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Not sure if you caught this error in your previous fixes:
To send from Ore1 to Refinery1:
If the Cargo didn't teleport Ore from Ore1 to Refinery1:
To send from Refinery1 to Ingot1:
If the Cargo didn't teleport Ingots from Refinery1 to Ingot1:
I suggest using a Push (T) system using Drain All instead of a Pull (F) system with a designated retrieval container, because Pull doesn't filter, though Push follows the filter.
TLDR: "Tele [G:GridName] [T:TargetContainerFullName]" works when targeting container "TargetContainerFullName" on Grid "GridName", though not on Grid "GridName " because then you would require "[G:GridName ]" replacing your Grid Tag. Each Grid with a Cargo Teleporter requires Antenna connection to their destination, not Sub-Grid; if you've got Cargo Teleporter on Drills after Piston (same Grid), then Antenna must be after Piston too (same Grid), if Cargo Teleporter on Drills before a Piston (dills placed on Sub-Grid) then place antenna on whatever grid has the Cargo Teleporter (not the Sub-Grid).
No it can't create bidirectional teleporter networks: this would require entirely rewriting the Conveyor Sorter, or just using a Conveyor Junction with 1 side labeled "in" in a nearly complete overhaul, because you gotta duplicate the code into 5 from 1; though just like a normal conveyor sorter: you can manually move items through the connected Conveyors, just not manually to where they are teleporting to, unless the destination was connected via Conveyor (at which point, why do you require this?
In regards to the log spam, I do not believe this version does that since it was almost a complete rewrite.
ps. Discussions do not notify me unless I create or reply to them.
There is a Subscribe to Discussion Button on the right if you are on PC; this option should be available somewhere if you are on mobile; primary difference: people who haven't unlocked commenting (Steam Wallet Paywall: $5 USD minimum to unlock commenting) can respond in Discussions (Must own the game the discussion was posted in the workshop for).
Latest and greatest of Steam ect and other mods/scripts/blueprints ect are working as expected.
Also have the game with all DLC's ect.
I enabled debug in the config.cs file but i cannot see where it would output the log for that unless it is not begin compiled when the error happen.
Any idea where to check/test/configure?
I love the idea of this mod and consider it on of those QoL mods for solo play.