Mods / Translocator Engineering - Redux
Author: SpearAndFang
Side: Both
Created: May 19th 2022 at 4:20 AM
Last modified: Nov 15th at 4:11 PM
Downloads: 122533
Follow Unfollow 1177
Recommended download (for Vintage Story 1.21.1 - 1.21.5):
translocatorengineeringredux_1.6.2.zip
1-click install
I reached out to Goxmeor a while back and he graciously agreed to let me revive this mod for 1.16 and beyond. Thanks Gox!
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 left click to pry a Static Translocatior apart.
Breaking Apart Translocators
Crowbars are not an exact science. Not all components are recovered when breaking apart a Translocator:
| Quantity | Description | Recovery Quantity/Chance | |
| 1 | Gate Array | 80% | |
| 1 | Particulation Component | 80% | |
| 1 | Power Core | always | |
| 1 | Glass Slab | always | |
| 4 | Metal Parts | 2-4 | |
| 1 | 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 need 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.
Mod Configuration
OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]).
If you want to customize this mod the old fashioned way, see %appdata%/VintagestoryData/ModConfig/TranslocatorEngineeringMod.json.
"MaximumLinkRange": 8000
"AlwaysDropAllCrystalShards": false,
"RecoveryChanceGateArray": 0.8 (as in, 80%)
"RecoveryChanceParticulationComponent": 0.8 (as in, 80%)
Add-Ons
If steel is too much of a hurdle to overcome, consider adding this mod as well (for game version 1.20.x only):
Traders Sell Crowbars
Add a configurable gear cost (fee) for teleportation! Thanks to HaMeRoN!
Translocator Engineering: Fee
Special Thanks
Thanks to CaptainOats for contributing artwork!
Thanks to Peter Wedder and Billy Galbreath for the code contributions!
Thanks to Maltiez for the mod configuration gui!
Japanese translation courtesy of Macoto Hino!
Ukrainian translation courtesy of CakesTwix!
Italian translation courtesy of Yota!
German translation courtesy of NiclAss!
Spanish translation courtesy of Nahuel-Campos!
Russian translation courtesy of Lhorek!
Czech translation courtesy of Ouk!
Brazilian Portuguese translation courtesy of Brayanluc!
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.6.2 | 2618 | Nov 15th at 4:11 PM | translocatorengineeringredux_1.6.2.zip | 1-click install | ||
|
fixed compatibility issue with the crowbar working and immersive mining - thanks Paeddy | ||||||
| 1.6.1 | 11829 | Sep 30th at 4:54 PM | translocatorengineeringredux_1.6.1.zip | 1-click install | ||
|
Fix: Claimed translocators now cannot be broken by other players - issue #9 - thanks Darkx352 | ||||||
| 1.6.0 | 10144 | Jul 31st at 12:03 AM | translocatorengineeringredux_1.6.0.zip | 1-click install | ||
|
1.21 - initial release | ||||||
| 1.5.8 | 10795 | Jun 29th at 6:18 AM | translocatorengineeringredux_1.5.8.zip | 1-click install | ||
|
Translocator Engineering Redux 1.5.8 - Last Release before move to 1.21 (hopefully) Update: Spanish translation (es-es) thanks C4BR3R4 | ||||||
| 1.5.7 | 4276 | Jun 15th at 4:08 PM | translocatorengineeringredux_1.5.7.zip | 1-click install | ||
|
Brazilian Portuguese translation courtesy of Brayanluc! | ||||||
| 1.5.6 | 21567 | Feb 9th at 8:40 PM | translocatorengineeringredux_1.5.6.zip | 1-click install | ||
|
FIX: Translocators couldn't be broken wth | ||||||
| 1.5.5 | 419 | Feb 9th at 4:39 PM | translocatorengineeringredux_1.5.5.zip | 1-click install | ||
|
FIXED: translocator linker now respects claimed translocators - thanks Harun | ||||||
| 1.5.4 | 10960 | Oct 25th 2024 at 6:02 AM | translocatorengineeringredux_1.5.4.zip | 1-click install | ||
|
hotfix: for 1.120.0 pre7 | ||||||
| 1.5.3 | 3383 | Oct 13th 2024 at 5:10 PM | translocatorengineeringredux_1.5.3.zip | 1-click install | ||
|
NEW: French translation - thanks Laerinok! | ||||||
| 1.5.2 | 2627 | Sep 19th 2024 at 3:02 PM | translocatorengineeringredux_1.5.2.zip | 1-click install | ||
|
FIX: Removed newtonsoft and protobuf-net from package (fu visual studio) | ||||||
| 1.5.1 | 8823 | May 10th 2024 at 2:08 PM | translocatorengineeringredux_1.5.1.zip | 1-click install | ||
|
Russian translation courtesy of lhorek. Thanks! | ||||||
| 1.5.0 | 2238 | Apr 17th 2024 at 6:47 AM | translocatorengineeringredux_1.5.0.zip | 1-click install | ||
|
OPTIONAL: Now configurable in-game with a GUI! This new feature requires Config Lib and ImGui as dependencies. In-game: simply press [ESC] and click the new Mods Settings button to configure (or press [P]). Thanks Maltiez! | ||||||
| 1.4.9 | 6803 | Nov 10th 2023 at 4:28 PM | translocatorengineeringredux_1.4.9.zip | 1-click install | ||
|
Ukrainian translation updated, courtesy of CakesTwix! | ||||||
| 1.4.8 | 433 | Nov 5th 2023 at 8:50 PM | translocatorengineeringredux_1.4.8.zip | 1-click install | ||
|
Cleaned up (now) obsolete code, refactored more, tidied up some of the graphics a bit, rebuilt with the latest Visual Studio, used new mod template, and tested with the pre-release. | ||||||
| 1.4.7 | 6170 | Sep 16th 2023 at 5:33 AM | translocatorengineering1.4.7.zip | 1-click install | ||
|
FIX: MaximumLinkRange configuration in multiplayer - thanks for the pull request Billy Galbreath! TWEAK: (Creative only) added repaired translocator to the Translocator Engineering tab (for testing purposes) NEW: made coalescence crystal shards drops somewhat configurable as well. - thanks CanaDan Note: Delete your ..\VintagestoryData\ModConfig\TranslocatorEngineeringMod.json to have it recreated with the new option | ||||||
| 1.4.6 | 2085 | Aug 13th 2023 at 10:37 PM | translocatorengineering1.4.6.zip | 1-click install | ||
|
TWEAK: added config options to change the drop chance of the Gate Array and Particulation Component - thanks Meowsers RecoveryChanceGateArray - 0.8 (80%) Delete your ..\VintagestoryData\ModConfig\TranslocatorEngineeringMod.json to have it recreated with the new options | ||||||
| 1.4.5 | 1965 | Jul 21st 2023 at 4:26 PM | translocatorengineering1.4.5.zip | 1-click install | ||
|
New: In game quick start guide (see the handbook) in both English and Japanese courtesy of Macoto Hino! | ||||||
| 1.4.4 | 572 | Jul 18th 2023 at 3:44 PM | translocatorengineering1.4.4.zip | 1-click install | ||
|
New: Ukrainian translation courtesy of CakesTwix! | ||||||
| 1.4.3 | 1107 | Jul 8th 2023 at 8:11 PM | translocatorengineering1.4.3.zip | 1-click install | ||
|
NEW: Crowbar now ground storable AND tool rackable ModConfig setting: "MaximumLinkRange": 8000 | ||||||
| 1.4.2 | 1648 | Jun 6th 2023 at 3:55 AM | translocatorengineering1.4.2.zip | 1-click install | ||
|
Long outstanding fix for Spanish translation. Nothing more. | ||||||
| 1.4.1 | 2888 | Apr 8th 2023 at 3:18 PM | translocatorengineering1.4.1.zip | 1-click install | ||
|
BIG LANGUAGE UPDATE - Thanks to all translators! And a huge shout out to NiclAss's VS Mod translation project on Crowdin. We appreciate you NiclAss! | ||||||
| 1.4.0 | 838 | Feb 25th 2023 at 9:51 PM | translocatorengineering1.4.0.zip | 1-click install | ||
|
FIXED: v1.18 compatibility | ||||||
| 1.3.0 | 4405 | Oct 23rd 2022 at 2:40 PM | translocatorengineering1.3.0.zip | 1-click install | ||
|
This release fixes a small non-ssue where: | ||||||
| 1.2.0 | 2073 | Jul 19th 2022 at 3:49 AM | translocatorengineering1.2.0.zip | 1-click install | ||
|
v1.17.pre.5 and newer release - code refactor, fixed lighting on linker, cleaned up logging. | ||||||
| 1.1.0 | 523 | Jul 2nd 2022 at 4:34 AM | translocatorengineering1.1.0.zip | 1-click install | ||
|
Initial 1.17 release | ||||||
| 1.0.0 | 1344 | May 19th 2022 at 4:21 AM | translocatorengineeringredux1.0.0.zip | 1-click install | ||
|
Initial rerelease Fixed textures on the linkerFixed the crowbar Some other minor updates, mostly to the language file | ||||||
qwacky
sure can
is this mod okay to add to a game midway through?
ComradeRatt
Just scrapped for parts
does this mod allow me to pick up and move a map generated translocator or will it just be scrapped for parts?
neobit
Fixed in latest release
Paeddy
Appreciated!
It seems I have that problem Paeddy
Can you elaborate a bit more? I don't understand which file you are editining.
SpearAndFang can that be fixed in the mod? I'm not sure the quickfix will work when using your mod on a server.
???? ?? ?????????????? ??????? ? ??????????
If anyone has an issue with the crowbar working and immersive mining you'll need to edit the json in itemtypes and change the "tool" from "Shovel" to "Staff".
cosmobeau
Not sure the best number for you map size, but I tested with this setting and it worked well
"MaximumLinkRange": 20000000,
How to set the max distance to no limit?
Kara
Doubtful. I only added an additional claims check when breaking a translocator with a crowbar. Like three lines of code that only fire under specific circumstances.
The odds of that causing what you are describing are slim to none.
Unless you all are breaking a whole lot of translocators with crowbars. But even then, super unlikely.
The log files probably provide a clue as to what was going on.
I can only assume version 1.6.1 has a memory leak in it, or something? cause we updated the server to it and the server started experiancing Massive lag spikes that would cripple the server out of nowhere. this only started after updating only this mod and after reverting the update the massive spikes of crippling lag have stopped. No idea if your mod is the cause or not, but i thought i should at least mention it.
NotTheSolaire
Yes
does this work on 1.21.0?
MRGOOSE
Probably not this mod, it doesn't handle the actual teleportation side of things, and it isn't hard to find such reports from people who don't even use this mod.
Start by exiting the game completely to see if that fixes it.
the teleportation is not working. its doing the screenshake and sound forever.
Grimald
Sorry, I'm not doing much modding these days (beyond keeping them functional), but if I do I will only be to work on one of my own mods. This is not one of my mods.
SpearAndFang Would you consider adding optional setting for translocator upkeep in temporal gears (so you would need to pay 1 temporal gear to re-enable constructed translocator per X [configurable] game days?). Would go really nice for "immersion" based servers. It would help to bring towns and communities in game even closer by polling their resources and having sort of "soft tax" on teleport.
Sianks
Correct
i guess u cant just relocate the teleported you just repaired? Hitting with hand doesnt help and Crowbar will destroy it into parts not into single block...
Interesting mod, but even with these deconstruction losses, such teleporters, when conveniently installed, seems OP for me.
Maybe mechanical power should be delivered (with fast enough rotation, on top) to run sending translocator? That would make sense, because not all Jonas technology is known, thus some primitive workarounds are needed.
Another idea (from VS forum): to have telegraph copper line wires connected to both peers, to enable translocation (not sure if doable with current world implementation).
brayanluc
Added. Thanks!
Hi there! Thank's for the mod.
Here's the translation for brazilian portuguese in case you want it: https://pastebin.com/6xCg8EGg
Peterman,
There's not a lot of people asking to make this mod even harder so I don't have much interest in doing that.
Why not just make it harder to get all of the required parts? For example if you change these two config settings to something like this
"RecoveryChanceGateArray": 0.2,
"RecoveryChanceParticulationComponent": 0.2
then players would have to sacrifice many translocators in order to build only one. This would surely discourage them from trying to move them.
hi, question: relocating of translocators seems too powerfull for our server community.
1. Is it possible to disable translocators deconstruction and building/placing new one anywhere (i.e. to allow use of translocators where they are only ) ? Config option.
2. Is it possible to charge a player for every finished relinking of translocators (some temporal gears for example) ? Config option.
Xela42
You can add this mod at any time.
Hey, I wanted to know really quick, if I were to add this to an already existing playthrough would it corrupt or break the save or will the playthrough still work fine? Because I been thinking on adding this to an already existing playthrough on a server with my buds, we just wanted to know if it will break everything or not.
As both SpearAndFang and Windows98 stated, it is not necessary to have both Translocator Engineering - Redux, and Translocator Relocator [BETA] installed at the same time (I stated just as much on my mod page). In fact, both mod developers adviced against having both installed at the same time. And my mod was meant more for Translocator Engineering - Redux as it had the actual components, not for Translocator Relocator [BETA].
I only added a recipe for crafting the translocator from Translocator Relocator [BETA] as I found it superior to the vanilla translocator (which Translocator Engineering - Redux uses). And it wasnt until later that I picked up the bug regarding the interference from both mods where the act of breaking the translocator occurs.
When used alone (ie Translocator Engineering - Redux only), there is no problems whatsoever. I might eventually (with permission from SpearAndFang of course) use his assets to create a dedicated translocpart mod for creating the translocator parts for Translocator Relocator [BETA]. I'm not too comfortable with adding my own assets as yet, as I am still new to the modding scene.
SalazarWindriver
DilanRona hard is not the point of my question, I haven't had a chance to test your mod out. The server I'm playing on is lightly trying to keep this based on class but I can't install mods myself. I also only mentioned it here cause my first part was in reference to the bug having both installed causes with being unable to break TL's
DilanRona
" Neither developer is interested in trying to resolve it."
Well that's not right. If I thought that there was an issue, I'd be interested in resolving it. But the two mods simply don't belong together.
If you cannot break the translocators, then I am going to take a wild guess here, and assume you have Translocator Relocator [BETA] installed. Right?
The two together causes the problem with the translocators not being able to be broken with the crowbar, or steel pickaxe. Neither developer is interested in trying to resolve it. The only reason I added a direct recipe for the translocator version from Translocator Relocator [BETA] is becuase of the crowbar/steel pickaxe bug. If you remove Translocator Relocator [BETA] then you can break the translocator as normal with the crowbar. And make replacement crystals, Gate Arrays, and Particulation Components as necessary.
Also, it is not necessary to even install TransLocPart, seeing that Translocator Engineering - Redux doesnt depend on it, and neither does Translocator Relocator [BETA].
Second, SpearAndFang is not in charge of TransLocPart, so the comment in all respects should have been made on my mod page tbh. And you are more than welcome to restrict the creation to the clock maker class. I really dont mind. That is essentially my first mod, and any modification involving config files (which probably takes DotNet coding into consideration) is beyond my skills (unless I am wrong). I am more than willing to add that config option to my mod at a later stage. I'll even make a point to add your mod to my download page for anyone looking for it should I not be able to add a config option to restrict it to the clock maker class.
And third, I actually thought I made the recipe hard enough. Guess I was wrong...
SalazarWindriver
DilanRona other than now being able to craft all the parts you need so after some time you can make all the TL's you need, not being able to break the TL's is hurts the point of this mod.
Also are you going to have your parts creation restricted to clock maker if class exclusives is turned on or should I add that to the mod Spang made for me and I am hosting?
https://news.kalataka.ru/show/mod/22717
Its published. The only problem I found is the inability to break translocators with either a crowbar, or steel pickaxe. Other than that, they both work together just fine. I got both on my system. Maybe a future update between the two, or both will fix that annoyance. But I am willing to live with it. Can always craft more translocators if need be.
DilanRona
I don't think that there's anything left to discuss. The two mods are different ways of essentially doing the same thing, so they should not be used together. I do not see any reason for even attempting to make them compatible with each other.
On the recipe front, it sounds like you have figured something out with the help of Brady_The, and I have the upmost confidence in Brady's abilities, so as long as you're willing to publish this mod then that's one less thing that I have to worry about. Good job!
Ok, TE-R and and TRr doesnt interfere with either ones operation. But I did notice that while both is active, I cannot break a repaired translocator with a steel pickaxe (as per TRr), and I cannot pry apart a repaired translocator using a crowbar, (as per your mod). So from my point of view, its a good thing I havent officially published my mod yet.
How does your mod work with breaking a translocator apart using the crowbar? And if possible, can we have this discussion via the forums, so I can have both you and the dev of TRr online?
Published a draft copy online for recipe support for your mod.
Ok, I got a mod going with recipes for Gate Arrays, Particulation Components, Power Cores, and Coalescence Crystal shards. They all use Jonas parts, so https://news.kalataka.ru/betterjonasdevicesfixed will be needed for crafting them. Want to provide the mod to you first to get feedback before I release it.
Brady_The also assisted me with debugging my recipes when it wouldnt work the first time.
Could I ask you to contact me on the forums, SpearAndFang? My link is here: https://www.vintagestory.at/profile/241685-dilan-rona/.
We can hash out the ideas for the recipes there.
Working on some ideas for that involving jonas parts in fact. Using https://news.kalataka.ru/betterjonasdevicesfixed to craft jonas devices.
DilanRona
If someone were to suggest ingredients for each I'd be willing to assemble a seperate mod for that.
Is it possible to add recipes for Gate Arrays, Particulation Components, Power Cores, and Coalescence Crystal shards? I dont want to sacrifice existing translocators just to want to build my own translocator at another location.
SalazarWindriver
No, but I made the mod to do that and made it available to you over on the VS Discord.
(I pinged you)
Any chance of adding a config option to make the linker (and/or crowbar) a class-restricted craft for clockmakers?
Suros
All indications are that this is a bug in the vanilla game, not related to this mod.
I too am having issues with both naturally generated and placed translocators sometimes having issues. The link will establish, but then all translocators seem to stop working until a server reboot is performed. The sound and animation is still present however. This only occurs when new links are established, and never during routine teleportation.
Blake81
sure can
Can this mod be added to an existing map?
Nivin
I just tested and was able to craft both aok
Have you got the Bricklayers mod? If so, maybe update it. It did have a patch in it that broke those two crafting recipes
Having an issue crafting the linker and new translocators. They show up in the handbook, but no crafting recipe on how to make them. Crowbar was fine on the anvil and breaking down old translocators works fine and gives me mats, but other than the crystals which I can craft into a fix one nothing crafts into anything in the handbook
I have experienced the vanilla translocator warping spacetime issue. I repaired one translocator, which was stuck at warping spacetime. I removed the mod with 2 observations: the prior repaired translocator never got beyond warping spacetime, and a second translocator was repaired and linked itself successfully.
I had been using teleportation network, translocator treasure maps, and the translocator directional coaxer. I removed the direction mod, left the other two. The vanilla translocator linked successfully. I'll try an earlier version of translocator engineering on a third repair to see if that has any effect. 1.20.6 with 1.5.6
A restart, and then re-link again fixed the issue.
Cocytus
I tried every pickaxe variant on a ruins translocator in every state of repair (unrepaired to fully repaired) and could not recreate that, so no.
Makes sense because the crowbar is what controls the entire breaking mechanism.
Either some other mod is causing this, or the translocator you broke was one of the new translocator "clutter" variants, not an actual translocator.
It seems like translocators found in ruins can be destroyed with copper+ pickaxes? I thought only crowbars were supposed to be able to break them, but I just accidentally blew one up on the first swing while going through a ruin.
madcatandrew
Did you restart the server? This mod relies heavily on vanilla translocator code to function, and there have been a few reports of this same thing happening without this mod installed.
After updating to 1.20.6 it appears the teleporter in our base no longer functions. It spins up and screen shakes and.... just keeps shaking and spinning forever. Only other change on the server was smithingplus 1.2.5 > 1.3.8
Re-linking the translocators didn't fix it, and they're still in range according to the linker.
Shinji170981
I just saw that exact issue reported without any mods the other day. I suspect it's related to custom landcover and/or landcover scale. For the person that reported the issue, they said that restarting the game fixed their issue.
Long story short, I think it's a vanilla bug.
SpearAndFang
We are having an issue on our server with the mod, because all the vanilla translocators are not able to connect to other translocators.
After repairing a translocator with the metal parts and the temporal gears, the translocator will only say "Warping spacetime..." and nothing happens. There is nothing happening on the server log side either.
We are currently using the 1.5.6 version on our server with 1.20.4.
Any idea why this is not working? Are there any mods which might cause a conflict with your mod? Like the one which prevents connecting to translocators beneath an ocean?
We don't really want to remove your mod, because we are using it to connect the villages, so it would really be nice, if you could help us out.
If you need more details, you can ask here or ping me on Discord.
Thank you :)
Staniboy
I see that. Vanilla was having some issues with that as well of late - may be related to that.
Anyways, I've added it to my to-do list thanks!
SpearAndFang crowbar model when dropped "dips" underground
jamescook
they are linked and animated? I don't know what else to tell you but it sounds like a mod conflict.
for some reason i can't teleport useing the translocators.
ArmandVestibule
That's Bricklayers patching the Translocator Engineering mod, and probably breaking this mod's translocator recipe. :(
And probably breaks the Translocator Engineering linker tool recipe as well.
The current version of this mod seems to conflict with Bricklayers' current version on VS 1.20.3:
Grid Recipe with output Block code game:statictranslocator-normal-north contains an ingredient that cannot be resolved: Block code bricklayers:glasstile-normal-plain-white-down
I've just released Campaign Cartographer v4.3.0, which is now compatible with this mod.
Nebux
Thanks!
That was wildly unrelated to the changes I made earlier, but a new version will be up shortly.
can't destroy translocator with a crowbar anymore in 1.5.5
Ouk
I saw that and downloaded it already Ouk. Much appreciated!
Now I just need to get off my ass and actually do something.
Hi, I translated TE in to Czech lang. I posted here https://www.vintagestory.at/forums/topic/4557-translocatorengineering/ Would be my pleasure if you will use it. Thank you for the mod!
ElegantChimp
Sorry, I'm not interested in doing that. Adding new functionality or content to any of the mods under my purview has been very very low on my list of priorities for a long time now.
Hello SpearAndFang, any interest in implementing something like the tool from Translocator Locator? I always have a lot of difficulty finding translocator, and when that mod was supported it was amazing. Regardless, great mod, excited to use it again in 1.20.
@Harun
I should be able to do that for the next release yeah. I've added it to the list.
SpearAndFang hey man, awesome mod, the translocator linker does not respect claimed translocators, can you fix that?
as in, it will link and synchronize translocators that are inside claims that you are not a part of.
i have tested it without admin role, in survival mode, in another person's claim.
you are the best.
SalazarWindriver
Here you go
https://news.kalataka.ru/traderssellcrowbars
Is there any chance of making the crowbar an item for sale at traders? kind it is kind of a pain to have to wait for end game to be able to move them around.
Thanks for moving the linking tool to be in FOV, it makes life so much easier!
Madrigal
right click should light up the linker. shift-right click to clear it.
The latest release probably only works with 1.120.pre7 or newer. maybe try an older version, especially if you are using game version 1.19.8
I think I'm doing something wrong, but the linker says I'm out of range, no matter how close I am. When I use the linker the screen just flashes, there's no buttons that light up.
RachelTGG
new version up...thanks!
Crashing on 1.20.pre7
Here is the log
NateDoesLife
I mean...I could probably change that, but I'd rather not. This mod doesn't contain any code remotely close to that, it just uses the existing vanilla translocator code.
I noticed that the translocater seems to output you to the front left (looking away) when you use them. Is there anyway to make it so it outputs you directly in front of it. Just a small thing but I was getting put into walls due to it for some of mine.
Laerinok
Thank you once again!
Hello,
this is the fr.json.
😉
What if there was a way to get a estimate of the location of the nearest generated translocator? Similar to the prospecting pick. For balancing this could cost Temporal Gears...
Updating ConfigLib fixed it!
Marshy
hmmm. That almost looks like a permissions issue and that path is rather unexpected.
But what is more concerning is how old that version of configlib is. Maybe try updating configlib to version 1.3.5 or newer.
This mod loads fine on its own, but when I load it alongside ConfigLib and ImGui, I get the error:
Loaded Mods: translocatorengineeringredux@1.5.1, game@1.19.7, creative@1.19.7, vsimgui@1.1.3, survival@1.19.7, configlib@1.2.1
System.UnauthorizedAccessException: Access to the path 'C:\Users\adam8\AppData\Roaming\Vintagestory1.19.7\Data\ModConfig' is denied.
The odd thing is that after the crash, I can see that even from a totally clean ModConfig folder, it creates the .json for this mod and adds the contents:
Here's the full error text:
Running on 64 bit Windows 10.0.19045.0 with 32686 MB RAM
Game Version: v1.19.7 (Stable)
5/17/2024 5:20:45 PM: Critical error occurred in the following mod: configlib@1.2.1
Loaded Mods: translocatorengineeringredux@1.5.1, game@1.19.7, creative@1.19.7, vsimgui@1.1.3, survival@1.19.7, configlib@1.2.1
System.UnauthorizedAccessException: Access to the path 'C:\Users\adam8\AppData\Roaming\Vintagestory1.19.7\Data\ModConfig' is denied.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path)
at ConfigLib.Config.ReadConfigFile(String defaultConfig) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 312
at ConfigLib.Config.ParseJson(JsonObject json, Dictionary`2& settings, SortedDictionary`2& configBlocks, String& defaultConfig, String domain) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 284
at ConfigLib.Config..ctor(ICoreAPI api, String domain, JsonObject json, String file, Dictionary`2 serverSideSettings) in D:\Projects\VintageStory\configlib\configlib\source\Config\Config.cs:line 99
at ConfigLib.ConfigRegistry.FromBytes(IWorldAccessor resolver, Int32 quantity, Byte[] data) in D:\Projects\VintageStory\configlib\configlib\source\ConfigLibModSystem.cs:line 299
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step11() in VintagestoryLib\Client\Systems\Startup.cs:line 850
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 746
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 293
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 5/17/2024 5:20:18 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x68dc
Faulting application start time: 0x01daa89fe234cb99
Faulting application path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Vintagestory.exe
Faulting module path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Lib\openal32.dll
Report Id: e35c8757-1d8e-4d19-b94d-84a62506de6a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/17/2024 5:19:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x56e0
Faulting application start time: 0x01daa89ef5eef338
Faulting application path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Vintagestory.exe
Faulting module path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Lib\openal32.dll
Report Id: 71b44f23-d3da-48a7-a82d-7830fdd4056a
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/17/2024 5:12:35 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6184
Faulting application start time: 0x01daa89ea63a2308
Faulting application path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Vintagestory.exe
Faulting module path: C:\Users\adam8\AppData\Roaming\VintageStory1.19.7\Lib\openal32.dll
Report Id: 701ab8a6-72c9-47a3-8aed-a567b78e9ed0
Faulting package full name:
Faulting package-relative application ID: }
@lhorek
I've added it to the latest release. thank you!
Russian translation https://drive.google.com/drive/folders/1NXGcRTF0fcO7qxfOzSpqcoDwkfdau6yE?usp=sharing
Great! Thanks! can't wait to give it a go!
Hypnotique
Yes it's been working great for me and no issues reported.
Hey! Is this mod working for the most recent update? We are in 1.19.3.... TIA
@jibbjabb
You are using the wrong version of the mod - for your game version you need mod version 1.4.7.
@Yelb
I do not know why 80% was chosen. But you can increase those to 100% by editing the modconfig. i.e.
"RecoveryChanceGateArray": 1.0,
"RecoveryChanceParticulationComponent": 1.0
See the ModConfig section above for a bit more info
Hello, why 80% and 100% ? This way we have some useless parts with nothing to do with, right ? Or what did i miss ? Do all 100% would be good enough, as you have to find the device first and have the right tools.
It would be nice to have a way to recycle the parts that drop with 100% rate, 'cause in this state we can only get more and more part of these things without getting any usage of them due to the lack of other parts.
makes moving really nice
Produce your halite, trader, lest I remove head from neck...
...with my crowbar!
Obligatory "make the crowbar deal damage" comment. 🤓
wildejackson
I really like the idea of having an additional use for the crowbar. I'll definitely give some consideration to this. If nothing else, giving it the ability to quickly and easily remove clutter. Thanks.
I have a really good suggestion I have no idea how viable it is without resorting to using a DLL but if it is possible I would love for the crowbar to ensure a 100% pickup rate on the junk item blocks in ruins (like collapsed crates, barricades, ruined chandelier etc) Thanks for the mod BTW
BillyGalbreath
I see that and it's much appreciated. You, sir, are a scholar and a gentleman!
SpearAndFang
I sent you a PR that fixes the issue with client linkers not using the distance from the server in a multiplayer environment.
SpearAndFang ok cool!
also a couple of cool ideas that may be worth exploring if they are easy enough.
the first is tool tips for either location or translocatior names. you might be able to add it to the metadata or something? im pretty sure that translocators can show their teleportation coordinates when you repare a translocator, so it may be relativly easy. for renaming, the player could right click with crowbar or something. idk im sure youll come up with a cool implimentation.
the second is a personal translocator; a small handheld item that costs a temporal gear to use, but it can be linked to a specific translocator. this is obviously a very large idea in comparison to the previous one, so totally understandable if you dont have time for it, or just arnt inturested. you are one person after all, and your time is limited.
the third and last idea is to be able to manipulate translocators to drop you off at specified locations instead of to another translocator. this would be an unstable ejection so the player may fall from the sky, appear underground, or otherwise possibly die. low chance, but still a possiblity. idk, this functionalility seems like a good wayto prevent abuse, but up to you. the intended use for this would be a quick and dirty, one way teleport, to any location on the map as long as it was in the general direction of the taget translocator.
@CanaDan
ok. I've added it to the to-do list for the next release.
would be great to have a modifyable value for the coalescence crystal as well.
Meowsers
Sure. I've made those changes for the newly released release.
Is there a config to change the drop chance of the Gate Array and Particulation Component? It'd be a nice feature to have
IAmJade
Euclidean
How is distance calculated? Manhattan?
New version up! Had a pull request, decided to do a little more...
NEW: Crowbar now ground storable AND tool rackable
NEW: Link range configurable via modconfig file - thanks Peter Wedder (brndd) for the pull request!
ModConfig setting: "MaximumLinkRange": 8000
Delete existing %AppData%\VintagestoryData\ModConfig\TranslocatorEngineeringMod.json if neccessary to recreate it.
Oh, interesting, that's why its not crashing on my win10 machine but is on the server. The server I use isn't technically mine, so not sure if the server owner would be open to installing base OS stuff on it.
@Buggi that *looks* like an issue with the .NET / Mono version on your server (I build with Net Standard 2.0, not Net Framework).
On Windows, update to NET Framework 4.8 or similar (it's part of the standard Win10 updates for example). On linux, update Mono.
Worst case scenario is follow the source link above, download the source, and rebuild with Net Framework. ugh.
Crash trying to use the mod on a dedicated server:
16.5.2023 13:43:35 [Error] [translocatorengineeringredux] An exception was thrown when trying to load assembly:
System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
File name: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'
at System.ModuleHandle.ResolveType(RuntimeModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandleInternal(RuntimeModule module, Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(CustomAttributeRecord caRecord, MetadataImport scope, Assembly& lastAptcaOkAssembly, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, Object[] attributes, IList derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctor, Boolean& ctorHasParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType, Boolean mustBeInheritable, IList derivedAttributes, Boolean isDecoratedTargetSecurityTransparent)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeAssembly assembly, RuntimeType caType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass33_0.<LoadAssembly>b__1(Assembly ass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 360
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 357
sogesan
you have a version mismatch there I'm afraid. v1.4.0 is for the Vintage Story 1.18 pre-releases only. You need to use v1.3.0 with your game version "Game Version: v1.17.11 (Stable)"
this bad boy crashes the game if we type trough in handbook.
Running on 64 bit Windows with 32 GB RAM Game Version: v1.17.11 (Stable) 3/8/2023 6:20:56 PM: Critical error occurred Loaded Mods: craftablesticks@1.0.0, potatoes@1.0.8, ragnamans-seeds-from-crops-recipes@1.0.0, sortablestorage@1.6.0, stackables@2.0.5, translocatorengineeringredux@1.4.0, game@1.17.11, wildcraft@1.5.1, carryon@0.10.3, cuniculture@1.0.1, petai@1.5.5, creative@1.17.11, survival@1.17.11, VsTrashcan@1.0.1, woodbarrels@1.0.4, woodchests@1.0.4, workbenchexpansion@1.5.1, metalrecovery@0.1.18-rc.2, treetapping@1.0.0, wolftaming@1.5.4 System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.Pos'. at TranslocatorEngineering.ModSystem.ItemLinker.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 389 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 197 at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Boolean shading, Boolean rotate, Boolean showStacksize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 285 at Vintagestory.GameContent.GuiHandbookItemStackPage.RenderTo(ICoreClientAPI capi, Double x, Double y) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 91 at Vintagestory.GameContent.GuiElementFlatList.RenderInteractiveElements(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 154
new release for 1.18. For the brave and the bold.
This: It becomes inactive and needs to be linked with the linker (or broken down)
Wonderful mod, having fun with it! 💯 Even Bricklayers will get compatibility for it :) Thank you!
One question: If you break apart an active translocator from a working (repaired vanilla) pair, what happens to the other end? Does it become just inactive again and needs to be linked with the linker (or broken down), or will it be in the unrepaired state and when you repair it, link to a random new TL?
Craluminum Maybe? No? I'm not interested in upgrading this mod - I'm only keeping it up-to-date for people who are looking for this functionality.
Can crowbar be stored against wall like every vanilla tool since v1.17.0-pre.4 update?
FYI: I tested this mod with v1.17.0-pre.4 and it's still working. Use v1.2.0 for v1.17.0-pre.5
Clockmakers being able to set up their own teleporters would have been an amazing use of the class. This is the next best thing.
Updated for 1.17.x
SpearAndFang
Thank you!