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June 12, 2026

Random Doors 1.1 Released!

This is not the most ridiculous mod I've ever released. That award goes to Atomic Brahmin, which literally adds cow tipping to Fallout 4 and turns Brahmin into highly volatile nuclear weapons once tipped. But this one is still pretty close.

Random Doors intercepts the fast travel event and randomly redirects it somewhere else in the game. Every door, every fast load point, every teleport - they all have a decent chance of putting you randomly somewhere in the game that you probably don't want to be. The good news is, you have an emergency return ring that temporarily can undo a bad teleport. But in general, Random Doors turns Fallout 4 into a pretty goofy roguelike.

If you are a Patreon supporter, you can get it right now from the member-only post just before this one. Otherwise, you can also find it pinned in the #random-doors channel of the GreslinGames Discord (available to Citizen role users only - see the #read-this-first channel when you visit).

I first released this mod in 2023, and the problem with RD has always been that a target reference needed to be in active memory in order to be used as a legal destination. That basically meant persistent objects (ALWAYS in memory) and objects located relatively close to the player's current position. So there was always a selection bias in favor of pretty near by locations.

So I'm sitting here this afternoon, enjoying doing not much of anything, and I find myself thinking about this stupid little mod and that persistence problem, and I just think offhandedly.. it's a shame I can't use some sort of queued memory syste.. oh son of a..

Yeah. This is how my code happens. Always.

So. What happens now in RD is, there is now a queue list. Every time you do a random teleport, the script first selects the next destination, but then it also selects three more alternates from current memory and puts them in the queue. When you then teleport out, those objects may no longer be in memory, but we've stored them and can now continue to use them.

The queue is currently about 200 items in capacity, and once it fills to a minimum level (currently 20 targets), each following teleport has a 20% chance of attempting a target from the queue. If it's successful, that's the target and it's removed from the queue. If it's not, the script does the normal RNG rolls for target selection.

When the queue fills to its maximum, it continues adding new targets but deletes the oldest queued items first.

What this SHOULD do is make the randomization increasingly varied and spread more evenly across the game world as you engage in more teleports. It should no longer be strictly limited to persistent and currently loaded objects.

Have fun with it, guys. You can end up anywhere, and you'll be more or less limited to whatever resources you can scrounge from wherever you end up.

G.