Teleportation deprecated

by Apriori

[OUTDATED] Look for Teleportation_Redux by Silari. Devices for the teleportation. Techs for mid- and late-game. You can teleport either to the special beacons or as far as you see (also usable in zoom-ro-world mapview). You can also use Telelogistics part after both enabling it through the in-game mod settings menu and researching the technology. Just place a Teleprovider, press R on it and select a destination Beacon. Need feedback about telelogistics energy cost.

Content
6 years ago
0.14 - 0.16
91
Transportation

a UPDATE TO 0.15 THOUGHTS

7 years ago

Since 0.15 has came out I started a new game. Now I don't understand the adequate cost the technologies and items should have. So either you help me with it, or wait until I find out an acceptable decision.

7 years ago
(updated 7 years ago)

Hi, I have already tried to update the mod for myself to 0.15, but I can not fix some of the later errors. However, this are the technology requirements and costs I came up with. It should be nearly similar raw material costs compared to before the update. The decrease in fusion reactors is because they now cost 250 instead of 100 processor units. I have added 100 accumulators to the teleporter beacon recipe, because it matches the size of the energy buffer of the beacons, but you can remove them if you dont want it.

technology.lua

data:extend({
{
type = "technology",
name = "teleportation-tech",
icon = "Teleportation/graphics/technology_icon.png",
effects =
{
{
type = "unlock-recipe",
recipe = "teleportation-beacon"
}--[[,
{
type = "unlock-recipe",
recipe = "teleportation-telesender"
}]]
},
prerequisites = {"electric-energy-accumulators-1", "advanced-electronics"},
unit =
{
count = 500,
ingredients =
{
{"science-pack-1", 1},
{"science-pack-2", 1},
{"science-pack-3", 1},
{"high-tech-science-pack", 1}
},
time = 60
}
},
{
type = "technology",
name = "teleportation-tech-adv",
icon = "Teleportation/graphics/technology_adv_icon.png",
effects =
{
{
type = "unlock-recipe",
recipe = "teleportation-equipment"
},
{
type = "unlock-recipe",
recipe = "teleportation-portal",
}
},
prerequisites = {"teleportation-tech", "fusion-reactor-equipment"},
unit =
{
count = 2000,
ingredients =
{
{"science-pack-1", 1},
{"science-pack-2", 1},
{"science-pack-3", 1},
{"high-tech-science-pack", 1}
},
time = 15
}
}
})

recipe.lua

data:extend({
{
type = "recipe",
name = "teleportation-beacon",
enabled = false,
ingredients =
{
{"steel-plate", 100},
{"copper-plate", 100},
{"advanced-circuit", 100},
{"accumulator", 100}
},
result = "teleportation-beacon",
energy_required = 5
},
{
type = "recipe",
name = "teleportation-equipment",
enabled = false,
energy_required = 10,
ingredients =
{
{"teleportation-beacon", 1},
{"speed-module", 100},
{"plastic-bar", 100},
{"copper-cable", 50},
{"fusion-reactor-equipment", 15}
},
result = "teleportation-equipment",
},
{
type = "recipe",
name = "teleportation-portal",
enabled = false,
ingredients = {
{"processing-unit", 10}
},
result = "teleportation-portal",
energy_required = 30
},
--[[{
type = "recipe",
name = "teleportation-telesender",
enabled = false,
ingredients =
{
{"teleportation-beacon", 1},
{"advanced-circuit", 100},
{"alien-artifact", 100}
},
result = "teleportation-telesender",
energy_required = 5
}]]
})

I hope you can update the mod soon. XD

Edit: Some additional explanations:

The new science packs are production science packs, wich are related to stuff like modules, better assemblers etc., then there are military science packs, which are only related to weapons, tanks and stuff like that (i dont believe teleportation fits here). The high tech science pack seems like it is the replacement in most cases where alien science packs were used before. And the space science pack is only used for the infinite research and nothing else, so i dont think it fits here.

7 years ago

Wow!.. Thanks a lot! I'll use your costs for the techs and recipes. But now I'm working on removing ghost-train-stops from the map and replacing it with the new markers, i.e. writing migration scripts. So the update will be soon. The only one issue is left - my custom gui styles don't work as intended... Trying to solve it.

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