Autocrafting simulation taking too long to compute and requiring too much memory
danielaschipper opened this issue ยท 1 comments
Note primarily an AE2 bug but they said to report it here.
Describe the bug
Upon making an autocrafting request to the AE system a there is a significant delay before moving to the crafting screen, most likely due to crafting computational time. This computational time is very out of step with the complexity of the craft, in addition the memory requirement of the craft is far larger than expected. However if the recipe of one of the ingredients is removed these problems go away. This ingredient has significant complexity to craft, however a copy of it is already in the system and does not need to be crafted. The system seems to be doing computations as if the expensive ingredient is not there. In addition removing sub ingredients from the complex provided ingredient does lessen the effect.
This problem has been replicated in my system for multiple items, as one particular example in the omnifactory pack crafting dragon hears requites the draconium microminer, which is a complex craft. However when the system has one in stock it still takes the time to compute as if it did not.
When removing the recipe for the microminer the memory requirements and time to compute dropped to normal
Assuming that it might be the packagedauto mod doing something weird I removed all packagedauto components for my network. This did not resolve the issue.
However because several components for the microminer were removed the time taken and memory cost dropped.
To Reproduce
I have not tried to reproduce in a clean world, however in the attached world file just try and craft a dragon heart.
Expected behavior
AE does not try to compute crafting for components it does not have to.
Additional context
Environment
World copy, Note a large portion of the world, including other dimensions has been deleted, however these parts do not have anything in them.
New World - Copy.zip
coords X:110 Z:470
Going to just put this under a new label for now.
The system seems to be doing computations as if the expensive ingredient is not there. In addition removing sub ingredients from the complex provided ingredient does lessen the effect.
This problem has been replicated in my system for multiple items, as one particular example in the omnifactory pack crafting dragon hears requites the draconium microminer, which is a complex craft. However when the system has one in stock it still takes the time to compute as if it did not.
From what I know, this is indeed the case, the whole tree is calculated even if items are present. We can't really do anything about it. Some big crafts are going to take a few seconds to calculate. You can lessen the impact by modifying what recipes you have encoded.