Guide - Complete Animated Guide to Teleporters! (2024)

Because teleporters will happily place players and NPCs atop of solid blocks, they are a great way to start along a hoik track, enabling amazing contraptions. Conversely, hoiks are a great way to clear mobs, etc, from the destination plate, to avoid back-teleportation.

This gif opens up a huge design domain of builds with various complex (and fast) functionalities. Further guide information on: Hoiks, Hoiktronics, fastest 'engines' measured (including the NPC hoik engines show above).

E.g.1: Wiring a skeleton statue to a pair of teleporters is a simple clean way to send these mobs immediately down a hoik line (with pressure plate tracks). Note that the wire must connect to the statue after the teleporter pad it is on, in order for the skeleton to be spawned before the teleporters activate (other wise it'll just run off!). Similar hoik line demonstrated here in this hoiktronics lab video.

E.g.2: Simple NPC hoik engine start/stop. With a 3-wide house, it doesn't matter where the NPC stands, the engine will still work reliably ever activation, by using teleporters. 60 activations per second (every game tick!), between two plates, with up to 6 isolated outputs when plates are kept separate. See fastest 'engines' measured guide for more details.

E.g.3: Dummy engines, are just like NPC or the older, inferior skeleton hoik engines, but need to be started using teleporters to separate the 'ghost' from the dummy stand. Dummy ghosts are perfectly behaved, staying totally still, in place, in hoiktronics builds. I've made the ghosts visible here for demonstration purposes, using Mechmod but usually they are invisible, of course.

E.g.4: Moving towards some proper 'hoiktronics'. Once started off along the hoik track, the dummy ghost gets automatically recycled, looped back to the start of the track by a teleporter at the end that it activates itself. Each pressure plate along it's track activate a pair of teleporter pads above. These shuffle the player 1 pad at a time to the right, as the dummy goes in the opposite direction, but once the player reaches the last pad they then get rapidly swept back along with the dummy, the opposite way.

This setup could be used in-place of a minecart track, for a fancy way to collect drops from under a wide farm, AFK. Extending the length of the run is easy, but will scale back the rate of teleportation (as the dummy ghost has a long hoik length to travel each loop). You could also distribute the pads around an (AFK) arena/farm, to automate dodging attacks. However, this is example was mostly just to demonstration the basics of hoiktronics. Guide - Complete Animated Guide to Teleporters! (1)

E.g.5: See @DicemanX's heart statue hoik line based health replenishment build guide thread here. Note that this, and my sawn-off version, only collect all hearts reliably when the head-height hoik runs to the left. So just add enough lava, below, around the statues, to burn up the occasional dropped heart if using a rightwards setup.


E.g.6: Note that I have used downward sloping (against floor) hoik teeth for my universal hoik, teleporter ejector mechanism, in this grinder. This has the advantage of being able to sit the teleporter pad direction upon sloped block 'teeth' (instead of an unhelpful platform). However, they might be greater risk of certain mobs dropping out through the floor of this design, since the 'fighter' AI (e.g. zombies, and many other walkers) will drop down a block when their head is trapped below a low ceiling, and there are no up-hoik teeth here to force them back up. Generally mobs are ejected too quickly for this to happen, though, and I didn't see any problems with this setup during filming. Only coins getting stuck on the sides of the exit teeth.

Guide - Complete Animated Guide to Teleporters! (2)


@DicemanX's upward sloping universal hoik ejector, from his recent comprehensive Dungeon Autofarm tutorial. Image (for-shortened by me) also shows, on the right, a ghost dummy mechanism to continuously teleport out mobs from the spawn chamber, without the complication of them needing to trigger plates themselves.

The slime staff I pick up in the Gif (from the item frame at the side) was aimed at demonstrating where to stick one's minion(s). Also, the slime staff is the go-to summon for lucky coin based gold farming, since it does the least damage to mobs (keeping more alive in the shake-down chamber) and does penetrating damage to all of them at once. You would just remove the lava for this function.

Guide - Complete Animated Guide to Teleporters! (3)

Wiring diagram of my demo setup. Spawn surface must be 62 to 84 tiles from where the player stands (so really the right edge wall pads should be a couple tiles closer to me, there). This setup only spawns neutral cavern mobs; you would need to create an (artificial) biome and then also have biome block spawn surface on top of the teleporter pads (as in diceman's setup), to get other specific mobs.

If you want to farm taller mob types, you will need a taller hoik ejection area (and kill chamber), to stop mobs escaping out of the top.

I added a single dart trap on the collection wire that will clear out any critters in the chamber (every 3 seconds), and also poke mimics and lost girls to get them moving and teleport themselves.

Guide - Complete Animated Guide to Teleporters! (2024)
Top Articles
Latest Posts
Article information

Author: Kelle Weber

Last Updated:

Views: 6248

Rating: 4.2 / 5 (53 voted)

Reviews: 84% of readers found this page helpful

Author information

Name: Kelle Weber

Birthday: 2000-08-05

Address: 6796 Juan Square, Markfort, MN 58988

Phone: +8215934114615

Job: Hospitality Director

Hobby: tabletop games, Foreign language learning, Leather crafting, Horseback riding, Swimming, Knapping, Handball

Introduction: My name is Kelle Weber, I am a magnificent, enchanting, fair, joyous, light, determined, joyous person who loves writing and wants to share my knowledge and understanding with you.