I would recommend the wireless bits and bots be sold by the mechanic. Teleporters aren't the only thing that uses or can use wireless. Like dart traps or Doors
My logic was that the Steampunker has access to some advanced teleport-y technology since she can build Teleporters, and she uses the same tech to make wireless things.I would recommend the wireless bits and bots be sold by the mechanic. Teleporters aren't the only thing that uses or can use wireless. Like dart traps or Doors
It could be worse. At least it's not "This is future-tech. The Cyborg has it."My logic was that the Steampunker has access to some advanced teleport-y technology since she can build Teleporters, and she uses the same tech to make wireless things.
Anyway, I'm not going to change the NPC because that would only confuse people.
So am I stupid (...actually, don't answer that), or do transceivers not work with each other?
I tried connecting 2 teleporters using 1 each, but nothing happened when I activated them. Checked my wiring, triple checked my connections; nada. And this was in singleplayer too. Either transceivers need something special to be toggled, or they don't work. That, or I'm missing something critical here.
Wires only trip the same color wire on the other side. So, you need red wire <=> transciever <=> transciever <=> red wire in order to end up with the wires on both sides working.
Beyond that, it's the same as the unidirectional versions.
Weird, I had exactly that setup and got nada. The setup I was trying was a teleporter at spawn linked to one in the left ocean (so I can keep my NPCs from getting murdered during events and such). ...Wait, now that I think about it, this is probably an issue with the Large World Enabler, isn't it...
Not impossible. What happens if you try it for items inside the "traditional" world boundaries -- the leftmost 8400 blocks, the topmost 2400 blocks?
I've tested this in singleplayer (without Large World Enabler), and it works fine for me. I highly doubt LWE causes it because my mod really doesn't care about how valid the coordinates are if the player can click there.Well, a regular transmitter/receiver pairing works just fine in that same setup, so my guess would be that the issue is specifically with transceivers. I've yet to test anything else, but a positional issue (referencing traditionally invalid coordinates) sounds accurate.
Did you pair them just once or did you run back and forth? (either one should work but I'm just wondering) Did it say "Linked successfully"? How exactly do you trigger them?
Sorry for replying late. I just figured out what was wrong.The setup I tried using was a transceiver located on the tile right next to a teleporter, with a single red wire connecting them, and activating them by directly toggling them (with the right click, like you can with transmitters). I did indeed verify that they were linked successfully, but nothing would happen when attempting to trigger them.