Bugs - vanmuur/matter-overdrive-fhe GitHub Wiki

  • Reactor give out an infinity amount of energy (as much as the energy.storage in the config is)
  • When the cloak shield is active it turns the screen white but it can be prevented by holding an item with a duravility bar
  • Tritanium chests delete their inventory when they are interacted with a wrench - They now drop their inventory. PLANNED: Having them keep their inventory if wrenched, drop it if pickaxe broken.
  • Sighte crosshair and default crosshair from wepons overlaping - Is this really a bug? It seems intentional.
  • Portable Decomposer pick uped items that are assaigned to it wont get decomposed
  • Transport pipes crashes the game and make the world unplayable
    • If anyone has a crash report from this bug, please upload it here. Crash reports are invaluable in tracking down problems.
  • When holding a weapon and have a shader active the water sources (rivers, seas) can be seen throu the map
  • some shaders will make the holos (from the Star Map, Weapon Station, Android Station)and 3D guies (Pattern Monitor, Contract Market, Fusion Reactor Controuler, Gravitational Stabiliezer) black
  • The Transporter cant import the coordinate from the flash drive - I just tested on 0.1.7 and everything seems to be working correctly. You:
    1. Shift-click a block with the transport flash drive.
    2. Put the transport flash drive in the transporter.
    3. Create a new destination.
    4. Click "import".
    5. Profit.
  • when the player have more transporter stacked and place one the others will get a configured tag and when one of them is placed their internal energy buffer will be at 0/0
    • I'm very confused as to where this bug is occurring. It seems like the instances are linked through class variables, but everything is being instantiated properly. A possible rework is to create the class from scratch and build it up to see where the problem lies.
  • the matter tank from the transporter will only refresh (show how much matter is inside the transporter) when a new name is created
  • the transporters doesnt use matter when they teleport an entity - Fixed in 0.1.8.1
  • Transporters are not effected by the redstone mode (low, highe, disabled) - Fixed in 0.1.8.1
  • Transporters will the player always teleport in the top left corner (when you look at north) and not into the center - Fixed in 0.1.8
  • The energy value from thze transporter will increase and not decrease when the transporter has been used - Fixed in 0.1.8
  • Mekanism support is broken till the last update
  • some format errors in the descriptions from the android abilities
  • plasma shield will only get activated automatically when you got hit already
  • Fixing the weapons holding position when the androids hold them
  • Incendiary Filter upgrade don't put the target on fire
    • The I.F. will only work with the plasma rifle, not the ion sniper, even though it works in the latter.
    • The code is set up to cause fire damage, but doesn't seem to be triggering it. I think it's a 1.7 vs. 1.12 difference.
  • When the charging station is placed and then destroyed with the two blocks above it the game will crash
    • I can not reproduce this problem (VanMuur)
  • the two hitboxes above the base block from the charging station will despawn when the player rejoin the world/server
  • giving every fluid its own name - What does this mean? I checked both molten tritanium and matter plasma, and they both have a name.
  • Fixing the pill as dungeon loot so it can be found
  • picking the Mad Scientist spawn egg from jei will spawn the Mad Scientist but sometimes with a random job from the other villagers (see trade and name)
  • Fixing the trading with the mad scientist so it is like in the 1.7.10 version
  • Finding out the difference between the Mad Scientist and the Mad Scientist Junkie
  • The Mad Scientist spawn is very rare but it will nearly always spawn in the mutated_mesa_clear_rock biome (tested with Lonely Biomes)
  • The power shot (holding left click to bundle energy to one powerful shot) doesnt work at the plasma shotgun
  • zooming does not work (not sure if this is a real issue because only the phaser and ion sniper are able to zoom in) - Zooming works now. The code was set up to only accept a right-click to zoom. It now zooms on the "use item" keypress.
  • shot rebound module does not work (shots wont re-bounce) (sorry if I understand the the function behind it or translated it wrong into my language)
  • Making the androids compatible with Mo Bends so they don't shoot above the player
  • Tritanium Crate and Inscriber are wrong placed (North, East, South, West) inside the Mad scientist villager house
  • enchanted items (nether crystal) doesn't show up right in the Data Pay (example for this is the Hyper Speed Upgrade)
  • Matter Analyzer task button doesn't have a name but inside the lang file the name path exist
  • Optifine causes a crash when smart animations is active
  • when the inscriber have more done isolinear Circuits in his inventory one will fly above the surface texture and a second will be placed 1 or 2 pixels below the model and look out at the left side.
  • at the patter monitor guy there are two refresh buttons - This should be fixed.
  • when the player send two different requests at the matter replicator and the first is done the second will show the same block/item from the request before. Rejoining or re looking the machine will fix that
  • showing the progress arrow only in the home tab from the machine
    • The problem with this bug/feature is that the progress arrow is tied to the page layout. So if I move it between pages, or try to hide it from other pages, its shape gets squeezed and ruined. (VanMuur)
  • when two decomposer placed together that they are connected at one side and one decomposer decomose an item the other will take that matter. this also happens when also another machine is placed and connected at one side to the working decomposer (happens with and without matter storage upgrades)
  • the decomposer wont stop decomposing items when its internal buffer is full. The matter bar will start flickering.
  • matter analyzer energy bar flashes - Should be fixed now (I don't remember what version) (VanMuur)
  • matter analyzer sometimes stay at a power level and wont take more to fill its whole internal power storage
  • matter analyzer/decomposer will only take as much power as is needed to work.
  • the decomposer deletes the items/wont decompose when it is placed at the same high as the space accelerator
  • the decomposer will have the active texture when there is an item that should be decompose and the internal energy buffer is empty - Fixed. (Don't remember what version) (VanMuur)
  • the gravitational anomaly world spawn is broken. They spawn too much
  • fusion reactor controller projection show up wrong
  • matter container cannot take matter plasma from decomposer and put it in other machines. - Fixed in version 0.1.7
  • Matter container bugs out if your inventory is full and you have multiple matter containers in your one slot.
    • Trying to get the matter container to drop if you have a full inventory is difficult in 1.12.2, unless I'm missing something. (VanMuur)
  • The shown up matter value at items/blocks is wrong
    • Please give more detail to this bug.
  • When journeys map is installed and the player hold the data pad in the hand the way points can bee seen through the map
  • Every weapon upgrade is broken but not the holo sights