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.
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
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
- 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
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.