Starbound

Starbound

Teleport Tools
15 Comments
RiptoTheSorcerer 7 Oct @ 7:03pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2550120589 The update is out, and I accepted your friend request so I can add you as a contributor. Thanks for letting me use the Lua files from this! :steamthumbsup:
RiptoTheSorcerer 1 Oct @ 1:31am 
When I release the update, I'll friend you and add you as a contributor. :) Thanks for helping make this less tedious! I'm really bad with lua, lol. XD Would you be interested in me sharing my controllable force cage files with you in return for these lua files? I don't know why that wasn't a thing in vanilla since it's a helpful thing to have to move away cluttered NPCs. They'd make a nice addition to this mod as well. :)
glider521al (Aura of Worlds dev)  [author] 1 Oct @ 1:26am 
@TheTwilightDancer Thank you, and yes, you're welcome to use the files from Teleport Tools for reference when creating your own mod. Your project sounds Awesome; just give credit accordingly :)
RiptoTheSorcerer 30 Sep @ 11:28pm 
Final note: It's Playable Ripto mod that I'm working on updating. Also, switching the flight ability from primary to alt instead lets it charge the weapon but no flight, despite me altering the lua to use shiftHeld and self.activatingFireMode = "primary". It seems like that as primary ability, it adds flight to the alt ability and if it's the alt instead, it doesn't let me fly at all. XD
RiptoTheSorcerer 30 Sep @ 11:21pm 
These weapons are one handed so that the other hand can hold a shield or damaging weapon for self defense. I'm also a fan of one handed weapons that can be programmed to use 2 attacks. I did this by using a shiftHeld parameter under the update function. "If not shiftHeld" for the primary attack's lua, and "if shiftHeld" for the alt attack's lua. The alt attack's lua also has self.activatingFireMode = "primary" in the init function so the weapon recognizes it as also using the primary attack button, but with shift+mouse click. Primary uses mouse only. One weapon works good without the other ability interfering, but the other weapon wants to make the alt attack use the primary attack's flight lua as well as the heal zone, when it should only use the latter. Maybe the flight lua doesn't like that it's a one handed weapon with two attacks? IDK, but if you have an idea how I can fix it, feel free to message me! :steamthumbsup:
RiptoTheSorcerer 30 Sep @ 11:09pm 
You can move this force cage around rather than it being held in place, which makes this one even better. I won't release the update without your approval, but I've already tested the weapons and they work great. But there's one problem left I was wondering if you didn't mind helping me with. One weapon does teleport as primary and the alt is the controllable force cage and no issues on that one. The other weapon does flight as primary and a controllable healing zone as alt. But for some reason, when I charge the weapon for the alt attack, the flight lua is taking effect. It's like the alt ability is using the flight and control projectile luas at the same time. I'll explain more in my next reply. Sorry for the wall of text BTW.
RiptoTheSorcerer 30 Sep @ 11:02pm 
Hello! I was working on adding some new utility spells to my own mod, which included teleporting, a controllable force cage, and possibly some kind of levitating spell, but I am not very skilled at writing lua. I was using the original translocator staff on Chucklefish forums as a ref, but then I found this and thought it would be better due to having updated code. Since this already has effects that I'm after, would you mind if I used your lua code for my new weapons? I'm adding their own effects to them. I'll list you as a contributor to my mod if you like as my appreciation. I can also give you the files for my custom controllable force cage if you wanted to add that to this mod for utility as well. It's a custom controllable projectile lua with a projectile I made that mimics the vanilla force cage, but it has its own appearance. You can use it to move annoying NPCs and items out of the way, or save a dumb villager from burning in lava, LOL. XD
glider521al (Aura of Worlds dev)  [author] 20 Sep @ 7:36pm 
@Chet Walters: Thank you, glad you found it helpful :steamthumbsup: ❤️
@Bofrab, that was one inspiration for the mod and its predecessor: Translocator Staff
Chet Walters 17 Sep @ 12:33am 
These are so helpful. I just afforded that flying wand, which powers itself. So nice. <3 10/10 mod for usefulness.
Bofrab 19 Aug @ 10:23am 
Rod of Discord has been added it seems
glider521al (Aura of Worlds dev)  [author] 17 Aug @ 4:23pm 
@Kirbyfreak, @tigerfestival1988, @Bun-Bun: Thank you :Fiery_Smile:
@Bun-Bun: I'm still considering your suggestion to teleport the player 2 blocks up for the mech teleporter, though at the same time, though there is a slight risk that could interrupt a player's platforming. Adding visual effects to the mech teleporter is tricky due to the Vanilla code removing all status effects on each step (overriding the method could risk compatibility with other mods).
Bun-Bun 16 Aug @ 7:05pm 
Saw and commented on the Reddit post, nice to see it's out now! Hope you fixed the Mech tech though.
tigerfestival1988 15 Aug @ 1:54pm 
Super nice seeing this on the workshop! Subbed! :SVSNepgear:
Kirbyfreak 15 Aug @ 4:17am 
omg this is amazing in concept already