RimWorld

RimWorld

Teleportation Trap
31 Comments
Salad-in 14 hours ago 
"Both traps are consumed upon use."

You have to build another one from scratch
KetamineBoy 21 Jun @ 10:41pm 
whats the re arm cost?
Aegael 1 Jun @ 7:31pm 
Can you make an interact option for colonists so they can teleport themselves as well?
konstantynopolitaneczka 14 Apr @ 7:29am 
such simple mod, I can't believe no one did it before

and psychite tea requirement is crazy lol:luv:
Justalittleg00ber999 6 Apr @ 5:16pm 
Me watching the empire raid us: "That's it...just a little...closer..."
*Teleports a warcasket with max shooting, and melee, pumped up on go juice yayo and flake*
Squishy 19 Mar @ 3:12am 
@SilkCircuit
Least unhinged rimworld user after 1000 hours of gameplay. Almost beats the sandpaper treadmill room.
Tabu2684 18 Mar @ 9:48pm 
one question, is that a heat signature reference?
Villanelle 6 Mar @ 10:51am 
Freaking genius I love it
LarsSvengard 20 Feb @ 11:58am 
@SilkCircuit holy crap dude thats a great idea!
SilkCircuit  [author] 15 Feb @ 10:53pm 
@McSqiggles @[JdG] Pejman – Step it up—design a room filled with hungry kitties that slowly gnaw away at anyone sent inside. They'll chew on foes as if they were covered in cat treats, licking at their exposed wounds. Survivors say it feels like a dry socket—but across their entire body. Or better yet, trap them in a 1x1 impassable room, where they’ll stare at the same four walls until they succumb to a slow, miserable death by starvation.

@GranDadJack @[JdG] Pejman – I can look into making these updates, but I have a few other items on my roadmap for mod releases, so I can't guarantee a timeline. However, I'll add it to my list of ongoing requests.
SilkCircuit  [author] 15 Feb @ 10:36pm 
@朝嵐 - Yes, mechanoids are teleported using the teleportation traps.
朝嵐 15 Feb @ 9:40pm 
Is that can be use for mechanoids?
McSqiggles 23 Jan @ 9:06pm 
i use it with the chemical warfare mod and send them into the smallpox chamber
[JdG] Pejman 23 Jan @ 12:32pm 
Would be great if we could have higher tech versions that are multiple use (and possibly stuffable)

Like a version using advanced components that uses power (maybe have something like each teleportation uses 3000 power from batteries)

Tbh I use them with the gas trap mod just to make my life easier (send raiders to the "sleepy gas" room which is next to prison :O)
GranDadJack 22 Jan @ 5:11am 
Would you be interested in adding higher tech versions? I have a few ideas.

Rechargeable Trap
- unlocks with battery
- now requires components to build, limited use (3 or 5) but can be rearmed with chemfuel, when it uses its last charge it becomes broken, requiring repair with component.

Advanced Teleport Trap
- unlocks with Microelectronics
- now requires advanced components and no longer requires chemfuel, but instead requires power. It has limited uses (5) and shuts down to recharge(using more power). does not teleport or receive when not powered.

Spacer Teleport Trap
- unlocks with Fabrication / Muli-analyzer
- now requires plasteel, no longer limited use but has a short cooldown. does not teleport or receive when not powered.
SilkCircuit  [author] 21 Jan @ 8:01pm 
@kurikinton - The traps are single-use to keep them balanced since they’re available early game. I didn’t want them to feel too overpowered, but I’ll keep your multi-use idea in mind for future tweaks or expansions. With that said, go check out my newest mod Warp Rifle , I think you'll appreciate the multi-use functionality.
kurikinton 21 Jan @ 7:49pm 
I for one would really love it if you removed the "single use" mechanic, or made it an option. My philosophy is that it's OK to leave it up to the player whether the feature is OP for their play style.

As it is, it's not very useful at the moment for, say, setting up a trap in a chokepoint to catch invaders because it will only catch the first one, which doesn't really help when there's 20 of them.

Just my 2 cents.
SilkCircuit  [author] 20 Jan @ 9:25pm 
Thanks, everyone, for the support and feedback on the mod.

@ferny - Good points. I stayed away from heavy “Skip” mechanics since they’re tied to the Royalty DLC, and I wanted the mod to work for everyone. If you end up retexturing or redesigning the trap and it’s solid, let me know—I’ll swap it out and credit you.

@Chad Thundercock - Thanks for the feedback, Mr. Thundercock. The traps are single-use to keep them balanced since they’re available early game. I didn’t want them to feel too overpowered, but I’ll keep your multi-use idea in mind for future tweaks or expansions.

@Chad Thundercock, @ferny, and @Isoriai—I’ve released a new mod you might find interesting: a Warp Rifle that teleports pawns to a powered warp node when shot (it's multi-use). Don't burn me at the stake—I didn’t call it a 'Skip' gun, but I did make it more blue. Ha.
Raven35 20 Jan @ 7:02am 
oh wow, this one is crazy. I love it.
Isoriai 19 Jan @ 10:32pm 
Really neat concept. Similar to @Chad Thundercock's suggestion, I think a couple of tentative to a permanent teleportation version would add some nifty creative game play.
Black_Overlord 19 Jan @ 12:06pm 
Sounds like glitch trap from Heat Signature
CheeseWheelGuy 19 Jan @ 11:56am 
leave it to ferny to try to make an awesome mod just that much better.
ferny 19 Jan @ 10:33am 
Have you considered retheming it around the vanilla concept of skips? Or perhaps the depictions seen in Vanilla Psycasts Expanded? If you're not interested that's cool, but I might make a personal patch for this to change it from "teleportation trap" to "Skip trap" and making its color blue? Or perhaps tie it into the skipmaster tree, lots of options. Teleportation isn't something seen often in Rimworld outside of the blue colored "skip" stuff, that's my two cents at least
Coalglow 19 Jan @ 9:05am 
Awesome mod. I was looking for a way to send raids straight to the gas chamber.
GabbaTek 19 Jan @ 6:04am 
EPIC
Lady Vykeen 18 Jan @ 9:02pm 
>:DDDDDDDDDDDDD
RiceBowl 18 Jan @ 12:57am 
@RATFUCKER69 i can imagine the trap you have for your enemies
Chad Thundercock 17 Jan @ 7:40pm 
Nice one Autor, but you can make one but without single use? like a maximum of 3 or 5 until it gets destroyed? like imagine the posibilities for warcrimes tho, but still ngl awesome mod, i will install it!
Greywolf 17 Jan @ 7:06pm 
*laughs in war crime possibilities*
SilkCircuit  [author] 17 Jan @ 1:43pm 
Thanks for the poetic support. You have quite a way with words, @RATFUCKER69.
HIM 17 Jan @ 12:59pm 
devious ahh contraption, quite sinister even
delightfully devilish, SilkCircuit