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    This support thread is no longer active.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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    video... f***ing... tutorial. please. Great plugin, so glad to have it. But I am having some serious issues figuring out how to make a basic gate design.

    tutorial please. T.T
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    Not too hard. In fact, I've already implemented it for v7.0. I just have to test it now. And before you ask, I don't know when v7.0 will be released. I'm hoping for this week, but can't commit yet.

    I don't think I'm doing anything that would cause lag, but of course, having the plugin running does induce some load. It may be more noticeable if your server was already close to the edge, horsepower-wise, or if you're running a lot of other plugins.

    Have you bothered to look the wiki? The first page is the QuickStart, complete with video and textual explanation of the process of building/creating/linking gates.

    Or do you mean custom designing a new gate? I have no idea how I'd put together a video on that topic. You're best bet is to read the GateDesign page. Creating a custom gate is not trivial, but it's not that hard either, once you get the basic concepts down. There's a lot of material on that page, but that's because there's a lot you can do.
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    oh. OH! THANKYOU! Sorry, sir. My noscript was blocking the gmodule video script. Terribly sorry. Thankyou for sending me on the right path.
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    Hey, Great plugin, it looks awesome!
    I would like to thank you for the great support you seem to be providing, it's nice to see!
    One Quick question,
    Is there a way to limit the number of gates a player can make, based on the group they are in.
    For example, I want:
    Citizen to be able to make 3 gates, but
    Supporter to be able to make 5 gates.
    Is this possible, if yes, can you tell me how, or show me the wiki page on it,
    if not, would it be something you are willing to put in, and would it be hard?
    Thanks again,
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    Interesting idea. No, the plugin can't do that. I'm not sure how I could make it do it in a reasonable way either. It would require the plugin to have a much deeper understanding of permissions than it does now and I'm not sure I want to go down that path. At least not in the immediate future.

    As an alternative, you could use an economy plugin (like iConomy or BOSEconomy) and just give members of different groups different amounts of money, then turn on the economy support in Transporter, and set appropriate costs for building/creating/linking gates. Long live capitalism!
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    Thats too bad, I think that would be a great feature to have.
    I know for permissions v3.x you can get info from groups using:
               portals: 10
    Then maybe when you save a newly created gate you could add the person who made it's name to the end of the gate info, and just do a simple compare after that.
    The only issue I have with the economy support is what do you do if you want to move your gate over a bit, but don't have any money left....
    Anyway maybe think about it for a little bit, maybe an idea will pop into your head....
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    i'm just terrible at this. would it be possible for a video walkthrough of server to server?
    it would be much appreciated.
    and i'm sorry for being a nuisance.
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    The more worlds you load, the more that will hang around in your server's memory, which will kill your server if you don't have a ton of ram. I'm running 8 worlds with nearly no lag, but I do have 8GB of ram. When I tried to run more than 3 worlds on my smaller linux box, I lagged out, but moving up to a nicer unit with a better processor and way more ram helps. :)

    Would it be possible to unload worlds that no one is playing in and load them back up when a user activates a gate? Also, when a user joins back up and their world isn't loaded, would it be possible to define their spawn point? We have a sky world with several chunks around the world spawn boxed in with bedrock, then populated the inside of our box with gates out to each world, acting as a nifty hub. Being able to kill all non-active worlds would be extremely beneficial on system usage. Maybe something for 8.0?
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    Mathew Alden

    Thanks, but I'm actually connected with other servers, not other worlds. Should've mentioned... Does that lag it more than expected?

    Anyway. I just had a great idea that I'd love to see implemented. You see, it used to be that everyone played on my server. I had the console running on my desktop and I could just look if anyone I wanted to play with was on. Now we all have our own smaller servers that are connected (which is fine, more room to explore) but I can no longer see where my friends are all at.

    I simply want a command added that will list not only the people currently on my server, but also the people currently on all other servers that I'm currently connected too. Please? :)

    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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    Probably not, at least from me. It's a complicated topic and I'm not sure how to organize a video of it. The wiki page does a reasonable job of explaining what to do in a few scenarios, but you have to know how to read. That seems to be a skill that's falling out of favor :(

    If you want to setup server-to-server and you don't know squat about networking, you better find someone who does. If you are a CCNA but still can't get server-to-server working, you may need to read the wiki page more carefully. Or maybe I have to improve it. Of course, I'll be rewriting it when v7.0 comes out since a bunch of stuff changes.

    Another interesting idea. I'll add it to the list, but it won't be anytime soon.

    Not sure what you mean. In fact, what does a "normal" MC server do when a player rejoins after leaving a world that is no longer loaded? I've never tried that. I presume they just spawn at the default world's spawn location?

    Someone (maybe you) request this feature a few weeks ago. I've added it to the list. It might make it into v7.0, but I'm not sure yet. I'm trying to get the feature creep nailed down so I can finish testing and release the damn thing.
    Mathew Alden likes this.
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    I tested this out last night and found something a bit off about it. I think it may be remembering my X/Y coordinates and using those for respawning in a different world due to an unload.

    1) Login to MC
    2) Transport to a non-default world. Walk away from the spawn point a ways.
    3) Log out of MC.
    4) Use console command to unload the non-default world you were just in.
    5) Log back into MC
    6) Bam, now I'm WAY north of the default world's spawn point Thankfully I have Dynmap so I could figure out where I was.

    I hear ya about feature creep. I think it would be better to get what you have up and functional for 1060 before worrying about adding new features. Bugs/Revisions before additions. :)

    Also, if anyone would like a hand setting up the server-to-server, I'm pretty sure I'll be able to help in a couple of days. I just picked up a new server so I can try this out and will be going with an Ubuntu Server install to save on resources. I do this kinda stuff all day long for my job, so I'm hoping it will turn out to be fairly easy and pain free as it seems. :)

    Multiple servers on the same computer? I'm pretty sure this would cause additional lag, but I suppose it depends on your hardware. Since MC is a single thread java process, you could in theory run 2 if them on a multi-core box without significant lag. You will most likely run into I/O bottlenecks when writing to disk while running multiple server instances. So, if you have 8GB of ram and a quad core, you could easily run 3 servers, each with a 2GB limit, but the disk reads/writes will cripple them. Even if you put each install on a different hard drive, I'm fairly confident that it will still lag. On the other hand, if you are running all SATA 6gbps to RAIDed SSDs, you might be able to get away with it.
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    Mathew Alden

    I've done it. After asking dumb questions over and over for a week. XD I could make you guys a tutorial.

    lol. You guys are still misunderstanding me... multiple servers on multiple computers... lol. nevermind.

    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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    still doesn't work, i've disabled that command already. :(
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    Ryan Metcalf

    I know server to server is a bit of a technical issue, but I'd still like to see if anyone had some suggestions to offer up to me as to what I *may* be doing wrong.
    I operate 2 separate server instances on the *SAME* machine, both are accessible from the outside world (port open) and everyone has no issue connecting to one, then manually switching to the other
    I started to configure the server to server, assigned KEYs
    Voroden -
    FunHouse -
    trp server set key server1Key
    trp server add server2 server2Key
    With my applicable settings I then bring up
    /trp server list
    and it says each one is offline (whilst on the other server)


    Any suggestions as to whats missing as to why they say they're offline? Does the plugin need configured to be listening on separate ports?
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    Thanks! It's pretty good, but I'd like to make a few comments:

    1) It seems the timeline of the video is a little messed up. Some of the patching and the teleport test are in the middle of the video and cut off the end. Maybe YouTube messed it up?

    2) At around 10:00 you mention that a gate cannot be both an entrance and exit for a server-to-server link. That's not true. I do it all the time. If it's not working for you, something else is wrong.

    3) At around 11:50 you suggest that two gates on the same server cannot have the same name. That's not true. If domain of uniqueness is a world. You can't have two gates with the same name in the same world on the same server. Anything else is allowed.

    Again, thanks for the video. I'll post it in the wiki if you'll allow it?

    Short answer, yes. If you're running 2 servers on the same machine, each plugin instance needs to listen on a different port, just like the MC server.

    But, there may be other problems. The addresses/ports you provided look like they're for the MC servers. The "trp server add ..." command requires you the provide the plugin address/port, and then the MC server address/port (since you're running on the same server). So...

    On Voroden:
    trp server add FunHouse localhost:25557 server2Key
    On FunHouse:
    trp server add Voroden localhost server1Key
    I've made some assumptions with the commands. I've assumed you'll change the "listenAddress" (trp server set listen on the FunHouse server and left it at default on the Voroden server. I've also assumed you can resolve "" from the server machine.

    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

    It'd be great if you posted it. :D And I'll fix it when I get home from school. It was really late before Youtube finished processing and I didn't have time to double check everything.
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    Any revised ETA on 7.0? Awesome program, I love it, but I'm hung up on that GZIP error on the server whenever I try to load a world. Once I get around that error I'll be able to tie everything together! Thanks for the awesome work here, great mod.
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    No, I mean stop people being able to connect to "ip:port", making it necessary for them to go through the portal and not connect straight to a secondary server. How is this done? :)
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    Hmm. I don't think you can do that with my plugin alone. You can run multiple servers behind something like CraftProxy (another plugin), and make the servers only allow connections from the proxy. Then, a client can only connect directly to the proxy, which by default will dump them onto one specific server. Then they teleport to other servers behind the proxy. Since the servers only allow connections from the proxy, they can't connect direct.
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    Is this possible without a client mod ? I'm waiting for Spout1.1 to make a client necessary to join my server.
    It seems weird, because if you get disconnected when entering a portal, if you reconnect to a certain port, you're still connecting from the outside, no ?
    Or does the proxy act in a way that you connect to the same IP and port, but it redirects you itself accordingly ?

    A feature to force portal usage would be good, if it's not too complicated to set up, it would make these kind of setups much easier I think. :)
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    Forcing portal usage can't be done by a plugin (off the top of my head). The client always has the option to disconnect and enter any IP/port they want to connect to. The only real option is to not allow an incoming connection on the server's end. That's what the proxy config I described does. If you're not teleporting to any servers that aren't behind the proxy, you don't even need any client patch installed. The proxy intercepts the reconnect message and connects for the client. The client never breaks their connection to the proxy.
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    Aaaaah ok, I'm starting to get it.
    Could you briefly explain how I set the proxy up ? As a plugin or standalone ?
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    I've never done it myself and that discussion doesn't really belong in this thread. Head on over to the CraftProxy thread for help, but my understanding is that it runs as a plugin in one of the MC servers in the "cluster". There are settings you need to change in the MC servers and the proxy concerning authentication, but since I've never actually used it, I'm not the one to ask. I believe a bunch of users of Transporter use CraftProxy as well and they'd be a better resource.
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    Okay !
    Thanks a lot, I have it almost working, it's pretty amazing !

    I have had two complete server crashes though, when doing a /reload. There isn't much in the log file, apart from this:
    2011-08-25 17:27:28 [INFO] Magic Carpet disabled. Thanks for trying the plugin!
    2011-08-25 17:27:28 [INFO] [Minecart Mania] MinecartManiaCore version 1.2.8 is disabled!
    2011-08-25 17:27:28 [INFO] DailyBonus Disabled
    2011-08-25 17:27:28 [INFO] [Transporter] stopping network manager...
    2011-08-25 17:27:28 [INFO] [Transporter] disconnected from 'Icarus' (
    2011-08-25 17:28:17 [INFO] Connection reset
    2011-08-25 17:28:32 [INFO] Read timed out
    2011-08-25 17:28:38 [INFO] Connection reset
    2011-08-25 17:28:39 [INFO] Connection reset
    2011-08-25 17:28:41 [INFO] Read timed out
    2011-08-25 17:28:58 [INFO] Connection reset
    2011-08-25 17:28:59 [INFO] Read timed out
    2011-08-25 17:29:00 [INFO] Read timed out
    2011-08-25 17:29:00 [INFO] Read timed out
    2011-08-25 17:29:12 [INFO] Read timed out
    2011-08-25 17:29:12 [INFO] Read timed out
    2011-08-25 17:29:23 [INFO] Read timed out
    2011-08-25 17:29:34 [INFO] Read timed out
    2011-08-25 17:29:36 [INFO] Read timed out
    2011-08-25 17:29:41 [INFO] Connection reset
    2011-08-25 17:29:46 [INFO] Read timed out
    2011-08-25 17:29:46 [INFO] Read timed out
    2011-08-25 17:29:47 [INFO] Read timed out
    2011-08-25 17:30:13 [INFO] Read timed out
    2011-08-25 17:30:14 [INFO] Read timed out
    2011-08-25 17:30:21 [INFO] Read timed out
    2011-08-25 17:30:26 [INFO] Read timed out
    2011-08-25 17:30:33 [INFO] Read timed out
    2011-08-25 17:30:39 [INFO] Connection reset
    2011-08-25 17:30:46 [INFO] Read timed out
    2011-08-25 17:31:03 [INFO] Read timed out
    2011-08-25 17:31:05 [INFO] Read timed out
    2011-08-25 17:31:12 [INFO] Read timed out
    2011-08-25 17:31:24 [INFO] Read timed out
    2011-08-25 17:31:38 [INFO] Read timed out
    2011-08-25 17:31:49 [INFO] Read timed out
    2011-08-25 17:31:53 [INFO] Read timed out
    2011-08-25 17:31:57 [INFO] Read timed out
    2011-08-25 17:32:14 [INFO] Read timed out
    2011-08-25 17:32:27 [INFO] Read timed out
    2011-08-25 17:32:38 [INFO] Read timed out
    2011-08-25 17:32:39 [INFO] Read timed out
    2011-08-25 17:33:10 [INFO] Read timed out
    2011-08-25 17:33:24 [INFO] Read timed out
    2011-08-25 17:33:33 [INFO] Read timed out
    2011-08-25 17:33:39 [INFO] Read timed out
    2011-08-25 17:33:40 [INFO] Connection reset
    2011-08-25 17:33:46 [INFO] Read timed out
    2011-08-25 17:33:53 [INFO] Read timed out
    2011-08-25 17:33:56 [INFO] Read timed out
    2011-08-25 17:34:08 [INFO] Read timed out
    2011-08-25 17:34:12 [INFO] Read timed out
    2011-08-25 17:34:16 [INFO] Read timed out

    Edit : Ok, so I now have Craftproxy set up, and it's all working. People are redirected to main server, auth is handled, reconnectfile is set. I'm getting another problem though, the connection seems to drop between the two servers, every once in a while it'll show up a message in the console about losing connection. This is strange, since they're both local, that's what I don't understand.
    This is especially problematic as this means that the gates periodically stop working, any idea on why this is happening ?

    Another problem, after every server reboot, I have to reset the gates. Is there no way for them to re-link each other automatically ?
  26. Offline

    Mathew Alden

    Okay. Tell me what to do different before I remake the tutorial.
  27. Offline


    The fact there's no "[Transporter]" in front of those Connection reset and Read timed out messages tells me it isn't my plugin, unless something very weird is going on. Those might be from CraftProxy?

    Are there any exceptions or other output from Transporter around these messages? Maybe paste in some logs here with some context around them.

    Well, maybe you should wait for v7.0 since it's almost ready. There's a lot of stuff that's changed in the networking area and I'd hate for you to remake the video and me to release v7.0 the day after, making the video obsolete.

    Once 7.0 is out, I can you get the gates linked correctly. In fact, in v7.0, reversable gate linking between servers will be working (one of things on my list for testing). Any day now...

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


    Well, for the errors, both times the last message was Transporter shutting down it's network manager, this has never happened without Transporter before, that's why I assume Transporter is causing the problem.
    It has done it once with Craftproxy, and once without. No errors in Craftproxy.

    About the gates not staying connected, the only thing I'm getting is this :

    (Secondary server)
    2011-08-26 01:13:41 [INFO] [Transporter] expecting player 'orager' from 'Aerium.Lorencia.AerToIca'...
    2011-08-26 01:13:42 [INFO] orager [/] logged in with entity id 138 at ([Icarus] 239.0230530545071, 27.0, -149.38545045222594)
    2011-08-26 01:13:42 [INFO] [Transporter] detected arrival of player 'orager' from 'Aerium.Lorencia.AerToIca'...
    2011-08-26 01:13:42 [INFO] [Transporter] ->[orager] teleported to 'IcaToAer'
    2011-08-26 01:15:03 [INFO] [Transporter] teleporting player 'orager' to 'Aerium.Lorencia.AerToIca'...
    2011-08-26 01:15:03 [INFO] [Transporter] sending player 'orager' to 'localhost:22000' via client reconnect
    2011-08-26 01:15:04 [INFO] [Transporter] received confirmation of arrival of player 'orager' at 'Aerium.Lorencia.AerToIca'...
    2011-08-26 01:20:04 [WARNING] [Transporter] no keepalive received from server 'Aerium'
    2011-08-26 01:20:04 [INFO] [Transporter] disconnected from 'Aerium' (
    2011-08-26 01:20:04 [INFO] [Transporter] will attempt to reconnect to 'Aerium' in about 64 seconds
    2011-08-26 01:21:09 [INFO] [Transporter] connected to 'Aerium' (, running v6.10
    2011-08-26 01:21:09 [INFO] [Transporter] received gates from 'Aerium'
    (Primary server)
    2011-08-26 01:20:04 [INFO] [Transporter] disconnected from 'Icarus' (
    2011-08-26 01:20:04 [INFO] [Transporter] will attempt to reconnect to 'Icarus' in about 67 seconds
    2011-08-26 01:20:24 [INFO] Lockette: SpeedModeXVI has released a container.
    2011-08-26 01:20:28 [INFO] Connection reset
    2011-08-26 01:20:28 [INFO] _Ripper lost connection: disconnect.quitting
    2011-08-26 01:20:29 [INFO] Lockette: Aradoth has released a container.
    2011-08-26 01:20:33 [WARNING] [Transporter] ->[combte] no link is selected
    2011-08-26 01:20:35 [WARNING] [Transporter] ->[Fekoy] no link is selected
    2011-08-26 01:20:37 [WARNING] [Transporter] ->[orager] no link is selected

    Edit : Tried with and without Transporter, Transporter seems to be causing the issue. Once it's connected to another server, if I /reload, it hangs on "[Transporter] Stopping network manager...
    [Transporter] Disconnected from "Aerium" ("
    And then slowly spams with Read Time Out's

    Edit again : If I /trp server disconnect *server* and then /reload, it doesn't crash.
  29. Offline

    Mathew Alden

    YAY! I've been waiting for that.
  30. Offline


    Well, I can't reproduce this. But I'm also running the new v7.0, so maybe all the changes I've made took care of the problem. I'll keep my fingers crossed.

    Good news everyone! I think I've got v7.0 ready for release.:D I can't promise it's bug free, but there are no problems I can find in my testing. I'll be uploading the plugin tomorrow sometime during the day and I'll be posting a wiki page all about this new version. Of course, I'll post here to let everyone know when.

    Some important notes:

    1) Not everyone will want to upgrade right away since the wiki docs will take a while to get updated with all the changes. The brave can go ahead and install it, but there won't be much support until I get the wiki pages done. If you're adventurous and don't mind hacking around a bit, give it try.

    2) The new version won't read your old v6.10 config file, so it renames it and installs the default config, which is basically blank. You'll see a big warning message about this on the console when the server first starts up. I'd also recommend you make your own backup of the config before installing, just to be sure. There are so many changes, I dropped the idea of trying to convert from the old config. I'd recommend you do a "trp save config" after starting the new plugin. That will write a bunch of defaults into the file, but there are lots more settings than will appear at first and since the wiki won't be up-to-date, you won't be able to figure out all the missing settings. So...

    3) I highly recommend using the in-game/console commands to configure the plugin. The command set has expanded and you can configure just about everything from in-game/console. Use "trp help" to see all the new stuff, and take a look at the various "option getters" (e.g., "trp get *", "trp network get *", etc.) to see all sorts of tasty bits.

    4) I've implemented almost all the outstanding feature requests, so there's a lot to see in v7.0. I hope it works for everyone.

    5) I'm going to bed now. See you tomorrow.

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

    Ryan Metcalf

    I'm so close, I've got to be, but I keep getting dropped from the server when attempting to 'jump'
    On Voroden
    Server: /trp server add FunHouse localhost:25557 FunHouseGo
    Transporter: servers saved
    Transporter: added server 'FunHouse'
    Server: /server list
    Transporter: connected to 'FunHouse' (
    Transporter: received information from 'FunHouse', running v6.9
    Transporter: ->[ryanmetcalf] opened gate 'RyanS2S'
    Transporter: teleporting player 'ryanmetcalf' to ''...
    Transporter: sending player 'ryanmetcalf' to 'localhost' via client reconnect
    CONSOLE: ryanmetcalf has left.
    On FunHouse
    Transporter: received information from 'Voroden', running v6.9
    Transporter: expecting 'ryanmetcalf' from 'Voroden.Voroden.RyanS2S'...
    Transporter: cancelled expected arrival of 'ryanmetcalf' from 'Voroden.Voroden.RyanS2S'
    /trp server list on Voroden
    Transporter:  FunHouse localhost:25557 'FunHouseGo' enabled online outgoing
    /trp server list on FunHouse
    Transporter: 1 servers:
    Transporter:  Voroden localhost:25556 'VorodenGo' enabled online incoming
    Even though both servers are on the same machine, if I or any other client are on another machine (internal OR external IP), shouldn't I be replacing the other mention of localhost to the full address? Or is only the final string what's delivered to the client?
    /trp server add FunHouse localhost:25557 server2Key
    Right now I'm only getting this when attempting to hop server to server
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