The inputs seem to be a bit bugged. I might pull down the mod on my PC and take a look to see what's up, because the woodshop wouldn't accept the wood beams my sawmill was producing. I have to distribute my product to get it to the backyard shops, which is an incremental cost. I'd rather do it manually, but the sell price of the fences and sheds kind of makes up for it, I guess.
Also - planks on a pallet: I bet there’s a typo in the XML of the fill node. I literally made the same mistake yesterday and couldn’t tip manure to a greenhouse even though it was specified as a recipe.
The value of sheds and fences makes up for the cost in nails.
True , but it is not the cost that bothered me but how fast it used them up as there was no easy way to supply them to the factory 🤪
The inputs seem to be a bit bugged. I might pull down the mod on my PC and take a look to see what's up, because the woodshop wouldn't accept the wood beams my sawmill was producing. I have to distribute my product to get it to the backyard shops, which is an incremental cost. I'd rather do it manually, but the sell price of the fences and sheds kind of makes up for it, I guess.
I am sure you know already but just double check you dont have some kind of conflict 🤷🏻♂
Thanks for sharing 😃
I’ll check this weekend to see if it works, but I know Mason County has plywood as a product input to a couple of further productions.
👍 Ok Cool 😎
Also - planks on a pallet: I bet there’s a typo in the XML of the fill node. I literally made the same mistake yesterday and couldn’t tip manure to a greenhouse even though it was specified as a recipe.
@@DeepSkyFarms yes , I am sure you are correct. It’s typically something simple like that 🤔