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No, I didn’t consider that, as the base already has a receiver that accepts everything that an offloading tech can provide.
It’s frustrating to see that TT crafting is so broken that players can’t rely on it to meet their block needs. I assumed a perfect crafting base existed, which is why I initially thought this item was outdated. But it turns out it doesn’t exist, and I have to say—your constructs are the best out there right now.
After testing and disassembling a significant portion of the workshop, I’ve realised what makes your creations stand out: they’re smart, highly efficient solutions with well-structured descriptions.
With the refinery, are you keeping in mind that the intention with this (series of) crafter(s) is to only input pre-refined resources via compressed blocks? SO, in other words, yeah, player would have to add provision for raw resource refining, or start from a different crafting core.
Those bugs sound familiar, so I expect may be in my guide, although perhaps referred to in different terms. It was quite opaque as to why things malfunctioned as they did. But ultimately had some logic behind it.
Other than that I can't seem to build better so there might be more glitches than I saw in the guide which would be a shame, because that we can't fix by ourselves and pretty much breaks crafting. These are the things I saw so far:
1) Unnecessary resources are pulled out of the silos, slipping past component factories and clogging up the end of the conveyor line blocking access to factories
2) Component factories quite often swallow resources but produce no output which they can do multiple times in a row