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If you can't reproduce issue or need help reproducing it or if you want me to find other edge-cases for this issue, feel free to contact me on Steam or Discord: davv1_
How to reproduce: Probably just place piston top part, or even entire piston, that way it does have two conveyors on it's sides. If it won't reproduce bug, then we can try way I discovered it in my survival save: conveyor to which piston top part was connected (this was part of bigger structure which clang damaged) was destroyed, yet entire structure was still intact. Took me a while to find culprit why my welder's aren't working 😣🤣
P.S. I've set screenshots to non-public.If it will make issues I can change them to public or toss them over imgur, whatever :)
Fortunately this bug is easy to explain.
Screenshot 1: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609801178
Screenshot 2: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609801157
There's little bug (maybe internally it's not as little as it is to end user..).
When piston top part is attached perpendicularly and it's not touching it's conveyor face to any other conveyor gates, Conveyor Network Visualiser still sees it as one connection.
Expected behaviour should be that these are two different networks.
Where would you like for me to submit bug? ie which platform/way would be mostly suitable/easiest to manage for you?
The thing I'm trying to do there is raise awareness (maybe "WARNING" is a bit too much? xD) about how the block's emissives (the colored glowing bits on the model) behave.
With both toolbar slots having actions, it will color the emissives with blue when it triggers one and cyan for the other (forgot which is which, I'm mentioning it in the toolbar GUI).
But if the slot doesn't have any actions (on any pages) then it will not color the block at all, and if someone were to rely on that coloring to debug things then they'd think it's broken or something, it's just bad behavior IMO.
No, but that does sound like an useful idea for creative tools/mode only.
Problem is, I haven't found a way to change the block's preview model in realtime so that's mainly why the construction models are all shown like that, but also that mode makes it harder to place things and I'd need some new key bind probably to cycle the selected construction stage...
I could make it a multitool instrument to set the construction stage for an existing block, but that's similar to using the welder after placing :/ it'd be way faster but still probably not what you had in mind?
Can you think of something more streamlined for player to do to tell the mod to place a specific build stage? Also if you want to chat about this more in realtime, I'd say ping me in KSH's discord in #modding-programming - DM would be fine too but in the public channel others can pitch in too, maybe someone has a better idea on the UX part... there's even a professional UX programmer lurking around there.