metadept submitted a new blog post: March 6th - Teleportation Continue reading the Original Blog Post
Awesome! My under-lava towns will be many steps closer to convenient reality after this goes in! Wait a second... "some edge cases"... "having a blast"... "Unstable"... Please tell me you aren't nicknaming this project "Event Horizon". Say it ain't so!
Very neat. I am a bit curious as to how this will work in multiplayer. That is, if I setup a teleporter, will someone else be able to use it, and if so, will they have their own list of locations, or will they see mine? Regardless, this will curtail the temptation to dig down to the core, just to save and quit to get back to my ship.
How exciting that it's so far along! I wonder if friends' teleporters will be accessible on multiplayer servers, or if there will be one big teleporter network for all.
Sweeet! Is there a limit of teleporter per planet though? Doesn't seem so looking at how you can teleport to a party member next to another teleporter on the same world, but just need to be sure. Also, was it intentional that your snake was on the teleporter? Reference to a certain movie? Be afraid. Be very afraid. Imagine the teleporter malfunction and the floran combines with the snake....snake-florans are going to be very, very scary.
Oh, this is the best thing I could think of! And with this update noone will be forced to die in order to get out from a deep shaft. Anyway, it is great that I can teleport to other places than my 'home' or current planet, even to my friends! Yay!
This'll be useful, alright! If they can be easily deconstructed and moved I imagine I'll have one on each planet I'm currently mining near the active dig. If I roam too far from it, I imagine I could then just pick it up and move it closer to where my manipulator is hoovering up all the terrain. Also, warehouse planet. WAREHOUSE PLANET!
Teleporters... so useful, yet so dangerous at the same time. I wonder how many accidents these things have been involved with so far.
Thanks for the update! Now we can create a better hub on multiplayer for various planets and attractions. I was wondering if it would also be possible to use this system to somehow make checkpoints for missions at least temporarily. I know a lot of players, including me, have become a little frustrated with having to redo an entire mission after dying far into it. That would be much appreciated. Thank for the update and keep at it!
I guess one idea would be to place a few of those throughout some of the bigger mission dungeons, so that people don't need to run through the entire thing again upon death. Just activate it and it would work as a checkpoint/I-had-enough-I'm-outta-here.
Definitely looking forward to it. Warehouse planets for everyone! I'll probably make mine in the core of some moon. Then I'll have to figure out what to do with the space that'll free up on my ship. My brother's been building a new server, so it'll be nice to build hubs, assuming I can convince him to let me run Starbound on it.
Wouldn't this, however, detract from the awesomeness of portals? How are teleported and portals different now?
With this change coming, I kind of hope the initial spawn point for a character on a planet is randomized though. Doesn't have to be randomized every time, but at least on first landing, because I really would hate falling into a trap in multiplayer when beaming down because someone came there first and left a nasty surprise then have a teleporter elsewhere for their ease of transport. Also, how will this works with multiplayer? Does teleporters placed by any other players can be connected together? Or will teleporters players-bound? Portals can connect you to places you have never been to. Teleporter require you to have been there and place down a teleporter first.