And how to resolve potential security/moderation concerns!
there's a few ways i could think to resolve the security issues that might come with a transmitter/receiver
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a way to toggle on (with the connector) wireless links, so that you can still follow wireless links like a wire, but have them hidden generally
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Making Wireless Gates, the ability to create new frequencies, and the ability to connect to an existing frequency a separate build permission
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tools that allow you to teleport to & eliminate entities or wires/components that are causing too much lag
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A menu that allows you to view, disable or teleport to receivers and transmitter on a specific frequency, the menu would show all frequencies used on the server
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make it so that prefabs do not accept receivers as a brick, or are disabled when first loaded in (extreme option to prevent instant prefab communication, largely unnecessary with the previous implements)
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a per-player tick update detector that reports tick lag on a per-player basis (factorio has this but with UPS - updates per second on a per game mod basis, helps find laggy mods) - largely unnecessary, but being able to see what player is causing the most lag would help moderation.
all of these would work on their own, but combined would make a pretty good array of tools for catching entity & wire lag, thus making transceivers & receivers something that could be done with next to no security/moderation risks
I will also mention that currently there is nothing stopping people from doing the same security problems that a wireless-transmitter would amplify, they will not cause issues inherently. Being able to follow a wire does not stop someone from breaking the game using gates and wires.
Wireless circuits also allow things that just aren't as accessible to make now
Vehicle homologation without needing thousands of wires that stretch across the map
Additive circuitry that can react to a new member on a frequency without serious rewrites
Circuits that can accept inputs from a map-wide public circuit
Vehicle communication in general, that doesn't damage other's ability to build
If wires have no collision, why would this be needed?
Because wires have visuals still. This is particularly apparent on large servers with teleporter systems and vehicle-return teleports. Wires will go absolutely anywhere, and often interfere with other's ability to build, and the longer a wire, the more likely that it passes through someone else's builds and gives them confusion that might otherwise turn them away from building on a server.
Rerouters cannot solve this issue as you just cannot have a rerouter system that accounts for every permutate location a vehicle can be, and those wires can cross through several people's builds. You cannot hide these wires currently while building, so they will absolutely run through other people's builds, and be a general building nuisance. I've encountered this problem myself on servers where you have a random wire in your build that you cannot account for, and when you investigate it, it's not even your wire, & the culprit moves/teleports before you find it. People can also use this to grief others by having a vehicle with a hundred or so wires, all hooked up to a single point on the map. While these wires aren't visible without tools, with tools they clutter the view and make it impossible to work.
A Wireless system resolves wires clashing with people's ability to build, and allows long range teleporters, or vehicle return systems to not clutter the view with hundreds of wayward wires.