Mods / Translocator coaxing rod

Tags: #Technology
Author: MazorNoob
Side: Both
Created: Jan 25th at 10:46 PM
Last modified: Jan 27th at 6:32 PM
Downloads: 726
Follow Unfollow 13

Latest release (for outdated Vintage Story v1.20.3):
transrod.zip  1-click install


Adds translocator coaxing rods. Placing the rod down next to a broken translocator then reparing it will increase the chances of the translocator leading to a given cardinal direction. In exchange the rod will be consumed.

Rods are a clockmaker exclusive recipe. There are a few variants of rods, the more expensive or technologically advanced a rod is the more likely it is the translocator will lead to the direction pointed to by the rod.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.1.1 660 Jan 27th at 6:32 PM Show transrod.zip 1-click install
v0.1.0 66 Jan 25th at 10:48 PM Show transrod.zip 1-click install

13 Comments (oldest first | newest first)

💬 MazorNoob , Apr 30th at 6:18 PM

It would be weird if they weren't. The rods stay on the ground when the teleporter is activated, but they should no longer drop an item.

💬 Gabonswarve, Apr 29th at 6:01 PM

I've been using cupronickel coaxing rods and they seem to not be consumed after use. Is this intended? Seems busted.

💬 MazorNoob , Mar 10th at 8:21 AM

It should.

💬 ChristsRisen, Mar 9th at 2:49 AM

if exclusives are turned off in my save, will this work for any class? thx

💬 MazorNoob , Feb 10th at 6:50 PM

I can't reproduce this. I made a fresh world with the mod, teleported to the archives. Both the puzzle to open the door and the translocator work fine for me. Do you have any errors in game logs?

💬 Stahl, Feb 9th at 6:24 PM

Seems to prevent the doors from opening and the translocator from working in the Resonance Archives. Or at least they started working once I removed this mod.

💬 MazorNoob , Jan 28th at 5:59 PM

I haven't seen anything in the code that would make translocators ignore already generated chunks. They do have a minimum range, so maybe that's what you're seeing? No plans to add anything else to this mod, it does the one thing I want it to do.

💬 Brick, Jan 28th at 8:29 AM

MazorNoob Hello. I dunno how translocs work under the hood so I'm curious, can translocators move you into the already generated and explored chunks?  When playing on a multiplayer server, it seemed like new translocators would teleport me only somewhere where chunks werent generated yet.

P.s. Do you have any plans on adding player made translocators that can be paired using 1.20 story mode Rickety translocator model? With the requirement that you need to feed it with temporal gear for a # number of uses instead of 60 days cooldown.

💬 MazorNoob , Jan 27th at 6:34 PM

Fixed. In my defense, the code for translocator has an "activated" value that is set to false and true in various places, but it's completely ignored and instead "Activated" property is used, which is always true. Confusing.

Also: translocator exit position being offset by one relative to exit translocator is not this mod's bug. Unmodded game does that lately for some reason.

💬 MazorNoob , Jan 27th at 6:05 PM

Whoops. I'll work on a fix.

💬 Exitor, Jan 27th at 4:57 PM

Translocators repaired before installing the mod no longer teleport (just spin endlessly)

💬 Guimoute, Jan 26th at 3:15 AM

That's a lovely idea!

💬 IanDig, Jan 25th at 11:55 PM

Cool mod, you miight want to include a picture of the recipes though

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