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Transmitter name: "sw[group1]
Switcher name: ">group1"
https://steamcommunity.com/sharedfiles/filedetails/?id=2887172612
I have 8 LogStorage linked with crude balancer, and each storage has 2 crude magnets.
Only the last place magnet works. The rest don't
First time users will find the mod not working. Magnets won't suck. Pipes won't pipe. Thats a real bug. Heal it like so: Save game. Shut down Autonauts. Start up Autonauts. Load Game. Now it will always work!
Not a bug (still for first time users):
The pipes, magnets, transmitters and receiver will never work with question marked containers. Put st in by hand so it is marked with the correct item.
Mind the correct orientation of the mod's structures!
This mod works reliably after the first-time-bug is over. After Loading a game there may be 3 error messages. Click them away and it will be good.
en upload it on github and set a link in the mod description and everyone who want to develop if further will just fork the source code
Switch is build and > used. I just can't get it to function. Any help at all would be amazing.
I can't even seem to have a magnet work. Clearly a user error just not sure what it is.
An "overflow transmitter" would be really nice. Right now it takes a combination of a bunch of buildings to get the effect.
Is there a public source code repository?
If a bot takes the same item taken by magnet, it will be cloned as an void item and stuck a crate until saveloading
Crude and good magnets do not limit pick count to storage cap so will void items if storage is full
If this is intentional it is very confusing.
So just a heads up, never have the debug mode on unless you really need it for some unknown reason.
Btw Thanks Derpy, I never knew that you could name Structures, it was hidden in the right corner.
And knowing is half the battle Yo G.I. Joe!