Take On Mars

Take On Mars

Quantum Storage Mod
41 Comments
thomas.burborough 25 Oct, 2019 @ 7:33am 
Would you be able to do something similar for power cables? Maybe a short antenna like connector?
Harbingerman 6 Apr, 2019 @ 2:40pm 
Havnt tried the Mod yet; actually not having problem with the cables Mod as I redid it to work with my Resource Mod and it works I dont know why; I only changed resources and probly removed the resource list if there was one; I will look into it; just need permission to add the changed Mod to my list for download.
Harbingerman 1 Apr, 2019 @ 5:49pm 
I am having issues with Resources Cables (Main-MrMonochromes) ... as such and until I can figure out what is going on with it, I am trying out this MOD. Reason is I saw the WiFi Mod which seems similar and may try that one out too ... just a later fix for moving stuff but ideally there should be cables I guess.
Vas 16 Feb, 2019 @ 1:18pm 
DARP, You do know that Knightsleeper steal's peolple's stuff regularly right? He was banned the last time he did it and now he's done it again.
Jozo 29 Jun, 2017 @ 12:27pm 
any idea where the 'range' value is? ie. how close they have to be for the transfer to occur?
Zinal  [author] 28 Apr, 2017 @ 2:45pm 
@Knightsleeper I have no objections. Go ahead and add it to your modpack.
@jarhead Actually, that was my first intent with this mod but due to the limited time I have I was unable to make it work like intended.. I might give it another shot in the near future to see if I could make it work.
Knightsleeper 24 Apr, 2017 @ 7:39pm 
I would like to use this mod in a mod pack. Please Let me know if I can,
jarhead 3 Apr, 2017 @ 10:59pm 
Can you set up a wa to make these so they connect one input to one output and don't change to another one each time it get more supplies (like if your trying to fill a storage tank with oxygen the barrel attached will first get oxygen then the next time it could get nitrogen or argon etc).

This could be done by giving it an access gui through holding "E" to open it (like the container menus) so you can set a 2 digit "channel" on each barrel. This channel function would force each sending unit to only work with the reciever units that are on the same "channel"

Example 1: sender channel 01 transmits to all recievers on channel 01 but ignores the recievers on channel 02

Example 2: reciever on channel 01 will take in all stuff from all senders on channel 01 but ignores the senders on channel 02
Zinal  [author] 13 Jan, 2017 @ 9:50am 
I was not aware of this.
It's been quite a while since I made this mod and I haven't really had the time to update it to the newest version of the game (Haven't even played ToM in several months).

Perhaps I'll get some time over this weekend. If I do i'll check out all the new things and hopefully be able to fix this mod to work with the other machines as well.
Mainframe 13 Jan, 2017 @ 2:24am 
Interesting idea. Are you aware you this mod prevents you from building some other machines? ie. the small resource machines.
Zinal  [author] 25 Apr, 2016 @ 1:01pm 
It's working again.

Technical data:
Had to remove my override of Object_BuildingBlock class. It seems they remove the way to override the default items of the game mod?
SgtDe4thKill3r 25 Apr, 2016 @ 12:07pm 
Thats brill Zinal cause this mod will be a big help on the kiaser colony lol
Zinal  [author] 25 Apr, 2016 @ 8:23am 
Sorry about that! I haven't updated this mod to the latest version yet, which might have caused the game to start crashing... I'll see what I can do about it!
SgtDe4thKill3r 25 Apr, 2016 @ 5:07am 
Zinal get this mod sorted as we all want something like this but it causes our games to crash on start up everytime untill you reset the date then it works again with this mod not enabled
jlorasch385 13 Apr, 2016 @ 7:26pm 
just subscribed and enabled the mod and it crashes the game had to use the launcher to un-enable it just to get the game to work again
~* BiZZ Keryear *~ 13 Feb, 2016 @ 2:40am 
Something alike this needs to be also in the final vanilla game ... I can't imagine astronauts running around the whole day carrying bottles of stuff around if a hose would do the same job.

(excuse typos but unlike my browser of choice steam still has no correction tool, and using the the brower requires each time to put in that stupid code which annoys the fuck out of me)
cstreet13 12 Feb, 2016 @ 2:07pm 
Any chance of a Quantum Power Mod?
cstreet13 25 Jan, 2016 @ 10:21am 
I'm trying this with the printer resources mod. Issue I am seeing is that you have too many links in a small area. Every time the output bottle empties, it tries to find a new connection and it's often to a barrel that you don't want it to go to, like linking the both the input and output of a tank or refinery.

It might work better if the links were more persistent. Any way to lock in the link once it's established?

Also, it'd be nice if it the in/out barrels showed the link they were part of: 'Connected Link #234' or something.
CFHeadphase 21 Jan, 2016 @ 10:39am 
This is fantastic, thanks!
Renrakuu 21 Jan, 2016 @ 4:41am 
It seems that if the line of sight is obstructed by a wall, building or silo, it still doesnt transfer, anything im doing wrong? range and gui is fixed though :)
Renrakuu 20 Jan, 2016 @ 10:00pm 
nasa would use the same connector for the barrels, why shouldnt we?
Renrakuu 20 Jan, 2016 @ 9:53pm 
see your thinking of adding the whole scheme, all im saying, is make the barrels "wireless link" cosmetic and add the hose as a graphic while using the same script, that appeases the people that want a simulated style game and assign it to its own class group as soon as its made so the resources wont be sent to other barrels, sorta like an uuid, but an item id or global varible

thats what im thinking
neotheshitman 20 Jan, 2016 @ 12:32pm 
you the man Zinal you the man i wish you all the luck in succeeding :Trunkss::Khappy::Krillin:
Zinal  [author] 20 Jan, 2016 @ 11:27am 
Version 1.2 is now out.
The range problem should now be fixed.

Thanks @raverpunk101 for mentioning the line of site.
It made me think that perhaps the GUI on the barrel was responsible, which it was.
The GUI wouldn't (and shouldn't) be updated when a player isn't near, this caused the barrel to not work when the player wasn't near.
It works now, the GUI isn't updated when you are to far away, but the resources are sent like they should be and the GUI will update when you get closer!

Still looking at the resource hose thing..
The biggest problem that I see is that the game engine only knows what a POWERPOINT slot is.
The POWERPOINT slot is ONLY used for power cables at the moment, but I'll see if I can't override the slot, making it work with other types of cables to (like the resource hose)
neotheshitman 20 Jan, 2016 @ 9:12am 
oke awesome Zinal anything we can do to help will try :p i was thinking maybe you can make a capsule with a cable port on the other side so you put in a capsule put a cable on it and then put a capsule on the other thing and connect the cable to that so that your only using the cable to identify what capsule is connected/sharing to what capsule if that is a idea for it only trying to help i know a think or to but im far from a modder or coder hahaha :Khappy:
Renrakuu 20 Jan, 2016 @ 8:50am 
i was also noticing the range thing, it doesn't like the line of site to be broken
Renrakuu 20 Jan, 2016 @ 8:49am 
It may be alot of work, but dram is dreading it as well, if you could get it to work, im pretty sure you will get some respect :) is their anyway to make the cans bond to each other in a perma fashion?
Zinal  [author] 20 Jan, 2016 @ 8:47am 
I also noticed that they only work when you are near..
I'm currently re-writing the mod to make them work, wherever you are.

About the "hose": This was actually my first idea, but re-writing the power cable to work with resources is a lot of work.. I'll see what I can do, but no promises!
Renrakuu 20 Jan, 2016 @ 5:26am 
I noticed the cans only work if you get close to them physically... is their away around this?
Renrakuu 19 Jan, 2016 @ 10:14pm 
Dude, this is awsome, can you use the same concept but add a hose "the power cable model" so its a bit more realistic? this will solve the developers crone for using hoses as they were thinking it needs a complete script re-write on all models that use resources.
neotheshitman 11 Jan, 2016 @ 5:59pm 
hey man i got a question for a mod/addon idea maybe you can make it happen as i do enjoy your mod and it was one that helpt me with the idea and as im not a mod maker i can't make it my self hahahaha
gr,
neo
Dylan Rex Burton 8 Jan, 2016 @ 6:20am 
yeah i did that
Zinal  [author] 8 Jan, 2016 @ 5:45am 
Do you have one of each barrel? (Input & Output)
The Output barrel goes to on a mining rig, or something that gives resources.
The Input barrel goes on the ground or on a storage tank.

Try putting an Input Barrel right next to the "installed" Output Barrel, I'll have to look up the maximum distance between 2 barrels (They have a limited distance, about ~128 meters if I recall correctly)

Do you have any other mod installed and enabled?
Dylan Rex Burton 8 Jan, 2016 @ 4:48am 
i can't seem to get it to transfer resources



Zinal  [author] 8 Jan, 2016 @ 3:56am 
Great =D.
I just released Version 1.1 (See changelog for details), it should also have fixed the mod so that you can have it packed.
Dylan Rex Burton 8 Jan, 2016 @ 3:40am 
that fixed it thx
Dylan Rex Burton 8 Jan, 2016 @ 3:37am 
no i havent ill try that
Zinal  [author] 8 Jan, 2016 @ 3:35am 
Your correct, the packed file downloaded from the workshop is still a problem.. Have you tried to unpack the mod? (Main Menu -> Addons -> Unpack) It seems to work fine if you do that..
I'll try to fix this in the meantime.
Dylan Rex Burton 7 Jan, 2016 @ 9:50am 
well nothing comes up except the mod on both
Zinal  [author] 7 Jan, 2016 @ 8:59am 
I thought I fixed that..
Latest update fixes it in both the editor and the 3D Printer.
Dylan Rex Burton 7 Jan, 2016 @ 8:04am 
it gets rid of all the other building blocks