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at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
at EventSystem.Trigger (UnityEngine.GameObject go, System.
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0
at Debug.LogError (System.Object obj) [0x00000] in <5dfe0ae6d45544628b5ae53433ea03d4>:0
at GameStateMachine`4+State+<>c__DisplayClass29_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleAnims>b__0 (StateMachineInstanceType smi) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
at GameStateMachine`4+State+<>c__DisplayClass22_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Toggle>b__0 (StateMachineInstanceType smi) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <a68254e14f8f4e0b99360e84d2e9b774>:0
For compressors, I think you have to come up with a trick, like having a tile of air where the machines are