Teleporting (Ringworld-Teleporters)
Posted: Thu Nov 19, 2015 4:45 pm
Well, in my opinion something like a teleport (a character transport, not item transport!) is really needed in the end-phase of the game -- especially if you play with mods like RSO etc. which increase the distances or play with outposts. The reason is, that the travel-time in your base or between the outposts gets rather annoying with the time.
This article describes, how such a type of teleport should work in my opinion.
First of all the things I want to have:
- It should work a bit like the roboports. That is: It needs energy and has to be charged. If power fails the rest-energy should enable you to transport to the problem.
- It should be stupid simple. It should just work without configuration. Place a portal, place another portal and it is ready to travel between the two portals. See more below.
- It should take some resources to produce. Comparable with a roboport or more.
- Can be crafted. Like the roboport.
- Technology is early available (after logistics?) but needs really very much resources to be researched. Reason: This can be a strategy to rush for teleport.
- There are only one ore maximum two tiers of teleport. (it should be stupid simple)
- No extra tools needed.
- The maximum distance should be about 500 tiles for tier 0 and 3000 for tier 1.
- There is nothing like a cooldown after a teleportation. If there is enough energy you will be teleported.
- But of course it can cost some energy.
So this is, where I come from:
https://forums.factorio.com/forum/vie ... 93&t=13886 [MOD 0.12.x] SimpleTeleporters
and especially this post by me: https://forums.factorio.com/forum/vie ... 60#p116674
It's not relevant to read any of that!
But this is important: I suggest a behavior I read in the book "Ringworld" from Larry Niven:
With my own words it is described like so: You have a planet, which is one big city. To move safely in this city you enter some kind of rectangle/platform which is placed at each street intersection. When you touch a "stepping disk" you are transportet to the next platform in the direction of this stepping disk. When you step back, you are at the start. When you step forward you will be moved to the next platform. So you can "walk" from platform to platform. Each step is one platform. Five steps and you are 1 or 2 kilometers away.
Now translated for Factorio: as player you need just to place platforms in about the directions (N, S, E, W) and you don't need to link them or do other complicated stuff.
This is how a teleporter might look from above:
The >, <, v and ^ are the portals, from where you are teleported. The * is the platform where you will be teleported to.
The simplest situation looks like so:
These are two teleporters that are linked together by the position you have placed them on the map. The left teleporter is linked to the right, the right to the left. If you hover the teleporters, you might be able to see the links. They will be shown in about the same style like the lines between the roboports (and because of the big distances should be visible on map, too).
You will also see that directly: when you look on the left roboport, you can see, that the right portal is activated (lights etc.). And for the right teleport you can see that the left portal is activated.
So when you enter the left teleport, stand on the platform in the center and then walk to the right you enter the portal and will be teleported to the platform on the right teleport.
Let's assume we have build this:
You are at the left teleport and want to be on the rightmost. This is simple: Enter the left teleport, walk to the right, you will be teleported to the center teleport, still walk to the right, and will be teleported to the right teleport.
I think it is easy to understand, that this type of transport is very efficient and fast ... and I think also some kind of fun, cause you can also create situations like this:
Again you stand on the left teleport #1 and enter the right portal. You will be transported to teleport #2. Now you walk down and will be transported to teleport #3. When you then enter the top portal you will be transported to #2 of course. But if you enter the left portal you will be transported back to teleport #1. This is because from the "sight" of teleport #3 teleport #1 is the "next to the left".
This works like so, until you create a 4th teleport like so:
Now when you are at teleport #3 and enter the left portal you will be transported to teleport #4, not #1. But this is not a problem, cause you can now enter the upper portal and will be back again at #1.
Advanced functionaliy
Well. This is the very basic function of that teleport and I'm sure this brings much more fun into the game.
With the time it might be useful to have "abbreviations". Or routes. Routes are an item, like a blueprint. But what it stores are only endpoints. You might have a route like "Main Base": Enter a teleport (that is connected to other teleports) and use the route to the "Main Base" on it. You will be transported to that teleport, you don't need to navigate yourself, that is "automatic".
There might be also a possibility for limited transport of items. Let's say: One item per second or so and not all items can be transported. But I don't want to go that deep into off-topic here.
This article describes, how such a type of teleport should work in my opinion.
First of all the things I want to have:
- It should work a bit like the roboports. That is: It needs energy and has to be charged. If power fails the rest-energy should enable you to transport to the problem.
- It should be stupid simple. It should just work without configuration. Place a portal, place another portal and it is ready to travel between the two portals. See more below.
- It should take some resources to produce. Comparable with a roboport or more.
- Can be crafted. Like the roboport.
- Technology is early available (after logistics?) but needs really very much resources to be researched. Reason: This can be a strategy to rush for teleport.
- There are only one ore maximum two tiers of teleport. (it should be stupid simple)
- No extra tools needed.
- The maximum distance should be about 500 tiles for tier 0 and 3000 for tier 1.
- There is nothing like a cooldown after a teleportation. If there is enough energy you will be teleported.
- But of course it can cost some energy.
So this is, where I come from:
https://forums.factorio.com/forum/vie ... 93&t=13886 [MOD 0.12.x] SimpleTeleporters
and especially this post by me: https://forums.factorio.com/forum/vie ... 60#p116674
It's not relevant to read any of that!
But this is important: I suggest a behavior I read in the book "Ringworld" from Larry Niven:
http://www.technovelgy.com/ct/content.asp?Bnum=516At the center of the intersection was a large blue rectangle. Four blue discs surrounded the rectangle, one at the mouth of each walk. "You may step on the rectangle if you wish," said Nessus, "but you may not step on inappropriate discs. Follow me." He circled the nearest disc, crossed the intersection, trotted onto the disc on the opposite side, and vanished.
...
The discs are arranged in a series of platforms, so you can readily "walk" one block at a time.
With my own words it is described like so: You have a planet, which is one big city. To move safely in this city you enter some kind of rectangle/platform which is placed at each street intersection. When you touch a "stepping disk" you are transportet to the next platform in the direction of this stepping disk. When you step back, you are at the start. When you step forward you will be moved to the next platform. So you can "walk" from platform to platform. Each step is one platform. Five steps and you are 1 or 2 kilometers away.
Now translated for Factorio: as player you need just to place platforms in about the directions (N, S, E, W) and you don't need to link them or do other complicated stuff.
This is how a teleporter might look from above:
Code: Select all
^
< * >
v
The simplest situation looks like so:
Code: Select all
^ ^
< * > < * >
v v
You will also see that directly: when you look on the left roboport, you can see, that the right portal is activated (lights etc.). And for the right teleport you can see that the left portal is activated.
So when you enter the left teleport, stand on the platform in the center and then walk to the right you enter the portal and will be teleported to the platform on the right teleport.
Let's assume we have build this:
Code: Select all
^ ^ ^
< * > < * > < * >
v v v
I think it is easy to understand, that this type of transport is very efficient and fast ... and I think also some kind of fun, cause you can also create situations like this:
Code: Select all
1 ^ 2 ^
< * > < * >
v v
3 ^
< * >
v
This works like so, until you create a 4th teleport like so:
Code: Select all
1 ^ 2 ^
< * > < * >
v v
4 ^ 3 ^
< * > < * >
v v
Advanced functionaliy
Well. This is the very basic function of that teleport and I'm sure this brings much more fun into the game.
With the time it might be useful to have "abbreviations". Or routes. Routes are an item, like a blueprint. But what it stores are only endpoints. You might have a route like "Main Base": Enter a teleport (that is connected to other teleports) and use the route to the "Main Base" on it. You will be transported to that teleport, you don't need to navigate yourself, that is "automatic".
There might be also a possibility for limited transport of items. Let's say: One item per second or so and not all items can be transported. But I don't want to go that deep into off-topic here.