MicaelJarniac
Steampunker
The Teleporter Network I'm talking about is this one from a guide in the wiki: Teleporter network
By default, to make your way back, you'd have to spam the back switch until you arrive, having to go up the chain one node at a time. That annoyed me.
I've built this Teleporter Network on a multiplayer world I'm playing with some friends, and I really wanted it to be almost instantaneous on both ways, so I started experimenting.
Many attempts later, I've come to a design that works very well, with very rare delays when it's used too soon after arriving.
I've posted about it on r/Terraria, but I think no one there cared at all, so I decided to post it here, since this is a community more focused on wiring.
And yes, I know teleporter hubs are nothing new, but this is my first "serious" wire build, and I liked it so much that I believe it's worth sharing it.
The Teleporter Network I've used is a pretty clever one, with very little wiring needed between nodes, and with basically limitless possible destinations. The way it works is basically by chaining jumps between cabins, with diodes on every cabin so that signals can only go down the chain. When you select a destination, it configures the jump combination needed to get there, and then plays it sequentially, but very fast.
Each node has its "main" color, that is the color that takes you to that node, and it can then have 3 nodes after it, one for each color with the exception of its "main" color. So if the red wire takes me to a node, that node's main color is red, and there can be a green, a blue and a yellow node after this one.
I've based my mechanism on this characteristic.
When you're on the red node, and you want to go up a node, you'd trigger the red wire before the diode. If you are on a node that comes after the red one, and you want to come back, it can detect that by watching all but the red wire. If it detects a pulse on one of those 3 wires, it can mean that either you're going down the chain and it just so happens that that wire got triggered or it can mean that you are a node below it and you want to go back home. To distinguish between those two possibilities, it has to know whether the signal is coming from above or from below it. If it then concludes that you want to go back, all it has to do is to trigger its own color after a short delay.
Here's the final product:
On this image, the current node is green, the transistor to the left has an "on" lamp and the one to the right has an "off" lamp.
The gemspark blocks are for debugging.
On the Reddit post there are quite a few stages this design has been through until I finally got to something that works.
I can post more images or videos of this mechanism, how it works and it in action, if you're interested.
And as for the Teleporter Network itself, I've also done some other modifications to it, but those were mostly on compacting and simplifying it, and didn't change its functionality.
By default, to make your way back, you'd have to spam the back switch until you arrive, having to go up the chain one node at a time. That annoyed me.
I've built this Teleporter Network on a multiplayer world I'm playing with some friends, and I really wanted it to be almost instantaneous on both ways, so I started experimenting.
Many attempts later, I've come to a design that works very well, with very rare delays when it's used too soon after arriving.
I've posted about it on r/Terraria, but I think no one there cared at all, so I decided to post it here, since this is a community more focused on wiring.
And yes, I know teleporter hubs are nothing new, but this is my first "serious" wire build, and I liked it so much that I believe it's worth sharing it.
The Teleporter Network I've used is a pretty clever one, with very little wiring needed between nodes, and with basically limitless possible destinations. The way it works is basically by chaining jumps between cabins, with diodes on every cabin so that signals can only go down the chain. When you select a destination, it configures the jump combination needed to get there, and then plays it sequentially, but very fast.
Each node has its "main" color, that is the color that takes you to that node, and it can then have 3 nodes after it, one for each color with the exception of its "main" color. So if the red wire takes me to a node, that node's main color is red, and there can be a green, a blue and a yellow node after this one.
I've based my mechanism on this characteristic.
When you're on the red node, and you want to go up a node, you'd trigger the red wire before the diode. If you are on a node that comes after the red one, and you want to come back, it can detect that by watching all but the red wire. If it detects a pulse on one of those 3 wires, it can mean that either you're going down the chain and it just so happens that that wire got triggered or it can mean that you are a node below it and you want to go back home. To distinguish between those two possibilities, it has to know whether the signal is coming from above or from below it. If it then concludes that you want to go back, all it has to do is to trigger its own color after a short delay.
Here's the final product:
On this image, the current node is green, the transistor to the left has an "on" lamp and the one to the right has an "off" lamp.
The gemspark blocks are for debugging.
On the Reddit post there are quite a few stages this design has been through until I finally got to something that works.
I can post more images or videos of this mechanism, how it works and it in action, if you're interested.
And as for the Teleporter Network itself, I've also done some other modifications to it, but those were mostly on compacting and simplifying it, and didn't change its functionality.