A new structure is not created on command. Writes "Not Found". Tested on two versions, 1.2.0 and 1.2.1

(edit comment delete)