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    This support thread is no longer active.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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    How you've done it is just fine, but you need to have *two* "uncollapsed" changes. :)
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    Tim Andersen

    is there a command for the gates to disableling them for taking items with them?. got a survival server and a pvp server running. and i dont want them to take items from the survival to the pvp., becouse theres alot of people that got creative on that on. due to donations.,
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    Unfortunately there isn't right now. @frdfsnlght is aware of the feature request, but for now a temporary workaround is to make a Lobby world with Multiverse and have all transporter portals lead to that world, then have Multiverse portals leading to the survival world. Also put in MultiInv so that it'll isolate the inventories per world.
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    That's been reported as a bug. I have a change ready for the next version.

    Like AgentKid said, there's no way to disable inventory transfer yet, but if you don't mind the players simply loosing their inventory, you can add a ban list to the destination server with a single item, "*". Or you can replace items with others. Check out the "trp gate ban ..." and "trp gate replace ..." commands.

    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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    Okay, great. Any estimate to when you're releasing that version?
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    None, other than "soon", meaning in the next few weeks. I'm getting rather busy at work (real life job) which is cutting in to my tinker time, but that noise doesn't usually last too long.
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    So, with this plugin, do users on my server have to have a client mod installed to be able to walk into a portal and be taken to another server? If so, is there any way to elimate this need?

    If not, awesome, what all do I need to do to get that working?

    Please quote my post or @ me so I get a notification when you reply.

    Thank you!
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    Most likely, yes. There are currently 2 choices: my client patcher, or the BukkitContrib client. My patcher is very non-instrusive (it only patches a single class in the client, and that class is rarely patched by other mods), and simple to install (it's got a double-click startup on most OS's, nice GUI, and single click patch). BukkitContrib is also easy to install, but more likely to conflict with other client mods since it does a lot more. Personally, I think BukkitContrib is the future of client modding since it integrates with the server side so nicely.

    There's only one other option, and that's to use CraftProxy, which sits in front of your servers and handles the reconnect messages rather than passing them on to the clients. That's a bit more complicated setup though.

    Before you make any choices, read the ServerToServer wiki page.
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    Is it possible to disallow directly connecting to a server, and force the use of portals ?
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    That's not a really a specific config for the plugin, but I imagine you could use a bunch of servers fronted by CraftProxy. Since the client can't connect directly to any non-default server (as configured in CraftProxy), you would have to connect to the default server, then portal to the other servers.
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    Okay, well, I want to do it without forcing my users to get a client mod, so I suppose CraftProxy is my only solution.

    So, to get this I launch both MC servers as normal and then launch the CraftProxy.jar file?

    I don't quite get it.

    Is there a guide to linking two servers and setting up CraftProxy for this use? A direct guide?

    Thank you.
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    Without the client mod ?
    I'm running the plugin without client nor server mod, the kick and reconnect is fine by me. What I'm trying to do is make it so you connect on the main server ( :25565), and if you try to connect to the secondary server ( :20000) without going through the portal that links them, it won't let you in. Thus the only way to get to that secondary server would be to go through the portal, get kicked, and reconnect to the other server (same IP, different port).
    ServerPort had that type of functionnality, but Transporter is easier to use, and cleaner. I'm trying to find which one would work the best :)

    That also protects the server from a major cheating issue, imagine people going to one world through a portal with diamonds, putting them in a chest, disconnecting, reconnecting on the other server with the diamonds still in their inventory, and then going through the portal again.
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    Configuring CraftProxy is beyond the scope of this support thread. Check out CraftProxy's support thread.

    As far as making Transporter work with CraftProxy, there's not a how-to that precisely addresses your setup, but there's a ServerToServer page in the wiki, which I recently updated for v6.10, that will tell you most or all of what you need as long as you're willing to read and understand.

    Do you mean the reconnect is automatic (which is impossible without either the client mod or the proxy), or that you get a kick message, then you manually reconnect? If that's true, then out of curiosity, why the hell wouldn't you want it automatic? It's so much smoother.

    Are you sure it did? How would you configure ServerPort to do that? I'm not saying it can't do it, but I never ran across that particular feature. That's exactly the behavior you'd see if the servers were actually behind a proxy.

    That said, I could, theoretically, add such a feature.

    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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    Well, unless that kind of thing is feasable without a client mod, I'm not going to be able to install it. Until I have a custom client for my server, I can't force all my users to install the mod, as much as I'd like it to be smoother than getting kicked and reconnecting.

    Can't remember what the exact parameter was, but when I was running it local with two servers (one on 25565 and one on 20000) both linked with ServerPort, and when the portals were open, I *had* to go through the portal to get to the other world, if I just tried to connect to the secondary server I'd just get kicked with a message "You need to connect to :25565". And I wasn't running any proxy at all.

    If running proxies makes it easier, I'd love to give it a try, but I must admit I'm kind of lost with how to set them up :/

    Does the proxy work something like this ?:
    - If user connects straight to proxy, he sees a message and can't connect
    - If user goes through portal, which sends an authorization message to proxy, then proxy redirects him to other IP
    If it does, then that would be perfect, but I haven't read enough about CraftProxy to be able to tell..

    I'll set ServerPort up again and write down exactly how I did it to force use of portals :)
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    Not quite. You'd probably set it up like this:
    • Proxy and 2 MC servers installed on a single host.
    • Run both MC servers on non-default ports and block them from accepting connections from outside (with a firewall, or just configure them to listen only on
    • Configure proxy to listen on default MC port and use first server as "default_server" (that's a CraftProxy setting).
    • Install Transporter on both MC servers and get them connected.
    So now, a client connects to the proxy as if they're connecting to a normal MC server (there's no difference from their point of view) and the proxy connects them to the default server. When they teleport to the second server, the kick message is intercepted by the proxy (that's one of the things the proxy just does) and the proxy connects to the second server with no interruption to the client. Since the firewall is blocking connections from the "outside" (non-localhost) to the MC servers, no one can connect directly to them (likewise if they're only listening on Users have to go through the proxy. There are also no kick messages being received by the client, so teleporting is seamless.

    Configuring the proxy is a little more in-depth than just the one setting above, but I don't think it's that hard.
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    I got a small problem:
    After a Server restart, the gates are not loaded. I can only reload (trp gate reload) the Gates and after that the Gates works. We dont do on purpose, but permissions Bukkit restart some time the server... To reload every time the plugin im not enuogh online ;)
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    What does the server log say after one of those reloads? Does the plugin give any reason why it's not loading the gates?
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    oh fail, good idea :p
    I will look it next day
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    Mathew Alden

    How do I make multi-server portals reverse? I know with the command, you add "rev" at the end but I don't know how to use the command for multi-server. I did the manual sign-writing method but it acts funny. The portals connect; then I go through. The problem is, when I come out, the sign on the portal resets to

    What am I doing wrong?
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    Nothing. You can't use the "rev" keyword for inter-server gate linking. Just link in one direction, go through to the other server, then do a link command on that side to link back to the first gate.
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    2011-08-03 01:04:05 [SEVERE] java.lang.NullPointerException
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.World.a(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.World.a(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.Chunk.a(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.World.setRawTypeId(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.WorldGenMinable.a(SourceFile:57)
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.ChunkProviderGenerate.getChunkAt(SourceFile:457)
    2011-08-03 01:04:05 [SEVERE]     at org.bukkit.craftbukkit.generator.NormalChunkGenerator.getChunkAt(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.ChunkProviderServer.getChunkAt(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.ChunkProviderServer.getChunkAt(
    2011-08-03 01:04:05 [SEVERE]     at org.bukkit.craftbukkit.CraftServer.createWorld(
    2011-08-03 01:04:05 [SEVERE]     at org.bukkit.craftbukkit.CraftServer.createWorld(
    2011-08-03 01:04:05 [SEVERE]     at org.bukkit.craftbukkit.CraftServer.createWorld(
    2011-08-03 01:04:05 [SEVERE]     at org.bennedum.transporter.command.WorldCommand$
    2011-08-03 01:04:05 [SEVERE]     at
    2011-08-03 01:04:05 [SEVERE]     at
    2011-08-03 01:04:05 [SEVERE] java.lang.NullPointerException
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.World.doLighting(
    2011-08-03 01:04:05 [SEVERE]     at net.minecraft.server.MinecraftServer.h(
    2011-08-03 01:04:05 [SEVERE]     at
    2011-08-03 01:04:05 [SEVERE]     at
    2011-08-03 01:04:05 [SEVERE] Unexpected exception
        at net.minecraft.server.World.doLighting(
        at net.minecraft.server.MinecraftServer.h(
    I'm getting this after creating a world with Transporter.
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    Mathew Alden

    Oh... Thanks.
    Is it too much to ask for inter-server reversing in 6.11? XD
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    Probably. I can add it to the list, but it's not as easy as it might seem. No promises.

    I've seen something similar on my own server. The exception is originating deep in MC and Bukkit and I'm not sure it's being caused by anything my plugin is doing. The only thing I can think of that I might be doing wrong is calling the createWorld method in a worker thread rather than the main thread. But I don't have the code in front of me now, so I can't check.

    I wonder if anyone else is having problems creating worlds in CraftBukkit 1000 using other plugins?

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

    i have a problem >.< !!! I would make a portal to a other server. From the 1. of the server i can teleport to the 2. server but when i would teleport back then the Plugin shows me "server complained: player is not allowed to connect"

    i have remove all plugins, but this still show me the error.

    Please Help

    Ps. sry für bad english!!!

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    First of all, your server is getting disconnected from the destination server right after the teleport. What does the destination server log say during this transaction?

    I know what triggers the "player is not allowed to connect" message, but there's not enough information to tell why you're getting it. Someone else was having a similar problem (unless it was you). I'll have to add some debugging code around there in the next version to gather more information.
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    Ah ok. here is the log from the other Server:


    If you need more informiation then say pls. =D

    Thanks for help =D
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    Something weird is going on with the connection but I can't tell from the logs. I'll have to do some testing on my end. And there's still not enough info about why the player is not allowed to connect. I'll have to add a better message.

    So, I can't offer any suggestions yet except to wait for the next version. Sorry.
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    For some reason, the ChatRelay thing only relays the exact copy of what is said in the config, it doesn't display the message at all...
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    That bug was noted. Fix will be in next version.
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    I was wondering, have you tried synchronizing the creation with the main thread?
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