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Guppy's Teleport Portal Mod

@Guppycur I have added 0Score and your mod to the mods folder however when I hold E down I do not have the option to edit the name. Not sure what I am doing wrong. any help would be greatly appreciated.

 
Check the blocks.xml file in the /configs/ folder, it will have samples of different setups for different methods of using the portals.

My guess is that you're using GuppyPortalMagic1 and it has this one:

<property name="Location" value="test1" />

...that means that one is set up to place two of them and automatically has the name "hard coded" (by xml) in.  You'd want to make it:

<property name="Location" value="" />

...or remove that line entirely for it to work where you can hit E. 

Try one of the other portals, if you are still having the issue then there is a likely a problem with the setup and I would like to get your game logs to see what's wrong.

Always make sure you have the latest SCore; if you've got it loaded from another mod (like NPC Mod) it would benefit both mods to update SCore.  If this is a new fresh install then we can go from there after you've tried my above suggestions.

 
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@Guppycur Thank you for all your contributions.

This is what I have done so far,

Using the mod launcher I have created a vanilla install

I have downloaded the latest 0-SCore from the github and added it to the mods folder

I have added your mod to the mods folder

I launch the game to the pregen10k map and place down portals across the road from each other similar to your video.

I have named each set one, two, three etc (matching the set) 

so it shows connected and when I point to them it says teleport to (one) but there is no animation and no teleport.

when I close the game and open it back up all the portals say invalid location in the name field.

thanks again ahead of time

 
That first one looks like "The Guardian of Forever".  🖖  Now to get bdub to use one or two of these in The Wasteland for Institute teleporters...  That second one in from the right would so totally fit the aesthetic.  If he doesn't?  I'll get with you about permission.  🤩

And synths. 🤖 We need first gen synths.

 
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@Guppycur Thank you for all your contributions.

This is what I have done so far,

Using the mod launcher I have created a vanilla install

I have downloaded the latest 0-SCore from the github and added it to the mods folder

I have added your mod to the mods folder

I launch the game to the pregen10k map and place down portals across the road from each other similar to your video.

I have named each set one, two, three etc (matching the set) 

so it shows connected and when I point to them it says teleport to (one) but there is no animation and no teleport.

when I close the game and open it back up all the portals say invalid location in the name field.

thanks again ahead of time
Just wanted to share: I had the exact issue. I started trying previous versions of 0-SCore and found the "PortalTest" version of 0-SCore, instead of the latest, allowed the portals to work for me. Sometimes the timing of teleporting and cut screen are off (i.e. I teleport and then see the cut screen) but it does work now. Hope this helps.

image.png

 
Yeh so apparently there's a bad score version out there, some other dudes found it out as well (I'm personally a version or two behind so I didn't catch it), we're working with Sphereii to get it right.

There's still more features coming as well, like teleporting from buffs, dialogues and such.

 
Please update to the latest SCore, it has the fixes as well as some new features to implement.

These can now be placed in POI's and the code will search your generated world to find the POI, and then teleport you to that location.  Currently (and probably forever) it will tele you to the first one it finds on the list, wherever that may be.

You have to do some xml work to set this up but the examples will be in the blocks.xml in the Score/configs folder.

 
Please update to the latest SCore, it has the fixes as well as some new features to implement.

These can now be placed in POI's and the code will search your generated world to find the POI, and then teleport you to that location.  Currently (and probably forever) it will tele you to the first one it finds on the list, wherever that may be.

You have to do some xml work to set this up but the examples will be in the blocks.xml in the Score/configs folder.
The latest SCore doesn't work for me Gup...same as before.

 
vonerich said:
The latest SCore doesn't work for me Gup...same as before.


So there's four of us working on this.

Sphereii, who just does the coding for SCore, then me, MageJosh and PipeMac are doing the actual testing.  It's working for us, can you post the log again?

Also, the xml's for the portals that aren't working for you?  (Not sure if you've edited them to fit your needs or if you're trying them straight out of the box).

IF you're using them "straight out of the box", you'll definitely want to see how each one is configured and how to configure them.  Check the blocks.xml in SCore/Config (near the bottom) for samples.  Some require buffs, some require electricity, some are destination only, some are placed in a poi, some require some combo of the above.

It may just be that my blocks.xml isn't configured in a way you'd expect them to be.  I hesitate on adding "samples" because SCore already does, so I've got them set up how *I* would use them, if that makes sense, because I can't guess how others would use them. 

Hell it's also possible I haven't updated my git with the new properties, I dunno.  Unfortunately I'm stuck working a bit and can't really muck around with it, but ultimately I won't know what configuration people would want anyway.  

I suppose for the purpose of *this mod*, I can make variants and name them appropriately, like requiresPowerPortal01, requireBuffPortal01, destinationOnlyPortal01, etc...

Thoughts?

 
So there's four of us working on this.

Sphereii, who just does the coding for SCore, then me, MageJosh and PipeMac are doing the actual testing.  It's working for us, can you post the log again?

Also, the xml's for the portals that aren't working for you?  (Not sure if you've edited them to fit your needs or if you're trying them straight out of the box).

IF you're using them "straight out of the box", you'll definitely want to see how each one is configured and how to configure them.  Check the blocks.xml in SCore/Config (near the bottom) for samples.  Some require buffs, some require electricity, some are destination only, some are placed in a poi, some require some combo of the above.

It may just be that my blocks.xml isn't configured in a way you'd expect them to be.  I hesitate on adding "samples" because SCore already does, so I've got them set up how *I* would use them, if that makes sense, because I can't guess how others would use them. 

Hell it's also possible I haven't updated my git with the new properties, I dunno.  Unfortunately I'm stuck working a bit and can't really muck around with it, but ultimately I won't know what configuration people would want anyway.  

I suppose for the purpose of *this mod*, I can make variants and name them appropriately, like requiresPowerPortal01, requireBuffPortal01, destinationOnlyPortal01, etc...

Thoughts?
Sorry Gup and MageJosh, I'm working as well; however, I should have looked at the .xml as I wasn't aware each portal is configured differently. I may not be able to look into this until the weekend, but I will let you know if this is the issue.

 
Oh sweet, yeh no worries.  It turned into a complicated little mod with a lot of scope creep coming from the three of us and Sphereii just doing what we asked. 😃

I had one thing in mind, Josh another, Piper another.  Lol.

Once it's "settled" (I think it may be to that point but I'm not sure if all of Piper's stuff is working correctly) it'll deserve another instruction video.

 
Oh sweet, yeh no worries.  It turned into a complicated little mod with a lot of scope creep coming from the three of us and Sphereii just doing what we asked. 😃

I had one thing in mind, Josh another, Piper another.  Lol.

Once it's "settled" (I think it may be to that point but I'm not sure if all of Piper's stuff is working correctly) it'll deserve another instruction video.
Hey, I was able to get out of work early today. Here is my situation...I'm using alpha 20.5 (b2), version 1.0 of your mod, and the latest version of Sphereii 0-SCore:

image.png

image.png

I start the game, select guppyFuturePortal2 image.pngto place down which does not have a location value associated with it (from what I am seeing all the portals are configured this way):

image.png

In game, I place down 2 portals and name each portal the same thing (i.e. TestHere1). When I press E to teleport nothing happens. If I close the game and reopen, the names are gone. Please note that my game is heavily modified.

 
Okay, from SCore blocks.xml

<block name="samplePortal01">
<property name="Extends" value="portalMaster"/>
<property name="DisplayType" value="blockMulti"/>
<property name="MultiBlockDim" value="3,3,3"/>
<property name="Model" value="#@modfolder:Resources/gupFuturePortal.unity3d?guppyFuturePortal"/>
<property name="Location" value="samplePortal01" /> <!-- Legacy and default -->
<property name="Display" value="true" />
<property name="RequiredPower" value="0" /> <!-- Does not require power to operate -->
</block>




...so I'm thinking for YOUR xml, all you need to do is add the Required Power line, but leave Location = "", and also add the Display property.

But I'm not sure.  I'm almost done with work so can test in a bit, but try that and lemme know. 

 
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<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.

 
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