FortressCraft Evolved

FortressCraft Evolved

Teleporter Logistics
27 Comments
Smashedleektv 16 May, 2020 @ 2:53am 
So i ran into a problem and hoping im just doing it wrong i have the adapter connected to the network which is linked from my MS room to my manufacturing room and it doesnt seem to work when i connect the output block to the hopper that is requesting copper bars to start the copper wire/copper plates section is there maybe a video guide on the more advanced setup the guide above is hard to understand with no snippets since im more of a visual learner.
Smashedleektv 15 May, 2020 @ 10:45pm 
so i need to connect the adapter to the IO port and then just set up my adv fiter to pull bars that i need?
Exgene  [author] 15 May, 2020 @ 9:52pm 
Glad you are enjoying the mod! Yes, you should be able to pull from a mass storage (via an IO port) the same as you would a regular hopper. (via adapter or relay)
Smashedleektv 15 May, 2020 @ 6:39pm 
Really loving this mod as made my storage room so compact so i can fit every kind of ore in one place without the need of conveyors BUT i was wondering can these be used to pull from MS or do i need to output into a hopper thats connected to a hopper in order to pull resources out of the MS?
Dexy 17 Jun, 2019 @ 8:30am 
Please make the relay transfer power!!!
And this will be the best logistic system ever created!
Exgene  [author] 4 Nov, 2018 @ 4:27pm 
Hello, the getting started guide has been published to steam guides. The link is in the mod notes, above.
Killerbreath 2 Nov, 2018 @ 12:52pm 
Please inform us of the Tutorial and provide a link. Thank you, the potential seems amazing.
Exgene  [author] 20 Oct, 2018 @ 3:50pm 
I've thought about making a tutorial - a steam guide or something of the sort. Probably a good idea to see if I can muster the time to generate something. Thanks for the reminder!
Tiger 20 Oct, 2018 @ 12:09pm 
would it be possible to have a video tutorial of how it works and all the features?
Exgene  [author] 21 Sep, 2018 @ 11:28pm 
If you open a hole in the ceiling or floor (you can either leave the hole open, or use a space grille, girder or such for aesthetics) then you can shoot a relay's beam straight in/out. My main manufacturing rooms usually end up with a MK2 or MK3 relay connecting them to the outside.

Relay either connects directly to the input/output in use (if there are only a couple) or a beacon to feed the room.
LordDjinn 21 Sep, 2018 @ 10:02pm 
A couple things.

1.) Love the update. Great for quarry's and high output trenchers.
2.) I have trying to figure out how to get mass items into rooms. I can beam the items to the wall of the room but I am limited by the transport pipe speed. Any suggestions or am I missing something?
Transendence 17 Sep, 2018 @ 1:09pm 
are you able to throw up a telelogistics display dedicated server for a few days? just a quick (vandls dev tool modded world for speed setup) to show some diff setups backing your idea of how you impliment your systems? (on build v21.18 main and beta 22.whatever?)
Transendence 17 Sep, 2018 @ 12:57pm 
if this made it into action then this idea might come into play,. becon service area power battery or upgrade. has to be attached to the becon its upgrading kinda like a plugin. simply like a battery increases the becons power tank. but for everything in its service area. ( then the mk 1 3 and 3 becon idea wich incorperates the mod or upgrade slots on the becons. mk1 has no slots mk2 has 1 mk3 has 2 and this slot or socket is used for ie: a service battery or rang upgrade you get the idea. thoughts?
Transendence 17 Sep, 2018 @ 12:51pm 
i guess the idea would be to bypass walls and ore veins you may not want to or not have time on that game to worrie about. the enforced rule of 8m outside is a great way to futher dj's idea of how the game is ment to be played. but when shafting and what not ya cant put your hole game inside a searis of rooms now can we? so the 8m rang outside of room forces the logistical choice in question. to futher the purpos of the becons by increaseing the ower need for everything under that becons service area times the number of linked becons in the chain would make it fair. and solv many issues we ie: hubs, depots, loading ports (wich all have multiple items needing power and ind plate or a bat can solve without making a congested mess.) dj made it clear to space stuff out to improve game preformence. exspecialy on multilayer games. this is not always an option when digging/ shafting
Transendence 17 Sep, 2018 @ 12:45pm 
btw i should mention i make my hubs all the way down or out if on the surface about every 256m (normaly just explore the deep caverns under the toxic just for high lvl gems but not equipment at that depth rang. (no current game need for it)
Transendence 17 Sep, 2018 @ 12:34pm 
cold cavern shaft entrence in celing -> relays to hub -> now 50m away is my gold, 85m is my tit, and under my 128 mark is 2 diff nick veins. insted of running releys all the way into the hub area and up/out to surface, the releys would bring it close to the hub then a hand full of becons tied the loer, upper and all horizantal tunnles together to be relayed up the rest of the way. i hope you can follow this. (i do have alot to disscus about this mod and others....do i have to be a paetron to get accses to the discord and the crew?) this would be way easyer to just chat....)
Transendence 17 Sep, 2018 @ 12:30pm 
hard to explain.... ok take shafting for example. i dig 3x3 to 128, then make what i call a hub. this is used for temp player storage cuz i play with clan mates all the time. power storage (cuz there is a net teleporter there aswell) and alot of the t2 stuffs coms together in that area. there is alot of random ore veins not tapped yet at this point in any game, and alot of walls i rather not dig and concentrate on another part of the game at that time. so here is a ruff example of a path in mind just follow from left (start to right end)
Exgene  [author] 17 Sep, 2018 @ 12:16pm 
Thank you for the suggestion. However, I'm having a hard time understanding what you are looking to accomplish that cannot be done with the current layout?

If you are looking to get more usable range out of a beacon, place it in a room. It greatly increases the distance, no daisy-chaining required.

If I'm misunderstanding your question, feel free to post more details in the suggestions thread.
Transendence 17 Sep, 2018 @ 2:42am 
would it be possible to be able to dasiechain the becons for a true teleport network? (now dont missunderstand....i do mean to add some sorta stacking penilty to the powerconsumption and possibly more depending) for having 2 or 3 or 4 becons in a row without any relays. so the idea would be to use the relays for long rang connections to the net and to be used as filters while the becon chaining ability would be short rang high cost, no filters. however this would allow for MANY logistic options not currently possible being connected by a coord so to speak. thoughts?
Exgene  [author] 16 Sep, 2018 @ 1:04pm 
After working through the issue with DeinFreund and MadVandal: A fix is incoming for Tricky's that should prevent that issue. Thanks to both parties for help in locating the issue.
DeinFreund 16 Sep, 2018 @ 9:44am 
An output will keep on drawing power to "supply" items, even if those items don't exist anywhere in the network. I.e. I have an output that has "supplied" a thousand cutter heads, but actually none of left the output because I don't have any in the network.
DeinFreund 16 Sep, 2018 @ 7:36am 
Why does it put things into hoppers from adapters? This screws up my manufacturing lines :|

Would be nice if only outputs would output things, or if it would respect "Remove only" setting.
Exgene  [author] 14 Sep, 2018 @ 1:07pm 
You will like the latest update then. With the addition of direct-connect for adapters/outputs, and direct filtered output to hoppers from relays, it should have the throughput you'd need for that.
Transendence 12 Sep, 2018 @ 9:27am 
i sence a wedding soon. i belive this mod and advanced quarrys are gunna have a thing. :P
Transendence 12 Sep, 2018 @ 9:24am 
FINALY a good item teleport system to replace the missing teleport hopper. (love the way you have it set up in parts.)
Exgene  [author] 11 Sep, 2018 @ 2:16pm 
Glad you are enjoying the mod!

Currently, Beacons have a range of roughly 8m outside a room. Inside a room they will support the whole room (this may change in the future)
LordDjinn 11 Sep, 2018 @ 6:52am 
Loving the mod but I have been trying to figure out the range of the beacons. I have looked through the config files and didnt see any options for it. What is the range?