I like how you used the Goat Simulator music. Very appropriate for hacking a teleporter train. Seems like a nice way to get around between distant factories; its friendlier than my hypertube human cannon network at least.
Unless there is a different way to do it, using this method doesn't work with belt or pipes as the Blueprint machine doesn't allow parts of the belt/pipe to extend past the blueprint machine
@@Orblets It doesn't allow rails to extend past the machine either, but it still does. I'm not sure why the boundry check is broken. I wouldn't be surprised if you can do things like this with rails or belts. I do know I've seen multiple examples of clipping outside the blueprint builder being used for all kinds of shenanigans.
@@gamebuster800 Oh yeah I can imagine the weird things that one can do but that's why I specified with this method. Doing exactly what he did in the video but with belts/pipes doesn't work. I'm sure there are plenty of other ways to get it working though
i was laughing mate seriously :D no matter what game, players will always find stuff the devs did not intent, this one is actually usefull, the 90 degree bend. how many time i had to rebuild parts of a track because the turn i was trying to build was to sharp, thanks for this one man!
That would be a fun architectural idea, to have the rails "vanish into a tunnel" and suddenly you're coming right back out the other side of the same tunnel.
Thats is a really weird glitch. I do wonder though what happens if you place more of those teleporting rails if its supposed to be linked directly to that original rail (that cannot be removed) will the game just crash?
I tried this. If you place multiple of the "receiving" rails, the ones that can be moved, the "sending" rail, or the static rail, only links to the most recently placed "receiver".
@greenscorpeon3 If you make a new blueprint then you have separate teleporters. I have this connected to a 4way interchange and one of the ends goes into three train stations. The three other ends go into a brick wall and end up at three separate resource gathering sites. Neat way to get around once it's set up.
@@deejeh9494 thats pretty cool. Im probably not going to do that in my world as i like having proper railways going around, but that is a really interesting glitch that can be used
I have done some testing. This doesn't work with conveyors, hypertubes or pipes, but surprisingly it works on lifts, just vertically. Start by building a lift, connect another lift to it going up. Save it as a blueprint, empty the designer, build up with platforms before placing the newly created blueprint (the bottom elevator should be inside and outside the designer at once). afterwards, delete the platforms, remove the top elevator and replace it with a new one. now save in the designer again, clear the blueprint designer, remove the designer and build the new blueprint. it will appear high in the sky. you should see 2 lifts being built. Input items into the bottom one and it should appear in the lift you replaced right before emptying the designer. feel free to then remove the top lift (as it literally does nothing).
Apparently it does work, someone else left an explanation of their method in the comments but it's using storage containers/fluid buffers to make the initial out of bound clip
Holy moly. I was creating subway system where I put my train network underneath map, however to enter subway I had to do several clippings through terrain. With this I can avoid that. This is helpful.
I found if you make two BP designers, you can have power lines from one to the other. I didn't find anything useful with that, but depending when you save/clear each one, you can make an unusable machine (the power connection is already used by a nonexistent wire) or a floating wire (connecting two poles but only one is actually there).
So would you basically just have to make a new blueprint of the same kind every time you want a new teleporter, and you would organize them by name in the blueprint designer. Am I following correctly
Rail building seems to be bugged in general: you sometimes create seemingly superfluous switches just by moving the cursor rapidly to another lane's endpoint while one is going through its build animation, which then teleports the train between them.
Now with the teleporter portals that exist. I would love to make tracks end at the portal and then "teleport" to a new location. I wish that it actually worked that way then the portals would be worth it.
I'm sure you can make something with a huge purple glowing sign. Just keep in mind that there is no animation to hide the loading of the world so you might end up with a partially loaded world for a second.
I tried this. If you place multiple of the "receiving" rails, the ones that can be moved, the "sending" rail, or the static rail, only links to the most recently placed "receiver".
I wonder how this looks if you use the shortest possible length and build a high efficiency track where it ports from a to b immediately after dispatch
I tried long distance for some kind of free tp but it's kinda broken, the game doesn't understand what just happened and you can't move or do anything. You can still go to main menu and reload though.
That solves the uneven terrain issue. Who needs to build a switchback or spiral rower to get up to the top of the map, just teleport the trains up there. Does it work if its in auto drive?
If anybody is wondering why the train doesn't imidetly teleport but has a moment where it's between the rails, it's cuz the train position is claculated based on the position of the wheels. When crossing from one rail to another, one set is on rail 1 while the other is on rail 2, and the midpoint is the train location.
Ditto! But other than my own OCD not allowing me to do this, this seems like something that’s gonna get fixed. Then you got a whole bunch of broken rails wherever you did this trick.
I wonder if they'll patch this or not. It's jank enough that you have to be really intentionally trying to do it... tbh, I feel like this would be one of those no-harm no-foul types of bugs.
Seems like the main issue with this glitch would be how often you can reproduce the TwoPieces glitch and how you sort all the Teleporter glitches so that you remember where they're all supposed to go. However, if you can do that, you can turn your train network into a teleporter network and massively reduce downtime of the trains thanks to them just teleporting between destinations.
Ich finde, dass das Ausnutzen derartiger Bugs als Cheaten gilt. Für mich habe ich entschieden, nicht zu cheaten, da man sonst ganz schnell den Spaß am Spiel verliert.
Man kann ja auch einfach ein Cheat Spielstand erstellen, nur zum herumspielen. Gleich auch noch die Baukosten ausschalten und dann kann man seiner Kreativität freien lauf lassen. Da ich selber programmiere, finde ich solche Bugs lustig. Ich sag dann immer: Versetz dich in die Lage des Benutzers... was könnte der wohl versuchen zu tun...
"What's your train's throughput?"
"Yes"
The 90 degrees bend is wild. You could build 100% square world.
FICSIT will promote you to the R&D headquarter.
not only teleporting trains but also it's sending electricity wireless wow
Hey, maybe this can be done with power poles too.
@@ivocanevo uhhh, I'm not sure, I don't think it lets you place outside blueprint designer for power lines
@@spawnnumber2126 train rails transmit power
@@slice-the-pi a powerpole does not stretch out like a railway would.. so it wouldnt be able to lay over the blueprint designer
We had a Mercer's Sphere. Now get ready for Gamebuster's Line.
Question is, does it work with autopilot trains? So they can detect path?
This, and does it transfer power? If it does you can use it to teleport power from distant geysers the moment you unlock trains.
Went and tested, it does work with autopilot and sends power
@@MissSmoozie It does indeed send power XD
@@Orblets so its way more gamebreaking than i thought :) expected to be fixed fast then i guess. I mean on the next update probably
@@intronizator7713 I really wish they don't, but they should XD
I like how you used the Goat Simulator music. Very appropriate for hacking a teleporter train. Seems like a nice way to get around between distant factories; its friendlier than my hypertube human cannon network at least.
It's even more appropriate considering they're both Coffee Stain Studio games.
The blueprint builder is a pathway to many abilities some consider to be unnatural.
Since this seems to be linked to the objectID, shouldn't this also work in some way for conveyors and pipes?
Unless there is a different way to do it, using this method doesn't work with belt or pipes as the Blueprint machine doesn't allow parts of the belt/pipe to extend past the blueprint machine
@@Orblets I successfully implemented conveyor belts and pipes, using Fluid Buffer and Storage Container
@@nagaxel4502 Oh dang, nicely done
@@Orblets It doesn't allow rails to extend past the machine either, but it still does. I'm not sure why the boundry check is broken. I wouldn't be surprised if you can do things like this with rails or belts. I do know I've seen multiple examples of clipping outside the blueprint builder being used for all kinds of shenanigans.
@@gamebuster800 Oh yeah I can imagine the weird things that one can do but that's why I specified with this method. Doing exactly what he did in the video but with belts/pipes doesn't work. I'm sure there are plenty of other ways to get it working though
This could be the solution to Schalban's Death Star transport problem. You're doing a great job, first the dupeloop and now the train teleport.
i was laughing mate seriously :D
no matter what game, players will always find stuff the devs did not intent, this one is actually usefull, the 90 degree bend. how many time i had to rebuild parts of a track because the turn i was trying to build was to sharp, thanks for this one man!
Or a 180 degree turn merging back on same track but opposite?
That would be a fun architectural idea, to have the rails "vanish into a tunnel" and suddenly you're coming right back out the other side of the same tunnel.
Thats is a really weird glitch.
I do wonder though what happens if you place more of those teleporting rails if its supposed to be linked directly to that original rail (that cannot be removed) will the game just crash?
I tried this. If you place multiple of the "receiving" rails, the ones that can be moved, the "sending" rail, or the static rail, only links to the most recently placed "receiver".
@@Orblets ah, intersting
@greenscorpeon3 If you make a new blueprint then you have separate teleporters. I have this connected to a 4way interchange and one of the ends goes into three train stations. The three other ends go into a brick wall and end up at three separate resource gathering sites.
Neat way to get around once it's set up.
@@deejeh9494 thats pretty cool. Im probably not going to do that in my world as i like having proper railways going around, but that is a really interesting glitch that can be used
Nice! You took everything i hate about trains and blueprint designers and combined it into something useful. :D
I have done some testing. This doesn't work with conveyors, hypertubes or pipes, but surprisingly it works on lifts, just vertically. Start by building a lift, connect another lift to it going up. Save it as a blueprint, empty the designer, build up with platforms before placing the newly created blueprint (the bottom elevator should be inside and outside the designer at once). afterwards, delete the platforms, remove the top elevator and replace it with a new one. now save in the designer again, clear the blueprint designer, remove the designer and build the new blueprint. it will appear high in the sky. you should see 2 lifts being built. Input items into the bottom one and it should appear in the lift you replaced right before emptying the designer. feel free to then remove the top lift (as it literally does nothing).
Upon further testing it *does* work on hypertubes vertically. so it may just work on most things vertically after all
Apparently it does work, someone else left an explanation of their method in the comments but it's using storage containers/fluid buffers to make the initial out of bound clip
I'm going to have to try this
@@callumcowden1511 interesting
Holy moly. I was creating subway system where I put my train network underneath map, however to enter subway I had to do several clippings through terrain. With this I can avoid that. This is helpful.
Fake tunnels or an alternative for giant spirails. nice
Thank you for this. Its so much fun to play with and it feels very magical like harry potter or something
Do not let the devs see this.
The laws of physics would like a word
Awesome! Thanks for making these videos.
I tried this over a very large distance and I got stuck outside the fabric of space time.
Same. It’ll let you get out but then you can’t move or interact
What happens when you place 2 blueprints on different places?
only the last one connects
@@gamebuster800 alright, thanks bro
I found if you make two BP designers, you can have power lines from one to the other. I didn't find anything useful with that, but depending when you save/clear each one, you can make an unusable machine (the power connection is already used by a nonexistent wire) or a floating wire (connecting two poles but only one is actually there).
So would you basically just have to make a new blueprint of the same kind every time you want a new teleporter, and you would organize them by name in the blueprint designer. Am I following correctly
Yes, every teleporter section would need to be its own and you can only move around half the teleporter.
@@Fivemacs danka
You always have to exit the trigger zone and reenter the trigger zone when placing a split in a track.
you can build a hanger to look like it going under ground station
Rail building seems to be bugged in general: you sometimes create seemingly superfluous switches just by moving the cursor rapidly to another lane's endpoint while one is going through its build animation, which then teleports the train between them.
So we can now do legit roadrunner and coyote style "fake" looking tunnel entrances that are actually "real" 😂
I’m here for the music
I'm sorry, I'll mute myself next time
Finally....... Sky Trains!
What if you place that blueprint several times? Entering parallel universe?
Only the last one counts; even if you remove the last one, the older one will no longer be usable
Now with the teleporter portals that exist. I would love to make tracks end at the portal and then "teleport" to a new location. I wish that it actually worked that way then the portals would be worth it.
I'm sure you can make something with a huge purple glowing sign. Just keep in mind that there is no animation to hide the loading of the world so you might end up with a partially loaded world for a second.
Will automated trains use the teleporters?
Yes they do
what if im gona place 2 o this teleporter rails? Its gona create junction at the start rail or universe gona break?
I tried this. If you place multiple of the "receiving" rails, the ones that can be moved, the "sending" rail, or the static rail, only links to the most recently placed "receiver".
Will the teleport work like across the map and with multiple port sites ?
Across any distance, yes.
Multiple "receivers", no. it only links the most recently placed "receiver" track
"Ah I wish I can do turns easier...."
no one: "you can do 90 degree corners"
"....not even mad that's amazing..."
Interesting... I wonder what would happen if you placed multiple teleporter blueprints and drive through the wormhole backwards.
Earned a sub
すっげえぜ! 最初のブルプリから線路をはみ出しておく方法教えてほしいです!
I wonder how this looks if you use the shortest possible length
and build a high efficiency track where it ports from a to b immediately
after dispatch
i love how this is a bug in 1.0
Extrem nice 🚂👍😅thx
this is faster and cheaper than the new teleporters.
When is this going to be fixed? Or is it already?
still works
I tried long distance for some kind of free tp but it's kinda broken, the game doesn't understand what just happened and you can't move or do anything. You can still go to main menu and reload though.
oh neat. Will this let trains move between tracks that are under the map?
This is such a great find I’m going to try this right now
Your music sounds like a 90s show called doug
That solves the uneven terrain issue. Who needs to build a switchback or spiral rower to get up to the top of the map, just teleport the trains up there. Does it work if its in auto drive?
Cursed track😂😂😂😂😂❤❤
So... In theory this should work with belts too >_>
Well, now one of my trains is constantly going down at 700km/h...
does it work in 1.0?
Absolutely
If anybody is wondering why the train doesn't imidetly teleport but has a moment where it's between the rails, it's cuz the train position is claculated based on the position of the wheels. When crossing from one rail to another, one set is on rail 1 while the other is on rail 2, and the midpoint is the train location.
Lol... I may do this just to bring some crap from one corner back to base for kicks and giggles. Until they patch it out.
You can also transport yourself and power!
😂😂 neat trick but sets my ocd off
I bet you can create some very creative builds using this using a huge dimensional train teleporter or something! I'm not that creative, hah
Ditto! But other than my own OCD not allowing me to do this, this seems like something that’s gonna get fixed. Then you got a whole bunch of broken rails wherever you did this trick.
I knew about the blueprint designer escape with rails. I did not know about the "teleport". Very cool!
Wireless power
Don't delete your tracks if you used that glitch, they fixed it. You can still use already built systems but no new tracks.
how do you even find this xD
why does it hurt so much
so you can transport items instantly using this
Kinda want to see this 90 degree turn on full speed.
I bet it doesnt work.
it totally does
any angle of track works at any speed
I wonder if they'll patch this or not. It's jank enough that you have to be really intentionally trying to do it... tbh, I feel like this would be one of those no-harm no-foul types of bugs.
tysm good video!!
very nice
it didnt work the second time i placed the blueprint
I think its fixed with the new update sadly
how about cars?
I think the vehicles are too much hassle and too unreliable. I never use them.
2:26 why is nobody talking about whatever cursed BS is happening with this train he is building here? LOL
Seems like the main issue with this glitch would be how often you can reproduce the TwoPieces glitch and how you sort all the Teleporter glitches so that you remember where they're all supposed to go.
However, if you can do that, you can turn your train network into a teleporter network and massively reduce downtime of the trains thanks to them just teleporting between destinations.
Ich finde, dass das Ausnutzen derartiger Bugs als Cheaten gilt. Für mich habe ich entschieden, nicht zu cheaten, da man sonst ganz schnell den Spaß am Spiel verliert.
Man kann ja auch einfach ein Cheat Spielstand erstellen, nur zum herumspielen. Gleich auch noch die Baukosten ausschalten und dann kann man seiner Kreativität freien lauf lassen. Da ich selber programmiere, finde ich solche Bugs lustig. Ich sag dann immer: Versetz dich in die Lage des Benutzers... was könnte der wohl versuchen zu tun...
I love cheating and exploiting games. No concern here to play fair! Hah
coffecan give him exclusive golden locomotive
If this work over big distances and with cargo thats just CRAZY
average Open TTD corner
Imma use this in my train network. Once i make a train network. Its just tp trains.
You must be Dutch 😂
Ik ontken alles
Next up: how to make a rail go up a vertical wall :D
how do u even find out hahahha
Browsing the Q&A and Reddit for bugs, and try them out for myself!
Hoow i mean how do people discover this stuff? I seem not to be creative enough to try to break stuff in games 😂
does anyone know, is it patched?
me and my friend somehow managed to do this without trying
we made a 90 degree corner
I also did it by accident once, only much later I figured out what happened