The Teleporter Room allows you to teleport materials and pawns on the current map directly into another Teleporter Room, anywhere on the Planet.
When solar storms occur, the Teleporter Room is fully powered by the solar wind.
Conditions for a functional Teleporter Room:
- It must be placed in a room that is at least 6x6 to fully fit the Teleporter.
- The Room must not be bigger than 12x24 (288 cells).
- The Room must be completely surrounded by Plasteel walls and doors, to facilitate the Zero-Point Energy transfer.
- The Room must be completely roofed. No unroofed tiles.
- The Room's floor must be completely covered in Sterile Tiles.
- All requirements also apply for the remote Teleporter Room, as well.
v1.0.0: 2024-04-29
- Initial Release
- Stargate — Send Pawns and Items to other Savegames on the same computer.
- CryoRegenesis — Forever Young Glittertech (a Rimworld take on the Goa'uld Sarcophagus).
- ZPM — Build your own or buy an Archotech Zero-Point Module (Stargate Atlantis).
- ZatGun — An actual Zat'nik'tel, from the Stargate Universe. One shot stuns. Two shots kills.
- WakeUp Implant — Installs a brain implant that gives the effects of a permanent wakeup high.
- Savegame Shrinker — Cleans up unnecessary data from long-running Savegames.
- DeMaterializer — Precursor to teleportation. Late-stage raid defense system.
This mod is forked off of the incredible Stargate mod.
Theodore R. Smith [email protected]
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CC-BY-ND-4.0 Creative Commons NoDerivations v4.0: Please see the license file for more information.
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