Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There needs to be some sort of override where the existing stack will take on the properties of the incoming stack so they don't split like this.
Having the same problem and to me, it looks like you nailed the issue. The only current solution I see is having meat and vege on different networks.
How I achieved this:
1) I made 5 (default) meat-vegetable portions paste on feeder.
2) I put insectoid meat into the grinder.
3) When pawn took paste from the feeder - it start to produce new one.
4) Because type of the meat mismatch - new portions fall on the floor instead of being stacked with ones in the feeder.
5) Because of paste on the floor doesn't count - feeder spit out new and new portions. I got about 75 on the floor before I've noticed.