Transport rings


Adds animated transport rings, that teleport everything inside (players, chests, trains, buildings, biters). Endgame tech unlocks rings deployable from space platforms. Stargate design, SG.

Content
4 months ago
2.0
3.87K
Transportation Logistics Trains Circuit network Cheats

b Water from Maraxsis gets transported; Ghost tiles get transported

5 months ago

https://imgur.com/a/wXOfGeY

When using transport rings to teleport to/from Maraxsis, a square of water comes along with everything else. As far as I can tell it's entirely cosmetic - it doesn't affect movement nor can you drown in it. I'm guessing the transport rings will move/copy even decorative entities, since they do so with other decoratives like Gleba lichens and Vulcanus.

When ghosts of tiles are within the transport area, such as a partially-built space platform or not-yet-placed landfill, those ghosts get transported too. Bots on the receiving end will even take materials to fill in those ghosts, even if their placement isn't allowed (ie space platform on a planet's surface).

Transport rings should probably filter out decoratives, should probably filter out all ghosts, and should definitely filter out ghosts of ground tiles.

5 months ago

Added a filter for tile-ghost and optimized-decorative entity types in 0.3.1

5 months ago

Mouseas, how did you manage to make Maraxsis work with the rings? I had to make a ship overhead to drop the barrels down. The pressure just stops me from placing a teleporter.

5 months ago

Omg I just realized normally you can't do that. I have a mod locally that tweaks a few things, including telling Maraxsis to allow transport rings inside pressure domes.

After checking if both transport rings and Maraxsis mods are installed, I add a flag to the transport ring prototype:
data.raw["accumulator"]["ring-teleporter"]["maraxsis_buildability_rules"]["dome"] = true

@estgamer, any chance you want to add that line of code for Maraxsis compatibility? No dependency needs to be added; if Maraxsis isn't installed that property just doesn't do anything.

4 months ago

Yeah this would be great, especially if the same could somehow be made true for cerys as well, because I needed to download two other mods for teleporting just because I can't go them with this one.

4 months ago

Applied patch 0.3.2 addressing surface conditions of main planet mods by adding hidden dependencies and overriding conditions.
If any further mods set conditions, it can be fixed by adding the mod as hidden dependecy in info.json. I will add any other mods there when reported.

4 months ago

The transport rings work for me now on Maraxsis, but water is teleported, same issue as the picture Mouseas posted

4 months ago

Also want to highligh the issue OP mentioned

Also I'm adding some feedback here so I don’t have to create multiple topics.

First, the ring where the damage/destroy effect happens currently isn’t marked or blocked—so you can place something like a box there without warning, only to have it destroyed when teleportation activates. Can those tiles to either be clearly marked as dangerous or prevent placement entirely <- while still allowing underground belts to be built and operate, unlike the void zones in space, which block everything, since using undergound belts allow the use of inserters without needing to add/remove belts.

Second, if you remove the ring using the blueprint-shotgun (mod), the ring’s visual art stays behind permanently. And I mean it dosen't go away.

Third, there is no ghost image for the ring, so it’s invisible and hard to plan around or build near.

Fourth, any bots that happen to fly through the ring area get teleported unexpectedly.

Otherwise, thank you for the mod! When I read the in-game description of Shattered Planet, I thought there would be two technologies: one to use Prometheus for a 100% quality upgrade (because, no matter how you look at it, the quality system is pure gambling that only people who love gacha games or have a gambling addiction enjoy, and the devs forced their “passion” on everyone), and another to grant the ability to freely travel—exactly what your mod does. But instead of adding a “start on any planet” option, the devs force us to either waste hours preparing rockets or start from scratch on each world because of an arbitrary rocket weight limit that makes no sense in too many ways. But hey, 50 assemblers weigh as much as 25 uranium bullets/s. So with this mod, my factory feels connected insted of being separate areas

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