The world has no transport layer: spellbook, jewellery and item teleports #140

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opened 2026-08-06 15:13:56 +00:00 by sickday · 0 comments
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The world has no transport layer. That has been filed three times as somebody else's problem — the essence mine being one-way (#128), a bot unable to cross the world (#123) — and it is neither. Players do not cross the world on foot. They teleport close and walk the last stretch, and most content past early game is designed around that being true. A world without teleports is not a slow world, it is a different game.

This is the issue for the transport layer itself.

What the cache already answers

Measured against the operator's rev-149 cache, not assumed.

Spell teleports — 44 components, all four spellbooks on interface 218:

standard   1 Lumbridge Home · 16 Varrock · 19 Lumbridge · 22 Falador
          24 House · 27 Camelot · 33 Ardougne · 38 Watchtower
          45 Trollheim · 48 Ape Atoll · 53 Kourend · 63 Bounty Target
ancient   84 Paddewwa · 85 Senntisten · 86 Kharyrll · 87 Lassar
          88 Dareeyak · 89 Carrallangar · 90 Annakarl · 91 Ghorrock
lunar     93 Edgeville Home · 95 Lunar Home · 102 Moonclan · 106 Waterbirth
         110 Barbarian · 114 Khazard · 122 Fishing Guild · 126 Catherby
         129 Ice Plateau · 139 Ourania
arceuus  141 Arceuus Home · 143 Lumbridge Graveyard · 147 Draynor Manor
         152 Mind Altar · 154 Respawn · 156 Salve Graveyard
         160 Fenkenstrain's · 163 West Ardougne · 166 Harmony Island
         168 Cemetery · 172 Barrows · 174 Ape Atoll

Interface 79 carries a further 7 (Varrock, Lumbridge, Falador, Camelot, Ardougne, Watchtower, House) and 264 names Arceuus teleport tablets.

Each component's on_load args state its name, level and rune cost — the same mechanism that already sources priv/data/spells.exs, and pinned the same way by World.SpellbookTest.

Teleport items — 182 ids across ~73 families (excluding five XP-lamp false positives that carry Rub). Charged jewellery encodes its charges as separate ids, which is why the counts run high:

rub   Amulet of glory x8 · Ring of dueling x8 · Games necklace x8
      Slayer ring x8 · Skills necklace x7 · Combat bracelet x7
      Ring of wealth x6 · Digsite pendant x5 · Necklace of passage x5
      Burning amulet x5 · Ring of returning x5 · Xeric's talisman
      Camulet · Amulet of nature · Amulet of eternal glory
op    Ardougne cloak x4 · Desert amulet x4 · Morytania legs x4
      Fremennik sea boots x4 · Western banner x4 · Explorer's ring x3
      Kandarin headgear x2 · Wilderness sword x2 · Max cape x2
      Skill capes (Construct./Crafting/Fishing/Hunter/Music/Strength/Quest)
      Scrolls 12402-12411 (Nardah, Digsite, Feldip, Lunar isle, Mort'ton,
        Pest control, Piscatoris, Tai bwo wannai, Elf camp, Mos le'harmless)
      Chronicle · Master scroll book · Skull sceptre · Zul-andra · Lumberyard
      Key master

What the cache does not answer

The destinations. Roughly a hundred coordinates, none of them in any client cache, all of them era-sensitive — several teleport landing spots have moved since 2017-07-13. This is the real sourcing burden and it wants the Dated: discipline every ported table runs.

The mechanic is built once

Structurally this is one behaviour with many rows:

  • move the player to a destination after a cast or rub delay;
  • gated by level, runes, quest/diary state and the wilderness ceiling;
  • consuming a charge where the item has them.

Two pieces already exist and should be reused rather than rebuilt. Per-item charges landed with the essence pouches and the binding necklace, which is the same shape a glory or a dueling ring needs. The chatbox dialogue system is what a multi-destination item's menu is — a glory offers four.

Suggested phasing

  1. Spellbook teleports. Contained, cache-states the whole list, and unblocks players immediately. The wilderness ceiling is the one new gate.
  2. Charged jewellery. Reuses the charge machinery; adds the destination menu.
  3. Diary items, capes, scrolls. Mostly more rows on the same two mechanics.

One decision this surfaces

Most of these carry quest or achievement-diary requirements, and neither system exists — quests are Phase 4 and diaries are unbuilt. Shipping them ungated means anyone holding the item teleports. That is mostly moot because there is no way to obtain most of them without the content that gates them; the Grand Exchange is the exception, and it can mint anything.

What this closes elsewhere

#123 wants retitling. "Bot.Travel cannot cross the world" describes a capability nothing should need. The number that matters is its working radius around a teleport landing, which is unmeasured. Once teleports exist, that is the only travel question left.

The world has no transport layer. That has been filed three times as somebody else's problem — the essence mine being one-way (#128), a bot unable to cross the world (#123) — and it is neither. **Players do not cross the world on foot.** They teleport close and walk the last stretch, and most content past early game is designed around that being true. A world without teleports is not a slow world, it is a different game. This is the issue for the transport layer itself. ## What the cache already answers Measured against the operator's rev-149 cache, not assumed. **Spell teleports — 44 components, all four spellbooks on interface `218`:** ``` standard 1 Lumbridge Home · 16 Varrock · 19 Lumbridge · 22 Falador 24 House · 27 Camelot · 33 Ardougne · 38 Watchtower 45 Trollheim · 48 Ape Atoll · 53 Kourend · 63 Bounty Target ancient 84 Paddewwa · 85 Senntisten · 86 Kharyrll · 87 Lassar 88 Dareeyak · 89 Carrallangar · 90 Annakarl · 91 Ghorrock lunar 93 Edgeville Home · 95 Lunar Home · 102 Moonclan · 106 Waterbirth 110 Barbarian · 114 Khazard · 122 Fishing Guild · 126 Catherby 129 Ice Plateau · 139 Ourania arceuus 141 Arceuus Home · 143 Lumbridge Graveyard · 147 Draynor Manor 152 Mind Altar · 154 Respawn · 156 Salve Graveyard 160 Fenkenstrain's · 163 West Ardougne · 166 Harmony Island 168 Cemetery · 172 Barrows · 174 Ape Atoll ``` Interface `79` carries a further 7 (Varrock, Lumbridge, Falador, Camelot, Ardougne, Watchtower, House) and `264` names Arceuus teleport tablets. Each component's `on_load` args state its **name, level and rune cost** — the same mechanism that already sources `priv/data/spells.exs`, and pinned the same way by `World.SpellbookTest`. **Teleport items — 182 ids across ~73 families** (excluding five XP-lamp false positives that carry `Rub`). Charged jewellery encodes its charges as separate ids, which is why the counts run high: ``` rub Amulet of glory x8 · Ring of dueling x8 · Games necklace x8 Slayer ring x8 · Skills necklace x7 · Combat bracelet x7 Ring of wealth x6 · Digsite pendant x5 · Necklace of passage x5 Burning amulet x5 · Ring of returning x5 · Xeric's talisman Camulet · Amulet of nature · Amulet of eternal glory op Ardougne cloak x4 · Desert amulet x4 · Morytania legs x4 Fremennik sea boots x4 · Western banner x4 · Explorer's ring x3 Kandarin headgear x2 · Wilderness sword x2 · Max cape x2 Skill capes (Construct./Crafting/Fishing/Hunter/Music/Strength/Quest) Scrolls 12402-12411 (Nardah, Digsite, Feldip, Lunar isle, Mort'ton, Pest control, Piscatoris, Tai bwo wannai, Elf camp, Mos le'harmless) Chronicle · Master scroll book · Skull sceptre · Zul-andra · Lumberyard Key master ``` ## What the cache does not answer **The destinations.** Roughly a hundred coordinates, none of them in any client cache, all of them era-sensitive — several teleport landing spots have moved since 2017-07-13. This is the real sourcing burden and it wants the `Dated:` discipline every ported table runs. ## The mechanic is built once Structurally this is one behaviour with many rows: * move the player to a destination after a cast or rub delay; * gated by level, runes, quest/diary state and the wilderness ceiling; * consuming a charge where the item has them. Two pieces already exist and should be reused rather than rebuilt. **Per-item charges** landed with the essence pouches and the binding necklace, which is the same shape a glory or a dueling ring needs. **The chatbox dialogue system** is what a multi-destination item's menu is — a glory offers four. ## Suggested phasing 1. **Spellbook teleports.** Contained, cache-states the whole list, and unblocks players immediately. The wilderness ceiling is the one new gate. 2. **Charged jewellery.** Reuses the charge machinery; adds the destination menu. 3. **Diary items, capes, scrolls.** Mostly more rows on the same two mechanics. ## One decision this surfaces Most of these carry **quest or achievement-diary requirements**, and neither system exists — quests are Phase 4 and diaries are unbuilt. Shipping them ungated means anyone holding the item teleports. That is mostly moot because there is no way to *obtain* most of them without the content that gates them; the Grand Exchange is the exception, and it can mint anything. ## What this closes elsewhere **#123 wants retitling.** "`Bot.Travel` cannot cross the world" describes a capability nothing should need. The number that matters is its working radius around a teleport landing, which is unmeasured. Once teleports exist, that is the only travel question left.
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