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Guppy's Teleport Portal Mod

Ive been going through alot of mods and came across this teleport mod. and i love it but somethings arent working.

I didnt do any coding cus.. i aint got the knowledge for dat. i went "straight out the box" and also downloaded the SCore mod.

2 things that arent going through correctly.

1) The 1st portal I cant see the edit button appear for naming it. For the 2nd portal i cant find the place to "Stick" the wire into for a power connection.

2) There's no shaders/magic happening when they are working (by "they" i mean the future portals)

i can teleport with the future portals just not the magic portals. and again there is no shaders/magic happening around them

EDIT - 2hrs after posting this

my game save is broke. it wont go past the load game save screen something in the command about "XML loader _____(bla)___ block.xml failed".

When i remove the teleporters mod the loading works fine after that

 
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ignore the edit on that i tried another SCore download and stuff, turns out that one was an old version that made the game break and the mod

 
<property name="Class" value="PoweredPortal, SCore" />

<property name="RequiredPower" value="0" />






...change the Class to that, and add the RequiredPower line. I will test soon but I bet that fixes it.

...yep, that works.  Thanks for pointing out the error.
Thank you sir.

 
I'm going to, after making sure Piper's stuff works, edit the mod to include block types for more scenarios, so that it works more "out of the box".

Powered version

Buff version

Destination version

POI version

Powered Buff version

Original version

...so that'll be what, 6 variants for each type of portal (I think there's 6 of those) for 36 portal types?  Kind of ridiculous but whatever. 😃

 
I'm going to, after making sure Piper's stuff works, edit the mod to include block types for more scenarios, so that it works more "out of the box".

Powered version

Buff version

Destination version

POI version

Powered Buff version

Original version

...so that'll be what, 6 variants for each type of portal (I think there's 6 of those) for 36 portal types?  Kind of ridiculous but whatever. 😃
It's good to have options. Thanks for all the time you put in to make a good game even better.

 
It's good to have options. Thanks for all the time you put in to make a good game even better.
Don't be fooled. He is just waiting until the portals become a huge success and everyone is using them and then he will secretly add an update

that when you use the portal you will arrive at the other end stark naked and with no gear. He will say it is just a teleportation accident but we will know.

We will know...

 
Updated portals to include better documentation within the XML and to use the new SCore features.

MAKE SURE you also update SCore to the latest version.  This can't be  said enough.

There are still two issues outstanding but those are in the SCore side, not mine.

One being the portals disconnect on game exit/reload and another being the portal active animation doesn't fire if the power value is greater than 0.
 
Can confirm that in my game, the latest SCore fixes both issues.  Thanks to discord's Alpha Dodo/10hp Fe Man for letting me know about it.

 
Nice mod. But is it possible to make it available for multiplayer? i.e. players that are allies, can use the same portals that are unlocked instead of having to put down their own which takes up more unnecessary space. Its also a pain if you want to jump to more than 1 location and you have to have a portal for each location from the main base. Just a thought, but most importantly I think that allies should be able to use the same portal instead of every player needing to have one of its own at every location.

 
Are you saying if you set a portal down someone else can't use it? 
Exactly what I am saying. My husband and I, and sister, play the game. When we tried the portals, and we did unlock the portals, it still refused to allow everyone to use the same portal. Only the player that put the portal down was able to use it locking everyone else out, even though its unlocked.

 
Make sure he grabs it again, just to make sure he has the latest version.

I just loaded a P2P game (not using a dedicated server) and it works fine once BOTH portals are unlocked.

I'm installing a server now to test on it.

I'm using FuturePortal2 for reference.  It uses:

Code:
		<block name="guppyFuturePortal2">
			<property name="Extends" value="portalMaster"/>
			<property name="DisplayType" value="blockMulti"/>
			<property name="MultiBlockDim" value="3,3,3"/>
			<property name="Model" value="#@modfolder:Resources/gupFuturePortal2.unity3d?guppyFuturePortal2.prefab"/>
			<property name="CustomIcon" value="guppyFuturePortal2" /> 
			<property name="Location" value="gupDestination01" /> 
			<property name="RequiredPower" value="0" />

			<!-- Uncomment to make Powered 
			<property name="Class" value="PoweredPortal, SCore" /> 	
			<property name="RequiredPower" value="300" />  -->

			<!-- Uncomment to force Source/Destination
			<property name="Location" value="source=thisPortalMagic1,destination=thisPortalMagic2" /> -->
			
			<!-- Uncomment to make this a Destination Portal for another portal
			<property name="Location" value="source=samplePortal03,destination=NA" /> -->
			
			<!-- Uncomment to say I am samplePortal01, I go to samplePortal02, which is inside a prefab called farm_02
			<property name="Location" value="source=samplePortal01,destination=samplePortal02,prefab=farm_02" /> -->	

			<!-- Uncomment to hide the portal name
			<property name="Display" value="false" /> -->

			<!-- Uncomment to require a specified buff to see the portal name. -->
			<!--property name="DisplayBuff" value="buffyours" /-->			
						
		</block>
 
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Just tested on a dedicated server, same result.

Granted, you have to unlock BOTH sides, but that seems "right" to me anyway.

 
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