[0.16] Teleportation

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[0.16] Teleportation

Postby apriori » Sun Aug 28, 2016 9:01 am

Thanks: WhatTheWorld, iUltimateLP
Author: Apriori

MOD SPOTLIGHT BY XTERMINATOR

Advanced fork of Personal Teleporter. Includes fully rewritten and optimized that mod, and new technologies, devices, graphics, GUIs and possibilities.
Multiplayer-friendly!

Adds different devices and technologies (for mid-game and for late-game) for teleportation.

Mid-game:
• technology "Teleportation": unlock teleportation beacons
• stand on the beacon, choose another beacon - you're teleported

Late-game:
• technology "Advanced Teleportation": unlocks personal equipment for teleportation
• now you can teleport to beacons from any place
• also you can perform straight jumps to any place in sight (you can see - you can jump) using Jump Targeter
• research the brand new technology Telelogistics, that allows you to build Teleproviders - these cheaty guys send their contents to the beacons. NOTE: You cannot operate with beacons by hand - use inserters/loaders to put out the items. Telelogistics part is turned off by default - see the in-game mod settings menu.

Hotkey "Y" - to open beacons list (the same as mod's button in top GUI).
Hotkey "Ctrl + Y" - to jump to the nearest beacon that has enough energy.

Fully configurable, fully localizable.

If you like it, you can thank me.

images
teleporter_icon.png
Beacon
teleporter_icon.png (19.63 KiB) Viewed 6417 times

technology_adv_icon.png
Personal equipment
technology_adv_icon.png (14.81 KiB) Viewed 6417 times

portal-64.png
Jump Targeter
portal-64.png (9.4 KiB) Viewed 6417 times

teleprovider-entity.png
Teleprovider
teleprovider-entity.png (3.37 KiB) Viewed 4027 times

GUI.png
GUI, Beacons list
GUI.png (25.79 KiB) Viewed 4027 times

versions history
0.14.0:
• fork in Teleportation.

0.14.1:
• tooltips cleanup;
• added russian locale;
• added hotkey "CTRL + Y" for teleporting to the closest beacon having enough energy.

0.14.2:
• balanced energy consumption of Personal Teleporter equipment;
• fixed the mismatch of file name and path to it in prototypes.

0.14.3:
• balanced power characteristics of all mod's objects;
• fixed incompatibility with Factorio 0.12.35 and later;
• changed precision of jump targeting. Now if there's something colliding exact at the point you've targeted, you'll be moved to a non-colliding point that is the nearest to the targeted. If the nearest non-colliding point is further than 2 tiles, failure message will be wtitten.

0.14.4:
• compatibility with Factorio 0.14.6.

0.14.5:
• beacons are shown on the map, like train-stations.

0.14.6:
• beacons are now sortable by alphabet.

0.14.7:
• fixed crash when trying to teleport without armour with equipment grid (thanks to TheSAguy for his bugreport).

0.14.8:
• fixed bug that will cause crashes in >= 0.14.10 Factorio versions.

0.14.9:
• GUI changes: power indicators in the beacons list and in the popup (hover mouse over the beacon to see);
• now beacons can be charged from accumulators.

0.15.0:
• updated for 0.15.x;
• markers replaced with brand new F0.15 chart tags;
• 0.14.x-saves should migrate lossless.

0.15.1:
• fixed that Beacons weren't blueprintable; great thanks to wormmus for his bug report!

0.15.2:
• fixed settings locale;
• fixed jump failure descriptions.

0.15.3:
• fixed performance (minor optimizations);
• changed GUI styling (need feedback);
• added TELELOGISTICS - an option (available through the in-game mods settings menu) to send items from Teleproviders to the Beacons.

0.16.0
• fixed several bugs and crashes;
• updated to v16.

For maximum details see changelist.txt in mod's folder.
Attachments
Teleportation_0.16.0.zip
Mod itself
(877.42 KiB) Downloaded 62 times
Last edited by apriori on Tue May 29, 2018 7:07 am, edited 18 times in total.
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Re: [0.14] Teleportation

Postby Airat9000 » Tue Aug 30, 2016 12:51 pm

:D :D item teleportaion please :)
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Re: [0.14] Teleportation

Postby apriori » Tue Aug 30, 2016 1:00 pm

Airat9000 wrote::D :D item teleportaion please :)

Yes, I know about a bug with Portal.png. I've already fixed it on mods portal, but forgot to upload here. I'll upload fixed version today. If you want to get working mod right now just unzip mod, open file "prototypes/item.lua" and change Value "Portal-32.png" to "portal-32.png" (lower case).
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Re: [0.14] Teleportation

Postby Airat9000 » Tue Aug 30, 2016 3:53 pm

apriori wrote:
Airat9000 wrote::D :D item teleportaion please :)

Yes, I know about a bug with Portal.png. I've already fixed it on mods portal, but forgot to upload here. I'll upload fixed version today. If you want to get working mod right now just unzip mod, open file "prototypes/item.lua" and change Value "Portal-32.png" to "portal-32.png" (lower case).


:D
it was possible to move things from distant points to the base just puts a conveyor or drawer to portal.
viewtopic.php?f=87&t=3134&p=40007#p40007


а можно сделать аналог этого?
там можно было перемещать вещи с дальних точек до базы просто ставив конвейер к порталу или ящик.
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Re: [0.14] Teleportation

Postby apriori » Tue Aug 30, 2016 4:57 pm

Yes, it's possible. I could try to update that mod for 0.14.

Могу попробовать адаптировать указанный тобой мод к последней версии факторки.
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Re: [0.14] Teleportation

Postby Airat9000 » Tue Aug 30, 2016 5:57 pm

apriori wrote:Yes, it's possible. I could try to update that mod for 0.14.

Могу попробовать адаптировать указанный тобой мод к последней версии факторки.


wait thanks


ждем) спасибо!
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Re: [0.14] Teleportation

Postby FlyHigh » Wed Aug 31, 2016 2:27 pm

I'm getting a 'no loader found for "sprite"' error. I'm using 0.12.35. Does anyone have any idea why?
>>> Maxwell R. Black <<<

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Re: [0.14] Teleportation

Postby Airat9000 » Wed Aug 31, 2016 5:38 pm

FlyHigh wrote:I'm getting a 'no loader found for "sprite"' error. I'm using 0.12.35. Does anyone have any idea why?


work in only 0.14.0 and up
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Re: [0.14] Teleportation

Postby apriori » Wed Aug 31, 2016 6:11 pm

FlyHigh wrote:I'm getting a 'no loader found for "sprite"' error. I'm using 0.12.35. Does anyone have any idea why?

Maybe, because such thing as "sprite" appeared later. I'll try to fix it, but don't promise that I can. I'm not supacoder.

EDIT:
Try to do the next:
• unzip mod;
• open file "prototypes\style.lua" with notepad
• delete rows 109-118
• save file
• start the game

Should work))))
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Re: [0.14] Teleportation

Postby TheSAguy » Wed Sep 21, 2016 4:49 pm

FYI,
I got this crash. I think it happened when I tries to teleport using a teleporter that was not charged.
Image
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Re: [0.14] Teleportation

Postby apriori » Thu Sep 22, 2016 3:03 pm

TheSAguy wrote:FYI,
I got this crash. I think it happened when I tries to teleport using a teleporter that was not charged.
Image

No, it's impossible. If something is not charged, then you just get a message.

Which version of Factorio you are using? It's for 0.14+, or use older version (see changelist).

EDIT: Hmmm, maybe you didn't have armour when tried to use targeter?.. Could you remember what exactly you have been doing, step by step?
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Re: [0.14] Teleportation

Postby TheSAguy » Thu Sep 22, 2016 4:06 pm

apriori wrote:No, it's impossible. If something is not charged, then you just get a message.

You got me, I had nothing to do so thought I'd make up this bug.... :lol: :lol:

apriori wrote:Which version of Factorio you are using? It's for 0.14+, or use older version (see changelist).

Latest version of Factorio 14.7 or something and of your mod 0.14.6.

apriori wrote:EDIT: Hmmm, maybe you didn't have armour when tried to use targeter?.. Could you remember what exactly you have been doing, step by step?

I just attached a save. I removed all mods, so when you load you don't even have power. It crashes as soon as you try and teleport.
I don't get or ever received any message. It works fine once charged. I don't have any armor...

I could send you the full mod files if needed
Attachments
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save
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Re: [0.14] Teleportation

Postby apriori » Mon Sep 26, 2016 9:05 am

TheSAguy wrote:
quote
apriori wrote:No, it's impossible. If something is not charged, then you just get a message.

You got me, I had nothing to do so thought I'd make up this bug.... :lol: :lol:

apriori wrote:Which version of Factorio you are using? It's for 0.14+, or use older version (see changelist).

Latest version of Factorio 14.7 or something and of your mod 0.14.6.

apriori wrote:EDIT: Hmmm, maybe you didn't have armour when tried to use targeter?.. Could you remember what exactly you have been doing, step by step?

I just attached a save. I removed all mods, so when you load you don't even have power. It crashes as soon as you try and teleport.
I don't get or ever received any message. It works fine once charged. I don't have any armor...

I could send you the full mod files if needed


Fixed, try new version. Thanks for the bug report.
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Re: [0.14] Teleportation

Postby daemonazazel » Tue Oct 11, 2016 11:02 am

First: Tnx for this great mod. I always appreciate the work that goes into things like this.

One question though: Is it intentional, that the teleportation beacon stops charging when all my steam engines are running at full load but there is still plenty of energy in my accumulators?
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Re: [0.14] Teleportation

Postby apriori » Sat Oct 15, 2016 9:01 pm

daemonazazel wrote:First: Tnx for this great mod. I always appreciate the work that goes into things like this.

One question though: Is it intentional, that the teleportation beacon stops charging when all my steam engines are running at full load but there is still plenty of energy in my accumulators?

TP beacon is accumulator too, so it should stop charging if you have not enough active power production. I think I can fix it. Thanks for your feedback!))
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Re: [0.14] Teleportation

Postby apriori » Mon Oct 24, 2016 1:30 pm

apriori wrote:
daemonazazel wrote:First: Tnx for this great mod. I always appreciate the work that goes into things like this.

One question though: Is it intentional, that the teleportation beacon stops charging when all my steam engines are running at full load but there is still plenty of energy in my accumulators?

TP beacon is accumulator too, so it should stop charging if you have not enough active power production. I think I can fix it. Thanks for your feedback!))


No, I can't fix it. Accumulators cannot charge accumulators. And non-accumulators cannot be charged. I can fix it programmatically, but the power statistics will not be correct this way, so I have to leave it as is, to my sorrow...
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Re: [0.14] Teleportation

Postby apriori » Tue Nov 08, 2016 8:43 pm

Now you CAN charge beacon from accus. =) And power statistics is correct. OMG I'm learning)))
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Re: [0.14] Teleportation

Postby daemonazazel » Wed Nov 09, 2016 9:35 am

Wohoo.. Tnx :-)
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Re: [0.14] Teleportation

Postby vmadman » Sun Mar 26, 2017 11:56 am

Hello,

I'd like to use this mod in sandbox mode, which does not have an actual player model. However, each time I try to use it, I get an error.

Have you tried to use this mod in sandbox mode? If not, do you think support could be added?

Thanks,
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Re: [0.14] Teleportation

Postby cyrus47 » Tue Apr 18, 2017 8:57 am

Hey, is it possible for you to re-look at the Science pack required to unlock? With .15 coming in and using the .15 science revolution you need yellow packs, which is as end game as possible. Shouldn't it be blue then yellow? Also playing with Angel and Bobs, which just makes it even worse :P I had to spawn some in with console hehehehe. Thx
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