[0.17+] Stargate

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PyroFire
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[0.17+] Stargate

Post by PyroFire »

Stargate
Image


Factorio but with logistics-capable stargates that teleporters players and belt contents around the map and between surfaces.

Image

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jim lee
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Re: [0.17+] Stargate

Post by jim lee »

How fun!

This would be great for linking to other Stargate equipped multi player games.

-jim lee

PyroFire
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Re: [0.17+] Stargate

Post by PyroFire »

jim lee wrote:
Sun Nov 24, 2019 1:37 am
How fun!

This would be great for linking to other Stargate equipped multi player games.

-jim lee
This is not clusterio.

Corndog106
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Re: [0.17+] Stargate

Post by Corndog106 »

I've got this mod downloaded, but it's not showing up under any research. Any ideas? Any other mods that could possibly hide it?

PyroFire
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Re: [0.17+] Stargate

Post by PyroFire »

Corndog106 wrote:
Tue Dec 17, 2019 11:20 pm
it's not showing up under any research
It's on the rocket silo research.
I can make its own research in future.

Corndog106
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Re: [0.17+] Stargate

Post by Corndog106 »

I'm not showing it under the list of technologies as an option to research. But as I just clicked on Rocket Silo, it's showing up as a recipe gained from researching the Rocket Silo. Putting it as a separate research may make it easier to find and know when you will have access to it.

Honktown
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Re: [0.17+] Stargate

Post by Honktown »

lol that's a great dialing interface, love it. The gate would still work if the collision box was non-square right? I'm thinking left/right facing rotations would be cool (if it's a static graphic, I would even make it for you). Caution, don't stand in front of or behind the gate unless you want to be entity.die'd/destroy'd :mrgreen: . That'd need more work of course.

I wonder if it could be made to dial/activate by circuit... you got me thinking things
I have mods! I guess!
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