This mod is now outdated, and will not be receiving updates! Chucklefish are working on their own teleporters, which will be better than mine!
Planetside Teleporters are configurable teleporter objects which can be given custom coordinates on a planet/ship, then used to teleport to those coordinates. Due to technical limitations, they require a specialized Tech, and cannot warp between planets/ships, but work quite well for teleporting around on a particular planet.
This mod has not received especially extensive testing, so if you run into any problems, please post about them in the forum thread.
(Note: Although the following instructions reference using teleporters on a planet, they can also be used on ships, if you happen to have a ship big enough to care about teleporting around on. Coordinates for ships are distinct from planetside coordinates, but are still considered valid even if you move them to a different ship, as it is not possible to tell different players' ships apart.)
- The Teleporter Crafting Table is necessary to get everything else. It's always available to craft, and, like everything it makes, requires no ingredients.
- The Teleporter Tech is necessary to use teleporters. Having it active allows you to use (E) teleporters, and provides access to several other functions:
- F: Gives you Teleporter Coordinates containing your current location.
- Shift+F: Gives you Teleporter Coordinates containing your current location, which aren't consumed when used.
- G: Gives you a copy of the Teleporter Coordinates used for the nearest teleporter.
- Shift+G: "Un-Teleports" you, returning you to the most recently used teleporter. As with teleporters, you cannot un-teleport between planets/ships. Changing techs at the Tech Station will cause the most recently used teleporter to be forgotten, but it will be remembered between sessions.
- Teleporter Coordinates are items generated by the Teleporter Tech and Coordinate Writer. These can be thrown (click) onto a teleporter to program it. Coordinates are planet-specific, and teleporters will refuse coordinates from a different planet. If coordinates aren't accepted by a teleporter (they're refused, or you miss the teleporter entirely), they'll drop on the ground, and can be picked back up.
- The Planetside Teleporters can be programmed by throwing Teleporter Coordinates at them. When a teleporter has valid coordinates programmed, and you have the Teleporter Tech active, interacting with E will teleport you to its coordinates.
If there's some reason a teleporter can't teleport you, interacting with it will instead give you a status popup. This includes the most recent error (if any), the coordinate code and distance of the teleporter's current coordinates (if any), its current toggle settings, and the reason it could not teleport you (if applicable). You can force this popup to show by using the Teleporter Status Reader.
If a teleporter with coordinates is broken, the dropped teleporter will keep those coordinates, and teleport to the same destination when re-placed. Teleporters remember which planet their coordinates are valid on, and a teleporter won't initialize if moved to a different planet, though it will work again if returned to the proper planet.
The color of a teleporter provides a quick indicator of its current status:
- Gray indicates a fresh teleporter with no coordinates.
- Red indicates a teleporter with no valid coordinates, and an error explaining why. This occurs if a fresh teleporter is given bad coordinates, or if a teleporter is moved to a different planet. A red teleporter cannot teleport, and interacting will always display its status popup.
- Green indicates a teleporter with valid coordinates, and no error; it is ready to teleport.
- Yellow indicates a teleporter with valid coordinates, but a problem with the most recent coordinates it was given. It will still teleport to the last valid coordinates it was given, but you may want to check its error message.
- The Teleporter Status Reader allows you to conveniently check the status popup of any teleporter, even if you have the Teleporter Tech active. Simply hold the reader in your hands, and interact with a teleporter.
- The Teleporter Lock Toggle is one of three toggle items, which are thrown at teleporters, just like Teleporter Coordinates, to toggle a setting on them. When a teleporter's Lock Mode is toggled on, it will refuse all coordinates it is given, preventing accidental changes. The Lock Mode setting is ignored by Sync Mode's functionality.
- The Re-Teleporter Toggle toggles Re-Teleport Mode. To use a teleporter's Re-Teleport Mode, it must be located near the spot a player warps down to the planet at. If a player warps down with their Teleporter Tech active, and there's a nearby Re-Teleporter, it will immediately "re-teleport" them to its destination. Re-Teleport Mode does not interfere with the normal operations of a teleporter. Due to the way re-teleporting works, this mode has no effect on ships.
- The Teleporter Sync Toggle toggles Sync Mode. A teleporter with Sync Mode on will automatically re-target itself to take you to any teleporter that you use to teleport to it. The effective range of Sync Mode is extremely short, so a teleporter's destination will have to be directly above a Sync Mode teleporter to properly synchronize. Sync Mode ignores the Lock Mode setting when synchronizing with another teleporter.
- The Teleporter Coordinate Writer will generate a simple hexadecimal keypad when placed, allowing you to type in 10-character coordinate codes to generate Teleporter Coordinates. The coordinate code is shown in brackets in a teleporter's status popup, which you will always see if holding the Teleporter Status Reader. Coordinate codes can be shared with others outside of the game, but they'll only work on the planet they were generated on, and are mainly useful for quickly teleporting to pre-existing landmarks. Although coordinate codes have check digits to make sure they're used on the right planet, it is possible to mis-type a code and end up with unexpected coordinates; care should be taken when entering codes.
To install, extract the .modpak file into Starbound's mods folder. If you have any old versions installed, you must delete them, or the game will fail to start.
If you run a server separately from your normal Starbound install, you'll need to install this mod there, too. You should always make sure your local install has the exact same mods as your server does, or unpredictable problems can occur.
Inclusion/Usage in Other Mods
Depending on how you want to use this mod, you don't need my permission, so long as you comply with these requirements:
- Redistribution: You may include this mod with other mods or mod packs, but the folder must be included whole, with no changes. You should probably also include a link to this page.
- Modification: To modify anything in this mod, you'll have to make a separate mod, dependent on this one, that alters/overrides its content. If there's anything I can add to make it easier to make the changes you want, let me know.
- Usage: Anything in this mod can be used as the basis for development of a new mod, so long as you don't use the same item/entity/file names as I do. Note that, if you just want to include/modify this mod, changing names isn't the way to do it. Crediting me for use of my code/concepts is not mandatory.
- Mod Pack Permissions:
- You must get the author's consent before including this mod in a compilation.
- Mod Assets Permissions:
- You must get the author's consent before altering/redistributing any assets included in this mod.
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Outdated [Outdated] Planetside Teleporters 2.11
Configurable teleporters for warping from place to place on a planet or ship.