Teleport Network

The Teleport Network in Ender IO consists of two separate but complementary systems: Travel Anchors and Teleport Pads. Both allow player (and entity) teleportation, but with different mechanisms, power costs, and network topologies.


Travel Anchor System

Travel Anchors (BlockTravelAnchor / TileTravelAnchor) are point-to-point teleportation points that form an ad-hoc network — any anchor can teleport to any other anchor in range, without explicit pairing.

Core Blocks

  • Block: crazypants.enderio.teleport.anchor.BlockTravelAnchor (registered as blockTravelPlatform)
  • Tile: crazypants.enderio.teleport.anchor.TileTravelAnchor
  • ModObject: blockTravelAnchor

Formation Rules

  • Single block — no multiblock structure.
  • Anchors are placed as individual blocks. There is no minimum or maximum member count.
  • Anchors must be within Config.travelAnchorMaxDistance (default: 48 blocks) to be valid travel destinations.
  • Teleportation is initiated by equipping a Travel Staff or Teleport Staff and right-clicking an anchor.
  • Sneak-right-click to access the anchor’s GUI for access mode, password, and labeling.

Access Control

TileTravelAnchor implements ITravelAccessable with three access modes:

Mode Description
PUBLIC Anyone can use the anchor
PROTECTED Only the owner and authorized users can access; password may be required
PRIVATE Only the owner can see or use the anchor

Authorization is granted by the owner via the GUI after entering the correct password.

Energy / Data Flow

  • Power cost: Config.travelStaffPowerPerBlockRF RF per block traveled (default: 250 RF/block).
  • Uses the Travel Controller (TravelController) to find valid destinations and validate range.
  • Staffs can also “blink” short distances at reduced or zero power cost (STAFF_BLINK, TELEPORT_STAFF_BLINK).
  • Supports cross-dimensional travel (configurable: telepadLockDimension).

Key Features

  • Paintable with any block texture via IPaintableTileEntity.
  • Can be named with an item label for visual identification in the world.
  • Configurable cooldown: Config.travelAnchorCooldown (ticks between uses).
  • Visibility toggle: canSeeBlock respects access mode.

Teleport Pad System

Teleport Pads (BlockTelePad / TileTelePad) form a multiblock structure that allows teleporting entities to a specific coordinate (X, Y, Z, dimension), not just to another pad.

Core Blocks

  • Block: crazypants.enderio.teleport.telepad.BlockTelePad
  • Tile: crazypants.enderio.teleport.telepad.TileTelePad (extends TileTravelAnchor)
  • ModObject: blockTelePad

Multiblock Formation

The telepad forms a 3×3 cross-shaped multiblock when adjacent blocks contain compatible telepad tiles:

  1. Place a center block (any telepad tile).
  2. Place telepad blocks on the four cardinal sides of the center (not diagonals).
  3. The center block becomes the master when all four sides are occupied.
  4. If any side block is removed, the network dissolves and must reform.
  [T]          T = Telepad tile (side piece)
[T][C][T]      C = Center/master tile
  [T]

Minimum: 5 blocks (1 center + 4 sides).
Maximum: 5 blocks (fixed 3×3 cross).
Formation: Automatic — triggered by onBlockAdded / onNeighborBlockChange.

Network Logic

  • Master tile (isMaster() == true) stores the target coordinates and target dimension.
  • Target coordinates are set via the Coord Selector (ItemCoordSelector) or manually in the GUI.
  • All 5 tiles participate in entity queueing; only the master tile processes teleportation logic.
  • Redstone active check (isActive()): if no power, no teleportation occurs.

Energy / Data Flow

  • Internal EnergyStorage: Config.telepadPowerStorageRF (default: 100,000 RF)
  • Max I/O per tick: Config.telepadPowerPerTickRF (default: 1,000 RF/tick)
  • Power cost formula: distance × Config.teleportStaffPowerPerBlockRF + Config.telepadPowerCoefficient (default: 100,000 base cost)
  • Interdimensional travel: Config.telepadPowerInterdimensional (default: 100,000 RF)
  • Entity queue: entities stand on the pad, consume power, and teleport when powerUsed >= maxPower.

Key Features

  • Progress rendering: Blades spin up as power accumulates; blade speed reflects teleport progress.
  • Sound: MachineSound (“telepad.active”) plays while active.
  • Redstone control: Can be disabled via redstone signal.
  • Entity types: Teleports players and generic entities; does not teleport tile entities.
  • Coord lock: Config.telepadLockCoords and Config.telepadLockDimension enforce fixed destination.

Comparison

Feature Travel Anchor Teleport Pad
Multiblock No 3×3 cross (5 blocks)
Destination Any anchor in range Fixed X/Y/Z/dim
Access control Per-anchor (PUBLIC/PROTECTED/PRIVATE) Network-wide
Power cost Per-block (RF) Base + per-block
Interdimensional Yes Yes
Entity queue N/A Yes (batch teleport)

See Also