Stranded: Alien Dawn

Stranded: Alien Dawn

Teleportation
97 Comments
injto4ka  [author] 26 Mar @ 11:15pm 
Yes, but the hub has to be powered.
HephestusBR 26 Mar @ 5:08pm 
Hi developer! How I should use the teleport? I create one hub and 2 pads but I can't make survivors use it! They will use the teleport automatically? Thank you!
kinngrimm 18 Feb @ 10:49am 
thats great, also thx for the quick response :) have a good one
injto4ka  [author] 18 Feb @ 6:33am 
any pad to any pad as long as the hub is working
kinngrimm 18 Feb @ 6:04am 
are the pads 1:1 or 1:n connections, meaning can i use one pad to travel to all others or do i have to have two for any one connection?
injto4ka  [author] 4 Feb @ 11:57am 
Enjoy!
Legend 4 Feb @ 11:37am 
This is hands down the most helpful mod for the game.
bongerman85 5 Jan @ 1:50pm 
thank you much apprecicated. I see what u mean about the consumption. this go around i was built closer to the LZ so, there wasnt a need for teleporters quite as badly as when i play on a different map where im on one edge of the map. the teleporters also seem to consume higher power levels when they are placed further from the hub.
injto4ka  [author] 5 Jan @ 9:03am 
The power consumption of the teleport isn't standard and thus cannot be easily tweaked. I added instead a new game rule "Free Teleportation" to remove the additional power consumption added from the active pads. Also I replaced the high-pitch humming sound with another that should be better.
bongerman85 5 Jan @ 8:12am 
I was hoping to figure out how to edit the mod to adjust power consumption, I removed a few of the pads, so power consumption is managable now, however I use this mod with project x. I use the teleporters in place of elevators due to how convenient they are. I just wish consumption was less than it is. Its hard to build enough generators to handle the load, and when the attacks in x come. My laser grid is working quite hard to repel invaders
injto4ka  [author] 5 Jan @ 2:05am 
I will see about the sound, I thought that it is low enough not to be irritating and yet to indicate a working condition. About the power consumption, it increases with the number of active portals - the more you have the more the consumption. You can turn off any unused portals to reduce it.
bongerman85 4 Jan @ 9:55am 
does anyone know how to change the power consumption of this device. I have found recently it is consuming over 6k units of power every hour. While I am happy to build generators to compensate for this, its super extreme.
bongerman85 3 Jan @ 12:11pm 
is there any way to remove the humming sound effect these constantly make?
bongerman85 3 Jan @ 7:37am 
i LOVE this mod, its incredible, transit times have been cut down so much, no more need to build elevators. This mod is genius I cant believe I played without it before.
meraco 11 Dec, 2024 @ 4:11pm 
Yep, that did the trick. crash cleared up. Ill continue and share your hope of completion.
injto4ka  [author] 11 Dec, 2024 @ 3:51pm 
Done, no more crash. I hope this was the last of it!
injto4ka  [author] 11 Dec, 2024 @ 3:35pm 
Ok I successfully crashed the game using your save, it was super helpful! I have to think how to deal with it. The problem is that the drone is trying to visualize an enormous FX trail behind him along the teleport distance.
meraco 11 Dec, 2024 @ 3:19pm 
just unpause and wait 15 seconds. to see the crash
meraco 11 Dec, 2024 @ 3:18pm 
That didn't last long. I was able to get the save right up tot he point of reoccurring crash. Just like last time. As soon as a drone carrying 10 silicon comes through the pad. instant crash to desktop.

I sent the save via CTRL F1.. hope it helps.
injto4ka  [author] 11 Dec, 2024 @ 1:19pm 
Ah ok. Still if you have a similar problem in the future, please send a saved game via the in-game bug reporter (Ctrl-F1).
meraco 11 Dec, 2024 @ 1:12pm 
No, I was describing what happened before your patch.. ill test it tonight. Thanks
injto4ka  [author] 11 Dec, 2024 @ 1:07pm 
So it crashes again with the new version as well? When a drone is using it? Do you have a saved game where I can try to repro the crash?
meraco 11 Dec, 2024 @ 12:18pm 
Ill give it a try again. Was fine at first. then the the teleport went dormant for a time as no one needed to go to that location for some time.. then I assigned a task in the area and a drone went out to deliver and thats when it crashed. the game just dropped suddenly to desktop.
injto4ka  [author] 11 Dec, 2024 @ 1:46am 
Should be fixed
injto4ka  [author] 10 Dec, 2024 @ 10:46pm 
Thanks for reporting. I suspect one element of the visualization. The same crash was observed with the Guardian mod.
meraco 10 Dec, 2024 @ 1:23pm 
I can confirm that this mod crashes the game during random use.
naojlofr 26 Sep, 2024 @ 1:55pm 
Ok, I'm not sure now it was a bug of teleport's mod. It's more probably my old computer who cannot support a big castle, a lot of mods, and a lot of people.
naojlofr 15 Sep, 2024 @ 7:58am 
Hello.
Of course when I try to recreate the bug every thing function very well.
Perhaps an other time. Thank you to your disponibility.
injto4ka  [author] 10 Sep, 2024 @ 2:05am 
Thanks for reporting! I cannot reproduce the bug no matter the teleport distance. If you can prepare a situation in a saved game that leads to a crash, I will be able to debug it. If so, pls report with a save game via Ctrl-F1 and pls put in the report's title the word [Teleport]
naojlofr 10 Sep, 2024 @ 12:26am 
Hello,
I've got a problem with this mod. For the big distance (near half of the map) there's a risk of game crash.
Enaugh it's a very good mod! Thank you.
EnigmaSeven 11 Jun, 2024 @ 10:33am 
Thank for the Fix 8)
Love this Mod.
injto4ka  [author] 11 Jun, 2024 @ 4:23am 
There was an error, the sound FX volume in the event of a teleport is now correct. Please test now.
injto4ka  [author] 10 Jun, 2024 @ 2:09am 
You mean the sound played when a survivor passes through the teleport?
Karamethien 10 Jun, 2024 @ 12:53am 
Is there a way to turn off the teleporting sound effect? on fast speed it sounds like machine gun fire :steamsad:
Jaggid Edje 14 Mar, 2024 @ 1:46pm 
I agree, it's definitely best-in-show of all the mods I use. Pretty brilliant.
Drendi0819 14 Mar, 2024 @ 12:56pm 
I freaking love this mod! Makes remote mining/logging a dream! Once you can afford to build it of course.
injto4ka  [author] 25 Feb, 2024 @ 9:39am 
I plan to make the hub to be able to place a temporal portal somewhere on the map
naomorte 25 Feb, 2024 @ 9:08am 
Just a thought. Add the teleport pad to a mech with storage. Now instead of walking a mech to a location to build and/or harvest and then your people abandon it, they use the teleport hub to go back and forth as if they were just there.

This fixes a few game issues with people not knowing how to handle a vehicle and vehicles being too unwieldy.

I was looking at doing a separate mod, but that makes no sense as it would absolutely require this mod.
injto4ka  [author] 11 Feb, 2024 @ 9:14pm 
Which sound?
DeathAngel 11 Feb, 2024 @ 2:07pm 
Is there a way to make is silent?
Dethjager 4 Feb, 2024 @ 11:26am 
I unsubbed, opened, exited, resubbed, opened. Missing dependency. What version number is the correct one?
injto4ka  [author] 3 Feb, 2024 @ 3:31am 
The mod should not have any dependency problem now
injto4ka  [author] 3 Feb, 2024 @ 2:35am 
Reverted to the last stable version
injto4ka  [author] 3 Feb, 2024 @ 1:30am 
It is a mod in the workshop
Dethjager 3 Feb, 2024 @ 12:47am 
"The dependency is soft". If I am getting missing dependency on the mod manager screen, can I download the missing file or is it part of SAD system files?
injto4ka  [author] 2 Feb, 2024 @ 2:16pm 
Log files folder: %appdata%\Stranded - Alien Dawn\logs
injto4ka  [author] 2 Feb, 2024 @ 2:11pm 
The dependency is soft, it can be started without it. In case of black screen please close the game and check for errors in the last log file.
Sybaris 2 Feb, 2024 @ 12:31pm 
Hi
for some reason I am getting dependency not found if I go in to the mods and enable/disable this mod. Not sure if its just me. Also sometimes get black screen after crashlanding but if I disable all mods and re-enable them in blocks, except for this mod, the game runs. Anyone else having that? Otherwise its a really handy mod when I have it working.
injto4ka  [author] 31 Jan, 2024 @ 12:15pm 
Version 1.1:
1. The hub now shows the connected pads on selection.
2. The pads display a human dummy while being placed to facilitate the process.
3. Fixed remaining portal FX after stopping a portal in a saved game.
Jaggid Edje 29 Jan, 2024 @ 10:40pm 
That would be very, very useful @Injto4ka. Right now I always put down an area flag or sign at any remote locations where I put portals. I started doing this after completely losing one. Never did find it in that playthrough....