Mods / EZ Translocators

Tags:
QoL Simplification Travel & Exploration Map Transportation Simplicity Teleport Location
Author:
Nicodemus
Side:
Both
Created:
Jul 30th at 12:06 AM
Last modified:
Sep 30th at 6:16 AM
Downloads:
1964
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
EZTranslocators_1.1.0.zip  1-click install

Break repaired translocators and place them wherever you want!

By default, you'll need at least an iron pickaxe to break a repaired static translocator in order to pick it up. (Pickaxe tier needed can be changed in ModConfig)
To place a 'Shifted Translocator', just "Sneak+Right click."
Placed translocators can be broken by hand.

Place at least 2 'Shifted Translocators' in the world, stand on one, your map will open and display your other 'Shifted Translocators' in cyan, that will flash. Then, simply left click on one of them to teleport.
Newly placed translocators take 12 in-game hours to come online, even for their "owner". (Can be toggled off in ModConfig by setting "RequireOnlineDelay" to "false")

Multiplayer:
- Names of the "owners" of Shifted Translocators are displayed on the map when hover over with the mouse.
- Pressing "Run+Right click" on one of your placed translocators will display a window allowing you to choose whether or not to set it to "Personal use."
- Shifted Translocators not set to "Personal use" will flash green for all other players standing on one of their translocators or on another translocator not set to "Personal use."
- Translocators of other players set to "Personal use" will flash red.

By default, placed Shifted Translocators are set to "Personal use."

Translocators of other players set to "Personal use" can be hidden on the map by setting "ShowOtherPersonalTranslocators" to "false" in ModConfig.

Shifted Translocators are blocks that can teleport, but they are still just blocks: they can be broken by other players if they are not claimed.

As long as they aren't broken, repaired static translocators continue to function the same way.
If a linked static translocator's partner has been broken (turned into a Shifted Translocator), and a player steps on the remaining one, a red message is displayed, saying "The arrival translocator was broken!"
_____________________________________

Leave a “Thx” to support this mod if you like it!


Tips: Interested in an in-game mod updater...? ➡️ Launcher Mod Updater 😉
My mods.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 eztranslocators
1.22.0 - 1.22.7
219 Sep 30th at 6:16 AM EZTranslocators_1.1.0.zip 1-click install

Fixed: huge bug which forced players to place several Shifted Translocators first to be able to use translocators in "free use" mode.

1.0.11 eztranslocators
1.22.0 - 1.22.6
907 Aug 8th at 4:31 AM EZTranslocators_1.0.11.zip 1-click install

Shifted Translocators should now reliably remember their personal-use/public setting across sessions (solo worlds and servers).
Translocators placed before this update will need to be broken and re-placed once.

1.0.10 eztranslocators
1.22.0 - 1.22.6
47 Aug 7th at 11:39 PM EZTranslocators_1.0.10.zip 1-click install

Fixed: translocator ownership and personal-use settings are now stored in a save format that survives server restarts reliably.
Note: this is a one-time data format change — after updating, each translocator's personal-use setting may need to be re-toggled once.

1.0.9 eztranslocators
1.22.0 - 1.22.6
42 Aug 7th at 7:08 PM EZTranslocators_1.0.9.zip 1-click install

The "not yet calibrated" message now shows the actual remaining time.

1.0.8 eztranslocators
1.22.0 - 1.22.6
94 Aug 6th at 4:59 PM EZTranslocators_1.0.8.zip 1-click install

- Added a "RequireOnlineDelay" config option in ModConfig to toggle the 12-hour placement delay on or off (on by default).
- If "Block interaction help" is enabled, it now shows the [Sprint] + right-click hint for opening personal use settings when looking at your own Shifted Translocators.

1.0.7 eztranslocators
1.22.0 - 1.22.6
27 Aug 6th at 2:51 PM EZTranslocators_1.0.7.zip 1-click install

Fixed:
- Lore-related teleportations.
- A translocator's personal-use setting is now tracked in a single, consistent place, so it no longer randomly reverts for other players.
Added:
- Newly placed translocators take 12 in-game hours to come online, even for their owner.

1.0.6 eztranslocators
1.22.0 - 1.22.6
166 Aug 2nd at 10:27 PM EZTranslocators_1.0.6.zip 1-click install

- No longer any risk of a broken static translocator being regenerated. 
- Red error messages now display correctly..
- Minor fixes.

1.0.5 eztranslocators
1.22.0 - 1.22.6
87 Aug 2nd at 11:29 AM EZTranslocators_1.0.5.zip 1-click install

Fixed: Hovering over the marker now displays the actual height in the world, instead of the height relative to the spawn point.

1.0.4 eztranslocators
1.22.0 - 1.22.6
24 Aug 2nd at 10:43 AM EZTranslocators_1.0.4.zip 1-click install

- Map marker hover now shows the translocator's coordinates and owner name, colored to match the marker (cyan/green/red).
- Fixed: clicking or hovering overlapping markers at the map edge now selects the closest translocator instead of the farthest.

1.0.3 eztranslocators
1.22.0 - 1.22.5
159 Jul 31st at 7:40 AM EZTranslocators_1.0.3.zip 1-click install

Stepping onto another player's 'Shifted Translocator' set to "Personal use" now shows a red message, "This translocator is for personal use only.", for as long as you stand on it.

1.0.2 eztranslocators
1.22.0 - 1.22.5
98 Jul 30th at 12:31 PM EZTranslocators_1.0.2.zip 1-click install

Added detection for the case where a linked static translocator's partner has been broken (turned into a 'Shifted Translocator'): stepping on the remaining one no longer starts the warmup animation/sound or teleports you, it just shows a red message, "The arrival translocator was broken!", for as long as you stand on it.

1.0.1 eztranslocators
1.22.0 - 1.22.5
21 Jul 30th at 11:08 AM EZTranslocators_1.0.1.zip 1-click install

Names of the owners of 'Shifted Translocators' are now displayed on the map when hover over with the mouse.

1.0.0 eztranslocators
1.22.0 - 1.22.5
73 Jul 30th at 12:08 AM EZTranslocators_1.0.0.zip 1-click install

1st release.

Disclaimer

By downloading a mod you consent to our Terms of Use.

We tell you this specifically because we want to make sure you are aware that we cannot validate every mod, and you are responsible for any damages you might incur by installing or loading mods.

This prompt will not be shown to you again (for the current browser session) if you proceed.


39 Comments (oldest first | newest first) (threaded | flat)

JorisTheB, Sep 19th at 8:07 PM

can you make it so that, evryone can use transporter? not if you havent placed 2 yourself???

Nicodemus , Sep 21st at 7:27 AM (modified Sep 21st at 7:31 AM)
@JorisTheB: can you make it so that, evryone can use transporter? not if you havent placed 2 yourself???

You already can. 

- Pressing "Run+Right click" on one of your placed translocators will display a window allowing you to choose whether or not to set it to "Personal use."
- Shifted Translocators not set to "Personal use" will flash green for all other players standing on one of their translocators or on another translocator not set to "Personal use."
- Translocators of other players set to "Personal use" will flash red.

If it's not what you meant, explain more pls.

JorisTheB, Sep 22nd at 8:20 PM
@Nicodemus: You already can. - Pressing "Run+Right click" on one of your placed translocators will display a window allowing you to choose whether or not to set it to "Personal use."- Shifted Translocators not set to "Personal use" will flash green for all other play

We have encounter that peapol that did not place translocators cannot use them, they first need to place 2 transporters them self before they can either use there own or other transporters.
The private/not private systems works as intended. sorry if my first explanation was a bit wonky i try to make it as clear as possiable, i realy love the mod tho and i think its elegant and simple and we use it with a lot of love on our server :)

lonegamedev, Sep 1st at 5:50 PM

It really needs config option to make public first, or at least make translocator persist this flag. I'm playing with a friend, and forgetting to make it public is a constant issue.

Nicodemus , Sep 5th at 9:21 AM (modified Sep 5th at 9:28 AM)
@lonegamedev: It really needs config option to make public first, or at least make translocator persist this flag. I'm playing with a friend, and forgetting to make it public is a constant issue.

This could be phrased differently, but I see what I can do.

Edit: "make translocator persist this flag" Wait you mean it's still bugged? Sorry about that. I'll look into it again. But before, I need to be sure you're playing with the latest version (1.0.11). 

TheKoboldHero, Aug 6th at 4:46 AM

Seem to be running into an issue where players cannot see translocators placed by other players, from translocators placed by a different player. As if they are on separate 'networks'? Is this intended?

TheKoboldHero, Aug 6th at 5:04 AM
@TheKoboldHero: Seem to be running into an issue where players cannot see translocators placed by other players, from translocators placed by a different player. As if they are on separate 'networks'? Is this intended?

Update: It seems that some translocators "forget" their 'personal use' setting and need to be re-toggled in order to be accessible to other players... 

Maybe as a stopgap, could there be an option to have newly placed translocators default to everyone being able to see/use them?

remid, Aug 6th at 6:15 AM
@TheKoboldHero: Update: It seems that some translocators "forget" their 'personal use' setting and need to be re-toggled in order to be accessible to other players... Maybe as a stopgap, could there be an option to have newly placed translocators default to everyone bein

I edited the mod to make public use the default and it seemed to fix this issue. I also added a little thing where it takes one in-game day for the transporter to go online to dissuade players from taking one in their inventory to escape a bad situation easily. This mod is amazing though. A great simple solution to the problem of people not feeling like they can split up in a multiplayer server.

Nicodemus , Aug 6th at 2:51 PM
@remid: I edited the mod to make public use the default and it seemed to fix this issue. I also added a little thing where it takes one in-game day for the transporter to go online to dissuade players from taking one in their inventory to escape a bad situation e

Thank you for pointing out this bug TheKoboldHero. It should be fixed now.
And thanks for the suggestion remid. I've added it. However, I've reduced it to 12 in-game hours, since 48 minutes IRL doesn't seem necessary in urgent situations. 

remid, Aug 6th at 3:10 PM (modified Aug 6th at 3:17 PM)
@Nicodemus: Thank you for pointing out this bug TheKoboldHero. It should be fixed now.And thanks for the suggestion remid. I've added it. However, I've reduced it to 12 in-game hours, since 48 minutes IRL doesn't seem necessary in urgent situations.

Wow, thank you so much! Now I don't have to use my janky version.

Would it be possible to make the wait a thing in the config for people that want it right away? I wouldn't personally use it, but I think some people will miss how it worked before. Also, I would love a way to change the default use of the translocators to public. It would be useful for my server where everyone is friends and don't really want private teleporters anyway (and some of them are unaware of the sprint+right click feature).

Mulciber, Aug 6th at 3:58 PM
@remid: Wow, thank you so much! Now I don't have to use my janky version. Would it be possible to make the wait a thing in the config for people that want it right away? I wouldn't personally use it, but I think some people will miss how it worked before. Also, I

I appreciate the mod and the updates, but yeah, as someone who plays single player, if I schlep a TL a couple thousand blocks to a new spot, why do I need to wait 12 hours for it to work?  I would like to be able to turn that off.

Nicodemus , Aug 6th at 4:20 PM (modified Aug 6th at 6:17 PM)
@remid: Wow, thank you so much! Now I don't have to use my janky version. Would it be possible to make the wait a thing in the config for people that want it right away? I wouldn't personally use it, but I think some people will miss how it worked before. Also, I

I'll add the option for the wait in the ModConfig.
Regarding the default use for translocators set to “personal/public”, I won't change that sorry, since, at the end of the day, everyone does what they want with their translocators, and not the other way around.
But at least I'll add the display of the info for the “Personal use” panel when “Block interaction help” is enabled.

remid, Aug 7th at 5:35 PM
@Nicodemus: I'll add the option for the wait in the ModConfig.Regarding the default use for translocators set to “personal/public”, I won't change that sorry, since, at the end of the day, everyone does what they want with their translocators, and not the other way a

I understand the design decision to make it personal use first, and it really isn't a big deal that it is that way now with the tooltip, but if you ever reconsider the addition of a public-first toggle, I would be so exeptionally appreciative. I can't seem to make the modifications to it that I want now and having personal use at all is antithetical to the use case on my server.

 

Also, one thing that would be nice is to have a visual indicator/timer for how long the teleporter will take to be linked, as now it is a bit vague. I plan on simply changing the text so it spells out the time it takes, but that seems a bit inelegant.

 

Apologies for all my requests! I just see this mod as super integral and selfishly want it to be as intuitive as possible for users on my server.

 

Thanks again for the mod! :)

Nicodemus , Aug 7th at 7:17 PM
@remid: I understand the design decision to make it personal use first, and it really isn't a big deal that it is that way now with the tooltip, but if you ever reconsider the addition of a public-first toggle, I would be so exeptionally appreciative. I can't see

No sorry, I won't even add a toggle, because my mod is for all players in the first place. Server owners shouldn't need an option that makes this decision for them.

But your idea about the timer is very good, I added it. Thanks.

remid, Aug 7th at 8:28 PM
@Nicodemus: No sorry, I won't even add a toggle, because my mod is for all players in the first place. Server owners shouldn't need an option that makes this decision for them.But your idea about the timer is very good, I added it. Thanks.

Hopefully I will learn enough about VS modding to add that toggle one day but with the tooltip I think it will work out just fine. We have a unique situation where the server owners are the players and none of us want to OP ourselves to build server transporters, but I understand that usually isn't the case.

 

Thanks for adding the timer! That will help a lot!!!!

Nicodemus , Aug 7th at 11:05 PM (modified Aug 7th at 11:19 PM)
@remid: Hopefully I will learn enough about VS modding to add that toggle one day but with the tooltip I think it will work out just fine. We have a unique situation where the server owners are the players and none of us want to OP ourselves to build server trans

?

Well actually you don't need to OP yourself to build them: just bring enough Shifted Translocators, claim them, and set them to public use.

Edit: my bad, I think I understand your answer now. Too bad you don't want to deal with the admin part, because you could configure a message in the chat for all players—visible as soon as they join the server—explaining how to set the translocators to public use ^^

remid, Aug 7th at 11:13 PM
@Nicodemus: ?Well actually you don't need to OP yourself to build them: just bring enough Shifted Translocators, claim them, and set them to public use.Edit: my bad, I think I understand your answer now. Too bad you don't want to deal with the admin part, because you

Oh, that's not what I meant! I meant I don't want to have to use other teleporter mods that need OP permissions. 

Also, bug report: on server restart, all translocators default to personal use.

remid, Aug 8th at 12:38 AM (modified Aug 8th at 12:43 AM)
@Nicodemus: OK, and the bug should be fixed with the last release. Thanks for pointing that out.

It doesn't seem fixed. It still resets to personal on server reboot.

 

EDIT: and even after they are set to non personal use they don't work for other players edit: (nvm that was on my end)

Nicodemus , Aug 8th at 2:26 PM
@remid: It doesn't seem fixed. It still resets to personal on server reboot. EDIT: and even after they are set to non personal use they don't work for other players edit: (nvm that was on my end)

Was late when I finished and I forgot to reply here sorry. It should be fixed now. Thanks again for keeping me informed.

TheKoboldHero, Aug 4th at 4:48 AM

This is EXTREMELY convinient and I think, at least personally, quite well balanced. The fact that you can't make more and HAVE to sacrifice ones you find in the world for your personal use is a fantastic limiting factor.

Tulladar, Aug 1st at 4:53 PM

I wanted to make something simple like this for single player. Do you know if this is compatible with the other Transloctor mods? 

And are you able to add a UI window where you could save and select the waypoints? This was basically the only feature i was going to attempt to add that you didnt. 

Nicodemus , Aug 1st at 9:11 PM
@Tulladar: I wanted to make something simple like this for single player. Do you know if this is compatible with the other Transloctor mods? And are you able to add a UI window where you could save and select the waypoints? This was basically the only feature i was

I don't use other translocator mods, so I don't know if mine is compatible.

About your 2nd question, I'm not sure I understand: what would be the point of adding another window when you already have the map with the translocators?

Tulladar, Aug 2nd at 4:12 AM (modified Aug 2nd at 5:59 AM)
@Nicodemus: I don't use other translocator mods, so I don't know if mine is compatible.About your 2nd question, I'm not sure I understand: what would be the point of adding another window when you already have the map with the translocators?

If you go in a straight line and place them. You cant tell which one is which as they stack unless you scroll to them on the map. 

So I play map portal roulette since they are so close the same Axis on the map unless I scroll to it. 


I thought going north to make an arctic cellar placing them on the way as a "good idea". It was in fact not. 

Mainly for dipshits like myself for "ease" when I make poor choices learning. 

Like an arctic cellar might in fact not be worth it at all. But does seem to make the butchering mod corpses last 30 days? 

Nicodemus , Aug 2nd at 10:52 AM (modified Aug 2nd at 11:53 AM)
@Tulladar: If you go in a straight line and place them. You cant tell which one is which as they stack unless you scroll to them on the map. So I play map portal roulette since they are so close the same Axis on the map unless I scroll to it. I thought going north t

I made these changes which might help:

- Map marker hover now shows the translocator's coordinates and owner name, colored to match the marker (cyan/green/red).
- Fixed: clicking or hovering overlapping markers at the map edge now selects the closest translocator instead of the farthest.

I'd rather not add another layer with another window, because of the “ez” aspect.

Hlatogen, Jul 30th at 11:19 PM

Some error when started server

Crash Report
31.7.2026 01:13:51 [Error] [survival] An exception was thrown when trying to start the mod:
31.7.2026 01:13:51 [Error] [survival] Exception: Object reference not set to an instance of an object.
   at Vintagestory.API.Datastructures.ComplexTagConditionExtensions.Matches(ComplexTagCondition`1& complexCondition, TagSet& matchAgainst) in VintagestoryApi\Datastructures\Tags\ComplexTagCondition.cs:line 120
   at Vintagestory.API.Common.RecipeBase.<>c__DisplayClass89_0.<GenerateRecipesForTagOnlyIngredients>b__5(Item collectible) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 1054
   at System.Linq.Enumerable.ArrayWhereSelectIterator`2.ToList(ReadOnlySpan`1 source, Func`2 predicate, Func`2 selector)
   at System.Linq.Enumerable.ListWhereSelectIterator`2.ToList()
   at Vintagestory.API.Common.RecipeBase.GenerateRecipesForTagOnlyIngredients(IWorldAccessor world, IRecipeBase recipe) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 992
   at Vintagestory.API.Common.RecipeBase.<>c__DisplayClass55_0.<GenerateRecipesForAllIngredientCombinations>b__1(RecipeBase recipe) in VintagestoryApi\Common\Crafting\RecipeBase.cs:line 270
   at System.Linq.Enumerable.SelectManySingleSelectorIterator`2.MoveNext()
   at Vintagestory.ServerMods.RecipeLoader.LoadRecipe(ICoreServerAPI api, AssetLocation assetLocation, IRecipeBase recipe, Boolean classExclusiveRecipes, Action`1 registerDelegate, Int32& loaded, Int32& failedResolveCount) in VSSurvivalMod\Systems\Recipe\RecipeLoader.cs:line 131
   at Vintagestory.ServerMods.RecipeLoader.LoadRecipes[TRecipe](ICoreServerAPI api, String name, String path, Boolean classExclusiveRecipes, Action`1 registerDelegate) in VSSurvivalMod\Systems\Recipe\RecipeLoader.cs:line 95
   at Vintagestory.ServerMods.RecipeLoader.AssetsLoaded(ICoreAPI api) in VSSurvivalMod\Systems\Recipe\RecipeLoader.cs:line 29
   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 668
31.7.2026 01:13:51 [Error] Failed to run mod phase AssetsLoaded for mod Vintagestory.ServerMods.RecipeLoader
Nicodemus , Jul 31st at 12:59 AM (modified Jul 31st at 1:03 AM)
@Hlatogen: Some error when started server Crash Report 31.7.2026 01:13:51 [Error] [survival] An exception was thrown when trying to start the mod:31.7.2026 01:13:51 [Error] [survival] Exception: Object reference not set to an instance of an object. at Vintagestory.A

These errors don't appear to be caused by EZ Translocators.
Have you tried disabling just EZ Translocators to see if they were already present before?

Hlatogen, Jul 31st at 9:46 AM (modified Jul 31st at 9:48 AM)
@Nicodemus: Is your server running version 1.22.0-pre.3? Any 1.22.0-pre.x?

single player "server" 1.22.5

Nicodemus , Jul 31st at 12:09 PM
@Hlatogen: yes after uninstalling EZ Translocators errors gone,maybe this mod have conflicts with other my mods.. (mods) https://drive.google.com/file/d/12mdRpvi7vkv0ZFRaXJcY1dZTv1Bio4CL/view?usp=sharing

Try to enable EZ Translocators, while removing only "Grassroots", and same thing while removing only "Only Flower Seeds" please.

Hlatogen, Jul 31st at 11:28 PM
@Nicodemus: Try to enable EZ Translocators, while removing only "Grassroots", and same thing while removing only "Only Flower Seeds" please.

yep,after removing "Grassroots" error gone, but when i enable "Grassroots" after removing, and start server i don't see this error again... strange -_-