This mod allows you to craft teleporter belts. These advanced belts are able to teleport items from one place to another!
Simply place a sender, give it a name, place a receiver, give that the same name and off you go!
You can use as many pairs as you like as long as you give each pair a unique name.
The teleporters will consume energy proportional to the square of the distance, making them expensive over long distances.
They also have a distance limit beyond which they will teleport items more slowly (32 tiles at the moment).
You can also rename belts by hovering over them for 1.4 seconds.
I'm no good at balancing, so if anyone has suggestions related to energy cost / range limit, please let me know!
Version 0.0.2:
- Added energy usage.
- Fixed removal/renaming of teleporters.
Re: [MOD 0.10.x]Teleporter Belts
Posted: Thu Jul 03, 2014 10:56 pm
by JamesOFarrell
This is a really cool mod but it feels like cheating if they do not draw lots of power for each item teleported.
Re: [MOD 0.10.x]Teleporter Belts
Posted: Thu Jul 03, 2014 10:57 pm
by Thourion
Im guessing you are using the name string as identifier right? So we can have multiple sets? Also, do they have any max distance for transfer, otherwise it seems a bit OP
Looks fun though, especially when you are out of places for a lane
Re: [MOD 0.10.x]Teleporter Belts
Posted: Fri Jul 04, 2014 4:58 am
by darius456
I have thought about this but resign because of no power usage control so I created teleporting on inserter base. If you have no distance limit this mod is OP.
Re: [MOD 0.10.x]Teleporter Belts
Posted: Fri Jul 04, 2014 10:05 am
by Neotix
It's like Tesseract in Minecraft. If it have no power control or distance limit, it should be extremely expensive and use rare materials.
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Posted: Sat Jul 05, 2014 1:34 pm
by ThaPear
Update 0.0.2
The teleporter now uses energy per item teleporter based on the distance between the pads. It increases with the square of the distance, so long-range teleporters will be expensive.
There is also a limit on the amount of energy it can use, which makes long-range teleporters (>32 tiles) eventually slow.
I'm no good at balancing, so if anyone has suggestions related to energy cost / range limit, please let me know!
NOTE: To use this version in a save that contains the previous version, remove the mod, load the game, save the game, then add the new version.
CreeperDaReeper wrote:Okay, so how do you fix this one?
^^this . . . how to fix XD ?
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Posted: Sun Aug 24, 2014 7:58 am
by ThaPear
I have stopped playing Factorio until the multiplayer update, I will update when I start again. In the meantime, AartBlueStroke has posted a fix for a similar issue in my BeltSwitchers mod thread.
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Posted: Fri Sep 19, 2014 5:43 pm
by pascaldulieu
So how do I fix the no such node (belt_horizontal) crash issue as you have just told us there is a fix somewhere not where we can find that fix. could you direct us to it? or repost it here?!?!?
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Posted: Fri Sep 19, 2014 6:16 pm
by FreeER
pascaldulieu wrote:So how do I fix the no such node (belt_horizontal) crash issue as you have just told us there is a fix somewhere not where we can find that fix. could you direct us to it? or repost it here?!?!?
really? search and it comes up immediately, twice in fact, with nothing else to hide it. edit: admittedly if you hadn't typoed the name (I left off the s) there'd have been a few more results, but you'd have found the mod topic and thus the post.
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Posted: Wed Oct 08, 2014 2:27 pm
by Twinki
Here is the version with the Horizontal Belt node fix
Extract the ZIP to your Mods directory. This is working for me on 10.12
Re: [MOD 0.10.12]Teleporter Belts 0.0.2
Posted: Thu Jan 29, 2015 9:19 pm
by Adil
This seemed dead when I last checked and author was absent from the forums for a while so I kinda updated it on my own (and slightly nerfed it, probably still better than robots).
Though now he's here somewhere so if his own version gets released, ignore this.
edit: still works in 0.11.14 though there are now opportunities to improve the code. Maybe a little bit later.
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Sat Jan 31, 2015 5:00 pm
by ThaPear
I'm still around, but I'm quite busy with my education so I'm mostly just reading the forums every now and then.
Thanks for the updated version, I've put a link to your post in the first post.
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Fri Feb 13, 2015 11:03 am
by delfiler
can i add your mod to a modpack?
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Fri Feb 13, 2015 11:17 am
by ThaPear
delfiler wrote:can i add your mod to a modpack?
Sure, as long as you credit me and add a link to this thread.
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Fri Feb 13, 2015 11:20 am
by delfiler
ThaPear wrote:Sure, as long as you credit me and add a link to this thread.
there will be every mod in the mod pack i'm gonna make is gonna have a respectful link to the original thread
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Fri Feb 13, 2015 11:22 am
by ThaPear
delfiler wrote:
ThaPear wrote:Sure, as long as you credit me and add a link to this thread.
there will be every mod in the mod pack i'm gonna make is gonna have a respectful link to the original thread
Then go right ahead.
Re: [0.11.13]Teleporter Belts 0.0.2
Posted: Wed Feb 25, 2015 3:31 pm
by dog_365
i have used your mod and the belts teleport one item evrie 2-5 seconds
Re: [MOD 0.11.13]Teleporter Belts 0.0.2
Posted: Sun Mar 08, 2015 8:29 pm
by Airat9000
ThaPear wrote:
delfiler wrote:
ThaPear wrote:Sure, as long as you credit me and add a link to this thread.
there will be every mod in the mod pack i'm gonna make is gonna have a respectful link to the original thread
Then go right ahead.
mod good
there is a proposal to make different directions. ie not in a straight line for example from the point A to point B.
if now is a straight line, then Horsch to make a curve with a point to point