[MOD 0.14.x] Personal Teleporter

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Should I reduce the cost of a Personal Teleporter to only 10 fusion reactors?

Yes (cost 10 fusion reactors)
16
70%
No (keep cost at 100 fusion reactors)
7
30%
Other cost
0
No votes
 
Total votes: 23

keneda83
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Re: [MOD 0.13.x] Personal Teleporter

Post by keneda83 »

WhatheWorld wrote:
keneda83 wrote:Hello i installed this mod it was working good then after sometime it shoot me this error each time i want to use the teleporter

Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)

does anyone can help me please? thx.
I will look into this and try to push an update by the end of today.

Ok tyvm , i lost evrything because of this error , i want at least working for it wroth the loss :(

WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

keneda83 wrote:
WhatheWorld wrote:
keneda83 wrote:Hello i installed this mod it was working good then after sometime it shoot me this error each time i want to use the teleporter

Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)

does anyone can help me please? thx.
I will look into this and try to push an update by the end of today.

Ok tyvm , i lost evrything because of this error , i want at least working for it wroth the loss :(
what version of the mod are you using and what version of factorio are you using.
Also you should not lose your game just uninstall my mod.
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WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

WhatheWorld wrote:
keneda83 wrote:Hello i installed this mod it was working good then after sometime it shoot me this error each time i want to use the teleporter

Error while running the event handler: __PersonalTeleporter__/control.lua:111: attempt to index global 'guiTelSetting' (a nil value)

does anyone can help me please? thx.
I will look into this and try to push an update by the end of today.
I think you are on an old version of the mod. (0.1.4) the new version 0.1.5 fixed this problem.
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keneda83
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Re: [MOD 0.13.x] Personal Teleporter

Post by keneda83 »

i used the 0.1.5 of your mod with the 0.13.11 factorio version, and i lost my save by mistake because i reinstalled the game because i tought reinstalling will solve the pb ( because your mod worked sometime and suddenly for no reason it stopped working) and forgot to keep my save

WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

keneda83 wrote:i used the 0.1.5 of your mod with the 0.13.11 factorio version, and i lost my save by mistake because i reinstalled the game because i tought reinstalling will solve the pb ( because your mod worked sometime and suddenly for no reason it stopped working) and forgot to keep my save
Well if you have any other errors with the mod let me know. but the problem you had earlier was not using Version 0.1.5 because in that version(0.1.5) there is nothing on line 111.
Sorry you lost your save file.
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keneda83
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Re: [MOD 0.13.x] Personal Teleporter

Post by keneda83 »

it's not your fault about the save =) , i'm searching the teleport technilogie and update how it's going =) anyway thx you very much for the help ^^

apriori
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Re: [MOD 0.13.x] Personal Teleporter

Post by apriori »

If you want to make teleporter gui-rows reorderable, replace some codelines in control.lua with code below
Code for event handler - defines.events.on_gui_click
Code for drawing function - createTelaPortLocationFrame
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2016-08-06 14-33-58 Factorio 0.13.14.png
2016-08-06 14-33-58 Factorio 0.13.14.png (132.92 KiB) Viewed 9021 times
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Re: [MOD 0.13.x] Personal Teleporter

Post by apriori »

• Fixed game crash when trying to teleport to dismounted or destroyed TP-beacons. Unfortunately now mod doesn't delete GUI-button for such TP-beacons.
• GUI-buttons of beacons become reorderable.
• Multisurface support. Now beacons know on which surfaces they are placed, so you can TP between surfaces if you have TP-beacons there. Be careful with Factorissimo, because this mod doesn't destroy surface and it's content after factory has been destroyed; and you can TP into dismounted factory too. It's a bug, I'll try to fix it myself or together with Factorissimo's author.
• Localizable messages and mod's main GUI-button.
control.lua - replace all codelines in file
en locale - paste in the beginning of locale.cfg
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WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

apriori wrote:• Fixed game crash when trying to teleport to dismounted or destroyed TP-beacons. Unfortunately now mod doesn't delete GUI-button for such TP-beacons.
• GUI-buttons of beacons become reorderable.
• Multisurface support. Now beacons know on which surfaces they are placed, so you can TP between surfaces if you have TP-beacons there. Be careful with Factorissimo, because this mod doesn't destroy surface and it's content after factory has been destroyed; and you can TP into dismounted factory too. It's a bug, I'll try to fix it myself or together with Factorissimo's author.
• Localizable messages and mod's main GUI-button.
control.lua - replace all codelines in file
en locale - paste in the beginning of locale.cfg
Hey I have setup a GitHub at (https://github.com/WhatheWorld/PersonalTeleporter) you can submit code there now and I will test and review it to be added to the official mod.

Thanks for the great idea.
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apriori
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Re: [MOD 0.13.x] Personal Teleporter

Post by apriori »

I've also tried to make teleporters available to the force (not to all - just to it's creator and his "friends" by force), but soon became tired and stopped coding... :roll: Refactoring was too boring.
And wanted to change "Teleport"-button text to image. How to do it - you can see in any mod with graphical button (for example Orbital Ion Cannon).

I'm too lazy contributor.
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Airat9000
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Re: [MOD 0.13.x] Personal Teleporter

Post by Airat9000 »

It would be nice to do things, and teleport goods. it would be even brilliant!

apriori
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Re: [MOD 0.13.x] Personal Teleporter

Post by apriori »

Airat9000 wrote:It would be nice to do things, and teleport goods. it would be even brilliant!
It's PERSONAL teleporter. I think there's no need to include such functionality into this mod. It would be better to make another one for it.
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credomane
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Re: [MOD 0.13.x] Personal Teleporter

Post by credomane »

Might I offer a suggestion? Currently this mod is nigh worthless to anyone, well me anyways, that isn't making a mega base due to the extreme requirements to not only research the tech but to also make the device to even use the teleporters.

Split the research into two.

1st part is available roughly mid-game enables the manufacture of teleporter pads. This research should be mildly expensive, 1x500 of every science pack, and depend on military 4 as a prerequisite. When a player clicks the "teleport" button the mod should check if they are on a teleporter pad. If they are then they are teleported to the desired destination pad. If they are not then give them the message around not being on a pad and do not have the personal teleporter device.

2nd part will be the super expensive tech, 4x2000 of every science pack. This unlocks the personal teleporter device and the tech still depends rocket silo research and adds military 4 research dependency.

The recipes for the items remain unchanged.

apriori
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Re: [MOD 0.13.x] Personal Teleporter

Post by apriori »

deleted
Last edited by apriori on Sun Aug 28, 2016 8:25 am, edited 1 time in total.
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Airat9000
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Re: [MOD 0.13.x] Personal Teleporter

Post by Airat9000 »

;) 14.1 bug
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WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

Airat9000 wrote:;) 14.1 bug
Yes I know about this bug I will release a .14 version of the mod soon. I don't know where you got a .14 version of the mod but there is no official .14 version of Personal Teleporter out yet.
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WhatheWorld
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

Have added version 0.1.7 of Personal Teleporter Works with version 0.14.1 of factorio.

https://mods.factorio.com/mods/jroberts ... Teleporter
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Re: [MOD 0.13.x] Personal Teleporter

Post by WhatheWorld »

Version 0.1.8
changes
-Teleporter Beacons now show up on map with their name!!
-Personal Teleporter now only cost 10 Fusion Reactors instead of 100

https://mods.factorio.com/mods/jroberts ... Teleporter
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iUltimateLP
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Re: [MOD 0.14.x] Personal Teleporter

Post by iUltimateLP »

Heh, a friend of mine saw this and told me, nice to see that my mod has been extended is now used by more people :D

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Re: [MOD 0.14.x] Personal Teleporter

Post by ownlyme »

It seems to be incompatible with logistic train network...
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My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance

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