Teleporters are one-way travel devices (that's why you can craft 2 of them at a time as a set).
General information Edit
A Teleporter can be used by stepping into it (step into the light!) and will then transport players or occasionally Creatures to a destination teleporter.
The Teleporter will lead to one of the destination teleporters that has the exact same item code in their upper / first row ("This Portal's Code") as the departure teleporter has in its lower / second row ("Teleports To").
Item codes consist of 3 "items" of any kind (including liquids, data chips, crafted equipment, store-bought blocks, consumables, animal materials - everything that can be carried in the inventory) placed in a specific order.
With this basic principle you can define teleporter pairs for two-way-travel, teleporter chains where each teleporter will lead to the next one in a row, or you can make many teleporters strewn all over gameworld lead (back) to the same "gathering" teleporter or a teleporter room with all teleporters having the same "This Portal's Code" item setting ... or any combination of these.
You can't really make one teleporter lead to many "different" destinations though; because if more than one Teleporters have the same "This Portal's Code" item code, only one of these will be chosen as a destination since your player character can't be split.
And usually the chosen destination teleporter will then always stay the same that will be preferred amongst all teleporters with this same "This Portal's Code" item code.
Please note that even leaving all slots empty will also count as a teleporter code, as will any empty slot at each of the 3 positions!
Crafting Teleporters Edit
The crafting recipe for Teleporters will be unlocked by:
- obtaining Obsidian Slabs by putting Obsidian (Bars) into a Processor
- obtaining (blocks of) Magnetite by mining them from the Fossil layer underground (acessible through Caves) with at least a Stone Mining Cell equipped or obtained by killing or pet-harvesting Night Rocksters, Warmworms or Rockzillas
A set of 2 Teleporters each can be crafted from:
- 6 Obsidian Slabs, made in a Processor from Obsidian (bars)
- 1 (blocks of) Magnetite, mined from the Fossil layer (accessible through shallow Caves) with at least a Stone Mining Cell equipped, or obtained from Night Rocksters, Warmworms (rarely) or Rockzillas by either killing or taming and feeding them, then harvesting from them
- 8 Stone Rods made in a Processor from either common Stone, Limestone or Bedrock
How to set up teleporters Edit
To make teleporters work initially, you must place them into the game world and interact with them (click your right mouse button or type "f" as the default key while looking at them).
Of course you can only place teleporters into gameworlds and/or on claims where you have at least "builder" permission level.
Teleporter codes Edit
Each teleporter has two rows of three slots each in their UI.
These are portal codes that you may change by placing items from your inventory into their open slots.
You may use any inventory item (natural or crafted blocks, crafting-materials, items like furniture, weapons, Food, explosives, and even liquids to define an individual code for each teleporter. Putting something in these slots does take it from your inventory. Leaving any slot empty counts as a code as well.
For example, valid codes would be:
- 1 Turnip - 1 Weepwood Flower - 1 Feral Pigsy Fur
- 1 Corrupted Soup - 1x Pigsy Droppings - 1 Stone Stairs Inner Corner
- 1 Glob of Goo - 1 empty slot - 1 unit of Bog Water
- 1 rare Recipe for Mossy Cobblestone - 1 Old Data Chip with an Analysis of Leafi - 1 Golden Sword
- 1 empty slot - 1 Blueprint for a Colossal Castle - 1 block of Studded Golden Wall
Sequence of item codes Edit
Please note that the order/sequence of the codes is very important to link teleporters correctly. Please take care to use the exact same items in the exact same slots (first, second, third) in your destination teleporter's "portal" code row as in the departure teleporter's "teleport to" row.
For example teleporters won't connect with each other if you place one block of green Grass into the third slot of the destination teleporter's portal code row while leaving the second and third slot empty, but one block of Grass into the second slot of the departure teleporter's "teleport to" row so that the first and third slot are empty.
To make the teleporters work, you have to place both Grass blocks into the same slot - for example the middle (second) slot in the "portal" code row of the destination teleporter as well as in the "teleport to" row of the departure teleporter. Or you can fill all 3 slots with Grass blocks, which is not so easy to forget or mix up...
So a departure teleporter that has in its lower / second row ("Teleports To")
- empty slot - Ashenwood Leaves - empty slot
will lead to a destination teleporter that has in its upper / first row ("This Portal's Code")
- empty slot - Ashenwood Leaves - empty slot
but will NOT lead to a destination teleporter that has in its upper / first row ("This Portal's Code")
- Ashenwood Leaves - empty slot - empty slot
Also please note that specific items may look the same, but are in fact not. Journal Notes, Recipe Pages, Recipe Books, Data Chips with different content written on them are actually also different items. You may use two rare Recipes of the same kind (let's say for Blue Beds), but not for two different rare items or blocks.
"This Portal's Code" Edit
The upper slot-line ("This portal's code") is the code for the teleporter you are currently setting up, so other teleporters can lead to here too. Players will often just place one to three easy-to-come-by block/s from the local Biome into non-sensible teleporters' portal codes.
The number next to the upper code counts how many teleporters will currently lead to the one you're just looking at. If you have a "teleporter room", you might want to use the same code for all your teleporters in the world, so that they will transport you back to the teleporter room. However it's recommended to at least place one
If you leave all slots empty, then this number can be quite high on public worlds where many newer players tend to leave their teleporter slots empty, which might lead them to any of these "empty" teleporters randomly.
"Teleports To" Edit
The bottom slot-line ("Teleports to") is the code for the destination teleporter that you want to be transported to as soon you will step into the current teleporter in front of you.
The number next to it indicates how many teleporters with this same code already exist (have been placed) in this world. If the bottom number is 0, then the teleporter will lead you nowhere, meaning that the teleport won't work at all and you can just walk straight through the teleporter's light without being transported anywhere.
If the bottom number is higher than 1, this means that more than one teleporter with this specific codes exists on this game-world. This often happens when players forget (or are too lazy) to put items into teleporter code rows or mistakenly fill the "dedication" row, but not the teleporter's own portal code. In this case by using the teleporter you will randomly be transported to one of the several teleporters with this code, usually (but not necessarily) to the teleporter with this portal code that has been placed on the gameworld first.
If the bottom number is higher than 1, you might want to try jumping to each of your own "double" teleporters one after another and change their codes to different individual ones, so you can then "link" other teleporters to them precisely.
Naming the teleporter Edit
The UI will also allow you to name the teleporter by using the square symbol with a symbolized small pen on it in the top right corner. Naming (other than the default word "teleporter") will give yourself and other players an idea where this specific teleporter will lead to.
If you want to know the specific coordinates that your player character is standing on to use them as a label, just type // into the chat.
When looking at a teleporter in the gameworld by pointing the crosshairs cursor on it, you will see its label (usually the destination, often biomes, structures, rooms or buildings) displayed directly above your stamina bar.
Permission ranks Edit
To set specfic permission ranks to your teleporter you can click on the padlock symbol in the top right corner. However please note that currently (May 2017), all players can always use teleporters for teleportation by stepping into them (and as mentioned, Creatures can too if you lure them into the teleporter).
Granting other players permission to your teleporters is only necessary if you want them to be able to change the teleporters codes or to pick them up. Please note that setting permission ranks to "builder" on public worlds will even enable players with the same or higher permission level to just remove your teleporter as well.
By looking at the placed teleporter, you can see either a permission rank or the name of the teleporter's owner displayed next to the word "Access:" as well. The color of "Access:" will already indicate your own permission rank. Green color stands for owners, yellow for builder to admin rights, red for visitors or generally for forbidden access to the teleporter codes. So even if the color of "Access:" is red, you can still step into the teleporter nonetheless and you will then be teleported to the destination.
Using teleporters Edit
Once you've placed and set both codes up properly, simply walk into / through the teleporters light to be teleported to a destination teleporter with the same code.
If you can walk straight through the light and are not teleported, then:
- there might not be a destination teleporter defined yet
- the destination teleporter might have been removed
- the code of the destination teleporter's "portal code" row differs from the departure teleporter's "teleport to" row - the items have not been placed into the same slots or different items had been used by mistake
- there might be a problem with your internet connection or the world loading (usually happens after you've played for hours already). In this case please relog (and wait a little before restarting the game)
- destination teleporters cannot be made "inaccessible" currently. Even if other player characters or creatures are standing in their light, you can still also be teleported onto the same spot
Using teleporters for short distances may skip loading screens during teleportation. This can be used for very fast movement, for example for fighting purposes - by using pairs of teleporters to move around in small areas.
Protecting your destination teleporter(s) from uninvited visitors Edit
By default the permission of teleporters is set to "just me", which means that nobody but you can change the codes of your own teleporters. However even players with mere "visitors" rights can still walk into your teleporters and will teleported to the destination teleporter. So if you don't want visitors to walk right into your living room on public worlds you should refrain from setting up teleporters directly in your base.
As an alternative you can place your "home" teleporters into a room that has a locked door with a Number Pad. Make sure to claim the area where everyone except your friends is set to "visitor by default", so that players cannot dig through the wall! Define a number code for your Number Comparison Gate that only you know and that is not too easy to guess.
You can also try to protect your teleporters from incoming unwanted visitors by using unusual portal codes that cannot easily be guessed by others per chance. You can then just use them as departure teleporters only with none of your teleporters in the gameworld leading there directly (instead use your touchstone to return home quickly, as you can set your touchstone so that it won't allow other players to teleport to it). You can additionally to that try to hide all your teleporters in caves or in treetops in the world, which will be more risky though.
Finding your teleporters in the gameworld Edit
Teleporters are not indicated by specific symbols on the map. In fact you can barely spot teleporters on the surface of the world on your area Map as greyish white dots that slightly blink (they can be spotted a little bit easier at night of course). But if you have placed them under a tree, then the treetop will cover it as the map is simply an updated top view of the gameworld.
So if you want to be able to see teleporters on the Map to find back to them more easily, you should change the area around them accordingly - for example by building a pattern by placing colorful blocks onto (or into) the ground - and adding lights too if possible, which will raise the visibility greatly at dusk, dawn or night.
Move or remove teleporters Edit
To move teleporters, you will first have to remove all items that have been placed in them as codes; then you can pull them even without having any Power Cells equipped to take them - as long as you are permitted to do so of course. Teleporters that other players have set to "just me", or teleporters on claims (or even whole worlds) where you are a mere visitor (permission level) cannot be taken by you. World owners and moderators can change the codes of all teleporters on their gameworld though and can even remove teleporters of other players.
Using teleporters with Creatures Edit
You can lure Creatures into teleporters - for example to transport them into an "arena" that you have built so you can defeat or tame them easier there. Just hit them once with a sword or attempt to tame them to make them charge at you, then run around the teleporter quickly so that the teleporter is between you and the creature, then it will run right into the teleporter in its attempt to fight you.
However even if Creatures are set to "peaceful" on the gameworld, most of them will turn aggressive when you attack or attempt to tame them. Please note that this of course won't work with Keepas, Silver Keepa, Golden Keepas, common green Leafies, Ghost Pigsies, Ghost Rocksters, Ghost Mirus, Ghost Leafies or Ghost Chizzards, as all of these creatures are really passive, even on "non-peaceful" gameworlds.
Some usually peaceful Creatures will become aggressive if you push them with your gauntlet, however this will generally not work on "peaceful" gameworlds.
Make sure to teleport yourself quickly after your "victims", as they could despawn at the destination otherwise after a short while. In this case you might want to even place and use a second teleporter for your own transport to an area outside the arena; where you can then safely use your raised stands, traps or gaps, maybe together with healing beacons or healing water, or whatever else you could think of to make defeating/taming of creatures a lot easier.
The quote on the teleporter tooltip says: "Beware entering the teleporter at the same time as a pigsy. You've been warned." No worries, this is just a joke! (Like on many other tooltips, if you care to take a closer look.) Don't take these tooltips too seriously ;)
Like mentioned above, Pigsies and other creatures can use Teleporters and will then be transported to the destination teleporter, but player characters cannot slowly turn into Pigsies nor become Pigmen (yet).