Hey there, I've made a quick attempt to find the issue, no time for more detailed inspection. The line DarkShadow44 pointed out in connections.lua is definitely not the problem, as this is a central essential line in connection logic, making sure all factory connections keep moving items and fluids around. Removing it will disable every existing factory connection, bringing your factory to a standstill (though it still gets power) and indirectly preventing the conditions for whatever the issue actually is, which can likely even be a bug in another mod.
Without further interaction, the game freezes on or immediately after tick 7371190. In fact, if the connection logic is disabled after e.g. tick 7371000, the game will still freeze.
Here's a quick and dirty tick counter you can paste into console for bug-hunting purposes (will not persist through save+reload and will cause instant desyncs in MP) and to produce saves as close to the freeze as desired:
/c script.on_event(defines.events.on_tick, function(event) game.print(game.tick) end)
This might help you locate the issue yourself if you have any more ideas as to what could cause this. I'm rather confident it isn't a Factorissimo bug as I haven't changed anything critical for a while (see changelog) and never had any freezes reported.