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If we have two very similar but different recipes like
Item A:
RRR
RUR
RRR
Item B:
RRR
R R
RRR
R and U are real items.
And you can see that they only have one difference.
If we made a blueprint of Item A. And let it works in Crafters.
And we have only R in the networks.
Then the Crafters will make Item B instead of not working.
Finally, I found the reason.
NetworkRoot rebuilds each slimefun tick during its lifecycle.
The NetworkRoot.getBarrels() called during the for loop in NetworkRoot.getItemStack() will only be initialized once, and in all other cases, it will directly return the ready-made value.
However, modifying quantum storage within the current slimefun tick does not modify the data in the Barrels list, leading to issues.
All other components directly traverse the blockMenu object, so there won't be any issues.
Ask a insider to fix this thing.
If we have two very similar but different recipes like
Item A:
RRR
RUR
RRR
Item B:
RRR
R R
RRR
R and U are real items.
And you can see that they only have one difference.
If we made a blueprint of Item A. And let it works in Crafters.
And we have only R in the networks.
Then the Crafters will make Item B instead of not working.
From SlimefunGuguProject#116
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