game-maker / suite (push) Successful in 6m12s
Set state and State branch derived their ports from the graph, so a machine that came out of a variable or a list had no ports at all: nothing to set, nowhere to branch. It could be passed around but not operated. stateByName() resolves id first, then name; a name two states carry answers with nothing, the same rule transitionTo already follows for two transitions of one name — without something in the graph that decides between them, any pick would be a guess. Set state by name takes the machine and a text, and has a second exec output not found, so a typo is not swallowed in silence. State branch gains a derived else that fires whenever no state output matches — no state set, a state of another machine, or a machine that arrives as a value and therefore has no state outputs at all. A flow that enters State branch now always leaves it somewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>