I'm playing Minecraft with the Technic Pack and using Logistics Pipes, especially Crafting Logistics Pipes, to automatically process items in machines, e.g. smelt items in a furnace.
The logistics pipes have the property that they "forget" requests when the world is saved and loaded again. When a request is fulfilled by a crafting logistics pipe, an item is put into a furnace to smelt and the smelting will take some time. When I save and reload the world during that time, the item, or it's product, will still be in the furnace, but the associated request does not exist anymore. So the item will stay in the furnace.
When I request another item from the same crafting logistics pipe, the pipe will instantly pull the already smelted item out of the furnace but another one of the item needed to produce the requested one will be routed to the furnace. So from then on, there will always be one item too many inside the furnace.
This problem also happens with Automatic Crafting Pipes, where necessary items may arrive at different times and there is a time frame where reloading the world would get some of the items "lost".
There are also other reasons for this to happen. E.g. if a request can't be completed because of some other problem in the network, but the Logistics Pipes network thinks it can. So enhancing the Crafting Logistics Pipes implementation to save and restore active requests would not completely prevent this from happening and a more robust solution that I can implement with items from the Technic Pack is desired.
Is there any way solve this problem?