goxmeor Posted April 29, 2021 Report Posted April 29, 2021 (edited) Download and Source: https://mods.vintagestory.at/show/mod/600 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 Sneak (shift) and right click to pry a Static Translocator apart. Breaking Apart Translocators Crowbars are not an exact science. Not all components are recovered when breaking apart a Translocator: 1x Gate Array (80% chance of recovery) 1x Particulation Component (80% chance of recovery) 1x Power Core (always recovered) 1x Glass Slab (always recovered) 4x Metal Parts (2-4 recovered) 1x 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! Edited April 29, 2021 by goxmeor 3 1
Fidly Posted April 29, 2021 Report Posted April 29, 2021 Heck yes! I was actually thinking about something like this. . . Can't wait to try it out!
goxmeor Posted April 29, 2021 Author Report Posted April 29, 2021 37 minutes ago, Fidly said: Heck yes! I was actually thinking about something like this. . . Can't wait to try it out! Please let me know what you think!
Spear and Fang Posted April 29, 2021 Report Posted April 29, 2021 Having seen this in action already, let me just say that this mod is a thing of beauty. Such attention to detail! 1
Lisabet Posted May 17, 2021 Report Posted May 17, 2021 (edited) Unfortunately, it never lets me repair the ones in ruins to get a working translocator. As soon as I add two metal parts, it's a 'repaired static translocator' that doesn't link to anything at all, which is great for getting your first few parts to craft some at your base, but otherwise doesn't let you go to unknown random areas thousands of blocks away like they usually do. *edit* I probably worded the first sentence wrong lol. you get a working, unlinked translocator no matter where you find it. Edited May 17, 2021 by Lisabet 1
goxmeor Posted May 22, 2021 Author Report Posted May 22, 2021 Oh dear! Thank you, @Lisabet. I have no idea how I missed this in testing I will fix this ASAP!
goxmeor Posted May 23, 2021 Author Report Posted May 23, 2021 (edited) Fixed! Please download and update to version 1.0.1 Sorry about that everyone. This bug will have affected any found static translocators that you already applied Metal Parts to. Thanks again, @Lisabet!! Edited May 23, 2021 by goxmeor 1
96jaco96 Posted January 16, 2022 Report Posted January 16, 2022 Sadly this mod doesn't work anymore.. if i shift right click witht the crowbar the translocator simply disappears without dropping anything. I've also tried to fix the mod myself but with no luck... hopefully it gets updated!
Orladdin Posted May 18, 2022 Report Posted May 18, 2022 Has there been any update on this? Seems like a great mod, but the last post claims it was broken back in January, and the last mod update was in 2021?
Spear and Fang Posted May 19, 2022 Report Posted May 19, 2022 On 1/16/2022 at 12:43 PM, 96jaco96 said: Sadly this mod doesn't work anymore.. if i shift right click witht the crowbar the translocator simply disappears without dropping anything. I've also tried to fix the mod myself but with no luck... hopefully it gets updated! On 5/17/2022 at 5:00 PM, Orladdin said: Has there been any update on this? Seems like a great mod, but the last post claims it was broken back in January, and the last mod update was in 2021? Here you go. Enjoy!https://mods.vintagestory.at/translocatorengineeringredux 1
Conquest of Blocks Posted June 1, 2022 Report Posted June 1, 2022 You should add a handbook entry. Like how to use it.
BaltoStar Posted July 19, 2023 Report Posted July 19, 2023 I play on the Conquest of Blocks server, The admin has extended the range of the translocators to 16000m. However I'm experiencing a glitch that I can't get any Translocators greater than the original maximum to link them, when I try it will say subduction complete on one and the other unlinked. I've tested the mod with these parameters on a personal world and it works as intended. so I assume that it's a server side issue. I've considered it to be a compatibility issue and tested the mod I know also effects Translocators. Fortunately those two mods work well together and led to no additional effect when used on a single player world. I've tested it on my own public server and was not able to recreate the issue.
Spear and Fang Posted July 21, 2023 Report Posted July 21, 2023 On 7/19/2023 at 3:31 PM, BaltoTsar said: I play on the Conquest of Blocks server, The admin has extended the range of the translocators to 16000m. However I'm experiencing a glitch that I can't get any Translocators greater than the original maximum to link them, when I try it will say subduction complete on one and the other unlinked. I've tested the mod with these parameters on a personal world and it works as intended. so I assume that it's a server side issue. I've considered it to be a compatibility issue and tested the mod I know also effects Translocators. Fortunately those two mods work well together and led to no additional effect when used on a single player world. I've tested it on my own public server and was not able to recreate the issue. I think I see the problem and will release an update shortly.
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