Dilan Rona Posted September 18 Report Posted September 18 Moved the topic from released mods, to WIP mods. Maybe I'll get some feedback now (seeing that the mod is still a work in progress). Created a mod to simulate Star Trek turbolifts and teleportation pads (with the use of AI assistance). Looking for players willing to test it. Star Trek Turbolift and Teleport pad - Vintage Story Mod DB. To use the mod, shift-right click the turbolift or teleportation pad block after placing it, set the network name, and the pad name. Then its as easy as right clicking the pad, and selecting what pad you want to go to. Suggestions is welcome. Source code will be published on github, with code verification, once I figure out the code verification aspect. The screenshot shows the two pads the mod uses right now. Both are straight forward, and both does the exact same thing. Will be working to seperate the functionality to make them more distinct, as per what their intended function is supposed to be. The window to set the network, and deck. The network is nothing more than whatever the group name of the pads are. And the window to select what deck (that was set by you) you want to go to. Once tied to a network, it will stay on that network. Ie, any pad that links to the Voyager network of pads will not take you to the Reliant network for example. Cross ship or station transport will be the master group, as defined by the transporter pad group. 1
Dilan Rona Posted September 19 Author Report Posted September 19 (edited) Busy with version 1.1, locking down the security oversight regarding the transporter pads, and the turbolifts. And adding new features. Teleporter Pad delay bumped to 3 seconds New Transporter Return Pad block (normal use + walk-on emergency return) - Currently emergency return not working, and logic as it is now not quite what was intended Device ownership (Only the player that placed it, or the server operator can configure it) Network ownership (with the ability to hide the network name from other players) Network dropdown autofill in the configure dialog /trekteleport list and /trekteleport remove <type> <networkId> admin commands 20-second shared cooldown across all devices. Configured/unconfigured visual state on all three blocks Cake build script (unchanged from before) Once I am confident about the mod and it works exactly as intened, i'll be uploading the source code to github. Next update to the moddb should be done by monday (busy stress testing the mod locally), I am not too happy with how some of the areas of it is working right now, and need to work on it some more. Edited September 20 by Dilan Rona
Dilan Rona Posted September 20 Author Report Posted September 20 Still bug hunting on my side, found a rather nasty one that needs fixing first before I can upload it
Dilan Rona Posted September 21 Author Report Posted September 21 (edited) New version is live on moddb. Pads as they stand right now. Left is the teleporter pad. Middle is the turbolift panel. Right is the teleporter return pad. Top row is configured, bottom is unconfigured. Edited September 21 by Dilan Rona
Dilan Rona Posted September 21 Author Report Posted September 21 Server side of the mod tested, and working. So its all good to go for client and server.
Dilan Rona Posted September 21 Author Report Posted September 21 Mod marked as release. Its as ready as its ever going to be. Hope you guys enjoy it.
Micah Holmes Posted September 26 Report Posted September 26 do you have more screen shots not sure i fully understand the mod. Big Star Trek fan but not sure i follow.
Dilan Rona Posted September 26 Author Report Posted September 26 (edited) No other screenshots yet, working on an update regarding turbolifts. And busy with a second content mod for walls, decks, computers, etc. For the most part, you craft the turbolift or transporter, and place it in your world. When you shift right click it, it will ask for a network name (ie Voyager, Enterprise, DS9, etc...), and a deck name (ie Bridge, Engeneering, deck 11, etc...). When you right click the pad, it will show a menu of all registered decks in the network for that specific pad. There is a third pad you can craft, but it was designed to only work with the transporter pad, and will only take you back to the last transporter you came from, so its also the only pad that doesnt use a network name, all transporter networks will see that one. Edited September 26 by Dilan Rona
Dilan Rona Posted Thursday at 07:09 AM Author Report Posted Thursday at 07:09 AM Found a proper developer, so going forward, the project will no longer be ai assisted. New rails system for turbolifts in place (undergoing testing). Existing pads will still work (grandfathered, and no longer craftable), once they are broken, it will return a newer slimmed down version of the pad, and the turbolifts now require rails for connections (existing turbolifts will still utilise the older and depreciated network name). Older pads will be left in a working state for the time being, but will eventually be phased out of the mod.
Micah Holmes Posted Thursday at 04:03 PM Report Posted Thursday at 04:03 PM Thats great news. You got this
Dilan Rona Posted Friday at 01:07 PM Author Report Posted Friday at 01:07 PM 1.2 had a major overhaul on the turbolift system. You actually have to craft rails now to link the turbolifts together, and the network name that was on the turbolifts is now removed (rails imply the network). All thats needed is the deck name or stop point. Turbolifts, transporters, and return transporters have new slim designs. Nothing is uploaded yet, as the new rails system still requires some testing before I am satisfied that there is no major problems, and I'll look at rebalancing the recipes a bit as well. Upload should be done by Monday (if not before).
Dilan Rona Posted Friday at 01:08 PM Author Report Posted Friday at 01:08 PM Once thats out of the way, I can start figuring out how to handle the transporters with their functionality, and a possible case of requiring power for transporting players.
Recommended Posts