Not toggling them, forcibly relocating them. I was in a "teleport switch roundabout" room and one of my weapons was Kronged with a Handy Wand-ish effect. I switchported to an isolated island in the roundabout and clobbered a monster there. The pushy effect triggered and shoved the teleport switch OFF the island onto another island, out of reach. I was now marooned. And no teleport items or abilities handy. And all this after I had assembled a Clockwork Bolt-thrower and a pair of Axekeytars from scratch. So I just devoured all my omelettes to try and count towards the achievement and killed myself with a wand. Things like switches, shrines, teleporters, chests, gargoyles and roadblocks/scenery/furniture items (candelabras and coffins and such) really ought to stay put, methinks. If it's not destructible and can't be picked up I don't think it's wise to have it moving around.
Yep, known, at least it happens with satanic displacement glyphs too. Stll no word from the devs though, so they should still defenitely check it out. http://community.gaslampgames.com/threads/satanic-displacement-glyph-weirdness.1977/
Does can_push="0" work inside <element type="lever">? If so, it should be an easy fix for the devs (or any modder) to set that room in particular so that the teleport levers can't be knocked off the islands. Personally, I'd rather not see all chests, blockers, etc be made immobile. That would nerf Throwing Buffalo Technique's ability to strategically rearrange the battlefield or break into certain treasure vaults. I know I've had at least one instance of a randomly-generated blocker cutting off a narrow bridge (in the room with the "engage dark forces" lever) that I could only get past because of having the ability to knock the vending machine aside. Plus, hiding things behind such barriers is great design space for modders. (So admittedly maybe I have a personal interest in keeping this bit of functionality in the game.) Making all blockers immobile would also remove the only real downside to Psychokinetic Shove, and that power needs something to keep it in check. And I'm not just saying all this because I've never been bitten by this sort of thing. I have. I know getting stuck somewhere sucks worse than death. I once had to delete a character because of being marooned on an island on the moonbase floor when my stack of 6 instability potions failed to get me back across the goo moat. That's just part of the dangers of Permadeath - and if you're not playing on Permadeath, you could always just revert back to your last saved game. It would probably be a lot of effort for the devs to eliminate all possibility of such strandings. As opposed to just a tiny bit of effort if can_push="0" would solve that one room. Just a thought. EDIT: And then there's http://community.gaslampgames.com/t...her-potentially-useful-items.1502/#post-16539 situations. If a shrine spawns on top of a teleporter or some other vital component of the dungeon, being able to knock them around could prove very useful.