SolarCenturion Posted November 15, 2019 Posted November 15, 2019 For the past few days I've placed a telepad in my base and when I try to put beacons down they don't do anything. I.e. I select the beacon, my telepad gets outlined in yellow, and I can't place the beacon anywhere. Either I'm doing something wrong or something's wrong with telepads
Lens Perchance Posted November 17, 2019 Posted November 17, 2019 There might be an upper limit to how many beacons one telepad can use. I typically use 3 in my bases to cover all the beacons. Have you tried making a new telepad in a different area, or are you trying to add more beacons to your existing ones?
Retired Community Rep Dacy Posted November 17, 2019 Retired Community Rep Posted November 17, 2019 Yes, there is a limit on how many beacons a teleporter can use, it’s 10. That’s clearly stated in the auxiliary section of the object description. @SolarCenturion, the beacons normally attach to the wall. Are you trying to attach them to the wall, or have you tried changing the attachment type of the beacon? This would be my first guess as to what the problem is. -Dacy -Dacy Retired CR Active Base Advocate My base building tutorials are always available for you! Want to join the Base Builder's Discord? Check out the new Base Directory! Is your base here?
Erydanus Posted November 20, 2019 Posted November 20, 2019 On 11/14/2019 at 8:04 PM, SolarCenturion said: For the past few days I've placed a telepad in my base and when I try to put beacons down they don't do anything. I.e. I select the beacon, my telepad gets outlined in yellow, and I can't place the beacon anywhere. Either I'm doing something wrong or something's wrong with telepads Are you mis-matching the beacons and teleporter by tech/arcane? They must match or they won't connect, @SolarCenturion. See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!
Retired Community Rep Dacy Posted November 20, 2019 Retired Community Rep Posted November 20, 2019 Good thinking, except, he says he sees the yellow box. That won't show up if there's an arcane/tech mismatch. -Dacy -Dacy Retired CR Active Base Advocate My base building tutorials are always available for you! Want to join the Base Builder's Discord? Check out the new Base Directory! Is your base here?
kyothinks Posted September 18, 2020 Posted September 18, 2020 Sorry to necro a dead thread, but this issue is showing up for me as well--on a teleporter which has only the one beacon attached. When I click the (tech) beacon for Daleth Point, the Interdimensional Shard lights up yellow; when I click the Interdimensional Shard, the beacon shows up in the aux list and also lights up yellow. When I leave the base editor, clicking on the Interdimensional Shard provides a "missing beacon" message. Any ideas?
Lens Perchance Posted September 18, 2020 Posted September 18, 2020 (edited) Beacons and portals must be of the same origin type, namely tech with tech, and arcane with arcane. Switch to an arcane beacon and see if that works. Edited September 18, 2020 by Lens Perchance missing word
ShardWarrior Posted September 18, 2020 Posted September 18, 2020 (edited) I had the very same issue about a month ago. The issue corrected itself eventually. For some odd reason, even though the beacons showed as attached, the portal did not register them when trying to use it. Edited September 18, 2020 by ShardWarrior
kyothinks Posted September 18, 2020 Posted September 18, 2020 12 hours ago, Lens Perchance said: Beacons and portals must be of the same origin type, namely tech with tech, and arcane with arcane. Switch to an arcane beacon and see if that works. The Interdimensional Shard is a tech teleporter. This was the first thing I checked. Having the same issue with other teleporters when freshly placed, but not with teleporters that were already present in the base before last night's editing session.
Dragotect Posted September 19, 2020 Posted September 19, 2020 (edited) 20 hours ago, kyothinks said: Sorry to necro a dead thread, but this issue is showing up for me as well--on a teleporter which has only the one beacon attached. When I click the (tech) beacon for Daleth Point, the Interdimensional Shard lights up yellow; when I click the Interdimensional Shard, the beacon shows up in the aux list and also lights up yellow. When I leave the base editor, clicking on the Interdimensional Shard provides a "missing beacon" message. Any ideas? The daleth ones (those that sound like FBZ locations) are not beacons to places in the game, but places you can choose in your base. If you only have the beacon, and no corresponding waypoint set somewhere in the base, you'll have this issue. It's been a while since I messed with these, but the waypoints are a different item and are even in a different tab if I'm remembering correctly. I was using them to get to each floor of a skyscraper I was working on so I could get above the upper invisible barrier when the ceiling is set to sky while not in base edit mode. Edited September 19, 2020 by Dragotect
Lens Perchance Posted September 19, 2020 Posted September 19, 2020 I should have picked up on that when I read 'Daleth'. It's true, there is a set of beacons solely for intra-base travel as well, good catch.
kyothinks Posted September 19, 2020 Posted September 19, 2020 6 hours ago, Dragotect said: The daleth ones (those that sound like FBZ locations) are not beacons to places in the game, but places you can choose in your base. If you only have the beacon, and no corresponding waypoint set somewhere in the base, you'll have this issue. It's been a while since I messed with these, but the waypoints are a different item and are even in a different tab if I'm remembering correctly. I was using them to get to each floor of a skyscraper I was working on so I could get above the upper invisible barrier when the ceiling is set to sky while not in base edit mode. I have the beacon and the location set. They were actually set right next to each other, because I was testing a hidden teleporter to make sure it was clickable--which, to be fair, it is, or I wouldn't know that it's not allowing the beacon to connect. I previously had this issue in another base and it just spontaneously fixed itself after a while, so I guess I'll just have to hope that happens this time as well. Thanks anyway all.
Dragotect Posted September 20, 2020 Posted September 20, 2020 Issues arise when you try to hide beacons/portals. I had that issue, too. I fixed by ensuring some part of the beacon had direct line of sight to the portal. I know things can shift a little if they'd normally be out of bounds each time the base loads (a bug, I believe). This may be why the issue resolved itself before.
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