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Teleport to Rooms & Collectibles
"Jump to any room you have opened, or straight to the next sparrow you still have to find."

How do I install Teleport to Rooms & Collectibles?
Download the free ProjectMods desktop app, then install Teleport to Rooms & Collectibles for Playrooms in one click.
</>What does Teleport to Rooms & Collectibles do?
Playrooms grows room by room, and by the time the Hotel is open the walk from the break room to the far end of the School or the Office takes a good part of the day. Teleport to Rooms & Collectibles cuts the walk out. Choose a Destination and press Teleport. Each room puts you at its entrance: the Playroom, Waiting Room, Backrooms, Poolroom, School, Office and Hotel. You can also go to the break room where you wake up each morning, to the PC, or to any of the ball pits. In a save, the list marks the rooms you have not opened yet as locked and tells you which room each ball pit is in. A locked room is refused with a plain reply, so the mod never skips the game's own unlocks. Teleport to Nearest Collectible is for the hunt: it puts you beside a sparrow or item that is still missing, looking in the room you are in first, and tells you how many of each are still out there. Collectibles in locked rooms are left alone. The move is the game's own teleport, the one it uses to sit you down at the PC each night. After it, the game itself switches on the room you arrived in, so its lights, sound and doorways work as if you had walked in. Balls you are carrying come with you, and nothing about your save changes.
</>What is Teleport to Rooms & Collectibles?
Teleport to Rooms & Collectibles uses the teleport Playrooms already has: the same move the game makes when it sits you down at the PC or wakes you up in the break room. Room destinations put you at the room's entrance, in front of the door you would come through. Right after the move, the game's own room check runs, so the room you land in is shown and lit the way it is when you walk in. Whether a room is open comes from the game too: a room counts as open once its door is unlocked or you have already cleaned in it. Ball pits are numbered in room order and named after their room in the list. Teleport to Nearest Collectible reads the game's list of sparrows and items, skips the ones you have already found and the ones in locked rooms, and puts you on clear floor next to the closest one you can see from there.
</>Common questions about Teleport to Rooms & Collectibles
What does Teleport to Rooms & Collectibles do in Playrooms?
It moves you around the building in one press. Pick a Destination, which can be any of the seven rooms, the break room, the PC or one of the ball pits, and press Teleport. The second button, Teleport to Nearest Collectible, takes you to a sparrow or item you still need for your collection. Both buttons work in every mode, Cozy, Normal and Hardcore.
Can I teleport into a room I have not opened yet?
No. Locked rooms are refused with a plain reply, so the mod never skips the game's own unlocks. In a save, the Destination list marks each closed room as locked and shows which room every ball pit is in. Open the room in the game first.
What happens to the balls I am carrying when I teleport?
They come with you. Playrooms keeps the balls in your hands as a count rather than as loose balls following you around, so the number you carry is exactly the same after the teleport. That makes a ball pit destination handy: fill up at the far end of a room, teleport to a pit and drop the whole load off without the walk back.
Which collectible does the nearest-collectible button choose?
It looks at every sparrow and item the game still counts as missing and picks the closest one, preferring the room you are standing in before any other room. Collectibles behind a door that is still closed are skipped. You land on clear floor where you can see it, and the reply tells you how many sparrows and how many items are still left to find.
Will the room be dark or the doorways broken after I teleport?
No. The mod uses the game's own teleport, the same move Playrooms makes when it sits you down at the PC or wakes you up in the morning. Right after it, the game runs its own check of which room you are in, so that room is shown and lit just as when you walk in, and the doorways keep working. Your save is not changed: rooms, balls, money and collectibles stay as they were.
Why does the teleport sometimes say to wait?
Some moments hold your camera or move you on their own: the PC while it is open, looking at an item you picked up, a scene of the story, and the robot party. The mod waits during those so it never fights the game for your position. Close the PC or the item, or let the scene end, then press the button again. Nothing is lost by a refused press: you stay where you are, with the same balls in your hands, and the reply on screen says what to wait for before you try once more.
What options does Teleport to Rooms & Collectibles include?
Destination
Where Teleport takes you: a room's entrance, the break room, the PC or a ball pit. In a save, rooms you have not opened yet show as locked and ball pits show their room.
Teleport to Nearest Collectible
Puts you next to the nearest sparrow or item you have not found yet, starting with the room you are in. Rooms that are still locked are skipped.
Teleport
Takes you to the chosen destination. Locked rooms are refused, and balls you carry come with you.
Teleport to Rooms & Collectibles is a ProjectMods mod for Playrooms that teleports you to any room you have opened, the break room, the PC or a ball pit, or next to the nearest sparrow or item you have not found yet. Locked rooms stay locked and carried balls come along.
System Requirements
What features does Teleport to Rooms & Collectibles include?
- Teleport to the entrance of the Playroom, Waiting Room, Backrooms, Poolroom, School, Office or Hotel.
- Teleport to the break room, to the PC, or to any ball pit.
- Teleport to Nearest Collectible lands you beside a missing sparrow or item, searching your current room first.
- Locked rooms are refused, and the list marks them as locked in your save.
- Balls you are carrying come with you.
- Uses the game's own teleport, so the room you arrive in is shown and lit as if you had walked in.
Best For
- Your hands are full of balls at the far end of the Hotel, so you teleport to a ball pit and drop them off without the long walk.
- The day is almost over and you need the PC, so you teleport straight to it.
- You have 3 sparrows left to find, so you press Teleport to Nearest Collectible and it takes you to the next one.
- You want to clean the Poolroom next, so you pick it and start at its entrance.
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