Search found 66 matches

by iUltimateLP
Sat Jul 25, 2015 3:02 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123404

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Its a great mod! I always wanted colored lights and concrete, so really thanks for that great mod! Super useful. Edit: one not so cool thing is that actually the, idk how they are called, those "Drop Shadows" on the ground have a colored mask too so its laying over the ground (see screensh...
by iUltimateLP
Fri Jul 24, 2015 2:11 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

Anathera wrote:I have been waiting for a mod like this a long time after the last one died out. Awesome work m8!!!!

My only question is that does this work with bobsmods? has anyone tried?
Thanks :) I personally have not tried it out, but I will do :)

Edit: works fine :)
by iUltimateLP
Fri Jul 24, 2015 9:14 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

So guys, a simple question, please vote here: http://strawpoll.me/5013308
by iUltimateLP
Fri Jul 24, 2015 8:15 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

Or you can double reach and square energy consumption every tier Double reach means more than 4 tiers would be necessary. Also, energy consumption ought to be based on actual distance teleported, not on the maximum distance that the teleportation device can teleport you. Ideally. Sure, power consum...
by iUltimateLP
Fri Jul 24, 2015 1:46 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

I'd recommend looking at accumulator type of entities. You can give them big buffer to slowly charge and then consume some energy for the teleport when executing the action. This also opens possibility of teleport upgrades (bigger buffer and/or faster charging) that would allow for higher range or ...
by iUltimateLP
Thu Jul 23, 2015 6:06 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

So I am currently writing the function to get the distance of two teleporters, so I think this would be the right formula:

Code: Select all

distance = math.sqrt( (teleporter_b.x - teleporter_a.x)^2 + (teleporter_b.y - teleporter_a.y)^2 )
I think its right..
by iUltimateLP
Thu Jul 23, 2015 1:05 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

I'm mostly thinking about Teleporting short-range, like 2-4 chunks, moving around inside of my main base as a way faster than walking. From that perspective, 300-350 Alien Artifacts to build each Teleporter Device that you can move to/from, would be so expensive as to be not worth the trouble. The ...
by iUltimateLP
Thu Jul 23, 2015 12:50 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

sorry, I tend to write in a confusing way :) I am on with the bi-directional way, too, of course. I would just like a(ny) cooldown on the pad, to not be able to just jump back immediately after I arrive on the second pad (now I realize I wrote sending/receiving.. sorry.. I did that just for the sak...
by iUltimateLP
Thu Jul 23, 2015 12:34 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

Well ok, Im leaving the quotes now, too much space. @Peter First of, I made the graphics already, so only if you would say they are ugly, I would make new ones. I will take a look on how to calculate the distance between two objects for energy consumption. So we say 15MJ/60MJ at first, I will try th...
by iUltimateLP
Thu Jul 23, 2015 11:50 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

well, I guess it's "decided" :D https://www.youtube.com/watch?v=mjCRUvX2D0E Currently after a long time /played I got a capacitor with volume 3.something GJ, and according to a video.. it would be a nice touch to make it 1.21GJ as.. I don't know what, really, max capacity ? (edit: that's ...
by iUltimateLP
Thu Jul 23, 2015 10:45 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

omg, I am sorry.. First, I said "as I know from Factorio", lol, I meant "DyTech".. hhh and second of all, I was merely referring to someone's post on the first page, when he was talking about ..let's not use Watts, let's use Joules.. and I am like yes, for one time teleport (wha...
by iUltimateLP
Thu Jul 23, 2015 10:36 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

Wow, that was fast :) thanks for that, also for feedback from others.. As far as the energy values.. ( and yes, for it to use wattage as a value, it would have to be kept open(~wormhole?: ), to consume an energy "at this rate" : ) I would like to ask others for help.. But in the meantime:...
by iUltimateLP
Thu Jul 23, 2015 9:04 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

As it's a teleporter I'd like to see a distance factor in the power requirements but whatever you do it should run in the tens of megawatts. Actually no, I don't think power usage for a teleporter makes any sense. Rather, it should be energy usage. And energy is measured in joules, not in watt. Oth...
by iUltimateLP
Wed Jul 22, 2015 6:49 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

I'd recommend looking at accumulator type of entities. You can give them big buffer to slowly charge and then consume some energy for the teleport when executing the action. This also opens possibility of teleport upgrades (bigger buffer and/or faster charging) that would allow for higher range or ...
by iUltimateLP
Wed Jul 22, 2015 6:26 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

I'd recommend looking at accumulator type of entities. You can give them big buffer to slowly charge and then consume some energy for the teleport when executing the action. This also opens possibility of teleport upgrades (bigger buffer and/or faster charging) that would allow for higher range or ...
by iUltimateLP
Wed Jul 22, 2015 6:22 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

As it's a teleporter I'd like to see a distance factor in the power requirements but whatever you do it should run in the tens of megawatts. Actually no, I don't think power usage for a teleporter makes any sense. Rather, it should be energy usage. And energy is measured in joules, not in watt. Oth...
by iUltimateLP
Wed Jul 22, 2015 5:23 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

As it's a teleporter I'd like to see a distance factor in the power requirements but whatever you do it should run in the tens of megawatts. Yep, power usage is a big point. I also thought about making the teleporter requiring a own crystal which is a ore what can be mined and is very rare, but the...
by iUltimateLP
Wed Jul 22, 2015 3:41 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

Re: [0.12.X] SimpleTeleporters

Thanks, awesome idea! :) Here come's the "but": bit easy to acquire I would say :( Artifacts are abundant, how about some energy usage, and I mean tremendous power requirements, internal capacitors, ie. "charge up" time. Thoughts ? :) Yep its the first version without power, but...
by iUltimateLP
Wed Jul 22, 2015 2:39 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68249

[MOD 0.12.x] SimpleTeleporters

Type: Mod Name: SimpleTeleporters Description: This mods adds easy-to-use teleporters! License: Contact me! Version: 0.0.5 Release: 2015-10-21 Tested-With-Factorio-Version: 0.12.12 Category: (Item, SimpleExtension, Gameplay) Tags: Free, New Items, Teleportation Download-Url: https://github.com/iUlti...
by iUltimateLP
Wed Jul 22, 2015 1:10 pm
Forum: Modding help
Topic: control.lua get power environment?
Replies: 3
Views: 2270

Re: control.lua get power environment?

Klonan wrote:Hmm i think you could use something like

Code: Select all


local poles = {}		
		poles =	game.find_entities_filtered{area = {{X -5, Y - 5 }, {X + 5  , Y + 5 }}, name= "medium-electric-pole"}

if poles[1].energy > 0 then do stuff

Well ok, I should think more :D Thanks!

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