Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
AzureWarp
Portable Chaos Gates: warp yourself to the ship with a rebindable key, keeping your held items. Also keeps your items through the inverse teleporter. Multiplayer-safe, host-authoritative.
| Date uploaded | 3 weeks ago |
| Version | 0.2.0 |
| Download link | AzureCore-AzureWarp-0.2.0.zip |
| Downloads | 78 |
| Dependency string | AzureCore-AzureWarp-0.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Rune580-LethalCompany_InputUtils
API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.
Preferred version: 0.7.13AinaVT-LethalConfig
Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.
Preferred version: 1.4.6README
AzureWarp
Portable Chaos Gates for Lethal Company. Bind a key and warp yourself back to the ship through the ship's teleporter — without losing your loot.
A clean-room, multiplayer-first replacement for older "teleport key" mods.
Features
- Rebindable key + controller support (via LethalCompanyInputUtils). Defaults to F4.
- Keep your held items when you warp (on by default) — your items move with you; nothing is duplicated or dropped.
- Keep your items through the inverse teleporter too (new in 0.2.0) — the ship's inverse teleporter no longer drops your gear on the floor; carry it into the facility with you.
- Multiplayer-safe by design — every warp is host-authoritative, so it won't cause the item-ownership desyncs that plague client-side teleport hacks.
- Respects the teleporter — no teleporter bought, no warp. Shares the teleporter's cooldown (configurable).
- In-game config via LethalConfig.
Config
KeepHeldItems(default true) — keep items when warping to the ship.PlayBuildupAnimation(default true) — ~3s teleporter beam-up charge before the warp, or instant flash if off.UseVanillaCooldown/CustomCooldownSeconds— warp cooldown.KeepItemsOnInverseWarp(default true) — keep items when using the ship's inverse teleporter. Host-authoritative: the host's value applies to everyone.
Notes
Warping to the ship (the main feature) uses the regular teleporter. The inverse-teleporter option (0.2.0) only changes whether it drops your items — it doesn't add a new inverse-warp keybind. All gameplay-affecting settings are host-authoritative, so in multiplayer the host's values apply to the whole lobby.
By AzureCore. Built the right way: our own code, no reuploads.
CHANGELOG
Changelog
0.3.3
- Fixed buildup VFX starting only at the end of the charge. The player-attached beam/spark particle now starts when the Chaos Gate is triggered, then is cleared and restarted cleanly for the arrival flash so it cannot linger after teleporting.
0.3.2
- Fixed the world staying dark after a warp to the ship. AzureWarp now mirrors the vanilla entrance-door transition by marking the player outside the factory and refreshing the outdoor lighting immediately.
0.3.1
- Fixed the buildup warp's VFX/SFX not matching the actual 3-second charge — the pad animation (
"Teleport A"trigger) could get stuck mid-transition and linger a few seconds after the warp. That trigger belongs to the ship teleporter's own vanilla button-press animation sequence, which we weren't driving fully; we no longer touch it and rely on our own SFX cue for the buildup instead. No config or gameplay changes.
0.3.0
- Inverse teleporter cooldown override (new). The ship's inverse teleporter has a long 210-second vanilla cooldown; you can now shorten it. New config under "Inverse Teleporter":
OverrideInverseCooldown(default off) +InverseCooldownSeconds(default 10, matching the regular teleporter). Host-authoritative — the host's value is synced to the whole lobby. Leaves the regular teleporter untouched.
0.2.1
- Fixed the warp beam VFX (and its sound) lingering a couple seconds after you teleport. The green beam particle was being played at the start of the buildup AND at arrival, so it fired early and overran the teleport. It now plays once, at arrival, matching the vanilla teleporter's timing.
0.2.0
- Keep your held items through the INVERSE teleporter (new). The ship's inverse teleporter normally drops everything you're carrying onto the ship floor — now you can carry it into the facility with you. Host-authoritative (the host's setting is auto-synced to the whole lobby), so nothing duplicates. New config:
KeepItemsOnInverseWarp(default true, under "Inverse Teleporter"). The regular teleporter is unaffected.
0.1.0
- Bind a key to warp yourself to the ship. Rebindable (keyboard + controller) via InputUtils, defaults to F4.
- Keep-held-items on warp (host-authoritative, no duplication).
- Optional ~3s beam-up buildup animation, or instant flash-warp.
- Host-authoritative RPC flow with an owner-authoritative buildup (StaticNetcodeLib); die/leave mid-charge fizzles cleanly with no position desync.
- Shared teleporter cooldown (vanilla 10s or custom). In-game config via LethalConfig.