RimWorld

RimWorld

131 ratings
Teleportation Trap
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
1.083 MB
17 Jan @ 11:36am
1 Change Note ( view )

Subscribe to download
Teleportation Trap

Description
A marvel of frontier ingenuity and sadism, this security device teleports enemies to or from a linked teleportation trap. Use it to send drifters to your den of thrumbos or streamline raids by delivering enemies straight to the oven.

While chemfuel provides the raw power, psychite tea refines and amplifies psychic energy to isolate and project a target's physical form. When triggered, it locks onto an intruder’s signature and violently ejects them to the designated location.





How To Use
  • Unlock with Psychoid Brewing research.
  • Build from the Security menu.
  • Costs: 30 steel, 10 chemfuel, and 1 psychite tea per trap.
  • Link traps via the interface menu.
    • Without a linked trap, it functions as a single-use trap and loses its teleportation ability. To preserve its functionality, either link it to another trap or uninstall it.
  • When triggered:
    • The enemy is teleported to the linked trap.
    • Both traps are consumed upon use.



Additional Functionality

  • Link, unlink, or relink traps from either trap’s interface menu.
    • Linked pairs display a green line when selected.
    • Unlinked traps show a yellow question mark when selected.
    • Unlinking or relinking removes previous connections.
  • Toggle teleportation mode:
    • Enabled + Linked: Teleports enemies to the linked trap and receives enemies from it. Both traps are consumed.
    • Disabled + Linked: Receives teleported enemies only, without triggering on contact. Both traps are consumed.
    • Unlinked: Functions as a single-use spike trap with no teleportation.
  • Customize glow color (requires Advanced Lights research).
  • Colonists and animals are unaffected by teleportation traps.



Compatibility
  • Game Version: RimWorld 1.5+.
  • Mod Conflicts: None known.



Credits & Disclaimer
  • Contributions: Thanks to the RimWorld community for feature suggestions and balance tweaks.
  • This mod is fan-made and not affiliated with Ludeon Studios.


Close one, Gowing...
33 Comments
Mlie 8 Oct @ 11:15am 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3583155120
Hope it helps anyone!
hard erect balls :3 30 Aug @ 4:48pm 
1.6? thank you :)
Salad-in 19 Jul @ 4:03am 
"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