Recipe building process doesn't appear to factor in existing materials when attempting to start a craft.
AtomicGrog opened this issue ยท 0 comments
On Omnifactory (V1.2.1) I've noticed that attempting to start a craft of a 'heart of the universe' takes a significant amount of time (10+ seconds) and the craft size is huge even though the materials for the craft already exist in AE.
The following screenshot is an example:
Removing the underlying recipes for the underlying items (also packagedauto recipes) resolves the problem in terms of both time and craft size.
Am of a thought that the craft build process isnt considering that the materials already exist and is attempting to build them into the craft.
As a side issue, i've also had crafts fail to build under the same scenario i.e. materials for the craft are available but craft fails, likely because the build process cannot find the materials to craft them as though they dont already exist.