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[0.17] Bulk Teleporters

Posted: Mon Feb 25, 2019 12:36 pm
by dorfl
https://mods.factorio.com/mod/bulkteleport

Use spare gigajoules to teleport shipments of items! Teleportation is not a new idea in a mod, and this is just another approach on an alternative to trains for long distance freight. It's intended to have real costs, pros and cons, and not be a boring cheat.

Feedback appreciated, especially on balancing.

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Electricity consumption

Teleport cycles are deliberately expensive to run in order to be not too much of a cheat compared to trains. Once operating at scale teleport networks pretty much require their own dedicated nuclear supply, and massive accumulator buffers help when many teleport cycles run concurrently. Make use of those unloved efficiency modules and power switches to protect the rest of the grid from power spikes!

Range multiplier

Distance extends the teleport cycle duration by 2 seconds per kilometre, which indirectly increases electricity consumption. This will probably eventually be rebalanced or turned into a mod setting.

Teleport networks

Teleporters require an incoming circuit network signal to identify their network. Easiest way is to hook up a constant combinator. Only virtual signals are checked.
  • 0-9 A-Z signals create networks
  • red signal pauses teleportation unless a cycle has already started
  • green signal immediately teleports a shipment regardless of size
The red signal is the nice way to stop. Flipping a power switch is more definite :)

Sub-nets are available: The number value of a virtual signal is taken into account. A(20) is a different network to A(17) and A(1000) etc.

Load balancing

Dematerializer tries to teleport a shipment when:
  • Output buffer inventory is full, or
  • Green signal is received
Dematerializers choose a target Rematerializer based on:
  • Target is in one of their networks
  • Target is not already running a cycle
  • Target has some free space in its output buffer
  • Target does not have a red signal
When multiple targets qualify the one with the most free space is chosen.

UPS

UPS impact is quite light. Teleporters are checked once a second at most, and less frequently if a cycle is in progress. Any feedback on performance is welcome.

Re: [0.16] Bulk Teleporters

Posted: Fri Jul 05, 2019 4:29 pm
by Reygan
Help me please.
What fuel is needed for teleporter to work?
Each module dematerializer and materializer have two inerfaces, bottom-right interface is buffer, upper-left is something strange - it have interface like furnace, but no one item is act as "fuel". Power is connected, signals are connected. What I forget to do, to make it work?

Re: [0.16] Bulk Teleporters

Posted: Sun Jul 07, 2019 4:04 am
by dorfl
Reygan wrote:
Fri Jul 05, 2019 4:29 pm
What fuel is needed for teleporter to work?
None, they're electric. The top-left interface is an electric furnace which automatically crafts hidden teleport recipes with cost and duration proportional to the teleport distance.
Reygan wrote:
Fri Jul 05, 2019 4:29 pm
Power is connected, signals are connected. What I forget to do, to make it work?
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. This and other notes on the mod faq.

Re: [0.16] Bulk Teleporters

Posted: Thu Jul 11, 2019 6:03 pm
by Reygan
Alright! I made it work, thank you!
I misunderstood the FAQ in the beginning, I just thought about not green signal but green wire :mrgreen:

Re: [0.16] Bulk Teleporters

Posted: Tue Jul 16, 2019 11:59 am
by dorfl
;)

Re: [0.16] Bulk Teleporters

Posted: Sat Jul 20, 2019 7:32 am
by Reygan
Also one thing.
When I using your mod, even I not building\researching anything related to mod, I have periodic longstanding lags. Game is slowing down seriously, and becomes unplayable. After, if I switching your mod off - everything becomes normal. Maybe my computer is not very powerful (64x, 6Gb RAM, 2x2.8Ghz) but I like your mod, and this is problem for me.
Can you fix it somehow?

I will provide you all debug information that you will ask.

Re: [0.16] Bulk Teleporters

Posted: Sat Jul 20, 2019 7:50 am
by dorfl
Can you post a save game that shows the lag problem?

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 9:13 am
by Reygan
Hmm. Completely strange...

I turned off some mods, for the clear experiment. Turned on bulk teleporters, and everything went normal.
Then. I turned on all the mods, including bulk teleporters, and also everything was normal! I am absolutely not understand.

Well, ok, anyway if I will have lags, I will post the save. I think probably it was some kind of incompatibility...

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 10:04 am
by Reygan
There is the save with mods, at that moment, when lags was appeared.
Now I testing teleporters without any other mods. But seems to be without mods there are no lags.

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 10:34 am
by dorfl
That save runs at stable 60 UPS here, but I only tested it for a few minutes (sounds like your lag is intermittent?).

Try looking at the F5 debug output when you see lag. If any mod shows significantly higher values than the others, it's probably the culprit.

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 11:26 am
by Reygan
Yes, lags appearing approximately one time in two-three minutes, especially when going around the map, opening new chunks etc. And each time that lag appers, it becomes some longer.

I will try to check debug output, and write after this.

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 2:20 pm
by Reygan
This is the moment, when I beginning to move - serious lag appears.
There are save with lag moment, and two screenshots with debug information.
f1.PNG
f2.PNG
Honestly, I understood nothing from this info :mrgreen:

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 2:28 pm
by Reygan
And, screens after I turned off the bulk teleporters mod.
f3.PNG
f4.PNG
Can you advice me something?

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 2:32 pm
by dorfl
It looks more like a rendering issue, not due to a specific mod.

See you have "Flip[on]" which is spiking up to 90ms. Try turning vsync off, close other applications, update graphics drivers, reduce sprite resolution, etc.

Search this forum for other examples with this symptom (eg: viewtopic.php?t=55974), or ask in viewforum.php?f=49 .

Re: [0.17] Bulk Teleporters

Posted: Sat Jul 20, 2019 2:52 pm
by Reygan
Thank you! I just was confused, that problem fixes with just turning off this mod.