[0.17] Bulk Teleporters

Topics and discussion about specific mods
Post Reply
dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

[0.17] Bulk Teleporters

Post 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.

overview.png
overview.png (381.5 KiB) Viewed 6101 times
send1.gif
send1.gif (662.05 KiB) Viewed 6101 times
recv1.gif
recv1.gif (676.95 KiB) Viewed 6101 times

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.
Last edited by dorfl on Sat Jul 20, 2019 7:51 am, edited 2 times in total.

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.16] Bulk Teleporters

Post 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?
Daniel V. Lenskiy

dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

Re: [0.16] Bulk Teleporters

Post 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.

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.16] Bulk Teleporters

Post 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:
Daniel V. Lenskiy

dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

Re: [0.16] Bulk Teleporters

Post by dorfl »

;)

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.16] Bulk Teleporters

Post 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.
Daniel V. Lenskiy

dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

Re: [0.16] Bulk Teleporters

Post by dorfl »

Can you post a save game that shows the lag problem?

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post 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...
Daniel V. Lenskiy

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post 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.
Daniel V. Lenskiy

dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

Re: [0.17] Bulk Teleporters

Post 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.

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post 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.
Daniel V. Lenskiy

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post 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:
Daniel V. Lenskiy

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post by Reygan »

And, screens after I turned off the bulk teleporters mod.
f3.PNG
f4.PNG
Can you advice me something?
Daniel V. Lenskiy

dorfl
Inserter
Inserter
Posts: 44
Joined: Mon May 28, 2018 12:49 am
Contact:

Re: [0.17] Bulk Teleporters

Post 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 .

User avatar
Reygan
Fast Inserter
Fast Inserter
Posts: 177
Joined: Tue Jan 28, 2014 8:42 pm
Contact:

Re: [0.17] Bulk Teleporters

Post by Reygan »

Thank you! I just was confused, that problem fixes with just turning off this mod.
Daniel V. Lenskiy

Post Reply

Return to “Mods”