No Man's Sky

No Man's Sky

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HeyThere Apr 26, 2021 @ 8:15pm
Short range teleporters constantly have the 'no power' signal
I understand that short-range teleporters require no power, but all of them still have the red lightning bolt symbol on them. Is this just a visual bug? They all work perfectly fine, but they are just very annoying.
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Showing 1-14 of 14 comments
HeyThere Apr 26, 2021 @ 8:19pm 
Also, the 'available to build' function for pretty much everything is broken for me. I can obviously build a base teleporter, but it just says that I can build 0 of them... Even though I can place one down right away. A similar thing happened with my short-range teleporters; it said at one point that I could only build 4 of them. I placed one down, and then it said I could build a total of 6. Not sure whats going on here, but I guess it's just a bunch of visual bugs.
Wizard of Woz (Banned) Apr 26, 2021 @ 8:35pm 
Mods installed?
HeyThere Apr 26, 2021 @ 9:28pm 
Originally posted by wizard_of_woz:
Mods installed?
No, I've never used a mod before. I figured it out, though; I just had to connect them to a power source. Which I think is pretty dumb, as they don't require any power at all. Before I ever connected them, they were able to teleport me just fine. Pretty strange.

The 'available to build' bug is still kinda there, but it's been pretty easy for me to ignore.
Dellers Apr 26, 2021 @ 11:27pm 
Short range teleporters should require power, but a bug they're unwilling to fix makes it so they don't. Breaks a lot of people's bases, including several of my own. They are supposed to require power like everything else.
ChrisF0001 Apr 27, 2021 @ 1:58am 
They actually do have a power socket on them, so unless they're in a Room(TM) they'll be unpowered unless you plug them in. Fortunately though, as said above, they continue to work anyway...
Devilin Pixy Apr 27, 2021 @ 3:51am 
Dellers is correct and I really hope this will be fixed, as it has broken many great bases, including several of mine. This bug was created with the Desolation update and is just a single value change in the Entity file.
Last edited by Devilin Pixy; Apr 27, 2021 @ 3:51am
Melchiah Apr 27, 2021 @ 4:56am 
Originally posted by Dellers:
Short range teleporters should require power, but a bug they're unwilling to fix makes it so they don't. Breaks a lot of people's bases, including several of my own. They are supposed to require power like everything else.

How exactly do they break bases?, I've not had a single issue with them until now.
zOldBulldog Apr 27, 2021 @ 5:43am 
There are videos showing that short range teleporters once worked properly and that you could choose the destination by turning on the power of the desired receiving station.

It is sad that the devs not only broke it but failed to go back and correct the issue.
HeyThere Apr 27, 2021 @ 7:15am 
What also stinks is how the wiki says that they require no power, when I think they do.
Caramirdan Apr 27, 2021 @ 7:36am 
Originally posted by zOldBulldog:
There are videos showing that short range teleporters once worked properly and that you could choose the destination by turning on the power of the desired receiving station.

It is sad that the devs not only broke it but failed to go back and correct the issue.

Isn't the destination simply chosen by connecting the teleporter bases with teleporter wire?
Wizard of Woz (Banned) Apr 27, 2021 @ 8:05am 
Originally posted by Caramirdan:
Originally posted by zOldBulldog:
There are videos showing that short range teleporters once worked properly and that you could choose the destination by turning on the power of the desired receiving station.

It is sad that the devs not only broke it but failed to go back and correct the issue.

Isn't the destination simply chosen by connecting the teleporter bases with teleporter wire?
^
This
Galactic Starman Apr 27, 2021 @ 8:24am 
SHORT RANGE TELEPORTERS:(bases)

Short range teleporters do not require power to actually teleport. As I understand it, this is to prevent players becoming trapped, teleporting to a twinned unpowered location from which there is no escape. It avoids unexpected switch off of power at destinations, preventing return.

When building a teleport two wires are available to use. One is the blue teleport wire connecting the twinned teleport station for transfer. The other is the electrical wire. that when connected to a power source will light up the teleporter cyclinder.

Just like lamps, coloured lights and other devices the teleport lights up when connected to power. The electrical connection has no affect on teleporting but does permit expansion of an electrical circuit. Other wires, switches or devies can then be connected to the teleporter unit and be joined to the electrical circuit. When not connected to a circuit, the red unpowered symbol is visible.


LONG RANGE TELEPORT: (Space stations, Anomaly, Freighter, Bases)

Long-range teleport power however can be interrupted and prevent teleportation unti;l power is switched on. This could be by design or accident, for example teleporting to a base at night that is only powered by the sun or perhaps a puzzle switch needs to be found and activated before restoring power. If the teleporter is not connected to any circuit or a circuit without power, the auto-save would need to be used to return you to the last save of your game..

Player bases selected at the Anomaly Teleporter list could put a player inside an unpiowered room, with an unpowered long range teleport, with no escape or obvious means to return. Similarly your own visited list of bases or nearby recent bases could put you into a trapped situation. Re-loading the auto save should put a player back to the last auto save point, in this example the Anomaly or use the Quick Menu return to Anomaly icon.

Player puzzle bases can be fun to solve and escape from if designed well and useful messaging with hints carefully thought through. Sometimes being trapped is all part of the fun unless of course you are less than impressed...
Devilin Pixy Apr 27, 2021 @ 5:42pm 
The power having been removed is a bug, as every other functionality is still in place, besides a single value change. Check the source files to know the details. It does not solve the issue of being able to trap players either, not at all, as this can still be done the exact same way. Just look for the reports mentioning a volcano in Expeditions mode trapping lots of players. If they wish to prevent some sort of exploit, you'd expect this to be done properly, not by breaking functionality and causing additional issues.
zOldBulldog Apr 28, 2021 @ 6:28am 
Originally posted by Devilin Pixy:
The power having been removed is a bug, as every other functionality is still in place, besides a single value change. Check the source files to know the details. It does not solve the issue of being able to trap players either, not at all, as this can still be done the exact same way. Just look for the reports mentioning a volcano in Expeditions mode trapping lots of players. If they wish to prevent some sort of exploit, you'd expect this to be done properly, not by breaking functionality and causing additional issues.

Aha! So that is why they broke it.

But don't they already have a report function for bases that trap/block people, a function that after a quick review results in a deletion of the base and possible action against the offender? (I would swear that it is being used extensively in Expeditions)

And if so... why break one-way passage functionality?
- Short range teleporters are broken: Unpowered teleporters function.
- Proximity sensors are broken: They detect in every direction, even through walls and doors and have a huge range.
- Pressure pads are broken: They are so big that they don't fit in many structures, and their placement is extremely glitchy even when there is nothing in the way.
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Date Posted: Apr 26, 2021 @ 8:15pm
Posts: 14