Mods / Translocator Relocator

Tags: #Magic #Technology
Author: Windows98
Side: Both
Created: Apr 8th at 4:16 PM
Last modified: Apr 8th at 11:31 PM
Downloads: 679
Follow Unfollow 48

Latest file for v1.20.4:
translocatorrelocator_1.0.1.zip 1-click install


Official Showcase:

Not to be confused with Translocator Locator.

Summary:


Translocator Relocator allows you to move translocators that you have repaired.

Once a translocator has been relocated, you can interact with it to set a key in the form of a 16 character code that will be used to link it to other translocators of the same key.

Why did i made this mod?:


The ability to teleport from one place to another is a must. Especially in a game as big as this one.

I miss being able to just go from one place to another without much limitation like in Minecraft where you can setup nether portal networks to fast travel.

Or like in Valheim where you can build portals and link them, which is the inspiration for this mod.

I originally thought that this is how repaired translocators worked but was very disappointed when i found out it just teleported you to some random location, which is what motivated me to make this mod.

Mechanics:


To obtain a translocator which can be linked, you first need to repair a broken one. As usual, they are found in undergound ruins.

Once you've repaired the translocator, you can break it using a steel pickaxe, the required tool tier is configurable. See "Technicalities" below.

It will drop a translocator which you can place anywhere.

After placing your newly acquired translocator, you can interact with it to set a key wich will be used to link it to other translocators of the same key.

The key can be changed at will, the translocator can be moved at will.

Once you set two translocator with the same key, just step onto the platform and feel your entire body getting deconstructed and reconstructed at the atomic level.

If more than two translocators share the same key, you will be teleported to one of them at random.

Nothing too complicated. It's not rocket science, it's just quantum science.

Technicalities:


Will generate a config file titled "TranslocatorRelocator.json" upon loading a world.

The config file will contain the following field:

 "staticTranslocatorRequiredMiningTier" is an integer (number) used to determine what is the minimum required tool level to break a repaired translocator. See this. Default value is 5 (steel).

 

The mod has a the following commands which are only used for debugging:

"translocatorrelocator" or the alias "tr" is the main command used to access subcommands.

"printalldata" or the alias "pad" prints all the relocated translocator data cached by the mod to the chat and the server-debug log file.
This data is what the mod saves and uses for the core functionality, e.g, linking translocators that aren't in loaded chunks.

"wipealldata" deletes all cached data. This should NEVER be used. It is used for debugging or clearing "broken" data in the slim chance that it does happen, so far, no known bug causes "broken" data.

Known Issues:


Very unlikely: If a user remove linkable translocators after uninstalling the mod and then reinstalls the mod, the mod is gonna think that there are still translocators where they were previously removed while the mod was uninstalled.
This can easily be fixed with the "wipealldata" command. But again, unlikely scenario.

Disclaimers:


While i am pretty sure that the mod is incapable of breaking your world. You should do a back up before installing it, just like with any other relatively complex mods.
I really don't think this mod has the ability break your world but i don't want to be held responsible. Just back it up.


Mod was made and tested in 1.20.4 but should work fine in future or past versions. Let me know if this mod doesn't work in future versions, or confirm that it does work, so i can add the tags, thanks!

 

https://moddbcdn.vintagestory.at/translocator_mod_lol_fee82a6dc1e4f64a5a5c6aa1f70710e0.png

 

Includes translation for English, French and Spanish. I am open to add more translations if someone provides the lang files.


Feel free to post any issues you might experience as a result from using this mod. 🤙

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.1 641 Apr 8th at 11:31 PM Show translocatorrelocator_1.0.1.zip Install now
v1.0.0 38 Apr 8th at 4:20 PM Show translocatorrelocator_1.0.0.zip Install now

28 Comments (oldest first | newest first)

💬 Windows98 , 6 hours ago

Coaltrain0 No idea. Only one way to find out!

💬 Coaltrain0, 10 hours ago

Does this mod still work in 1.19?

💬 Windows98 , 6 days ago

AnnaBaelfire There is currently no limited distance to which the modded translocator can teleport you. You can in fact, go from the north pole to the south pole in one go.

💬 AnnaBaelfire, 6 days ago

Is there a set distance that this can teleport you or can I travel on foot to the equator with one in hand and teleport back to spawn 10s of thousands of blocks away?

💬 Windows98 , 6 days ago

quihyr It absolutely works in already created worlds for all existing translocators, in a server or singleplayer. And i'm guessing it also works in newer versions because i haven't heard anyone reporting it does not.

💬 quihyr, 6 days ago

Does this mod work in an already created world on a server? (1.20.7) And would we be able to break and use already repaired (vanilla) translocators? 

💬 DilanRona, Apr 12th at 2:04 PM

Except that I need that feature for a transporter room I want to make for a project, and having a dedicated name for each transporter would make things easier for me. Without it its going to make it more complicated, and its not going to come out the way I want. And I do not want to have to rely on ladders for the entire project either. Cause that is what I will end up being stuck with.

💬 Windows98 , Apr 12th at 12:46 PM

DilanRona

Thanks for the idea but i'm afraid this feature will not be implemented.

I would rather avoid adding extra complexity to a mod which already works exactly the way i want.

💬 DilanRona, Apr 12th at 8:07 AM

Will my feature request be possible? Your mod will be perfect for a possible megabuild I want to try and do.

💬 Qiayeb, Apr 10th at 12:28 PM

it looks like NMS,i will have try this mod

💬 DUCATISLO, Apr 9th at 2:56 PM

gg

💬 Windows98 , Apr 9th at 1:50 PM

DilanRona This isn't a bug. After you've picked up a repaired Static Translocator, you can place it and remove it without restriction, because it's yours. Just like a Quern or Anvil, a pickaxe would simply make the process faster.

💬 DilanRona, Apr 9th at 1:32 PM

Ok, this is a bug report. I noticed with TE-R removed, I can break a translocator from your mod with a steel pickaxe just fine. But I can also break it with no steel pickaxes in my hand or inventory as well with just my bare hands.

Also I have a feature request. When interacting with your translocator, I want to have two fields on the translocators when interacting with them. I would like to be able to set the name of that translocator on the first field, and on a second field specify the name of the translocator I want to go to. Once at the destination, the two can remain linked, but it will be better to have the second field blank again. The first field is kept as is till changed manually.

💬 DilanRona, Apr 9th at 1:17 PM

Well at least they both do work together, even if they cannot be broken. Will just take that into account when placing a translocator, and which version I choose. I'll talk to the dev of TE-R, and see if something can be coded with the crowbar to break the translocators.

💬 Windows98 , Apr 9th at 12:39 PM

DilanRona

The way my mod works to enable the breaking of Static Translocator is by code patching the "OnBlockBroken" method using Harmony along with json patching the BlockType Json to set the resistance and tool tier.

The reason why a Harmony Patch is needed is because the block class of the Static Translocator is hard coded to NOT be breakable at all by a survival player, it can only be boken by a creative players.

 

The way Translocator Engineering does it is by completely replacing all Static Translocator class with their own custom class, thus overriding some of the functionality of my mod.

 

I don't think it is worth anyones time to attempt to make both work with each other as they are not meant to and have mutually redundant features.

The only real solution to using either mods with all their features fully functional as intended is to just use either ones, not both.

 

edit: The actual point of "it's not worth anyones time" is because for both mods to be fully functional with each other would require having either of the mods take the other one into account at the code level which would add extra complexity which is unnecessary due to the redundancy of the features.

💬 DilanRona, Apr 9th at 3:52 AM

Ok, TE-R and and TRr doesnt interfere with either ones operation. But I did notice that while both is active, I cannot break a repaired translocator with a steel pickaxe (as per your mod), and I cannot pry apart a repaired translocator using a crowbar, as per TE-R. So from my point of view, its a good thing I havent officially published my mod yet.

 

How does your mod work with breaking a translocator so it drops as an item? And if possible, can we have this discussion via the forums, so I can have both you and the dev of TE-R online?

💬 DilanRona, Apr 9th at 2:26 AM

Published a draft copy online for recipe support for your mod.

💬 Windows98 , Apr 9th at 12:58 AM

DilanRona Good to hear!

💬 DilanRona, Apr 9th at 12:31 AM

Ok, I took a look at Translocator Engineering, and your mod. And I noticed your mod has translocators that is distinctly different to that of the vanilla translocators (that Translocator Engineering uses). So much so that they are essentially two different transporters, and can operate on two seperate bands. Thus will not interfere with each other. In fact, I added a recipe for making your version of the translocator, to cover cases where a steel pickaxe cannot break a repaired translocater, giving you the oportunity to create a new one, or even extras as needed.

 

Both are currently installed on my end, both works great on their own with no interference with each other.

💬 Windows98 , Apr 8th at 7:02 PM

DilanRona

If you really wish to use my mod. May i suggest you go in creative mod and removing Translocators added by Translocator Engineering.

You could then uninstall it and install my mod and place my Translocator instead, you can find it in the creative menu, just search for "Translocator" and you'll find it somewhere, it's gonna have my mod tag on it.

Just an idea. Tho it might be wise to backup your world first, i don't know if Translocator Engineering is safe to uninstall.

💬 DilanRona, Apr 8th at 6:49 PM

will try yours on the next playthrough then. what a pity though, the translocator interaction, and key system would have been a great addition.

💬 Windows98 , Apr 8th at 5:52 PM

DilanRona Translocator Engineering and my mod are NOT compatible as i mentioned previously. You also do not need both mods as their features are redundant.

💬 DilanRona, Apr 8th at 5:46 PM

Ok, found two more broken translocators. Repaired both with the mod installed, cannot break either one. Might be translocator engineering (doubt it), could be Toolsmith as well (Changes the tools).

💬 Windows98 , Apr 8th at 5:31 PM

DilanRona Don't know how Translocator Engineering works but i am 100% sure that it interferes with my mod. Do not use both at the same time as they have mutually reduntant features. Just use the one you prefer between the two. 

💬 DilanRona, Apr 8th at 5:28 PM

Well it was a repaired translocator, then again it was repaired before the mod was installed. Also I got Translocator Engineering (https://mods.vintagestory.at/translocatorengineeringredux) installed.

💬 Windows98 , Apr 8th at 5:21 PM

DilanRona Wait, have you repaired the Translocator before trying to break it? You can only break and move Repaired Translocators.

💬 Windows98 , Apr 8th at 5:14 PM

DilanRona

Thanks for the bug report.

Currently attempting to reproduce but unable.

In the mean time, are you using any mods that can intefere with the json patch, e.g., mods that patch the Static Translocator?

💬 DilanRona, Apr 8th at 5:07 PM

Will not let me break the translocator, used a steel pickaxe on it. Any attempt to break it will not allow the translocator to break below 17% resistance.

 (edit comment delete)