Autocrafting appears to be able to see items that should not be visible to it in storage-bussed inventories. It will successfully compute a craft with items that are in the inventory but not exposed per the filters, say that everything is available, then refuse to let you proceed with the craft.
To Reproduce
Set up a basic autocrafting system with a pattern.
Use a storage bus on an inventory where sufficient ingredients are stored, and filter the storage bus to expose everything but one of the ingredients.
Attempt to craft the item.
Expected behavior
Items that are not exposed to the network would be marked as "missing" rather than "available".
Additional context
In the above screenshot, Apples are in a storage drawers network but the filters do not expose them to AE2. The craft indicates they are available (probably because there are 64+ Apples in the drawer) and the window gets stuck in this unusual state where nothing is obviously wrong but you can't begin the craft.
Autocrafting appears to be able to see items that should not be visible to it in storage-bussed inventories. It will successfully compute a craft with items that are in the inventory but not exposed per the filters, say that everything is available, then refuse to let you proceed with the craft.
To Reproduce
Expected behavior Items that are not exposed to the network would be marked as "missing" rather than "available".
Additional context In the above screenshot, Apples are in a storage drawers network but the filters do not expose them to AE2. The craft indicates they are available (probably because there are 64+ Apples in the drawer) and the window gets stuck in this unusual state where nothing is obviously wrong but you can't begin the craft.
Environment Nomifactory dev snapshot b171236