Bug Fixes (2 of 2)
Index · Previous: Bug Fixes (1 of 2) · Next: Removals
Baubles-Expanded
- #21 Fixed baubles disappearing when players join/leave multiplayer servers and bauble keybinds stopping working. Rewrote the initial sync system to send all baubles data at once instead of per-slot packets and ensure all players receive complete inventory data. - @Glease
- Technical: Created new PacketSyncAllBauple to send complete bauble inventory state in single packet. Modified EventHandlerEntity and EventHandlerNetwork to properly track player sync status and prevent clearing local data on new player joins.
- Closes #21682, #21957, #24370
- ...and 4 smaller change(s), see the full list per mod.
BetterLoadingScreen
- #43 Removed a redundant resource refresh that was causing a 1-second load delay and an infinite loop on mobile platforms during mod initialization. - @danyadev
- Technical: Eliminated redundant mc.refreshResources() call that triggered recursive bar/step pushes and FontRenderer recreation during initialization.
- ...and 3 smaller change(s), see the full list per mod.
BetterP2P
- #45 Fixed a crash that occurred when switching between lists in the Advanced Memory Card after re-entering a world, caused by not restoring the ScheduledThreadPoolExecutor after server stop. - @mllfjn
- Technical: Added ScheduledThreadPoolExecutor restoration in BetterP2P on server startup and fixed ModNetwork shutdown logic to allow re-initialization.
- Closes #25307
- #43 Fixed a ClassNotFoundException crash caused by BetterP2P still referencing the old guicolors class after AE2 switched to colorutils. - @MassAnarchyy
- Technical: Updated BetterP2P to use ColorUtils instead of GuiColors following AE2 Unofficial refactor; updated dependencies and build configuration.
- #40 Fixed multiple issues with P2P type conversion: items no longer disappear when converting P2P types, drops are properly placed in inventory or on ground, and server-side positions are correctly used. - @hiroscho
- Technical: Corrected P2P conversion logic in GridServerCache to properly handle inventory consumption, item return, and drop placement using server-side entity positions.
- #39 Fixed P2P binding issues that prevented proper network connections and data transfer in Applied Energistics networks. - @hiroscho
- Technical: Refactored GridServerCache to resolve P2P tunnel binding failures; depends on Applied-Energistics-2-Unofficial PR #881.
- ...and 1 smaller change(s), see the full list per mod.
BetterQuesting
- #258 Fixed LAN syncing so that quest and task completions properly sync between the server host and other players, eliminating buggy repeated completion notifications. - @danyadev
- Technical: Corrected synchronization logic in
NetQuestSyncto properly handle quest completion packets across LAN sessions. - Closes #19269
- Technical: Corrected synchronization logic in
- #257 Fixed multiple rendering issues introduced by the performance overhaul in PR#255, including visual glitches with quest lines and textures. - @boubou19
- Technical: Corrected framebuffer caching logic in
CanvasQuestLine, texture rendering inSimpleTextureandSlicedTexture, and scrolling viewport calculations inCanvasScrolling. - Closes #26554
- Technical: Corrected framebuffer caching logic in
- #202 Fixed crash when opening quests with Vending Machine rewards in multiplayer when rewards are disabled. Reward panel initialization is now safe regardless of reward configuration. - @cubefury
- Technical: Fixed
GuiQuest.javareward panel initialization to ensurerectRewardis properly initialized even whennoRewardsis enabled, preventing infinite refresh loop when vending machine trades are present. - Closes #24324
- Technical: Fixed
- ...and 18 smaller change(s), see the full list per mod.
Binnie
- #99 Fixed a client crash caused by Binnie fluids (particularly liquid nitrogen) racing during registration. - @Pxx500
- Technical: Refactored ManagerLiquid fluid registration logic to prevent concurrent registration issues.
- Closes #25449
- #97 Fixed ComponentTankContainer draining wrong fluid types, which allowed AE2 storage buses to receive incorrect fluids and caused item duplication/loss exploits. - @dipo33
- Technical: Changed ComponentTankContainer.drain() to pass the requested fluid type to getTankIndexToDrain() instead of null, ensuring the correct tank is selected. This also fixes canDrain() which delegates to the same method.
- Closes #24843
- #96 Fixed client crashes when opening or closing GUIs (Field Kit, Recipe Viewer, Compartments) caused by the renderer being nulled before new windows could initialize. - @Eldrinn-Elantey
- Technical: Stored Renderer instance in Window and restored CraftGUI.render at the start of initGui() instead of relying on static state. Re-added initialization logic that was skipped due to hasBeenInitialised check.
- Closes #24817, #24821
- #87 Fixed Genetics Isolator not consuming bees due to configuration not being registered, making it always read zero. - @SmileYik
- Technical: Replaced ExtraBees config reference with registered GeneticsConfig in IsolatorComponentLogic.
- #85 Fixed integer division bug causing fruit trees to produce virtually no fruit from Multifarms. - @Ameobea
- Technical: Added float cast in ExtraTreeFruitGene#getRipeningStage to fix incorrect integer division that was rounding to zero.
- ...and 9 smaller change(s), see the full list per mod.
Botania
- #95 Fixed Ring of Far Reach permanently stacking its reach bonus each time it was re-equipped. The ring now correctly applies its effect once per equip without accumulating stacks. - @DarkShadow44
- Technical: Refactored ItemBauble.java bauble handler logic to use a short delay-based system instead of tick-based state management, eliminating unintended re-applications during the unequip-to-equip transition. Removed shared client/server state (
toRemoveItems) from CommonProxy.java and ItemBaubleHandler.java. - Closes #20484
- Technical: Refactored ItemBauble.java bauble handler logic to use a short delay-based system instead of tick-based state management, eliminating unintended re-applications during the unequip-to-equip transition. Removed shared client/server state (
- ...and 3 smaller change(s), see the full list per mod.
Draconic-Evolution
- #100 Fixed dedicated server crash when Chaos Guardian spawns by preventing client-side rendering code from executing on server. - @Alexdoru
- Technical: Added @SideOnly(Side.CLIENT) guards to client rendering handlers (ShieldRenderHandler, ClientProxy), added server-side null checks in common code (EntityChaosBolt, EntityChaosVortex, TileChaosShard), fixed energy network tile entities to check for null/invalid states.
- Closes #24552
- ...and 3 smaller change(s), see the full list per mod.
EnderIO
- #252 Fixed crash when placing wireless powered lights on a dedicated server. The client would crash with NullPointerException because the wireless controller was only initialized server-side. - @Elyspio
- Technical: Added null safety check in WirelessChargedLocation to guard against accessing the wireless controller on the client-side, where it is never initialized.
- #245 Fixed item duplication exploit in the Enchanter where mods like Applied Energistics 2 could bypass XP cost and enchanting by directly accessing inventory slots, producing infinite items. - @felixfour
- Technical: Added explicit inventory slot access control in ContainerEnchanter and TileEnchanter, requiring use of extraction methods that enforce XP draining and enchanting logic.
- #243 Fixed crash when removing inventory blocks from an Inventory Panel network. The game would throw a NullPointerException when deconstructing Compressed Chest networks. - @wlhlm
- Technical: Added null check in InventoryDatabaseServer to handle missing inventories gracefully, and improved NetworkedInventory state management.
- ...and 9 smaller change(s), see the full list per mod.
Et-Futurum-Requiem
- #82 Fixed crash caused by client and server threads both modifying the same collection simultaneously when teleporting long distances or changing render distance. - @Algent
- Technical: Added thread-safety guards in ServerEventHandler to prevent the client thread from mutating the server-side LongOpenHashSet during chunk loading operations.
- Closes #25076
- #76 Fixed entity duplication and ghost entities appearing after world reload caused by entity tracker being called twice during chunk loading. - @tiffit
- Technical: Changed ServerEventHandler to track chunk coordinates instead of chunk references, preventing double-registration in the entity tracker when chunks load their stored entities.
- Closes #24853
- ...and 15 smaller change(s), see the full list per mod.
Fether (new mod)
- #8 Fixed a bug where worlds could become corrupted during migration if mod remappings were incomplete, causing blocks and items to appear duplicated or broken. - @glowredman
- Technical: Added correction logic in Fether main class to detect and fix incomplete remappings that caused FML to double-register blocks and items during world migration.
- Closes #7
ForestryMC
- #121 Fixed a duplication exploit with Forestry backpacks by making bag synchronization logic more resistant to lag-induced race conditions. - @Algent
- Technical: Enhanced ItemInventory, ItemWithGui, ItemInventoryBackpackPaged, and related backpack classes with improved synchronization logic to prevent item duplication under lag.
- Closes #96
- #114 Fixed a crash when rejoining worlds that caused server crashes and potential world corruption, triggered by null block handling in wood tile entities. - @Alexdoru
- Technical: Added null check in TileWood.getPickBlock() to prevent NPE when the block state is null.
- Closes #24296
- ...and 5 smaller change(s), see the full list per mod.
Freecam (new mod)
- #10 Fixed a crash when using Free Cam with the AquaAcrobatics mod installed. The camera entity now properly extends EntityPlayer instead of a base class, ensuring compatibility with mods that expect proper player entity hierarchy. - @Caedis
- Technical: Changed CameraEntity to extend EntityPlayer instead of LivingEntityBase, and updated FreecamController to properly initialize the camera as a full player entity.
- Closes #7
- #24 Freecam camera no longer moves when the game is paused. Players opening pause menu will have their camera position locked until they resume. - @Caedis
- Technical: Added pause state check in
FreecamController.update()to disable movement input when game is paused.
- Technical: Added pause state check in
- #23 Freecam fullbright compatibility improved with mods that modify gamma settings. Using
ModifyExpressionValueinstead of redirect prevents conflicts with mods like Enhanced Fog Resolution. - @Caedis- Technical: Replaced mixin redirect with
ModifyExpressionValueinMixinEntityRendererfor gamma handling to avoid breaking compatibility with mods that also modify gamma.
- Technical: Replaced mixin redirect with
- #20 Freecam camera behavior improved: sphere-based clamping prevents camera from moving too far from player, fullbright is now applied via mixin for stability, and collision detection refined to prevent near-plane clipping when viewing from extreme angles. - @Caedis
- Technical: Changed
CameraEntitysphere clamping from box-based, applied fullbright viaMixinEntityRendererinstead of gamma manipulation, and refined collision resolution inFreecamControllerwith sub-checks.
- Technical: Changed
- #18 Flight mods like Copter Pack and IC2 jetpacks no longer move the player character while freecam is active. Players can now use flight equipment without interference from freecam. - @Luca-Guettinger
- Technical: Modified
ClientEventHandlerandFreecamControllerto prevent player movement updates when freecam is enabled, preventing flight mod interactions from affecting player position. - Closes #24162
- Technical: Modified
Galacticraft
- #142 Fixed a client crash caused by liquid nitrogen fluid registration conflict with ExtraBee. Fluids are now properly obtained from GT5U during the init phase instead of registering duplicates. - @Pxx500
- Technical: Moved fluid registration from preInit to init phase and redirected to use GT5U fluid instances in GalacticraftCore, AsteroidsModule, and MarsModule via CompatibilityManager and FluidTexturesGC.
- Closes #25449
- #132 Fixed a game hang and crash that occurred when minimizing the window during Galacticraft's celestial selection screen at startup. Players can now safely minimize without losing their save. - @Luca-Guettinger
- Technical: Added null check in GuiCelestialSelection to handle minimized window state during rendering.
- Closes #21199
- #125 Fixes landing balloons freezing mid-air when player exits before ground contact on Mars, making rocket inventory inaccessible. - @Eldrinn-Elantey
- Technical: Removed incorrect
isRemotecheck fromtickInAir()so server applies gravity physics regardless of passengers. Narrowed invulnerability condition inallowDamageSource()to only active passengers, allowing abandoned balloons to take damage.
- Technical: Removed incorrect
- ...and 6 smaller change(s), see the full list per mod.
Galaxy-Space-GTNH
- #145 Fixed a critical server crash when launching rockets by marking the rarity-checking method as client-side only. - @Alexdoru
- Technical: Added @SideOnly(Side.CLIENT) annotation to ItemRocket#getRarity() to prevent execution on dedicated servers.
- Closes #23845
- #135 Fixed a server crash that occurred when equipping the GalaxySpace jetpack. Players can now safely equip spacesuits with jetpacks without crashing the server. - @wlhlm
- Technical: Added null check in ItemJetPack and ItemSpacesuitJetPlate to handle equipment-related nullability issue.
- Closes #20792
- ...and 4 smaller change(s), see the full list per mod.
HydroEnergy
- #47 Fixed multiple crashes that occurred when placing Hydro Dams in certain conditions: exceeding dam limits, water spreading outside world height bounds, or placement in dimensions without proper sky lighting support. - @SiwwiSiwwi
- Technical: Added bounds checking and error handling in HEHydroDamTileEntity, HEBlockQueue, HEServer, and HELightManager. Fixed skylight array access in HEDam and HELightManager. Updated config validation in HEConfig.
- #38 Fixed multiple crashes and potential world corruption in hydro dam water systems by adding null checks and buffer validation throughout the codebase. - @rainbowjose
- Technical: Added defensive programming: try-catch in HELightManager.markChunkForRerender() for uninitialized RenderGlobal, null checks in HELightManager.onLightUpdate(), buffer validation and exception handling in HEPacketChunkUpdate, null checks in HEWater.canFlowInto() and HEBlockQueue.resolve(). Updated gradle wrapper and build dependencies.
- #37 Fixed a crash when using Wrench of Evolution on certain modded dimensions by adding validation for fake client/server worlds. - @chochem
- Technical: Enhanced HELightSMPHooks.java with additional world validation checks to handle edge cases with fake client worlds on servers and fake server worlds on clients. Updated build scripts and dependencies.
- Closes #22837
IFU
- #30 Fixed crashes when hovering over the ore finder wand by replacing removed GTUtility.translate with StatCollector, ensuring compatibility with updated GT5-Unofficial. - @Eldrinn-Elantey
- Technical: Updated ItemOreFinderTool, GuiOreFinder, and OreFinderSearch to use StatCollector.translateToLocal instead of the removed GTUtility.translate method. Updated GT5-Unofficial dependency version.
- Closes #26046
- ...and 2 smaller change(s), see the full list per mod.
InventoryBogoSorter
- #212 Restored inventory sorting functionality (middle-click sort and keyboard sort) that was broken by the previous keybind fix. - @Algent
- Technical: Modified ClientEventHandler and added ControllingCompat to properly handle key presses in GUI contexts while maintaining modifier support.
- Closes #26019
- #197 Fixed critical item duplication exploits in Forestry backpacks and bags. Players can no longer dupe items by force-dropping open containers. - @Algent
- Technical: Added validation in ShortcutHandler and SortHandler to prevent force-drop operations on open/active container items like Forestry bags.
- Closes #226, #241, #250, #275
- #195 Fixed a food duplication exploit in cooking tables. Players can no longer duplicate food items through the sorting system. - @Algent
- Technical: Updated ShortcutHandler to prevent item duplication in cooking table interactions by adding validation on shortcut execution.
- Closes #239
- #192 Fixed a critical crash when logging out from servers due to missing AE2 dependency. Refactored AE2 integration into a fail-safe architecture that isolates all AE2 code and prevents crashes on servers without AE2. - @MassAnarchyy
- Technical: Restructured AE2 integration using facade/interface/stub/impl pattern with safe class loading via Class.forName, removed AE2 types from shared APIs, improved cache and thread safety, and optimized rate limiter (O(n) instead of O(n²)).
- Closes #191
- #172 Fixed a fatal crash during network handshake caused by null tool items. The mod no longer crashes when encountering items without valid tools. - @WayneYam
- Technical: Added null safety check in OreDictHelper to prevent crashes when processing tools that are null.
- Closes #23244
- #167 Fixed a critical server freeze issue caused by illegal Applied Energistics 2 crafting slot operations. The server will no longer hang when attempting invalid AE2 crafts. - @lc-1337
- Technical: Added validation check in ShortcutHandler to prevent illegal AE2 crafting slot operations.
- Closes #22963
- ...and 11 smaller change(s), see the full list per mod.
LogisticsPipes
- #124 Fixed a crash that could occur when ComputerCraft or OpenComputers devices access the logistics network simultaneously. The server router's task queue was not thread-safe, causing it to become corrupted under concurrent access. - @DerekChan65535
- Technical: Made
ServerRouter.queuethread-safe by replacing unsynchronizedLinkedListaccess with a synchronized data structure. The queue is mutated from both the OC/CC direct-call thread (viaqueueTask) and the server tick thread (viahandleQueuedTasks).
- Technical: Made
- ...and 8 smaller change(s), see the full list per mod.
LootGames
- #39 Fixed LootGames not syncing state to players on Curios Catch servers. Games will now correctly update all players watching the chunk in multiplayer environments. - @RecursivePineapple
- Technical: Replaced internal
PlayerManagerfield access withisPlayerWatchingChunkchecks looped over all players in the world, sending sync packets to viewers. Updated to use this chunk-based visibility system instead of relying on internal APIs.
- Technical: Replaced internal
- #26 Cherry-picked fix for Minesweeper Level 4 loot duplication bug to the 2.8 branch. - @UltraProdigy
- Technical: Applied fix from PR #25 to
GameMineSweeperin 2.8 branch.
- Technical: Applied fix from PR #25 to
- #25 Fixed a loot duplication bug in Minesweeper Level 4 where players could receive multiple times the intended reward through a recursive chain reaction. - @Worive
- Technical: Fixed recursive loot generation in
GameMineSweeperby preventing duplicate reward triggering. - Closes #17740
- Technical: Fixed recursive loot generation in
- #24 Fixed Sudoku loot chests giving incorrect quantities. Players were receiving wrong numbers of loot chests upon completion. - @ABKQPO
- Technical: Adjusted loot chest count logic in
GameSudoku. - Closes #22532
- Technical: Adjusted loot chest count logic in
- ...and 1 smaller change(s), see the full list per mod.
MagicBees
- #56 Fixed essentia drainer not working consistently with essentia import buses. The drainer now properly removes aspects when their amount reaches zero, instead of reducing them. - @SST-03
- Technical: Changed
AspectList.reduce()toAspectList.remove()in TileEntityApimancersDrainerCommon to correctly handle aspect removal when aspect.amount == 0. - Closes #20653
- Technical: Changed
- ...and 1 smaller change(s), see the full list per mod.
MatterManipulator
- #67 Fixes a duplication exploit where Matter Manipulator would incorrectly extract pattern items from Arcane Assemblers as if they were inventory items, allowing players to obtain any arcane crafting recipe. - @tiffit
- Technical: Added an inventory adapter in
InventoryAdapter.javathat filters out the pattern slots in Arcane Assembler blocks, preventing them from being treated as normal inventory items. - Closes #326
- Technical: Added an inventory adapter in
- #59 Fixes a container duplication exploit in Matter Manipulator that could duplicate items under specific conditions on Iota/Thermos servers. The issue was that block placement was not properly setting tile entities when null values were passed. - @Algent
- Technical: Fixed
FMPBlockMover.javaandStandardBlockMover.javato properly handle null tile entity assignment. ThesetTileEntity()method was silently failing on null input. - Closes #307
- Technical: Fixed
- #56 Fixed crash when replacing CRIBs with Proxies if the original CRIB had a ghost circuit configured. ArrayIndexOutOfBoundsException no longer occurs and proxies are no longer voided. - @Luca-Guettinger
- Technical: Added bounds check in GTAnalysisResult.apply() and clears ghost circuit data in MMState when substituting CRIBs with proxies to prevent size mismatch.
- Closes #25050
- #52 Fixed client crash or server kick when copying GT Pipes after IFluidLockable API was removed. Pipes can now be safely copy-pasted. - @Luca-Guettinger
- Technical: Updated GTAnalysisResult to use IFluidLockableMui2 API instead of deleted IFluidLockable.
- Closes #24736
- #41 Fixed server disconnect when attempting to create a plan with Matter Manipulator. This crash prevented players from using copy mode entirely. - @Luca-Guettinger
- Technical: Corrected packet handling in MMUtils; bug introduced in PR #19.
- Closes #24223
- #37 Matter Manipulator now correctly moves wireless hubs and wireless connectors. Previously they were not relocated properly, breaking wireless connections when builds were copied or moved. - @Luca-Guettinger
- Technical: Refactored block movement system: replaced monolithic PendingMove with strategy pattern (BlockMover interface, FMPBlockMover, GTBlockMover, StandardBlockMover, WirelessBlockMover). Wireless components now use dedicated mover logic.
- Closes #24269
- ...and 16 smaller change(s), see the full list per mod.
Minecraft-Backpack-Mod
- #34 Fixed crash on opening backpacks with invalid metadata and added security validation for backpack save files, slot requests, and NEI recipe packets to prevent duplication and unauthorized access. - @Algent
- Technical: Added metadata validation in save/open logic, UUID validation for save filenames, bounds checks for workbench slot clicks, ownership validation for slot-usage requests, packet sender UUID verification, and NEI recipe packet validation in MessageRecipe.
- Closes #25616
- ...and 3 smaller change(s), see the full list per mod.
ModularUI
- #92 Fixed crashes when windows were rapidly opened and closed on the same tick. Affects machines like the Drone Centre and Electrolyzer. - @TheYoingLad
- Technical: Added null check and removal from open queue in ModularUIContext.closeWindow() to handle the case where a close request arrives before the open request completes.
- Closes #16580, #19771
- ...and 1 smaller change(s), see the full list per mod.
ModularUI2
- #160 Fixed items being voided when pressing hotbar slot keys while hovering the same slot in fluid tank UIs. Slots no longer swap with themselves. - @mcmlevi
- Technical: Added explicit check in ModularContainer to prevent slot swapping operations when source and destination slots are identical.
- Closes #26398
- #147 Fixed white rendering artifacts in GregTech machine GUIs caused by improper GL state restoration after untextured draws. NEI item quantity widget rendering is now correct. - @Algent
- Technical: Added GL state preservation and restoration after untextured draw operations in GuiDraw, Rectangle, ClientScreenHandler, Platform, and TextFieldRenderer to prevent state pollution to other mods.
- Closes #25499
- #88 Fixed a fluid duping exploit with IFluidContainerItem containers. Containers that fail to drain now correctly return null instead of allowing continued fluid transfers. - @SuperSoupr
- Technical: FluidInteractions.getContainerForFilledItem now returns null when IFluidContainerItem.drain returns null, preventing invalid state progression.
- Closes #23153
- #45 Fixed a critical null pointer exception in EventHandler that prevented any UI from opening when holding an empty hand. - @chrombread
- Technical: Restored null check in
EventHandler.javathat was accidentally removed during upstream sync.
- Technical: Restored null check in
- ...and 24 smaller change(s), see the full list per mod.
Railcraft
- #122 Fixed server crashes caused by ConcurrentModificationException in FirestoneTickHandler when placing fire blocks could load unloaded chunks. - @tiffit
- Technical: Modified
FirestoneTickHandlerto only place fire blocks in already-loaded chunks and defer placement until after entity iteration to prevent concurrent modification of entity lists. - Closes #24670, #25403
- Technical: Modified
- #121 Fixed ClassCastException crashes caused by forcibly casting ICrafting to EntityPlayerMP, enabling compatibility with mods that implement the interface. - @ABKQPO
- Technical: Refactored
TankManagerand container classes to handle ICrafting without assuming it is EntityPlayerMP, using proper type checking instead of forced casting.
- Technical: Refactored
- #116 Fixed WorldAnchor disconnecting players after linking on multiplayer servers. - @PLASMAchicken
- Technical: Modified
TileAnchorWorldto correctly handle player disconnection logic when anchors are linked.
- Technical: Modified
- #112 Fixed Anchor Sentinel crashing the client when used with a crowbar by adding a null check similar to the fix in TileAnchorWorld. - @PLASMAchicken
- Technical: Added null check in TileSentinel to match existing check in TileAnchorWorld, preventing crash on crowbar interaction.
- Closes #23527
- ...and 7 smaller change(s), see the full list per mod.
ServerUtilities
- #309 Fixed RTP and other teleportation commands getting stuck in the void when Hodgepodge's
preventEntityChunkLoadingis enabled by chunking the target area before teleportation. - @Lyfts- Technical: Modified
CmdRTP,TeleporterDimPos, andTeleportTaskto pre-load chunks at the teleport destination to prevent entity void issues with preventEntityChunkLoading enabled. - Closes #25025
- Technical: Modified
- #305 Fixed backup corruption by flushing pending world writes before starting the backup process. - @Caedis
- Technical: Modified
BackupTaskto force-save the world and wait for all pending writes to complete before initiating the backup. - Closes #25008
- Technical: Modified
- #281 Fixed an issue where rank permissions sometimes failed to register on servers, preventing players from using chunk loading and other rank-based features. - @Lyfts
- Technical: Moved rank permission handler registration from event-based to direct instantiation of
ServerUtilitiesPermissionHandler.INSTANCEas the default handler when ranks are enabled. - Closes #24615
- Technical: Moved rank permission handler registration from event-based to direct instantiation of
- ...and 11 smaller change(s), see the full list per mod.
SpecialMobs
- #28 Witch Spider no longer creates infinite projectile loops when hit with area-of-effect attacks like the Draconic Bow's Shockwave. - @wlhlm
- Technical: Added a marker flag to deflected projectiles in
EntityWitchSpiderto prevent them from being deflected more than once, breaking the recursive deflection loop. - Closes #16062
- Technical: Added a marker flag to deflected projectiles in
- #27 Dark Creepers no longer destroy protected blocks (warded jars, stone hives) in claimed chunks when explosions are disabled. - @dibbydoda
- Technical: Added firing of Forge's
onExplosionDetonateevent inMobHelperfor dark creeper explosions, allowing server utilities like claim protection to intercept and prevent block damage. - Closes #19888
- Technical: Added firing of Forge's
- ...and 1 smaller change(s), see the full list per mod.
SpiceOfLife
- #53 Fixed crashes that occurred when closing the lunchbox GUI while another GUI (NEI, inventory) is also closing. - @UltraProdigy
- Technical: Added UUID caching and null safety checks to
ContainerFoodContainerandItemFoodContainerto prevent NPE during concurrent GUI resync when ItemStack temporarily becomes null. - Closes #23239
- Technical: Added UUID caching and null safety checks to
Steve-s-Factory-Manager
- #22 Fixed a crash when using SFM block breaker on certain blocks (like Grow Lights) that rely on tile entity presence during breakage. The breaker was calling breakBlock twice, causing the crash. - @DarkShadow44
- Technical: TileEntityBreaker.java removed redundant breakBlock() call; worldObj.setBlockToAir() already triggers Block.breakBlock internally.
- Closes #24548
- #21 Fixed a crash in SFM block gates when interacting with claimed chunks by ensuring the fake player UUID is non-null, allowing block placement in ServerUtilities-protected areas. - @carbotaniuman
- Technical: TileEntityBreaker.java fake player GameProfile now initialized with a valid UUID instead of null, preventing NullPointerException in UserListOps and PermissionAPI.
- ...and 2 smaller change(s), see the full list per mod.
StevesAddons
- #16 Fixed a null pointer crash when joining a server with Applied Energistics 2 cable clusters. The AE Node was not handling null registration collections properly. - @leumasme
- Technical: TileEntityAENode.java corrected to handle null return from getRegistrations(), preventing iteration errors during cable cluster formation.
- Closes #22378
- ...and 1 smaller change(s), see the full list per mod.
ThaumicBases
- #67 Fixed a server crash that occurred when the Overchanter was fed items by automation, which could potentially corrupt the server. - @PLASMAchicken
- Technical: Fixed TileOverchanter.java to handle automated insertion without crashing.
- Closes #24916
- ...and 3 smaller change(s), see the full list per mod.
twilightforest
- #145 Decoupled Twilight Forest's time and weather from the overworld, allowing weather control devices (like the weather obelisk) to function correctly in the dimension. - @koolkrafter5
- Technical: Added TFWeatherData class to track dimension-specific weather state; modified TFEventListener to maintain separate time/weather from overworld instead of copying it.
- #128 Fixed Naga boss being able to destroy unbreakable blocks like Bedrock. Naga now only targets blocks with valid (non-negative) hardness values. - @ModularityEnjoyer
- Technical: Added hardness check in EntityTFNaga to prevent targeting of unbreakable blocks during combat.
- Closes #22990
- #127 Fixed fireflies deleting blocks (chests, pipes, etc.) when placed underneath them. Fireflies now properly check if a block already exists before attempting placement. - @DarkShadow44
- Technical: Added block existence check in BlockTFCritter to verify available surface space before firefly placement, preventing unintended block deletion.
- Closes #22373, #22520
- ...and 3 smaller change(s), see the full list per mod.
WirelessRedstone-CBE
- #25 Fixed a crash when wireless redstone checks if a player is jammed before the redstone ether system has initialized. - @ABKQPO
- Technical: RedstoneEther.isPlayerJammed() now safely treats an uninitialized ether or missing player as not jammed rather than throwing a null pointer exception.
- #20 Fixed a crash when manually entering wireless frequencies above 5000 in the GUI. Frequencies are now clamped to the maximum value of 5000. - @pxbhop
- Technical: GuiRedstoneWireless now clamps user-entered frequency values to the 5000 limit, preventing ArrayIndexOutOfBoundsException.
- #17 Fixed a critical permission bypass where players could open wireless transceiver GUIs in protected chunks even without permission. The GUI now requires server-side authorization before opening on the client. - @Eldrinn-Elantey
- Technical: TransceiverPart.activate() now sends a packet (type 11) from the server only after the PlayerInteractEvent passes uncancelled. Client-side GUI opening was moved to packet receipt, preventing circumvention of server-side protection checks.
- ...and 1 smaller change(s), see the full list per mod.
WitcheryExtras
- #40 Fixed Java 8 compatibility issue that caused the client to freeze at 16% during launch when WitcheryExtras was loaded. - @tiffit
- Technical: Removed early-stage mixin targeting that was incompatible with Java 8. WitcheryExtras now loads at the appropriate mod load stage.
- Closes #24553
- ...and 2 smaller change(s), see the full list per mod.
WitchingGadgets
- #137 Fixed critical exploit where nearby players could open the Cloak of Voluminous Pockets storage GUI without owning a cloak. Also fixed item loss when players opened a phantom GUI without a valid cloak. - @Eldrinn-Elantey
- Technical: Added local player verification in ItemCloak.java keybind checks and changed ContainerCloak to drop items to the player instead of losing them if the cloak stack is null.
- #107 Fixed server crash when closing Kama or Cloak GUI while equipped in a bauble slot. Added proper slot detection based on GUI ID. - @devpikachu
- Technical: Enhanced ClientProxy and CommonProxy to distinguish between belt and cape bauble slots when handling GUI closure.
- Closes #21562, #22417, #22900
- ...and 14 smaller change(s), see the full list per mod.
Automagy-GTNH (new mod)
- #2 Fixed Automagy block rendering to work correctly with freecam mods by billboarding toward the actual render view entity instead of the camera. - @Caedis
- Technical: BlockThaumostaticRefuelerSpireRenderer now billboards toward renderViewEntity instead of camera, improving compatibility with freecam implementations.
ChromaticTooltips (new mod)
- #13 Fixed tooltip background rendering issues when using Angelica 2.1.11 or later. - @slprime
- Technical: Updated TooltipRenderer and TooltipRenderUtils to correct rendering compatibility with Angelica.
- Closes #23
ChromaticTooltipsCompat (new mod)
- #14 Improved header detection in ModularUI2 tooltips for better visual organization and consistency. - @slprime
- Technical: Enhanced header detection logic in RichTooltipMixin.java to properly identify MUI2 tooltip headers.
- #13 Fixed Waila tooltip padding so content displays correctly without being cut off at the borders. - @slprime
- Technical: Adjusted padding calculations in WAILAComponent.java and TooltipMixin.java; updated Waila dependency version.
- #11 Fixed enchanted book descriptions appearing incorrectly in Chromatic Tooltips and Wawla. Books now display their descriptions properly alongside mod compatibility layers. - @slprime
- Technical: Added handlers for Wawla, Forestry, and Adventure Backpack compatibility. Implemented WawlaHandler and modified AdvenueBackpackHandler and ForestryHandler; updated AddonGenericTooltipsMixin to resolve tooltip conflicts.
- Closes #24451
- #7 Fixed the positioning of Botania mana bar overlays in tooltips so they appear in the correct location. - @slprime
- Technical: Added BotaniaManaBarPositionTracker event handler and TooltipAdditionDisplayHandlerMixin to track and adjust mana bar positions dynamically.
- #5 Fixed NEI bookmark group tooltips that were displaying only "0" instead of the actual group name or count. - @slprime
- Technical: Enhanced NEI ITooltipLineHandler in NEIHandler.java to properly resolve bookmark group metadata; updated NEI dependency version.
- Closes #24555
- #2 Fixed NEI and AE terminal search filtering that was incorrectly hiding circuit results when using prefix searches like "HV-". - @slprime
- Technical: Corrected tooltip filter logic in TooltipFilterMixin.java and CompatHandler.java; added BuildCraft ledger manager mixin to preserve filter state.
- Closes #24416
CosmeticArmorReworked (new mod)
- #6 Reworked tooltip rendering for cosmetic armor GUI to fix display issues. - @Elyspio
- Technical: Modified GuiCosArmorButton and GuiEvents tooltip rendering; added new GuiScreenTooltipHelper utility class for improved tooltip positioning.
- #4 Fixed cosmetic armor button positioning when status effect potions are active. The button no longer incorrectly shifts position in GTNH since the inventory layout doesn't adjust for potions here. - @Alexdoru
- Technical: Removed conditional GUI offset logic in GuiCosArmorInventory and GuiEvents that was checking for potion effect display.
GTNH-Credits (new mod)
- #24 Fixed the credits screen sidebar becoming stuck out of view when resizing the GUI window. The scroll position now resets properly on resize. - @Worive
- Technical: Modified
CreditsCategorySelectorto clamp the category section scroll offset when the GUI is resized.
- Technical: Modified
- #21 Fixed text formatting colors not being reset after role-colored entries in the credits display, preventing color bleeding between entries. - @Worive
- Technical: Corrected text formatting reset logic in CreditsContentRenderer to properly clear color formatting after role entries.
- #19 Fixed a crash when opening the credits page by ensuring the libCredits library is properly packaged into mod builds. - @SuperSoupr
- Technical: Enabled shadow dependencies in gradle.properties and dependencies.gradle to include libCredits in the mod JAR.
GuideNH (new mod)
- #60 Fixes several bugs including Ponder offset calculation, resource pack reload caching, and search functionality. Adds file name search support and enables NBT support in RecipeFor. - @ABKQPO
- Technical: Fixed CameraSettings offset validation, added ResourcePackContentManifest to track file changes for cache invalidation, enhanced GuideSearch and GuideQueryParser to support file name searches, added NBT support to RecipeCompiler.
- #48 Welcome popup is now more usable: mouse events no longer leak to the guide behind it, scrolling is frame-rate independent, and instructions explain how to reopen it. - @DreamYao520
- Technical: Modified
GuideWelcomeScreenevent handling, improved scrollbar with frame-rate-independent tick logic, restored tooltip rendering.
- Technical: Modified
- #47 Malformed guide frontmatter no longer crashes resource reloads. Client startup is more robust when loading custom or third-party guide packs. - @Algent
- Technical: Added error handling in
DataDrivenGuideLoaderto gracefully skip invalid YAML frontmatter instead of aborting reload.
- Technical: Added error handling in
- #8 Fixes language key issues in English and Chinese language files. - @ABKQPO
- Technical: Corrected language key entries in en_US.lang and zh_CN.lang files.
- #5 Fixed multiple rendering and interactivity issues: script caching, navbar state persistence, StructureLib sliders, table formatting, chart handling, and GT multiblock placement. - @Windorain
- Technical: Enhanced
ScriptContextImplwith auto-inherit UID on node replacement, persisted navbar state inNavigationState, fixed StructureLib tier/channel rendering, improved chart child element handling, fixed GT multiblock hatch active states.
- Technical: Enhanced
MouseTweaks (new mod)
- #16 Fixed an issue with drag-splitting items where items could be incorrectly distributed across inventories. - @0hwx
- Technical: Corrected drag-splitting logic in ClickHandler.java to match the fix applied in InventoryBogoSorter#50.
- #10 Item transfer with mouse wheel now correctly considers NBT data, preventing items with identical metadata but different NBT (like fluid cells with different fill levels) from being swapped. - @Caedis
- Technical: DeobfuscationLayer item transfer logic now factors in NBT comparison when determining item equality.
- #9 Fixed random loss of items when scrolling in inventory by resetting mouse wheel state when a new GUI is opened. - @Caedis
- Technical: Added mouse wheel delta reset in Main.java when GUI focus changes to prevent scroll events from bleeding between screens.
- Closes #15374
- #3 Fixed a server-side crash in MouseTweaks and suppressed spurious Forestry error messages. - @eigenraven
- Technical: Updated build.gradle dependencies, added null checks in Reflection.java, and configured MouseTweaksForge loader to handle server-side and Forestry interactions safely.
NoHotbarNeeded (new mod)
- #2 Fixes the mod to work correctly on dedicated servers, addressing architectural issues that prevented proper server-side functionality. - @Alexdoru
- Technical: Refactored networking and proxy code to properly handle dedicated servers. Removed CommonProxy restrictions and updated ClientProxy, Config, KeyboardEventHandler, and NetworkMessageService.
- #1 Fixes a crash that occurred when pressing the Tinkers' belt change key and opening the AE Universal Wireless Terminal simultaneously. - @lc-1337
- Technical: Added null check for slot in KeyboardEventHandler.java to prevent NPE when slot is null.
- Closes #24639
RandomBoubles (new mod)
- #5 Fixed ring item despawn behavior. Items now correctly increase their lifespan instead of aging, preventing premature deletion on spawn. - @Ethryan
- Technical: Changed EventHandler ring pickup logic to increase item lifespan rather than item age to prevent immediate despawn.
SimpleSkinBackport (new mod)
- #3 Other mods no longer receive incorrect textures due to missing interception of 64x64 skin decoder. - @Algent
- Technical: Added mixin to
AbstractClientPlayer.getDownloadImageSkin()to intercept and decode 64x64 format player skins, preventing texture mismatches in mods like BetterQuests.
- Technical: Added mixin to