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Awesome Teleporters! Server Settings Explained

Awesome Teleporters! adds a full teleport network to ARK: Survival Ascended, and all 24 tunable settings live in a single [AwesomeTeleporters] block you add to Game.ini — not GameUserSettings.ini, which is the file that trips most people up. Here's each one in plain English with its default: valid teleport destinations, placement and structure rules, what cargo is allowed to travel, the prevention-zone and mesh guardrails, corpse recovery, and the cooldowns and per-tribe caps.

Keys & defaults checked against the current GamesOMG generator · last verified June 2026
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Don't want to hand-edit config files?
This page explains what each setting does. To build the block itself, the Awesome Teleporters! config generator turns all 24 settings into toggles and fields, outputs only what you changed, header included — and it drops them under the correct Game.ini header for you. Every key here is documented by the mod itself, so unlike some ARK mods there's no guesswork on this surface.
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Teleport Destinations

What counts as a valid place to jump to — friendly players, obelisks, a saved return spot from the remote, and tagged dinos yanked to you — plus whether admins get an unfiltered view of every pad on the map. Most of these ship on, so the section is mostly about deciding which travel shortcuts to close off.

SettingWhat it doesDefaultRecommended
AdminsSeeAllTeleportersGrants staff an unfiltered readout: with this on, an admin's teleport menu lists all pads and all players no matter whose tribe they belong to. Left off (the default), admins see only what a regular survivor would, which suits servers that want moderators bound by the same fog as their players.False
AllowLastRemoteLocationRemembers where a survivor last fired the remote and offers that spot back as a return destination; the memory holds exactly one entry, overwritten each time. Enabled out of the box — disable it on servers that don't want players carrying an automatic waypoint back to their previous position.True
AllowTeleportingToPlayersAdds allied survivors to the list of things you can teleport to, so a tribemate becomes a moving destination rather than needing a fixed pad. It ships on; owners who prefer travel anchored to stationary points turn it off.True
AllowTeleportingToObelisksOpens every obelisk on the map as a teleport target available to all players regardless of tribe. On by default; flip it off when frictionless obelisk hopping would trivialize the travel routes or boss-summon runs you'd rather keep meaningful.True
AllowFindDinosEnables the recall side of the Awesome Dino Tracker: a creature you've tagged can be summoned to your current position on demand. It's the tracker's core function and ships enabled — FindDinoCooldown governs how often the pull can fire, so tune the two in tandem if recall spam is a concern.True
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Placement & Structure Behavior

Where a teleporter is a legal structure and how it acts once down: whether it can ride a platform saddle, whether its inventory doubles as a Tek Transmitter, and whether it draws power. The first two default on and the power requirement defaults off, so out of the box teleporters are cheap, mobile, and transmitter-capable.

SettingWhat it doesDefaultRecommended
AllowTeleportersOnSaddlesDecides if a teleporter is a legal structure on a platform saddle. Enabled, players can mount one on a walking base and carry a teleport point with them; disabled, teleporters may only go on stationary foundations.True
TeleportersAreTransmittersGrants each teleporter the inventory functions of a Tek Transmitter, folding item and creature transfers into the same structure you teleport from. It defaults on; disabling it keeps that capability with actual transmitters and obelisks instead of every teleport pad.True
TeleportersRequirePowerTies teleporter operation to a power supply when enabled, so a pad only functions while wired to a working generator. It's off by default, letting teleporters run with no upkeep — turn it on for servers that want the network to carry an infrastructure cost.False
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What Can Teleport

The cargo rules — whether uncarried wild dinos can be swept up, whether vehicles are eligible (the author's own note says leave it off), and an absolute blacklist of creature classes that can never travel regardless of anything else. Defaults here lean conservative, with both permissive toggles shipping off.

SettingWhat it doesDefaultRecommended
AllowTeleportingWildDinosPermits wild, uncarried creatures to be caught in a teleport when switched on. It ships off, which is the sane default given how quickly relocating aggressive wildlife can distort a map — reserve enabling it for deliberate, specific use cases.False
AllowTeleportingVehiclesGoverns whether vehicles can be teleported, and the mod author's entire documentation for it is a warning: 'This should probably stay off.' The default honors that advice by keeping it disabled, so treat turning it on as an experiment rather than a supported configuration.False
DisableTeleportingDinoClassesAn absolute blacklist: any creature whose class appears in this comma-separated list is barred from teleporting regardless of every other permission. Empty by default, so nothing is restricted. It's the tool for pinning specific creatures — boss tames, event mounts — in place; the description doesn't document the precise class-name token to use, so confirm each entry works on your own server.(empty)
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Prevention Zones & Mesh Safety

The safety rails around where teleports are allowed to land: leaving versus entering caves and other prevention zones, a mesh check that keeps destinations out of solid geometry, and a no-teleport bubble measured in foundations around enemy bases. Entry is blocked by default while exit is allowed, and the mesh check should almost always stay on.

SettingWhat it doesDefaultRecommended
AllowTeleportingOutOfPreventionZonesDetermines if a teleport can be used to leave a prevention zone such as a cave. Enabled by default, giving players an exit shortcut; disable it to make anyone who went into a cave earn their way back out on foot.True
AllowTeleportingIntoPreventionZonesControls entry rather than exit — whether a teleport can drop a player inside a prevention zone like a cave. It's off by default, blocking the tactic of warping straight to an artifact or cave boss; enabling it removes that barrier and lets the approach be bypassed.False
MeshDetectionA safety check that validates a target spot isn't lodged inside the world geometry before completing the teleport. On by default, and there's rarely a reason to change that: switching it off opens the door to meshing exploits and survivors dumped inside solid rock.True
EnemyFoundationPreventionRangeEstablishes a keep-away radius around hostile foundations, counted in foundation units, inside which none of the mod's teleport features function. The default of 0 imposes no such zone; PvP servers push it up to deny attackers a teleport that materializes right on a defender's threshold.0
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Corpse Recovery

The convenience that fetches your gear back from your corpse without the death run, and the single gate on it — whether the survivor needs a remote in their inventory for the retrieval to fire. Both ship on, so recovery works by default but costs an item slot and a bit of forethought.

SettingWhat it doesDefaultRecommended
AllowCorpseFinderEnables the corpse-recovery feature, using a teleporter to pull a dead player's belongings back without the trek to the body. It's on by default; disabling it restores the classic penalty where getting your loot means physically returning to where you fell.True
CorpseRequiresRemoteGates the corpse-recovery feature behind carrying a remote — with this on, the survivor must have one in their inventory for the retrieval to fire. Defaulted to True, it makes recovery a prepared choice rather than a free perk; setting it False lets the feature work no matter what the player is holding.True
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Cooldowns & Limits

The throttles that keep a teleport network from trivializing the map: per-tribe and per-player pad caps, cooldowns on teleporting, combat, and dino recall, the delay before a bubble fires, and optional remote durability wear. Almost everything here defaults to 0 — wide open — so this is the section a busy or PvP server tightens first.

SettingWhat it doesDefaultRecommended
MaxTeleportersPerTribeLimits the number of teleporters a single tribe may own, with 0 meaning no limit and admins excused from the count. Assigning an actual value reins in networks that would otherwise blanket the map with pads and erase the cost of distance.0
MaxTeleportersPerPlayerMirrors the tribe cap at the individual level, restricting how many teleporters any single player can hold; when both caps are set, the stricter one governs. Left at 0 it does nothing — it earns its place on servers with lopsided tribe sizes that want a per-person ceiling alongside the tribe one.0
TeleportCooldownThe enforced gap, in seconds, between one player creating a teleport bubble and their next. A value of 0 removes the wait; dialing in even a short delay curbs continuous teleport-hopping, which matters most in PvP where the ability to reposition on demand is a real edge.0
CombatCooldownImposes a delay, in seconds, that begins whenever a player or creature deals or receives damage, during which teleporting is blocked. Off at 0; a positive value shuts down the escape-hatch tactic of warping away the moment a PvP fight turns unfavorable.0
FindDinoCooldownSets the minimum interval, in seconds, between uses of the dino-recall feature that pulls a tagged creature to the player. At 0 there's no restriction; increasing it reins in the Awesome Dino Tracker on servers where summoning mounts at will undercuts the effort of getting around.0
BubbleDurationThe delay, in seconds, from a bubble being created to the moment it whisks away whoever's standing in it — accepted values run 1 through 100, defaulting to 5. A shorter figure makes travel feel instant; a longer one hands opponents a reaction window, which some PvP servers deliberately want.5
RemoteUsesDurabilityDetermines the durability the remote sheds on each activation, expressed as a fraction of its total — a value of 1 means one use destroys it outright. The default of 0 makes remotes effectively permanent; a small positive figure turns them into a consumable that has to be recrafted, giving the item an ongoing resource cost.0

Awesome Teleporters! Server Settings FAQ

Where do these settings go?
At the end of your server's Game.ini — not GameUserSettings.ini, which is the file most ARK settings use, so this one catches people out. And there is no [AwesomeTeleporters] section in the file until you add one: mod sections never ship in the stock file, so don't scroll around looking for it. Add the [AwesomeTeleporters] header line to Game.ini, put your changed settings under it, save, restart. Settings you don't include keep the mod's defaults.
Why isn't the section working in GameUserSettings.ini?
Because this mod reads its config from Game.ini, not GameUserSettings.ini. Most ARK settings — and most other mods' settings — go in GameUserSettings.ini, so pasting [AwesomeTeleporters] there is the single most common mistake. Move the whole block to Game.ini, restart, and it'll read.
How do I stop players teleporting out of a losing fight?
Set CombatCooldown to a positive number of seconds. It starts a timer whenever a player or dino deals or takes damage, during which teleporting is blocked. It ships at 0 (off), which is why the escape tactic works out of the box — a value like 30 shuts it down for PvP.
Can players teleport straight into caves or onto artifacts?
Not by default. AllowTeleportingIntoPreventionZones ships False, which blocks warping into caves and other prevention zones — so no teleport-rushing an artifact. AllowTeleportingOutOfPreventionZones is the separate exit switch and defaults True, letting people leave a cave the easy way. They're independent, so you can allow the exit shortcut while keeping the entrance blocked.
Should I ever turn off Mesh Detection?
Almost never. MeshDetection validates that a teleport destination isn't buried inside the map geometry before sending anyone there, and it defaults True. Switching it off invites meshing exploits and players stranded inside solid rock — leave it on unless you have a very specific reason not to.