and created this thread, cause I really think, that there is a need in the forum to discuss about something how we want to handle long distances in general.
But that shouldn't be done in the suggestions board.

So I did it here.
Related subjects are also:
https://forums.factorio.com/forum/vie ... f=6&t=3072 Outpost logistics
https://forums.factorio.com/forum/vie ... f=6&t=2223 Factorio <> Industry Giant 2
https://forums.factorio.com/forum/vie ... f=6&t=7150 Pneumatic Delivery
https://forums.factorio.com/forum/vie ... f=6&t=1941 Long-range bots alternative (especially here: https://forums.factorio.com/forum/vie ... sts#p14046)
https://forums.factorio.com/forum/vie ... f=6&t=3802 Rocketry and Asteroid Mining
https://forums.factorio.com/forum/vie ... =6&t=13086 Orbital base construction support
So before we are going to discuss, I want to define
Exclusions
- We are NOT speaking about transport of the character
That is a completely different theme and there is also not that many side-effects; it will not break the game, if we introduce a teleporter for the player. That has already been implemented in several mods and that works fine. See also https://forums.factorio.com/forum/vie ... it=telepor* where Kovarex himself philosophized about Teleports for the character only and said relatively clearly, that a teleport will only be useful for character transport.
- We are NOT speaking about mass transport over long distances
Because fast mass transport over long distances is in my eyes perfectly handled by trains. There is also a need for slow mass transport over middle distances (something between belts and train, see ropeway for example: https://forums.factorio.com/forum/vie ... f=6&t=7977 ), but that is also off-topic here.
(Other stuff: https://forums.factorio.com/forum/vie ... f=6&t=2247 Chest-on-a-belt, https://forums.factorio.com/forum/vie ... f=6&t=1157 Roads, https://forums.factorio.com/forum/vie ... =67&t=4529 Large Bridge Cranes )
So what we are talking here about?
- Transport of items
- Over large distances (in general over 500 tiles, up to 10.000 or more)
- Small amount of items (hundrets, maybe 1000, eventually 5000 (one chest))
- Very, very fast (transport should not take longer than a minute, from request to delivery)
- Very fine control of what is transported. Because you cannot transport much items, you need to control the item types or the flow or whatever. This control is difficult and I don't want to mix this up with questions about how this connection is built with circuit network, because it doesn't make sense to connect an outpost by circuit network over 5.000 tiles (To built the connection you need currently minimum 1 hour - and this is needed for every outpost). An idea about this type of transport should also include how to transport this information.
I found a post about this: https://forums.factorio.com/forum/vie ... f=6&t=2108 Logistics storage fixes
And why?
- For building purposes in general: You are at an outpost and want to built a mining site for example. Instead of bringing everything in a car or in the own inventory and then find out, that we forgot the salt, we can use this.

- It is fun to drive by train or whatever, even if it takes several time, but it is just boring to drive such long distances over and over. It doesn't make sense.
- Speeding up the game. So that it makes more sense.
- For building with blueprints.
- For automated building.
- For more or less centralized building.
- For Multiplayer to deliver requests without walking to the other player (which might be impossible, if the spawns are far away). To enable game-modes, where not everybody has or can produce everybody.
- For game-types where you have tasks and need to deliver things very quickly, no matter about the costs.
- Things we don't know yet. I'm sure we find them.

What ideas/suggestions are already existing?
See linked list above!

No seriously: Ideas to avoid misusing it as mass-transport:
- Transport via rockets. A one-way transport, fill rocket, fire it, flies to target (like in the Long-range bots alternative)
- Using a transport-capsule (Cargobox) which cannot be transported empty (like in the pneumatic tubes idea)
- .... more ideas?
Ideas to request the items:
- Just have a control to fill a "chest". Like for the rocket-idea.
- Some kind of "finding out the needed items" in the target area and requesting it in the source area.
- .... more ideas?
To the last point this is related:
https://forums.factorio.com/forum/vie ... =67&t=8905 Overlapping Logistic Network II
I think it is a precondition, or side-condition to have better separation of logistic networks.
Erm. And what should be discussed?
Everything.

At first I think: Is this really needed? Where should the game go to? Do we really want to have Factorio more into the direction of OpenTTD/Industry Gigant?