Mods / Translocator coaxing rod
Category:
#Technology
Author: MazorNoob
Side: Both
Created: 4 days ago
Last modified: 3 days ago
Downloads: 67
Follow Unfollow 11
Author: MazorNoob
Side: Both
Created: 4 days ago
Last modified: 3 days ago
Downloads: 67
Follow Unfollow 11
Latest file for 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 | 29 | 3 days ago | Show | transrod.zip | Install now | |
v0.1.0 | 38 | 4 days ago | Show | transrod.zip | Install now |
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