Mods / TLNetworks

Tags:
Client Map Teleport Clientside
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Latest release (for Vintage Story 1.22.3, potentially outdated):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. 

 

TLNetworks v0.2.0 (Hotfix)

 

Changelog :

 

Circunvented the problem caused by the Invisible GUI. The problem still exists but now with the repositioning its less annoying. I will keep working on a definitive solution in the days to come. 

 

Features.

Automatic Discovery
  • Automatically detects repaired Static Translocator connections that you are standing on.
  • Records source and destination coordinates.
  • Prevents duplicate entries.
  • Saves discovered connections automatically.

World Map Integration

  • Draws all discovered connections directly on the World Map.
  • Native TLNetworks panel integrated into the map interface.
  • Real-time map updates after discovering new routes.

Group Management

  • Create custom groups.
  • Delete empty groups.
  • Alphabetically sorted groups.
  • Default Ungrouped group for newly discovered connections.

Group Colors

  • Assign a unique color to every group.
  • Instant color updates on the map.
  • Built-in color picker.

Visibility

  • Toggle visibility for individual groups.
  • Hidden groups are excluded from map rendering without deleting data.

Connection Management

  • Display all connections inside each group.
  • Move connections between groups.
  • Delete individual connections.
  • Live connection count for every group.

Connection Selection

  • Select connections directly from the legend.
  • Selected connections are highlighted in the interface.
  • Selected map lines are highlighted with a thicker animated effect.

Persistence

  • Automatic migration from previous database versions.
  • Existing discovered networks are preserved.
  • Group metadata is stored separately from connection data.

Commands

General

Command Description
.tln version Displays the installed TLNetworks version.
.tln status Shows database statistics and current settings.

Connection Commands

Command Description
.tln list Lists all discovered translocator connections.
.tln clear Removes every discovered connection.
.tln delete <id> Deletes a specific connection.
 

Display Commands

Command Description
.tln thickness <value> Changes the rendered line thickness.

Debug Commands

Command Description
.tln debug on Enables debug logging.
.tln debug off Disables debug logging.
.tln inspect Displays information about the nearby translocator.

Improvements

  • Improved UI layout.
  • Better internal diagnostics.

Known Issues

  • Large groups currently expand the connection list. Scrollable or paginated lists are planned for a future release.
  • Connections can currently be selected from the legend only. Direct selection from the map is planned.

Coming Next

  • Scrollable connection lists.
  • Click-to-select connections directly on the map.
  • Connection search.
  • Connection names and notes.
  • Better map interaction.
  • Import/Export support
 

Mod Version Mod IdentifierFor 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

TLNetworks v0.2.1

Features

Automatic Discovery
  • Automatically detects repaired Static Translocator connections.
  • Records source and destination coordinates.
  • Prevents duplicate entries.
  • Saves discovered connections automatically.

World Map Integration

  • Draws all discovered connections directly on the World Map.
  • Native TLNetworks panel integrated into the map interface.
  • Real-time map updates after discovering new routes.

Group Management

  • Create custom groups.
  • Delete empty groups.
  • Alphabetically sorted groups.
  • Default Ungrouped group for newly discovered connections.

Group Colors

  • Assign a unique color to every group.
  • Instant color updates on the map.
  • Built-in color picker.

Visibility

  • Toggle visibility for individual groups.
  • Hidden groups are excluded from map rendering without deleting data.

Connection Management

  • Display all connections inside each group.
  • Move connections between groups.
  • Delete individual connections.
  • Live connection count for every group.

Connection Selection

  • Select connections directly from the legend.
  • Selected connections are highlighted in the interface.
  • Selected map lines are highlighted with a thicker animated effect.

Persistence

  • Automatic migration from previous database versions.
  • Existing discovered networks are preserved.
  • Group metadata is stored separately from connection data.

Commands

General

Command Description
.tln version Displays the installed TLNetworks version.
.tln reload Reloads the database from disk.
.tln save Saves all current data immediately.
.tln status Shows database statistics and current settings.

Connection Commands

Command Description
.tln list Lists all discovered translocator connections.
.tln clear Removes every discovered connection.
.tln delete <id> Deletes a specific connection.

Group Commands

Command Description
.tln group list Lists all groups.
.tln group create <name> Creates a new group.
.tln group delete <name> Deletes an empty group.
.tln group rename <old> <new> Renames a group.
.tln group move <connectionId> <group> Moves a connection to another group.
.tln group color <group> <hex> Changes a group's color.
.tln group visible <group> <true/false> Shows or hides a group.

Display Commands

Command Description
.tln thickness <value> Changes the rendered line thickness.
.tln endpoints <true/false> Enables or disables endpoint markers.

Debug Commands

Command Description
.tln debug on Enables debug logging.
.tln debug off Disables debug logging.
.tln inspect Displays information about the nearby translocator.

Improvements

  • Improved duplicate detection.
  • Better renderer performance.
  • Cleaner database structure.
  • Improved map rendering.
  • More reliable automatic discovery.
  • Better localization support.
  • Improved UI layout.
  • Better internal diagnostics.

Known Issues

  • Large groups currently expand the connection list. Scrollable or paginated lists are planned for a future release.
  • Connections can currently be selected from the legend only. Direct selection from the map is planned.

Coming Next

  • Scrollable connection lists.
  • Click-to-select connections directly on the map.
  • Connection search.
  • Connection names and notes.
  • Better map interaction.
  • Import/Export support
 
0.1.1 tlnetworks 157 Jun 26th at 9:58 PM Empty tlnetworks.zip 1-click install

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

Gorgonnash, Jul 15th at 7:56 PM

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.

Lancemaker , Jul 16th at 12:14 AM
@Gorgonnash: 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. Af

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. 

Gorgonnash, Jul 16th at 3:54 PM
@Lancemaker: 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,

Isolated the mod, issue persists. Cleared cache and the issue persists. Contents of the TLNetworks-debug.txt (username edited):

Spoiler
[2026-07-11 20:58:13] New connection saved: 513144,134,512326 -> 517368,82,516207
[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.

Lancemaker , Jul 16th at 5:08 PM
@Gorgonnash: Isolated the mod, issue persists. Cleared cache and the issue persists. Contents of the TLNetworks-debug.txt (username edited): Spoiler [2026-07-11 20:58:13] New connection saved: 513144,134,512326 -> 517368,82,516207[2026-07-15 21:13:57] [TLNetworks] Old

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.

Tearakudo, Jul 15th at 3:38 AM

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

Ava_Qutrit, Jul 15th at 2:10 AM

How does it work in multiplayer? Is a translocator pair immediately shared to all in the server?

Lancemaker , Jul 15th at 3:06 AM (modified Jul 15th at 3:08 AM)
@Ava_Qutrit: 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. 

Ava_Qutrit, Jul 15th at 3:56 AM
@Lancemaker: 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\TLN

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).

Lancemaker , Jul 15th at 4:21 AM (modified Jul 15th at 4:21 AM)
@Ava_Qutrit: 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 opt

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 ? 

Ava_Qutrit, Jul 15th at 5:58 AM
@Lancemaker: 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 :)

Janeator, Jun 28th at 5:19 PM

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.