This page was last updated on 12 September 2023, 6:57PM
Changelogs
Version 2.1.0
!!! Requires Immersive Teleportation 2.4.0 or higher !!! Some code was moved to the main mod.
TeleCrates no longer try to follow your comm network to discover targets, any owned workshop is now a valid target. The previous code was very unperformant, and didn't really add much value to the mod IMO.
Added a new buildable "Telecrate beacon". Can be built at any workshop and allows you to recall deployed telecrates to that workshop via a connected terminal.
Version 2.0.1
Plot-spawned teleporters and TLUs should now recheck whenever they are still attached to a valid plot when you visit the settlement in question, or attempt to access them remotely, and self-destruct if the plot is missing, deleted, or disabled
Extra teleporters might still show up occassionally, if one of the teleport plots is built in a city plan. They should autofix eventually, either if you select the faulty entry, or next time you visit the settlement.
Special thanks to Galiphile for their help finding this issue
Version 2.0.0
NEW: Small Teleporter Station (Municipal 1x1 Caravan Services )
Telecrates now use the ASAM as the menu, instead of a messagebox, and can be sent to any place with a teleporter or TLU, not just settlements in range or the recall target
Deployed Telecerates can now be recalled to the current workshop from any telelogistics terminal on a plot
Made the antenna on the 2x2 Teleporter Station animated. Refresh plot to get it to reappear.
Fixed a bug where off-screen-built plots or HQ rooms will fail to spawn their teleport arrival marker, making it impossible to travel to them. If this happened to you, refresh the plot/room.