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> he right processor claims it is not tied to any container, and must be deleted and then replaced in order to "identify" the container. Any ideas as to why this happens?
I saw something similar in the initial version. It was caused by a short delay while blocks bind to the logic chip. It seems intermittent and depends on system performance and how busy the map is. I added a small delay so the schematic can fully paste and connect before the logic starts running. Let me know if this is still happening.
>whenever one of the materials of the container reaches its cap, the script will stop any incoming resource transfers regardless of having 2 different resources, and one is empty. I assume this is intended but would there be any way change this?
Good callout. I did not account for that case in the script. I will look into a fix.
Thanks for the feedback!
on another note and this is more or less for convenience, in case of uneven resource usage;
whenever one of the materials of the container reaches its cap, the script will stop any incoming resource transfers regardless of having 2 different resources, and one is empty. i assume this is intended but would there be any way change this? or does the ingame logic not allow for this. obviously a workaround would just be placing a 2nd structure and it'll fix things but still.
🚁 The drone courier system is now live!
If you grab it and give it a spin, I'd love to hear how it works for you. Did it save you from conveyor belt hell? Run into any hiccups? Just drop a comment and let me know!
Thanks for checking it out!