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all so the receiver will not help upgrade buildings and might crash the game if they are attached during the upgrade.
It is possible to do this, but you will have to deal with pixel hunting. This is the problem with the game itself.
https://discord.com/channels/331886561044201473/332435473509122059/1046575579429871686
It is impossible to track what someone else is building.
In the new version, construction is a priority. This error should not occur.
In the new version, I tried to distribute the braking over time. This can be completely fixed, but only the mod will be in C#, and not in lua. And few people want to install such a mod, because. it will be from NexusMods, not Steam.
thank you for the response above to each of my bug reports. I was hoping some of the bugs were unknown and would help you in development. since i had been dealing with them for quite some time.
I ask that you make the transmitters default to stop when the connected machine is full.
this is not a bug I know but it is a pain to put an inspector on every single output. I mean every one. I have never seen a reason to run them without an inspector. so it really should be a default part of the mod.
If you mean that the product is at the exit point, then this is not possible. Because getting the exit point of the building is not possible.
P.S. Thanks for the error reporting.
every single machine has to have a receiver and a inspector. this can't be avoided or the machine will run forever and delete items as they spawn to many. if you say the machine can't report back output is full like it does with bots then maybe the receiver should be combined with the inspector and fit to the machines. doing hundreds of renames gets really old.
at this point i'm nearly done playing the game. so if you do this or not it is up to you. this is just a part of the mod that I have found extremely annoying and I'm sure others do as well.
also this isn't explained in the tool tips at all. receivers are pretty much worthless till you link it.
Bots work with filling storages, and not as production. And they know where to approach for loading and unloading, only for the reason that they use methods for their work that are in the source code of the game in C #, and not in Lua.
Nobody forbade writing a comment on tips and how to fix them ;)
This mod is based on an abandoned mod that was missing the "Inspector". And there I had to use only the push panel ("Super Switch") and use the bot to turn off the logic. Which also did not deny the mandatory linking of groups by name with renaming.
P.S. modders are limited by the availability of methods in Lua. And if you write in C#, then this is no longer a Steam mod.