Minecraft Maps / Redstone Device

Teleporters Vanilla Mod - One Command Minecraft 1.8/1.9/1.10/1.11

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hokage3211's Avatar hokage3211
Level 49 : Master Engineer
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Command found here for 1.8: http://pastebin.com/h6HBc42r
Command for MINECRAFT 1.9/1.10: http://pastebin.com/a0SWCKUc
Command for minecraft 1.11+: http://pastebin.com/U4ZaM9B2
(The world download button is the link to the project page for the space-map seen in the video halfway through)

WHEN PLACING THE COMMAND IN YOUR WORLD: Make sure to place in in the world spawn area/spawn chunks, or any other chunks that will be kept loaded.

Ever wanted a better way to get around? One that involves TELEPORTING? One that lets you SET YOUR OWN TELEPORTER FREQUENCIES? Well look no further! This command allows players in vanilla survival (and even multiplayer!) to use teleporters that will move a player from itself to the nearest teleporter with the same set frequency!
You can SET the frequency by using this command in the chat:


/trigger Frequency set <insert number>

and it will set that to the frequency of the nearest teleporter within reach. (the numbers that will NOT work are 0, or -1) You need at least two teleporters set with the same frequency command to make it work.
Once you step into a teleporter, after 5 or so seconds you will be teleported to the nearest teleporter with the same frequency, this allows multiple teleporters to work in the same world! (Provided that you set the numbers right) A sound will call that ends when you should teleport, so if you don't teleport, something has gone wrong and you can try again or re-set the teleporter's numbers.
To CHECK the frequency of a teleporter, use the command:

/trigger Frequency set -1

and it will tell you the frequency of the teleporter.

To CRAFT a teleporter:
Crafting a teleporter
Throw ONTO a crafting table:
- 1 diamond
- 1 iron block
- 3 eyes of ender
- 4 redsone blocks

To PICK A TELEPORTER BACK UP, simply break the block beneath it and it will pop up as an item again.

UPDATED FOR 1.9 VERSION:
By throwing a redstone torch named "Remote" at a mob/item while it's on the teleporter, it will then allow the mob to teleport one way through the teleporter, this allows all entities other than Armor Stands to be transfered through the teleporters!

The mod requires players to have gone to the nether to craft the teleporters. All instructions for the mod are contained in the video, here in the description, and in the mod itself when you install it! This mod is also multplayer compatible and is not OP like some vanilla mods, as it requires a decent amount of materials to make multiple teleporters.

PLANET MINECRAFT PAGE for the spaceship map used in the video by Ductility: http://www.planetminecraft.com/project/araknie-giant-space-stationspaceship---almost-2000-blocks-long/
(Or click the world download button)

If you like this mod, about a diamond~? You know, cuz there is no download for the mod, so it's easy to use!
(If you have any suggestions for the mod, comment below!)
CreditDuctility for the spaceship map
Progress100% complete
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7 Update Logs

Update #7 : by hokage3211 05/30/2016 3:57:30 pmMay 30th, 2016

-Found a work-around for a minecraft bug that would cause teleporters to lose their scores, as well as hurt other entities' scores.
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1
10/23/2016 5:17 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
The glitch that affects this mod the most appears to be fixed in the latest snapshot, woohoo!
1
05/06/2016 7:14 pm
Level 1 : New Miner
RedPandaren
RedPandaren's Avatar
I really like that this is a command solution and not a mod. Overall it is excellent, so thank you for the hard work!

I have some feedback/frustrations/suggestions, that would be awesome if you can solve. Here is where I'm using the One Command:

  1. Minecraft v1.9.2 vanilla
  2. Multiplayer server hosted on my home computer
  3. Players only connect from within my home network
Here are the issues I'm seeing:
  1. Command machine must be in a loaded chunk or all teleports in the world stop working.
    • If the machine is not in the spawn chunks and there are no players near it, then the machine will be force-unloaded every 60 seconds and all teleporters in the world then stop working
    • At first I built a remote chunk loader in the spawn chunks at elevation 1. Then I used this to load the chunks where the machine was. This seems to have fixed the issue where all teleporters in the world stop working.
    • Now I've got the machine in the spawn chunks themselves.
    • Not sure how you can fix this, but maybe you can include instructions for making sure to place the machine in the spawn chunks? Would save frustration and confusion for others.

  2. The teleporters outside of spawn chunks forget their frequency on a regular basis.
    • I have three teleporters in the spawn chunks, two for testing both set at freq -2 and one at freq -42 for teleporting into my machine area inside the spawn chunks
    • These three teleporters remember their frequencies even when no players are on the server
    • These three teleporters remember their frequencies even after the server is stopped and started again
    • All other teleporters have their frequencies reset to 0 when the server is stopped or all players log out
    • I'm not sure but this might be related to unloading chunks where the teleporters are, and it might have something to do with scoreboard values getting wiped somehow
    • If it helps at all, i can provide the commands I've been using for a remote chunk loader. You could use this to keep the chunks loaded for every teleporter
    • Other thing to try is to use scoreboard values that persist when no players are on the server and when the server is stopped and started

  3. Setting down a new teleporter sets its frequency to 0, and the frequency of the previous teleporter to zero
    • After researching, it seems this was just caused by #2 and is not an issue on its own.


1
05/08/2016 1:44 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
Update: The second thing you said appears to be a glitch with minecraft, so I am unable to fix that, sorry, the bug is listed here: https://bugs.mojang.com/browse/MC-96131
1
05/06/2016 11:36 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
Oh, wow, thank you for providing such quality feedback, and welcome to planet minecraft! So I will try my best to figure out and respond to each as best I can.

1) yeah, unfortunately with the nature of command blocks, they need to be kept in loaded chunks and I guess I forgot to say that somewhere, but yeah the rule for all command block structures is that they need to be kept in world-spawn area.

2) This is a very strange glitch, I can't seem to figure out how to make it not happen, I will continue to look into this as this is a very big problem. And while I would be very impressed if chunk loaders were possible in one command, as far as I can see it isn't really possible in a "modular fashion" as of yet.

3) I actually didn't set the teleporters to sync with anything but a player requesting to set the frequency, and I wasn't able to replicate your results in my world yet, can you give me the details of the commands and steps that caused this to happen? It would help me fix it.

Once again thank you very much for your amazing and precise feedback!
1
05/13/2016 6:00 pm
Level 1 : New Miner
RedPandaren
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I just saw that the bug you listed seems to be related only to entities that are having their scoreboard objectives modified frequently. From my server output, it looks like you are setting the Frequency of every teleporter every tick.

I'm not quite sure why you're setting the Frequencies so often. Shouldn't they only need to be set once?

If you do need to set them more than once, maybe try reducing it to every 2 or 10 seconds would prevent this?

I think this would also increase server stability: eventually the length of the log becomes excessive and slows down the server.

And reduce lag: less commands every tick means less lag.
1
05/14/2016 2:37 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
After checking, even when I did not set the frequency every tick, they still lost their scoreboard values, so the bug still applies to entities with scoreboards not being set every tick, I explained below why the scoreboard values also needed to be set every tick, I hope it made sense as well.
1
05/13/2016 5:49 pm
Level 1 : New Miner
RedPandaren
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Thanks for getting back on this! I was worried you wouldn't be around or wouldn't care enough to make improvements.

For #1, it was annoying to me just because I'm new to this and didn't understand the machines needed to stay in the spawn chunks. But yeah, not much change for you other than maybe including that in the guide for newbs like me.

For #2, I've got chunkloading to work using only command blocks, no mods. Not sure how this might fit into your OneCommand, but maybe it's a start. My approach below is based off a youtube video of a guy explaining it here: https://www.youtube.com/watch?v=bqsSHABnUDc

The trick is using the "spreadplayers" command which I think causes a chunk to load. If you use TP instead, the chunk will not load. The machine I've created can load as many remote chunks as you like. A machine of 6 blocks is required to load one chunk. You just add one more block for each additional chunk you want to load. Here is the basics of it:

Do this once in your world:
/scoreboard objectives add chunki dummy
/scoreboard players set x chunki 1

First command block is set to repeat, unconditional, and always active. This is basically a clock to keep track of how many ticks have passed since the last time you loaded the chunks.
/scoreboard players add x chunki 1

Second command block is set to chain, unconditional, and always active. This block checks to see if the clock is past 100 ticks (5 seconds).
/scoreboard players test x chunki 100 *

Third command block is set to chain, conditional, and always active. This block resets the chunk loader timer. Since it is conditional, it will only fire if the clock is past 100 ticks.
/scoreboard players set x chunki 1

Fourth command block is set to chain, conditional, and always active. This creates an armor stand which we will use to force load chunks.
/summon ArmorStand ~ ~ ~ {Tags:["ChunkLoader"]}

Fifth command block is set to chain, conditional, and always active. The spread players command forces the chunk to load so that it can figure out where to place the armor stand in a surface spot. You can add more command blocks for every chunk you want to load. You just keep moving the armor stand to each new chunk you want loaded.
/spreadplayers [X] [Z] 1 2 false @e[tag=ChunkLoader]

The last command block is set to chain, unconditional and always active. Once the armor stand has been moved to all the chunks you want to load, you destroy it. This one is unconditional so that you will always clean up the armor stands, even if some part of the previous command chain fails for any reason.
/kill @e[tag=ChunkLoader]

That's it! Let me know if you have questions or can't get the machine to work. I can screenshot some stuff if that would help.

I will have to do more testing on #3, and I will get back to you. It could be come combination of issues of #1 and #2 got me confused and it's actually nothing. I'll let you know.
1
05/14/2016 10:28 am
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
Well, I knew that spreadplayers loaded chunks, but the main problem is that you can't teleport it to anything other than relative or exact co-ordinates, and to make a true chunk-loader in vanilla it would need to work in infinite expandable ways, which your method doesn't work in, I know that it's possible to load it using a setup, but to include it in with the teleporters it would need to work without exact relative co-ordinates, but that's not possible because either

1) When you re-log, or die in the world, it will almost force-unload a chunk, or
2) The chunk may unload while playing and then the armorstand that is in that chunk won't load again, like the guy's video said.

Also, the reason for me needing to set the frequency of the armorstands every update is not for the reason of setting them, it's because the only way to start tracking a socreboard using "score_(blank)_min" and such, you need to first add 0 to their score, and you can't put any scoreboard parameters there because it's untracked, so you have to add 0 to their score every tick in order to accomodate new armorstands being added to the world.

And I would suggest doing /gamerule logadminCommands false
because commandblocks always fill up the log without that simply because of their frequency, but I thought that the machine set that already to be off, or am I mistaken?
1
05/14/2016 4:04 pm
Level 1 : New Miner
RedPandaren
RedPandaren's Avatar
Seems like the real issue is with the fact that so far blocks and entities don't have persistent attributes. If they did, you could set them directly without using scoreboards and then this scoreboard bug wouldn't kill the machine. Oh well. It is an awesome machine and does exactly what I want on my server: allow for teleporters set up by players with a reasonable cost associated with them.

As far as the logging, I haven't even changed the /gamerule logadminCommands, so I'm guessing either it's not in the machine currently, or it's not working on my server for some reason.

I love this project and you did an awesome job on it. I'm going to keep tabs on it and hopefully that bug gets fixed soon.
1
05/30/2016 3:58 pm
Level 49 : Master Engineer
hokage3211
hokage3211's Avatar
I fixed the bug, I found a work-around that should work okay.
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