Closed Raidobw2 closed 1 year ago
This has been an ongoing issue due to the inability to identify which items are intended for use as a power source and which ones aren't. The simplest and most reliable fix will be for me to just implement a whitelist. That said, I will take a look when I get a chance and see if there isn't something less obvious going on here.
Alrighty, thank you in advance for looking into it!
fixed in build 31
I can confirm build 31 fixed it :) thank you very much, I appreciate the fix!
The issue is resolved so I will close it, have a good weekend!
Version info Java version: 8u312 Minecraft Forge version: 36.2.26 on Minecraft 1.16.5
Describe the bug If MPS and Numina are installed, as well as Refined Storage, energy items the player holds will be drained first if an active module needs energy
To Reproduce Steps to reproduce the behavior:
Numina-1.16.5-2.2.30.jar
,ModularPowersuits-1.16.5-2.2.30.jar
andrefinedstorage-1.9.17.jar
on Forge 36.2.26Expected behavior It doesn't make sense for it to drain items in the selected slot in the hotbar for energy, so the expected behavior is that it shouldn't
Mod list See steps to reproduce
Numina-1.16.5-2.2.30.jar
,ModularPowersuits-1.16.5-2.2.30.jar
andrefinedstorage-1.9.17.jar
Log files N/A
Screenshots See below for a demonstration with the mods stated above + a few others to add energy items such as Thermal and IF
https://user-images.githubusercontent.com/17010632/184264052-67a33b14-cb4d-4ef4-b3bd-fee3100b495e.mp4
Additional context Removing Refined Storage "fixes" this. This may be caused by something in the Refined Storage integration, maybe in https://github.com/lehjr/MachineMusePowersuits/commit/3a247f92032f58a1d9226e2522d9e8bda890c447 Relaying this issue from https://github.com/FTBTeam/FTB-Modpack-Issues/issues/1256