warp-zone-glitch-remix-300px.png (26.8 KiB) Viewed 24513 times
Lets you craft a Personal Teleporter Equipment that goes into your Power Armor and allows you to Teleport around your base where you have put Teleporter Beacons. Take a look at the screen shots.
A lot of Thanks to iUltimateLP and his mod SimpleTeleporters for inspiration and for the use of His Code and graphics.
Screen shots
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20160423132708_1.jpg (660.55 KiB) Viewed 24513 times
Info:
Name: Personal Teleporter
Latest Release: v0.1.0, June 27, 2016
Factorio Version: 0.13.0
License: https://opensource.org/licenses/MIT
Author: WhatheWorld
Long Description:
If you are tired of running the full length of your base every time you need to check on something or fix a small design error, this is the mod for you. Now on the click of a button you can travel hundreds of miles in a second.
All you have to do is research personal Teleporter, build yourself one (parts not included), then place a beacon where you want to teleport to and then you can visit your favorite location as often as you like.
Version History
V0.0.1: base mod with the basic functionality
V0.0.2: Teleporter Beacons now consume 10MJ on teleportation and the Personal Teleporter power used on teleportation is doubled to 2MJ
V0.0.3: Mod now works with multi-player!!! Teleporter button will not appear until you place your first teleporter beacon.
--------Only workes with 0.13 or newer----------
V0.1.0: Works with Factorio 0.13.x : broken if you start new world with this version.
V0.1.1: fixed bugs with starting a new world. teleporter button now shows up.
V0.1.2: fixed bug where it said "here 7".
V0.1.3: fixed minor bugs.
V0.1.4: fixed errors with using On_loud to work with version 0.13.5 and later of Factorio.
ALL NEW VERSION WILL BE HOSTED ON THE MOD PORTAL (https://mods.factorio.com/mods/jroberts ... Teleporter)
V0.1.5: fixed bug where saving and loading the the game could cause a crash.
Yes! Adding this to the list immediately. I'll be streaming with it very shortly.
Any known issues with multiplayer? I play solo, but for those out there that don't I figured I'd ask.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 3:15 am
by WhatheWorld
GameCharmer wrote:Yes! Adding this to the list immediately. I'll be streaming with it very shortly.
Any known issues with multiplayer? I play solo, but for those out there that don't I figured I'd ask.
I have not tested
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 3:34 am
by sporefreak
Would it be possible to add a maximum range? I dont like how easy it would make exploring really far. Great idea though
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 4:31 am
by WhatheWorld
sporefreak wrote:Would it be possible to add a maximum range? I dont like how easy it would make exploring really far. Great idea though
The entire reason I made this mod was to not have a maximum range, also that is why it cost so much to make.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 4:43 am
by GameCharmer
Everything was working great, placing new beacons, teleporting around, awesome stuff. Then I saved, quit, came back, and while I can place more beacons, they won't add to the list, so they're effectively useless.
Update. I had the teleport box open when I saved and came back. The box was still open with prior beacons listed. After closing the box by hitting the main teleport button, I lost my original beacon but can place again. Essentially, on load, all prior beacons were forgotten.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 4:46 am
by WhatheWorld
GameCharmer wrote:Everything was working great, placing new beacons, teleporting around, awesome stuff. Then I saved, quit, came back, and while I can place more beacons, they won't add to the list, so they're effectively useless.
Update. I had the teleport box open when I saved and came back. The box was still open with prior beacons listed. After closing the box by hitting the main teleport button, I lost my original beacon but can place again. Essentially, on load, all prior beacons were forgotten.
I will look into this now.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 5:14 am
by WhatheWorld
WhatheWorld wrote:
GameCharmer wrote:Everything was working great, placing new beacons, teleporting around, awesome stuff. Then I saved, quit, came back, and while I can place more beacons, they won't add to the list, so they're effectively useless.
Update. I had the teleport box open when I saved and came back. The box was still open with prior beacons listed. After closing the box by hitting the main teleport button, I lost my original beacon but can place again. Essentially, on load, all prior beacons were forgotten.
I will look into this now.
I have corrected the error and updated it you should be good now. sorry for that.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 4:22 pm
by Sedar
Wow. Really cool mod for end game. Because even using several exoskeletons and using roads the movement even inside the base is still too slow. This mod is a expensive cost, but completely solve this problem. Thank you.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 5:42 pm
by WhatheWorld
Sedar wrote:Wow. Really cool mod for end game. Because even using several exoskeletons and using roads the movement even inside the base is still too slow. This mod is a expensive cost, but completely solve this problem. Thank you.
Tanks for the feed back, yeah still working on balancing would love to hear your feedback.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun Apr 24, 2016 10:06 pm
by ZombieMooose
definitely keeping an eye on this one
good idea
Re: [MOD 0.12.x] Personal Teleporter
Posted: Mon Apr 25, 2016 1:24 am
by GameCharmer
For balancing, I'd love to see the beacons act as massive one-way accumulators that reset to 0 on use. Soak up 1G of power, then dump it all when someone teleports in. Might be doable with a hidden entity or something.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun May 01, 2016 12:38 pm
by binbinhfr
Very cool mod.
I noticed that the transporter Beacon charges itself, but then never discharges. Is it normal ? What is the logic ? What is this accumultated energy used for ?
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun May 01, 2016 2:47 pm
by WhatheWorld
binbinhfr wrote:Very cool mod.
I noticed that the transporter Beacon charges itself, but then never discharges. Is it normal ? What is the logic ? What is this accumultated energy used for ?
Yeah that was an oversight by me, the next update in the next week or so will fix that. I am thinking that it will use about 1/4 of the power it can hold.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun May 01, 2016 3:05 pm
by binbinhfr
WhatheWorld wrote:
binbinhfr wrote:Very cool mod.
I noticed that the transporter Beacon charges itself, but then never discharges. Is it normal ? What is the logic ? What is this accumultated energy used for ?
Yeah that was an oversight by me, the next update in the next week or so will fix that. I am thinking that it will use about 1/4 of the power it can hold.
Yes, good idea ! the departure should consume power on your intern armor teleporter, and the arrival should consume power on the destination teleporter. All this cannot be free
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun May 01, 2016 5:55 pm
by WhatheWorld
binbinhfr wrote:
WhatheWorld wrote:
binbinhfr wrote:Very cool mod.
I noticed that the transporter Beacon charges itself, but then never discharges. Is it normal ? What is the logic ? What is this accumultated energy used for ?
Yeah that was an oversight by me, the next update in the next week or so will fix that. I am thinking that it will use about 1/4 of the power it can hold.
Yes, good idea ! the departure should consume power on your intern armor teleporter, and the arrival should consume power on the destination teleporter. All this cannot be free
It does consume power from the internal armor teleporter.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Sun May 01, 2016 6:35 pm
by binbinhfr
WhatheWorld wrote:It does consume power from the internal armor teleporter.
Yes, I saw that by repeating teleport too much
Re: [MOD 0.12.x] Personal Teleporter
Posted: Fri May 06, 2016 6:58 pm
by Michelle
Hmm, the problem GameCharmer mentioned still persist apparently, when i exit the game and reenter, all the saved beacons disappear, so the ones placed become useless
*Edit
Game version is 0.12.30, and I downloaded the latest mod version
Re: [MOD 0.12.x] Personal Teleporter
Posted: Fri May 06, 2016 9:34 pm
by WhatheWorld
Michelle wrote:Hmm, the problem GameCharmer mentioned still persist apparently, when i exit the game and reenter, all the saved beacons disappear, so the ones placed become useless
*Edit
Game version is 0.12.30, and I downloaded the latest mod version
can you give me a full list of mods installed.
Re: [MOD 0.12.x] Personal Teleporter
Posted: Fri May 06, 2016 9:54 pm
by WhatheWorld
Michelle wrote:Hmm, the problem GameCharmer mentioned still persist apparently, when i exit the game and reenter, all the saved beacons disappear, so the ones placed become useless
*Edit
Game version is 0.12.30, and I downloaded the latest mod version
I found the problem on factoriomods.com i did not upload the newest file but it is now up to date. re download and it should work.