[0.16] Teleportation
Re: [0.15] Teleportation
Getting a game crash with telelogistics. The chest appears to have lost its link with the teleporter but still sends items - R key doesn't open the link settings, and trying to remove the telelogistics box crashes the game. Disabling telelogistics in mod settings creates the same error.
- Attachments
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- telelogistics.JPG (162.34 KiB) Viewed 9738 times
Re: [0.15] Teleportation
Anyone else lost the map markers in the last factorio update?
If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport
If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport
Re: [0.15] Teleportation
hello author idea Telelogistics chest in other beacon
привет автор у меня идея а нельзя для сундуков телепортационных сделать отдельный сундук, который принимает с теми же обознач
привет автор у меня идея а нельзя для сундуков телепортационных сделать отдельный сундук, который принимает с теми же обознач
Re: [0.15] Teleportation
And the question is, how many things can be put in 1 lighthouse to from the telelogic chests? It may be easier to make another 1 chest from point a to point b and a lighthouse, too, as an option.
I made 6 chests that send 1 lighthouse but they do nothing.
и вопрос, сколько вещей можно помещать в 1 маяк к от телелогистических сундуков? может проще сделать еще 1 сундук от точки а в точку б и маяк тоже как вариант. я сделал 6 сундуков которые отправляют 1 маяк но они ничего не делают.
Re: [0.15] Teleportation
You shoul press R over the chest (telesender) and then choose a receiving beacon.Airat9000 wrote:
And the question is, how many things can be put in 1 lighthouse to from the telelogic chests? It may be easier to make another 1 chest from point a to point b and a lighthouse, too, as an option.
I made 6 chests that send 1 lighthouse but they do nothing.
и вопрос, сколько вещей можно помещать в 1 маяк к от телелогистических сундуков? может проще сделать еще 1 сундук от точки а в точку б и маяк тоже как вариант. я сделал 6 сундуков которые отправляют 1 маяк но они ничего не делают.
Нажми над сундуком телеснабжения R и выбери в открывшемся меню маяк-получатель. Это написано в подсказке к установленному сундуку (когда наводишь на него мышь - справа под картой).
Re: [0.15] Teleportation
I'm not sure if the mod can know when you D-click over the map marker...TheTom wrote:Anyone else lost the map markers in the last factorio update?
If you want to make something better - allow me to jump TO a location from the dialog that opens on a double click. Then I Can couble click on a beacon in the map and then click teleport
Re: [0.15] Teleportation
Sorry, friends, but I didn't play Factorio since July - there's too much work I got. If there are any bugs or crashes - I'll fix it. But I'm not sure I'll be able to develop the mod in the near future...
Re: [0.15] Teleportation
hi, currently using the mod. would you be so kind to put it on github so people can collaborate? i would like to add some features myself, but i dont think that sending a zip for each time i change something makes much sense
//edit: alternatively i can also put the newest release on github
//edit: alternatively i can also put the newest release on github
Re: [0.15] Teleportation
update please/
Re: [0.15] Teleportation
Yes, update please.
Re: [0.15] Teleportation
Quick and dirty update for .16.
Works, but no new functionality, 'cause I just fix the broken things.
Works, but no new functionality, 'cause I just fix the broken things.
- Attachments
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- Teleportation_0.16.1.zip
- (1.1 MiB) Downloaded 149 times
Re: [0.15] Teleportation
.16.2 for y'all. 16.1 version had issue with mining and reusing, or simply placing new teleportation pads.
Let this be a lesson to you. Always read the patch notes.
Let this be a lesson to you. Always read the patch notes.
- Attachments
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- Teleportation_0.16.2.zip
- (1.1 MiB) Downloaded 181 times
Re: [0.15] Teleportation
thanks tuk for the update
i created a github repository from your version and added the current state as a release. so people can collaborate on it in the future https://github.com/fredlllll/Factorio-Teleportation
i created a github repository from your version and added the current state as a release. so people can collaborate on it in the future https://github.com/fredlllll/Factorio-Teleportation
Re: [0.16] Teleportation
Hello,
The personal teleporter equipment can be used everywhere in map view if zoomed in. I found this too powerful for 'exploring'. So I added a 'is_chunk_visible' check on the target location. This still allows quite fast travel by repeated small jumps within view distance and does not matter if the target area has radar coverage. Maybe a useful addition?
chlue
The personal teleporter equipment can be used everywhere in map view if zoomed in. I found this too powerful for 'exploring'. So I added a 'is_chunk_visible' check on the target location. This still allows quite fast travel by repeated small jumps within view distance and does not matter if the target area has radar coverage. Maybe a useful addition?
Code: Select all
--Returns non-colliding position (neighboring to the position targeted with jump targeter) where player can teleport to
function Teleportation_CheckDestinationPosition(position, player)
if player.force.is_chunk_visible(player.surface, {math.floor(position.x/32), math.floor(position.y/32)}) then
if player.surface.can_place_entity({name = player.character.name, position = position}) or settings.get_player_settings(player)["Teleportation-straight-jump-ignores-collisions"].value then
return position
else
local position = player.surface.find_non_colliding_position(player.character.name, position, 2, 1)
if position then
return position
end
end
player.print({"message-invalid-destination"})
else
player.print({"message-invisible-destination"})
end
return false
end
Re: [0.15] Teleportation
Had this one myself with the newest version (0.16.1). Here is a diff of a quick fix:kordansk wrote:Getting a game crash with telelogistics. The chest appears to have lost its link with the teleporter but still sends items - R key doesn't open the link settings, and trying to remove the telelogistics box crashes the game. Disabling telelogistics in mod settings creates the same error.
Code: Select all
diff -rwu source/Teleportation_0.16.1/control-telelogistics.lua mods/Teleportation_0.16.1/control-telelogistics.lua
--- source/Teleportation_0.16.1/control-telelogistics.lua 2017-12-22 09:42:58.167443800 -0600
+++ mods/Teleportation_0.16.1/control-telelogistics.lua 2017-12-31 16:41:36.484874100 -0600
@@ -84,16 +84,17 @@
local last_index = global.Telelogistics.index_of_last_processed_provider or 0
local current_index = last_index + 1
if global.Telelogistics.teleproviders[current_index] then
- Telelogistics_ProcessProvider(global.Telelogistics.teleproviders[current_index])
+ Telelogistics_ProcessProvider(current_index)
global.Telelogistics.index_of_last_processed_provider = current_index
else
global.Telelogistics.index_of_last_processed_provider = 0
end
end
-function Telelogistics_ProcessProvider(provider)
+function Telelogistics_ProcessProvider(index)
+ local provider = global.Telelogistics.teleproviders[index]
if not Common_IsEntityOk(provider.entity) then
- table.remove(global.Telelogistics.teleproviders, provider)
+ table.remove(global.Telelogistics.teleproviders, index)
--game.players[1].print("Processing: provider is not valid")
return
end
- Unzip the mod into your mods folder
- Move or delete the original zip file out of your mods folder
- Open mods/Teleportation_0.16.1/control-telelogistics.lua in a text editor.
- Remove the lines starting with '-' and add the lines starting with '+' (don't include the '+' or '-' in your edits)
- Save the file and restart Factorio
Re: [0.16] Teleportation
Hi guys!
At first: sourcecode. Here: https://mods.factorio.com/mod/Teleportation - is a link to github. It's strange that you didn't notice it. "Sorce Code" tab.
At second: are there any issues with the mod I should fix? I haven't played Factorio for a long time so I don't even know if the mod is still working. The best way to force me to fix smth is to pm me - then I'll be notified via email. Or you can skype me: fox_kirya - but don't abuse it, please. Email (via pm) is better. =)
Anyway, thanks a lot for your feedback, guys. I appreciate it.
At first: sourcecode. Here: https://mods.factorio.com/mod/Teleportation - is a link to github. It's strange that you didn't notice it. "Sorce Code" tab.
At second: are there any issues with the mod I should fix? I haven't played Factorio for a long time so I don't even know if the mod is still working. The best way to force me to fix smth is to pm me - then I'll be notified via email. Or you can skype me: fox_kirya - but don't abuse it, please. Email (via pm) is better. =)
Anyway, thanks a lot for your feedback, guys. I appreciate it.
Re: [0.16] Teleportation
now i feel stupid =/ guess i didnt look hard enough. thanks though. maybe i will remember what i wanted to change and make a pullrequest whenever i get to it
- HadrionClifton
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Re: [0.16] Teleportation
First of all, this mod is great for getting around my base.
I never had any problems until now:
I have a creative save (with creative mode) for testing purposes and I have some teleport beacons for getting around.
However, when I reloaded the save today, the mod does not seem to recognise already placed beacons anymore.
They are just "there" and can be removed, but the space stays occupied after they are gone.
Placing a new beacon re-adds the teleport icon and the newly placed beacon is in the list, while the others on the map are not.
Some screenshots
This happened after I installed the Explosive Termites mod (for another save), I don't know if its related, there is no error message on migration.
Any idea what might be happening here?
Edit: Added an image
Selecting the space with the creative wand tool reveals that the internal accumulator is still left after removing the beacon. When the bugged one is still there, it has the 'no power' icon which disappears after providing power, however hovering over it reveals nothing.
Normally you would see something like the image above it: a power indicator (from the accu) and its name. So maybe the accu and the entity got disconnected somehow?
I never had any problems until now:
I have a creative save (with creative mode) for testing purposes and I have some teleport beacons for getting around.
However, when I reloaded the save today, the mod does not seem to recognise already placed beacons anymore.
They are just "there" and can be removed, but the space stays occupied after they are gone.
Placing a new beacon re-adds the teleport icon and the newly placed beacon is in the list, while the others on the map are not.
Some screenshots
This happened after I installed the Explosive Termites mod (for another save), I don't know if its related, there is no error message on migration.
Any idea what might be happening here?
Edit: Added an image
Selecting the space with the creative wand tool reveals that the internal accumulator is still left after removing the beacon. When the bugged one is still there, it has the 'no power' icon which disappears after providing power, however hovering over it reveals nothing.
Normally you would see something like the image above it: a power indicator (from the accu) and its name. So maybe the accu and the entity got disconnected somehow?
Re: [0.16] Teleportation
Hey, love this mod; it's an integral part of my base. Any plans to update it to .17? Thanks!
Re: [0.16] Teleportation
I also want to use this mod in my .17 Base for Fast Travel, an Update would be nice since i really like the System