Quick answer: Enumerate connected containers, reserve the exact required counts across them before starting, and consume from those reservations when the craft completes.

An automated workbench sits idle while chests full of ingredients are right next to it. Either it never looks beyond its own slots, or it sees items it cannot reserve and gives up.

How to fix it

1. Discover connected containers

Build a list of adjacent or wire-linked storage each tick or on inventory-change events. A crafter that only reads its own buffer will never automate from chests.

2. Reserve before crafting

Before starting, atomically reserve the required counts across the available containers. Counting loose items without reserving causes two crafters to fight over the same stack.

3. Consume reservations on completion

Pull the reserved items only when the craft finishes, and release reservations if it is cancelled, so materials are never double-spent or stranded.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.