Huh. This could be affecting my potato farm as well. Recently, I've found the potatoes have harvested fine, the storage has the number of extra potatoes one might expect had they been re-planted (using a locked Deployer), but in fact no potatoes have been re-planted. In this instance, the deployment should be on top of farming:soil, not a Detector.
I've been trying to refactor the code in my Luacontroller, thinking it was some kind of timing clash between breaking and deploying, or something similar, but perhaps it's not...
Huh. This could be affecting my potato farm as well. Recently, I've found the potatoes have harvested fine, the storage has the number of extra potatoes one might expect had they been re-planted (using a locked Deployer), but in fact no potatoes have been re-planted. In this instance, the deployment should be on top of farming:soil, not a Detector.
I've been trying to refactor the code in my Luacontroller, thinking it was some kind of timing clash between breaking and deploying, or something similar, but perhaps it's not...
Trying to deploy a leaf from Deployer inventory onto position above Detector, the leaf is deleted instead of deployed.
Huh. This could be affecting my potato farm as well. Recently, I've found the potatoes have harvested fine, the storage has the number of extra potatoes one might expect had they been re-planted (using a locked Deployer), but in fact no potatoes have been re-planted. In this instance, the deployment should be on top of farming:soil, not a Detector.
I've been trying to refactor the code in my Luacontroller, thinking it was some kind of timing clash between breaking and deploying, or something similar, but perhaps it's not...