Mods / TLNetworks
- Tags:
- Author:
- Lancemaker
- Side:
- Client
- Created:
- Jun 26th at 9:51 PM
- Last modified:
- Jul 17th at 2:05 AM
- Downloads:
- 343
-
Latest release (for Vintage Story 1.22.3, potentially outdated):
tlnetworks_0.2.0.zip 1-click install
TLNetworks automatically discovers repaired static translocator connections and displays them on the Vintage Story world map.
The mod records each newly discovered connection as you explore the world. Once discovered, connections are saved locally and will remain available the next time you play.
!!! THIS IS NOT A TL FINDER or Scanner !!!
It will only map the TLs you step on and are working.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.0 | tlnetworks | 130 | Jul 17th at 2:05 AM | Empty | tlnetworks_0.2.0.zip | 1-click install | |
| 0.1.2 | tlnetworks | 56 | Jul 15th at 2:02 AM | tlnetworks_0.1.2.zip | 1-click install | ||
|
| |||||||
| 0.1.1 | tlnetworks | 157 | Jun 26th at 9:58 PM | Empty | tlnetworks.zip | 1-click install | |

0.1.2 version made the game barely playable. Whenever I enter a world (any world, even new creative flat world) center of the screen is covered with invisible dialogue box which eats all mouse inputs unless you hold ALT and click around the dialog box. After downgrading this mod to 0.1.1 everything works fine again.
Hello, can you isolate the mod so we can check if its a conflict. And also, please could you kindly turn debug on with .tln debug on and send me the file : C:\Users\USERNAME\AppData\Roaming\VintagestoryData\ModData\TLNetworks-debug.txt . if you didnt yet, try flushing your cache.
Isolated the mod, issue persists. Cleared cache and the issue persists. Contents of the TLNetworks-debug.txt (username edited):
[2026-07-15 21:13:57] [TLNetworks] Old v1 JSON format detected. Migrating to schema v2.
[2026-07-15 21:13:57] [TLNetworks] Backup created: C:\Users\username\AppData\Roaming\VintagestoryData\ModData\TLNetworks\singleplayer\0077e742-060d-4503-942a-baac02a83ca4\connections.v1.backup.20260715-211357.json
[2026-07-15 21:13:57] [TLNetworks] Migration complete. Connections migrated: 1
[2026-07-16 18:36:01] ===== TLStore Context Path =====
[2026-07-16 18:36:01] Connections file: C:\Users\username\AppData\Roaming\VintagestoryData\ModData\TLNetworks\singleplayer\8f60698d-53d0-4856-8fec-7821422ac4d5\connections.json
[2026-07-16 18:36:01] ===== End TLStore Context Path =====
[2026-07-16 18:36:01] TLNetworks tracker created and tick listener registered.
[2026-07-16 18:36:03] ===== TLStore Context Path =====
[2026-07-16 18:36:03] Connections file: C:\Users\username\AppData\Roaming\VintagestoryData\ModData\TLNetworks\singleplayer\8f60698d-53d0-4856-8fec-7821422ac4d5\connections.json
[2026-07-16 18:36:03] ===== End TLStore Context Path =====
[2026-07-16 18:43:30] ===== TLStore Context Path =====
[2026-07-16 18:43:30] Connections file: C:\Users\username\AppData\Roaming\VintagestoryData\ModData\TLNetworks\singleplayer\8f60698d-53d0-4856-8fec-7821422ac4d5\connections.json
[2026-07-16 18:43:30] ===== End TLStore Context Path =====
[2026-07-16 18:43:30] TLNetworks tracker created and tick listener registered.
[2026-07-16 18:43:32] ===== TLStore Context Path =====
[2026-07-16 18:43:32] Connections file: C:\Users\username\AppData\Roaming\VintagestoryData\ModData\TLNetworks\singleplayer\8f60698d-53d0-4856-8fec-7821422ac4d5\connections.json
[2026-07-16 18:43:32] ===== End TLStore Context Path =====
For debugging was entering creative flatworld with no translocators.
Gonna start working on it today.
Thank you for isolating the issue and providing the log. I found the likely cause: the new world-map management panel could remain enabled after the map was closed, creating an invisible UI area that intercepted mouse input. I am testing a fix that ensures the panel is only active while the world map is using it. I’ll publish a hotfix as soon as the validation is complete.
I released a hotfix to circunvent this problem. Its not solved, but you will be able to play the game. i will keep working to fix it.
PLEASE tell me there is a way to disable the auto-tracking of TLs in the area? I tested this with the original release and it only did the one i was standing on. we were excited to add this to our server because it wasn't like all the others and showing every TL in 500blocks of you
it only tracks the TL you are standing on. and it will be like that for ever.
We love you
How does it work in multiplayer? Is a translocator pair immediately shared to all in the server?
No, it will only show it to you. if you need it you can share the json file with a friend in the same server and all the connections will be shown on his game. the path to the json file is :
X:\Users\[USARNAME]\AppData\Roaming\VintagestoryData\ModData\TLNetworks\multiplayer\[SERVER ADRESS]\[Hash]\connections.json
that does not mean future TLs you find will be updated on his machine.
note that this method will erase all his information on connections he had with TLnetworks and replace it with yours so it will not edit, but overwrite, unless he edit the file manually and add all your connections.
Please consider adding some native multiplayer support to the roadmap, perhaps building off of Cartographer or other shareable waypoint mods. Servers would benefit greatly from being able to map out translocator networks automatically (perhaps with an option that automatically shared to all, and an option that makes the player have to manually press a "share" button somewhere, for more faction-like gameplay on servers).
the import and export files is on my backlog, introducing networking would increase the complexity. And i want to use this time to make other mods. i will consider it if more people are vocal about it. im creating a poll to validate this feature, ok ?
Sounds good! I understand modding is time-intensive. But also this is a very social game by nature, so making mods multiplayer-friendly has big payoffs at least imo :)
Would it perhaps be possible to make it so there's a third option for visibility besides on or off that displays connections only if you're a certain distance from one of the translocators? (Of course still following the case that you've previously used the translocator).
I'm well aware that this is a tall order and most likely a completely different behaviour code-wise than anything the mod does right now.
Its in the roadmap to add filters and groups as adding colors. so you might add a number of connections to a group and then you might filter them. i will start working on this on monday !
Happy to hear that then!
Done.