Guide talk:Teleporter network

I did a very massive update to this guide. I found the old version wasn't clear enough for me to actually implement it, I had to make some rather large developments myself, and the system I created fixed all of the flaws the previous guide writer had mentioned. I've never really contributed here before, and so I tried to follow along with the structure of the guide as it was, but if anyone sees any issues or updates that they think should be done I'd be happy to update it as needed!

Questions
I have a few questions about the teleporter network so I can have some clarification.

My first question is about a tile I can see under the root teleporter. I have no idea of what it is and I'm afraid that if this affects the system and I don't include it then I'll screw something up. Does anybody know what it is? If you know what tile it is can you let me know?

My second question is about the step encoders. In the Teleporter source image files it shows that almost all of the step encoders are wired up differently compared to the detailed image about the step encoders. I'm wondering how I should wire these up, should I do it the way the teleporter source image shows or the way the detailed image on the step encoders show?

Question about Locations
This Guide says nothing at all about a good place to put the teleporters. Like where should we put them? Outposts? Arenas? Plz add. Daybroken (talk) 19:34, 25 June 2021 (UTC)

The locations I suggest for a start would be Forest, Spawn, Jungle, Dungeon, Jungle Temple, Underworld, A glowing Mushroom Cave, Corruption/Crimson, and an Ocean Biome.

Then you can continue by adding the rest of your teleporters to your various chosen locations, such as a Base, builds, arenas, farms, fishing pools, AFK farms, etc. Trialsphere (talk) 7:05, 27 June 2021 (CST)

Alternate large-scale teleporter network design
Hey there! On my world, I've got an alternate teleporter setup for a large number of destinations, but it only requires a single jump for each use. It makes use of the fact that, when a wire is activated with more than two teleporters connected to it, the closest and furthest teleporters along the wire are the ones that activate. The system has a single root teleporter, and all other teleporters are connected to it via an extremely wire doubling back and forth many times to make the root the farthest teleporter at all times. Then, when each teleporter is activated, it is the closest and the root is the farthest, so they swap. In order to allow transport from the root out to all the children, there's wires directly out to where the activation for all the children are, rather than connecting to near the root. Would this article be a good place to put info about this design, or would another article serve?