Note: grim3212 has kindly taken over development and updating for this mod. You can find his thread here.
Adds the capacity for signs to teleport you around your world (SSP only). Includes Sign Tags. The mod is primarily based on dougbenham's TeleportSigns, but I've added a good number of features since version 1.63 (the last version that he did).
This mod is compatible with spacechase0's Sign Colors, but you must install Sign Colors after installing this mod.
To make a Teleport Sign, simply put a target location in any line of the sign, surrounded by square brackets. You will be teleported upon right-click. The target can be specified in one of the following ways:
—Vertical coordinate - For example, "[100]". This will teleport you to a height of 100 at the same horizontal location. You can also use a relative coordinate; for example, "[+52]" to teleport up 52 squares, or "[-36]" to teleport down 36.
—Horizontal coordinates - For example, "[57,-35]". This will teleport you to that horizontal location, and determine your height automatically to place you safely on the ground. You cannot use relative coordinates for this type.
—Three-dimensional coordinates - For example, "[200,80,-50]". Remember that the vertical coordinate is in the middle (coordinate order is NorthSouth,Vertical,EastWest). This will teleport you to that precise location, as in past versions of the mod. However, you may now also use a relative vertical coordinate only. For example, "[200,+20,50]" will teleport you to the horizontal coordinates 200,50, but at exactly 20 squares above your previous height. You may not use relative horizontal coordinates.
—Waypoint - If you have a waypoint (from Zan's Minimap Mod or from Single Player Commands) called, for example, "Home", you can use "[@Home]" or "[#Home]" (both case-insensitive), and it will teleport you to that waypoint. In addition, "[@Home:100]" (or "[#Home:100]") will teleport you to the horizontal coordinates of your home, but at a height of 100 (regardless of whether this is high in the sky or in the middle of a mountain). At this time, the height override only works for Zan's Minimap waypoints, and does not accept relative coordinates.
Note that all types of coordinates accept decimal numbers. Also note that vertical coordinates have been restricted to between 0 and 999 for practicality reasons.
1.73 - Very minor fix to display of error messages in certain cases. Should not affect gameplay at all. Don't bother upgrading if you've already installed 1.72 - it's not worth the hassle.
1.72 - Properly patched to remove conflict. Also removed partial ModLoader dependency.
1.71 - Patched Sign Tags to remove conflict with [#waypoint] vs [#musictrack] Next time don't try the "clever' fix, try the "working" fix. Also added [@waypoint] to reduce conflicts.
1.70 - Minor logic change due to update to Sign Tags. First B1.4-compatible version
1.69 - This time it really doesn't crash if you don't install ModLoader. I think. Not sure if I did anything else, it's been a while and I can't remember. First B1.3-compatible version.
1.68 - Teleports on all lines of the sign work now.
1.67 - Added support for SSP Commands waypoints, and made Minimap waypoints work with decimals.
1.66 - Very minor update - now provides a popup window notifying you if you forgot to install ModLoader (as opposed to crashing). First B1.2_x-compatible version.
1.65 - General code cleanup, and additional options for coordinate-based teleportation.
1.64 - Added waypoint support. Now requires ModLoader.
1.63 - My first look at the code. No changes from the original by dougbenham. First B1.1_02-compatible version.
Current bugs:
1.63-present - Signs placed in SMP sometimes go blank. Removal of the length limit is the suspected culprit.
Past bugs:
1.70-1.71 - Waypoints specified via [#waypoint] will be replaced by other text. This is due to a conflict with a Sign Tags update. In 1.71, a workaround [@waypoint] was added, and an (unsuccessful) attempt at fixing the problem was made. Fixed in 1.72. Waypoints with names matching songs will continue to be replaced by other text, but will still function.
At some point I intend to add support for signs that raise or lower you to the next platform with adequate space (if any). This would probably be accomplished with [ASCEND] and [DESCEND]. In addition, [ASCEND:3] would bring you up three levels. I anticipate that this would be very easy to do.
Hopefully I'll find a way to make signs teleport players and mobs on contact. This would likely be done by setting the third line to [CONTACT] to teleport just players, or [CONTACT:all] to teleport players and mobs (and whatever else I can get working). This might be a bit trickier, but also very doable, I think.
One goal related to the previous would be to get minecart contact working such that you would be able to send minecarts into a TeleportSign, and they would emerge at the target location without losing momentum. That last bit could get tricky, but we'll see.
I'm also hoping to make redstone-triggered signs - for example, if you want (*cough* another *cough*) way to play roulette with the teleports, or want to hide them out of sight, you could use that. Also, then a pressure plate setup could be used to emulate the [CONTACT] idea, but mobs could cause problems. Redstone triggering is already included in Sign Tags, so this would most likely be quite easy, actually.
I hereby authorise you to download, use, decompile, modify, and distribute this mod and any variants free of charge. However, if you modify this mod, including updating it to a new version of Minecraft, you MUST release it under the same license as this mod, and you MUST provide the source code if anyone asks for it. If you do not agree to these conditions, then you may not modify or distribute this mod. In the case of a conflict between these terms and the terms to which you agreed when you purchased Minecraft, the latter shall prevail.
Links to this mod must link to this forum posting, not to a direct download for the mod. Shortened links are acceptable, including but not limited to links from revenue-generating sites such as Adf.ly.
TL;DR Do what you want as long as it's within Notch's rules. Provide the source if you modify it. Don't request money for it. Don't link the downloads directly because I reorganise my Dropbox from time to time.
Many thanks to 303 for pointing me in the right direction when it came to the height-choosing algorithm and the suggestion to use ModLoader, and to Dougbenham for the idea and the original mod (without which this version would not be possible). I'd also like to thank lahwran for helping me with a few changes due to the B1.3 update. Many thanks also to grim3212 for updating this mod.
I haven't been able to reproduce the problem. Are you sure you're using the correct version for your minecraft.jar, and that you're typing it correctly (like [#Home] to teleport to the waypoint named Home)? Do coordinate-based teleports still work?
I haven't been able to reproduce the problem. Are you sure you're using the correct version for your minecraft.jar, and that you're typing it correctly (like [#Home] to teleport to the waypoint named Home)? Do coordinate-based teleports still work?
Yeah I am sure and yes coordinate based teleports work. I'll try again in a bit maybe I did something wrong without knowing.
Edit: Figured out what I did wrong. It doesnt allow .5 so instead of -150.5 i had to put -150
I really like this mod. I had a issue, but solved it quick enough(only [LOC] tags can go anywhere, all others go on the bottom line), and I'm going to set up a few bases once I get a map which interests me enough to build on.
Mostly need some flat areas, and I'm unlucky in that regard. Find plenty of ore when I start digging, but rare is a nice flat area for my main base.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I haven't been able to reproduce the problem. Are you sure you're using the correct version for your minecraft.jar, and that you're typing it correctly (like [#Home] to teleport to the waypoint named Home)? Do coordinate-based teleports still work?
Yeah I am sure and yes coordinate based teleports work. I'll try again in a bit maybe I did something wrong without knowing.
Edit: Figured out what I did wrong. It doesnt allow .5 so instead of -150.5 i had to put -150
Ah, right. Minimap's waypoints don't allow decimal numbers so I never added support for them in the waypoint teleportation code. I'll fix that now, and include it in the next release.
Already love the mod but I have a request. Could you make it so a red stone signal could optionally trigger a sign? This way a sign or series of signs could be hidden away, triggered by push buttons or pressure plates. I would be very happy for this.
Additionally related this it would be nice if it also supported being triggered by a switch on the opposite side of a block, like so...
= sign
= block
= push button
Thanks for the mod. I had become addicted to CraftBook's elevator signs and since I've been forced back to single player until Bukkit is ever finished I was seriously hurting for a faster way to travel between floors. :biggrin.gif:
I first want to start off by saying "Great job, I absolutely love this mod. Best way to travel to my mining site 2 continents away!" Now on to more pressing matters.
I was just wondering if anyone else out there has been having trouble with lag related to using this mod? I installed this a few days back and have been playing around with it since to see how it all works. I set up a few points between 2 of my homes, 1 lava pool, and my diamond mining site. I always save inside my house. When I reloaded my game I teleported to my diamond site and I got major lag. FPS dropped to 4 and I couldn't move. I thought if I left it alone for awhile it will sort its self out. Well I came back about 15 minutes later and it was still lagging.
I had a nice, thorough reply written out, and then the board ate my post :SSSS:. So I'll be a bit more brief now, since I don't want to type everything out again.
Quote from Aedda »
Already love the mod but I have a request. Could you make it so a red stone signal could optionally trigger a sign? This way a sign or series of signs could be hidden away, triggered by push buttons or pressure plates. I would be very happy for this.
Additionally related this it would be nice if it also supported being triggered by a switch on the opposite side of a block, like so...
= sign
= block
= push button
Thanks for the mod. I had become addicted to CraftBook's elevator signs and since I've been forced back to single player until Bukkit is ever finished I was seriously hurting for a faster way to travel between floors. :biggrin.gif:
-Aedda
Yup, redstone support is one of the things I'm working on. That would include your sign/block/button setup.
Quote from lolkuro »
Attempted to warp to Origin@ sea level [0,70,0] and crashed minecraft.
lolwhat.
it seems -any- attempt to warp to 0,0 (origin point) fails and causes a crash. It also destroys the sign.
I haven't been able to reproduce any problems specifically relating to the origin (I could teleport to [0,70,0] no problem). However, I suspect that you may be experiencing a different problem; crashing as a result of teleporting over a long distance.
It seems that the game crashes when teleporting over such a large distance that not a single chunk that was previously loaded/being loaded overlaps with the new chunk load area (I haven't confirmed that, but that's my guess as to why it fails). To help me get more information on why this happens (and if you are indeed experiencing that problem), could you please post an error log? In the meantime, creating a series of shorter-range teleports (I'd estimate around 800 blocks maximum, but feel free to experiment around) should do the trick.
The sign is destroyed because the game crashes before it's had a chance to save the chunk, so any recent changes (such as placing the sign) are lost. Unfortunately, the inventory is saved very quickly, so the sign is lost from your inventory. Not much I can do about that, it's the way the game works.
On an unrelated note, isn't sea level 64? Unless you're using a custom map generator, that is.
Quote from Enthayl »
Hello,
I first want to start off by saying "Great job, I absolutely love this mod. Best way to travel to my mining site 2 continents away!" Now on to more pressing matters.
I was just wondering if anyone else out there has been having trouble with lag related to using this mod? I installed this a few days back and have been playing around with it since to see how it all works. I set up a few points between 2 of my homes, 1 lava pool, and my diamond mining site. I always save inside my house. When I reloaded my game I teleported to my diamond site and I got major lag. FPS dropped to 4 and I couldn't move. I thought if I left it alone for awhile it will sort its self out. Well I came back about 15 minutes later and it was still lagging.
Well, any input would be helpful, thanks again!
Thanks for the compliment :smile.gif:. As for the lag, I have been experiencing it too, but I can't relate it specifically to my mod. I've noticed certain chunks that seem to become corrupt and get very laggy, or even cause a crash (rendering the area around the chunk completely unusable). This seems to be happening in the vanilla game as well. I've been reporting problems to Mojang as I come across them, but so far I haven't had any response.
In such laggy regions, you'll probably notice that the lag remains even if you uninstall the mod (but if it goes away, then definitely report it to me; preferably with a copy of your world file). In my opinion, any lag that can be caused even when the mod is not installed is most likely not a fault of the mod. Even if the mod does increase the incidence of the problems (not sure about this, but if it does, perhaps it's related to the above long-distance teleportation issues), the problems really shouldn't happen in the first place if the vanilla game is correctly programmed.
Quote from Ric914 »
You think you can make it work with Single Player Commands waypoints?
I recently installed Single Player Commands, and was wondering about the same possibility. I'll be a little pressed for time over the next few days, but when my schedule frees up a bit, you can be sure I'll look into it.
Now with 30% less TLULs working on it!
Note: grim3212 has kindly taken over development and updating for this mod. You can find his thread here.
Adds the capacity for signs to teleport you around your world (SSP only). Includes Sign Tags. The mod is primarily based on dougbenham's TeleportSigns, but I've added a good number of features since version 1.63 (the last version that he did).
This mod is compatible with spacechase0's Sign Colors, but you must install Sign Colors after installing this mod.
To make a Teleport Sign, simply put a target location in any line of the sign, surrounded by square brackets. You will be teleported upon right-click. The target can be specified in one of the following ways:
—Vertical coordinate - For example, "[100]". This will teleport you to a height of 100 at the same horizontal location. You can also use a relative coordinate; for example, "[+52]" to teleport up 52 squares, or "[-36]" to teleport down 36.
—Horizontal coordinates - For example, "[57,-35]". This will teleport you to that horizontal location, and determine your height automatically to place you safely on the ground. You cannot use relative coordinates for this type.
—Three-dimensional coordinates - For example, "[200,80,-50]". Remember that the vertical coordinate is in the middle (coordinate order is NorthSouth,Vertical,EastWest). This will teleport you to that precise location, as in past versions of the mod. However, you may now also use a relative vertical coordinate only. For example, "[200,+20,50]" will teleport you to the horizontal coordinates 200,50, but at exactly 20 squares above your previous height. You may not use relative horizontal coordinates.
—Waypoint - If you have a waypoint (from Zan's Minimap Mod or from Single Player Commands) called, for example, "Home", you can use "[@Home]" or "[#Home]" (both case-insensitive), and it will teleport you to that waypoint. In addition, "[@Home:100]" (or "[#Home:100]") will teleport you to the horizontal coordinates of your home, but at a height of 100 (regardless of whether this is high in the sky or in the middle of a mountain). At this time, the height override only works for Zan's Minimap waypoints, and does not accept relative coordinates.
Note that all types of coordinates accept decimal numbers. Also note that vertical coordinates have been restricted to between 0 and 999 for practicality reasons.
Following is a full list of available for download.
TeleportSigns 1.73 for B1.7.3 (source)
TeleportSigns 1.72 for B1.7.3 (source)
TeleportSigns 1.72 for B1.4_01 (ModLoader no longer needed) (source)
TeleportSigns 1.71 for B1.4 (ModLoader recommended) (source)
TeleportSigns 1.70 for B1.4 (ModLoader recommended) (source)
TeleportSigns 1.69 for B1.3_01 (ModLoader recommended - any version) (source)
TeleportSigns 1.69 for B1.3 (ModLoader recommended) (source)
TeleportSigns 1.68 for B1.2-B1.2_02 (ModLoader required!) (source)
TeleportSigns 1.67 for B1.2-B1.2_02 (ModLoader required!)
TeleportSigns 1.66 for B1.2-B1.2_02 (ModLoader required!)
TeleportSigns 1.66 for B1.1-B1.1_02 (ModLoader required!)
TeleportSigns 1.65 for B1.1-B1.1_02 (ModLoader required!)
TeleportSigns 1.64 for B1.1-B1.1_02 (ModLoader required!)
TeleportSigns 1.63 for B1.1-B1.1_02
For older versions, see dougbenham's original post.
1.73 - Very minor fix to display of error messages in certain cases. Should not affect gameplay at all. Don't bother upgrading if you've already installed 1.72 - it's not worth the hassle.
1.72 - Properly patched to remove conflict. Also removed partial ModLoader dependency.
1.71 -
Patched Sign Tags to remove conflict with [#waypoint] vs [#musictrack]Next time don't try the "clever' fix, try the "working" fix. Also added [@waypoint] to reduce conflicts.1.70 - Minor logic change due to update to Sign Tags. First B1.4-compatible version
1.69 - This time it really doesn't crash if you don't install ModLoader. I think. Not sure if I did anything else, it's been a while and I can't remember. First B1.3-compatible version.
1.68 - Teleports on all lines of the sign work now.
1.67 - Added support for SSP Commands waypoints, and made Minimap waypoints work with decimals.
1.66 - Very minor update -
now provides a popup window notifying you if you forgot to install ModLoader (as opposed to crashing).First B1.2_x-compatible version.1.65 - General code cleanup, and additional options for coordinate-based teleportation.
1.64 - Added waypoint support. Now requires ModLoader.
1.63 - My first look at the code. No changes from the original by dougbenham. First B1.1_02-compatible version.
Current bugs:
1.63-present - Signs placed in SMP sometimes go blank. Removal of the length limit is the suspected culprit.
Past bugs:
1.70-1.71 - Waypoints specified via [#waypoint] will be replaced by other text. This is due to a conflict with a Sign Tags update. In 1.71, a workaround [@waypoint] was added, and an (unsuccessful) attempt at fixing the problem was made. Fixed in 1.72. Waypoints with names matching songs will continue to be replaced by other text, but will still function.
At some point I intend to add support for signs that raise or lower you to the next platform with adequate space (if any). This would probably be accomplished with [ASCEND] and [DESCEND]. In addition, [ASCEND:3] would bring you up three levels. I anticipate that this would be very easy to do.
Hopefully I'll find a way to make signs teleport players and mobs on contact. This would likely be done by setting the third line to [CONTACT] to teleport just players, or [CONTACT:all] to teleport players and mobs (and whatever else I can get working). This might be a bit trickier, but also very doable, I think.
One goal related to the previous would be to get minecart contact working such that you would be able to send minecarts into a TeleportSign, and they would emerge at the target location without losing momentum. That last bit could get tricky, but we'll see.
I'm also hoping to make redstone-triggered signs - for example, if you want (*cough* another *cough*) way to play roulette with the teleports, or want to hide them out of sight, you could use that. Also, then a pressure plate setup could be used to emulate the [CONTACT] idea, but mobs could cause problems. Redstone triggering is already included in Sign Tags, so this would most likely be quite easy, actually.
I hereby authorise you to download, use, decompile, modify, and distribute this mod and any variants free of charge. However, if you modify this mod, including updating it to a new version of Minecraft, you MUST release it under the same license as this mod, and you MUST provide the source code if anyone asks for it. If you do not agree to these conditions, then you may not modify or distribute this mod. In the case of a conflict between these terms and the terms to which you agreed when you purchased Minecraft, the latter shall prevail.
Links to this mod must link to this forum posting, not to a direct download for the mod. Shortened links are acceptable, including but not limited to links from revenue-generating sites such as Adf.ly.
TL;DR Do what you want as long as it's within Notch's rules. Provide the source if you modify it. Don't request money for it. Don't link the downloads directly because I reorganise my Dropbox from time to time.
Many thanks to 303 for pointing me in the right direction when it came to the height-choosing algorithm and the suggestion to use ModLoader, and to Dougbenham for the idea and the original mod (without which this version would not be possible). I'd also like to thank lahwran for helping me with a few changes due to the B1.3 update. Many thanks also to grim3212 for updating this mod.
I make mod videos! Ask me and I'll make one for you!
Odd, it worked fine with my existing .POINTS file. Maybe it's a formatting problem... what happens when you right-click one of the waypoint signs?
It does nothing.
No output at all? Not even a message saying that no matching waypoints were found?
I haven't been able to reproduce the problem. Are you sure you're using the correct version for your minecraft.jar, and that you're typing it correctly (like [#Home] to teleport to the waypoint named Home)? Do coordinate-based teleports still work?
Yeah I am sure and yes coordinate based teleports work. I'll try again in a bit maybe I did something wrong without knowing.
Edit: Figured out what I did wrong. It doesnt allow .5 so instead of -150.5 i had to put -150
Mostly need some flat areas, and I'm unlucky in that regard. Find plenty of ore when I start digging, but rare is a nice flat area for my main base.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Ah, right. Minimap's waypoints don't allow decimal numbers so I never added support for them in the waypoint teleportation code. I'll fix that now, and include it in the next release.
Additionally related this it would be nice if it also supported being triggered by a switch on the opposite side of a block, like so...
= sign
= block
= push button
Thanks for the mod. I had become addicted to CraftBook's elevator signs and since I've been forced back to single player until Bukkit is ever finished I was seriously hurting for a faster way to travel between floors. :biggrin.gif:
-Aedda
lolwhat.
it seems -any- attempt to warp to 0,0 (origin point) fails and causes a crash. It also destroys the sign.
I first want to start off by saying "Great job, I absolutely love this mod. Best way to travel to my mining site 2 continents away!" Now on to more pressing matters.
I was just wondering if anyone else out there has been having trouble with lag related to using this mod? I installed this a few days back and have been playing around with it since to see how it all works. I set up a few points between 2 of my homes, 1 lava pool, and my diamond mining site. I always save inside my house. When I reloaded my game I teleported to my diamond site and I got major lag. FPS dropped to 4 and I couldn't move. I thought if I left it alone for awhile it will sort its self out. Well I came back about 15 minutes later and it was still lagging.
Well, any input would be helpful, thanks again!
Yup, redstone support is one of the things I'm working on. That would include your sign/block/button setup.
I haven't been able to reproduce any problems specifically relating to the origin (I could teleport to [0,70,0] no problem). However, I suspect that you may be experiencing a different problem; crashing as a result of teleporting over a long distance.
It seems that the game crashes when teleporting over such a large distance that not a single chunk that was previously loaded/being loaded overlaps with the new chunk load area (I haven't confirmed that, but that's my guess as to why it fails). To help me get more information on why this happens (and if you are indeed experiencing that problem), could you please post an error log? In the meantime, creating a series of shorter-range teleports (I'd estimate around 800 blocks maximum, but feel free to experiment around) should do the trick.
The sign is destroyed because the game crashes before it's had a chance to save the chunk, so any recent changes (such as placing the sign) are lost. Unfortunately, the inventory is saved very quickly, so the sign is lost from your inventory. Not much I can do about that, it's the way the game works.
On an unrelated note, isn't sea level 64? Unless you're using a custom map generator, that is.
Thanks for the compliment :smile.gif:. As for the lag, I have been experiencing it too, but I can't relate it specifically to my mod. I've noticed certain chunks that seem to become corrupt and get very laggy, or even cause a crash (rendering the area around the chunk completely unusable). This seems to be happening in the vanilla game as well. I've been reporting problems to Mojang as I come across them, but so far I haven't had any response.
In such laggy regions, you'll probably notice that the lag remains even if you uninstall the mod (but if it goes away, then definitely report it to me; preferably with a copy of your world file). In my opinion, any lag that can be caused even when the mod is not installed is most likely not a fault of the mod. Even if the mod does increase the incidence of the problems (not sure about this, but if it does, perhaps it's related to the above long-distance teleportation issues), the problems really shouldn't happen in the first place if the vanilla game is correctly programmed.
I recently installed Single Player Commands, and was wondering about the same possibility. I'll be a little pressed for time over the next few days, but when my schedule frees up a bit, you can be sure I'll look into it.