The teleporters at the very end of the network could be connected with only one wire, since no signal would need to be passed on, but that would make future additions to that line harder, since the other signal wires would have to be added in. All 4 wires are needed because they contain activation signals to subsequent cabins, and one wire is both a signal carrier and the wire that actually teleports into the given cabin. While it may seem like each pair of cabins would only need one color to connect, every link between cabins consists of bundles of all 4 wires of different colors. To get the player there, the computer turns on the wires in that order, one after another. For example, bottom-right tier 5 node has the address "yellow-green-yellow-blue-yellow". The maximum depth (by this design) is 8 jumps, though it can be expanded.Įach cabin has an address in the network, given by a pattern of colors. The root can have up to 4 direct connections to teleporter cabins, and those cabins and all subsequent cabins reached by jumps can connect to 3 more cabins (using any color wire except the incoming color). the overall shape of the teleporters and their connections) is a tree. If the activation trigger is triggered multiple times in quick succession, it won't affect the jump.The system will reset itself after a jump (including putting all switches back to their original state), so there is no complex decoding required.Flipping multiple switches doesn't disturb the encoding.Player can use colored background walls to draw a map in the root, where switches are placed.Sudden server reboot must not mess up the logical state of the network, so the network needs a way to fix itself if it only got part of a signal.In fact, wiring a new cabin should be as simple as dragging a bundle of wires with The Grand Design.The system should be easily expandable, so that adding a new cabin must not cause a complex renovation in the root room.Cabins don't store any information through switches or other means (besides the switch to return home), so we can fix any logical problems in the wiring at the root.Cabins are connected to each other in a chain, so there is no need to drag each wire from the final teleporter to the root.Here, a "dumb" cabin is one that the player never ends up in, and is only used for transit). One root room (relatively complex) and a network of dumb remote cabins.Building the root teleporter directly under the world spawn makes for an excellent transport hub. If you keep all the switches in the same position relative to the teleporter pad, you can just rapidly click through to get to the root without having to move your mouse between jumps. incoming) wire of the teleporter can be flipped to move towards the root, or original, teleporter. To return, a single switch on the uplink (i.e. Teleporting preserves position relative to the teleporter (so if you start on the left side you end up on the left side, etc.), so slower teleporter networks have the problem that if you move around while teleporting you might fall off the teleporter But this network's total transit time of 0.17 seconds is fast enough that you can run directly across the teleporter pad and make all 8 jumps before getting out of range, even with the best movement speed increase gear (some mounts can probably outpace it). Then, 0.17 seconds later, they arrive in the chosen cabin, having possibly stopped at seven other cabins along the way. The player turns on one of them and steps on the teleporter. Each switch represents a teleporter cabin on the map. The player gets into a large room with one teleporter inside and a set of switches on the wall (such as the room at the very top of the image on the right).
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