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depends on your mod order. they use the same internal name.
how do i know? it's in the description.
hey, i have never noticed that behaviour. Might be there was some update in the framework that broke it?
read the description. I know. It will work fine.
Read mod description carefully: "All of the refineries, taps, drains, valves, tanks and pipelines are neatly gathered into designator dropdowns (right-click list) to declutter the architect menu."
I'm not shaming anyone, I also missed it, spent 30mins trying to find if there's any incompatibility in my modlist, then started looking through comments here and noticed one where Bambaryła pointed out it's under right click XD
Anyway, maybe it'd be a good idea to add a screenshot with the dropdown menu to the description. That should make it as obvious as it can get
ye it's kinda broken
Also detofixer should be named detoxifier, or that's intended?
Advanced Automatic Weavery is the building that produces fibers
I could not reproduce your problem. Do you have "Vanilla Chemfuel Expanded" and "Vanilla Expanded Framework" in your modlist?
System.ArgumentNullException: Value cannot be null.
where did you see the hyperthread? I can't find any such thing
But I did notice that the waste only fails to clear after the network is saturated (filled to 100% all tanks and storage). After that point, the processing buildings enter a state where they believe the system has no valid outputs and jam up. As long as I kept emptying the waste out of the storage before it hit capacity, it was working fine.
But it also did not like extraneous, non-storage systems attached to the network (such as other mods' waste disposal systems) and I had to mediate it with a Rimfactory puller system using taps and drains to disjoin the networks.
Once it jammed up the only thing I could do was deconstruct and reconstruct the machine to reset it. Based on when it jammed, it seems like it softlocks when looking for an output after it finds it invalid just once.
have you tried right clicking?