Mods / Translocator Relocator

Tags: #Magic #Technology
Author: Windows98
Side: Both
Created: Apr 8th at 4:16 PM
Last modified: Jul 3rd at 2:16 PM
Downloads: 3642
Follow Unfollow 116

Recommended download (for Vintage Story 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
translocatorrelocator_1.0.2.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 should be located in your "ModConfig" folder located next to your "Mods" folder.

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:


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.

Big thanks to Hube02 for the Polish translation!

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

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.2
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
537 Jul 3rd at 2:16 PM translocatorrelocator_1.0.2.zip 1-click install

[Lang] Added Polish translation. Thanks Hube02 ❤️

1.0.1
1.20.5 - 1.20.7 1.20.8 - 1.20.10
3054 Apr 8th at 11:31 PM translocatorrelocator_1.0.1.zip 1-click install

[Fixed] Being able to break the Translocator before it was fully repaired

1.0.0 51 Apr 8th at 4:20 PM translocatorrelocator_1.0.0.zip 1-click install

Initial release


63 Comments (oldest first | newest first)

💬 Windows98 , 5 days ago

Setej All good! Thanks for the feedback!

💬 Setej, 5 days ago

Windows98 Okay, I manually installed the newest version and now everything is definitely working.

I had originally updated to the new version with the help of the Version Checker mod, and then for my testing I didn't try completely closing down the launcher between versions, but just changed which file was in the mods folder and then reloaded mods from within the game. Note to self: if mods are having issues, turn off everything Vintage Story and then turn it back on again xD

Thank you so much for looking into things for me on your end. I felt like I was losing my mind a little, because, yeah, just adding a Polish translation absolutely should not have broken everything xD

💬 Windows98 , 5 days ago

Setej

I just did some testing and was unable to reproduce the issue you described.

With 1.0.1 installed, I placed down some translocators and linked them.
I then closed the game and updated the mod from .1 to .2 and reloaded my world.
The translocators were still there and functional.

Are you sure you properly installed 1.0.2?
The issue you described sounds like the mod hasn't been installed at all.
Also, what game version are you playing in?

💬 Windows98 , 5 days ago

Setej Really? That's strange. The only difference between 1.0.2 and 1.0.1 is the addition of the Polish translation. I'll have to investigate, thanks for the report!

💬 Setej, 5 days ago

I had to go back to version 1.0.1 because the latest version is broken somehow. When the world loads, it says it has to remove the relocated translocator, and where the translocator was is a block with a missing texture. When I go into creative mode, I can place down a broken translocator and repair it, but the translocator can't then be broken (and doesn't show what tool tier can break it). 

Going back to 1.0.1, btw, meant that I had to break and replace the translocator and relink it, but otherwise it was fine

💬 Windows98 , Jul 2nd at 3:54 PM

Hube02 Thanks a lot. I'll try to add it when i have time!

💬 Windows98 , Jul 2nd at 3:50 PM

hardware_despair

Thanks for the feedback and kind words.

Though i would be really suprised if this issue was caused by this mod. All this mod does is create "networks" of translocator according to the keys that are inputted into said translocators. When a player steps onto a translocator, it requests data from the "networks" that contains information that allows the translocator to know where to teleport that player. Having more than two translocator on the same "network" simply return a random location between all available teleporting locations.

It uses built-in, vanilla functions to actually perfom the teleportation so i'd be suprised if this mod was the cause of the translocator and the boat being lost.

From what you told me, it sounds more like a syncing issue between the server and client. Mainly because of the log message "Client playername tried to place a block but rejected because the client hand is empty" and the fact that the chunk was reverted back to it's original state (which caused the boat and translocator to appear to have been destroyed).

But this is just a theory and I could be wrong.

To fix the issue of the ghost translocator you have two options, the one I'd recommend would be to find it's exact location. You can do that by running the command "/tr pad" which will print in the chat all the locations and keys of all translocator in your world or by using a translocator to teleport to it. Once you've located it's exact location, simply place a translocator there and remove it. This should in theory send the signal to the network that the translocator at this location has been removed and you should no longer be able to teleport there.

The other method would be to remove all translocator you have placed in your world and run the command "/tr wipealldata". This will effectively wipe all the translocator data in your world to a fresh state. But I really recomand the first method.

In hindsight, I should have added a command to remove the data of individual translocators.

The reason there was "ghost translocator" is because it's information in the network is usually removed when that translocator is removed. Since it was removed in a very abnormal way, it never sent a signal to the network that it has been removed.

💬 Hube02, Jul 2nd at 12:26 AM

Hey, I've created lang file for polish language. Didn't know how to share it with you so i uploaded it here. Love the mod!

💬 hardware_despair, Jul 1st at 8:17 PM

Is it possible that linking several (more than 2 or 3) tranlocators to the same Key Code could cause issues? I run a multiplayer server, and a member lost their boat when they placed a translocator near it, then teleported home briefly, teleported back, and the boat, along with the translocator itself, had vanished. When they told me I linked an extra TL that I had to their Key Code and I teleported to their location, but there was no TL at the spot. Just an empty block and no way to get back.
When I looked into the server's log, this was the only message that caught my eye (granted, I'm no expert at reading these logs): "[Server Notification] Client playername tried to place a block but rejected because the client hand is empty"

When I asked them how many TLs were linked to the code they were using, I believe they said 3 or more. That was my only real clue as to what would cause the boat and TL to disappear. I think the server reloaded the chunk or chunks around the player and caused the disappearance.

I'm curious about any insights you could bring to this, and maybe help me rule out your mod.
BTW, I love your Translocator Relocator mod and since discovering it, I install it in all my worlds!

Thanks for reading and thanks for all your hard work!


💬 Windows98 , May 18th at 4:02 PM

OtterSpace

The config file should be located inside of the "ModConfig" folder which is located in your Vintage Story Data folder, right next to your "Mods" folder.

Also, yes that would be totally possible. I'll try to keep that idea in mind when I get around to updating this mod.

💬 OtterSpace, May 18th at 2:29 PM

I'm not finding the config file "TranslocatorRelocator.json" after loading my world. I've also reloaded Vintage Story completely and re-entered my world. Should it be in the first file area after clicking the mod in the file location?

 

Also suggestion: would it be possible to make this an in-game command to change the tier tool and just reload the world after entering this command?

💬 Windows98 , May 16th at 12:46 PM

XArek

That sounds like a weird bug. I'm thinking this might also occur with vanilla translocators since the modded translocator borrows a lot of code from them.

I'd have to test and see for myself tho I might not try to fix since it doesn't really sounds like something that is likely to occur during normal gameplay.

In any case, thanks a lot for the feedback!

💬 XArek, May 16th at 6:43 AM

Hi, i'm back and everything it's fine when i find the issue, when you change for /gm 3 and back, /gm 1 you will have problem with teleport, but when you go for /gm 2 and back /gm 1 then it's fixed. :)

💬 Windows98 , May 11th at 5:47 PM

XArek

Did some further testing, I tried repairing, breaking, placing and linking translocators and everthing seems functional. I didn't had to restart my game or anything.

It seems the issue you are experiencing might have something to do with your installation as the mod appears to work fine on his own.

Could you provide a list of all the mods you have currently installed? This will help me pinpoint the source of the problem.

💬 XArek, May 11th at 5:06 PM

i don't really know, i tested it now and it's working but when i find new translocator and brake it, it's going to stop working even if translocator standing on original position, and i need to restart game then it's gonna work again

 

💬 Windows98 , May 11th at 4:36 PM

XArek

I can't seem to reproduce the issue you described on my end.

I am testing in 1.20.10, I can teleport back and forth from one teleporter to another without any problems whatsoever.

Could you try providing more detailed information on how and what goes wrong?

Are you using any mods that may interfere with this one?

💬 Windows98 , May 11th at 4:09 PM

XArek Thanks, Imma look into it.

💬 XArek, May 11th at 3:43 PM

1.20.10 always newest 

💬 Windows98 , May 11th at 2:08 PM

XArek

What game version are you using?

💬 XArek, May 11th at 11:38 AM

i Have a problem with that mod i can only teleport one time and when i walk again it don't works i don't really know why ;(

 

💬 Windows98 , May 10th at 3:49 PM

PrismaticPlat No problems at all. Thanks for the feedback!

💬 PrismaticPlat, May 10th at 2:20 PM

@Windows98 Sorry for the very late response I didn't get a chance to test again until today. This was due to me trying to interact with the translocator while having something in my hand, once I used an empty and and did shift+right-click the window shows up.

 

Thanks again for the great mod!

💬 Windows98 , May 4th at 3:35 PM

PrismaticPlat

No, you do not need two translocators in order to get the key editing window to appear

Once you've placed a translocator, right click it and you should see a little window appear on the right side of your screen, located right underneath the minimap.

Please, let me know if that doesn't work and I'll look into it.

💬 PrismaticPlat, May 4th at 3:00 PM

Hello, great mod but I am running into an issue. Everything seems to work fine except after I take the fixed translocator and place it, I cannot seem to get an interaction window to appear. I don't see any errors in the logs.

 

Do I need to have placed two different fixed translocators for this to work?

 

Thanks!

 

💬 Windows98 , May 2nd at 7:47 PM

SenorSap Do you have Translocator Engineering installed?

💬 SenorSap, May 2nd at 7:25 PM

Is there any reason why my translocator won't break at all? (Stops at 17% resistance) It is repaired fully and functional and I am using a steel pickaxe to try to break it.  Do i need to unlink it or something?

💬 Tegotia, May 1st at 4:56 PM

Windows98 That makes sense, thank you!

💬 Windows98 , May 1st at 3:21 PM

Tegotia

Yes, you do need to break and place a repaired translocator before you can link it.

Theres many reasons why i decided to make it so.

Most notably, to not modify vanilla translocator too much as to not break the functionalities of translocators found in story locations, which are vital in advancing in the main story.

The other reason is to keep the vanilla functionality of static translocator, so they can still be used as random location teleporter.

You can always reduce the required tool level for breaking translocators by changing the "staticTranslocatorRequiredMiningTier" value in the config file.

💬 Tegotia, May 1st at 3:13 PM

If you repair a translocator, do you need to pick it up before you can link it using the code, or can you interact with it as soon as it's repaired? Wondering if installing this mod would let me link up a couple of translocators I found even though I'm quite far from having a steel pickaxe.

💬 Windows98 , Apr 27th at 2:27 PM

Wahazar It would be totally possible. When or if I get around to updating this mod, this will be on the feature list along with optional maximum teleporting distance.

💬 Wahazar, Apr 27th at 11:41 AM

Is it possible to add setting for class trait requirement to disassemble translocator? For example clockmaker?

💬 Beedy, Apr 24th at 11:51 AM

Simple and makes sense. Thank you for not over complicating the mechanics.

💬 Coaltrain0, Apr 23rd at 3:49 PM

All goods thanks for responding to me anyway.

💬 Windows98 , Apr 22nd at 1:40 PM

Coaltrain0

Sorry but I don't know about that. I didn't set any game version dependencies.

I also only started modding the game since 1.20.4 so maybe there's something in 1.19 that changed since which I don't know about.

In any case, I will not support older versions.

💬 Coaltrain0, Apr 22nd at 12:05 PM

Unfortunatley i tried downloading this on my 1.19 save Windows98 and it has the "not correct version popup" in the mod menu before i even load into game so 🤷‍♂️

 

💬 Windows98 , Apr 21st at 2:45 PM

Coaltrain0 No idea. Only one way to find out!

💬 Coaltrain0, Apr 21st at 11:22 AM

Does this mod still work in 1.19?

💬 Windows98 , Apr 15th at 5:45 PM

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, Apr 15th at 4:29 PM

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 , Apr 15th at 12:31 PM

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, Apr 15th at 10:47 AM

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)