FTB-Modpack-Issues
FTB-Modpack-Issues copied to clipboard
[Bug]: Recipes missing Modular Powersuits and armor mods disappearing
Modpack
FTB Ultimate Anniversary
Modpack version
1.2.0
Log Files
No response
Describe the bug
- Many recipes missing for MachineMuse's Modular Powersuits. Glider wings, fall damage reduction boots, and mining enhancement modules for the gauntlets such as the soft touch mod, fortune mod, and others. These are visible from the tinkerers bench but not craftable with any of the available
- Wearing a full suit of power armor while going into the Tinkerer's bench will sometimes poof (delete) various mods from the armor. Have to mod each piece one at a time to avoid losing batteries/mods.
Steps to reproduce
- Go to Tinkerer's Modular Workbench with power armor equipped
- Click on the piece of armor / the glove
- Click on install/salvage until it shows available modules
- Look through recipe directory in Just Enough Items
- Notice that recipes for various Power Armor modules are not in this modpack
Expected behaviour
All recipes for modules for power armor should be available, all of the materials typically used in these recipes are already in the modpack
Screenshots

Additional information
No response
Should be fixed in the latest 1.3.0 update after updating the mod! The mod update contained many fixes and added all unfinished recipes. Let me know if everything is there!
I am on the latest 1.3.0 and am still experiecing this. I have tried reinstalling and that has not worked for me https://pste.ch/kebumatohi im not sure how i can be of more help besides the jei does not show the recipes for some of the items such as jetpack glider silk touch fortune ect i seem to be getting the exact same error in the new verision.
Thanks for the feedback! After checking looks like they were still hidden by a script. If you look into your modpack folder, you will see a folder named kubejs. If you navigate to kubejs/client_scripts/jei.hide.js, you can remove that whole block of code since it is only client changes.
//Modules not implemented yet
event.hide("powersuits:invisibility");
event.hide("powersuits:swim_assist");
event.hide("powersuits:sprint_assist");
event.hide("powersuits:shock_absorber");
event.hide("powersuits:parachute");
event.hide("powersuits:jump_assist");
event.hide("powersuits:jetpack");
event.hide("powersuits:jet_boots");
event.hide("powersuits:glider");
event.hide("powersuits:flight_control");
event.hide("powersuits:dim_rift_gen");
event.hide("powersuits:climb_assist");
event.hide("powersuits:mob_repulsor");
event.hide("powersuits:aqua_affinity");
event.hide("powersuits:silk_touch");
event.hide("powersuits:fortune");
event.hide("powersuits:climb_assist");
Looks like that was an oversight on my part when making the update a few weeks back. Thanks for pointing it out, I'll have it fixed fully for the next update.
Fun fact: If you edit that script, you get to click through this error every time you launch that instance.

I'll report that to the dev team, that message should only show once. Thanks for letting me know
Hi. I am using 1.3.0 as the previous user was, and I am having the same exact issue. However, when I go looking for a kubejs file to attempt the fix you gave him, one does not exist for modular powersuits.
Still an issue. I guess the pack never received any further updates. The "potential invalid instance" message still appears repeadetly. The fix above works. But it should still be updated nonetheless. It cost me some time to figure out that the issue was JEI.
Fixed as of 1.3.1 which is releasing as I write this :+1: