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Teleporter

Posted: Tue Mar 12, 2013 5:16 pm
by Feurich13
How about if there is a teleporter for items there so you do not need to lay miles of conveyor belts

Re: Teleporter

Posted: Tue Mar 12, 2013 5:21 pm
by ficolas
Alredy sugested.

Re: Teleporter

Posted: Tue Mar 12, 2013 7:14 pm
by Mysteria9
Already suggested. And that would kinda kill the entire purpose of this game, in my opinion.

Re: Teleporter

Posted: Tue Mar 12, 2013 7:55 pm
by drs9999
Mysteria9 wrote:And that would kinda kill the entire purpose of this game, in my opinion.
Not necessarily. A kind of "protection" to avoid abuse could be build in. For example there have to be a distance of lets say 500 blocks between each teleporter (to prevent wormhole-instability ;) )
This can be very usefull when your near ore-deposits are depleted and you have to claim deposits far far away. In this case it wont be gamebreaking in my opinion.

Re: Teleporter

Posted: Tue Mar 12, 2013 8:15 pm
by Lukasecicek
And how about trains? Those are already in-game (but not hauling stuff right now)

I can imagine mining deposits far away, while making autoamted trains to go when full to the central base with goods/raw materials.

Re: Teleporter

Posted: Tue Mar 12, 2013 8:44 pm
by MF-
Lukasecicek wrote:And how about trains? Those are already in-game (but not hauling stuff right now)

I can imagine mining deposits far away, while making autoamted trains to go when full to the central base with goods/raw materials.
Yes, trains would really fit for the raw-resource-hauling task.
It's sad and silly that we have trains that cannot do that.

I guess we would need some sort of mass loading/unloading mechanisms.
I tried the "Car as a belt-portable storage" idea... It just takes so long for three fast insterters to move one stack...

But I guess I could do with two sets of train cars that I would swap between the loading and unloading stations OR probably just do it by hand.

Re: Teleporter

Posted: Tue Mar 12, 2013 9:31 pm
by drs9999
Sure I prefer a train-system as well but actually placing a kilometer of belts == placing a kilometer of rails...

Also it depends on which kind of freeplay you play. If you play with large deposits spending time to connect the deposits with belts/ rails make more sense, but playing with small deposits means that you have to change your mining sites more frequently and in that case teleporters make mor sense.

Anyway, I just want to say that teleporter, correctly implemented, wont be gamebreaking. They can just work as an addition to trains or whatever.

Re: Teleporter

Posted: Wed Mar 13, 2013 4:22 pm
by Mysteria9
drs9999 wrote:
Mysteria9 wrote:And that would kinda kill the entire purpose of this game, in my opinion.
Not necessarily. A kind of "protection" to avoid abuse could be build in. For example there have to be a distance of lets say 500 blocks between each teleporter (to prevent wormhole-instability ;) )
This can be very usefull when your near ore-deposits are depleted and you have to claim deposits far far away. In this case it wont be gamebreaking in my opinion.
I see your point. I do like the ideas about automatic freight trains better though! :)

Re: Teleporter

Posted: Tue Mar 26, 2013 9:05 am
by Xisuma
I think this would be a nice idea for the player. walking long distances is annoying lol

Re: Teleporter

Posted: Tue Mar 26, 2013 3:40 pm
by Telarin
Just a note: A bunch of logistic robots work quite well for bringing in ore from distant mining camps.

Re: Teleporter

Posted: Tue Mar 26, 2013 7:44 pm
by andzoak
If consumption of power by teleporter will be very high, then teleporter doesn't kill rails and other transportation methods. When we add limit of distance it can be very expensive, so it could be used in the most important places.

Re: Teleporter

Posted: Wed Mar 27, 2013 5:19 am
by Dakkanor
andzoak wrote:If consumption of power by teleporter will be very high, then teleporter doesn't kill rails and other transportation methods. When we add limit of distance it can be very expensive, so it could be used in the most important places.
or each teleport is paired up and needs constant power at huge rates to run, to the degree that the only feasible way would be to make large solar farms JUST for one teleporter.....

Re: Teleporter

Posted: Wed Mar 27, 2013 7:44 am
by MF-
Dakkanor wrote:
andzoak wrote:If consumption of power by teleporter will be very high, then teleporter doesn't kill rails and other transportation methods. When we add limit of distance it can be very expensive, so it could be used in the most important places.
or each teleport is paired up and needs constant power at huge rates to run, to the degree that the only feasible way would be to make large solar farms JUST for one teleporter.....
Did you really say "massive solar farm for getting massive *constant* amount of power"?

Re: Teleporter

Posted: Wed Mar 27, 2013 8:09 pm
by Dakkanor
MF- wrote:Did you really say "massive solar farm for getting massive *constant* amount of power"?
shamefully i did, to rework the idea into something that makes more logical sense have it require a charge up-time and any interruption would reset this time, this would make the most viable time to be the middle of the day once solar panels have had time to charge it up and then have the remaining draw for the actual 'port