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Bug Fixes (5 of 8) ​

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GT5-Unofficial (continued, 4 of 4) ​

  • #6238 Fixed the description text for the input hatch ME autopull feature. - @Eldrinn-Elantey

  • #6237 Fixed a typo in the Mining Drone MK-XII display name. - @Eldrinn-Elantey

  • #6217 Removed redundant tooltip entries from localization files. - @iouter

  • #6180 Removed deprecated QFT catalyst items (Limpid Water, Flawless Water, Particle Acceleration, Synchrotron-Capable) that were already removed from gameplay but were creating dead entries in NEI. - @UltraProdigy

  • #6179 Corrected a spelling error in the Universal Chemical Fuel Engine (UCFE) tooltip. - @Ranzuu

    Corrected UCFE Tooltip

  • #6112 Fixed tooltip display for three plastic materials (Radox Polymer, Polybenzimidazole, PolyphenyleneSulfide) showing as 'ingot/plate' instead of 'bar/sheet'. - @Alexdoru

  • #6107 Fixed Personal Nanobooster description text spacing in tooltips. Removed leading spaces to display description properly formatted. - @Yoshy2002

    Fix Personal Nanobooster Description spacing

  • #6106 Fixed spelling error and added proper shutdown reason localization for insufficient dynamo power state. Improves error message clarity for players. - @Yoshy2002

  • #6093 Removed duplicate stone plate compression recipe that was autogenerated twice. Consolidates recipe to CoreMod where other stone plate recipes reside. - @UltraProdigy

  • #6036 Updated titanium gearbox texture to match the shading of other gearbox variants for visual consistency. - @seventh-june

  • #6015 Distributor and Energy Buffer tier labels corrected from MAX to UHV. Labels now accurately reflect current machine tier. - @UltraProdigy

  • #6007 Fixed visual artifacts in the Redstone-on button texture. Corrected a few misaligned pixels for cleaner appearance. - @Yoshy2002

    Fix Redstone-on Texture having a few wrong pixels

  • #5999 Fixed ME Stocking Bus UI being misaligned and updated its tier label to EV to match the required bus tier. UI now displays correctly and accurately reflects the machine's tier. - @chrombread

    make stocking bus base tier EV and move main ui 5 pixels over to align it properly

  • #5917 Reverts the Fluxed Electrum texture changes from PR #5913 due to issues. Returns textures to the previous overlay-based approach. - @Auynonymous

  • #5851 Fixed alpha overlay rendering for sheet metal blocks and removed unnecessary render pass configuration that was causing redstone conductance issues. - @RecursivePineapple

    Hopefully fix alpha overlay for sheetmetal

  • #5843 Fixed Industrial Coke Oven tooltip that incorrectly stated 'Minimum' heat casing count instead of just displaying the required count. - @UltraProdigy

  • #5795 Fixed typos in item names and language strings across multiple mods. - @Yoshy2002

  • #5782 Fixed missing recipe counter in Advanced Assembly Line batch mode. - @StaffiX

  • #5760 Fixed redstone not automatically connecting to pipe covers, allowing redstone to now link to covers for signal transmission. - @Engineer12798

    Fix redstone not connecting to pipe covers

  • #5756 Fixed Thaumcraft Energy Converter and Absorber recipes that were incorrectly requesting 2 items instead of 1. This is a visual fix only; functionality remains unchanged. - @UltraProdigy

  • #5733 Restored padding in NEI recipe handler display to fix visual alignment issues. - @slprime

  • #5708 Fixed a crash that occurred when placing the Dyson controller in development environments when Galacticraft is not installed. - @UltraProdigy

  • #5657 Fixed GT++ quad cell batteries being rendered with incorrect tints by removing outdated material-specific tinting logic. - @serenibyss

    Fix GT++ quad cell batteries being incorrectly tinted

  • #5654 Removed the incorrect chemical formula for aqua regia to avoid misleading players, with a TODO to fix it properly in a future major version bump. - @chochem

  • #5575 Updated dependency version for structure preview functionality. - @UltraProdigy

  • #5450 Fixed aspect values after prefix refactor. - @chochem

  • #5329 Fixed a crash caused by upstream cover-related changes. - @chrombread

  • #5326 Corrected spelling error in localization (effect → affect). - @arch1t3cht

  • #5324 Fixed debug hatch drain code to return precise stacks as expected by dependent systems. - @chrombread

  • #5312 Fixed a UITexture reference that was renamed in an earlier PR but not updated in the ModularUI1 file. - @chrombread

  • #5278 Eliminated the unnecessary 'Electrolyzed Water Cell' item and its redundant recipe, streamlining the water electrolysis process by removing a pointless intermediate step. - @UltraProdigy

  • #5185 Removed ore dictionary entry for the unobtainable lit furnace block to prevent it from interfering with recipes. - @chochem

    remove lit furnace oredict

  • #5181 Fixed imbalanced recipe for Cobalt II Acetate to Cobalt II Naphthenate conversion where fluid quantity was inconsistent with item quantity. - @UltraProdigy

  • #5180 Improved the wording of the 'power overflow' error message for better clarity. - @SST-03

  • #5178 Restored custom fluid tooltip rendering for GT tanks with voiding mode, reverting a prior change that caused issues with integer capacity limits. - @SuperSoupr

  • #5173 Fixed a ClassNotFoundException crash that occurred when a machine lost power in development environments, particularly when Navigator mod interactions occurred. - @chrombread

  • #5170 Fixed a text formatting error in the non-wireless maintenance cover UI to align with StatCollector and I18n translation handling. - @FrostyFire1

  • #5169 Corrected language key references for maintenance cover tooltips in English and Russian localization files. - @FrostyFire1

  • #5098 Fixed misspelling of "Nether Semifluid" (was "Nether SemiFLuid") in material names. - @JustACasualDay

  • #5078 Removed netherite recycling recipes that should not exist. - @chrombread

    fix netherite having recycle recipes

  • #5062 Adds ICE_ORE material support from the ore refactor to the new Material Builder. - @Miklebe

  • #5057 Corrects the mass values of several long rods in the Radio Hatch that were incorrectly matching their normal rod counterparts. - @chochem

  • #5033 Adjusted muffler button position by one pixel to align with MUI1 design and improved the method signature for custom UI support. - @chrombread

    Move muffler button one pixel to the right

  • #4955 Fixed integer overflow when calculating total energy for Godforge modules with long durations (>1 tick). Now uses BigInteger for safe arithmetic like the Exoticizer module. - @52871299hzy

  • #4944 Disabled unused hot netherite ingot that had no texture and was not used in any recipes. - @chochem

    disable the hot netherite ingot

SGCraft ​

  • #27 [world data] Stargate ring blocks now correctly form across chunk boundaries. Previously, ring blocks in neighboring chunks could fail to render as connected until the player logged out and back in. - @pierrei

    • What to do: No step is needed before you update, and relogging does not fix this and never did. If you already have a Stargate whose ring is stuck partly unformed, where some ring blocks render as plain blocks and will not open the gate screen, break the Stargate Base block once after updating and re-place it; the ring then forms and stays formed. Gates built or rebuilt on 2.9.0-beta-3 keep their ring across chunk boundaries.

    Fix for ring not fully forming sometimes

  • #22 Fixed Stargate blocks being placed incorrectly when oriented East/West. Blocks will now face the correct direction when placed. - @Yoshy2002

    Fix Rotation in East/West Direction

ForgeMultipart ​

  • #47 [read before updating] Fixed a critical issue where microblocks were randomly transforming into Blood Rune slabs. The problem was caused by unknown material names falling back to id 0 and a race condition in single-player where the client handshake cleared shared name maps while the server was reading them. Now unknown materials resolve to a placeholder and redundant handshakes are skipped in integrated mode. - @Caedis
    • What to do: No step is needed before you update, but do not expect a repair. Microblocks that already turned into Blood Rune slabs in a singleplayer world are permanently changed on disk and have to be broken and put back by hand. From 2.9.0-beta-3 on, no further microblocks are converted, and a microblock whose material is genuinely missing shows the purple-and-black missing texture instead of silently becoming a Blood Rune.
    • Fixes GTNH#14921
  • #37 Fixed two critical issues: glowstone not preventing mob spawns, and a null pointer crash when AE2 attempts to read light values from invalid tile entities. The light value caching system was reverted and improved iteration logic was applied to skip null references. - @Worive

Thaumic_Exploration ​

  • #57 [read before updating] Fixed critical Soul Brazier exploit allowing permanent warp deletion, resolved client crashes on Vis Relay connection, and improved block particle loading and error messaging. Refactored code for stability and clarity. - @thehoblit

    • What to do: No step is needed before you update. If you have permanent warp parked in a powered Soul Brazier, it now comes back to you when the brazier runs dry or is broken, even if you are offline at the time. On 2.8.4 that warp was silently erased instead, so do not count on the brazier as a permanent warp remover any more. Warp already erased that way stays erased.
    • Fixes Dupes-Exploits-GTNH#202, GTNH#23735
  • #64 Fixed client crash loop on multiplayer servers near Soul Brazier caused by NullPointerException in server access. - @thehoblit

  • #63 Fixed Talisman of Nourishment failing to grant nutrition despite restoring hunger. Now tracks source food and posts proper FoodEaten events so players maintaining hunger via the talisman actually gain nutrients. - @Eldrinn-Elantey

  • #61 Fixed Thaumic Replicator crash and potential world corruption caused by null aspect data. - @zaru-noodles

  • #60 Fixed item duplication exploit using Witchery duplication grenades with disarming enchantment on player-copied mobs. - @thehoblit

  • #59 Fixed NullPointerException crash when spawning Talisman of Nutrition. - @thehoblit

  • #47 Removed forced ASCII-only text rendering that was breaking unicode character display in non-English languages. - @Eldrinn-Elantey

    Remove setUnicodeFlag(false)

ProjectRed ​

  • #60 [check your build] Fixed Auto Crafter matching items by NBT tag as intended. Items with different enchantments, names, or other NBT data will no longer be interchangeable in crafts. - @Worive

    • What to do: After updating, check your Auto Crafters. An Auto Crafter only accepts ingredients whose NBT tag matches the plan exactly now, so any crafter that was quietly being fed a differently tagged item, renamed, enchanted, or carrying any other NBT, stops producing without an error. Re-make the plan using the exact item you actually feed it.
  • #85 Fixed ProjectRed Item Importers and other devices voiding items in their internal buffer when loading worlds or reloading servers. - @ModularityEnjoyer

    • Note: Items that ProjectRed devices dropped from their internal buffer on earlier world loads are gone for good. From now on items in an Item Importer survive a world load.
    • Fixes GTNH#25041
  • #82 Fixed ProjectRed Red Alloy wires not providing redstone power to machines or lamps. Wires will now properly trigger adjacent redstone components. - @Luca-Guettinger

    • Note: Red Alloy wire starts powering lamps and machines again, so anything wired to one may switch on the first time you load in.
    • Fixes GTNH#24592, GTNH#24634
  • #75 Improved Dynamic Item Responder Chip interaction with locked Storage Drawers. Chips now correctly detect and fill drawers locked to an item type even when the drawer is currently empty. - @Dragovorn

  • #68 Fixed pulse behavior of array gates to match correct logic. - @Engineer12798

  • #67 Fixed glow effect not rendering on non-full-height lamp blocks. Glow now displays correctly for partial blocks and works with shader mods. - @Worive

    Fix non-full blocks lamps not rendering glow

  • #65 Fixed Dynamic Item Responder Chip compatibility with Storage Drawers. Items can now be routed into locked drawers that have a defined prototype but are currently empty. - @ModularityEnjoyer

  • #62 Fixed item duplication exploit in Project Bench when crafting and shift-clicking with recipe plans. - @PLASMAchicken

  • #59 Fixed block breaker crash caused by incorrect sound effect coordinates. The block breaker now uses the correct target position instead of its own position. - @DarkShadow44

  • #58 Fixed inverted lamp slabs not rendering their glow effect. Lamp microblocks now display correctly. - @Worive

AdventureBackpack2 ​

  • #57 Fixed backpack disappearing on death when using keepinventory, and fixed backpack desyncing when traveling between dimensions. The backpack will now properly persist across dimension changes and respawns. - @Worive

    • Note: A backpack this bug destroyed was held in a memory-only map and is permanently gone. The dimension-travel half was only the client failing to draw the backpack.
    • Fixes GTNH#5035
  • #62 Fixed a memory leak in Tinkers tool repair functionality by eliminating a static field that prevented garbage collection of utility objects. - @Alexdoru

    Extract TinkersCraftingStationBridge from TinkersUtils to fix world c...

  • #58 Fixed coal jetpack thrust handling at high altitudes. Previously, activating the jetpack would instantly stop a player's fall; now it gradually slows descent while preserving momentum, making vertical movement smoother and more predictable. - @Worive

  • #56 Fixed crash when shift-clicking a Twilight Forest Giant Pickaxe into the backpack. Simplified the slot handling code by using Forge's dedicated method instead of custom logic. - @FourIsTheNumber

  • #53 Fixed crash when rendering mechanical armor and GT tools in the backpack GUI. Removed custom reflection-based item rendering and now delegates to items' standard IItemRenderers. - @FourIsTheNumber

  • #48 Fixed Coal Jetpack and Copter Pack not working. The packs now properly handle fluid fuel and fall back to legacy steam if actual steam is unavailable. - @Caedis

  • #47 Fixed item duplication exploits: one caused by death when using the Sleeping Bag feature, and another from the backpack's crafting grid. Both have been patched. - @UltraProdigy

  • #42 Fixed backpack GUI closing when double-clicking to merge item stacks from the player inventory. The backpack now stays open so you can continue organizing items. Also fixed NBT tag handling for creative mode middle-click picking. - @devpikachu

  • #37 Fixed Sleeping Bag overwriting your previous bed spawn location when placed in the world. The backpack now preserves your spawn point, making it safe to use the bag without losing your home spawn. - @wlhlm

Backhand ​

  • #196 Fixed multiple offhand interaction bugs that caused items to trigger twice, GUI/inventory to close unexpectedly, and items in the offhand to fail when right-clicked. Added a configuration blacklist for problematic items. - @Algent

  • #189 Fixed item duplication and voiding exploits involving Backhand offhand interactions with containers, backpacks, and focus pouches. This addresses critical inventory manipulation bugs. - @Algent

  • #194 Fixed crash when using Witchery Brew Bag from the offhand. Witchery was opening bags during render events, conflicting with offhand logic. - @Lyfts

  • #192 Fixed offhand causing cancelled interactions to fire twice and preventing some items from working when held with offhand equipment. AE2 Memory Card and similar items now work correctly when a healing axe is in the offhand. - @Algent

  • #180 Fixed armor slot positioning misalignment in the Galacticraft inventory GUI. - @Ranzuu

    Fixed Galacticraft armor slot offset

  • #178 Fixed offhand items visually clipping through custom armor models by ensuring the armor model receives the same animation properties (heldItemLeft, heldItemRight, aimedBow, isSneak) as the main player model. - @Luca-Guettinger

  • #175 Fixed Creative mode inventory clearing so that the offhand slot is also cleared when using the 'Destroy Item' button on the Creative Inventory GUI. - @Ranzuu

  • #174 Improved Extra Utilities Healing Axe offhand compatibility to prevent log stripping while still allowing right-click interactions on other items. - @Caedis

  • #169 Fixed offhand slot rendering when the hotbar is hidden by other mods (e.g., Et Futurum Requiem's spectator mode). The offhand slot now properly respects hotbar visibility. - @Eldrinn-Elantey

    fix: hide offhand slot when hotbar rendering is canceled

  • #161 Fixed offhand item switching animations so items fade out smoothly instead of disappearing instantly, and the offhand arm no longer briefly appears during transitions. - @leumasme

  • #156 Fixed torch not being usable in offhand when eating from lunch box. - @Caedis

  • #155 Fixed crash when holding a Thaumcraft wand with equal exchange focus in the offhand. - @Lyfts

  • #154 Fixed offhand attacks dealing only 1 damage instead of full weapon damage. Offhand weapons now deal proper damage matching their main-hand counterparts. - @Lyfts

Battlegear2-for-Backhand ​

  • #15 Ender Arrows no longer incorrectly break blocks by using corrupted metadata. Added a blacklist feature to prevent breaking specific block types (like GT machines and AE2 cables). - @ABKQPO

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

    rewrite initial sync

  • #31 Fixed misaligned bauble slot hitbox that had an 8px vertical offset, causing clicks to miss or hit wrong slots. - @Ranzuu

  • #15 Fixed Flügel Tiara and other baubles not working on joining a game due to syncing with an old inventory reference instead of the newly created one. - @DarkShadow44

    After clearing, get new baubles inventory instead of working with old one

  • #19 Removed redundant mergeItemStack call that was being invoked twice. - @Worive

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

  • #42 Fixed a 3-second black screen on startup and eliminated 180 error messages in the log caused by FontRenderer initialization failures during the loading screen render. - @danyadev

  • #39 The progress bar no longer leaves the previous mod's name stuck on screen after it finishes loading. This prevents falsely blaming mods for freezes during FML inter-stage operations. - @danyadev

    Fix stale mod name between lifecycle stages

  • #31 Resource packs (including symlink-based ones) are no longer reset on startup. Fonts and other cached resources now load with the correct pack configuration. - @Eldrinn-Elantey

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
  • #43 Fixed a ClassNotFoundException crash caused by BetterP2P still referencing the old guicolors class after AE2 switched to colorutils. - @MassAnarchyy
  • #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
  • #39 Fixed P2P binding issues that prevented proper network connections and data transfer in Applied Energistics networks. - @hiroscho
  • #46 Fixes a crash when renaming an output P2P tunnel without a corresponding input tunnel. - @Angry3vilbot
  • #44 Fixed Advanced Memory Card rendering P2P tunnel outlines across dimensions by restricting rendering to tunnels in the player's current dimension. - @Kogepan229

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

    Fix LAN syncing

  • #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

  • #250 Extended text format stripping to prevent colored text formatting codes from appearing in quest file names when saved, maintaining clean file organization. - @UltraProdigy

    Extend Text Format Stripping to Quest File Names on Save

  • #234 Removed native Minecraft item formatting (colors and rarity effects) from reward and task panels, making item names readable regardless of theme. - @UltraProdigy

  • #229 Fixed quest ID copying on macOS, which was previously causing crashes to the main menu. - @danyadev

    fix questId copy on macos

  • #222 GUI dividers now use theme colors instead of stark white/black, matching the overall quest book theme for a more cohesive visual appearance. - @Ranzuu

    Change the color of gui divider to match the theme

  • #220 Quest checkpoint and consumption progress are now properly synchronized between all party members, ensuring everyone sees the same completion state. - @tiffit

  • #214 Fixed the "Open Quests" keybind so it now works when bound to mouse buttons (e.g. middle-click). Previously, the questbook would only open if a keyboard key was pressed after the mouse button. - @fowdre

    fix: "Open Quests" keybind only listening to keyboard events

  • #204 Fixed scroll container drifting when filtering items in the item database. Scroll position now stays anchored to current view instead of moving with newly-added filtered items. - @sudojunior

  • #197 Fixed clickable URLs to display with proper color and underline when color toggle is disabled. URLs remain functional and visually distinct in monochrome mode. - @UltraProdigy

  • #190 Fixed crash when preset notices are posted before the quest database initializes. Game no longer crashes when receiving quest notifications during server/world startup. - @Alexdoru

  • #188 Fixed crash that occurred when searching quests and a task returned null from search text retrieval. Quest search no longer throws NPE when filtering quests. - @Alexdoru

  • #187 Fixed quest notifications displaying as UUIDs instead of quest names after client restart when quests refreshed while offline. Notifications now include both quest name and ID for proper fallback behavior. - @Eldrinn-Elantey

  • #184 Fixed quest loading failure when unrelated files (like .DS_Store on macOS) are present in the quest config folder. - @danyadev

  • #183 Fixed reward claim text color to match the quest theme instead of always appearing white. - @UltraProdigy

    Fixes GUI Text Coloring on Reward Claim

  • #180 Fixed boss health bars appearing when viewing entity preview panels in kill-based quests. - @ModularityEnjoyer

  • #178 Fixed quest name notifications on the server to properly display localized text instead of showing raw keys. - @iouter

  • #175 Fixed incorrect line break placement in non-space-separated languages (e.g., Chinese, Japanese). - @ghostflyby

  • #173 Fixed NullPointerException crashes when rendering quest icons with corrupted or missing quest data. - @ah-OOG-ah

Binnie ​

  • #103 Fixed multiple critical issues with genetics machine liquid storage that could cause item duplication bugs. - @jordanamr

  • #99 Fixed a client crash caused by Binnie fluids (particularly liquid nitrogen) racing during registration. - @Pxx500

  • #97 Fixed ComponentTankContainer draining wrong fluid types, which allowed AE2 storage buses to receive incorrect fluids and caused item duplication/loss exploits. - @dipo33

  • #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

  • #87 Fixed Genetics Isolator not consuming bees due to configuration not being registered, making it always read zero. - @SmileYik

  • #85 Fixed integer division bug causing fruit trees to produce virtually no fruit from Multifarms. - @Ameobea

  • #117 Fixed apiarist armor protection detection to use Forestry's helper methods, restoring compatibility with multi-slot protection items like GT Mechanical Armor. - @FourIsTheNumber

  • #115 Fixed a graphics glitch in the search grid where OpenGL state was not properly restored, causing visual corruption. - @Algent

    Fix GL state leak in search grid

  • #111 Fixed energy network interactions occurring on the client side, eliminating spam of EnergyTileUnloadEvent log messages. - @AnsonYeung

  • #98 Fixed Botany glass, ceramics, and other metadata blocks combining unintentionally in inventories by properly registering them as having subtypes. - @ArcadiaBlues

  • #93 Fixed Compartment help tooltip displaying the raw tooltip string instead of actual help text. - @Ranzuu

    Fixed Compartment help tooltip display

  • #92 Fixed a crash in the Lumbermill machine when recipe lists are modified during iteration, which occurs in modpacks like FTB: Infinity Evolved. - @maxashen

  • #89 Fixed visual effects for Genetics machines (Analyser, Inoculator, Isolator, Polymeriser, Sequencer, Splicer) that were incorrectly rendering at world origin instead of the machine's actual location. Adjusted Isolator animation centering. - @TweksTY

  • #83 Fixed missing pixels and rendering crashes in ceramic tiles, and added config option to disable compartments. - @brandyyn

    Fix ceramic tiles + Add config option to disable compartments

  • #80 Fixed mutations requiring specific base blocks in alvearies when using ExtraBees alveary blocks. - @TweksTY

  • #76 Fixed splicer larvae not being moved to the output slot when serum runs out. - @DarkShadow44

  • #74 Fixed batch updates not triggering window and machine packet listeners, resolving issues with sequencers. - @Glease

BloodArsenal ​

  • #33 Fixed critical NullPointerException in Soul Compacter that caused LP to be deducted twice per use, and adjusted costs accordingly. - @koolkrafter5
    • Note: Shipped in 1.4.10, which is the version GTNH 2.8.4 ships, so it is not part of this update. The Soul Compacter's LP cost is charged once at the full listed price instead of twice at half price, so what it drains is about the same.
  • #47 Fixed Glass Sacrificial Dagger creating permanent zero-duration potion effects. Excluded client-side checks that were causing duplicate effect ticks. - @ABKQPO
  • #41 Updated Augmented Capacity Rune effect to match base Blood Magic implementation. - @koolkrafter5
  • #39 Fixed Enchantress ritual getting stuck when enchantment cost exceeds Integer.MAX_VALUE. - @LazyFlesh
  • #38 Fixed enchanting ritual producing negative enchantment levels and LP costs due to byte casting and integer overflow. - @felixfour
  • #36 Fixed overenchanting in Blood Arsenal rituals to match Botania's enchanter behavior. Limits enchantment levels to valid ranges. - @Caedis

BloodMagic ​

  • #147 Fixed crash when applying high-level Drowning potion effects to entities. Also fixed signed/unsigned byte handling that caused crashes with amplifier level 255. - @Angry3vilbot
    • Note: If an entity with a high Drowning effect level exists in your world, this fix will prevent the crash on load; no action needed.
    • Fixes GTNH#26399
  • #137 Fixed a crash caused by division by zero when using a redstone comparator to read blood from an altar. Worlds affected by this bug are now joinable again. - @HectorHW
    • Note: If your world has become unloadable due to this crash, the fix will allow you to rejoin; no further action needed.
    • Fixes GTNH#25627
  • #136 Fixed demon city buildings not generating correctly after field name changes to Int3. Added special serialization to preserve compatibility with existing building configs. - @koolkrafter5
  • #131 Fixed NullPointerException crash in demon entity initialization introduced by PR #127. - @Alexdoru
  • #141 Fixed Bound Blade not dropping blood shards when killing mobs in one hit. The weakness debuff now applies early enough to affect loot tables. - @koolkrafter5
  • #135 Fixed Bound Pickaxe not respecting land claims and bound tools not working with modded blocks like Soul Soil from Et Futurum Requiem. - @Algent
  • #121 Fixed Lava Sigil to behave consistently with Water Sigil by preventing self-damage during crafting, eliminating creation of unusable damaged sigil copies. - @kopatych3348
  • #113 Fixed Bound Armor to properly apply LP cost discounts from Tier 6 and modded blood orbs. - @koolkrafter5
  • #105 Fixed several NEI handler issues including scrolling support for blood orbs, state leakage, and caching problems in alchemy recipe displays. - @koolkrafter5

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
  • #151 Fixed rendering logic to use the correct render view entity instead of the player entity, fixing visual issues in spectator mode and when rendering from non-player perspectives. - @Caedis
  • #150 Fixed a crash that occurred when a Ghast fireball exploded near an Entropinnyum flower due to a missing null check. - @MLGfruitshoot
  • #119 Fixed a crash that occurred when loading a world without IC2 installed and attempting to use the Entropinnyum flower. The game no longer crashes during startup in this scenario. - @ALongStringOfNumbers

Botanic-horizons ​

  • #50 Fixed a crash when using the Disassembly Wrench on multiblocks that use frame structures. The crash was caused by the wrench calling a client-only method on the dedicated server. - @alppp
  • #55 Fixed a bug where the Wrench of Evolution and Disassembly Wrench would always skip the first block when scanning multiblocks. Now all blocks are correctly included in the scan. - @tiffit
  • #44 Et Futurem flowers now work properly with Botania, allowing them to be used in Botania recipes and the apothecary. This resolves compatibility issues between the two mods. - @combusterf

BuildCraft ​

  • #33 Removed the buggy useServerDataOnClient configuration option that caused numerous duplication and infinite power exploits. This fixes EBF infinite power, item duplication, and other serious issues. - @tiffit
    • Note: The removed option only affected how tanks, refineries and pipes were drawn on the client in singleplayer; it never moved items or power, so there is nothing in a 2.8.4 world to clean up.
    • Fixes GTNH#24468, GTNH#24658, GTNH#24710, GTNH#24722, GTNH#25365

Draconic-Evolution ​

  • #100 Fixed dedicated server crash when Chaos Guardian spawns by preventing client-side rendering code from executing on server. - @Alexdoru
  • #102 Fixed shield HUD display and corrected bow enchantment/item matching rules for proper behavior with Avaritia integration. - @ABKQPO
  • #87 Fixed a crash in the Reactor Stabilizer when the master block is removed, preventing server crashes. - @Georggi
  • #78 Added proper silk touch enchantment support to Draconic mining tools, preventing ore duplication when silk touch is active. - @Worive
  • #89 Fixed inconsistent line numbering in wyvern and draconic item lore entries. - @tuodekun
  • #81 Added missing enum switch case in ModHelper hazmat armor config key detection. - @Alexdoru

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

  • #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

  • #243 Fixed crash when removing inventory blocks from an Inventory Panel network. The game would throw a NullPointerException when deconstructing Compressed Chest networks. - @wlhlm

  • #255 Fixed inability to display player inventory when using a lower-tier fluid conduit (below Ender tier). Players can now properly access their inventory regardless of conduit tier. - @vcwdfca

    Fix Player inventory cannot be shown when the EnderIO fluid conduit tier is lower than Ender

  • #253 Fixed false positive in PacketTeleport sanitizer that was incorrectly rejecting valid packets, by only validating GUI-related packet variants when appropriate. - @Glease

  • #240 Fixed game-breaking exploit where using the Dark Steel glider upgrade simultaneously with Elytra allowed players to achieve infinite acceleration and unlimited altitude, making flight progression trivial. - @jordanamr

  • #232 Fixed multiple rendering glitches including OpenGL alpha state leaks that broke backhand item transparency, and incorrect held item positioning for several machines. Players will no longer see visual artifacts when holding items with specific machine types. - @NeutronSelector

    Fix many render issues

  • #228 Fixed inventory panel sort options not persisting after closing and reopening the UI. The last three sort modes (mod ID descending, quantity ascending/descending) now properly save. - @ImaMapleTree

  • #216 Fixed a client crash that occurred when breaking a wireless charger on a server, resolving an issue introduced by a recent memory leak fix. - @PLASMAchicken

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

  • #76 Fixed entity duplication and ghost entities appearing after world reload caused by entity tracker being called twice during chunk loading. - @tiffit

  • #121 Fixed world preview contamination where random chunks would change unexpectedly when entering the world. The preview now generates consistently across multiple loads. - @danyadev

    fix world preview contamination

  • #113 Fixed furnace burn time overflow when using fuels with burn times over 32767 ticks. The Smoker and Blast Furnace now correctly handle GT5 fuels without displaying negative burn times or confusing WAILA. - @playfuldoggo

  • #101 Fixed cherry tree growth replacing fertilized soil with plain dirt. Cherry trees now properly preserve the block they're growing on. - @Spaghetti-OberNub

  • #90 Boats now correctly destroy Biomes o' Plenty lily pads when moving through them. - @zaru-noodles

  • #89 Loading screen now correctly displays terrain colors when using custom world generators like RWG and RTG, instead of showing a white grid. The chunk colormap now samples actual block colors from generated chunks rather than relying on vanilla generation stage hooks. - @alppp

  • #88 Fixed HUD briefly blinking off every couple minutes caused by world icon auto-capture on the autosave timer. - @alppp

  • #78 Fixed players wearing the Thaumostatic Harness falling into the void when entering spectator mode by treating it like creative mode. - @tiffit

  • #77 Fixed missing textures on Biomes o' Plenty flower stem wood variants by adding the required texture assets. - @tiffit

    fix bop flower stem textures

  • #74 Fixed camera and character jitter when riding new boats by applying camera clamping earlier and using correct rotation values for passenger animation. - @JackOfNoneTrades

  • #61 Fixed stripped logs not being recognized by Railcraft's coke oven by moving ore dictionary registration to the Init phase instead of postInit, ensuring compatibility is established before other mods process their recipes. - @tiffit

    Moved ore dictionary registry from postInit to Init

  • #58 Fixed double slabs dropping the wrong item when mined with Silk Touch. They now correctly drop two single slabs instead of a double slab block. - @jamiehu427

  • #47 Fixed step height collision detection so players can step up blocks even when rubbing against nearby blocks, and corrected grass path height to proper value. - @Caedis

  • #42 Fixed door duplication bug during copper oxidation. Doors no longer replace or destroy blocks underneath when oxidizing, preventing both duplication and unintended excavation. - @nwmqpa

  • #29 Spectator mode players are now hidden from non-spectators, preventing visibility of their backpacks and accessories. Local third-person view still renders correctly. - @Eldrinn-Elantey

    Fix spectator visibility leaks for modded backpacks and TConstruct accessories

  • #27 New stone types (Basalt, Blackstone, Deepslate, Tuff) now have proper pickaxe harvest levels and OreDictionary registration, fixing compatibility with processing machines like the Primal Crusher. - @loenaaaa

  • #49 Fixed step context mixin target that was broken by CoFH's method replacement, ensuring proper step height detection. - @Caedis

Fether ​

  • #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

Index · Previous: Bug Fixes (4 of 8) · Next: Bug Fixes (6 of 8)

Contributors ​

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

@UltraProdigy (49), @Dream-Master (42), @Caedis (20), @koolkrafter5 (20), @chrombread (13), @Algent (12), @tiffit (12), @Alexdoru (11), @Ranzuu (11), @boubou19 (10), @Eldrinn-Elantey (10), @Luca-Guettinger (9), @Nikolay-Sitnikov (9), @RecursivePineapple (9), @sisyphussy (9), @Worive (9), @danyadev (8), @Ruling-0 (8), @cubefury (7), @chochem (6), @DarkShadow44 (6), @thehoblit (6), @wlhlm (6), @Yoshy2002 (6), @Guvante (5), @Kogepan229 (5), @Lyfts (5), @PLASMAchicken (5), @alppp (4), @FourIsTheNumber (4), @serenibyss (4), @ABKQPO (3), @AnsonYeung (3), @Ethryan (3), @FrostyFire1 (3), @Glease (3), @jordanamr (3), @LazyFlesh (3), @MalTeeez (3), @ModularityEnjoyer (3), @slprime (3), @ah-OOG-ah (2), @Angry3vilbot (2), @Auynonymous (2), @combusterf (2), @embeddedt (2), @Engineer12798 (2), @felixfour (2), @GDCloudstrike (2), @glowredman (2), @hiroscho (2), @iouter (2), @Ktmi (2), @lc-1337 (2), @LewisSaber (2), @MassAnarchyy (2), @Pxx500 (2), @seventh-june (2), @TweksTY (2), @Vlamonster (2), @zaru-noodles (2), @0hwx (1), @52871299hzy (1), @ALongStringOfNumbers (1), @Ameobea (1), @ArcadiaBlues (1), @arch1t3cht (1), @Azusfin (1), @brandyyn (1), @devpikachu (1), @dipo33 (1), @Dragovorn (1), @eigenraven (1), @Elyspio (1), @fowdre (1), @Georggi (1), @ghostflyby (1), @GirixK (1), @HectorHW (1), @ImaMapleTree (1), @JackOfNoneTrades (1), @jamiehu427 (1), @jss2a98aj (1), @JustACasualDay (1), @kopatych3348 (1), @LazyFleshWasTaken (1), @leagris (1), @leumasme (1), @loenaaaa (1), @maxashen (1), @MCTBL (1), @Miklebe (1), @MLGfruitshoot (1), @mllfjn (1), @NeutronSelector (1), @nwmqpa (1), @pierrei (1), @playfuldoggo (1), @POPlol333 (1), @SmileYik (1), @spacebuilder2020 (1), @Spaghetti-OberNub (1), @Spicierspace153 (1), @SST-03 (1), @StaffiX (1), @Stars-27 (1), @sudojunior (1), @SuperSoupr (1), @TotallyNotOndre (1), @tuodekun (1), @vcwdfca (1), @VortexSo4 (1)