FortressCraft Evolved

FortressCraft Evolved

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Network Teleporter
   
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20 May, 2018 @ 1:43pm
22 Feb, 2020 @ 12:19pm
25 Change Notes ( view )

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Network Teleporter

Description
Replacement for the abandoned Teleport Network mod using the current crafting recipe and an improved user interface. Allows for teleportation between any network teleporter without the hassle of markers.

Two levels of research are possible to extend the system. The first allows teleportation to waypoint machines and GPS Tool waypoints. The second massively reduces teleportation costs and unlocks a suit update that lets teleportation from any location using suit power. The default key binding is Left Control-Space.

Key Binding Configuration

Key Binding can be changed by editing the NetworkTeleporterModKeyBindings.xml file. If the file doesn't t exist it will be generated on first time run. Existing configuration files will automatically update to add any new available settings while keeping any existing settings.

To avoid conflict issues with Steam workshop updates, configuration files are now kept in a separate folder listed below by platform. Any old configuration files found in workshop folder will be automatically moved.

Windows: Users\<UserName>\AppData\Local\ProjectorGames\FortressCraft\Mods\ModSettings\MadVandal.NetworkTeleporter

Linux: /home/<UserName>/.config/unity3d/ProjectorGames/FortressCraft/Mods/ModSettings/MadVandal.NetworkTeleporter

Mac: /Users/<UserName>/Library/Application Support/ProjectorGames/FortressCraft/Mods/ModSettings/MadVandal.NetworkTeleporter

Information on how configure key bindings is available in the Key Binding Configuration.txt file located in the parent folder.


Research Requirements

Automation
Scan of Crystal Deposit
Scan of Lithium Ore
(Same as vanilla teleporter machine exclude diamond crystal scan)

Updates

Update 12/31/2018:
- Fix tranmission of removed Network Teleporter machines to clients.

Update 12/26/2018:
- Fix bug on hosted games where client teleporting causes the host player to also teleport.

Update 12/21/2018:
- Fix for teleporting "inside" the machine instead above it.
- Fix for exit direction not updating correctly from server clients.

Update 12/13/2018:
- Update to sync interface library with GPS Tool update.

Update 12/8/2018:
- Fix displayed network teleporter destination coordinates showing as the coordinates of the machine instead of the pad above it.
- Fix for user GPS tool waypoints not being shown in UI.

Update 10/25/2018:
- Fix double appearance of "All" filter option.
- Filter and sort settings are now retained on world exit/reload.

Update 10/20/2018:
- Fix setting of sort origin so distance sorting works correctly.

Update 10/11/2018:
- Add sorting feature to UI popup.

Update 10/3/2018:
- Latest UI fixes.

Update 9/26/2018:
- Handbook entry fixes.

Update 9/25/2018:
- Refresh build for release P22.
- Add room awareness.
- Latest UI fixes.

Update 8/26/2018:
- Fix teleport destinations improperly being removed from the destination list on server clients.

Update 8/10/2018:
- Remove debug messages logged when UI is open.
- Latest UI fixes.

Update 8/5/2018:
- Update recipe for FCE P21 changes.

Update 7/16/2018:
- Latest UI fixes/updates.
- Waypoint color states now show on UI.

Update 6/16/2018:
- Fix issues with drop down list selection tracking.

Update 6/14/2018:
- Fix for teleporter power cost changes not staying in effect if the player drops the teleporter suit mod.

Update 6/2/2018:
- UI Fix for filter label.
- Fix handbook entries.

Update 5/29/2017:
- Fix hotbar remote teleport suit upgrade click action to use current set FortressCraft mouse/key binding instead of assuming left mouse button 0.

Update 5/26/2017:
- Fix for missing GPS Tool interface DLL in Steam deployment.

Update 5/25/2017:
- Add new research, waypoint teleportation destinations, and suit upgrade.

Updated 5/20/2018:
- Initial release.

30 Comments
Mad Vandal  [author] 20 Oct, 2018 @ 6:54am 
It going backwards...will get that updated today.
Robert 19 Oct, 2018 @ 5:10pm 
Hello again. Sorting the list by name works fine. But I've just tried "sorting by distance" for the first time, and that list looks pretty random/unsorted.
Robert 15 Oct, 2018 @ 7:18am 
Whoa, just noticed that you already added the sorting. Awesome, thanks a lot!
Mad Vandal  [author] 10 Oct, 2018 @ 4:12pm 
Adding sort is coming up on the to-do list
Robert 10 Oct, 2018 @ 12:57am 
Great mod! But what I'm desperately missing is a way to sort the list of locations alphabetically and by distance. Would it be hard to add this, please?
plc.reboot 4 Sep, 2018 @ 1:19pm 
I tried the beams, and it worked. What I did is I used power from the CPH to power every teleporter, and every vertical lift, and now everything works. Wonderful. Thanks! :)
Mad Vandal  [author] 4 Sep, 2018 @ 4:40am 
The spead of power through LPT beams is a key mechanism to trigger segments to be loaded into a world after startup. By using the cheat power cubes there is nothing to force the segment to load other than the playing moving close enough to it. You'll need to run LPTs beams.
plc.reboot 3 Sep, 2018 @ 11:16am 
I have a problem with several mods, including this one, and I'm looking for a solution. My problem is that when I put a teleport pad deep in the middle of nowhere with an 'infinite power cube' powering it, it works great until I save the game, then the next time I run I can't see it unless I grapple down to that level and 'look' at it, at which time magically it's back on the list as a target.
I am guessing (!) that the problem is that because I am not running power vertically using lasers these deep nowhere locations aren't being loaded,so they don't show up. I suspect this is the same reason why my vertical lifts don't work sometimes, and my teleport hoppers sometimes won't work until I visit them.
I'm wondering if running lasers from the CPH down to the various levels (even if I'm not using the power) will keep the levels loaded and solve this problem. Does anyone have any experience with solving this problem?
Mad Vandal  [author] 1 Sep, 2018 @ 9:01pm 
Machines research not weapons. You need Advanced Logistics and Storage unlocked and completed.
Eclipse the Dragon 1 Sep, 2018 @ 5:14pm 
the only tier 3 thing i have now is the tier 3 standing gun, but i'm staying with the tier 2 guns for now. the tier 3 gun is slow and i can't craft it yet.