AE2 "Start" button on crafting screen stops working on larger requests
Septagon-A opened this issue ยท 7 comments
Your GTNH Discord Username
Septagon
Your Pack Version
2.7.0
Your Server
Private Server
Java Version
Java 21
Type of Server
Don't know
Your Expectation
Assuming enough crafting storage, no recursive patterns, no ingredients going missing inbetween, or any other complaint the ME system might have, the craft should start as soon as you hit the start button.
The Reality
Any decently sized craft shows the crafting screen with no errors, start button not grayed out. But if you go and click it nothing happens (other than make a sound).
I've asked around in discord and haven't seen anyone else with that issue. The server is just 2.7.0 with no extra mods, plugins or addons. It does make lategame kind of impossible tho.
Note: This does only seem to depend on the size of the request, not the patterns itself. For example even 1 step recipes like smelting 1M iron doesn't work. But 10K iron does. Level maintainers also do not circumvent this.
Your Proposal
Clicking start should start the recipe.
Final Checklist
- I have searched this issue tracker and there is nothing similar already. Posting on a closed issue saying the bug still exists will prompt us to investigate and reopen it once we confirm your report.
- I can reproduce this problem consistently by follow the exact steps I described above, or this does not need reproducing, e.g. recipe loophole.
- I have asked other people and they confirm they also have this problem by follow the exact steps I described above, or this does not need reproducing, e.g. recipe loophole.
I could fix it for my part. Like in the picture i had exactly 144 soldering alloy upon crafting more of it. It suddenly worked. I also checked i really had 144mL of soldering alloy
Could mean that instead of the crafting GUI being bugged, it's the messages that tell you something is missing that are bugged.
Worth looking into, but this could very well not be the case as you can't even start the crafts with the "start craft with missing items" options on. Nor can you shift click the craft to skip the crafting plan page (when you do, it just sends you to the crafting plan page anyways)
Well considering that selecting "Ignore Missing Crafting Mode" shows "Could not start craft, ingredient went missing" after 3rd click on "Start" button, somehow indicates that Ignoring Missing items is not prudent enough.
Also, I resolve this by Merging smaller crafts, an example from the last craft of 568 Compact Fusion Coil MK-II Finaltype, I requested it by merging 1+67+100+100+100+100+50+10+10+10+10 crafts.
If you used at least once option "start craft with missing items" there is very high chance that something breaks in ae itself and it will refuse to start any craft (sometimes print in chat errors like NullPointerException or some random fluid/item went missing). This can be fixed by restarting craft until ae actually start it (for me it like 10+ times) or restarting server itself so all ae internal things reset to state where that option never used. In short just never use that "start craft with missing items" options so ae itself never breaks
Its because ae see more than have. Usually its because fluids, compare how many drops and how many in fluid terminal. If dropa twiced then check if you have extra discritizer in network.
I guess can be closed couz this
GTNewHorizons/Applied-Energistics-2-Unofficial#629