When working on my mod, I found that your teleporter beacon have a wrong bounding box. It's 5 tile by 5 tile instead of the 4 by 4 of the current building making them having 1 tile gap on the left and down side when placing next to water or whenever the game try to check for whole tile collision (like with my mod).
See it in action (explanation and fix for it below) :

- Can't place here but I can place a roboport...
- bug_bounding_box.jpg (47.94 KiB) Viewed 2235 times
We should be able to place it here but the game don't let us place it.

- where I can place it have a tile gap.
- bug bounding.jpg (69.84 KiB) Viewed 2235 times
Where the game let us place it, there is a tile gap, see when compared to a roboport.
The reason is your collision box is 4 tile wide. if your building is placed on the 0 x coordinate, the collision will be from 0 through 4 x coordinate. Or the 4 coordinate is part of the fifth tile. So when the game check for collision with tile it see that the building collide as a tile coordinate next to the building begin a 4 coordinate. The problem don't appear with building as building collision don't usually are whole tile length. A simple fix for it is reducing your collision box by 0.1 point by changing in prototypes/entity.lua at line 109 :
Code: Select all
collision_box = {{-2, -2}, {1.9,1.9}},
now the building is placeable :

- The fix works ;)
- problem corrected.jpg (45.27 KiB) Viewed 2235 times