Mekanism

Mekanism

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Teleport to not loaded chunk

YegorYellow opened this issue ยท 6 comments

commented

Describe the the feature you'd like
Ability to teleport to the teleporter which is located in the not loaded chunk

Describe alternatives you've considered
Not applicable. It actually might be considered as a bug rather than feature, just not aware how the implementer supposed it to work.

Additional context
When another side of the teleporter is located in the not loaded chunk the teleporter's frame is shown as not set up (the frame is empty, not filled with the colored sheet, in UI shows as not linked, while the frequency actually matches) and does not actually works.
Reproduced on the artifact Mekanism-1.16.4-10.0.17.444.jar, forge artifact forge-1.16.4-35.0.15.jar
Adding anchor upgrade to the other side teleporter is actually fixes the issue, but I do not want to keep that chunk loaded and waste server's memory. Consider if I have teleports network all over the world and I do not want to keep all these chunks loaded.

Details on steps to reproduce
It might be a floating issue, as sometimes I actually had an ability to teleport, presumably it is because the chunk is not unloaded immediately after player leaves it or something like this. I reproduced it by jumping from one teleporter to another with /teleport command. The aprox. distance between the teleporters was about 7k blocks (opposite corners of max-world-size=5000 size)

commented

this do not waste memory for one chunk

@Seniorendi it depends on how many teleports you have all around the world. it might be minor thing until you want to create developed network of the teleports, and/or how much the affected chunks are loaded with automation etc. in general to me it looks like a limitation.

but the chunk still needs to be loaded at least to some degree so that we know the teleporter is in fact there

@pupnewfster why it cannot be loaded/checked at the point of time when the player enters the teleport? if it is not there anymore for some reason you probably can simply no perform the teleportation and broke the link.
Also it is not obvious that you have to have an anchor upgrade to be deployed in the teleporter to make it works.

commented

Sounds good. But this is already possible with the anchor upgrade and this do not waste memory for one chunk

commented

No, this is the reason teleporters accept anchor upgrades, so that they can remain loaded and be valid targets for teleporting to. If it still sometimes remains "open" without this that is probably due to some other mod or vanilla keeping the chunk from properly unloading. One thing I will look into for V10.1 is to see if destination teleporters need to be ticking for any reason or if I can adjust the chunk anchor's chunk load tickets to a lower level so that it isn't "fully loaded", but the chunk still needs to be loaded at least to some degree so that we know the teleporter is in fact there.

commented

why it cannot be loaded/checked at the point of time when the player enters the teleport? if it is not there anymore for some reason you probably can simply no perform the teleportation and broke the link.

Because people will complain about "why does it show the portal as active if I can't use it"

commented

Loading a chunk is an expensive operation, we're not going to do it just to check if a teleporter is there.

commented

I kind of agree with making teleporters load without an anchor upgrade, as they're pretty useless without being loaded