Awesome Teleporters! Config Generator
All 24 documented settings for Awesome Teleporters! — the teleport-network mod for ARK: Survival Ascended — as toggles and fields with plain-English explanations.
Destinations and access, placement rules, what's allowed to teleport, prevention-zone guardrails, corpse recovery, and every cooldown and cap: change what you care about, copy the output, paste it at the end of Game.ini — the [AwesomeTeleporters] header won't already be in the file (mod sections never are), so the output includes it for you. Everything else keeps the mod's defaults.
Teleport Destinations
What shows up as a valid place to teleport to. These decide whether players can jump to each other, to obelisks, back to their last remote spot, or to tagged dinos — and whether admins get an unfiltered view. All of them live in the [AwesomeTeleporters] section that you add to Game.ini yourself; the mod never writes it for you.
When True, admins see every teleporter and player on the map regardless of team. Default False, so admins get the same filtered list as everyone else. Handy for moderating, less handy if you want admins playing blind like normal survivors.
Keeps the spot a player last teleported from as a saved destination they can jump back to — only the single most recent one is remembered. On by default. Turn it off if you'd rather players not have a free breadcrumb home.
Lets players pick friendly (same-team) players as teleport targets. Default True. Switch it off if you want teleporting tied to fixed pads and obelisks rather than chasing tribemates around the map.
Makes the map's obelisks universal teleport destinations for everybody. Default True. Disable it if free obelisk access undercuts the travel or boss-fight logistics you're going for.
Lets players yank any dino they've tagged with an Awesome Dino Tracker to wherever they're standing. Default True. This is the Dino Tracker's whole point, so leave it on unless you specifically want to disable dino recall. Pairs with FindDinoCooldown to rate-limit it.
Placement & Structure Behavior
Where teleporters can be built and how they behave once placed — saddle platforms, transmitter inventory, and whether they draw power. Remember the [AwesomeTeleporters] header is something you paste into Game.ini yourself; it's not present until you add it.
Controls whether teleporters can be built on platform saddles. Default True, so mobile teleport rigs on a Bronto or Paracer are fair game. Set False to keep teleporters bolted to solid ground.
Makes a teleporter's inventory double as a Tek Transmitter — upload/download and cross-map transfers straight from the pad. Default True. Turn it off if you don't want teleporters replacing obelisk and transmitter trips.
When True, teleporters need to be powered to work; default False means they run for free. Flip it on if you want teleport networks to cost generators and fuel rather than being effectively unlimited.
What Can Teleport
Rules for the cargo — wild dinos, vehicles, and an outright blacklist of creature classes that can never travel. Defaults here lean conservative. These keys go under the [AwesomeTeleporters] section you add to Game.ini.
Lets non-carried wild dinos be teleported. Default False — for good reason, since moving wild creatures around can get chaotic fast. Enable only if you know why you want it.
Allows teleporting vehicles. The mod's own note is 'This should probably stay off,' and the default agrees at False. Enable at your own risk — the author is telling you it's shaky.
A comma-separated list of dino class names that can never be teleported, no matter the other settings. Blank by default (nothing blocked). Use it to hard-ban specific creatures — bosses, event mounts, whatever you don't want skipping across the map. The mod doesn't spell out the exact class-name format, so verify your entries in-game.
Prevention Zones & Mesh Safety
The guardrails: caves and other prevention zones, enemy-base proximity, and a mesh check that keeps players out of the map's insides. Set these in the [AwesomeTeleporters] block you add to Game.ini.
Whether players can teleport their way OUT of caves and other prevention zones. Default True — a convenient escape hatch. Set False to force people to walk out the way they came in.
Whether players can teleport INTO caves and other prevention zones. Default False, which stops teleport-rushing a cave or artifact. Enable it only if you're fine with players skipping the approach entirely.
Checks that a teleport destination isn't buried inside the map mesh before sending anyone there. Default True and you should almost certainly leave it — disabling it invites meshing exploits and players stuck inside terrain.
A no-teleport bubble around enemy foundations, measured in foundations — get this close to a rival base and the mod's features stop working. Default 0 (no restriction). Raise it on PvP to stop teleport-assisted raids landing on someone's doorstep.
Corpse Recovery
The convenience that lets a teleporter fetch your gear back from your corpse, and whether that trick demands a remote in your inventory. Both keys sit in the [AwesomeTeleporters] section you paste into Game.ini.
Lets a teleporter retrieve your gear from your corpse — no death run required. Default True. Turn it off if you want dying to actually cost the walk back to your body.
Whether corpse recovery only works if the player has a remote in their inventory. Default True, so the feature costs an item slot and a bit of forethought. Set False to let anyone recover regardless of what they're carrying.
Cooldowns & Limits
The throttles: per-tribe and per-player teleporter caps, cooldowns on teleporting, combat, and dino recall, the bubble delay, and remote durability. Most default to 0 (off), leaving the network wide open until you tighten it. All go under the Game.ini [AwesomeTeleporters] section you add yourself.
Caps how many teleporters one tribe can own; 0 disables the cap entirely. Admins are exempt. Set a real number to stop teleporter sprawl from turning the map into a fast-travel grid.
The same cap, but per individual player rather than per tribe — whichever limit is hit first applies. Default 0 (off). Useful on servers where tribe size varies wildly and you want a personal ceiling too.
Seconds a player must wait before creating another teleport bubble. Default 0 means no cooldown. Add a few seconds to stop rapid-fire teleporting, especially in PvP where instant repositioning is strong.
Seconds a player or dino must wait after dealing OR taking damage before they can be teleported. Default 0 (off). Set it to block the classic teleport-out-of-a-losing-fight move on PvP servers.
How often a player can recall a tracked dino to themselves, in seconds between uses. Default 0 (no limit). Raise it if unlimited dino summoning is making the Awesome Dino Tracker feel too cheap.
Seconds between creating a teleport bubble and the actual teleport firing — the window everyone inside has to get ready or bail. Default 5, range 1-100. Shorten it for snappy travel, lengthen it to give raiders a chance to react in PvP.
How much durability the remote loses per use, as a fraction where 1 = destroyed in one use. Default 0 means the remote never wears out. Set a small fraction to make remotes consumable and give them a crafting cost that matters.
Advanced / Raw Config Overrides
An escape hatch for any [AwesomeTeleporters] line this form doesn't have a field for yet. One Key=Value per line, appended verbatim to the block you paste into Game.ini. Pasted lines are not read back into the form on import.
About the Awesome Teleporters! config generator
Awesome Teleporters! is ChrisMods' teleport-network mod for ARK: Survival Ascended — placeable teleporter structures, a remote that spins up one-off teleport bubbles, and an Awesome Dino Tracker that yanks tagged creatures to you. It's one of the most-installed utility mods on ASA CurseForge at roughly 4.2 million downloads (project 950914), and until this page, no config generator or settings-explained reference existed for it anywhere. Its config lives in one [AwesomeTeleporters] INI block, and this page generates it.
The settings above come straight from the configuration block in the mod's CurseForge description — that block is the only public documentation the mod ships. All 24 keys are documented with zero ambiguity, so you won't see any ⚠ verify badges on this page.
Where do these settings go?
Same rule as every other ARK mod: place these INI options at the bottom of your server's Game.ini — not GameUserSettings.ini, which is where a lot of base-game settings live but not this mod's. You must include the [AwesomeTeleporters] header. You only need to include entries that are different. Which is exactly what this generator outputs — the header plus only what you changed. And to be clear: the header won't already be in the file — you're adding the block, not finding it.
\ShooterGame\Saved\Config\WindowsServer\Game.ini(Windows servers)/ShooterGame/Saved/Config/LinuxServer/Game.ini(Linux servers)- Nitrado, GPortal, and most managed hosts: control panel → "Configuration Files" or "Expert Settings", and pick Game.ini
Do I have to configure anything?
No — the mod runs fine untouched: teleport to friendly players and obelisks, corpse recovery on, dino recall on, mesh safety on, and every cooldown and cap at 0 (off). The config exists for servers that want it tightened (PvP cooldowns, teleporter caps, prevention-zone locks) or opened up further (wild-dino teleports, powered networks). If you just want the complete default block without touching a single field, use the Copy all (defaults) button in the output panel.
FAQ
Do I have to configure anything to use the mod?
No. Install the mod and every setting runs at its default — friendly-player and obelisk teleports on, corpse recovery on, mesh detection on, and no cooldowns or caps. This generator is for servers that want to lock things down for PvP or open them up further, not a required step.
Where does the config block actually go?
At the very end of Game.ini, not GameUserSettings.ini. The [AwesomeTeleporters] header is not written by the mod, so if that header isn't in your Game.ini, none of these keys are being read — you add the whole block yourself, header and all.
Can admins see every teleporter on the map?
Only if you turn it on. AdminsSeeAllTeleporters defaults to False, so out of the box admins get the same team-filtered teleport list as regular survivors. Set it True to give staff an unfiltered readout of every pad and player regardless of tribe — useful for moderating, off by default.
Do teleporters double as transmitters or obelisks?
Teleporters can act as Tek Transmitters — TeleportersAreTransmitters is True by default, so a pad's inventory handles uploads, downloads, and cross-map transfers without a trip to an actual transmitter. Obelisks are separate: AllowTeleportingToObelisks (default True) makes the map's obelisks universal teleport destinations, but the pad itself isn't an obelisk — turn either off if you don't want teleporters replacing those trips.
How do I stop teleport spam in PvP?
Use the cooldowns, all of which default to 0 (off). TeleportCooldown gaps repeated bubble creation, CombatCooldown blocks teleporting for a set time after dealing or taking damage — that's the one that shuts down warping out of a losing fight — and FindDinoCooldown rate-limits dino recall. The "PvP Locked-Down" template up top sets sensible starting values for all three.
More ARK tools
- Awesome Teleporters! Settings Explained — this page in reading form: every setting with its default, no form fields
- Der Dino Finder Config Generator — the map-and-search utility mod
- ARK GameUserSettings.ini Generator — the base-game server settings
- ARK Game.ini Generator — breeding, XP, stats, decay
- Shiny Dinos Ascended Config Generator — the Shiny! mod, plus the variant list
- Dino Depot Config Generator — all 227 settings for the creature-storage mod
- ARK Server Settings Explained — what every base setting does
- All ARK generators