Starbound

Starbound

Platform Teleporters
34 Comments
Kerik 25 Apr, 2024 @ 8:32pm 
oh i didnt know i had this, cool
Sir Greaves  [author] 8 Feb, 2022 @ 9:56pm 
Still works, doesn't it? But also yes I intend to update to include the 2-stop-teleshop teleporters.

I don't have the time or energy to constantly update my mods for things like Frackin' Universe, which change all the time.
Guardian of Time 8 Feb, 2022 @ 3:14pm 
Just wondering, is this ever going to be updated? And is it compatible with mods like Frackin Universe?
AtomicBaconBits 30 Nov, 2017 @ 12:32pm 
I saw your earlier comment addressing this, after I posted mine. But, I'll look forward to it.
Keep it up.
Sir Greaves  [author] 30 Nov, 2017 @ 10:42am 
>Be nice if it was for actual placed teleporters from the 2 Stop Teleshop. Can this be edited to do that?

That's the plan! I've been on a bit of a hiatus. But I'm slowly getting back into the swing of things.
AtomicBaconBits 30 Nov, 2017 @ 10:27am 
Be nice if it was for actual placed teleporters from the 2 Stop Teleshop. Can this be edited to do that?
lobotomizedgoat 26 Mar, 2017 @ 3:04am 
+1 for affecting all teleporters
Sir Greaves  [author] 19 Feb, 2017 @ 4:37pm 
>make a version that affects all teleporters?

Will add it to my list of things to do. Will probably get around to it soonish. Apologies for the delay.
yhtflkc 29 Dec, 2016 @ 11:55pm 
make a version that affects all teleporters?
h0ax 5 Aug, 2016 @ 10:10am 
Yeah, didn't mean to go off on that much of a tangent; my parents left bVerboseLogging = 1 in during compile and I still haven't worked out the bugs on my internal filter. My apologies.
Sir Greaves  [author] 5 Aug, 2016 @ 8:51am 
None of that has anything to do with Platform Teleporters, but is good information in general, I suppose.
h0ax 5 Aug, 2016 @ 6:24am 
I'm curious as to whether setting "Multiplayer Via Steam Friends" to off makes the game not run an "internal server" separate from the "internal client", though, and admit to only coming up with the thought after typing up that previous comment. In theory, that could prevent crew cloning in solo play, if it does, as all calculation about the crew's health would presumably then be done in one place rather than two (and therefore no longer operate on the two watch principle: a man with one watch knows the time; a man with two watches is never quite sure.). But, that's just conjecture.

Regardless, wonderful mod, a nice simple QoL tweak. :D
h0ax 5 Aug, 2016 @ 6:19am 
The crew duplication issue, if I've guessed right based on what I've seen when it happens to me, has something to do with the game seeing the crew members as "dead" when they're not--specifically, caused by inconsistencies when syncing between the client and server--and respawning them. Incidentally, solo play, believe it or not, still does have a client and server involved; that's why people can join you via Steam without having to run a dedicated, separate server.

For non-Resident crew (IE crew you can take on away missions) you can simply fire them at the SAIL console and then tell the duplicates to follow you by speaking to them; this re-adds them to your crew automatically. As for Resident crew (Tailor, Quartermaster if you're using Earth's Finest--any crew member that can't simply "follow" and "wait" on command) your only recourse is to isolate the duplicates from the originals and kill them. Lava's best for that: "Melting" debuff doubles damage per tick.
SirUmnei 30 Jul, 2016 @ 6:11pm 
Here's a way to fix it: if you make the hitbox larger 1 tile larger to each side, they'll stop jumping. Not sure how good it would look though.
Sir Greaves  [author] 30 Jul, 2016 @ 5:14pm 
>Do let us know if you find a solution to crew replicating on teleporters. I'll wait until there is a fix for that.

That's unrelated to this mod.


>I actually found what's causing the problem. Pretty much, since there's a platform on the way of their feet, their AI tells them to jump over so they can be on top of it. Since it's too small, they overshoot it, and go to the opposite side, which makes them, again, jump back. Not sure this would have an easy fix.

Not an easy fix, no. NPCs are silly, though. At least it's not the upper platform that causes it.
Thundercraft 30 Jul, 2016 @ 4:44pm 
Do let us know if you find a solution to crew replicating on teleporters. I'll wait until there is a fix for that.
SirUmnei 30 Jul, 2016 @ 4:36pm 
I actually found what's causing the problem. Pretty much, since there's a platform on the way of their feet, their AI tells them to jump over so they can be on top of it. Since it's too small, they overshoot it, and go to the opposite side, which makes them, again, jump back. Not sure this would have an easy fix.
Sir Greaves  [author] 28 Jul, 2016 @ 7:57pm 
>Hey. Not sure if it has to do with your mod, but my crew members keep jumping around the teleporter like hyperactive children non-stop. Any way to fix this?

Not sure. The crew also seem to like replicating on teleporters. I never have a crew, so I haven't been able to test.

I have a theory that they're trying to jump onto 'the second platform' (top collision). I could try removing that and see what the effects are.
SirUmnei 28 Jul, 2016 @ 7:42pm 
Hey. Not sure if it has to do with your mod, but my crew members keep jumping around the teleporter like hyperactive children non-stop. Any way to fix this?

http://imgur.com/a/WmFZh
Sir Greaves  [author] 27 Jul, 2016 @ 3:35pm 
>Any chance you could change collision of purchasable teleporters from 2 Stop Teleshop as well?

Y'know, I didn't even think about this. I most certainly can. c:
Wanderer 27 Jul, 2016 @ 3:30pm 
Any chance you could change collision of purchasable teleporters from 2 Stop Teleshop as well?
Sir Greaves  [author] 25 Jul, 2016 @ 10:53am 
>And guessing from the reply, you will not add mod support... Meh.

Not right away, at least. I'm still dealing with the feedback from just having a few of my mods on the Workshop. It's keeping me on my toes, to say the least.
Angel 25 Jul, 2016 @ 10:51am 
And guessing from the reply, you will not add mod support... Meh.
Sir Greaves  [author] 25 Jul, 2016 @ 8:01am 
>Does not work (at least not with my Avali Teleporters D':) keep bonking my head on it XD

Of course not. It just affects vanilla teleporters.
Angel 25 Jul, 2016 @ 5:15am 
Does not work (at least not with my Avali Teleporters D':) keep bonking my head on it XD
*Yuki* 24 Jul, 2016 @ 7:27am 
On disable, teleporter will change to default one (atleast on ship, generated before this mod). Nothing broken. Added to my collection of bindless mods (if it will help someone) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=730545363
Sir Greaves  [author] 24 Jul, 2016 @ 7:11am 
>Well, I disabled it for a bit - they stand around it (because I don't have enough tables etc for my crew) but they dont do the hoppityhop, which is slightly less annoying :D
>Will keep an eye on it :3

Except, as far as my testing has shown, disabling (or enabling) the mod doesn't actually change the state of existing ship teleporters. It'd still have platform (or solid) collision, so it's most likely coincidental.
Taverius 24 Jul, 2016 @ 1:23am 
Well, I disabled it for a bit - they stand around it (because I don't have enough tables etc for my crew) but they dont do the hoppityhop, which is slightly less annoying :D

Will keep an eye on it :3
Sir Greaves  [author] 23 Jul, 2016 @ 11:17pm 
>So there's a tiny issue - at least with the Novakid train's porter, when I have this mod most of my crew spends their time jumping from one side of the teleporter to the other.
>I would not mind usually, but its hard to activate the porter itself when 8+ crew are jumping in front of it :D

Apparently, that's a thing that happens anyway. Some people were talking about it in the Starbound Discord before I had even released this mod, so I don't think it's related.
Taverius 23 Jul, 2016 @ 11:05pm 
So there's a tiny issue - at least with the Novakid train's porter, when I have this mod most of my crew spends their time jumping from one side of the teleporter to the other.

I would not mind usually, but its hard to activate the porter itself when 8+ crew are jumping in front of it :D
*Yuki* 23 Jul, 2016 @ 1:21am 
FINNALY
2_Modray 22 Jul, 2016 @ 11:24pm 
ba dum tss
ShadowBullet144 22 Jul, 2016 @ 10:05pm 
Just like sign language
Worst Player NA 22 Jul, 2016 @ 11:35am 
That's handy.