Mods / Translocator Engineering Redux — break, make, link 'em

Category: #Technology
Author: SpearAndFang
Side: Both
Created: May 19th at 4:20 AM
Last modified: Oct 23rd at 2:40 PM
Downloads: 4137
Follow Unfollow 59

I reached out to Goxmeor a while back and he graciously agreed to let me revive this mod for 1.16 and beyond. Thanks Gox!

This mod enables the deconstruction, construction, and linking of Static Translocators.

To get started, you will need 3 steel ingots, 2 gold ingots, and 1 rough diamond.  To craft new Translocators with this mod, you will need to use the crowbar to destroy Translocators you find in the world, since it is not possible to craft or otherwise find some of the components.

All translocation is always two-way. 

The Crowbar


The crowbar can be smithed on an anvil, using a single steel ingot. Only steel is strong enough to make an effective crowbar. With the crowbar in hand, hold left click to pry a Static Translocatior apart.


Breaking Apart Translocators

Crowbars are not an exact science. Not all components are recovered when breaking apart a Translocator:

Quantity   Description Recovery Quantity/Chance
1 Gate Array 80%
1 Particulation Component 80%
1 Power Core always
1 Glass Slab always
4 Metal Parts 2-4
1 Coalescence Crystal 5-6 shards recovered, 6 shards are required to make a complete crystal


If you previously repaired the Translocator, you will also get back the 2 Metal Parts and any Temporal Gears you added. (However, if a Translocator was repaired with Temporal Gears by a non-Clockmaker before this mod was added, 1 fewer gears will be returned.)

If you crafted the Translocator, you will get back the extra 2 Metal Parts and 2 Temporal Gears you used in crafting it.


Using the Linker


The Linker can be used to connect two Translocators. Crafted Translocators can be linked immediately. Found Translocators will nee to be repaired first, before they can be linked.

There's no point in building and placing newly crafted Translocators without a Linker, because they won't go anywhere. Only the Translocators found in ruined structures are pre-linked to other Translocators.

The Linker crafting recipe includes a Gate Array (among other things, check the Handbook,) so at least one Translocator must be sacrified to craft it.

To use the Linker, right click on a Translocator, then right click it on a second Translocator. Both Translocators will become linked. If either Translocator was previously linked to another Translocator, those other Translocator(s) will become unlinked. An unlinked Translocator is still repaired, but requires linking before it can be used. All Translocation is two-way: there are never one-way Translocators.

The maximum distance a link can be made between two Translocators with the Linker is 8000 blocks. The lights on the front of the Linker provide a rough indicator of distance. As you travel away from the first Translocator you've synchronized the linker to, the lights will start to go out (1 light will go out for every 1000 blocks.) If you are holding a Linker which is synchronized to a Translocator which is farther away than 8000 blocks, all lights will go out and the panel will flicker, indicating that you are out of range.

After synchronizing your Linker to a Translocator, you can reset it by holding Sneak (shift) and right clicking.


New Translocators


Craft them and place them wherever you like. The recipe is in the handbook.

Crafted Translocators are fully repaired and ready to be linked: you will not need to add additional Metal Parts or additional Temporal Gears. They won't do anything until they are linked with the Linker.


Special Thanks

Thanks to CaptainOats for contributing artwork!

Version For Game version Downloads Release date Changelog Download
v1.3.0 1370 Oct 23rd at 2:40 PM Show
v1.2.0 1657 Jul 19th at 3:49 AM Show
v1.1.0 152 Jul 2nd at 4:34 AM Show
v1.0.0 958 May 19th at 4:21 AM Show

8 Comments (oldest first | newest first)

💬 SpearAndFang, Nov 6th at 3:55 PM

This: It becomes inactive and needs to be linked with the linker (or broken down)

💬 Tels, Nov 6th at 9:56 AM

Wonderful mod, having fun with it! 💯 Even Bricklayers will get compatibility for it :) Thank you!

One question: If you break apart an active translocator from a working (repaired vanilla) pair, what happens to the other end? Does it become just inactive again and needs to be linked with the linker (or broken down), or will it be in the unrepaired state and when you repair it, link to a random new TL?

💬 SpearAndFang, Jul 20th at 9:11 PM

Craluminum Maybe?  No?  I'm not interested in upgrading this mod - I'm only keeping it up-to-date for people who are looking for this functionality.

💬 Craluminum, Jul 20th at 4:49 PM

Can crowbar be stored against wall like every vanilla tool since v1.17.0-pre.4 update?

💬 SpearAndFang, Jul 15th at 2:24 PM

FYI: I tested this mod with v1.17.0-pre.4 and it's still working.  Use v1.2.0 for v1.17.0-pre.5

💬 OmegaHaxors, Jul 15th at 11:05 AM

Clockmakers being able to set up their own teleporters would have been an amazing use of the class. This is the next best thing.

💬 SpearAndFang, Jul 2nd at 4:35 AM

Updated for 1.17.x

💬 ThePionier, May 19th at 5:16 PM


Thank you!

(edit comment delete)