I'm missing something that has not been added to all of the other threads that I've already scanned for clues 1. Creative mode 2. godmode invisible (else it just asks to teleport you) 3. Press f 4. Expect to get a prompt dialog - pretty sure this used to work a year ago. Actual Outcome : I press F like it shows in the tooltip, and absolutely nothing at all happens. What changed since 2018? I have to stand so that my avatar is clipping through the teleporter base, in order to get the edit tooltip, but still no joy.
(Oh forgot to mention teleporters have to be in a "device group", because for some historical resaon? devices cannot be given names if they are not in a device group. ) I wondered about that Use network tickbox, ran out of time to fiddle. So it basically joins the teleporter to the entire network, and which point the f prompt is not going to do anything. Still does not answer my question, why do I see the "press f to configure prompt" and then nothing happens when I press f? I experience similar issues with Alt-O and blueprints, very often, nothing happens? Is that what I wasted most of the evening on, hitting f repeatedly when I really am having hitbox problems? This is really the part of this that wasted most of my time, is it just that the tooltip needs to be dynamic if use network is enabled, in which case the p key should work? Because p key was doing nothing even when it should have opened the devices tabs correctly.
What has all this to do with teleporters? In 1.4 I think they changed it, while you can use teleporters with friendly factions you cannot build them anymore in survival, at least that's what the Empyriopedia says. Still there are teleporters in some stock CV's, they work in tutorial mode but you can strand yourself in some destination if you are not careful. [Edit] Hum...they changed the info again, you CAN use them in survival, sorry.
You need to be in God mode while in creative to set a teleport target. Out of God mode will use the teleporter. I haven't had any hit box issues with teleporters but I haven't played around with them recently. If you got a bug with the hit box maybe report it.
The Teleporter hitbox is behaving for me now, I think the issue is that if you approach, then turn on godmode while near and facing it that you run into pain. The starter planet Teleporter is not working for me, nor for the person who originally alerted me to this. Vanilla starter planet. It's not possible to teleport from the space station back down again (Survival game, no need to change game mode) got to planetside trading station portal , Enter godmode invisible, press "p" to the access the device, turn off "network", turn on "network". Now it works for the return trip. Will raise a ticket to have the "tooltip" or toast not come up when a teleporter is in "network" mode.
Invisible option was not needed in survival if I remember right. I would really like it if typed console commands would get put into the log, because that would be easier evidence than screenshots of the console.
Problem I have with teleporters on docked ships is that I can teleport from my carrier to my docked cv but can't teleport back because it says turn off shields but the cv shields are off but the carrier shield comes back on after the teleport. Everything I can find says that the carrier shields don't extend to docked ships but the teleport on my cv disagrees. If I disable the logic that turns the shields back on, on my carrier I can teleport both ways. So what is the truth here do shields cover docked ships or is my teleporter lying??? Second question who would I send the bug report to?
Please understand how things work before you declare a bug. This is immensely frustrating when so many people declare a problem with the program when it usually is the user not correctly using said feature.
I wouldn't be surprised if that is a peculiar use case for teleporters that Eleon hadn't even considered, and a special allowance might need to be made for it to work as you expect. That said, I have to wonder if you've implemented the circuit controlling the carrier's teleporter correctly, as I don't believe that a structure's shield needs to be disabled when teleporting into that structure; the only time that is crucial is when using the teleporter to leave. Again, though, this may be an issue with how docking affects others systems. It's not a bug, but you've certainly pushed an envelope.
There is a workaround: use the remote control panel to disable the shields of the receiving vessel. That will allow the teleporter to function.
If this is accurate, then it means that even if physically inside a shields-down docked CV the player is also still considered inside the "shields up carrier" which is the parent ship in the hierarchy. Maybe this shield restriction thing could simply be bypassed altogether when teleports are both in the same "faction".
I'm pretty sure it's a child/parent docking limitation, because last time I tested this it doesn't work even if there are no shields installed. It always only worked one way for me - from carrier to docked vessel. Never the other way around.
Believe me I do a lot of searching before I even ask a question this was my first bug report. Could find nothing that said you can't teleport from a docked ship only that shields and turrets won't work. The fact I can teleport from a docked ship to the carrier if the carriers shields are off say's it has nothing to do with being docked. Everything say's you can teleport to a POI or another ship if their shields are up so there is definitely a conflict so I am offended you suggest I need to know how things work.
Thank you wish I had known about this before would have saved a lot of grief when a ship ramp was just out of reach:>} Have watced a lot of videos where other people including Spanj did not seem to know about this.