Press alt and make sure that combinators are set to show signals in your options to see which letter is which.Peter34 wrote:I'm getting some inconsistent behaviour with Blueprints. I made a bunch of Blueprints in a cheat mode game, and saved them in my general player's library. In these BPs, I sometimes included Text Plate "labels" for input and/or output Belts or Pipes, so that for instance I could know that for this structure, this Belt has to receive Iron Plate, and this Belt Copper Plate, and then out of this Belt comes Electronic Circuits.
But the Text Plates aren't reproduced when I plonk down the Blueprints in a newly started game.
What gives?
Currently each text plate is a different type of entity. Each entity would require a different item to place, so to avoid that they all use the same item (the base plate) so the blueprinted ghost entity looks like the base plate. When a robot provides the item and ghost is 'revived' then it looks at what symbol it should be based on the stored signal and it's swapped with the correct text plate.
Now that 0.15 is released with the new entity type I requested I will be changing the mod to use that. This should fix the weird overlapping problem, and could potentially let me use a different ghost entity system.