The player can place teleporters, but only 1/per month (2 on second month and so on), so is not the number of teleporters which overflows. However he can place/remove that teleporter as much as he wants so he can do that 1000 times a turn, changing 1000 squares if he wants.
When he places a teleporter I store that square OB:C in PO998:B0/$, check if other object or yellow square then place if check negative. When I remove teleporter I restore OB:C and set type/subtype to -1/-1. Personally I never had any error in all my tests, but I got twice reports and saves of corrupted loops when using this feature, as early as month 3.
(This post was last modified: 28.07.2016 12:45 by Valery.)