Wireless Signals


Adds radio equipment that can transmit circuit network signals over long distances.

Content
6 years ago
0.15 - 0.16
14
Circuit network
Owner:
ItsTheKais
Source:
https://github.com/ItsTheKais/wireles...
Homepage:
N/A
License:
GNU LGPLv3
Created:
6 years ago
Latest Version:
0.1.3 (6 years ago)
Factorio version:
0.15 - 0.16
Downloaded by:
14 users

Please report issues to the Factorio Forums thread if possible - I will see them more quickly there!

When you're using signals, you generally have two options: use colored wires to transmit isolated sets of signals, or read from the logistics network. This can get cumbersome when you have to send a specific signal over a long distance - either you extend your logistics network to facilitate that signal (which can get expensive, and only one logistics network can access that signal), or drape miles of colored wires across electric poles by hand (which is boring, and runs the risk of accidentally crossing another set of wires). This is the niche that Wireless Signals fills.

This mod adds a radio receiver and two levels of radio transmitter, all of which can be hooked up to the circuit network. The transmitters broadcast signals from their circuit networks. The receiver collects signals from all transmitters it is in range of and transfers them to its circuit network. There is additionally a radio repeater, a combo receiver-transmitter that re-broadcasts signals that it receives without directly accessing any circuit networks.

The transmitter uses 350kW, has a radius of 600 tiles, and can send numeric signals and color signals. The transmitter 2 is a more expensive upgrade, using 850kW, reaching 1,500 tiles, and capable of broadcasting all numeric, alphabetic, and color signals. The repeater consumes 500kW and has a re-broadcast radius of 1,000 tiles. The receiver requires no power and can accept all signals that can be broadcast.

Radio devices are unlocked using the new research chain telemetry. Science pack 3 production and some electronics knowledge is required beforehand.

For change logs, please see the Factorio Forums thread.