Search found 66 matches
- 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...
- Fri Jul 24, 2015 2:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SimpleTeleporters
- Replies: 81
- Views: 68249
Re: [0.12.X] SimpleTeleporters
Thanks I personally have not tried it out, but I will doAnathera 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?
Edit: works fine
- 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
- 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...
- 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 ...
- 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:
I think its right..
Code: Select all
distance = math.sqrt( (teleporter_b.x - teleporter_a.x)^2 + (teleporter_b.y - teleporter_a.y)^2 )
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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:...
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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?
Well ok, I should think more Thanks!Klonan wrote:Hmm i think you could use something likeCode: 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