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  • Teleporter item spriteold Teleporter item sprite
  • Teleporter placed
Stack digit 9.pngStack digit 9.png
Placeable✔️ (3 wide × 1 high)
Use time15 (Very fast)
RarityRarity level: 0
Research1 required

A Teleporter in action

The Teleporter is a travel mechanism purchased from the Steampunker for 250. When two Teleporters are wired together with a triggering mechanism, they can instantaneously exchange players, NPCs, or enemies between them. Teleporting is always instantaneous, has no load time or cooldown, and has no Mana or coin cost.

Unlike most furniture, Teleporters are foreground objects. They consist of three inseparable blocks which like all block types can be shaped with a hammer or actuated.


The two Teleporters to be transported between must be placed on a surface of solid blocks or platforms and connected by Wire, along with a trigger mechanism, such as a Switch or Pressure Plate. When the trigger is activated, all players, NPCs, or enemies (but not Critters, dropped items, or other entities) touching the 3x3 tile area above it are instantly transported to the other Teleporter. A character standing a maximum of three tile heights above the Teleporter can still be transported, and burying a Teleporter two tiles deep can still transport players walking on the surface. Entities retain their location relative to the Teleporter within the 3x3 grid when teleporting, i.e. players using a Teleporter two tiles above its surface will arrive two tiles above the surface of the destination Teleporter.

Teleporting is always two-way: when a connection is activated, both ends will exchange all players, NPCs, and enemies, that are at least partially occupying any square of 3x3 space above Teleporter pads. Players should keep this in mind when constructing Teleporter paths, as enemies could unintentionally be brought into a base, for example.

A 2 minute video guide to creating a Basic 4 Destination Teleporter system.

A basic 4 destination teleporter. Required Elements: 1 x Pressure Plate, 5 x Teleporters, 4 x AND Logic Gates, 8 x Logic Gate Lamps (OFF), and 5 x Logic Gate Lamps (ON)



  • An eight-pass Teleporter array with four Teleporters connected by four different colored wires at the ends of the middle Teleporter

    A single Teleporter can be wired to multiple destinations. With access to only a single wire color, each end of a Teleporter pad can be wired to one destination each, for a total of two possible destinations (each must have its own triggering mechanism). Using all four wire colors, each end of the Teleporter can be wired to four destinations each, for a total of eight possible destinations (two red, two blue, two green, and two yellow ).
    • On the Old-gen console version Old-gen console version and 3DS3DS version version, which only have three wire colors, each end of the Teleporter can be wired to three destinations each, for a total of six possible destinations (two red, two blue, and two green).
  • The three blocks composing the Teleporter can be shaped using a Hammer. This doesn't affect the Teleporter's function, except that the 3x3 space to be teleported and the position of the teleported entity are both relative to the Teleporter's surface, i.e. if the Teleporter is flattened to half blocks, they will both move down half a block (if the three blocks are different shapes, the height is determined by the first block encountered in the algorithm below). Note that pressure plates can only be placed on full blocks.

    Transfer to 28 different locations via 6 Teleporters

    Additional instructions for the previous image (4*7=28)

  • Standing on one spot, with 6 Teleporters under you in 2 columns and 2 actuated Teleporters behind you, it is possible to have 28 different destinations.
    • Extrapolating from the above example, using two transmitters (start and end points) to connect directly with a single wire (this is the easiest way to build a conveyor array), players can transfer from up to 36 locations from one location (9*4). (as the picture shows)

Transfer to 36 different locations via 10 Teleporters.There are four transmitters that are inactive, and two of them are half-height (in order for the character to be in their transmission area)

  • Other blocks or furniture can be placed on Teleporters. Placed items will not be teleported, nor will they "block" teleportation of entities above them, as long as the entities are still within the 3x3 area of effect.
  • If three or more Teleporters are connected with the same colored wire, a player will be teleported to whichever is furthest.(This distance is the length of the wire, not the distance between two points in space)

    If three or more Teleporters are connected with the same colored wire, a player will be teleported to whichever is farthest. This distance is measured in the most direct wire distance, not physical distance (a wire looping around takes more space than a direct straight connection). This distance is also measured from the triggering mechanism (Switch, Pressure Plate, etc.), not the entity being teleported. With multiple triggers, certain Teleporter combinations thus may result in failure to teleport.
  • Unlike most forms of player movement, Teleporters are server-sided. This means that they are not instantaneous in Multiplayer worlds.

Algorithms determining destination Teleporter[]

When a wire network (single color) with more than two Teleporters is activated, the following algorithms determine which pair will activate:


  • Starting from the tile of the trigger mechanism, the length of wiring to each Teleporter is measured (using a variant of Dijkstra's algorithm).
  • The Teleporter closest to the source, in terms of total wiring route length, and the Teleporter farthest away are each activated. (All other Teleporters remain inactive, even if a player is standing there.)
  • When the wiring lengths are exactly the same, the direction of the wiring connection is considered (closest to furthest; first to last): down, up, right, left.
  • This allows selection of different destination pads on the same wire, by using different activations sources that each have different furthest pads. (Requires careful attention to wire lengths.)

Prior to 1.2.3[]

  • Start at the trigger mechanism which caused the wire to activate.
  • Explore the network one square at a time, moving to an adjacent unexplored wire if one is available, backtracking otherwise (in other words, perform a depth first search).
  • When there is a choice of adjacent wires to explore, move left as the first choice, then right, then up, then down.
  • Keep track of the order in which the Teleporters on the network are first encountered (in other words, order them by preorder).
  • The first and last Teleporter in this order will activate, and the rest will do nothing.

Both algorithms are deterministic, so a fixed wiring layout will always activate the same Teleporters. The wiring layout can be chosen to target the desired Teleporter.


  • A Pressure Plate can be placed directly on top of a Teleporter as the triggering mechanism, along with a short Wire connection, to allow activation by simply walking onto it.
  • If a Pressure Plate is placed to the left or right of the center and then alternated on the connecting Teleporter, the player can walk back and forth between locations without instantly triggering the destination plate.
    • Teleporters will also work if the player is riding a Minecart, allowing discontinuous track systems to be connected easily (e.g. to bypass an obstacle). The above two points still apply, though with Pressure Plate Tracks.
  • Teleporters can be used to create entrances into sealed bases. For Teleporters used with Pressure Plates to access safe zones, use Pressure Plate types that can only be activated by players (gray, brown, blue) to ensure that enemies cannot inadvertently activate them and teleport inside.
  • Teleporters with Pressure Plate triggers are very useful in Boss Arenas, as they enable instantaneous dodging between remote locations. A player can jump between them continuously while firing Ranged or Magic Weapons.
  • Teleporting at night to a destination at least one screen away will cause NPCs that have not moved into their assigned housing to instantly do so, which can be useful.
  • Setting a Teleporter in front of your home will be useful if you don't want monsters to get inside during a Blood Moon or another event.


  • The sound effect when activating a Teleporter is shared with the Magic/Ice Mirror's.
  • On the Desktop version Desktop version, Console version Console version, Mobile version Mobile version, Switch version Switch version, and tModLoader version tModLoader version, Teleporters release grapples.
  • Teleporters can be used to place furniture mid-air that usually require a surface under them. Stack two Teleporters, place the furniture on the upper Teleporter, and then break the lower Teleporter. The lower Teleporter breaking will deconstruct the upper Teleporter, but the furniture on top will not deconstruct. This can be handy for creative aesthetic building, such as placing things atop the column statue. Note that placing any block next to the "floating" furniture will break it.


  • Desktop Teleporting to a location on the same screen now pans the screen view smoothly from one to the other, instead of flashing the new location instantly. Teleporters used farther apart retain the flash-Magic Mirror-like effect.
  • Desktop 1.2.3:
    • Distance limit between Teleporters removed.
    • Using a Teleporter tile releases all grapples.
    • Fixed a crash when you destroy a Teleporter with a chest on top.