You need two telepads and two remote targets to teleport between distant locations.
Let's say you placed one telepad in your main base and named it 'Main' and second telepad in iron outpost and named it 'Iron Outpost 1'.
Now you need to place remote targets next to telepads. Name the one in main ...
Search found 8 matches
- Fri Jan 30, 2015 4:08 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Telepad 1.1.1
- Replies: 18
- Views: 22073
- Wed Jan 28, 2015 9:21 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Telepad 1.1.1
- Replies: 18
- Views: 22073
Re: [MOD 0.11.x] Telepad 1.1.1
>Once you named you telepad, using the same procedure you can name target telepad for remote target.
Now when you stand on telepad and select remote target (with set target name) for 5 seconds - boing and you are there
Ok , i'm stuck. I placed telepad and telepad target , put same name in boxes ...
Now when you stand on telepad and select remote target (with set target name) for 5 seconds - boing and you are there
Ok , i'm stuck. I placed telepad and telepad target , put same name in boxes ...
- Sun Jan 18, 2015 3:53 am
- Forum: Mods
- Topic: [0.10, 0.11 +] Green Turtle (like to play green?)
- Replies: 9
- Views: 14288
Re: [0.10, 0.11 +] Green Turtle (like to play green?)
Just my 2 cents:
>Tree pollution reduction reduced to 1/4 its former value.
When i play green , i try to keep trees around , for their pollution reduction and because more trees = more green.Still the tree pollution reduction not much help. With reduced tree pollution reduction there less ingame ...
>Tree pollution reduction reduced to 1/4 its former value.
When i play green , i try to keep trees around , for their pollution reduction and because more trees = more green.Still the tree pollution reduction not much help. With reduced tree pollution reduction there less ingame ...
- Sun Jan 18, 2015 3:46 am
- Forum: Mods
- Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
- Replies: 19
- Views: 27312
Re: [MOD 0.11.7] Offshore Dump (1.0.1)
Mmm , new ways to pollute environment and waste resources on global scale. 

- Sun Jan 18, 2015 3:36 am
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 52908
Re: [MOD 0.11.6] Compact Power
A version of Compact Solars minecraft mod for Factorio? I approve. +1
Balance.Changing some numbers in mod files really , really easy. So default is *10 *100 *1000 *10000 compactness . With 30% more panels per kW each tier. Seems about right , i guess. Maybe i decrease it to 20 % panels more per kW ...
Balance.Changing some numbers in mod files really , really easy. So default is *10 *100 *1000 *10000 compactness . With 30% more panels per kW each tier. Seems about right , i guess. Maybe i decrease it to 20 % panels more per kW ...
- Sat Jan 17, 2015 2:24 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 92630
Re: Version 0.1.2 for 0.11.9
Only change is that it checks if rails can be placed at the desired position (since 0.11.9 fixed the related bug)
So no more rails over water ;)
There this thing i wanted for quite some time now : make big island in map editor , and then have some way to come in and out of my base with ...
So no more rails over water ;)
There this thing i wanted for quite some time now : make big island in map editor , and then have some way to come in and out of my base with ...
- Wed Jul 23, 2014 5:33 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 61321
Re: [MOD 0.10.x] Telelogistics v0.2.4
There seems to be 2 bugs for me :
1) After teleporting it gives error "wrong input action ,element with index 4202 doesn't exist" and returns to main menu after clicking Ok.
http://s1.directupload.net/images/140723/temp/be957dh2.jpg
And it keeps producing same error even after loading save in ...
1) After teleporting it gives error "wrong input action ,element with index 4202 doesn't exist" and returns to main menu after clicking Ok.
http://s1.directupload.net/images/140723/temp/be957dh2.jpg
And it keeps producing same error even after loading save in ...
- Sat Jul 12, 2014 7:26 pm
- Forum: Mods
- Topic: [Mod 0.9.x] Black Hole Technology
- Replies: 1
- Views: 5567
Re: [Mod 0.9.x] Black Hole Technology
Thank you ! You ,dear sir , just created mod that allows to cross water. Which means - an island base absolutely protected from biters is now possible. Its even possible to use underground belts to feed it with raw resources from hostile mainland world. I registered on forums just to say thanks ...