Bulk Teleporters

by dorfl

Use spare gigajoules to teleport shipments of items.

Content
3 years ago
0.17 - 1.1
1.98K
Logistics

FAQ

What is "no network..." ?

Attach a constant combinator and send a virtual 0-9 A-Z signal to set the teleporter's network. Sub-nets are possible too as the number value of a virtual signal is taken into account. A(20) is a different network to A(17) and A(1000) etc.

What is "no target..." ?

The dematerializer can't find a rematerializer to receive a shipment. Make sure the intended target is on the same network, has free inventory space, isn't busy receiving another shipment, etc

How to start a teleport cycle?

Dematerializers will try to send a shipment when the input buffer inventory is full. Alternatively, send a green signal to trigger a cycle as soon as possible regardless of shipment size.

Why only virtual signals for networks?

Mainly safety, due to the signal value also being taken into account. Using item signals -- say an iron plate for an iron plate network -- breaks if a circuit network adds the internal count of iron plates to the network value.

How to keep track of many networks?

One approach is to create a list of icons somewhere on the map overview, labelled with their respective networks. If you forget, zoom out and look. Example.

How to choose networks?

One approach is to label by class of item rather than item name, ie P(n) for all plates. O(n) for ores. I(n) for intermediates. C(n) for circuits, etc.

Can a Dematerializer 2000 send to a regular Rematerializer (and vice versa)?

No. Sender and receiver have to have the same inventory size, power consumption, recipe duration, etc.

Why are there two entities showing in blueprints?

Each teleporter is made up of a materializer (an assembler) and a buffer (a chest). The materializer handles graphics animation and power consumption, while the buffer is the inventory and circuit network interface. Both entities are therefore needed for a blueprint to be correct.

Where should I use these?

Due to electricity consumption scaling with distance teleporters are best at mid-range transport. You'll probably still need trains for distant mining outposts and belts or bots for the base. If you like city blocks then teleporters are great for infrequent inter-city-block logistics.

What happened to the electric teleport beams?

They've moved behind a mod setting for performance reasons. This might get smarter in the future, perhaps degrading to dashed lines once past a certain length.

You idiot developer! Why would you build something so over powered!??!

This mod might not be right for you, oh polite and gentle internet denizen. But to summarise the info tab: The cost of researching, building and running teleporters, plus shipment costs that scale with distance, plus inevitable network configuration complexity, makes this a different type of challenge. Try it ;-)