Rift Rail (裂隙铁路)


Simple asymmetric portals for cross-surface train teleportation. Primarily developed for personal use. Supports cybersyn2 and LTN for automated logistics. 作者自用的非对称跨地表铁路传送门。实现简单的单向传送功能,支持cybersyn2和LTN 自动化物流。

Content
2 days ago
2.0
1.52K
Transportation Logistics Trains Cheats

i Random question: special surface for safty reasons?

21 days ago

Hello

i am not trying to mince my words is absolutly love this mod (since i can have 1 network even on 200+ space age surfaces)

the mod https://mods.factorio.com/mod/factorissimo-2-notnotmelon

i never really used it that much but, i was wondering something.

would that system not be usefull for this mod?

What do i mean?

1st, the ideea is that the trains enter another surface.

well, insted of that being a direct and causing issues (WARNING, I HAVE THE 1 ENTRY and 1 EXIST PER SURFACE mentality, so no "teleporting" but a "cross from one planet to another with trains..... sorry, going back, insted of the connection being direct and can cause issues) can there not be a special surface?

that surface does not have anything, it's empty. void. nothing.

1st, this can be used as a balance , aka when unlocked, you can only create 1 connection to this special surface and 1 more to another. So it allows crossing from 1 planet to 1 destinations (space ship, planets, so on)

Secondly, just like how that mod (btw i take no credit) works, this surface can also have similar stuff

like

even if the https://mods.factorio.com/mod/factorissimo-2-notnotmelon (sorry, the building) gets destroyed, the surface is not touched. nothing, no crash, no delete, nothing. it continues to exist.

As in this is why i said, an this not help with stability?

Secondly

research

research to open more portals (aka they exist, just can't be activated)

infinite research for distances, like we can link planet to orbit, but we can't to another planet since to far... unless we do enough infinite research... So, let's say Gleba to Fulgora. And sure enough, at this level, we can go from fulgora, to gleba, and. AFTER MANALLY dissable the previous, reconnect but so that we then can go to Vulcanus, but, we can't go directly fulgora to vulcanus because the distance VS the current level is not high enough...... Look.... When you play an RPG game where you can distribute the character's stat points, you can create a mage if you put all the points into magic, or make them very bulk physically if, all of those points are going insted into def. This is what i am suggesting. For the portal to be able to connect to other surfaces, BUT, we "need points" (infinite research) so we can actually "afford" such connections. So in my exemple, the points where enough to create 2 connection (gleba and fulgora) but it was not enough to create also create for Vulcanus. And, on the ideea that this is to ENSURE space ships are still relevant mid game, the ideea is that because the 2 destinations (fulgora and vulcanus) have a very large distance in between them, this to cause an issue....

Let me use beacons as an exemple: Normally, "this space is in the middle of Fulgora and Vulcanus, so why is it not possible to just connect 2 portals to those 2 if 1 and gleba is possible. Well, yes, that is exactly how beacons works. And what i suggested is similar to Space exploration's overloaded beacons (since they have 9 tiers and that's even without quality). As in, i try to prevent this being OP, cheaty. Or to not mince it more: I want it to be so balanced, that even mod makers for space exploration, and many more who dislike the ideea of teleportation, will be ok since it's "ballanced" (aka trade offs)....

Because you see, right now, i can connect this to a space ship.... and i can send it as far as i want... the connection stays.... so this is why the "well why?" is "because of balance". It's to easy to "bypass" Aka it might be dimension rifts, for surface cross, but it's not a teleportation (and yes, this is why i said in the warning, i have the 1 entry, 1 exist, per surface)

Ah... sorry, maybe it would have been better if i said that this is the default and in mod settings it can be disabeled?

Whatever, back to this ideea of 1 surface being the "core"

Meaning that, any hard to access planet, surface, whatever the mod adds, wil still require a lot of "space ship is needed" even if, at one point, we can build a direct linked portal. So we can't just "ok this is my new main planet, let me bring everything here", because we can't.

Due to this limitation, we can't just bring and bring and bring more because we need to do more research to unlock, and to unlock we need to do more. So we need to relay on the space ships. we need to keep improve them. We need to still automate them because there might be cases where it's better to use them over what we need to do to create a connection via this rift.

Plus, this can be even further forced via the space not even being that large. Meaning, even if there is space there, it will be used to ensure trains can cross without blocking each other. So of course we will avoid building anything to keep it simple. Of course we won't have the space required to build trains stations (standby depots, to go where "cargo" is needed).

so this dimension (surface), even if it will activly be used, even if there are tons of portals, there is no space to construct stuff (vs space ships and platforms), there is not enough space to make it a "train deposit" so it will remain a "just for crossing".

Whatever. I keep going on and on about this ideea but this is really just to "balance" it. And at the end of the day i honestly don't know if this mod need this balance since people, even if they find it's now balanced, might still not use, let alone care, about this mod. Plus i sadly can't actually help.... (anything i suggest feel free to use)

So going back to the actual suggestion, involving the ideea form the https://mods.factorio.com/mod/factorissimo-2-notnotmelon

imagen this surface is a hub

all connections are displayed on a pannel

there we can connect, disconnect, and more. And, this also means all information are stored on that surface. On that panel.

So even if due to another mod, the connection get's cut, or overwritten, or whatever people do (like delete chuncks)

this mod will not crash or otherwise, just simple "disconnected", while still maintaning all informations, ready to reconnect to that surface (or location) once it's safe to do so (again, this is just "mods intefear with this mod).

And this also means any mod that affects surfaces can be "excluded" from this spacial surface, creating further stability since this mod is not trying to co exist with another mod affecting a surface but trys to access and link another surface. So this might be more simple (I think, sorry, i really do NOT know if it's possible or true) to create events, that run on the surface, without risking clasing with other events that run on another surface.

like, the "transfer train" event (script?) will be executed, run, check, so on, on this special surface, everything, all the informaiton. Like a private server. And the actuall interacting with other surfaces only happen when a trains passes the dimensions.

And since it's it's own surface, it can be used in an excluding list (similar to how gleba does not have pollution but has pollens, and vulcanus, fulgora, aquila, and space platform don't have pollution).

Lastly, due to my obssesion of 1 entry 1 exist

the space elevator from space exploration

As in, well that is exactly the ideea.

Like copyright level

as in, no complications. People place an exit and enter building, 1, only 1 single building, it's placed... and now it's ussable. no connection. nothing.

Train enters, train will exist. you want to go different surface, just build said structure on that planet and, once constructed (including rails to connect)... we can just cross... no meniu, no panel. nothing. this is exactly why i said it's copyright level of space exploration's space elevator

20 days ago
(updated 20 days ago)

Thank you so much for taking the time to share these detailed thoughts and ideas. I appreciate your passion for balance and stability.

Here are my thoughts on your suggestions based on the mod's technical reality and design goals:

1. The "Void Surface" (Central Routing)
Technically, routing trains through a hidden "Void Surface" means we have to destroy and recreate every single train carriage twice (A -> Void -> B). This would literally double the UPS (performance) cost of teleportation. Since Rift Rail is designed to handle massive factories with minimal performance impact, doubling the CPU load is an absolute dealbreaker. The current storage tables handle data stability perfectly well without needing a physical proxy surface.

2. The 1-to-1 "Space Elevator" Mentality
I have actually just finished developing the Many-to-Many (N-to-M) architecture. The ability to create complex, flexible routing networks is the core identity of Rift Rail. If you prefer a strict, simple 1-to-1 connection without any menus, the actual Space Elevator provided by the SE mod does exactly that. Rift Rail is meant to offer something different and more flexible.

3. Skipping Spaceships & Balancing
I completely understand your concern about making spaceships obsolete in the mid-game. However, this issue is already solved!
In the latest updates, we added a Mod Setting for hardcore balance.

  • If you play Space Exploration, the recipe requires Naquium Tesseracts and Deep Space Science.

  • If you play Space Age, it requires late-game materials from all planets (and we are even discussing adding Promethium to it).
    This physically forces the player to extensively build and use spaceships/space platforms to conquer the solar system before they can afford their first Rift Rail. So, you definitely can't skip the spaceship phase.

4. Infinite Tech Distance Limit
I actually really like this RPG-style idea (spending tech points to unlock longer distances). It’s a cool concept! I might look into SE's API to see if I can calculate inter-planetary distances in the future. However, it's not a high priority right now, especially since the Naquium recipe cost already acts as a huge progression gate.

Finally, Rift Rail is a standalone mod, not an official SE expansion. It has to cater to Vanilla players, K2 players, Space Age players. That’s why many of these hardcore restrictions are optional settings rather than forced rules. Players who want a strict experience can turn the hard modes on!

Thanks again for the awesome brainstorming!

This thread has been locked.