[Mod] Teleport Potion [0.8] [teleport_potion]

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TenPlus1
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[Mod] Teleport Potion [0.8] [teleport_potion]

by TenPlus1 » Fri May 02, 2014 10:43

Teleporters make things all too easy when it comes to travelling, so how about a Teleport Potion you have to craft using a Glass Bottle and four diamonds... Place the potion on the ground, right-click to enchant your location and enter the blue flame portal (caution: blue flame may sting a bit), then after 10 seconds the portal will close, potions can also be thrown for local teleporting... Teleport Pads wont close but cost you in crafting :)

Image

Download: https://github.com/tenplus1/teleport_potion/archive/master.zip

Source: https://github.com/tenplus1/teleport_potion

License: MIT

Lucky Blocks: 4

+ Recipes

+ Changelog
Last edited by TenPlus1 on Sat Nov 12, 2016 10:47, edited 20 times in total.
 

mining4rocksallday
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Re: Teleport Potion mod 0.1

by mining4rocksallday » Sat May 03, 2014 23:01

You should note that this mod requires the "Ethereal" mod with it. I've tried it without "Ethereal" and I got a world full of stone blocks. (I've tried all mapgen versions)

Edit: My mistake, I think my game has gotten corrupted somehow. I tested it again, and it works fine. My mistake
Last edited by mining4rocksallday on Sun May 04, 2014 21:05, edited 2 times in total.
 

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TenPlus1
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Re: Teleport Potion mod 0.1

by TenPlus1 » Sun May 04, 2014 20:19

I've tested this mod with v6, indev, v7 maps and it works perfectly with all... It's only dependency is DEFAULT as it only uses diamondblock and glass bottles for crafting... I've re-uploaded the .zip file incase it was corrupt...
 

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Re: [Mod] Teleport Potion [0.3] [teleport_potion]

by TenPlus1 » Fri Sep 12, 2014 14:33

Added Teleport Pads by demand which have a more expensive recipe but stay put and can even be protected from other players trying to change destination coords...
 

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Re: [Mod] Teleport Potion [0.3] [teleport_potion]

by satchwell » Fri Oct 17, 2014 10:10

I am unsure about how to set the destination coordinates. Could you explain at more length how a player, having crafted a teleport pad, would use it to travel to a remote place of their choosing.
Is it 'place the pad, and right click on it to enter coordinates'?
 

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Re: [Mod] Teleport Potion [0.3] [teleport_potion]

by TenPlus1 » Fri Oct 17, 2014 12:14

Exactly that, place the pad, right-click and enter whole numbers only... e.g. 300,20,100 or -200,-400,100 etc
 

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Re: [Mod] Teleport Potion [0.3] [teleport_potion]

by TenPlus1 » Sun Jul 05, 2015 15:51

Quick code tidy and fixed sounds so they work on either end of the teleport...
 

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[Mod] Teleport Potion [0.3] [teleport_potion]

by yang2003 » Thu Jul 16, 2015 01:41

How to craft it
 

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Re: [Mod] Teleport Potion [0.4] [teleport_potion]

by TenPlus1 » Tue Sep 08, 2015 15:57

Updated to 0.4 and added particle effects when opening portal and teleporting at other end... Also uses static_spawnpoint as default coords now...
 

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Re: Teleport Potion mod 0.1

by linushsao » Sat Sep 12, 2015 14:59

TenPlus1 wrote:I've tested this mod with v6, indev, v7 maps and it works perfectly with all... It's only dependency is DEFAULT as it only uses diamondblock and glass bottles for crafting... I've re-uploaded the .zip file incase it was corrupt...


i had try this mod,i'm sure it only depends on DEFAULT.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by TenPlus1 » Thu Nov 05, 2015 09:36

Updated to version 0.5:

  • Potions are now throwable (kinda like ender pearls)
  • Potion recipe has changed (cheaper on diamonds)
 

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Re: [Mod] Teleport Potion [0.3] [teleport_potion]

by wilkgr76 » Thu Nov 19, 2015 22:33

yang2003 wrote:How to craft it

Read the post!
TenPlus1 wrote:
+ Recipes
I do not care.
 

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ufa
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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by ufa » Sat Jan 09, 2016 17:23

Hello,
I think it would be better if the transport pad left a two way link (back and forth). The way it is, when you reach destination, you have to go all the way back.
the way it is now, I think using potions is better than teleport pad, because you will have to walk/dig a lot anyway.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by firefox » Sun Jan 10, 2016 12:24

ufa wrote:Hello,
I think it would be better if the transport pad left a two way link (back and forth). The way it is, when you reach destination, you have to go all the way back.
the way it is now, I think using potions is better than teleport pad, because you will have to walk/dig a lot anyway.

you can just make a second pad at the destination of the first pad.
if you use the same route more than 4 times, the pad is cheaper than the potion.
connecting 2 pads with each other to allow travelling in both directions makes the mod more complicated (like other teleport mods). this one is designed to be as simple as possible to avoid lag.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by ufa » Sun Jan 10, 2016 18:59

firefox wrote:
ufa wrote:Hello,
I think it would be better if the transport pad left a two way link (back and forth). The way it is, when you reach destination, you have to go all the way back.
the way it is now, I think using potions is better than teleport pad, because you will have to walk/dig a lot anyway.

you can just make a second pad at the destination of the first pad.
if you use the same route more than 4 times, the pad is cheaper than the potion.
connecting 2 pads with each other to allow travelling in both directions makes the mod more complicated (like other teleport mods). this one is designed to be as simple as possible to avoid lag.


I have just realised that you can reprogram the pad. That's great. Thanks
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by CuriousNoob » Wed Jan 27, 2016 14:18

.

Hi @ TenPlus1 :)

Three things...

[ 1 ]

Firstly, please accept another expression of massive respect and sincere thanks for all the time and expertise you've put into enriching this lovely game-engine, and into the Ethereal world itself.

I've really enjoyed it so far, exploring and experimenting, digging dilligently, constantly learning, even RTFM on the Forum and Wikis :D --- hopefully with a view to eventually setting up a safe offline local server for the younger members in my family. A Fedora/KDE user for a few years, but finally tired enough of their sudden large changes breaking everything, I've been looking at other distros --- including browsing/auditioning their 'Available Software' in a way I've not done for a few years. That's where I stumbled across Minetest. I'd heard mentions of the mining/building phenomenon on BBC Click, but this is my first actual contact with a real game. From the public-server-list, Xanadu was probably the third I logged into, and from Spawn to Noob-Area it clicked, just felt right. I realise that's testament to all current and previous players and programmers.

Mindful of this and my own naivety, when online, in-game, I've tried to be low-maintenance, quietly poring over Crafting-Guides and Wikis and GitHub READMEs rather than disturbing existing players with the same old newbie-questions they've probably heard a gazillion times before. And truth be told, I find the in-game scrolling-chat very hard to see and keep up with, let alone actually typing conversations. Hence, apologies to any and all who may have tried to interact and I simply haven't realised. :( sigh...

.

Secondly and thirdly, these Teleport Recipes:

[ 2 ]

Small typo, it shows a G-glass instead of a B-bottle in the centre of the Potion recipe-grid.

[ 3 ]

But lastly the big thing that actually prompted my posting here : the Teleport Pad recipe.

I've finally dug all the necessary ingredients, placed them in the Crafting-Grid, but zilch, no output.

Here on this page it shows four P-potion and four G-glass round a central M-mese.

P-potion G-glass P-potion / G-glass M-meseblock G-glass / P-potion G-glass P-potion --- it just doesn't craft a Pad for me.

There's no help (or even mention of the Pad) in the in-game Crafting-Guide either, although IIRC that's not unique to this item.

I tried variations of placement and ingredients, but still nothing.

I'd never even heard of Lua before, although I'm just about okay in Bash, so, in the community-spirit of Open-Source, trying to be dilligent and helpful, I even glanced inside the GitHub init.lua to see if there were any clues or obvious typos --- but, apart from the single-quotes double-quotes mixed-usage in the recipe-declaration, nothing jumped out.

So, all in all, I've drawn a blank. Hence this post.

My client's regular 0.4.12 from Fedora.

Can you shed any light please...?

Many Thanks

Curious :)

.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by TenPlus1 » Wed Jan 27, 2016 15:55

Thanks for the kind words and noticing the typo in the recipe... If you are playing on Xanadu server then the teleport pad recipe has been disabled on purpose for admin use only, and also so that players need to use the 1-time-use teleport potions by either placing and entering coordinates or throwing for a local teleport.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by CuriousNoob » Wed Jan 27, 2016 17:41

.
Aha, that would explain it, thank you. Yes, the Xanadu world.

Of course, the flipside being : 'awwwww, nooooo, all my next-step plans dashed to pieces on a flawed premise, while simultaneously wasting all my hard-dug diamonds which could have been used for tools!!!' ... * slumps, head in hands, sobbing * ... LOL

Seriously though, as a long-time Open-Source advocate I've often encountered this situation where publicly-available docs and info, findable via the search-engines, differ somewhat from the reality on the ground --- either inaccurate or unclear or incomplete or out-of-date. Frequently, all of the above. Eeek!

So, before wasting too much more time thrashing about in ignorance, probably good to ask :

Is there any page anywhere I've not seen yet, listing current info with exactly what's enabled or disabled in Xanadu, a bit like the 'about:config' pages in Firefox..?

Or a GitHub or repo mirroring the current config-files which I can look at..?

I know typing '/mods' gives a basic list of names but no detail --- is there any generic or Xanadu-specific in-game way to query exactly which Versions and Features and Settings are current in a world..?

Can it be done, or am I alone and barking up empty trees here..?

Thanks again,

Curious :)

.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by TenPlus1 » Wed Jan 27, 2016 19:32

CuriousNoob: Xanadu server uses mosty optimized mods that differ from the basic downloadable one's, has no lava buckets, no teleport pads, no tnt and no xpanes, but everything else should be there with many added extras :) Don't be scared to ask questions on the server itself.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by CuriousNoob » Wed Jan 27, 2016 23:36

.
Ah, okay, fair enough, thanks for that. Much to see, much to learn, I certainly will ask, :) ...

That said, I really do have difficulties with the in-game chat on the server itself --- eyesight issues plus excruciatingly slow typing, as a patient player called Nikoli can testify all too well, LOL. Truth be told I don't actually even see the chat when my focus is in the centre, monitor-resolution being a big factor, and I haven't seen a way to change text-size.

But yes, I will ask in future, thanks :) --- maybe I should add them to the Xanadu or Ethereal threads...
.
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by TenPlus1 » Thu Jan 28, 2016 21:05

CuriousNoob: Download and install the latest 0.4.13 daily build (unstable) for your system and look through the new settings tab to set font and sizes for ingame text :)
 

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Re: In-Game Text Settings

by CuriousNoob » Mon Feb 01, 2016 13:21

.
TenPlus1 : Thanks for the pointer. I'll try that :o) ... but only after the enforced-break I'm gonna have to take :o\ ... what with Minetest's steady 5 kbs and auditioning the new distros (presently setting up Linux Mint 17.3 Rosa KDE) my bandwidth-quota has pretty-much disappeared, so it'll be essentials-only, extremely frugal internet until the 15th when the new quota kicks in. Once again though, sincere thanks for your friendly and helpful responsiveness as a developer. :)
 

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Re: [Mod] Teleport Potion [0.5] [teleport_potion]

by xeranas » Sun May 08, 2016 06:52

Default coordinates for pad should fallback to player or pad itself position (if static_spawnpoint fails) otherwise by accident could be teleported to {x = 0, y = 2, z = 0} which can be solid blocks. Or even better test if target location has space for player before each teleport.
 

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Re: [Mod] Teleport Potion [0.6] [teleport_potion]

by TenPlus1 » Sun May 08, 2016 10:19

Updated to 0.6:

- Tweaked and tidied code
- Added map_generation_limit's to coordinates (no bigger than map)
- Default coords are potion/pad position when placed
 

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Re: [Mod] Teleport Potion [0.6] [teleport_potion]

by wilkgr76 » Sun May 08, 2016 10:37

TenPlus1 wrote:Updated to 0.6:

- Tweaked and tidied code
- Added map_generation_limit's to coordinates (no bigger than map)
- Default coords are potion/pad position when placed

Make your 1500th post count! (I think this was your 1499th post)
Image
I do not care.
 

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Re: [Mod] Teleport Potion [0.7] [teleport_potion]

by TenPlus1 » Sat May 21, 2016 17:03

Updated to 0.7:

- Teleport Pads now have descriptions e.g. (-5,12,120,Home)
 

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Re: [Mod] Teleport Potion [0.8] [teleport_potion]

by TenPlus1 » Mon Oct 03, 2016 10:03

Updated to 0.8

- 0.8 - Teleport pads now have arrows showing direction player will face after use
 


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