Issue type:
Short description:
Crafting recipes that use Mekanism parallel machines usually can take advantage of non-blocking mode to process recipes 9~10x faster. This seems to work in singleplayer, but on multiplayer I find my system to be unable to finish crafts of Mekanism components.
Steps to reproduce the problem:
- Make a system with a Basic~Ultimate Mekanism machine
- Add a recipe that chains machines together to produce a final output
- Make sure all the machines in the chain are hooked up in non-blocking mode (both an item import interface and "eject mode" into the crafting interface produce the issue)
- Attempt crafting the final recipe
The recipe will get stuck after the first machine as it doesn't realize that the outputs have entered the system.
Expected behaviour:
I expect the craft to complete as the items have been returned to the system. The craft can be "manually" completed by cancelling the job and retrying the exact craft for the depth of the recipe tree.
Versions:
- This mod:
- IntegratedDynamics 1.33.3
- IntegratedCrafting 1.4.6
- IntegratedTerminals 1.6.28
- IntegratedTunnels 1.9.4
- Cyclops Core 1.29.1
- Minecraft: 1.21.1
- Mod loader version: NeoForge 21.1.228
- Other mods:
- Mekanism 10.7.19
- IntegratedMekanism 1.0.4
I originally discovered this on an ATM10 server (modified to use the versions+additional mods listed above), but I could not get the problem to simply reproduce in singleplayer, neither in ATM10 nor with the above reduced mod set. I have yet to test on a server with the reduced mod set. I can try replicating my exact system setup in a singleplayer world sometime soon, but I wanted to report this issue before I forgot / fell asleep / etc.
Log file:
Issue type:
Short description:
Crafting recipes that use Mekanism parallel machines usually can take advantage of non-blocking mode to process recipes 9~10x faster. This seems to work in singleplayer, but on multiplayer I find my system to be unable to finish crafts of Mekanism components.
Steps to reproduce the problem:
The recipe will get stuck after the first machine as it doesn't realize that the outputs have entered the system.
Expected behaviour:
I expect the craft to complete as the items have been returned to the system. The craft can be "manually" completed by cancelling the job and retrying the exact craft for the depth of the recipe tree.
Versions:
I originally discovered this on an ATM10 server (modified to use the versions+additional mods listed above), but I could not get the problem to simply reproduce in singleplayer, neither in ATM10 nor with the above reduced mod set. I have yet to test on a server with the reduced mod set. I can try replicating my exact system setup in a singleplayer world sometime soon, but I wanted to report this issue before I forgot / fell asleep / etc.
Log file: