Modded recipes with a specific name, different from their result, will result in their blueprints crashing, because blueprints attempt to concatenate the recipe's name, which is nil. (In most cases anyways.)
A simple solution would be to use the recipe's product for the name.
--@blueprint.lua, 186-189 inst.recipetouse = (#unknownrecipes > 0 and unknownrecipes[math.random(#unknownrecipes)].product) or (#knownrecipes > 0 and knownrecipes[math.random(#knownrecipes)].product) or "unknown"
And while we're here, can you please make the beefalo ice costume blueprint's prefab name be something else?
If a mod adds a recipe for ice, that'll overwrite it.
Steps to Reproduce
Create a recipe. with a name different from it's result.
Spawn several (random) blueprints
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