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When performing relatively simple craft trees but with many ingredients, say crafting a new stack (64) of blank patterns, the crafting CPU that gets chosen has a high likelyhood of completely locking up, including the timer, and with an arbitrary count of ingredients in the CPU store
How to reproduce the bug
Unclear, but in my grid that I have attached I currently use 16 standard pattern providers, 3 CPU towers of which are x1 16k store and x3 co-processor, and then just the usual all-in-one inscriber tower and the common mekanism machines for smelting, crushing, etc.
One catch with some of the mekanism machines, crusher and smelter, they have pattern providers on two faces to fit more patterns, so in the machine's sides config the top is set to input-output with auto eject, and the sides are just input, patterns on the sides do complete crafting jobs perfectly fine so I dont expect this specifically to be an issue, nor do items go missing, items get left in the main storage, or the CPU complain of missing items.
A possibility that does come to mind is maybe the CPU gets stuck in a self-dependency-loop because quartz glass has the glass tag that is used to make itself, this could explain why the timer also locks up
just to further note; performing the manual crash (while still within the save) and then restarting and jumping back to the save; the crafting CPU is still stuck exactly the same, the only difference is the timer has reset to 00:00:00.
timer wise as well, it has undefined behavior, sometimes it does actually tick the seconds up but only when the UI isnt open, and extremely rarely at that, seems as if it only does so while the game is paused, rather counterintuitively
confirmed cancelling the frozen crafting does also return 100% of the ingredients stored to finish the craft, so it basically just has the needed ingredients but never sends them to the pattern provider for crafting, despite this not being a problem until 56 of the 64 blank patterns being crafted, with the remaining 8 and respective ingredients remaining in the craft store
it did have 8 glass in craft store, but not 8 quartz glass, so the 8 quartz glass would have still been pending before it could do the 8 patterns
Describe the bug
When performing relatively simple craft trees but with many ingredients, say crafting a new stack (64) of blank patterns, the crafting CPU that gets chosen has a high likelyhood of completely locking up, including the timer, and with an arbitrary count of ingredients in the CPU store
How to reproduce the bug
Unclear, but in my grid that I have attached I currently use 16 standard pattern providers, 3 CPU towers of which are x1 16k store and x3 co-processor, and then just the usual all-in-one inscriber tower and the common mekanism machines for smelting, crushing, etc.
One catch with some of the mekanism machines, crusher and smelter, they have pattern providers on two faces to fit more patterns, so in the machine's sides config the top is set to input-output with auto eject, and the sides are just input, patterns on the sides do complete crafting jobs perfectly fine so I dont expect this specifically to be an issue, nor do items go missing, items get left in the main storage, or the CPU complain of missing items.
A possibility that does come to mind is maybe the CPU gets stuck in a self-dependency-loop because quartz glass has the glass tag that is used to make itself, this could explain why the timer also locks up
ae2_grid_269_20250402_2215.zip
Expected behavior
Additional details
crash-2025-04-02_22.33.56-client.txt
Which minecraft version are you using?
1.21
On which mod loaders does it happen?
NeoForge
Crash log
https://github.com/user-attachments/files/19567166/crash-2025-04-02_22.33.56-client.txt
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