So I tried to set up a couple teleporters on my base to figure out how they work. I place teleporter A next to teleporter B. My goal: Teleport from A to B. I group the teleporters in device menu, name them Teleporter A and B respectively. Energy requirements are met; No shields at my base; creative mode (not under attack), Teleporter Network checkbox is green (checked/active). When i press F to select a destination, none appears. I have also tried to do this exercise in my CV, with the same results: The game does not show any teleporter destination, even though my CV teleporters are next to each other. I posted screenshots to show this process. Am I doing something wrong or is this a glitch? Help would be HIGHLY APPRECIATED
Point-to-point teleporters do not work within the same structure (ship, base, etc) for player structures. There used to be a way, but it was disabled in the latest patch. You can only teleport from one structure to another using the network.
The whole teleport feature is non intuitively set up in the game in the first place. The mechanics should be easy for players to use . This is a game not a second job. I think for the same structure or vessel you need to be in god mode first to enable the link between the two local teleporters in creative mode, this is silly to begin with. Also there is not description so the new players to know how it is set up. Onyl the patch notes somewhere buried in pages after pages in the forums. Again inconvinient.
I really appreciate the comments. This has helped a lot. It also seems there was a glitch in my game, so I reset my computer and teleporters work on different structures now. For example, now I can teleport from a Base to a CV, or from a CV to a Base, whereas before I was not able to. However, I cant seem to make them work on the same structures. @Myrmidon , how do you make them work on same structures? My goal here is to be able to move quickly in my class 19 CV Dreadnaught, which is extremily big. Like, really, HUGE. So I wanted to set up a network of teleporters in my CV to move quickly from point A to B,C,D,E, etc. I have tried to investigate the "Godmode" Teleporter setup, but it requires the following command: Blockname@BPSpawnname : PlayfieldName Problem is, in a CV playfields will change. So this setup would make it impossible to use in CVs Any ideas?
So further investigation, I found this in the forums, a post by @Hummel-o-War in here: https://empyriononline.com/threads/read-first-faq-for-builders.10822/ TELEPORTERS (TLP) Q: How do i use teleporters A: Teleporters can be placed on BAs only. You can use them to connect two stations on any playfield..or on the same playfield..or in the same base! There are no limitations of range or targets. Q: How do i set up a teleporter A: 1. Place a teleporter from the creative menu 2. Activate godmode or godmode invisible 3. Face the button plate and hit F 4. Use the following syntax to add a target Blockname@BPSpawnname : PlayfieldName Example 1: Target is a teleporter in the playfield Akua Orbit in the base Alpha Alpha:Akua Orbit Example 2: Target is a teleporter with the name "public" in Akua Orbit in base Alpha: public@Alpha:Akua Orbit Example 3: Target is a teleporter with the name "exit". Both teleporters are in the same base Alpha exit@Alpha Note: you need to use the "Spawn Name" for the Base destination, not the POI filename or BP Groupname! So I tried to set up a couple of teleporters on my CV, unchecked the teleport network box on both my teleporters, and in Godmode set the TeleportA as follows: TeleportA@MyShip The following message appeared, as shown in the screenshot: "You cannot use teleporters with a fixed target in player created structures". So this method seems to be outdated, as @Garaman stated. Any ideas or workarounds to be able to teleport within the same structure?
Yeah, you used to be able to configure them in god mode in creative, but they were prone to break in bad ways. The feature was literally just removed in 1.3 (tested on a ship that used to work, and it no longer does). One ugly workaround, if your ship is big enough, is to create small teleporter station CVs and dock them at different locations inside your ship. Issue is you have to actually get them in there to install them after you spawn your ship in game, and they'll need independent fuel / docking pads so they won't exactly be compact.
I guess the main problem they wont deal with is updating the UI to cope with an extra column for teleporter name inside the target structure. Somewhere they probably have an lookup by target structure id as well and I dont suppose they want to amend that to deal with a device name too, though I would have though them moving thing over sqlite would have enabled stuff like this... (We really need a head banging on wall smiley or some other indication of exasperation.)
This is again a typical Eleon crap - they keep breaking functioning things instead of making them better :-( The only "workaround" is to increase the range of the "network teleporter" via Config.ecf and use this mode e.g. Code: { Block Id: 1315, Name: TeleporterCV RangeLY: 100000 } PS: Because unfortunately the fixed Teleoprter doesn't work even if the target was set via Mod (EmpyrionScripting) :-(
Is there any way to get Hummel to amend their post to state the current correct feature documentation? I don't mind the fact we have to hunt around for this stuff, but the fact that we leave incorrect documentation up is a bit of a great way to alienate your fanbase. I mean why do I have to be in creative in order to place a tele-porter at all? That's just a bollocks implementation detail created because players asked for a feature without being very clear up front. I only ever once used tele-porters, because it's implementation actually just breaks the storytelling even if you try to not let it. I'm pretty much hopeing there is a plan, since I'd really like to use teleporters more often.
Prior to one of the game updates, teleporters were POI only. They were not intended for player use and could not be used on player structures in survival. One of the updates then added teleporters that players could build, and the teleporter network that players could use. Nothing is broken. Teleporters were originally completely unusable in survival without admin commands because they were for POIs. That part hasn't changed. The teleporter network which is what players can use, only supports one teleporter per structure. Now an argument could be made for allowing more than one networked teleporter on a player structure but for now only one is allowed. The direct teleporter setup (networked unchecked) can't be used in survival without God mode. Otherwise players could simply use it to teleport directly to the core of any structure in the game.
Unfortunately that doesn't seem true The ModAPI has an interface for teleporters that is now useless Many servers have sold teleporters as a "bonus" in the gameplay and had them set up by admins. After all, Eleon only made the teleporter unusable by checking+messagebox the rest of it the works :-(
Would still like to see an update on the blog about more of the "features", I see a lot of new code getting added, but not much big-fixing being done and polishing off happening. Which is all very nice, but still leaves rough edges if the roadmap never gets filled in. Enjoying the journey a lot, but would prefer if more timescales were shared. The language is terribly hard to follow for people who don't have time to read all of the to and fro.
Well, thanks a lot for your input guys, I really appreciate it and saved me tons of headeaches. Its great to have such a nice community here. It seems to me the only viable way of teleporting within the same structure is to set up docked structures in the main structure, as @Garaman smartly suggested. Take care and again, thanks a lot for your advice and info.