Jump to content

TranslocatorEngineering


goxmeor

Recommended Posts

Download and Source: https://mods.vintagestory.at/show/mod/600

translocatorhub2.png

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 by goxmeor
  • Like 3
  • Cookie time 1
Link to comment
Share on other sites

  • 3 weeks later...

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 by Lisabet
  • Like 1
Link to comment
Share on other sites

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 by goxmeor
  • Like 1
Link to comment
Share on other sites

  • 7 months later...
  • 4 months later...
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

  • Mind=blown 1
Link to comment
Share on other sites

  • 1 year later...

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.