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Re: [0.12.X] SimpleTeleporters

Posted: Sun Jul 26, 2015 3:28 pm
by Eldwen
iUltimateLP wrote: Yep, found that out too, Im currently in vacation so I cant fix it now, you can change it on your own if you want. Fix will be out in a week with new features.
Its been fixed. Just wanted to make sure you knew as no one else had posted about it yet. Enjoy your vacation. Thanks for the mod.

Re: [0.12.X] SimpleTeleporters

Posted: Thu Aug 06, 2015 6:37 pm
by LouisFahrenheit
And how to fix it? I'm just a player. Can you give a corrected file "recipe.lua"?

Re: [0.12.X] SimpleTeleporters

Posted: Thu Aug 06, 2015 8:14 pm
by WoodyDaOcas
Hey there :)
Thanks for the interest, the issue was actually in technology.lua, all the (added) recipes are indeed in recipe.lua, but disabled by default, ie. at the start of the game, needs to be enabled by the research itself and the liquid artifacts were not added there.
I don't have an opportunity to test it out, can anyone try it out, please ?
Hope it helps :)

(btw. I have a blessing to mess with it from the author : )

Re: [0.12.X] SimpleTeleporters

Posted: Tue Aug 11, 2015 7:09 pm
by iUltimateLP
New version (0.0.2) is out with Power consumption, Tiers and other stuff! Check it out :D

Re: [0.12.X] SimpleTeleporters

Posted: Tue Aug 11, 2015 7:55 pm
by WoodyDaOcas
Hey guise,
as mentioned, the new version is out.(yay!)

There was literally no reason to prolong the release any more, so it brought a lot (!) of new stuff, but (long) description might not explain everything in such a detail.
I took an opportunity and until it will be changed (tomorrow, probably) I am pasting a version with (hopefully) a bit more explanation in it.
http://pastebin.com/1d2awL8W

Hopefully the stuff is not hard to figure out, so please go ahead and test it out, we tried to keep it as not-cheesy as possible and packed with cool features.
These teleporters are expensive and use up some power, so that should be fair (all the suggestions are appreciated!) but if that should stop anyone from playing, there is also a handy config to let you set up basically all important values, so you can have "your" teleporter mod :)

Stay tuned for more updates soon, including the gui with a list of links for convenience and more^^.
We're looking forward for your reactions, please do enjoy!

Re: [0.12.X] SimpleTeleporters

Posted: Mon Aug 17, 2015 11:03 pm
by yousefabo
can you make something to teleport items like enderchest (minecraft)
or telebelt

Re: [0.12.X] SimpleTeleporters

Posted: Tue Aug 18, 2015 1:17 am
by iUltimateLP
yousefabo wrote:can you make something to teleport items like enderchest (minecraft)
or telebelt
There is definitly a possibility.. Coming maybe after The GUI update.

Re: [0.12.X] SimpleTeleporters

Posted: Fri Aug 21, 2015 5:00 am
by Peter34
iUltimateLP wrote:
yousefabo wrote:can you make something to teleport items like enderchest (minecraft)
or telebelt
There is definitly a possibility.. Coming maybe after The GUI update.
I don't think that's a good idea. Factorio alreday has all the logistics systems it needs, manual carry, Belts, Logistics Robots and Trains.

Re: [0.12.X] SimpleTeleporters

Posted: Fri Aug 21, 2015 7:15 am
by iUltimateLP
Peter34 wrote:
iUltimateLP wrote:
yousefabo wrote:can you make something to teleport items like enderchest (minecraft)
or telebelt
There is definitly a possibility.. Coming maybe after The GUI update.
I don't think that's a good idea. Factorio alreday has all the logistics systems it needs, manual carry, Belts, Logistics Robots and Trains.
But I think a enderchest wouod be cool. All chests of that share the same inventory...

Re: [0.12.X] SimpleTeleporters

Posted: Fri Aug 21, 2015 11:06 pm
by Zeeth_Kyrah
iUltimateLP wrote:
Peter34 wrote:
iUltimateLP wrote:
yousefabo wrote:can you make something to teleport items like enderchest (minecraft)
or telebelt
There is definitly a possibility.. Coming maybe after The GUI update.
I don't think that's a good idea. Factorio alreday has all the logistics systems it needs, manual carry, Belts, Logistics Robots and Trains.
But I think a enderchest wouod be cool. All chests of that share the same inventory...
I think a telebelt or warp chest (if it's even possible) would be an awesome thing. I'd have them be only craftable in an assembling machine, of course. For warp chests, I'd base them on smart chests so you could get a data signal out of them.

Re: [0.12.X] SimpleTeleporters

Posted: Sat Aug 22, 2015 7:07 am
by iUltimateLP
Zeeth_Kyrah wrote:
iUltimateLP wrote:
Peter34 wrote:
iUltimateLP wrote:
yousefabo wrote:can you make something to teleport items like enderchest (minecraft)
or telebelt
There is definitly a possibility.. Coming maybe after The GUI update.
I don't think that's a good idea. Factorio alreday has all the logistics systems it needs, manual carry, Belts, Logistics Robots and Trains.
But I think a enderchest wouod be cool. All chests of that share the same inventory...
I think a telebelt or warp chest (if it's even possible) would be an awesome thing. I'd have them be only craftable in an assembling machine, of course. For warp chests, I'd base them on smart chests so you could get a data signal out of them.
Warp chest would be a better solution I think, cause you can even put things from a belt inside with your Inserters. I'll take a look on that after I finished the GUI.

Edit: GUI Update! Have fun!

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Tue Aug 25, 2015 1:10 pm
by Airat9000
404 bug!!! in donwload link

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Tue Aug 25, 2015 1:13 pm
by iUltimateLP
Airat9000 wrote:404 bug!!! in donwload link
Oh sorry, totally forgot that I removed that release. Updated it!

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Mon Sep 07, 2015 1:50 pm
by sadris
Would be nice if you didn't need to get to purple science before you can start using it, by then you've already concreted your base and have personal armor. Maybe a config option for simpler tech?

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Mon Sep 07, 2015 1:56 pm
by iUltimateLP
sadris wrote:Would be nice if you didn't need to get to purple science before you can start using it, by then you've already concreted your base and have personal armor. Maybe a config option for simpler tech?
I considered a option to make things easier, will come in the next update!

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Tue Sep 08, 2015 6:52 am
by Peter34
I still haven't actually used this mod, but I'm a bit unsure about having to use Alien Artifacts to manufacture this liquid alien goop, and then using the goop to upgrade my teleporters.

How does that work exactly? Do I just have one central teleporter that I upgrade? Or do I have to upgrade each and every teleporter portal? If the later, how am I supposed to move the alien goop?

I'm all for the idea of using Alien Artifacts for stuff (one of my favourite mods, Modular Armor ReVamp, requires Superconducting Coils, made out of Copper Wire and Alien Artifacts, and that's fine), and it's a nice novelty value to have a liquid to use instead of a solid "stackable" object, but I'm just concerned about how to move around the alien goop, long distances, without wastage.

Maybe I've misunderstood how the mod works... As I said, I still haven't actually used it. One test game, 1-2 weeks ago, I did set up manufacturing of the goop, but didn't get any further, because I also had other fairly big mods to explore.

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Tue Sep 08, 2015 2:12 pm
by iUltimateLP
Peter34 wrote:I still haven't actually used this mod, but I'm a bit unsure about having to use Alien Artifacts to manufacture this liquid alien goop, and then using the goop to upgrade my teleporters.

How does that work exactly? Do I just have one central teleporter that I upgrade? Or do I have to upgrade each and every teleporter portal? If the later, how am I supposed to move the alien goop?

I'm all for the idea of using Alien Artifacts for stuff (one of my favourite mods, Modular Armor ReVamp, requires Superconducting Coils, made out of Copper Wire and Alien Artifacts, and that's fine), and it's a nice novelty value to have a liquid to use instead of a solid "stackable" object, but I'm just concerned about how to move around the alien goop, long distances, without wastage.

Maybe I've misunderstood how the mod works... As I said, I still haven't actually used it. One test game, 1-2 weeks ago, I did set up manufacturing of the goop, but didn't get any further, because I also had other fairly big mods to explore.
Yep, you can take a look at the wiki on GitHub for more information on there, but yeah, you build Telepoter Prototypes and you need to upgrade every teleporter you have with the Upgrade modules. The alien goop does not move, you just need it to basicially create the Flux matrix shit ^^ So there is no really realistic thought behind it, hope you like the mod anyway..

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Tue Sep 22, 2015 1:28 pm
by SHiRKiT
We should have one that has infinite range, with higher cooldown, or distance based cooldown/energy.

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Fri Sep 25, 2015 6:33 am
by kiba
Very useful mod, but mechanism awkward.

Upgrade delinks.

It's not possible to link teleporters remotely, which means walking back and forth.

I am not sure what's the point of buffer capacity if upgraded teleporters takes longer to cool down. Seems like a downgrade to me.

Re: [MOD 0.12.x] SimpleTeleporters

Posted: Sun Sep 27, 2015 2:37 am
by Kane
kiba wrote:Very useful mod, but mechanism awkward.

Upgrade delinks.

It's not possible to link teleporters remotely, which means walking back and forth.

I am not sure what's the point of buffer capacity if upgraded teleporters takes longer to cool down. Seems like a downgrade to me.
From the looks of it range and buffer for say power outage?

Is it actually broken from MP? Known bugs about the GUI.