[0.17+] Stargate

Topics and discussion about specific mods
PyroFire
Filter Inserter
Filter Inserter
Posts: 356
Joined: Tue Mar 08, 2016 8:18 am
Contact:

[0.17+] Stargate

Post by PyroFire »

Stargate
Image


Factorio but with logistics-capable stargates that teleporters players and belt contents around the map and between surfaces.

Image

Image

Image
jim lee
Long Handed Inserter
Long Handed Inserter
Posts: 57
Joined: Wed Feb 13, 2019 6:25 am
Contact:

Re: [0.17+] Stargate

Post by jim lee »

How fun!

This would be great for linking to other Stargate equipped multi player games.

-jim lee
PyroFire
Filter Inserter
Filter Inserter
Posts: 356
Joined: Tue Mar 08, 2016 8:18 am
Contact:

Re: [0.17+] Stargate

Post by PyroFire »

jim lee wrote: Sun Nov 24, 2019 1:37 am How fun!

This would be great for linking to other Stargate equipped multi player games.

-jim lee
This is not clusterio.
Corndog106
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Dec 17, 2019 11:17 pm
Contact:

Re: [0.17+] Stargate

Post by Corndog106 »

I've got this mod downloaded, but it's not showing up under any research. Any ideas? Any other mods that could possibly hide it?
PyroFire
Filter Inserter
Filter Inserter
Posts: 356
Joined: Tue Mar 08, 2016 8:18 am
Contact:

Re: [0.17+] Stargate

Post by PyroFire »

Corndog106 wrote: Tue Dec 17, 2019 11:20 pm it's not showing up under any research
It's on the rocket silo research.
I can make its own research in future.
Corndog106
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Dec 17, 2019 11:17 pm
Contact:

Re: [0.17+] Stargate

Post by Corndog106 »

I'm not showing it under the list of technologies as an option to research. But as I just clicked on Rocket Silo, it's showing up as a recipe gained from researching the Rocket Silo. Putting it as a separate research may make it easier to find and know when you will have access to it.
Honktown
Smart Inserter
Smart Inserter
Posts: 1041
Joined: Thu Oct 03, 2019 7:10 am
Contact:

Re: [0.17+] Stargate

Post by Honktown »

lol that's a great dialing interface, love it. The gate would still work if the collision box was non-square right? I'm thinking left/right facing rotations would be cool (if it's a static graphic, I would even make it for you). Caution, don't stand in front of or behind the gate unless you want to be entity.die'd/destroy'd :mrgreen: . That'd need more work of course.

I wonder if it could be made to dial/activate by circuit... you got me thinking things
I have mods! I guess!
Link
NameDuckling770
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Oct 06, 2022 9:15 pm
Contact:

Re: [0.17+] Stargate

Post by NameDuckling770 »

I know it's probably too late to ask, but can you please make a tutorial for signal dialing? Even looking at control.lua, I can't figure it out.
Post Reply

Return to “Mods”