Teleporter Logistics
Matter Movers have a lot of potential. With the right upgrades, they can be the backbone of an adaptable logistics system.
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Logistics Tab:
– Telelogistics Beacon
– Telelogistics Adapter
– Telelogistics Output
– Telelogistics Relay (MK1-MK4)
Beacons are the access points of the network. Outputs and Adapters can access the network when within operating range of a beacon. Beacons require power to function. If not placed in a room, will have greatly reduced servicing range. Only one beacon should be used to service a given area.
Adapters make items available on the network. Connect them to an item storage of your choice (StorageHopper, MiniHopper, even a Mass storage I/O port!). Must be in range of a beacon to function. Does not require power (draws power from the network)
Outputs make networked items available to machines. Place it next to advanced conveyor filters (to retrieve items of your choosing from the network). If placed next to a GAC, Manufacturing Plant, or Refinery, it will automatically ‘cache’ items to attempt to meet the needs of the currently selected recipe. Does not require power (draws power from the network).
Relays form the long-distance backbone of the network. They network with other Relays, as well as Beacons, Adapters, and Outputs – either by being in physical contact with them, or connected (via their matter-mover beam). Requires power. A few differences vs. regular matter movers:
– They only use the necessary power. Regular matter movers use full power, transferring 1m or 64m. Relays will intelligently use less power for shorter jumps!
– They are bidirectional. Network connections flow both ways.
– They share power with other relays or beacons if in physical contact.
– Higher MK versions (MK2, MK3, etc) all have the same maximum range of 64m. However, as with regular matter-movers: throughput greatly increases with upgraded versions, at the cost of efficiency (power per item per meter gets more expensive).
– Relays have lower throughput and higher efficiency than their matter-mover equivalents. A single MK1 relay will not have the same raw throughput as a base matter-mover. However, you can use that single lane to transfer your cutter heads, organics, and whatever else you can think of – simultaneously and on demand.
– If set to output to a hopper via it’s beam, it filters its output (for example: will only output copper ore)
Available at https://steamcommunity.com/sharedfiles/filedetails/?id=1544075463
2020-05-28:
– Relay beams can now pass through logistics grommets – useful for entering/exiting rooms from the side, or crossing conveyor lines.
2018-09-24:
– Stockpile Mode added for adapters/outputs/relays. Designed for facilitating overflow stockpiles, it has the following effects when enabled:
– Outputs/Relays: Requests for items from the network are only fulfilled from hoppers that are full.
– Adapters: Requests coming from an output/relay that is set to stockpile mode are rejected if the adapter is also set to stockpile mode.
The end result is allowance for a warehouse-like configuration. For example when bars of a type fill up, smelting does not need to stop. Relays/Filters can be set to retrieve items from the smelting site (stockpile mode = fetch only when the source hoppers are full), and put them into long-term storage. The storage can also be made available on the network with adapters (stockpile mode = the warehouse input will not request items from it’s output in a looped fashion – thereby not wasting energy+capacity)
To enable stockpile mode on adapters/outputs/relays, press CTRL-Q while the device is highlighted.
2018-09-14:
– Adapters + Outputs can directly connect to the network if in contact with a relay (or it’s beam), skipping the need for a beacon (and it’s power cost per-item). Useful for single-item pick-ups or drop-offs where a full beacon would be overkill.
– Relays can connect their beam to hoppers and output (filtered) items directly to them (acting as a filter + matter mover). Finally a way to utilize the full throughput of a MK4 relay!
– Some text display improvements, optimizations
Balance and polish still likely to be added.
As always, backup your world before trying new mods.
Suggestions left in the comments area may be periodically moved to the suggestions thread and/or deleted.