Teleporter

Teleporter

alaindustrial:teleporter
Advanced MachinesHVImplementedtier-hvadvanced_machineteleport

Summary

The end of the long walk back. Park a station at your base, keep the remote in your pocket, and the mine is never far from home again. The station banks the power and pays for the jump itself; the remote only picks where.

A trip is exactly as reliable as your base is charged: a full station is good for 25–50 trips home.

How it works

  1. Place the station at your base and wire it up — it quietly banks up to 500,000 EU/FE.
  2. Shift-right-click it with the remote — point saved. Name it, or leave it as "Teleporter 1".
  3. Right-click the remote anywhere — the list opens with the first point already selected.
  4. Hit Teleport — you're home.
The remote works from either hand, and needs no clear sky to point at. Clicking stone, dirt or any block without its own action opens the list too — a mine has no sky, and a mine is exactly where you need it. Chests, crafting tables and machines still open as normal.

One remote remembers up to 16 stations. Binding the same one twice does nothing — no duplicates.

The jump

Five seconds of wind-up: a purple vortex tightens around you — bystanders see it, and so do you in third person — a hum rises, and in the last second the screen fades almost to black. Then it snaps clear: you're there.

What cancels it: stepping more than 2 blocks, taking damage, dying, logging out. A cancelled jump costs nothing — energy is only spent once you land. You cannot teleport out of a fight; you can absolutely finish mining and leave. After a jump, one minute of cooldown.

You cannot jump while riding a horse, boat or minecart — dismount first. The teleporter moves the player and nobody else — it never drags anything along.

What happens to a pet after that is vanilla's business, not the mod's. A tamed pet that is sitting, leashed or riding something stays where it is. A free-standing wolf or cat, on the other hand, will catch up on its own: a vanilla pet teleports to its owner once it is more than 12 blocks away. That only works while the pet is in a loaded chunk — after a jump halfway across the map it simply stays home.

What it costs

The target station pays, not the remote. The price grows with distance and with how much you are hauling: a full inventory doubles the bill.

cost = (5000 + distance × 5) × weight, weight = 1.0 (empty) … 2.0 (full inventory)
JumpCostTrips on a full station
100 blocks, travelling light5,500 EU/FE~90
1,000 blocks, light10,000 EU/FE50
1,000 blocks, full inventory20,000 EU/FE25
10,000 blocks, full inventory110,000 EU/FE4

It is the hungriest block in the mod — for comparison, the pump spends 1,000 EU/FE per bucket. An everyday trip home, though, barely dents the buffer.

64 dirt and 64 diamonds weigh the same. What counts is how full your inventory is, not what is in it — simpler to grasp than a weight table for every item.

The random jump

A station can be upgraded — and then it can throw you at a random point in the world, with no second station at the far end at all.

Fitting the upgrade. Craft a Random Jump Chip and shift-right-click a placed station. The chip is consumed and the station keeps the module for good. A plain right-click will not do — that opens the station's screen; the sneak is the same one the remote uses to bind it.

The module survives the block being broken (it rides the item along with the stored EU/FE and the privacy flag), but the chip cannot be taken back out: one chip, one station.

An upgraded station can be told apart at a glance. Teal brackets light up in the corners of its faces — the only teal on a violet-and-slate block, so there is nothing to confuse it with. The mark appears the moment the chip goes in and travels with the block. You never need to open a screen to find out whether a station is upgraded.

Making the jump. Select a station in the remote's list and press Random. The station you selected is the one that pays — and the one that must carry the chip.

Price50 000 EU/FE, flat — shown in the tooltip before you press
Where toa random point in a ring 500…5000 blocks out
Where it worksthe Overworld only
Warmup / cooldownthe same 5 s and 60 s as an ordinary jump

Why the price is flat. An ordinary jump is priced by distance — but here the distance is unknown until the dice have been thrown. A flat price is the only one that can be shown to the player before they commit. Inventory weight is left out for the same reason.

Why the Overworld only. The search leans on surface height. In the Nether that runs into the bedrock ceiling, and in the End there is void between the islands — "surface" means nothing there, and refusing honestly beats guessing and dropping someone into rock or into nothing.

The landing is safe or the jump does not happen. The mod tries up to 8 spots: no lava, no water, no cactus, not inside a block, two clear blocks overhead. Nothing found means the jump is cancelled for free and you can simply press again. The spot is picked the moment you press (so a refusal is immediate rather than five seconds late) and measured again at the end of the warmup — if it went bad in those five seconds the jump is cancelled rather than carried out blind.

Random is dearer than a targeted jump of the same length (5000 blocks would cost ~30 000 with an empty pack). That is what you pay for needing nothing built at the far end.

Privacy

A stolen remote is useless — it binds to whoever first uses it, so a thief cannot follow it to your base.

Stations are private by default: only the owner may jump to one. You can open it to everyone with the switch on its screen, but only after opening the padlock beside it — two deliberate clicks instead of one stray one. The lock closes itself again after each change.

The same padlock guards the remote's Delete button: removing a point erases the only record of where home was.

Interface

Station screen: charge bar, owner name, and a Private/Public switch behind a padlock. A public station reads "Teleporter — <owner> (public)" in its title.

Remote screen: your points with names and coordinates, a rename field, Delete (behind the padlock) and Teleport. If a jump will not start — station flat, still cooling down, station gone — the reason appears as a red band inside the screen and clears itself.

Energy

FieldValue
Roleconsumer with a buffer (accepts EU/FE only)
Buffer (EU/FE)500,000 — 25× the battery box
Max input (EU/FE/tick)512 (HV)
Max output (EU/FE/tick)n/a (never gives EU/FE back)
EU/FE/tick0 while idle; one lump sum per jump

The station is an ordinary HV consumer — the network finds it by itself. Idle, it costs nothing.

It charges in minutes, not seconds. There is no HV infrastructure in the mod yet: a copper cable only carries 12 EU/FE/tick (its ceiling is the segment buffer, not the tier voltage), so a full buffer is ~35 minutes over copper cable, or ~26 minutes from a single geothermal generator. That is the intent — the teleporter is slow-charging endgame gear.

Block properties

A full 16³ cube, broken with a pickaxe. It keeps its privacy flag and stored EU/FE when broken, but forgets its owner — replace the block and it is yours. The front face is inert; the other five accept EU/FE.

Recipes

The station is a real endgame recipe:

electronic circuiteye of enderelectronic circuit
copper coilblock of diamondcopper coil
uranium ingoturanium ingoturanium ingot

The remote is cheaper: an ender pearl, an electronic circuit and 3 tempered iron. A station is useless without one, and a remote leads nowhere without a station.

Progression

Tier: HV, part of the "Beyond MV" cluster (ROADMAP). The gate is uranium and an eye of ender rather than an HV transformer: no such item exists in the mod, and a recipe cannot point at something that is not there. Grows into: cross-dimension jumps, whitelist privacy, a chunk-loading station mode.

What charges it

The station is a fund, not a machine: the network feeds working machines first and tops the fund up from what is left. That gives three ways to charge it, at three different speeds.

HowSpeedStops when
Generator over cablewhatever the generator makesnever, while the generator runs
Storage over cable12 EU/FE/tickthe donor is down to half its capacity
Storage placed flush (no cable)up to 32 EU/FE/tickthe donor is empty

Over a cable a store only gives away its surplus — whatever it holds above half. That is deliberate: the station's buffer is 500 000 EU/FE against a Battery Box's 20 000, and without the floor a single station would drain the whole base bank and leave the machines dark. To fill it outright, put a store flush against it: the direct path has neither a rate limit nor a reserve, and it is the player's explicit way of saying "take everything".

Machines always come first: while anything is working on the same network, the station charges only from the remainder.

Battery box — what charges the station. Electronic circuit — a crafting component. Pump — for comparison on EU/FE appetite.

Crafting

Shaped Crafting
Electronic Circuit
Ender Eye
Electronic Circuit
Copper Coil
Diamond Block
Copper Coil
Any Uranium Ingot
Any Uranium Ingot
Any Uranium Ingot
Crafting Table
Teleporter
Teleporter