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they are ABSOLUTELY useful in singleplayer; put one on the table (next to the incinerator for example) and angle it so that the "top" is facing outwards towards you. this means any items you teleport TO it will be spit into the floor right in front of the incinerator! it doesn't work very well with whole bodies that have loose physics, but it seems to work with the frozen ones just fine.
I'd also recommend putting something smaller behind the teleporter on the table, so it has less chance to get flug backwards when it spits out something. one of the hextagonal "caution" thingies fit perfectly.
aaand, as if that wasn't enough, you can also teleport YOURSELF! I seriously need these teleporters on more maps. :'D
I did a bunch of experiments on crystals and i'm pretty confident on how they work:
When you break a crystal, an invisible object spawns (let's call it "F.D." for "Falling Dust"; you can see it with "show collision"). The F.D. seems to have some conditions: despawn when hitting a flat surface and spawn dust on said surface. ("Flat" meaning no angle, or very minimal angle required it seems)
When the F.D. hits an interactible object, it will disappear from "show collision" and two scenarios can happen:
If the object if moving / jittering: the F.D. will settle on top of the object as long as said object is moving, and if the object is violently moved in this process, the F.D. will have force applied accordingly;
If the object is perfectly static: the F.D. will apply it's conditions on the object but no dust will spawn in it's place since dust cannot spawn on objects.
Thank you for your guides, they're really helpful!