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RimWorld => Releases => Mods => Outdated => Topic started by: Haplo on November 23, 2014, 10:52:09 AM

Title: [A12] Teleportation (V 1.12.0 / 23.08.2015)
Post by: Haplo on November 23, 2014, 10:52:09 AM
Teleportation



Description:
This is a small mod that gives you a resource teleportation platform. This will help you transport resources from far away into your base.

Modder:

Download:

Screens:
Teleporter:
(https://ludeon.com/forums/index.php?action=dlattach;topic=7570.0;attach=9332)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Additional Infos:
How to build up a working teleport:
Place the one teleporter near your external outpost, where your colonists are near the resources.
Place the second teleporter near your in-base stockpile, where the resources should be transfered to.
Set the storage in your sender teleporter to the SAME PRIORITY as your receiving stockpile.
Set the sender teleporter state to sending.
Now your colonists will fill the teleporter at the outpost with resources, they will transfer to your base to be placed in your main stockpile.

Issues:
-If you set its priority higher than your other stockpile, or if you don't have free configured space for the resources, the colonists will carry the resources from the receiver back to the sender.

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
Ludeon has an exception clause. ;)
For more info about it take a look into the About folder.

Changelog:

(Version 1.12.0 - Alpha 12)
-Alpha 12 Release

(Version 1.11.0 - Alpha 11)
-Alpha 11 Release

(Version 1.10.0 - Alpha 10c)
-Alpha 10c Release

(Version 1.9.0 - Alpha 9d)
-Alpha 9d Release

(Version 1.8.0 - Alpha 8)
-Alpha 8 release

(Version 1.7.0 - Alpha 7)
-First release


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Igabod on November 23, 2014, 11:05:20 AM
neat, so this is sort of like that mod that utilizes drop pods to transfer materials across the map but it doesn't use drop pods? Does it work to move people as well?
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Haplo on November 23, 2014, 11:15:08 AM
Nope, I've specially designed it so that it doesn't move persons.
This is only for resources, so that you don't get an unwanted colonist-mutation or something like that :)
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Romi on November 23, 2014, 11:18:21 AM
There should be a feature where you can teleport people,like in "a game of dwarfs"
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: caesius on November 23, 2014, 11:19:24 AM
wow...this is what i want...
if use this mod properly, it could replace conveyer belt mod...i think...
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: JuliaEllie on November 23, 2014, 11:30:57 AM
Indeed a nifty little gadget old chap *adjusts monocle*
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: iame6162013 on November 23, 2014, 12:26:24 PM
did this just really happen? :D
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Shinzy on November 23, 2014, 04:18:41 PM
Quote from: Haplo on November 23, 2014, 11:15:08 AM-so that you don't get an unwanted colonist-mutation or something like that :)

When is Colonist-mutation unwanted exactly? =P
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Iwillbenicetou on November 23, 2014, 05:36:30 PM
Central, we have a psychopathic abuser, over.

*static*

Central, where are you? Over.

(Shinzy takes the mic) Hello, central is mutated from the new teleportation system. I am now leader.
*static*

Look on face: *_*
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Coenmcj on November 24, 2014, 07:03:01 PM
The drop pod was apart of Jaxxa's Enhanced Defence.

This certainly takes part of the OPness of the drop pods out, while keeping the same base idea, rapid transportation of material across a large expanse.
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: millenium on November 26, 2014, 05:36:55 PM
does this work with a2b conveyors?

for output i assume it works fine with input
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Haplo on November 27, 2014, 12:36:30 AM
Haven't really tested it. But I don't know why it shouldn't work. The input side just has a storage field like a Hopper.
But feel free to test it and tell me if there are issues :)
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: noone on November 27, 2014, 01:16:10 AM
Hey, this is cool. It would indeed be a great complement to the A2B conveyor belts - I'd keep the '1-step' teleporter in there as a cheap way to get by, but now people that want to by-pass larger walls/ structure will get the chance to do that as well (I had some requests in that direction).

Haven't got time to test compatibility right now, but if these are just 'storage' spaces, the A2B unloaders should work fine. And if they don't, we should make sure they do ;)
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Zael on November 29, 2014, 03:04:13 AM
Quote from: Shinzy on November 23, 2014, 04:18:41 PM
Quote from: Haplo on November 23, 2014, 11:15:08 AM-so that you don't get an unwanted colonist-mutation or something like that :)

When is Colonist-mutation unwanted exactly? =P

OMG Idea! Can you make it compatible with the Zombie Apocalypse Mod to make corpses that you teleport have a chance to turn into Zombies?
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: Killaim on November 29, 2014, 06:16:55 AM
i would love "somehow" that if you teleported potatoes (we dont have bread so potatoes will have too do)

random small chance of potatos turn into monsters!

and i quote

"..ive been doing nothing but teleporting bread for 3 days"
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Haplo on January 08, 2015, 04:13:41 PM
Update.
I actually forgot that I still had a mod to convert to alpha 8 :-[
Title: Re: [MOD] (Alpha 7) Teleportation (V 1.7.0 / 23.11.2014)
Post by: MyNameIsSpyder on January 10, 2015, 12:58:10 PM
Quote from: Killaim on November 29, 2014, 06:16:55 AM
i would love "somehow" that if you teleported potatoes (we dont have bread so potatoes will have too do)

random small chance of potatos turn into monsters!

and i quote

"..ive been doing nothing but teleporting bread for 3 days"
- Mister Jane Doe, A.K.A the RED Soldier
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Timber on January 13, 2015, 12:48:21 PM
Any chance you could make one for people also? Maybe with some charge mechanic or a timer or something like that.
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Rock5 on January 20, 2015, 02:24:00 PM
I love the idea but I'm curious as to how people use this. For colonists to load it up there can't be any higher priority stockpiles. So after the items have been teleported they would just sit there until the items need to be used. The teleporter wouldn't get unloaded and moved to a stockpile. Am I understanding that correctly?
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Haplo on January 20, 2015, 02:39:57 PM
You need to set your target stockpile to the SAME priority as the source teleporter and the colonists will move it there, because it is closer than the other teleporter.
If you don't do that you get a circular transport system: Teleporter 1 => Send to Teleporter 2 => Hauled to Teleporter 1 => ... ;)
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Rock5 on January 20, 2015, 03:03:39 PM
Ah, I see. The receiving teleport is not a stockpile. That makes sense. Then the colonists move the items to the nearest best priority pile.

One last question. Is the teleport automatic or do you have to trigger it? I ask because in the picture it shows 3 squares full before it teleports, or does it wait until the receiver is empty? (BTW I love that it has 4 sqaures, it should allow multiple colonists to use it at the same time.)

Ok, one last question. How do you handle multiple teleporters? How do they link?
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Haplo on January 20, 2015, 03:37:01 PM
It shouldn't be possible to plant more than two teleporters, so the linkng shouldn't be a problem :)
If you still manage to place more, one is randomly set as the target.

You have to set one teleport to sending. Then, after it receives the first item (and the target is empty) it starts a countdown. While it is running you can add more items. Countdown = 0 --> Teleport

Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Rock5 on January 21, 2015, 12:34:59 AM
So you can't little your landscape with multiple teleporters? You can only have 1 pair?
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Haplo on January 21, 2015, 01:26:30 AM
Yes, because how would you link them else? If there are more than two, it is rather hard to find the wanted linked.. So I only allow two at the same time.
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: Rock5 on January 21, 2015, 06:49:05 AM
I guess it would be hard to come up with something that would work. The way I envision it working is you would select the teleporter you want to send with and there would be a button to assign which teleporter you would send to. You would click that button then click the teleporter you want to send to. Sort of like targeting. The receiving teleporter would be set to receive mode automatically. I also envision if you click on a teleporter that is linked to another then you would see a line linking them similar to when you install a sculpture. When you install a sculpture you see a line from the sculpture the the install location until it is installed. But maybe that is too much to ask for.
Title: Re: [MOD] (Alpha 9) Teleportation (V 1.9.0 / 21.02.2015)
Post by: Haplo on February 21, 2015, 10:36:00 AM
Update to Alpha 9d.
Title: Re: [MOD] (Alpha 9) Teleportation (V 1.9.0 / 21.02.2015)
Post by: bullet on February 24, 2015, 06:49:49 PM
Seems like you missed apparel for teleporting . In the alpha8 it was possible  :-\
Title: Re: [MOD] (Alpha 9) Teleportation (V 1.9.0 / 21.02.2015)
Post by: ZioN on April 07, 2015, 11:39:57 AM
Is there any way to increase the max number of teleporters that can be built? and if so, where can I find it?
   
Thanks for the help.

Don't mind that, I just saw your earlier post. Maybe later in the mod you might be able to link 2 teleporters permanently or something?
Title: Re: [MOD] (Alpha 8) Teleportation (V 1.8.0 / 08.01.2015)
Post by: cy-one on April 21, 2015, 03:27:02 AM
Quote from: Haplo on January 21, 2015, 01:26:30 AM
Yes, because how would you link them else? If there are more than two, it is rather hard to find the wanted linked.. So I only allow two at the same time.
I don't know how hard that would be to do, as I have absolutely no clue about RW-mods. Buuuut we already are able to set "block-specific properties" like in the RedistHeat (or CentralHeating) Mod, or even in Vanilla... Or in "PowerSwitch", all these Mods (or Vanilla) allow specific settings in the Heater/Vent/Switch-Block, to turn on at a specific in-game-time, or keep a specific temperature, stuff like that.
Utilizing a similar idea, one could theoretically have a button "Channel +1" and "Channel -1" to adjust a transporter's frequency and by that have more than one pair.
In addition, I'd find it very nice if one could have several senders to one receiver. If possible, the receiver should "block" the sender if the pads on the receiver are still full. Ideally only if the fields "clash" (for example, the receiver has a full field on the lower right, the sender only uses the two left fields... receiver doesn't block the transport, as the needed fields are free).
And while I do not know for what reason someone would want this, a "1 Sender, n Receivers (on same frequency)"-Setup could alternate (round robin) between the receivers.

Anyway, just a little food for thought ;)

PS: RedistHeat also uses duct networks with a network-specific ID
Title: Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
Post by: BBream on April 21, 2015, 03:44:03 AM
I think this is better mod than my mod. I wonder why I make some old tech item like cargo and why I fix bug. *sigh* After finishing it, I try to do this mod.
Title: Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
Post by: cy-one on April 21, 2015, 03:50:09 AM
@BBream, your mod is different, not worse ;) For people who don't like "High tech" solutions for their colonists, your mod is practically THE ONLY way to move larger amounts of items. There are several high-tech solutions (several Transporters, the A2B-mod, etc), but so far I haven't seen a low-tech solution like yours. So keep on modding ;)
Title: Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
Post by: BBream on April 21, 2015, 04:19:03 AM
Quote from: cy-one on April 21, 2015, 03:50:09 AM
-snip
Thanks! I didn't know who love old tech. But still Haplo's teleportation is good idea. This mod inspire me.
Title: Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
Post by: BBream on April 21, 2015, 08:05:04 AM
Quote from: Canute on April 21, 2015, 07:53:09 AM
Why not combine both mod's ?
A mobile transporter plattform that replace/enhance the Cargo !

I'll check it has compatability with cargo mod. Then someone who want to use both can combine. If I'm done, I will notify
Title: Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
Post by: BBream on April 21, 2015, 10:40:20 PM
I have checked compatability with this mod. It works and teleportation can teleport cargo.
Title: Re: [MOD] (Alpha 11) Teleportation (V 1.11.0 / 13.06.2015)
Post by: Haplo on June 13, 2015, 01:48:54 PM
I've updated this small mod to alpha 11.
Just incase someone uses it :)
Title: Re: [MOD] (Alpha 11) Teleportation (V 1.11.0 / 13.06.2015)
Post by: nmid on June 13, 2015, 02:01:53 PM
I will, once I start playing my new village in a11...
..
... but just to confirm, is there a range limitation to how far the colonists will get the resources to put into the teleporter?

I had this problem with A2B and I had to do a lot of micro to ensure that my colonists weren't bringing stuff from my core base's normal/preferred stockpiles to the A2B important loader.. or skipping the A2B normal loader and walking all the way back to the base's important stockpile :s.
Defeated the purpose of A2B reducing my MM.
Title: Re: [MOD] (Alpha 11) Teleportation (V 1.11.0 / 13.06.2015)
Post by: Haplo on June 13, 2015, 04:06:54 PM
No, it doesn't have a range limitation. Only a count limitation.
Meaning: You only can have two buildings of this kind built at the same time. The sender and the receiver.
Title: Re: [MOD] (Alpha 11) Teleportation (V 1.11.0 / 13.06.2015)
Post by: nmid on June 13, 2015, 04:48:21 PM
ok, I need to check it in game.

I'm worried that the sender will give me the same problems I had in the A2B loaders.
Title: Re: [MOD] (Alpha 11) Teleportation (V 1.11.0 / 13.06.2015)
Post by: Eisenwulf on June 22, 2015, 02:12:07 PM
Could you please put up a link to the Alpha 10 version?
Title: Re: [A11] Teleportation (V 1.11.0 / 13.06.2015)
Post by: Haplo on June 22, 2015, 03:03:19 PM
I don't know why you're still playing a10, but here you are :)
Teleportation Alpha 10 (http://www.mediafire.com/download/6zbi53anzo48x3a/Teleportation_1100.zip)
Title: Re: [A11] Teleportation (V 1.11.0 / 13.06.2015)
Post by: Eisenwulf on June 22, 2015, 10:21:04 PM
Quote from: Haplo on June 22, 2015, 03:03:19 PM
I don't know why you're still playing a10, but here you are :)
Teleportation Alpha 10 (http://www.mediafire.com/download/6zbi53anzo48x3a/Teleportation_1100.zip)
Hey, I still play Alpha 8 games  ;) And, I can't say I care for much for A11 (yet).

Thank you for the link :)
Title: Re: [A12] Teleportation (V 1.12.0 / 23.08.2015)
Post by: Haplo on August 23, 2015, 07:23:18 AM
And here is the update to alpha 12.