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The no.2 was really the issue of energy cell, plus some delay in the analysis you mentioned in another post.
1. The cycle start is independent for anything.
2. There are no limitations. Consider the lag from analysis to ware transfer (see previous comments). The most likely problem is still a lack of energy cells or small storage.
3. Proportional to demand. Method - manually specify the allocated storage amount for each ware at each station. For example, 100k units in two consuming factories and 200k in the shipyard, then a [completely empty] shipyard will receive half of the produced ware and each factory a quarter.
1. Teleport Frequency: How often does the ware teleportation check run? I sometimes notice a delay of 7–8 minutes between logged teleportations, even when some of my stations are clearly in short supply.
2. Volume Limitation/Scaling: The system worked perfectly when my volume was low. Now that I have many stations and much larger production/demand, I see finished products piling up at producers and not being sent out to my shipyards via teleport (though ship transport still works). Is there a hidden limitation on teleportation volume, capacity, or the number of items that can be moved per cycle, even with sufficient Energy Cells?
3. Consumer Allocation: How does the system distribute a produced ware among multiple consumer stations (like several Shipyards)? Is there a method I can use to reliably balance the inventory across my different shipyards?
Great mod, thank you!
i had used a cheat to complete all research, but although all the research was complete, there were open missions i had not completed. because of that, this mods research would complain that there was still active research, even though there wasnt.
the solution was to complete two quests i had open: do the race for the engine parts (engine I research), and teleport the HQ. once i did those two things i was able to finally start research.