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I did not change anything from the original behavior of the panels.
Here is the original guide of how TIM is used:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546909551
here is a video tutorials of the script:
https://www.youtube.com/watch?v=htnJJ2SzvFE
https://www.youtube.com/watch?v=Uyg97FuNWsY
both are really old but basics should work the same.
For panel spanning there is strict rule that all panels must be the same type, please check that. Also only the top-left Panel should be tagged.
For Debug panels this should do the trick - "[TIM DEBUG]"
Cheers!
I have stated previously in the comments few years back when I fixed the script, that I will do my best to keep it alive as long as I can and will update it when I have the time. I don't really have the time for active development with my work/family schedule. So far anyone is more than welcome to jump in with additions to it as long as they don't stray too far from the initial intention of the script. It is a community driven development and so far I have posted everything needed for anyone to fork and tinker with it. If you want to propose some updates and can keep them updated, you can do it in the github repo as a PR and I will take a look and merge them to the script.
would you be interested in a dynamic update system or allowing me to have a public facing one?
currently for personal use I have been looking into creating a companion mod and modifying the script,
since mods can read api data and write to the Custom Data field of a programmable block,
a companion mod could get the ore/ingot mappings, item types, crafting/production recipes as well as vanilla and mod-specific item definitions.
Then dynamically generate a compact configuration and inject it into the Custom Data field for the script to access. this would allow compatibility with alot of mods without the need to hardcode those compatibilities. such as the better stone products mod.