![]() When a shipment doesn't entirely fit in a rematerializer's output buffer it will be partially (up to 25%) "cached in the energizer matrix" -P and stream into the output buffer as space becomes available. When multiple targets qualify the one with the most free space is chosen. Target has free space in its output buffer (at least 75% of shipment size).Target is of the same tier (size, speed, power consumption, etc).Teleporting a shipmentĭematerializer tries to teleport a shipment when:ĭematerializers then choose a target rematerializer based on: ![]() A(20) is a different network to A(17) and A(1000) etc. Sub-nets are available: The number value of a virtual signal is taken into account. Flipping a power switch is more definite :) blue signal marks Rematerializer as high priority.green signal immediately teleports a shipment regardless of size.red signal pauses teleportation unless a cycle has already started.Easiest way is to hook up a constant combinator. Teleporters require an incoming circuit network signal to identify their network. This will probably eventually be rebalanced or turned into a mod setting. Make use of those unloved efficiency modules and power switches to protect the rest of the grid from power spikes! Range multiplierĭistance extends the teleport cycle duration by 2 seconds per kilometre, which indirectly increases electricity consumption. 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. ![]() Teleport cycles are deliberately expensive to run in order to be not too much of a cheat compared to trains. Feedback appreciated, especially on balancing. Intended to have real costs, pros and cons, and not be a boring cheat. Use spare gigajoules to teleport shipments of items! ![]()
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