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Zgłoś problem z tłumaczeniem
We are aware of this Side Effect. It is tracked under #606
@Jarp Habib
We plan to improve upon the current logic options
No error messages are generated.
Dedicated Storage mods may offer more options for the early game and or more Visual variety.
@SAUSACK
We will look into it
@King Doom
Up to this point we have not received any reports of issues with “underground conveyor belts” so I’m uncertain as to what you might be referring to.
As for the rest of your post, I attempted to recreate your report but failed to cause any issue to occur. Please feel free to provide a more detailed explanation of your setup and that issue you're experiencing.
For Bugreports we also have a Discussion called “Bug Reports” that you could use as a centralized location for such things.
Edit: it might be the splitter crapping itself if it can't put stuff onto a belt first. Was it always like this? I'll swear the first time I used this mod I could build an exit, a puller and an intake and it worked fine.
Using deep storage. Do I need to change something? Or could the renamed name be used somehow?
Steam Comments are not exactly the best place to discuss coding stuff.
Our Discord would be much more suited for this.
Thanks for the reply, so do i understand this correctly that i would need to add this line:
if (this.def == PRFDefOf.PRF_Recycler_mktwo) Patch_Thing_SmeltProducts.RecyclerProducingItems = true;
after line 440 for it to work with my mk2 recycler? And then compile it and drop it in the Assemblies folder for my mod?
If i want to ensure that its the most likly to be still compatible with any changes from you: Could i remove all the other functions below
namespace ProjectRimFactory.SAL3.Things.Assemblers
{
public abstract class Building_ProgrammableAssembler : Building_DynamicBillGiver, IPowerSupplyMachineHolder, IAssemblerQueue
to ensure that i am not interacting with them if you patch something else?