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josh-tf edited this page Sep 18, 2026 · 3 revisions

Hubs

A Teleporter Hub is optional. Logistics work perfectly well on the Default channel with no hub anywhere on the map. A hub earns its 5 MW once your network outgrows what you can remember.

What it adds

  • A named channel. Routes grouped under a name of your choosing, separate from Default.
  • An endpoint directory. Every endpoint on the channel, paginated and searchable, with coordinates in metres so you can find the building you mean.
  • Route detail. Which endpoints are attached, what is buffered, and current throughput.
  • Rename in place. Rename a route and every endpoint on it follows.
  • Pause and resume. Stop traffic on a route without visiting each building.

Power

The hub draws 5 MW and stores no cargo.

Cutting its power disables management, not logistics. Routes keep moving cargo while the hub is dark; you simply lose the window until power returns. This is deliberate: a brownout should not strand your factory's supply lines.

Channels

Each hub provides one named channel. Endpoints choose a channel when you set their route, so an endpoint belongs to Default or to a hub's channel, not both.

Use channels to separate concerns rather than to subdivide arbitrarily: a channel per factory complex, or one for bulk feedstock and one for finished parts, keeps the pickers short.

When you do not need one

If you have a handful of routes with obvious names, Default is simpler and free. Build a hub when searching a list would be quicker than walking to the building.

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