Inactive [TP] Transporter v7.2 - Teleportation between gates, worlds, and servers [1185]

Discussion in 'Inactive/Unsupported Plugins' started by frdfsnlght, Jun 22, 2011.

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    Transporter - Teleportation between gates, worlds, and servers

    This support thread is no longer active. Please visit the project's new site on BukkitDev:

    Version: 7.2

    Make sure to read the Release7 wiki page for important information before you upgrade from v6!

    For the absolute latest information about the plugin, including source, see the Google project site.

    Thanks goes to Raphfrk, whose Server Port plugin served as inspiration.

    If you like this plugin, please consider donating.​

    • Teleport between gates in the same world
    • Teleport between gates in different worlds (multiworld support)
    • Teleport between gates on different servers (includes client patcher)
    • Teleports minecarts and boats, with or without a player
    • Server to server chat based on gate proximity
    • Inventory and health transfer (including storage minecarts)
    • Includes client patcher for automatically reconnecting clients
    • No need for client patcher if you're running the BukkitContrib or Spout client
    • Supports server proxies like CraftProxy (v6.9)
    • World creation/loading/unloading (v6.9)
    • Built-in command help
    • Extreme gate design possibilities, including 3D and horizontal
    • Supports gate access using player specific PINs
    • Item banning and transmutation
    • Built-in simple permissions system
    • Permissions plugin integration (preferred)
    • PermissionsEx plugin integration (preferred)
    • iConomy plugin integration
    • BOSEconomy plugin integration
    • Dynmap integration
    • Minecraft-Overviewer integration
    • and more to come...
    • Added client patching for client 1.8.1 (1.8.0 was skipped).
    • Supports RB 1185.
    • Can now remove bad gate links (issue 35).
    • Changed world loading to be delayed after server start.
    • Minor tweaks here and there.
    • Fixed Dynmap integration; requires Dynamp v0.22 or above.
    • Added more customizable gate messages.
    • Now enforces gate permissions on player interactions.
    • New permission `trp.gate.changeLink.<gate>` to limit ability to change gate's current link.
    • Fixed gates not saving to disk properly.
    Changelog for Older versions (open)

    • Working with CB RB 1060
    • Too many things to list here. See the Release7 wiki page for IMPORTANT INFORMATION BEFORE UPGRADING.
    • Working with CB RB 1000
    • Utilizes latest CraftProxy redirect detection so no more need for the craftProxy config setting
    • Compatible with BukkitContrib for client side redirects, so no need for the client patcher if you already have BukkitContrib client side installed
    • Tightened up network protocol handshaking
    • Server to server keepalives with automatic reconnection
    • Prevention of stationary liquids used for portal blocks from flowing under certain circumstances
    • Config setting for custom inter-server chat message formatting
    • Elimination of the minecraftAddress config setting; now it's done on a per-server basis as an additional argument to the "trp server add ..." command; this will almost certainly require you to change your existing server connections, but there are some sensible assumptions made that may allow many setups to "just work"
    • Automatic conversion of servers.yml into the main config
    • New debug command to submit debugging data to my web server so I can review it if necessary
    • Fixed "trp world go ..." command

    • Added world commands.
    • Added gate destroy command.
    • Added CraftProxy support.
    • Change semantics of minecraftAddress global setting.

    • Updated client patcher for MC 1.7.3.
    • Fixed client/server errors when teleporting in CB 953.

    • Updated client patcher for MC 1.7.2, CB 953.

    • Autoloads worlds linked to from local gates.

    • Fixed client patcher. If you've patched the client with a previous version, you must reapply the patch.


    • Added client patcher.
    • Changed client reconnect kick messgaes - now requires new client patcher.

    • Tweaked spawn position when exiting gates.
    • Removed debugging code.
    • Added "Booth" and "Small" gate designs.

    • Fixed problem of network not shutting down properly.
    • Fixed minecarts going server-to-server.

    • First publicly available release.

    • Never saw the light of day.
    vrox, Hwo, wassilij and 1 other person like this.
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    Awesome... We'll go play Minecraft now and stop bugging you. I should mention, we're really enjoying the plugin. Great job! =D
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    Ah, so it was CraftProxy ! Just what I needed, thanks :)
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    What do you need to make a new type of portal? Can you?
    Can you build portals without using the command? (Manually placing blocks)
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    I have a problem. I was planning on releasing v6.10 tonight, but there's a couple of broken things that are going to take some serious work to fix (mainly because I can't seem to figure out why they're broken).

    So I'll release v6.10 anyway, but with the following brokeness:
    • teleporting a player as a passenger in a minecart puts the player underground, and
    • there seems to be some inconsistencies in a player's exit direction when arriving at a gate
    Other than those things, it's looking good, and there are a bunch of things done I'd like to get out.

    If you can't live with the brokeness above, don't install v6.10 when it appears. If you can, go ahead and install it.

    BTW, another feature that made it into v6.10 is Dynmap integration.

    I'll work on updating the ServerToServer wiki page tomorrow.

    Most definitely yes. Take a look at GateDesign.
    Again, yes. Just put the blocks in the places that correspond to any of the loaded designs and then place a sign in the right spot (based on the design).

    If you mean can you make arbitrary gates designs in game, then no, can't do that. It's incredibly non-trivial to do such a thing.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    That's what I meant. Thanks!

    What I don't understand is how it dictates which direction you will spawn after teleporting. I would like it so that if you went into a nether portal from the side that it was created, you should come out of the portal facing where the person that created it was standing. (Does that make sense?) Would I have to change the spawn direction to FORWARD or REVERSE?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Mathew Alden

    I'm having a bit of a problem connecting two servers. I type /trp server set minecraft *my ip* and it says "Set what?" I think the command changed in 6.10 but I don't understand how the new command works... Could you tell me how, or update the wiki?
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    REVERSE should do it. If it doesn't work, it's probably caused by some of the weirdness I'm seeing recently, which I'm working on fixing.

    I haven't got to the wiki yet, but I'm trying.

    Take a look at the "trp server add ..." command. The "minecraft" setting is now junk and required twisting your head backwards to understand what it should be (in some cases). The new argument to the "trp server add ..." command specifies the address/port to have clients connect to the corresponding server. Read the description on the Commands page.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Love the new features, but found some bugs:
    1 - "chatFormat: ..." field in the config doesn't generate itself, had to add it manually
    2 - "chatFormat: ..." field doesn't work and inter-server chat appears to be completely broken in my testing
    3 - Having BukkitContrib AND using CraftProxy appears to mess up transferring to other servers. Any way to have a "useBukkitContrib: true/false" field in the config.yml, as I don't want to require everyone to have or not have BukkitContrib
    4 - Still having issues appearing inside of open portals
    5 - This has been happening for a bit and I'm not sure if it's CraftProxy or Transporter, but I often use a portal, get a dirt "Respawning" screen, appear inside the same portal, then get kicked with a "Server closed connection before sending handshake" message. On the console of both servers, the player appears to be being transferred twice.
    6 - After a player kept opening and closing a Stargate with a standard config, the portal stopped closing itself after the allotted 10000 ms.
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    Mathew Alden

    Okay... How do I configure the "name, plugin address, key, and Minecraft address" of each server?
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    so you can use this to tp to different worlds? for example /trp go world_skylands
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    Use the "trp server add ..." command.

    To simply teleport to a different world on the same server, use the "trp world go ..." command. It can take a world name and optional coordinates. Without the coordinates, it puts you at the world's spawn location.

    The command you specified would try to teleport you a gate named "world_skylands" in the same world you're currently located in. The "trp go ..." command is currently for teleporting directly to a gate without having to step into a gate.

    1. You're right; the field doesn't get generated, but the default is still active. You only need to add it to the config if you want to change it. In general, new config options won't be added to existing configs, but their defaults will be sensible. The wiki will always contain the complete set of options and I'll mention new, important ones when I announce new versions.
    2. I admit I didn't really test it since the change was pretty trivial. Was it working in 6.9? Any particular messages on the console when it's not working as expected?
    3. Using BukkitContrib with CraftProxy should be no different than using my client patcher with CraftProxy, with respect to teleporting, at least. I don't think having a config option wouldn't help either. What's the behavior you're seeing?
    4. Not sure about this yet, but see below.
    5. I don't know about this one. I don't think it's my plugin. Sounds like CraftProxy? Difficult to tell yet.
    6. Not sure about this one either. Maybe has something to do with timers getting confused? Any other info?
    I'm in the process of refactoring and changing a bunch of the teleportation code. It's part of the effort to fix the problems I knew about in v6.10, but also adds some capability I want to make use of down the road. It's quite possible it could fix some of these other niggling problems as well. I'm keeping my fingers crossed. I don't have any specific timeline, but I'm hoping I can have the changes done next week. But no promises.

    Oh, and if anyone has tried the Dynmap integration and found that the gate popup windows don't overlap gate markers correctly, I already found that one myself. I've already fixed it for the next release.

    WARNING: You should back up your config.yml and servers.yml file before installing v6.10. There is a glitch that can cause your configured servers not be migrated into the global config correctly. The first time you run v6.10, the servers will be migrated, but the "address" setting doesn't get changed to "pluginAddress". So your server's won't load (you'll see a message on the console to that effect). Then, if you do something that causes the plugin to write it's config, it will delete your servers.

    So back 'em up and re-add the servers. Sorry about that. I'm still trying to figure out why it not doing what I quite explicitly wrote the code to do. Sometimes I hate programming.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Nope, but everyone that's in the normal range gets the configured message but your plugin isn't filling in the gaps. When I have my configuration file set like this:
    [/code]chatFormat: "§2[g]§f [§9%world%§f] §4%player%§f: %message%"[/code]
    Then everyone who's in the normal range of the receiving portal gets this message:
    [2] [%world%] %player%: %message%
    exactly as I typed it (except invert black and white), as if it's not recognizing the tokens.

    After further testing, it appears to just be that inter-server teleporting has completely broken, with or without BukkitContrib

    I'm not sure. Let me go check the proxy's log file.
    Nope, it just stops using the timer altogether. No errors on console or anything.

    Unfortunately it's been hard to test these things as I'm on vacation and have bad internet, so it might be awhile before I can test the plugin fully.
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    "Server closed connection before sending handshake" is from the proxy saying it couldn't connect to the server (or actually that it connected to the server and there was a protocol error for some reason).

    It could mean that the redirect has not been setup correctly (for example, using the wrong port number).

    Also, if you are using the proxy for reconnecting, then the kick message will never make it to the client anyway, so it doesn't matter how you have patched the client.

    What could be happening is a loop where the proxy is connecting back on itself.

    I would suggest connecting without the proxy and with a normal client and seeing what kick message you are getting.
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    Mathew Alden

    I worded my question poorly. I need to put the name, plugin address, key, and MCaddress of Server 2 into the console on Server 1, and vice versa. I understand I make up my own key with the command but what's the rest of that? Where do I find what that is so I can type it in?
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    To set up an inter-server connection, you have to set a key (a unique code for your server to keep other people from interfacing with it) using this command:
    /trp server set key <UniqueCode>
    You have to use that command on both servers with different codes so that each are secure. Write down these codes for later use. Once you're done with that, you can set up the servers to connect to each other using this command:
    /trp server add <NameOfServer> <TransporterProtocolAddress> <Key> <MinecraftAddress>
    NameOfServer is whatever you want that server to be called. TransporterProtocolAddress is the address (and port) that your server can talk to the other server at. Key is the key you set earlier. MinecraftAddress is the IP you would use to connect to the server regularly (the one you would type into the Multiplayer screen, including IP). Once you've done that command, do it again on the other server and then set up gates on both ends, then add the gate links with /trp gate link add <Gate1> <Gate2>.

    Yep. I had fixed that problem before but due to frdfsnlght changing the way the plugin works, I had to reset some settings. Works great now, other than the chat issue.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Hello everybody, sorry for my english, I'm french ^^
    I tried to "put" the plugin in my server, and in other server to create a portal.
    But I've not the same things in the wiki ( )

    10:46:40 [INFO] [Transporter] server2 'server2Key' enabled offline - -

    But me, I haven't "enabled offline", I have "up/down"
    That have to I make?
    And I made commands in the second server. And there isn't connexion :/
    Can you help me? :p
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    That's because the wiki page hasn't been updated for v6.10 yet. I haven't been able to get to it; real life keeps popping up.

    The message your seeing is in the v6.10 format is "correct". I can't help without a lot more information. I need to know the addresses of both servers and what ports they're listening on (both Minecraft port and plugin port).
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    Mathew Alden

    Thank you so much.
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    I am contacting you in private message ! :)
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    @frdfsnlght : (uh, you have such difficult name to type :p) Changelog must show two recent visible changes, not just one. Just a small change.
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    First off, your plugin works great! It builds wonderfully upon ServerPort's original concept (which I have used as well).
    I have a feature request: Could the gates be made to select between different gates from one gate? This idea comes from the StarGate plugin in which they have a network of gates and the sign beside the source gate is right clicked on to switch the target gate.
    Edit: After looking at the wiki more, I found that this is already supported.
    Also, a bug I have noticed (at least with 6.9; I have not tried 6.10 yet): When a player has not been to a server yet, they are sent to the spawn point instead of the target gate's location.
    Just to elaborate on my setup: I have four different servers setup with one world each. Three on the same computer behind CraftProxy. One more on a different computer (and different network) also behind CraftProxy (which is bypassed when someone connects from one of the original three). It is confusing, but it works. I also use IRCTransport to give inter-server chat, so I have no need for a chat feature.
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    Is there BOSEconomy support with this?
    The plugin looks great, but my server runs BOSEcon, was hoping this would work with it...
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    I'm not sure what I am doing wrong, but I can't seem to get multiserver gates be bi directional. The second gate built will connect to the first gate built. But once I go through the first gate says "this gate gas no links." Is there a way to get the gates to be bidirectional? This is using 6.10.
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    Mathew Alden

    Wait... One more thing. When you say "TransporterProtocolAddress is the address (and port) that your server can talk to the other server at," I kind of get what you mean but where do I find which address they can communicate through? Is it like the IP address of one of the servers pus an unused port? or what...
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    [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'trp' in plugin Transporter v6.10
        at org.bukkit.command.PluginCommand.execute(
        at org.bukkit.command.SimpleCommandMap.dispatch(
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
        at net.minecraft.server.NetServerHandler.handleCommand(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet3Chat.a(
        at net.minecraft.server.NetworkManager.b(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(
    Caused by: java.lang.NullPointerException
        at org.bennedum.transporter.Teleport.send(
        at org.bennedum.transporter.Teleport.sendDirect(
        at org.bennedum.transporter.command.GoCommand.process(
        at org.bennedum.transporter.Transporter.onCommand(
        at org.bukkit.command.PluginCommand.execute(
        ... 12 more
    i get this error when ever i use "/trp go [anygate]" please help
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    Something I would like (I might be the only one)
    Lets say that there are 3 servers linked with 2 portals. 1 connected to 2, 2 connected to 3.
    If you originally connected to server 1 , but logged off in server 3, then if you connected to either 1, 2 or 3 you would be teleported to wherever you were on server 3. Would that be possible/plausible?
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    It's the IP of the server you want to connect to with it's TransporterProtocol port. Default is 25555. To check what your server's using, use /trp server get listen. If you have more than 1 behind the same IP, you can use /trp server set listen<Port> to set the listen port.
    Mathew Alden likes this.
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    Build both gates, then run the /trp gate link add commands on each server separately. Make sure to use the address of the server you currently are on first in each command.
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    @Juze : I show all version changes, but all but the most recent are collapsed in a spoiler (called "Older Versions"). Are you saying I need to show 2 fully, and can collapse the others? Or did you just miss the collapsed stuff? Or should I change the spoiler name to "Changelog for Older Versions"?

    That's a new one. I admit I never tested that. I'll put it on the list.

    Nope. I've added it to the list. Some of the changes I'm currently making to the code will play will with alternate economy plugins, I think/hope.

    Add a link back to the first from the second. Gates are not bidirectional by default (and design).

    You found a bug. I've fixed it for next version. Meanwhile, it seems the "trp go ..." command ist kaput.

    Ding ding ding! You win a prize! (I think I have some pocket lint around here somewhere ...)

    I was wondering when someone was going to notice this. The ServerPort plugin has something like this and it's a feature I'd also like to have. I think it's important when running large server clusters and you don't want people to be able to directly connect to some servers (as another example of the feature's utility).

    I have some tentative plans for this feature but I need to nail down the current issues with the plugin and networking before tackling it. BTW, I'll probably be calling that feature "realms".

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    @frdfsnlght You sextuple poster! I thought people double posting was bad enough, but really? 6 in a row? XD
    Anyways, I've fixed almost all of my server's issues, but still can't get chat to work. It seems not to be accepting the tokens. The tokens are %world% %server% %player% %message%, right?
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