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Table of Contents

About

Matter Overdrive is a Minecraft mod inspired by the popular Sci-fi TV series Star Trek. It dwells in the concept of replicating and transforming one type matter into another. Although it may seem overpowered, Matter Overdrive takes a more realistic approach and requires the player to build a complex system before even the simplest replication can be achieved.

Mod-Links

Features

Matter Overdrive Blocks and Items

Issues:

https://github.com/Matter-Overdrive-Community-Edition/MatterOverdrive-Community-Edition-1.12.2/issues

Building

  1. Clone this repository via
  • SSH git clone [email protected]:Matter-Overdrive-Community-Edition/MatterOverdrive-Community-Edition-1.12.2.git or
  • HTTPS git clone https://github.com/Matter-Overdrive-Community-Edition/MatterOverdrive-Community-Edition-1.12.2.git
  1. Setup workspace
  • Decompiled source gradlew setupDecompWorkspace
  1. Build gradlew build. Jar will be in build/libs
  2. For core developer: Setup IDE
  • IntelliJ: Import into IDE and execute gradlew genIntellijRuns afterwards
  • Eclipse: execute gradlew eclipse

matteroverdrive-community-edition-1.12.2's People

Contributors

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matteroverdrive-community-edition-1.12.2's Issues

Wireless Charger skill doesnt work

Forge Version: 14.23.5.2860
Matter Overdrive Version: 1.12.2-0.7.3

Items that requires energy and are hold inside the hotbar wont get charged when the player got the Wireless Charger Skill.

Crash: Attempted to set villager profession to unregistered profession: 6 null

Describe the bug
When exploring, happening upon a new village sometimes crashes the server with:

04.05 10:49:27 [Server] Server thread/ERROR [minecraft/MinecraftServer]: Encountered an unexpected exception
04.05 10:49:27 [Server] INFO java.lang.RuntimeException: Attempted to set villager profession to unregistered profession: 6 null
04.05 10:49:27 [Server] INFO at net.minecraftforge.fml.common.registry.VillagerRegistry.onSetProfession(VillagerRegistry.java:332) ~[VillagerRegistry.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.entity.passive.EntityVillager.notifyDataManagerChange(EntityVillager.java:457) ~[ady.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.network.datasync.EntityDataManager.set(EntityDataManager.java:160) ~[nb.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.entity.passive.EntityVillager.setProfession(EntityVillager.java:423) ~[ady.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.structure.StructureVillagePieces$Village.redirect$onSetProfessionViaStructureSpawn$zzl000(StructureVillagePieces.java:2015) ~[bcb$n.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.structure.StructureVillagePieces$Village.spawnVillagers(StructureVillagePieces.java:1792) ~[bcb$n.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.structure.StructureVillagePieces$WoodHut.addComponentParts(StructureVillagePieces.java:2137) ~[bcb$h.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.structure.StructureStart.generateStructure(StructureStart.java:47) ~[bby.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.structure.MapGenStructure.generateStructure(MapGenStructure.java:94) ~[bbu.class:?]
04.05 10:49:27 [Server] INFO at ivorius.reccomplex.world.gen.feature.structure.MapGenStructureHook.generateStructure(MapGenStructureHook.java:96) ~[MapGenStructureHook.class:?]
04.05 10:49:27 [Server] INFO at ivorius.reccomplex.events.handlers.RCTerrainGenEventHandler$3.generateStructure(RCTerrainGenEventHandler.java:220) ~[RCTerrainGenEventHandler$3.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.gen.ChunkGeneratorOverworld.populate(ChunkGeneratorOverworld.java:406) ~[aze.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.chunk.Chunk.populate(Chunk.java:1019) ~[axw.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.world.chunk.Chunk.populate(Chunk.java:980) ~[axw.class:?]
04.05 10:49:27 [Server] INFO at net.minecraftforge.common.chunkio.ChunkIOProvider.syncCallback(ChunkIOProvider.java:110) ~[ChunkIOProvider.class:?]
04.05 10:49:27 [Server] INFO at net.minecraftforge.common.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:150) ~[ChunkIOExecutor.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:728) ~[MinecraftServer.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:397) ~[nz.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:668) ~[MinecraftServer.class:?]
04.05 10:49:27 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
04.05 10:49:27 [Server] INFO at java.lang.Thread.run(Thread.java:748) [?:1.8.0_311]

I have poured over the code for hours trying to fix this myself, with no luck. I had the same error in the legacy edition, and had hoped moving to community would fix it.

It is very hard to intentionally replicate, i havent been able to in the dev environment yet.

I am loosing my mind.

To Reproduce
Steps to reproduce the behavior:

  1. Travel in-world until happening upon a village.
  2. If the village tries to spawn a mad scientist house, then:
  3. Client exits with "server closed" and server crashes with above error message.
  4. Restart server
  5. Log in with client
  6. Sometimes error is gone, and can carry on as normal. Sometimes repeat from step 3.

Expected behavior
No crashing.

please complete the following information:

  • Forge Version: 1.12.2-2847
  • Mods [e.g. mekanism, optifine]: In attached crash report
  • MO Version [e.g. 0.7.4]: 0.7.9

Additional context
crash-2022-05-04_15.49.27-server.txt

Android Skin always on!!!

First of all! sorry for the bad writing, English is not my mother language.
So, When i turn into android, the android skin overlay my own skin, but i still got my hear (hat part of skin) and, the other ones that is in 3d part!
i do want to know if it has changed from the other versions like, Mo- Legacy edition!
but anyways, love this mod and i hope u guys can help me!!!

Cant break Stone Brick objects with omnitool

Describe the bug
Using the omni-tool on stone brick blocks, like the basic block, stairs, slabs, etc., does not break the block.

To Reproduce
Steps to reproduce the behavior:

  1. Place stone brick variants in the world
  2. Hold right click with a charged omni tool while facing the block
  3. The beam intersects the block, generates sparks, but the block does not get damaged or break.

Expected behavior
The block should break.

Screenshots
image

please complete the following information:

  • Forge Version: 2847
  • Mods [e.g. mekanism, optifine]: Many, can supply if needed
  • MO Version [e.g. 0.7.4]: commit #a509f9ddacd5830e2f481d4283b72bf2d21e17d5

Idea, make Inertia Dampers consume power?

Might be interesting to have higher amount of fall damage that gets absorbed by the perk, use a proportional amount of power?

I'm not dead set on it or anything, just thought it might be interesting to survive an insane fall but have no power left over because the fall would have killed you otherwise. So it just adds that "it's still got a potential of risk to it" element if you got caught with your pants down.

Floating Structure

Describe the bug
The structure is floating. Is antigrav a thing?

Maybe the structure generation is looking for the highest non-air block and found the tree?

To Reproduce
Steps to reproduce the behavior:

  1. Walk around
  2. Be rather surprised

Expected behavior
Building should be spawned touching the ground.

Screenshots
image

please complete the following information:

  • Forge Version: 2847
  • Mods [e.g. mekanism, optifine]: too many, i can provide a list if needed
  • MO Version [e.g. 0.7.4]: 0.7.9

Add buildings generation white list dimensions

this can be tied to the generation of ores with a couple of lines of code, but I don’t want to forked and compile the mod from source. add another option in the settings is not so difficult

Quests

“Quests” are all “Crash Landing”
Occasionally there is a GOM

Error when using builderswand

Describe the bug
When using a builders wand there is a chance that the wand vanishes from your hand and an error occurs in the server log.

To Reproduce
Steps to reproduce the behavior:

  1. Use the builders wand to place cobble blocks in rows.
  2. Notice that the wand vanishes and the given error messages in the log.

Expected behavior
To not loose the wand.

Screenshots

please complete the following information:

  • Forge Version: 2847
  • Mods [e.g. mekanism, optifine]
  • MO Version [e.g. 0.7.4] 0.7.9

Additional context

net.minecraftforge.event.world.BlockEvent$PlaceEvent@45127d03:
11.05 22:28:44 [Server] INFO java.lang.NullPointerException: null
11.05 22:28:44 [Server] INFO at matteroverdrive.data.quest.logic.AbstractQuestLogicBlock.areBlocksTheSame(AbstractQuestLogicBlock.java:39) ~[AbstractQuestLogicBlock.class:?]
11.05 22:28:44 [Server] INFO at matteroverdrive.data.quest.logic.QuestLogicPlaceBlock.onEvent(QuestLogicPlaceBlock.java:99) ~[QuestLogicPlaceBlock.class:?]
11.05 22:28:44 [Server] INFO at matteroverdrive.data.quest.GenericQuest.onEvent(GenericQuest.java:89) ~[GenericQuest.class:?]
11.05 22:28:44 [Server] INFO at matteroverdrive.data.quest.PlayerQuestData.onEvent(PlayerQuestData.java:133) ~[PlayerQuestData.class:?]
11.05 22:28:44 [Server] INFO at matteroverdrive.entity.player.OverdriveExtendedProperties.onEvent(OverdriveExtendedProperties.java:180) ~[OverdriveExtendedProperties.class:?]
11.05 22:28:44 [Server] INFO at matteroverdrive.handler.BlockHandler.onBlockPlaceEvent(BlockHandler.java:30) ~[BlockHandler.class:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_1310_BlockHandler_onBlockPlaceEvent_PlaceEvent.invoke(.dynamic) ~[?:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
11.05 22:28:44 [Server] INFO at com.github.terminatornl.laggoggles.tickcentral.EventBusTransformer.redirectEvent(EventBusTransformer.java:67) ~[LagGoggles-1.12.2-5.8-132.jar:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) [EventBus.class:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.event.ForgeEventFactory.onPlayerBlockPlace(ForgeEventFactory.java:178) [ForgeEventFactory.class:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.common.ForgeHooks.onPlaceItemIntoWorld(ForgeHooks.java:920) [ForgeHooks.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.item.ItemStack.onItemUse(ItemStack.java:186) [aip.class:?]
11.05 22:28:44 [Server] INFO at com.rwtema.extrautils2.items.ItemBuildersWand.onItemUseBase(ItemBuildersWand.java:124) [ItemBuildersWand.class:?]
11.05 22:28:44 [Server] INFO at com.rwtema.extrautils2.compatibility.ItemCompat.onItemUse(ItemCompat.java:61) [ItemCompat.class:?]
11.05 22:28:44 [Server] INFO at net.minecraftforge.common.ForgeHooks.onPlaceItemIntoWorld(ForgeHooks.java:889) [ForgeHooks.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.item.ItemStack.onItemUse(ItemStack.java:186) [aip.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.server.management.PlayerInteractionManager.processRightClickBlock(PlayerInteractionManager.java:492) [or.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.network.NetHandlerPlayServer.processTryUseItemOnBlock(NetHandlerPlayServer.java:741) [pa.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.processPacket(SourceFile:55) [ma.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.processPacket(SourceFile:11) [ma.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) [hv$1.class:?]
11.05 22:28:44 [Server] INFO at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_311]
11.05 22:28:44 [Server] INFO at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_311]
11.05 22:28:44 [Server] INFO at net.minecraft.util.Util.runTask(SourceFile:529) [h.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:723) [MinecraftServer.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:397) [nz.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:668) [MinecraftServer.class:?]
11.05 22:28:44 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
11.05 22:28:44 [Server] INFO at java.lang.Thread.run(Thread.java:748) [?:1.8.0_311]
11.05 22:28:44 [Server] Server thread/ERROR [FML]: Index: 6 Listeners:
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 0: NORMAL
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 1: ASM: vazkii.quark.misc.feature.LockDirectionHotkey@7b499527 onBlockPlaced(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 2: ASM: vazkii.quark.tweaks.feature.SpongeDriesInNether@212838a onItemPlaced(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 3: ASM: INSTANCE onBlockPlace(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 4: ASM: mcjty.deepresonance.ForgeEventHandlers@19807e69 onBlockPlaceEvent(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 5: ASM: com.buuz135.industrial.proxy.event.SkullHandler@30c933de onBlockPlayerPlace(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 6: ASM: matteroverdrive.handler.BlockHandler@75551f0e onBlockPlaceEvent(Lnet/minecraftforge/event/world/BlockEvent$PlaceEvent;)V
11.05 22:28:44 [Server] Server thread/ERROR [FML]: 7: ASM: cr0s.warpdrive.event.WorldHandler@9916d97 onBlockEvent(Lnet/minecraftforge/event/world/BlockEvent;)V

Weapons Bugs 3 - VENOM Upgrade Can Go Into All Weapons

Describe the bug
I'm allowed to put the "Voxel Exaggerating Nullification Obliteration Matrix (VENOM)" upgrade into all of the weapons, but it only actually does something inside of the Omni Tool where it increases the mining speed.

To Reproduce
Just put the upgrade in question into a weapon of your choice in the Weapon Station.

Expected behavior
It should be blocked from going into other weapons. (Mostly to prevent people getting confused from putting it into other guns and expecting them to remove blocks, but also just general tidyness and making the mod feel more complete and better.) That is actually already a feature. For example, the Regenerative Converter upgrade cannot be installed in a Phaser Rifle.

Screenshots
If applicable, add screenshots to help explain your problem.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • Other mods:
    image
    image
    image
    image
    image
    image

Additional context
Not applicable.

Crash

Describe the bug
The game just crahsed while walking around

To Reproduce
I don't really know

please complete the following information:

  • Forge Version: 14.23.52860
  • Mods: in crash report
  • MO Version 0.7.9

crash-2022-05-11_12.01.29-server.txt

More configuration

Hello, I would like to be able to configure the ability to unlock players from using either attack tree or defense tree as the mod pack I'm building makes other skills not work (definitely not MatterOverdrive's fault) and possibly have a black list of skills able to select in the upgrades menu, so I can remove the broken ones. I would like to give players more incentive to become an android.

Holographic Sign text is centered too low

Describe the bug
The text displayed on the Holographic Sign is centered on the lower half of the sign, so that multiline text extends off the bottom.

To Reproduce
Steps to reproduce the behavior:

  1. Place a holographic sign
  2. Enter text on sign

Expected behavior
Should be centered on the center.

Screenshots
https://i.imgur.com/KXSJrtv.png
https://i.imgur.com/2i7G9L3.png

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO Version: 0.7.9-universal

Feedback, the radar gets a bit hard to read if the enemy is "up or down" when there are many.

image

I've found that in practice, if there are a lot of enemies, it gets difficult to see the up and down indicators on the radar. I don't know how you would fix it, just putting it out there. This image isn't really all that bad, but add 5 more clustered in the same area and it would be.

Perhaps make the up and down indicators a different color that contrast the red, idk.

Request: A fourth holosight, "dot" version.

Instead of the top holosight, I'd like one on the bottom because I like less clutter.

image
image

If you think it wouldn't be too difficult for a noob to do, I could try making it myself. I'm not a noob to C#, so I already know some programming. I imagine most of the hard stuff has already been done, I think I would just have to copy pasta mostly. Still though, I haven't touched Java or MC mods under the hood before. What's your take on that?

Weapons Bugs 1 - Phaser Is Useless

Describe the bug
The Phaser is completely useless. It just doesn't do any damage. The setting (shift + RMB) doesn't matter. Upgrades/attachments don't do anything either. Just nothing.
(The only thing about it that might work is the stun effect, but that might also just be because the mobs I fired it at randomly happened to stop moving.)

To Reproduce
Just grab a Phaser and try firing it at a mob.

Expected behavior
The Phaser should be able to cause damage.

Screenshots
Not applicable.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • Other mods:
    image
    image
    image
    image
    image
    image

Additional context
Not applicable.

When shooting, sometimes the bullet trail stays until restart and just spasm's out on your screen.

When you fire a MO gun, sometimes the bullet trail stays visible and just spasm's out on your screen.

Periodic in reproducibility. Just run around and shoot MO guns (seen it happen with shotgun and rifle so far), eventually you'll see one or two stuck in the air. Sometimes I can get it to happen soon after starting a new world and just mucking around for 30 seconds.

You shouldn't see the bullet trail for longer than a flash. Instead, this stays there until you leave the solo world and come back.

I already tried F3+A and F3+T if that helps you.

KRsPfVraBa

  • Forge Version: 14.23.5.2860
  • Minecraft Version: 1.12.2
  • MO Version: 0.7.7
  • Solo non-server world
  • Mods: On a curseforge app made modpack from scratch, no mods besides JEI and MO:CE installed in that modpack. All mods in the pack updated.

Weapons Bugs 4 - Upgrades Don't Do The Things They Promise

Describe the bug
Upgrades don't do the things they promise. The dilithium focusing matrix claims to increase the damage to 150%, yet if I install it into a phaser rifle it goes from the weird default 112% (see this issue for that), to 131%.

To Reproduce
Put the upgrade into a weapon of your choice in the Weapon Station.

Expected behavior
Logically, it should be 1.12*1.5=1.68, or 168% - or, given the linked issue being fixed, simply 150%.

Screenshots
If applicable, add screenshots to help explain your problem.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • Other mods:
    image
    image
    image
    image
    image
    image

Additional context
Not applicable.

ItemMagnet perk rapidly drains batteries if there are many objects around.

When there is a large collection of objections around that can't be put in you for whatever reason (like when your inventory is full), the ItemMagnet perk will drain your battery alarmingly fast - especially if the Cyclic mod's "Experience Pylon" is nearby.

Fill your inventory up, and blow up a lot of blocks, or just break apart a couple of full chest. Turn the item magnet on, and watch your high capacity battery go bye bye really, really fast.

javaw_Bc4oJBpLfm

If you have the mod "cyclic" installed, and have an "experience pylon" nearby, it will also drain it extremely fast.

javaw_nC3NvHqLwf

I actually like the behavior in the first .gif, it reminds you of your batteries mortality. It's a problem though when some popular mod in a popular pack kills your HighCapacityBattery in mere seconds. So I think it's working as it should when you don't factor in other mods and whatever weirdness they do, but maybe there's a way to make it work for the first .gif, but not for the second .gif? I think cyclic's "experience pylon" is somehow making the magnet think there is thousands of experience orbs in that block and it's trying to grab them. You have to set the pylon to "spray mode", and then turn "spray mode" off again before the bug is repeatable.

  • Forge Version: 14.23.5.2860
  • Minecraft Version: 1.12.2
  • MO Version: 0.7.7
  • Solo non-server world
  • Mods: On a curseforge app made modpack from scratch, no mods besides JEI and MO:CE installed in that modpack. All mods in the pack updated.

Feedback, HUD's crosshair doesn't line up with the holosight.

Use any of the three holosight attachments, and you'll see two crosshairs. The holosights, and the HUD's.

Problem is, their centers don't match, and it's very distracting.

I actually think it's the HUD's crosshair that's not centered. This is a 1600 by 900 screen, and the HUD's crosshairs center, isn't at 800, but instead it's left center arrow starts at 799, and ends at 804.

but instead of fixing the alignment, how about when we ADS with a holosight attached, we just remove the HUD's crosshair? it would be much less distracting, and look much cleaner.

image
image
image

Sonic Shockwave is VERY large.

Describe the bug
Title.

To Reproduce
Steps to reproduce the behavior:
Use the ability after becoming an Andriod and unlocking it.

Expected behavior
The Sonic Shockwave not being massive.

Screenshots
2022-05-17_11 05 58

please complete the following information:

  • Forge Version: 2860.
  • Mods [e.g. mekanism, optifine] Just MatterOverdrive. No other mods installed.
  • MO Version [e.g. 0.7.4] 0.7.9.

Additional context
N/A

Transporter bugs

Forge Version: 14.23.5.2860
Matter Overdrive Version: 1.12.2-0.7.3

When holding more than one transporter together inside the hotbar and then placing one from the stacked ones at the ground the ones inside the hotbar will be configured and have a full fake energy buffer (0/0 RF).

The transporter wont show how much matter plasma is inside the internal tank (The one Probe/waila show there is some inside) till the transporter is set as sender or a anvailed destination is set. Reciver wont show that there is untill you set an invailed/availed destination.

"PropertyDirection" Crash

Hello,
I updated from the original mod to your newest version (0.7.4) and then I found structures in my "Redstone rdy" test world and I get this crash now:

https://pastebin.com/Hn8fRXYT

First time it crashed, I was on my way to the structures. (after world reload no crash next to the structures, but 🔽)
The second time it crashed, I was on my way back to my test stuff.
(I have no MO stuff placed in my world, only some items in vanilla chests)

MC: 1.12.2
Forge: 2860
MO.CE: 0.7.4
Optifine: Yes

  • 225 other mods (IE / EIO / AE2 / &&&)

Ps: on curse forge I wrote a comment about Tritanium ore and JAOPCA integration.

Crash when opening world

I updated from the original mod to this version. When i opened the world, the missing registry entries appeared.

unknown

Further continuing to open the world, I got this crash report.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • Mods (Too big of a list, but can be seen in the crash report.)
  • MO Version: 0.7.9

[BUG] Rendering crash with Cyberware mod (1.12.2)

Describe the bug
As soon as I try to add any cyberware arm or leg the game will instantly freeze and eventually crash due to the massive log spam in the console. The game will instantly freeze up and I cannot do anything except wait for it to crash or force close the game.
This effectively hard locks the player in singleplayer and causes players nearby affected cyber augmented player to crash in multiplayer until killed to remove their arms/legs.

To Reproduce
Steps to reproduce the behavior:

  1. Go to cyberware robosurgeon and add cyber arm/leg to your player.
  2. Enter the chamber and start the procedure to add said arm/leg.
  3. Wait for the damage to finish once procedure is done, the game will instantly freeze at this point.
  4. Console spam starts immediately in the background. See error in console.

Expected behavior
Expected procedure to complete normally and for me to be able to continue playing.

Screenshots
Unsure if this is related but the game render breaks horribly, does this and any player control becomes impossible.
image

please complete the following information:

  • Forge Version: 14.23.5.2854
  • Mods: Cyberware 0.2.11
  • MO Version 0.8.1

Additional context
Crashes aren't easy to replicate since the game almost always just seizes up and stops working well before a crash.
I did manage to get it to crash out eventually. Crash Report
Created issue report here for Cyberware -> Issue Report

The android perk "Inertial Dampers" suggest you can buy a third tier "150%" fall damage reduction.

The 50% and 100% fall damage reductions work as they should, but seems to have a minor cosmetic issue. Showing a "150%" buy option after you get the second tier.

Before you buy the first tier, it says it will reduce fall damage by 50%. This is as it should be. You buy it, and the next tier says it will reduce fall damage by 100%. This is also as it should be. You buy it, but now for some reason it says 150% fall damage reduction instead of 100%.

It's not a big deal, and maybe it's a feature for some debuff that can remove some of your fall protection idk. But if that's not a feature, I think it hurts the perceived image of the mod to have small issues like this.

image

  • Forge Version: 14.23.5.2860
  • Minecraft Version: 1.12.2
  • MO Version: 0.7.7
  • Solo non-server world
  • Mods: On a curseforge app made modpack from scratch, no mods besides JEI and MO:CE installed in that modpack. All mods in the pack updated.

Plasma Shotgun Power Shot

Forge Version: 14.23.5.2860
Matter Overdrive Version: 1.12.2-0.7.3

When holding the plasma shotgun in the hand and holding down the right mouse key to charge it nothing will happen.

Weapons Balancing Concerns

Describe the bug
The weapons are very unbalanced. The range is low on all of them but the sniper, the damage is very meager given the fact that they are futuristic high-end weapons. The accuracy is so low, it's irritating, especially with some of the upgrades. Also, why the hell does the scope change the damage or range? All it should do is make aiming easier...

To Reproduce
Just...boot up the game with the mod and try using the weapons.

Expected behavior
I understand that it might be difficult to come up with a good, balanced, system. Also, people will disagree about balancing all the time, so even if we find a good and consistent system, it will still not fit some people's needs. As such, I instead suggest the addition of more config options, where like the machine configs, where each value (energy usage, energy storage, matter storage, etc.) can be configured, every property of the weapons and the upgrades can be configured. I imagine it looking something like the following. (It doesn't have to follow that exact design, just a suggestion.)

weapons {
    phaser_rifle {
        # Phaser rifle damage
        D:phaser_rifle_damage=12.5

        # Phaser rifle range
        D:phaser_rifle_range=90.0

        # More stuff here
        ...
    }

    ion_sniper {
        # Ion sniper configs here
        ...
    }
   ...
}

Screenshots
Not applicable.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • I don't think a modlist is needed given that this is not a bug per-se, but rather more of a suggestion.

Additional context
Not applicable.

Android Icons half white icons

In the current version they are not white because the textures dont have the transition from transparent to white.

The textures have to be switched witth one from an older verion.
Here is an example how they look and how they should look like:
1.7.10 (how they should be)
MO1 7 10

1.12.2
MO1 12 2

Matter changes in machines cause network channel NullPointerExceptions

As long as a machine is getting or consuming matter, the error log is absolutely flooded with NullPointerExceptions. In the case of fusion reactors, having enough of them running causes the game to start lagging.

[19:46:31] [Client thread/ERROR] [FML]: SimpleChannelHandlerWrapper exception
java.lang.NullPointerException: null
	at net.minecraftforge.fml.common.network.FMLOutboundHandler$OutboundTarget$7.selectNetworks(FMLOutboundHandler.java:224) ~[FMLOutboundHandler$OutboundTarget$7.class:?]
	at net.minecraftforge.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:378) ~[FMLOutboundHandler.class:?]
	at io.netty.channel.AbstractChannelHandlerContext.invokeWrite0(AbstractChannelHandlerContext.java:738) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.invokeWrite(AbstractChannelHandlerContext.java:730) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.write(AbstractChannelHandlerContext.java:816) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.write(AbstractChannelHandlerContext.java:723) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:111) ~[MessageToMessageEncoder.class:4.1.9.Final]
	at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.invokeWrite0(AbstractChannelHandlerContext.java:738) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.invokeWriteAndFlush(AbstractChannelHandlerContext.java:801) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.write(AbstractChannelHandlerContext.java:814) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.writeAndFlush(AbstractChannelHandlerContext.java:794) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.AbstractChannelHandlerContext.writeAndFlush(AbstractChannelHandlerContext.java:831) ~[AbstractChannelHandlerContext.class:4.1.9.Final]
	at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:1032) ~[DefaultChannelPipeline.class:4.1.9.Final]
	at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:296) ~[AbstractChannel.class:4.1.9.Final]
	at net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToAllAround(SimpleNetworkWrapper.java:264) ~[SimpleNetworkWrapper.class:?]
	at matteroverdrive.network.PacketPipeline.sendToAllAround(PacketPipeline.java:122) ~[PacketPipeline.class:?]
	at matteroverdrive.tile.MOTileEntityMachineMatter.updateClientMatter(MOTileEntityMachineMatter.java:47) ~[MOTileEntityMachineMatter.class:?]
	at matteroverdrive.data.MachineMatterStorage.setMatterStored(MachineMatterStorage.java:61) ~[MachineMatterStorage.class:?]
	at matteroverdrive.network.packet.client.PacketMatterUpdate$ClientHandler.handleClientMessage(PacketMatterUpdate.java:44) ~[PacketMatterUpdate$ClientHandler.class:?]
	at matteroverdrive.network.packet.client.PacketMatterUpdate$ClientHandler.handleClientMessage(PacketMatterUpdate.java:36) ~[PacketMatterUpdate$ClientHandler.class:?]
	at matteroverdrive.network.packet.AbstractPacketHandler.lambda$onMessage$0(AbstractPacketHandler.java:24) ~[AbstractPacketHandler.class:?]
	at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511) [?:1.8.0_312]
	at java.util.concurrent.FutureTask.run(FutureTask.java:266) [?:1.8.0_312]
	at net.minecraft.util.Util.func_181617_a(Util.java:47) [h.class:?]
	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1088) [bib.class:?]
	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:398) [bib.class:?]
	at net.minecraft.client.main.Main.main(SourceFile:123) [Main.class:?]
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312]
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312]
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312]
	at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312]
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312]
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312]
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312]
	at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312]
	at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:210) [NewLaunch.jar:?]
	at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:245) [NewLaunch.jar:?]
	at org.multimc.EntryPoint.listen(EntryPoint.java:143) [NewLaunch.jar:?]
	at org.multimc.EntryPoint.main(EntryPoint.java:34) [NewLaunch.jar:?]

Enchantment rendering is bugged

Describe the bug
Whenever I'm using the mod, enchanted items have weird boxes around them. Not only that, but some tile entities are rendering weird in my inventory

To Reproduce
Unsure

Expected behavior
For the things to render normally

Screenshots
2022-04-08_20 07 27

please complete the following information:

  • Forge Version: 14.23.5.2859
  • Mods: Arcane Archives, Blood Magic, Extra Utilities, Guide-API, JEI, Matter Overdrive, MysticalLib
  • MO Version: 0.7.8

Additional context
Add any other context about the problem here.

Feedback, shotgun's "right-click" sound implies you're suppose to "charge it up".

The Right-Click of the shotgundoes more damage than left click, which is cool and fine. Nothing wrong with that, but it does the same amount of "extra" damage, even if you merely "tap" right-click.

However it makes a distinct "charging up" sound that clearly implies you were meant to "fully" charge it. Is merely "tapping" it for full power, the intended behavior?

As a side note, would be cool if the "right-click" shot a slug instead of a spread of pellets. It would be more useful on things that aren't point-blank range.

cloake Shield turns the screen completly white

Forge Version: 14.23.5.2860
Matter Overdrive Version: 1.12.2-0.7.3
No optifine installed

When the player hold an item inside his hotbar while the cloak effect is active will get a complet white screen.
This can be prevented when the player hold an item with a durability bar in his off hand but this could maybe pls be fixed inside the mods code.

EnergyPack gets wasted if there is only one when gun consumes it.

If you only have one EnergyPack on you when your shotgun needs it, the shotgun consumes the EnergyPack but doesn't refill the ammo.

Seems to be 100% reproducible. Just have one pack in your hotbar, use the shotgun until it consumes the pack, and observe that the energy in the gun didn't increase when it consumed it.

It should have refilled the shotgun to full when it consumed the pack.

javaw_QxYrtGRCbD

  • Forge Version: 14.23.5.2860
  • Minecraft Version: 1.12.2
  • MO Version: 0.7.7
  • Solo non-server world
  • Mods: On a curseforge app made modpack from scratch, no mods besides JEI and MO:CE installed in that modpack. All mods in the pack updated.

Weapons Bugs 2 - Weapons Starting Out With Weird Bonuses

Describe the bug
The weapons start out with weird bonuses from out of nowhere. The phaser rifle has 112% damage, the plasma shotgun has 106%, ion sniper 105% and omni tool 114%.

To Reproduce
Either craft any weapon, or just grab it from JEI and look at the damage tooltip.

Expected behavior
The weapons should obviously start out at 100% (unless legendary of course!), then upgrades should modify the values.

Screenshots
image
image
I don't think I need to post all of them, you probably get it by now.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • Other mods:
    image
    image
    image
    image
    image
    image

Additional context
Not applicable.

Android Speed Upgrade FOV Is Messed Up

Describe the bug
When I get the speed upgrade as an android, my FOV goes down i.e. zooms in. However, when I hold any of the five MO weapons, the FOV goes back to normal. This only happens as an android with speed upgrades. Being a human or an android without speed upgrades does not do this. Each stage of the speed upgrade makes the problem progressively worse.
EDIT: It looks like when you run out of battery it actually does the opposite and turns the FOV very high up. I'm guessing these two are probably supposed to be inverted.

To Reproduce
Apply the speed upgrades as an android. Pay attention the FOV as you go through the four stages of it. Then try holding any weapon and compare it to holding nothing.

Expected behavior
At the very least, the speed upgrades should make your FOV zoom out. Though ideally, I'd prefer it if it wouldn't change your FOV at all (or only change it very slightly), as people play at their preferred FOVs and any permanent change to that by anything is annoying.

Screenshots
Not really applicable, it's kind of self-explanatory what FOV is and what a change in FOV means.

please complete the following information:

  • Forge Version: 14.23.5.2860
  • MO 0.8.1
  • Other mods:
    image
    image
    image
    image
    image
    image

Additional context
Not applicable.

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