
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
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Latest release (for outdated Vintage Story v1.20.3):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 |
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.
I've been using cupronickel coaxing rods and they seem to not be consumed after use. Is this intended? Seems busted.
It should.
if exclusives are turned off in my save, will this work for any class? thx
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?
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.
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.
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.
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.
Whoops. I'll work on a fix.
Translocators repaired before installing the mod no longer teleport (just spin endlessly)
That's a lovely idea!
Cool mod, you miight want to include a picture of the recipes though