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Bug Fixes (2 of 8) ​

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GT5-Unofficial ​

  • #7919 [world data] Fixed a critical bug that could permanently corrupt the GregTech ore generation pattern file, which likely caused many unexplained oregen issues. Added a command to manually inspect and adjust the pattern if needed. - @Algent

    • What to do: Run /gt oregenpattern once after updating: it prints your world's ore vein pattern and where that value came from. If it says AXISSYMMETRICAL for a world made after July 2023, or that the pattern was guessed, fix it with /gt oregenpattern set EQUAL_SPACING confirm. Veins that already generated do not move, so do not regenerate chunks. Note that 2.8.4 misreads the upgraded file if you downgrade later.
  • #7947 Fixes a server crash (ConcurrentModificationException) when loading quest profiles with BioLabParts, which occurred because NBT iteration was modified during iteration. - @boubou19

  • #7912 Restored Naquadah fuel registrations that were accidentally removed in a previous change. This prevents players' existing Naquadah fuels from disappearing when updating their worlds. - @UltraProdigy

    • Note: No action needed; this PR restores fluids to prevent their loss from existing worlds after a previous change deleted them.
  • #7565 Fixed CeLUAG crystal recipes that were using drastically underpriced base amounts. Crystal SoC now correctly costs 2,400 CeLUAG and Raw Advanced Crystals cost 3,600 CeLUAG instead of the incorrectly low 24 and 36. - @DylanTaylor1

    • Note: Corrected a CeLUAG cost that was only ever wrong in 2.9 daily builds; measured per gem the cost is identical to 2.8.4.
  • #7458 Fixed a NullPointerException crash that occurred when removing powerfail events for teams without valid owner data, which could happen during machine removal. - @AnsonYeung

  • #7442 Fixed GT++ PowerGen multiblock machines (LFTR and F-1A Rocket Engine) to accept 4A dynamo hatches instead of the deprecated buffered dynamo hatches, allowing these structures to form correctly. - @Sanduhr32

  • #7439 Fixed a crash caused by using an undeclared utility class. Replaced all usages with the correct FastUtils pair implementation to prevent NoClassDefFoundError. - @tiffit

  • #7403 Fixed infinite loop in fluid ejection that was introduced by the previous fluid ejection fairness fix. Proper remainder tracking now prevents the loop from hanging machines. - @Azusfin

  • #7350 Fixed client hang when viewing a Basic Pump with a full internal buffer by clamping progress calculations. - @zaru-noodles

  • #7324 Updates to use a new interface from ForestryMC that is critical for build stability; without this fix, all builds will crash. - @FourIsTheNumber

  • #7215 Fixes ore vein generation sometimes producing fragmented or mixed-ore chunks depending on which chunk loaded first. Ore veins now generate consistently across chunk boundaries. - @Kogepan229

    • Note: Forward-only worldgen fix. A vein that was half generated in 2.8.4 may not line up perfectly with the half generated after the update, which is cosmetic.
    • Fixes GTNH#24689, GTNH#24690

    Fix ore vein geometry changing across chunk generation order

  • #7168 Fixed two critical issues in the Distillation Tower: crashes when recipes have fewer outputs than tower height, and non-stop production when the ME output hatch is full. - @AnsonYeung

  • #7158 Fixed a server crash that occurred when the Milk Infusion Armor Augment (Night Vision) was equipped on mechanical armor. The issue was caused by calling a client-side-only method on the server. - @Spaghetti-OberNub

  • #7152 Fixed a crash in the recipe map cache system that could cause maceration stacks to shut down unexpectedly. - @AnsonYeung

  • #7120 Fixed Scanner allowing recipes with voltage above its tier to self-clock and run. Scanner now properly rejects recipes requiring more voltage than it can supply. - @AnsonYeung

  • #7101 Fixed machine fluid output voiding when total output exceeds 32-bit integer limit. High-parallel machines can now output fluid amounts above 2.1 billion units. - @Marsietiss

  • #7087 Fixed turbines and other multi-block machines using ExtendedPowerMultiBase to lose durability on components properly. They were not taking maintenance damage after a prior refactor. - @Yoshy2002

    Fix any Multi extending ExtendedPowerMultiBase and not overriding doRandomMaintenanceDamage not applying correct damage

  • #6952 Large Essentia Smeltery now correctly calculates parallel processing instead of always being zero, restoring machine functionality. - @Krakenrek

    • Note: The zero-parallel bug existed only in 2.9 daily builds; the Large Essentia Smeltery worked in 2.8.4 and works now.
    • Fixes GTNH#25020

    Fix LES mParallel always being zero

  • #6922 Fixed multi-block machines failing to detect distilled water for their operation. Distilled water detection was cached before the liquid was loaded, causing structures like Chembath and Ore Washing Plant to malfunction. Water detection is now lazy-loaded per-check, and several machines (Flocculation Unit, Purification Plant) now auto-place water like other structures. - @Yoshy2002

    • Note: The distilled-water detection bug existed only in 2.9 daily builds. These multiblocks now also fill their own water pool.
    • Fixes GTNH#25042

    Fix multis distilled water detection + let more structures autoplace + NEI preview fix

  • #6900 Fixed ME output and storage buses getting stuck or becoming unresponsive after placement. These blocks were incorrectly setting their owner to null, causing items to fail to transfer or be stuck in buffers. - @AnsonYeung

  • #6878 Fixed a server crash that occurred when a multiblock was broken while a player had its GUI open. - @tiffit

  • #6867 Fixed crash when opening ender fluid link covers in multiplayer. These covers can now be opened without causing a server-side error. - @Luca-Guettinger

  • #6746 Fixed fluid input drain bug where type-unaware drain-by-amount pulled wrong fluids, causing primary inputs to never deplete on waterline multiblocks with multiple input hatches. - @Caedis

  • #6690 Fixed a dedicated server crash when opening certain GT covers. The crash occurred because the code tried to access the client-side FontRenderer on the server. - @tiffit

  • #6683 Fixed ME Output Bus voiding items when multiple transactions occur in a single tick. The fix adds per-tick transaction tracking to ensure items aren't incorrectly discarded. - @hinyb

  • #6675 Fixed a bug where unsafe type casting was causing the Overclock Calculator to consume more power than expected when using dual UV hatches. The fix prevents the cast from interfering with power calculations. - @Nana-Sakura

    Prevent unsafe cast to interfere OC calculator

  • #6641 Fixed infinite water/ice exploit where electric saws broke ice blocks and placed water. Saws now properly consume durability when breaking ice without leaving water behind. - @DarkShadow44

  • #6632 Fixed Callisto ice ore processing, which was missed in a previous ore processing fix. - @tiffit

    • Note: Regenerate Callisto ice ore deposits or manually rebuild ore processing recipes.
  • #6631 Fixed ore processing for plutonium and titanium ores, restoring the ability to properly process these ores after recent changes. - @tiffit

    • Note: Regenerate plutonium and titanium ore deposits or manually rebuild ore processing recipes.
    • Fixes GTNH#24516
  • #6617 Fixed Extreme Combustion Engine efficiency state persisting across world reloads and prevented efficiency from exceeding 100%. These were blocking the machine from reaching its intended maximum output. - @Yoshy2002

  • #6567 Fixes a critical item duplication exploit in GT filters where sortStacks could generate resources from nothing. - @Worive

  • #6544 Fixed critical duplication exploit in Super Chests where they would accept any items without verifying they matched the stored item type, enabling unlimited item duplication. - @tiffit

  • #6540 Fixed off-thread chunk loading that was causing memory exhaustion and OOM crashes when placing many machines, particularly long-distance pipes. Background threads now properly skip chunks in missing chunks instead of forcing disk I/O. - @Luca-Guettinger

    Fix off-thread chunk loading in machine block update threads

  • #6499 Fixed ore processing for new stone types by assigning proper ore prefixes. This restores the ability to smelt overworld ores in TConstruct smeltery and fixes incorrect NEI recipe displays. - @tiffit

  • #6464 Fixed the Extreme Combustion Engine not generating EU and corrected the scanner incorrectly reporting negative power output. - @tiffit

  • #6461 Fixed a critical bug where the Large Combustion Engine was not generating any EU output despite consuming fuel correctly. - @tiffit

  • #6418 Fixed Regulator and Chest Buffer machines not respecting configured stack size limits after API migration, restoring proper item flow control. - @Luca-Guettinger

  • #6267 Fixed Mega EBF energy hatch tier being incorrectly unlimited; now properly limited by glass tier as intended. - @khaskelbergTAU

  • #6228 Fixed fluid duplication exploit in GT fluid tanks by preventing improper fluid container handling. - @danyadev

  • #6192 Fixed multiple Toolbox issues including item voiding when moving the toolbox via hotbar keys, null pointer exceptions during rendering, and a ModularUI warning. - @querns

  • #6024 Fixed Neutron Activator hanging the server when chunks are not fully loaded by preventing infinite loops in chunk validation. - @Worive

  • #6014 Fixed ME Output Buses and Hatches voiding stored contents on server restart. Items now persist correctly through save/load cycles. - @lc-1337

  • #5983 Fixed a crash in the Sparge Tower multiblock structure. - @seventh-june

  • #5960 Fixed a crash when using NEI autocrafting with crafting stations. The game would crash with a null pointer exception due to slot contents changing during item crafting. - @noah-cope-dev

  • #5867 Fixed server crash caused by outdated TinkersGregworks configuration. Servers will no longer crash when players use TinkersGregworks if their config is not the latest version. - @danyadev

  • #5861 Fixed broken circuit selection panels in MUI1-based GUIs. Singleblock machines like CRIB and Solidifier Hatch can now properly select and configure circuits. - @zyf051520

  • #5858 Fixed a critical bug preventing certain GUI interfaces from opening in the latest daily build. This restores functionality for multiple multiblock and hatch interfaces that were broken after recent updates. - @chrombread

  • #5659 Fixed Galacticraft rockets producing 20 times the listed pollution by limiting pollution emission to once per second instead of every tick. - @wlhlm

  • #5602 Ore Drilling Plant drilling fluid consumption fixed. Was consuming 2 buckets per block instead of per layer, making the machine extremely inefficient. - @Spicierspace153

  • #5599 Fixes crash in multi-mode multiblocks like Industrial Wash Plant when CRIB cache is used and mode switches during processing. Recipe lookups no longer fail. - @zyf051520

  • #5532 Fixed crash when Galacticraft causes block updates during server start before executor service initializes. Executor now lazily initialized to prevent null pointer exceptions. - @DarkShadow44

  • #5467 Fixed overclock calculator overflow causing invalid recipe parallelization. Helioflare and other high-tier machines now work correctly with extreme overclock configurations. - @Sopel97

  • #5445 Fixed Bacterial Vat allowing Sievert radiation recipes to run without a Radio Hatch installed, bypassing an important machine requirement. - @StaffiX

  • #5420 Fixed L.E.S.U. (Large Energy Storage Unit) corrupting its power storage when using 107 casings, causing the stored power to overflow to maximum values. A missing long cast in power calculation has been corrected. - @OmdaCZ

  • #5393 Fixes infinite free resource exploitation in Indalloy 140 recycling by preventing recycling recipes with too few inputs. - @chochem

  • #5376 Restores missing gas outputs in Bartworks electrolysis recipes, particularly oxygen and hydrogen. These recipes were broken during previous recipe reworks. - @UltraProdigy

    Restore Gases to Bartworks Electrolysis Recipes

  • #5375 Fixes a crash when replacing input buses on machines and prevents null pointer exceptions when ItemIO objects persist after machines are dismantled. - @RecursivePineapple

  • #5267 Fixed an index out of bounds crash in the Data Repository machine. The tier calculation was updated after a larger multiblock changes PR but one usage was not updated. - @chrombread

  • #5201 Fixed server crash when using the debug energy hatch UI. Resolved by using proper utility methods instead of client-sided code. - @chrombread

  • #5200 Fixed server crash when opening the Fluid Regulator Cover UI. The issue was using client-sided IKey methods in a server context. - @FrostyFire1

  • #5193 Fixed crash when destroying void miners or other machines with multiple MetricsCovers. The issue was a ConcurrentModificationException during collection iteration. - @Worive

  • #5134 Fixed Ender Fluid Link cover migration from ModularUI1 to ModularUI2 that was incorrectly inverting the import/export mode state. - @FrostyFire1

    • Note: The inverted import/export state affected only people who had already loaded a 2.9 daily build in October 2025. Coming from 2.8.4 the conversion runs with the corrected code and covers keep their direction.
    • Fixes GTNH#22099
  • #5122 Fixed crashes when multiblock machines produce null output items or fluids by adding proper null-safety checks to the GUI. - @FrostyFire1

  • #5112 Fixed a crash when adding Prismarine recipes caused by null values. Prismarine material generation has been corrected to use proper tags and remove invalid dust/gem generation. - @chochem

  • #5086 Fixed array index crash caused by invalid ore metadata values from SpecialMobs ninja skeletons. - @RecursivePineapple

  • #5075 Fixed server-side crash in cover GUIs caused by accessing client-only IKey objects on the server. - @chrombread

  • #5074 Fixed a crash when cleaning cauldrons by throwing items into them. - @querns

  • #5073 Restored carbon ore item definitions that were accidentally deleted during a merge conflict. - @chochem

  • #5068 Fixed a critical crash where muffler buttons were being created in all GUIs without proper validation. - @VortexSo4

  • #7950 Fixes incorrect rendering of the Super Stellar Antimatter Storage (SSASS) block, which was previously displaying with visual corruption. - @boubou19

    Fix the SSASS renderer

  • #7941 Fixed Godforge shader compilation error preventing client startup. - @Algent

  • #7938 Fixed reinforced block casings (Plascrete, Tungstensteel, Naquadah) to be minable with the correct tools and speeds like other machine casings, and restored structure update notifications when broken. - @Armisael5

  • #7923 Fixed Active Transformer GUI displaying incorrect EU transfer rates due to only sampling one tick per second instead of using the 20-tick rolling average. - @Jesse-njx

  • #7913 Fixed a typo in the splitter item filter GUI that prevented players from using all 16 available item filter slots. All slots are now accessible. - @serenibyss

  • #7907 Fixes solar panel covers on cable wires not producing power under certain network configurations. - @DreamYao520

  • #7901 Fixes inconsistent recipes for UIV and UMV Energy Distributors in the Assembler. - @Armisael5

  • #7894 Fixes invisible textures appearing on certain block sides by preventing invalid or partial texture captures from being cached. - @boubou19

  • #7884 The Debug Input Bus no longer spills its contents when broken, making testing less messy. - @chrombread

  • #7881 Fixes the End of Harmony (EOH) multiblock animation stuttering issue by correcting the calculation of world age. - @Armisael5

  • #7870 Removed incorrect output hatch requirement from Source Chamber documentation. The Source Chamber has no recipes that produce fluids, making output hatches unnecessary. - @Angry3vilbot

  • #7867 Fixed the Fracking line chromium recycling that was unintentionally producing a net gain of 0.2 chromium per cycle due to incorrect recipe ratios. - @Nana-Sakura

    fix Fr line chrome recycle possibility

  • #7859 The Assembly Line now respects the hologram projector's gt_hatch parameter for energy hatches instead of always placing 16. With gt_hatch set to 1, only 1 energy hatch is placed. - @MLGfruitshoot

  • #7857 Applied Energistics interface name suffixes (like mold names) are now displayed in the player's language instead of the server's language on dedicated servers. The suffix is now constructed client-side as an IChatComponent carrying the item itself. - @Eldrinn-Elantey

  • #7854 ME Output Bus and Hatch WAILA tooltips now display in the player's own language instead of the server's language on dedicated servers. The display names are now resolved client-side from item NBT data instead of pre-localized on the server. - @Eldrinn-Elantey

  • #7841 Added Blood Orbs, Twilight Forest Trophies, and the Pseudo-Inversion Sigil to AE2 ME Interface blocking mode ignored items list, allowing them to be properly used in assembler crafts without interference. - @YamiKami-Sama

  • #7838 Fixed a recipe buffering mismatch that made AE2 Fluid Cell housing recipes and a few others uncraftable using pre-made fluid storage housings. - @boubou19

  • #7832 Fixed soldering iron not working in toolboxes when the toolbox has no battery but the iron has its own charge. Also fixed purple texture errors on tool-breaking animations by moving textures to the correct location. - @querns

  • #7828 Fixed crash that occurred when opening multiple instances of the same cover type on a machine. The UI now properly distinguishes covers by their side, preventing sync handler conflicts. - @mcmlevi

    Add panel side to modular panel name

  • #7822 Fixed an issue where machines connected via pipes across chunk borders could lose state after restart, causing inventory loss. This particularly affected Advanced Solar Boilers losing water inventory. - @Caedis

  • #7820 Removed an unintended Chainmail Boots recipe from the Alloy Smelter that was generated incorrectly. This recipe was inconsistent with other chainmail armor and tier progression, which requires waiting for the LV Arc Furnace. - @UltraProdigy

    Remove Chainmail Boots Alloy Smelter Recipe

  • #7813 Fixed WAILA/Jade power display for DTPF and other machines showing incorrect generation status by ensuring mEUt is properly initialized. - @AnsonYeung

  • #7807 Changed UV-UHV normal transformer recipes to use cable instead of wire, aligning with other high-tier transformer recipes. - @Nana-Sakura

  • #7804 Fixed Power Goggles display of incorrect LSC charge percentage and status information. - @mattiasploesch-cpu

  • #7803 Changed UV machine hull recipe to require cable instead of wire, bringing it in line with other machine hull recipes. - @Nana-Sakura

  • #7800 Added null check for processingLogic field in MTEMultiBlockBase to prevent NullPointerException. - @Nana-Sakura

  • #7794 Fixes NPEs occurring when chain explosions null a machine's tile entity during event handling. - @Caedis

  • #7787 Fixes wireless computation network permanently deadlocking after a server or world restart, which prevented computation from flowing and caused uploads to accumulate garbage. - @noitacude013

  • #7783 Fixes Gorge power calculation to use actual overclock settings instead of recipe base EU/t, and adds a power failure notification fallback to prevent silent recipe voiding. - @AnsonYeung

  • #7781 Clarifies that the soft mallet only toggles certain covers on pipes and cables, correcting player expectations about which covers can be toggled. - @H3stur

  • #7778 Fixes modular armor landing gear not absorbing low fall damage due to a mismatch between event distance and player fall distance calculations. - @Angry3vilbot

  • #7777 Fixes Vajra hotswap functionality that was broken in a previous fix, improving item switching reliability. - @AnsonYeung

  • #7775 Fixes the EEC's 'void enchanted or damaged' mode incorrectly voiding undamaged damageable items like Twilight Forest armor. Now only damaged items are voided. - @Angry3vilbot

    Fix EEC voiding undamaged damageable items when "void enchanted or damaged" is turned on

  • #7771 Fixes a dupe where the Solidifier Hatch's ghost mold could be picked up as a real item by Matter Manipulator. The configuration circuit slot was also vulnerable to the same issue. - @Eldrinn-Elantey

  • #7770 Fixes text in the Neutron Activator recipe results UI that was disappearing. The widget was incorrectly configured to sync from server when all calculations happen on the client. - @AnsonYeung

  • #7767 Fixed a crash that occurred when checking connected blocks in large multiblocks. The recursive depth-first search algorithm could exhaust the stack; now uses non-recursive breadth-first search. - @Nana-Sakura

    fix connected blocks checker

  • #7750 Fixed dense plate recipes for GT++ materials to enforce a minimum Voltage tier of MV. Previously, low-tier materials could generate LV-tier dense plate bender recipes, which should not be possible. - @UltraProdigy

    Fix Dense Plate Min EU for GT++ Materials

  • #7745 Fixed the ruthenium tetroxide (RuO₄) solidifier recipe to have correct duration and fluid output. The recipe previously had broken fluid outputs due to missing material mass data. - @Nana-Sakura

    fix ruthenium tetroxide solidifier recipe

  • #7742 The Matter Manipulator now correctly copies the eV threshold and normal/inverted status when pasting a Neutron Sensor. Previously, these settings would be lost during the copy-paste operation. - @chazzybearr

  • #7734 Fixed backwards compatibility issue where old Wireless Machine Controller covers from version 2.8 would fail to load. Old covers now load correctly preserving their frequency, privacy, and control settings. - @Worive

  • #7729 Fixed a critical null pointer exception in Steam Multiblock Base where the depleteInput method would crash if the first slot was empty but later slots contained items. - @czqwq

  • #7722 Fixed SLAM (likely a reactor component) to check for instant recipes every 5 seconds instead of every tick, reducing unnecessary checks and improving performance. Also corrected the WAILA tooltip display. - @AnsonYeung

  • #7721 Fixed critical bugs in Weighted QoS and Quantum Computer that caused computation errors and restarts to fail. These systems now use the more reliable Static QoS implementation, improving overall stability. - @AnsonYeung

  • #7719 Power transformer tooltips now display correct half-mode amperage. 64A transformers previously showed 2A/8A; they now correctly show 8A/32A. - @chazzybearr

    Display correct half mode amps on power transformers

  • #7716 Fixed crash when reopening Godforge Exoticizer's exotic inputs panel. Players can now repeatedly open and close the panel without crashing. - @serenibyss

  • #7714 Breaking a BlockFrameBox now properly calls onBaseTEDestroyed for attached covers, ensuring wireless redstone transmitter data is cleared when the block is destroyed. - @Angry3vilbot

  • #7705 All spike assembler recipes now require circuit 1, standardizing their configuration across all variants. - @Angry3vilbot

  • #7703 Wrench and soft mallet no longer rotate vanilla double chests into invalid orientations. This prevents texture overlap and ensures rotation state matches visual orientation. - @Glease

  • #7691 Beam Crafter controller recipe moved from Research Station gate to Assembly Scanner gate. This prevents Beam Crafter from locking elemental duplicator, mass fabricator CPU, and Mega Multiblock Mk3 to the UV tier, restoring progression parity with previous behavior. - @Nana-Sakura

    move beamcrafter controller recipe to scanner

  • #7685 Fixed ArrayIndexOutOfBoundsException in CRIB proxy input buses by skipping compaction for busses with fewer than 2 slots. - @RecursivePineapple

  • #7683 Fixed Ore Drilling Plant consuming power indefinitely when no recipe is running, preventing power waste. - @fehling135

    Fix Ore drilling plant consuming endless power

  • #7680 Fixed glass type validation messages to display the actual glass variant used instead of always showing borosilicate glass requirement. - @AnsonYeung

  • #7677 Fixed missing tooltip for computation loss icon in space mining module and other multiblocks, showing proper error text. - @Ranzuu

  • #7671 Reverted changes to Vajra offhand block replacement due to unintended interaction regressions with other mechanics. - @AnsonYeung

  • #7666 Fixed Power Goggles manual graph scale input being capped at Integer.MAX_VALUE, allowing larger scale values to be entered. - @Pxx500

  • #7656 Added collision checker ignore flags to NAC assembler and Large Hadron Collider recipes that should bypass collision validation. - @AnsonYeung

  • #7654 Fixed Crafting Input Proxy interaction to prevent unintended block placement when right-clicking with blocks in hand. - @AnsonYeung

  • #7653 Fixed a networking issue where placing GT machines would briefly show the invalid .name block on client, causing placement animation glitches. - @AnsonYeung

  • #7642 Separated language keys for GUI display and scanner info text, allowing different formatting and translations for each context. - @Ranzuu

  • #7641 Fixed formatting code leakage in markdown tooltips that left invisible format codes at line ends, preventing proper formatting recognition. - @Eldrinn-Elantey

  • #7625 Fixed incorrect clamping of the Assembly Line persistent recipe hash. The hash is now computed using naive casting without value bounds. - @Azusfin

  • #7624 Removed incorrect equals and hashCode overrides from GTRecipe that could cause hash collisions. The class now uses Object's default identity-based comparison. - @AnsonYeung

  • #7622 Assembly Line validation now checks if items and fluids match before checking power availability, providing more accurate error messages when recipes fail. - @Azusfin

  • #7615 Fixed the gorge button appearance in the God Forge GUI. The button now displays correctly without spurious background rendering on hover. - @AnsonYeung

    Fix gorge button

  • #7612 The toolbox can now accept newly crafted uncharged electric tools. Previously, fully uncharged tools were incorrectly rejected even though they are valid for tool slots. - @querns

  • #7610 Fixed a crash when the Ore Finder Wand tries to resolve ore prefixes without a stone type. The wand now handles edge cases gracefully instead of throwing a NullPointerException. - @Algent

  • #7602 Fixed fluid gauge displaying incorrect capacity and fullness percentage when void mode is enabled. - @YannickMG

    Use real tank capacity for fluid gauge when void mode is enabled

  • #7601 Fixed High Temperature Gas-cooled Reactor GUI showing all fluid levels and status as zero despite reactor running normally. - @Eldrinn-Elantey

  • #7584 Fixed Replicator backend incorrectly accepting recipes with ME input hatches and missing UUM, which would silently fail and confuse players with internal errors. - @Nana-Sakura

    fix(recipechk): add edge check to eliminate warning

  • #7581 Fixed GT++ hot ingots not displaying their color tint in-world by removing unnecessary tint override code. - @serenibyss

    Fix GT++ hot ingots not having tint

  • #7579 Fixed incorrect multiblock footprint displayed in the Large Thermal Refinery tooltip (was showing 5x5 instead of correct dimensions). - @UltraProdigy

  • #7573 Increased the height of the Distillation Tower recipe window to fit the new status line added in PR#7463. - @Eldrinn-Elantey

    Increasing the height of the DTPF recipe window

  • #7572 The CAL Assembler now correctly shows 'Insufficient voltage' error instead of misleading 'No recipe found' message when there isn't enough power. - @Azusfin

    Show insufficient voltage error in CAL assembler mode

  • #7570 Fixed ME Output hatches being unable to accept any items in a single tick. Now they can accept items properly and support check mode even without a storage cell installed. - @hinyb

    fix(meoutput): fix me output can't accept anything in 1 tick and support check mode without a cell

  • #7566 Fixed missing and outdated language keys that caused tooltip text to not display properly in several multiblock machines. - @Yoshy2002

    Fix outdated lang keys + add missing ones

  • #7562 Fixed the Circuit Assembly Line allowing items to be placed out of order in buses, unlike the Assembly Line. Items must now be inserted in the correct sequential order for the machine to function properly. - @Sanduhr32

  • #7556 Fixed the color swatch tooltip in the modular UI only showing when hovering over the thin border, not the actual colored square. The tooltip now displays the dye name when hovering anywhere on the color swatch. - @Eldrinn-Elantey

  • #7555 Fixed an out-of-memory crash caused by infinitely growing NBT data in Assembly Line recipes. The crash occurred when saving and loading wireless data hatch recipes repeatedly. - @mitchej123

  • #7554 Fixed Godforge UI milestone progression panel not showing progress bar updates and not syncing certain UI values from client to server. - @serenibyss

  • #7548 Fixed the Extreme Heat Exchanger spamming the server log with errors when the hot fluid input hatch explodes but the controller survives. The controller will no longer attempt to access the destroyed hatch repeatedly. - @Angry3vilbot

  • #7542 Fixed structure preview corruption in the holographic projector for the Volcanus Arc Furnace and Cryogenic Freezer caused by the projector confusing the Pyrotheum and Cryo hatches. Both hatches shared the same base class, causing the previewer to mix them up. - @Yoshy2002

    Fix Structurelib mixing Pyro and Cryo Hatch due to same base class

  • #7541 Fixed a crash in the Neutron Activator machine that would occur under certain conditions. Added a null safety check before accessing the machine's active state. - @MLGfruitshoot

  • #7536 Fixed Acid Generator output mismatch by making recipes aware of cell container capacity, resolving the Redstone EU value discrepancy. - @Sanduhr32

  • #7535 Removed a duplicate Dense Tairitsu Plate recipe that had identical inputs and outputs but different recipe times. - @mllfjn

  • #7532 Fixed Steam output bus filtering which was not functioning; players can now properly filter what items the bus exports. - @mllfjn

    fix Steam output bus filter

  • #7531 Fixed tricoder scanner information for beamline equipment to be clearer, and resolved an ArrayStoreException bug from PR #7106. - @Sanduhr32

  • #7527 Fixed inability to adjust the working area radius of Tier 2 Ore Drilling Plant; the chunk radius button now responds correctly. - @mllfjn

  • #7521 Fixed control panel display where custom info from sensor cards and metrics transmitters was not appearing on the GUI. - @Yoshy2002

    expose custom info for control panel

  • #7512 Removed the fluid output hatch from the Precise Assembler structure preview since the machine does not have a fluid output slot in either of its modes. - @Ableytner

  • #7509 Fixed ME Stocking Input Hatch to accept 0L fluid extractions from recipes. Some machines like the Spinmatron occasionally request 0L, which the hatch now allows. - @AnsonYeung

  • #7504 Fixed mechanical armor gravity manipulation and creative flight unintentionally activating flight controls when the player had fullscreen UIs or text boxes open. - @Spaghetti-OberNub

  • #7498 Fixed the Amazon Packager to support the same 1x1, 2x2, and 3x3 schematic recipes as the single-block Packager. The multiblock machine can now process recipes it previously rejected. - @DreamYao520

  • #7497 Removed deprecated Fluid Canner and Plasma Arc Furnace machines from Ross 128 b ruin loot pools. These machines have been superseded by Canning Machines and Arc Furnaces respectively. - @DreamYao520

  • #7495 Fixed fluid pipes visually disconnecting from tanks when a pump or fluid regulator cover was closed. Pipes will now correctly show as connected regardless of cover state. - @Eldrinn-Elantey

  • #7491 Fixes oil cracker multis not automatically starting recipes when fluids are added via ME stocking input hatches. Recipes now trigger immediately instead of requiring manual GUI interaction. - @Yoshy2002

  • #7488 Fixes Advanced Assembly Line not auto-detecting new data sticks and wireless data hatch inputs by adding missing recipe check watchers. - @Azusfin

  • #7487 Fixes NEI displaying incorrect fake plasmid cell recipes in BioLab by correcting the enum value mapping. - @UltraProdigy

  • #7486 Fixes Circuit Assembly Line not detecting fluid inputs for recipe checks. Adding fluids to the ME system now immediately triggers recipe validation. - @Azusfin

  • #7485 Fixes NEI displaying incorrect lanthanide cauldron recipes by registering Cerium and Samarium recipe remaps before NEI cache generation instead of after. - @DreamYao520

  • #7484 Fixes BaseItemDustUnique ignoring per-material ore prefix override keys, allowing custom material naming to work correctly. - @Eldrinn-Elantey

  • #7470 Fixes Wireless Charger bypassing IC2 tier restrictions by properly enforcing the machine's actual tier instead of allowing unlimited charging. - @zaru-noodles

  • #7469 Fixes Research Station using incorrect assline voltage for scan operations and expands the computation value limit from 16-bit (65,535) to 48-bit, allowing much larger research values. - @Sanduhr32

  • #7466 Fixes Large Hadron Collider turning off after server restart. The machine would stop running because the watcher on the beam input was not properly configured, preventing recipe checks from being triggered. - @Azusfin

  • #7463 Fixed heating coil tooltip text from overflowing GUI boundaries in NEI by reformatting the heat capacity display. - @Eldrinn-Elantey

    Fix Heating Coil NEI text overflowing GUI bounds

  • #7460 Adjusted the Waila progress bar width for better visual appearance and to align with other UI elements. - @slprime

    Change Waila ProgressBar Width

  • #7449 Fixed machine chat messages to translate on the client-side using the player's language setting instead of server-side, ensuring messages appear in the correct language on dedicated servers. - @Eldrinn-Elantey

  • #7444 Fixed a memory leak in ME output systems where random output variants (like from Extreme Energy Compressors) were not being properly cleaned up from cache. - @hinyb

  • #7441 Fixed item names for Sugar/Cactus Coke and Charcoal blocks to include the 'Block of' prefix in their display names. - @Angry3vilbot

  • #7436 Fixed a crash that occurred when receiving packet updates for unloaded tile entities. Machines will now properly handle invalid tile entity states without crashing. - @AnsonYeung

  • #7427 Lab Parts NBT data is now stripped to only contain registered recipe data, preventing item duplication and sync issues. - @Sanduhr32

  • #7415 Void Bus hatches can now have their item filters properly set via GUI, fixing a regression from a previous fix. - @toenailsin

  • #7414 Crafting Pattern Provider and Crafting Input ME hatches now properly limit pattern stacking to 1 per slot, matching ME Interface behavior and preventing exploits. - @hinyb

  • #7411 ME input buses and hatches now correctly validate their recipes when configuration changes, fixing cases where recipe state became out of sync. - @AnsonYeung

  • #7395 Fixed sheetmetal blocks to trigger machine structure updates. This enables machines to properly recognize when their structure is complete or modified, fixing issues like the Industrial Mixer not performing auto-structure checks. - @FourIsTheNumber

  • #7393 Fixed molten fluids and other materials displaying incorrect 0K temperatures. Added proper melting point values for organic chemicals and exotic fluids based on real-world data. - @Nana-Sakura

  • #7392 Fixed ME input buses and hatches failing to update when network contents change. Certain configuration sources were not properly registering watchers, causing machines to become unresponsive to inventory changes. - @ReignOfFROZE

  • #7391 Fixed touch-based visual prospecting to work with Bartworks ore. The feature now properly detects Bartworks ores when touched, enabling vein discovery. - @Algent

  • #7389 Fixed a fluid ejection bug where machines would dump the same fluid into multiple output slots when handling very large amounts, reducing parallel processing performance. - @hinyb

  • #7387 Fixed the phantom slot functionality in recipe and type filters. Players can once again use these slots to filter items after a previous refactor inadvertently broke the feature. - @toenailsin

  • #7386 Restored missing texture files for AAL GUI buttons that were inadvertently removed in a previous change. These textures are still referenced by ModularUI1 and are needed to prevent visual breakage in affected machines until ModularUI1 is fully deprecated. - @mllfjn

  • #7378 Fixed unnecessary client-side getTileEntity calls that were spamming server warnings in the log. - @RealSilverMoon

  • #7372 Fixed the Gorge Exoticizer not properly detecting plasma from dusts with multiple OreDictionary entries. The machine now validates each oredict entry until it finds a valid plasma conversion, instead of failing on the first oredict. - @Azusfin

    Fix Gorge Exoticizer

  • #7366 Fixed coils not resetting when performing structure checks on certain multiblock machines. - @Yoshy2002

  • #7348 WAILA now properly translates output fluid and item names when displayed on dedicated servers. - @Eldrinn-Elantey

  • #7345 Potential fix for server startup issue where machines requiring constant fluid supply may not receive fluid from stocking. - @lc-1337

  • #7340 SSASS and SLAM GUIs no longer use scientific notation for all displayed values, making numbers more readable. - @1328116700

    Fix SSASS gui

  • #7337 Clicking on progress bars in cutting machines now shows a fake NEI handler instead of doing nothing. - @TotallyNotOndre


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Contributors ​

Everyone who authored, reviewed or co-authored a change on this page, with how many of them:

@Dream-Master (77), @UltraProdigy (48), @AnsonYeung (44), @Yoshy2002 (19), @Nana-Sakura (18), @Azusfin (17), @boubou19 (16), @chrombread (13), @Eldrinn-Elantey (13), @RecursivePineapple (12), @Sanduhr32 (12), @tiffit (12), @FourIsTheNumber (11), @koolkrafter5 (10), @Luca-Guettinger (10), @Angry3vilbot (9), @hinyb (7), @Worive (7), @Algent (6), @Caedis (6), @cubefury (5), @FrostyFire1 (5), @MLGfruitshoot (5), @serenibyss (5), @chochem (4), @DreamYao520 (4), @Kogepan229 (4), @mllfjn (4), @querns (4), @Ranzuu (4), @RealSilverMoon (4), @Ruling-0 (4), @Armisael5 (3), @DarkShadow44 (3), @lc-1337 (3), @loenaaaa (3), @mitchej123 (3), @Alexdoru (2), @chazzybearr (2), @czqwq (2), @danyadev (2), @fehling135 (2), @GDCloudstrike (2), @MassAnarchyy (2), @Pxx500 (2), @ReignOfFROZE (2), @slprime (2), @Spaghetti-OberNub (2), @Spicierspace153 (2), @toenailsin (2), @VortexSo4 (2), @wlhlm (2), @zaru-noodles (2), @zyf051520 (2), @1328116700 (1), @ABKQPO (1), @Ableytner (1), @Auynonymous (1), @BlueWeabo (1), @Cardinalstars (1), @DylanTaylor1 (1), @Glease (1), @H3stur (1), @ham-corp (1), @Jesse-njx (1), @Justxs (1), @khaskelbergTAU (1), @Krakenrek (1), @Marsietiss (1), @mattiasploesch-cpu (1), @mcmlevi (1), @Miklebe (1), @NekoNou (1), @Nikolay-Sitnikov (1), @noah-cope-dev (1), @noitacude013 (1), @NotAPenguin0 (1), @OmdaCZ (1), @seventh-june (1), @Sopel97 (1), @StaffiX (1), @TheYoingLad (1), @TotallyNotOndre (1), @Vlamonster (1), @YamiKami-Sama (1), @YannickMG (1)