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Bug Fixes (6 of 8) ​

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ForestryMC ​

  • #121 Fixed a duplication exploit with Forestry backpacks by making bag synchronization logic more resistant to lag-induced race conditions. - @Algent
  • #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
  • #129 Fixed display of double slab blocks in NEI to show correctly. - @Cardinalstars
  • #128 Fixed Japanese block names displaying as raw unlocalized keys by converting old-format lang entries to proper .name suffix format. - @sivaDog
  • #127 Fixed stacked block slab logic that was incorrectly hardcoded, allowing proper slab stacking behavior. - @vermz99
  • #124 Fixed worktable NEI recipe filling that regressed during development, now properly fills recipes regardless of shift key state. - @YannickMG
  • #123 Fixed severe NEI lag and potential freezing when browsing carpenter and fabricator recipes by adding proper overlay handlers, resolving game freezes when viewing certain recipes. - @tiffit
  • #119 Corrected butterfly rendering to display the proper butterfly variant. - @Alexdoru
  • #118 Fixed a crash when opening the Forestry creative tab by providing a default butterfly fallback when none exists. - @Yoshy2002
  • #117 Fixed apiary comb production calculations that could lose precision due to integer division, ensuring correct yields. - @Faltsolph
  • #109 Fixed Alveary climate calculations that produced incorrect temperature and humidity values due to floating-point precision errors when using climatisers. - @TweksTY
  • #103 Fixed NullPointerException crashes in BlockUtil reflection code that could occur when retrieving block information. - @Teteros

Freecam ​

  • #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
  • #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
  • #23 Freecam fullbright compatibility improved with mods that modify gamma settings. Using ModifyExpressionValue instead of redirect prevents conflicts with mods like Enhanced Fog Resolution. - @Caedis
  • #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
  • #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

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
  • #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
  • #125 Fixes landing balloons freezing mid-air when player exits before ground contact on Mars, making rocket inventory inaccessible. - @Eldrinn-Elantey
  • #137 Fixed server-side chat messages to display in the player's own language instead of always using English. Messages about space stations, blocks, and commands now respect client-side locale settings. - @Eldrinn-Elantey
  • #135 Fixed the alignment and appearance of inventory GUI elements to match the texture and Minecraft's standard inventory layout. The player render box and armor slots are now properly positioned. - @Ranzuu
  • #134 Fixed the visual appearance of the arc lamp renderer. The lamp now displays correctly. - @Alexdoru
  • #121 Fixes oxygen being consumed when player merely touches water instead of submerging, and prevents oxygen drain when water breathing is already active. - @Yoshy2002
  • #116 Fixes crash when both Galacticraft and DragonAPI try to patch ChunkProviderServer's populate method. - @MalTeeez
  • #118 Fixes coordinate packing bug in ArcLamp that prevented proper cleanup of bright air blocks when lamp breaks. - @mitchej123
  • #117 Corrects liquid nitrogen temperature to match GT5U definition and real-world properties. - @Nana-Sakura

Galaxy-Space-GTNH ​

  • #145 Fixed a critical server crash when launching rockets by marking the rarity-checking method as client-side only. - @Alexdoru
  • #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
  • #141 Fixed metadata handling for terraformable planet surface blocks so they are no longer incorrectly identified as ores by the Mass Block Mover. Terraforming operations now work correctly. - @Alexdoru

Hardcore-Ender-Expansion ​

  • #41 Falling obsidian now correctly drops as an item instead of silently destroying any block it lands on, preventing loss of tile entity contents like OpenBlocks graves. - @Eldrinn-Elantey
  • #42 Fixed vanilla music ticker integration so that other mods' music-related tweaks (like configurable music delay) now work correctly. - @Caedis
  • #40 Fixed a dupe exploit where GUIs remained open when their blocks were destroyed, allowing item duplication. - @Kogepan229
  • #35 Fixes the Spatial Dash Gem Capacity Enhancement to correctly extend item uses when enhanced. - @loenaaaa

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
  • #38 Fixed multiple crashes and potential world corruption in hydro dam water systems by adding null checks and buffer validation throughout the codebase. - @rainbowjose
  • #37 Fixed a crash when using Wrench of Evolution on certain modded dimensions by adding validation for fake client/server worlds. - @chochem
  • #39 Fixed a typo in the hydro turbine block description. - @BroFaceMcgee

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

  • #28 Fixed the ore finder wand failing to detect copper ore and other ores by correcting material matching from reference-based to string-based comparison. - @Algent

  • #24 Fixed the ore finder wand GUI texture which was displaying incorrectly. - @Ranzuu

    Fixes gui texture

IguanaTweaksTConstruct ​

  • #23 Fixed crash to server selection screen when tinkers tools were present by making the easy tool repair recipe compatible with TGregworks. The crash was caused by ModToolRepair being unavailable during recipe loading. - @jordanamr
  • #41 Fixed clay milk bucket not clearing potion effects when consumed. The bucket was being consumed but failing to cure effects because the potion system didn't recognize it as a valid curative item. - @Angry3vilbot
  • #39 Fixed magical wood modifier handling when replacing tool parts. Uniform magical wood tools now properly maintain all 8 modifiers during part replacement, and individual magic wood parts correctly add/remove modifiers. - @tiffit
    • Note: A tool you part-swapped on 2.8.4 may keep a slightly wrong free-modifier count. Do not re-craft it: a rebuilt Tinkers tool loses its level and its applied modifiers, and the update does not touch existing tools.
    • Fixes GTNH#9452, GTNH#25825
  • #30 Fixed tool part replacement logic that was incorrectly replacing parts instead of repairing ammunition items. Items like throwing knives would lose their original parts when durability was being restored. - @Krepyn
  • #28 Non-weapon Tinkers Construct tools were incorrectly gaining XP based on total damage instead of damage dealt. This fix ensures only actual damage dealt counts toward leveling. - @thehoblit

InventoryBogoSorter ​

  • #212 Restored inventory sorting functionality (middle-click sort and keyboard sort) that was broken by the previous keybind fix. - @Algent

  • #197 Fixed critical item duplication exploits in Forestry backpacks and bags. Players can no longer dupe items by force-dropping open containers. - @Algent

  • #195 Fixed a food duplication exploit in cooking tables. Players can no longer duplicate food items through the sorting system. - @Algent

  • #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

  • #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

  • #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

  • #219 Fixed a server-world memory leak in AE2 amount service implementation. - @Alexdoru

    fix world server leak in Ae2AmountServiceImpl

  • #214 Fixed incorrect AE2 API class path check by using the proper mod-loaded check instead. - @Kogepan229

  • #211 Fixed drop-off key accidentally triggering in chat and GUIs, and fixed key combinations with modifiers not working properly. - @Algent

  • #203 Reverted a previous change to Thaumcraft crafting station grid handling that was causing Alt+Click to malfunction. - @MassAnarchyy

    Reverts TC station crafting grid

  • #202 Fixed drop-off key activating when typing in NEI search filter bar. Also fixed keybind display showing keycodes instead of key names. - @MassAnarchyy

  • #198 Fixed AE2 tooltips incorrectly treating fluid containers (like buckets) as fluids. Tooltips now correctly identify container items. - @MassAnarchyy

  • #194 Fixed inconsistent Alt+Click behavior and input synchronization issues where shortcuts were being ignored or acting unpredictably. Alt+Click now works reliably in containers. - @MassAnarchyy

  • #174 Fixed drop-off feature failing to recognize modded inventories (like GT6) that use a single block type for multiple tile entities. Now uses the inventory's display name for correct matching. - @mikkerlo

  • #173 Fixed a crash that occurred when item names exceeded a certain length. The mod now handles unusually long item names gracefully instead of crashing. - @DarkShadow44

  • #169 Fixed a keybind configuration bug that was causing malformed keybinds to crash the mod. Empty keybinds are now prevented from being added. - @0hwx

  • #154 Fixed crashes that occurred when opening the sort config button in inventory or crafting tables. This was caused by breaking changes in the ModularUI2 dependency. - @FrostyFire1

  • #143 Keybinding handling is now more responsive. The config and drop-off keys now receive all input types (not just keyboard) and properly detect when keys are held down, so sorting works reliably with keyboard controls. - @0hwx

  • #140 Fixed several crashes and compatibility issues: sorting now works correctly in Draconic Evolution chests, config button no longer crashes when disabled, and IllegalAccessError crashes when interacting with multiblock holograms or AromaBackup screens are resolved. - @0hwx

  • #210 Corrected Chinese (Simplified) language translations. - @MCTBL

  • #204 Fixed a mixin crash caused by the Controlling mod. Changed the mixin target from a private field to a method to ensure compatibility. - @MassAnarchyy

  • #188 Fixed compatibility with an updated version of NotEnoughThaumcraft (NTM). Updated DefaultCompat to handle API changes. - @re7gog

  • #166 Improved the duplicate chest detection algorithm to properly handle all cases when scanning loaded tile entities. - @0hwx

  • #158 Added validation to prevent moving itemstacks with invalid stack sizes. - @Worive

  • #149 Fixed a synchronization issue in the refill system. - @0hwx

  • #145 Fixed a minor rendering issue in the hotbar swap feature. - @0hwx

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

  • #129 Fixed pipe models not loading correctly when Hodgepodge's async icon loading is enabled. Models now load during the init stage instead of later. - @tiffit

  • #128 Fixed a crash that occurs when using LogisticsPipes together with RFTools Dimensional Backpack and Thermal Expansion. A client-only renderer class was being loaded on the server. - @mitchej123

  • #123 Fixes the Fluid Supplier Pipe MK2 and resolves compatibility issues with newer ModularUI2 versions. - @tiffit

  • #112 Fixes HUD Glasses not showing crafting pipe results after logging out and back in. Refactors crafting display code to properly refresh on reconnect. - @jude123412

  • #109 Fixes issues with fluid routing in Logistics Pipes, including a fix for fluid destination side detection. - @Glease

  • #107 Fixes lighting issues on rendered Logistics Pipes, improving visual appearance in various lighting conditions. - @sisyphussy

    Fix lighting

  • #102 Fixes fluids not being routed to basic fluid pipes when connected to entities that void fluids, such as Super Tanks. An integer overflow was preventing proper capacity calculations. - @and-reas-se

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
  • #26 Cherry-picked fix for Minesweeper Level 4 loot duplication bug to the 2.8 branch. - @UltraProdigy
  • #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
  • #24 Fixed Sudoku loot chests giving incorrect quantities. Players were receiving wrong numbers of loot chests upon completion. - @ABKQPO
  • #35 Fixed Sudoku configuration values not applying properly. Configuration min/max values are now set correctly, following the same pattern as other LootGames minigames. - @PLASMAchicken
  • #27 Fixed incorrect message key in Sudoku stage completion message. - @ABKQPO

lwjgl3ify ​

  • #283 Fixed crash on launch in version 3.0.1 by replacing a mixin-based progress bar handler with an earlier-loading ASM transformer. - @eigenraven
  • #352 Fixed occasional black screen on startup caused by zero-sized framebuffer. Players should no longer experience hang-on-black-screen issues that require a force restart. - @Algent
  • #346 Fixed Control+key shortcuts for non-Latin keyboard layouts. Ctrl+V and other Ctrl combinations now work correctly with Romanian, Russian, and other non-Latin input methods. - @slprime
  • #344 Fixed text buffer retaining and leaking buffered input into subsequent text inputs. Players no longer experience unwanted keystrokes from closed GUIs appearing in chat or other input fields. - @Algent
  • #339 Fixed double typing when using Book and Quill GUI with Java 17+. Players can now type normally in books without characters being duplicated. - @tiffit
  • #336 Fixed crash when launching with certain mods like KaizPatchX and SwanSong. The error occurred when sorting null class loader exclusions during startup. - @Kai-Z-JP
  • #330 Fixed double scrolling on Ubuntu and other X11-based Linux systems. Players no longer experience errant duplicate scroll wheel inputs. - @Redderpears
  • #321 Fixed Chinese IME (Input Method Editor) support for non-standard GUI screens like sign editing, book writing, and Xaero's Minimap waypoint naming. These screens now properly activate text input mode to receive IME characters. - @qiuxtao
  • #290 Fixed keyboard input handling for OpenComputers monitors, allowing proper key input in OC GUIs. - @eigenraven
  • #240 Fixed typo in Java arguments for MultiMC installations that was introduced during a security update. - @bluegreensea

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

  • #63 Fixed Magic Apiary and Effect Jar GUIs bypassing claim protection. GUIs now only open on the server side, preventing phantom windows and equipped armor appearing in produce slots when claim mods block access. - @Eldrinn-Elantey

  • #61 Fixed GUI layout issues in the Effect Jar and Magic Apiary GUIs, and added localization for the inventory title. The interface now displays correctly without visual cropping. - @Ranzuu

    Fix gui crop and localize Inventory title

MalisisDoors ​

  • #32 Doors now remember their previous manual open/close state through redstone power updates. Manual actions persist unless explicitly undone, matching vanilla door behavior. - @Brownshome

    • Note: If a door held open by a constant redstone signal refuses to close the first time you switch the signal off, switch it on and off once more and it behaves normally from then on.

    Make doors remember previous manual actions

  • #30 Fixed block replacements not having their delegate names set, which was causing visual errors and log spam when replacement blocks were used. - @tiffit

    Fix replacements not having their delegate names set

  • #29 Fixed doors and trapdoors not respecting their open/closed state when the world loads. Door hitboxes and visual state now align correctly with their placement configuration. - @tiffit

  • #23 Fixed a race condition in ISBRH rendering for certain blocks (like rusty ladders) that could cause NullPointer crashes when multi-threaded rendering is enabled. - @Cleptomania

MatterManipulator ​

  • #82 Fixes Matter Manipulator bypassing AE interface pattern capacity card requirements by preventing extra patterns from being inserted beyond available capacity. - @Azusfin

  • #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

  • #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

  • #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

  • #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

  • #41 Fixed server disconnect when attempting to create a plan with Matter Manipulator. This crash prevented players from using copy mode entirely. - @Luca-Guettinger

  • #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

  • #81 Prevented fuzzy mode configuration on AE2 cells when no fuzzy card is present, reducing unnecessary NBT data pollution. - @AnsonYeung

  • #80 Fixed a server-side validation issue when charging the Matter Manipulator using uplink functionality. - @Azusfin

    Server-side check

  • #77 Fixes issues where AE2 upgrades weren't being copied in creative mode and error messages weren't shown when required upgrades couldn't be found. - @Azusfin

  • #63 Block placement and move warning messages now properly translate to the player's language on dedicated servers, instead of being stuck in English. - @Eldrinn-Elantey

  • #61 Matter Manipulator can now properly access and interact with Applied Energistics 2 systems through wireless access points, not just directly through security terminals. - @LazyFlesh

    Fix wireless access point connection

  • #51 Fixed dupe exploit and spawn protection bypass where Matter Manipulator modes ignored grief protection from other mods. Now respects server protections. - @Lyfts

  • #49 Fixed crash when copying energy tunnel hatches on servers running older GT5-Unofficial versions where the Amperes field was not public. Players on older servers can now use Matter Manipulator without errors. - @RecursivePineapple

  • #43 Fixed error when copying Crafting Input Buffer manual slots with Matter Manipulator. Previously threw an error; now works correctly. - @Luca-Guettinger

    Fix copying Crafting Input Buffer manual slots with Matter Manipulator

  • #42 Stacked fluid cells are now correctly filled by Matter Manipulator when copying builds containing fluid storage. - @Luca-Guettinger

  • #39 Matter Manipulator no longer wastes material when copying slabs. Previously it consumed 2 slabs for 1 slab and only copied the bottom half of double slabs. - @Luca-Guettinger

  • #36 Fixed AE2 Fluid Storage Bus not detecting GT hatches after replacement with Matter Manipulator without a server restart. Hatch detection now works immediately after placement. - @Luca-Guettinger

  • #31 Matter Manipulator now preserves default Minecraft NBT data when switching modes. Prevents loss of block data like rotation, variants, and comparator state. - @WhyDoLogic2

  • #28 Fixed crash caused by GT5U's IOF rework. Resolves crash issues players encountered. - @LazyFlesh

  • #27 Fixed client crash when clicking UV quest tab. Texture rendering issue resolved by keeping quest unit icon containers local. - @UltraProdigy

  • #17 Version 2.8.1 cherry-pick fixing block capturing issues that affected many players. Solves a persistent problem with block capture functionality. - @RecursivePineapple

Minecraft-Backpack-Mod ​

  • #37 Fixed item duplication exploit in backpacks by flushing open containers before reading backpack save data. - @Luca-Guettinger
  • #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
  • #29 Fixed item deletion when dropping from a backpack; backpack pickup is now disabled while the personal backpack is open. - @Worive
  • #24 Fixed text input field focus in the backpack renaming GUI. - @ModularityEnjoyer
  • #16 Fixed backpack slot usage tooltip always showing 0/0. The display now correctly requests and caches slot information from the server. - @Worive

ModularUI ​

  • #92 Fixed crashes when windows were rapidly opened and closed on the same tick. Affects machines like the Drone Centre and Electrolyzer. - @TheYoingLad
  • #90 Fixed a bug where fluid tank amounts were fluctuating incorrectly in UI displays. Fluid amounts will now remain stable and accurate. - @Taskeren

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

  • #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

    Restore GL state after untextured draws (fixes white NEI items)

  • #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

  • #45 Fixed a critical null pointer exception in EventHandler that prevented any UI from opening when holding an empty hand. - @chrombread

  • #161 Fixed fluid icons rendering cropped or at reduced size when resource packs or texture filtering (e.g., Angelica's RGSS) add padding to sprite atlas. Fluid textures now tile correctly at any resolution. - @Eldrinn-Elantey

    Fix fluid icons rendering cropped when sprites are padded

  • #153 Fixed bounded numeric text fields misinterpreting explicit percentages like "100%" as absolute value 1 instead of the configured maximum value. - @Worive

  • #152 Fixed fluid display widgets incorrectly rendering empty fluid stacks as full. Empty tanks now display correctly. - @tiffit

  • #151 Fixed uncaught BigDecimal parsing exceptions in expression evaluation that could crash the application. Invalid input now gracefully returns zero. - @vnesterovskyi

  • #145 Fixed multiple text field edge case bugs including out-of-bounds errors when navigating or pasting at text boundaries, and incorrect width scaling. - @TheYoingLad

  • #138 Fixed inability to shift+drop stacks in ModularUI2 GUIs. Players can now properly discard items using shift+drop as expected. - @AnsonYeung

    Fix shift-drop stack

  • #137 Fixed toggle button background overlay incorrectly overriding the theme background color. - @TheYoingLad

  • #136 Fixed BigDecimal parser crash when encountering decimal points in exponent notation (e.g., "1E9.0"). Invalid numbers now gracefully fail instead of crashing. - @Miklebe

  • #135 Fixed shift-clicking items too rapidly causing stacks to incorrectly move within the source inventory instead of transferring to the destination. Now properly handles inventory transfers when destination is full. - @AnsonYeung

  • #133 Fixed crashes that occurred when closing GUIs during mouse events or editing text fields, improving stability during interactive operations. - @Luca-Guettinger

  • #126 Tooltips no longer appear when dragging UI panels over items, preventing visual clutter and confusion during panel movement. - @TheYoingLad

  • #123 Fixed inventory shortcut key behavior: E now closes popups while ESC closes everything, restoring the ability to close circuit selection UI with inventory key. - @brachy84

  • #119 Fluid icons no longer crash when missing; instead a fallback display is shown, improving stability when texture assets are unavailable. - @Luca-Guettinger

    Fix fluid icon null causing a crash

  • #118 Screen closing logic and text field focus handling have been improved, fixing issues with keyboard input losing focus in text fields. - @brachy84

  • #113 Fixed a crash that occurred when closing UI panels during world unload. - @brachy84

  • #112 UITexture copy methods now preserve opacity settings, preventing loss of transparency state when textures are duplicated. - @TheYoingLad

  • #111 Container stacks are now per-player instead of global, preventing UI freezes that occurred when multiple players interacted with GregTech UIs simultaneously. - @brachy84

  • #102 Fixed red highlighting appearing incorrectly on item slots in all ModularUI2 GUIs. Slot appearance is now correct. - @Ranzuu

  • #101 Fixed exception when initializing numeric text fields and improved user experience by removing non-numeric characters on unfocus. Numeric fields are more forgiving. - @NeutronSelector

  • #97 Re-enabled slot group application that was accidentally commented out. - @brachy84

  • #94 Fixed rendering of stack counts less than 1 in item slots. - @chrombread

    fix stacksizes<1 drawing on slots

  • #92 Fluid slot tooltips now correctly show whether you can fill or drain, not always fill. - @danyadev

    Show tooltip about filling when you can fill the slot, not drain it

  • #82 Slots now correctly respect item max stack size limits. Previously, slots would ignore item stack limits because of a 1.7.10 compatibility issue. - @brachy84

  • #81 Fixed fluid synchronization desync when draining/filling cell stacks, and prevented null pointer exceptions when containers don't support specific fluids. - @chrombread

  • #79 Fixed TextFieldWidget value not being synced when using syncHandler(). - @chrombread

  • #72 Fixed text rendering offset issues with certain text alignments. - @serenibyss

  • #59 Fixed tooltip visibility regression where tooltips would always display on text fields. Tooltips now respect focus and hover conditions correctly. - @chrombread

  • #52 Fixed styled text color regression where text color was incorrectly overridden when using IKey alignment methods. - @DarkShadow44

  • #51 Fixed dropdown menu click-through bug where clicking an item would also activate UI elements behind the dropdown. - @DarkShadow44

  • #50 Fixed dynamic sync handler logic to properly synchronize widget values in edge cases. May resolve sync-related issues reported by users. - @brachy84

  • #49 Fixed player slot detection logic and adjusted cursor stack rendering layer order. Improves slot interaction accuracy and visual layering. - @brachy84

  • #41 Fixed tooltips rendering with insufficient width, causing text to disappear. Tooltips now have a minimum width of 10px to ensure at least one character is visible. - @cubefury

  • #120 Corrected a typo in the debug screen language file. - @Ranzuu

  • #78 Removed crash when right-clicking with an emerald in test environments. - @chrombread

  • #77 Fixed entity display widget rendering issues and added pre/post-draw consumer support. - @chrombread

  • #76 Fixed regressions introduced by the previous upstream sync PR. - @brachy84

  • #13 Fixed a crash during mod startup caused by a failed mixin injection into JourneyMap's beacon rendering. The injection target was ambiguous due to method overloads. - @Eldrinn-Elantey

  • #22 Fixed JourneyMap 5 GUI layout so the toolbar stays centered and scales better with many overlays loaded. The top bar now remains properly positioned regardless of GUI scale settings. - @Algent

    Fix JM5 toolbar centering

  • #21 Fixed texture atlas padding corruption that occurred when texture filtering is enabled. Map marker icons now render without visual artifacts. - @Algent

    Fix atlas padding issues if texture filtering is enabled

  • #19 The topographic map toggle button is now visible on JourneyMap's fullscreen map, restoring functionality that was accidentally removed when mixin code was updated. - @Eldrinn-Elantey

  • #16 Fixed the search bar cursor blinking three times faster than normal. The cursor update logic was being called every frame instead of once per tick. - @Eldrinn-Elantey

Nuclear-Control ​

  • #33 The Advanced Info Panel's line settings are stored as a BitSet internally, the settings list is 3 pixels taller so its buttons fit, and opening the line configuration GUI then minimising and restoring the window no longer duplicates its buttons. - @guid118

  • #49 Fixed visual glitches on Nuclear Control info panel displays, including z-fighting artifacts and incorrect face culling at certain viewing angles. - @boubou19

  • #42 Fixed invisible line configuration buttons in the Advanced Information Panel when using Auto GUI scale. Buttons now appear and are clickable at all GUI scales. - @dipo33

    Fix line config buttons invisible on auto GUI scale

  • #36 Fixed an integer overflow issue in display setting calculations. - @MeiTianyou

  • #32 Fixed server-side log spam when placing Advanced Information Panel tile entity. - @wlhlm

  • #30 Fixed two bugs in Advanced Info Panel slope (angle) GUI: clicking outside bars no longer toggles unrelated settings, and maximum angle is now properly reached across all slider positions. - @guid118

  • #29 Fixed blocks not rotating to correct facing for other players after placement in multiplayer. All Nuclear Control tile entities now send rotation data on initialization. - @guid118

OpenModularTurrets ​

  • #13 Fixes a crash when placing turret bases caused by incorrect UTF-8 character byte length calculation in turret name encoding. - @Algent

Railcraft ​

  • #122 Fixed server crashes caused by ConcurrentModificationException in FirestoneTickHandler when placing fire blocks could load unloaded chunks. - @tiffit

  • #121 Fixed ClassCastException crashes caused by forcibly casting ICrafting to EntityPlayerMP, enabling compatibility with mods that implement the interface. - @ABKQPO

  • #116 Fixed WorldAnchor disconnecting players after linking on multiplayer servers. - @PLASMAchicken

  • #112 Fixed Anchor Sentinel crashing the client when used with a crowbar by adding a null check similar to the fix in TileAnchorWorld. - @PLASMAchicken

  • #119 Fixed stairs displaying with incorrect metadata, causing all variants to show as Sandy Brick Stairs. - @Ranzuu

    Fixes stairs metadata display

  • #117 Fixed mobs spawning on decorative slabs when they shouldn't. - @NotKaizul

  • #111 Fixed Railcraft slabs using wrong pick block item when queried by NEI/similar tools. - @Cardinalstars

  • #109 Fixed a crash when IC2 mod is not present by removing optional tags and adding early exit checks instead. - @broscolotos

  • #107 Fixed Directional Detection Rails to properly emit redstone power to the block beneath them, matching vanilla Detector Rail behavior. - @DrParadox7

    Fix Directional Detection Redstone Signal

  • #103 Added missing English language strings for track names in Railcraft. - @brandyyn

    fix missing track names

Random-Things ​

  • #22 Fixed game crash when Spectre glass is used in ArchitectureCraft or Botania blocks by removing unnecessary GL calls. - @tiffit
  • #21 Fixed Spectre dimension teleportation failing to generate safe landing areas due to chunk scheduler changes in Hodgepodge. - @Alexdoru
    • Note: If your Spectre dimension platform was missing or half built, it is repaired the next time you use a Spectre Key to go there. Anything you built inside the cube is left alone.
  • #15 Fixed AdvancedItemCollector incorrectly processing dead/invalid items. - @Worive

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Contributors ​

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

@brachy84 (25), @Algent (24), @Dream-Master (21), @UltraProdigy (21), @Caedis (18), @Luca-Guettinger (18), @RecursivePineapple (17), @chrombread (14), @tiffit (14), @boubou19 (13), @Alexdoru (11), @MassAnarchyy (11), @TheYoingLad (11), @Eldrinn-Elantey (10), @Worive (10), @0hwx (9), @eigenraven (8), @sisyphussy (7), @wlhlm (7), @ABKQPO (6), @AnsonYeung (6), @Ranzuu (6), @Guvante (5), @serenibyss (5), @cubefury (4), @DarkShadow44 (4), @glowredman (4), @guid118 (4), @Kogepan229 (4), @koolkrafter5 (4), @Lyfts (4), @mitchej123 (4), @Nikolay-Sitnikov (4), @PLASMAchicken (4), @Spicierspace153 (4), @Angry3vilbot (3), @Azusfin (3), @FrostyFire1 (3), @MalTeeez (3), @Miklebe (3), @slprime (3), @Cardinalstars (2), @danyadev (2), @FourIsTheNumber (2), @jordanamr (2), @Justxs (2), @Nockyx (2), @Ruling-0 (2), @Yoshy2002 (2), @ah-OOG-ah (1), @and-reas-se (1), @AshVz (1), @bluegreensea (1), @brandyyn (1), @BroFaceMcgee (1), @broscolotos (1), @Brownshome (1), @Charsy89 (1), @chochem (1), @claude (1), @Cleptomania (1), @cursoragent (1), @DerekChan65535 (1), @desla042-hub (1), @dipo33 (1), @DrParadox7 (1), @dvdmandt (1), @Ethryan (1), @Faltsolph (1), @Glease (1), @glektarssza (1), @jude123412 (1), @Kai-Z-JP (1), @Krepyn (1), @Kynake (1), @LazyFlesh (1), @LazyFleshWasTaken (1), @lc-1337 (1), @loenaaaa (1), @mcmlevi (1), @MCTBL (1), @MeiTianyou (1), @mikkerlo (1), @MLGfruitshoot (1), @ModularityEnjoyer (1), @Nana-Sakura (1), @NeutronSelector (1), @NotKaizul (1), @OneEyeMaker (1), @Pxx500 (1), @qiuxtao (1), @rainbowjose (1), @re7gog (1), @Redderpears (1), @sivaDog (1), @SiwwiSiwwi (1), @SST-03 (1), @SuperSoupr (1), @Taskeren (1), @Teteros (1), @thehoblit (1), @TweksTY (1), @vermz99 (1), @vnesterovskyi (1), @VortexSo4 (1), @WayneYam (1), @WhyDoLogic (1), @WhyDoLogic2 (1), @YannickMG (1)