Dinkum
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Gmishaolem

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jakj

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About this mod

This mod lets you move your tele-towers around (after you have repaired them). They are fully-functional this way so you could even carry one (or more) around with you as a personal transport device like "mark and recall", or you could just delete them all if you don't want technology on your island.

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This mod lets you move your tele-towers after you have repaired them, plain and simple. (You don't have to repair them all: It's just that you can only move the ones that are repaired.) It actually works by letting you remove them entirely, and then add them back as long as you still don't go over 4 total, so you could even just remove some and leave them deleted if you don't want them, or you can use them as personal teleportation points (like having one in your base and one with you, and then plopping it down, returning home to drop stuff off, and back out, like a recall potion from Baldur's Gate: Dark Alliance).

(2.0.0 update) -- This mod works in multiplayer now, including moving towers during a live multiplayer game. Only the host can move towers but anyone can use them as normal. As described further on, if a client (or the host, for that matter) does not have the mod, then any towers that have been moved will be partially or fully non-functional, but otherwise you can play the game just fine.

(2.0.0 update) -- IMPORTANT NOTE: When a client first connects to the game, the game will send them only "relevant" pieces of the world, meaning parts where that client is standing (render/view distance) or chunks that changed while the client was connected to the server. Even with the mod, any towers that have been moved will be incorrect and partially or fully non-functional until that client receives those chunks, which almost always means they need to physically go to the spots not only where towers have been moved to, but where they have been moved from.

(2.0.0 update) -- However: I made another mod, called Force Client To Get Server World. This mod will allow a client to force a full download of the server's map, which will load every single chunk and the mod will then correctly know about all the towers and their locations. This needs to be done only once, and then the tower positions thereafter will remain correct for the rest of that session.

To remove a tower, you just take an old contraption (the item) and use it on a tower, which will disappear. It won't drop as an item you have to carry around because the mod just looks at how many towers exist in the world and won't let you go over the 4 limit.

To place a tower down you first must have removed one. (You don't "move" them like Fletch moves buildings, you have to delete and then place. This is for technical reasons.) Towers are 2x2, and they extend to the north and east from the space you select. There are various conditions (like flat ground) that must be met, and the mod will give you messages telling you what you need to change. Note that buried treasure, even though it is invisible, will still prevent the placement of the tower, so if the mod is telling you the area is not clear but it looks clear, check for treasure.

If you place towers too close together, you will not be able to teleport between them. (The range is something like 12-13 tiles or so. They have to be pretty close together to not work.) You can still use them, you just can't select a tower on the map to teleport to if it's too close to your current position.

The mod is safe to remove at any time in the sense that your game will still work and not crash or corrupt or anything, but any towers you have moved will become either partially or fully unusable depending on how many other towers "in the correct spots" you have. If you reinstall the mod, the repositioned towers will start working again.

In the config file is something called "Restore Mode", which is intended to let you move all your towers back to where the vanilla game expects them to be. In this mode, the mod will not let you remove a tower unless that tower is in the wrong place, and it will not let you place a tower unless it's the correct spot for a tower. Additionally, if you use the old contraption at any other time/place, it will pop up a notice telling you that you need to remove or place a tower, it will tell you how many tiles away it is and in what direction, and it will put a "ping" marker on your minimap to lead you there. (It will just tell you about the first "wrong" one it sees, not necessarily pick the one closest to you.)

This is a standard BepInEx 6 mod, so follow the standard Dinkum modding instructions and put the DLL file in your plugins folder. To create the config file, open Dinkum and immediately close it again. This mod is safe to remove at any time, though repositioned towers will partially or fully stop working unless you use "Restore Mode" to put them back before uninstalling.