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The 'available to build' bug is still kinda there, but it's been pretty easy for me to ignore.
How exactly do they break bases?, I've not had a single issue with them until now.
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
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...
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.