[Mod] Point Teleporter [1.5] [teletool]

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Wuzzy
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[Mod] Point Teleporter [1.5] [teletool]

by Wuzzy » Post

This mod adds a simple teleportation device which I call the “point teleporter”.

If you punch on a pointed node while holding this tool on a node in reach, you immediately teleport to the place in front of the node you pointed to.
It has a rather long range of 20 node lenghts.

You can not mine or attack with this tool.

Before:
Image

After punching:
Image

The point teleporter also makes a simple sound and makes some nice particles when used.
If teleportation fails for some reason, a “deny” sound is played.

The point teleporter comes in three variants which only differ in how much they use and which energy source they use:
  • Infinite point teleporter: Can be used forever.
  • Electronic point teleporter (requires Technic mod): Must be charged at a battery station, about 50 uses per full charge.
  • Magic point teleporter (requires Mana mod): Needs 20 mana per use.
Crafting recipe of electronic point teleporter:
Spoiler
Image

Code: Select all

.M.
SES
SBS
. = nothing
M = mese crystal (from default)
S = stained steel ingot (Technic)
E = red energy crystal (Technic)
B = RE battery (Technic)
The mod is translated to German.
The mod provides item documentation with the Item Documentation [doc_items] mod and the [tt] (Tooltip extensions) mods.
Attachments
teletool_craft.png
teletool_craft.png (35.18 KiB) Viewed 2445 times
Last edited by Wuzzy on Sun Mar 12, 2023 16:22, edited 18 times in total.

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Krock
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Re: [Mod] Point Teleporter [0.1] [teletool]

by Krock » Post

Simple and effective :)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] Point Teleporter [0.2] [teletool]

by srifqi » Post

Like Ender Pearl in MC :D
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Re: [Mod] Point Teleporter [0.2] [teletool]

by trainwrecktony » Post

COOL!
i modified it for use on my server

crafting
technic:rubber
technic:rubber
pipeworks:teleport_tube_1

alt
multitest:rubber
multitest:rubber
pipeworks:teleport_tube_1

added wear with code borrowed from technic tree tap
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Re: [Mod] Point Teleporter [0.2] [teletool]

by Desour » Post

Do you need the teleport priv to use it?
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Wuzzy
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Re: [Mod] Point Teleporter [0.2] [teletool]

by Wuzzy » Post

No.

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Re: [Mod] Point Teleporter [0.2] [teletool]

by Bas080 » Post

I sometimes wonder why some people don't just try it before they ask questions. Btw, does the tool wear down?

I gues it does not. Neither does it have a craft. Will it have these features in future? And if so, when/how do you think is the best time to implement such a thing?

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Re: [Mod] Point Teleporter [0.2] [teletool]

by Jordach » Post

Made you a quick texture!

Image

Download it;

https://mediacru.sh/download/dNAWTIcIaaKT.png

My suggested crafting is;

-MC-
-SI-
SIRDSI

MC = Mese Crystal
SI = Steel Ingot
RD = Red Dye

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Re: [Mod] Point Teleporter [0.3] [teletool]

by Wuzzy » Post

Jordach, thank you! I incorporated this texture into version 0.3, which I just released.

Version 0.3 features a new texture. You can see it in action on the first post; I updated the screenshots.
Version 0.3 also comes with a slightly better sound handling (2-step sound).

I do not like your suggested crafting recipe. Red dye sounds silly to me. Also, this tool is pretty powerful, because it never wears off. I may look into some technical mods, minetest_game sounds like a bad source for crafting indegrients.

Bas080, no, the tool does not wear down. I have yet to decide wheather I add a crafting recipe. But if I do, I may look towards mods which add technical components. But I guess the craft should not be cheap, because I think this tool is pretty powerful. I may also consider some kind of “wearing down”. I don’t like the idea of the tool itself wearing down. If so, maybe only after a very long time. Maybe I add some kind of “ammunition” for the tool. Mese crystal fragments as an energy source, or something like that.

Here is a TODO list for version 1.0:
  • Maybe a expensive crafting recipe (as an optional dependency)
  • Create some particles on teleportations
  • Gameplay adjustments
Last edited by Wuzzy on Sun Oct 12, 2014 23:09, edited 1 time in total.

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Wuzzy
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Version 0.4 is there!

by Wuzzy » Post

Version 0.4 is there! Download is in the first post.

Changelog:
  • Crafting recipe if you have Technic and default
  • Particles spawn at the spots of departure and arrival
  • If you have Technic installed, the Point Teleporter now can and must be recharged at a battery station. You have 50 shots (or so) per full charge
  • If you haven’t Technic installed, the Point Teleporter can be used forever (for now)
Here you can see the particles in effect:
Image
Red particles appear on the departure spot, yellow ones on the destination. You can clearly see where the player was before.

Crafting recipe:
Spoiler
Image

Code: Select all

.M.
SES
SBS
. = nothing
M = mese crystal (from default)
S = stained steel ingot (Technic)
E = red energy crystal (Technic)
B = RE battery (Technic)

New optional dependencies:
  • default (for crafting)
  • Technic (for crafting and charging)

I think the Point Teleporter works pretty well, but I don’t want to call this version 1.0 yet and rather wait for some reviews first. Also, I could add further variants of the Point Teleporter and make some other random tweaks.

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Re: [Mod] Point Teleporter [0.4] [teletool]

by ExeterDad » Post

Sweet! Why haven't I noticed this mod before now???

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Wuzzy
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Version 1.0 released

by Wuzzy » Post

Hi! I think it is time to release version 1.0.

I have made some major clean-up work to the mod.

Changelog:
  • The point teleporter comes now in three flavors which differ in their energy source and how many times you can use them:
    • Infinite point teleporter: Unlimited use.
    • Electronic point teleporter: Must be charged at a battery station, 50 uses per full charge (needs Technic mod, optional).
    • New: Magic point teleporter: Needs 20 mana per use (needs Mana mod, optional (0.4.0 currently)).
  • All 0.4 point teleporters in your old will become infinite point teleporters in 1.0
  • If you click on the bottom side of any node, you will now spawn one node lower. This avoids your head appearing inside the node you spawned on.
  • Collision prevention: You now cannot teleport somewhere where you would collide with something
  • Both previous behaviours can be disabled by configuration, see README.md.
  • A failed teleportation attempt will cause a “deny” sound to be played

To illustrate the collision prevention: You now can not teleport to here:
Image
You now need a free area of 1×2×1 to successfully teleport. The teleportation fails, because the free space above the pointed surface is not enough.

I hope you like the mod as it is now. :-)
I would also like to see the mod in some subgames, but some customization is recommended.


Edit:
Quick small update to version 1.1.

Changelog:
  • Fix bug of magic teleporter costing mana even when teleport failed
  • Make mana cost configurable (see README.md)

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Wuzzy
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Version 1.2

by Wuzzy » Post

Version 1.2 released!

Changes:
- Add in-game item documentation via Item Documentation
- Added metadata files (mod.conf and screenshot.png)
- Add all tools to “teletool” group

Note: Point Teleporter is now the first mod besides Minetest Game which comes with item documentation using the doc_items mod!

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Wuzzy
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Version 1.3

by Wuzzy » Post

Version 1.3 released!

Changes:
- Fix mod not working when both intllib and mod security are enabled
- Compability with Documentation System 0.7.0
- Add an achievement for the achievements [awards] mod (craft an electronic point teleporter)
- Fix possible issues when this mod is used alongside other mods which use intllib (S was global)

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Wuzzy
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Version 1.5 released!

by Wuzzy » Post

Version 1.4 released! Version 1.5 released!

Changelog:
  • Add support for [tt] mod (tooltip extensions)
  • Fix crashes with recent Technic mod releases
  • Clean up mod metadata
  • Code has been migrated to Codeberg.org
  • License changed to MIT License

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Re: [Mod] Point Teleporter [1.5] [teletool]

by Sunge » Post

Wuzzy wrote:
Sat Jun 28, 2014 20:18
It has a rather long range of 20 node lenghts.
Is there a way to extend the distance I can teleport in one step?

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Re: [Mod] Point Teleporter [1.5] [teletool]

by Wuzzy » Post

No. At least not without changing the code.

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