Wow, just wow dude. This has been an idea in the corner of my mind that I've been planning to do once I learn enough about java to get started to MC Modding. Though thanks to you, now there is an actually good programmer doing this :D. I really want to find just one thing bad about this mod, dammit this is hard.
The recipes too cheap with gregtech... nope. Actually expensive enough to make me drop my jaw (which is a good thing in this case :), although you should disable thermalexpansion recipes automatically when disabling other mods when gregtech is detected).
General idea of the mod, awesome.
Update speed, too quick to keep up with. Whenever I close minecraft I look at your page to make sure I have the newest version, and always you have a newer one up.
Just, thank you man. This is awesome. Just what I was, and most probably a lot of others, have been looking for. Keep up the good work and please try to integrate as many mods as you can to this one, more mods combined means more fun, that's quite simple logic :D.
One suggestion, what about a laser reticule or some other kind of module that effects the orb after launching it so that it's easier to hit mobile targets. For example, having a module which lets you kinda drag it a little bit to the target so that you can make small modifications on it's trajectory. Though, this might be a bit too intrusive on my part as I have no idea what the other modules you have planned as weapons will be like. Again, thank you. You are awesome :DWow, just wow dude. This has been an idea in the corner of my mind that I've been planning to do once I learn enough about java to get started to MC Modding. Though thanks to you, now there is an actually good programmer doing this :D. I really want to find just one thing bad about this mod, dammit this is hard.
The recipes too cheap with gregtech... nope. Actually expensive enough to make me drop my jaw (which is a good thing in this case :), although you should disable thermalexpansion recipes automatically when disabling other mods when gregtech is detected).
General idea of the mod, awesome.
Update speed, too quick to keep up with. Whenever I close minecraft I look at your page to make sure I have the newest version, and always you have a newer one up.
Just, thank you man. This is awesome. Just what I was, and most probably a lot of others, have been looking for. Keep up the good work and please try to integrate as many mods as you can to this one, more mods combined means more fun, that's quite simple logic :D.
One suggestion, what about a laser reticule or some other kind of module that effects the orb after launching it so that it's easier to hit mobile targets. For example, having a module which lets you kinda drag it a little bit to the target so that you can make small modifications on it's trajectory. Though, this might be a bit too intrusive on my part as I have no idea what the other modules you have planned as weapons will be like. Again, thank you. You are awesome
Does the Feeder work like the IC2 helmet, where it just regenerates stamina at the cost of energy, or does this module require an actual food item?
Still loving this mod, makes things so much more convenient when I don't have to switch between my armor and batpack when I'm working, and having all the features in one place is awesome. The only problem I have so far is finding enough Ender Pearls to put together all the more advanced features.
Does the Feeder work like the IC2 helmet, where it just regenerates stamina at the cost of energy, or does this module require an actual food item?
Still loving this mod, makes things so much more convenient when I don't have to switch between my armor and batpack when I'm working, and having all the features in one place is awesome. The only problem I have so far is finding enough Ender Pearls to put together all the more advanced features.
It consumes food from your inventory and stores it in an internal 'food meter' which it then uses to stuff your face whenever you dip below 10 drumsticks.
It's worth noting that this is another module contributed by someone else. Keep the open source flowing!
Rollback Post to RevisionRollBack
The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
It consumes food from your inventory and stores it in an internal 'food meter' which it then uses to stuff your face whenever you dip below 10 drumsticks.
It's worth noting that this is another module contributed by someone else. Keep the open source flowing!
Ended up answering what questions I had regarding the module myself, so I'll omit those. It would be nice if the saturation value of the food was kept track of as well. Just to use an example, a cooked steak has 8 food value and 12.8 saturation value. Since the feeder only uses the food value, more than half of the total value of the steak is being lost. Saturation just prolongs how long your top point of stamina lasts and thus prolongs how long you don't have to worry about health regen being active and otherwise is calculated exactly like stamina, so it might be nice to have the full value of the food item added to the feeder, since the module constantly keeps your health at a level where health regen is active. Or maybe only a certain percentage of the saturation value as saturation can't be greater than your current food value.
It looks like the power usage of the feeder module isn't working properly. I was using sprint assist (power only, no compensation) to drain my stamina rapidly, but whenever the feeder module took effect, the energy would reset to full. I turned off the power setting of sprint assist and it appears to do the same thing. I'll add a bug to the github as well.
Edit: also seems like either the item tooltip isn't being updated or food isn't being removed from the internal storage.
Awesome to hear that other people have made contributions to the mod, sometimes it just takes another person's perspective to fix a problem and we'll get to see even more ideas come to fruition from that.
Ended up answering what questions I had regarding the module myself, so I'll omit those. It would be nice if the saturation value of the food was kept track of as well. Just to use an example, a cooked steak has 8 food value and 12.8 saturation value. Since the feeder only uses the food value, more than half of the total value of the steak is being lost. Saturation just prolongs how long your top point of stamina lasts and thus prolongs how long you don't have to worry about health regen being active and otherwise is calculated exactly like stamina, so it might be nice to have the full value of the food item added to the feeder, since the module constantly keeps your health at a level where health regen is active. Or maybe only a certain percentage of the saturation value as saturation can't be greater than your current food value.
It looks like the power usage of the feeder module isn't working properly. I was using sprint assist (power only, no compensation) to drain my stamina rapidly, but whenever the feeder module took effect, the energy would reset to full. I turned off the power setting of sprint assist and it appears to do the same thing. I'll add a bug to the github as well.
Edit: also seems like either the item tooltip isn't being updated or food isn't being removed from the internal storage.
Awesome to hear that other people have made contributions to the mod, sometimes it just takes another person's perspective to fix a problem and we'll get to see even more ideas come to fruition from that.
cool, thanks for the issue report got it 'fixed' today (not an ideal solution, but it's the only one I've found that works consistently) I'll talk to Andrew about taking the saturation into consideration.
Does anyone know which build release is for 1.4.6?
Considering that 1.4.6 and 1.4.7 are functionally the same for almost every mod any version should work. Also as far as I am aware this was initially released after 1.4.7 rolled in so there isn't a 1.4.6 specific version.
It's getting to the point now, though, where new ideas are so 'out there' that it's going to take a ton of work just to get them basic functionality X_X
Sorry about that.
I was going to suggest a way to remotely "teleport" items from a storage container somewhere else, but now I feel bad asking. I'll stop with the idea pestering, I promise. Just know that you're doing a great job.
Oh, and on the subject of the Feeder, I don't think it needs to perfectly replicate saturation. It could instead restore a set amount based on the hunger it is restoring. Basic principle is: Mechanically processed and administered gruel substitute my satisfy your need to eat, but is no substitute for a proper meal. You know, trading the convenience of not having to keep track of hunger for not getting the full benefit of the food if you were to eat it yourself?
Sorry about that.
I was going to suggest a way to remotely "teleport" items from a storage container somewhere else, but now I feel bad asking. I'll stop with the idea pestering, I promise. Just know that you're doing a great job.
Try checking out this mod Might put a remote ordering tool module in at some point, for sure.
Try checking out this mod Might put a remote ordering tool module in at some point, for sure.
Oh yeah, I've seen the thread for that around a few times. Thanks for the reccommend, though! Edit:I thought that mod just offered a different sorting system, though, not remote access?
We (royal We) at Inspiration™ Inc. LLC believe that the user is and should be treated as the architect of their own destiny. That is why we have created a Complete Idiot's Guide to powersuit creation.
First, you must verify that the laws of physics in your particular corner of the galaxy will support the use of your creativity. You can check this by temporarily removing the fourth wall and installing the following mod to your minecraft folder: http://machinemuse.net/
It's compatible with IC2 (but only developer build 1.112.198-lf or later, due to an api change in custom electric items) and Universal Electricity, and in fact at least one of those is recommended so you can recharge the darn things. (Note that UE or IC2 will make the component costs roughly 8.74x more difficult to acquire. GregTech recipes are estimated to be 376x harder.)
Once you have performed the necessary applications of metaphysics, it's time to get down to the physics.
Recipes are now hosted on a separate page because all the views were sucking my bandwidth really fast O_O
What's new since 0.2.0-42
-Night vision & Invisibility modules (works like the potion, so vanilla bugs still apply)
-Flight control module - not quite creative flight, but acts as a 'hover mode' and is a lot easier to control than a regular jetpack
-TONS of balance changes, bug fixes, and optimizations
-Thermal Expansion recipes for modules and items - new charging method coming soon!
Spotlights:
direwolf20
AdamzoneTopMarks
IRC: #mps on EsperNet
Rules:
1) Don't post suggestions that are already on the Todo list or require me to go out of my way to get someone's permission.
2) Don't post bugs; first check here to see if they haven't already been fixed in the latest build, and if not, put them here
3) Don't post questions that are answered in the FAQ (and especially don't post them to the bug tracker)
4) Don't post 'OP!' or ask for cheaper/more expensive recipes.
5) No I will not teach you Java or OpenGL, and don't PM me asking me to debug your code. If you're learning Java, post in ##Java on Freenode irc. If you already know Java and are learning about Forge, post in #minecraftforge on Espernet.
6) Yes you can use this in your own modpack, don't PM me just to ask permission.
I have an idea for a new module. how bout a soundwave emmiter or a sword module as an upgrade to the melee module
I have a suggestion and this is to add a lappack upgrade which makes it so you can use your ic2 items without a lappack(batpack(or even better advanced lappack) also another suggestion is to animations to the gliding addon. kinda like the smart moving mods flying animation.that is all (love the mod, keep up the good work)
I have a suggestion and this is to add a lappack upgrade which makes it so you can use your ic2 items without a lappack(batpack(or even better advanced lappack) also another suggestion is to animations to the gliding addon. kinda like the smart moving mods flying animation.that is all (love the mod, keep up the good work)
then it doesnt recharge advanced diamond drill (idk what mod it comes from) i thought it came from ic2 sorry(was playing dw20 modpack)
It doesn't recharge any tool that requires a Lappack (so any of the Gravitation Suite tools or the Mining Laser) this was explained a few pages ago by MachineMuse when I asked about it, that basically to get any tool to recharge from the Armors stored energy a tier has to be set and the Powersuit is set to recharge Batpack requiring tools any higher tier cannot be recharged. There is also some oddity in the code which does not allow multiple tiers of tools to be recharged from the same item so currently from the explanation I was given it is not possible. Though as a side note is it possible from a coding perspective to add a Lappack tier module that just recharges tools and doesn't actually function as a store for the armor itself?
Can you make a module for power tool that adds ability to recharge automatically from IC2 batpack/lappack/gravisuite/etc.? It's already working vice versa (power armor -> IC2 tools), so two-ways principle is just logical.
I'd like to see the upgrade system be more advanced and customizable, sort of like this:
The different upgrades could be greyed out if you didn't have the right item, and clicking on it would allow you access to not only the different kinds of upgrades (stamina-related, armor-related, etc.) but it would also make it easier for you to have upgraded versions of the upgrades (perhaps, for example, standard battery could be a prerequisite for advanced, and so on.) And where this image has Jensen in the middle, it could show how the powersuit will actually look. That would be great for all the appearance customization you were implying you wanted to implement, because it'd show how the armor would actually look rather than just the icon when it's in your inventory.
Another feature I'd like to see; having only a Salvage option is fine for now, but when you get more weapon modules and might want to have multiple ones that function off of right-click, it might be interesting to either have a category where only one item in the category can be active, or to put in a "Toggle" function so we don't have to keep the items around in our inventory every time we want to adjust the weapon/tool quickly. As long as I'm criticizing the current system, I'd also like to see the color upgrade affect different sections instead of just the whole item; e.g., the helmet could have one color for the faceplate, one color for the rest. Using the faceplate idea, an opacity slider might be fun too for "tinted glass" faceplates. This could tie in with the option for making the armor invisible to show off your skin, perhaps?
As far as more upgrades, I'd like to see some more construction-type stuff... maybe have something like the Gravity Gun from HL2 that's capable of picking up various blocks, and, with an upgrade, entities? The foam sprayer-like idea you have is very cool too, I love the Construction Foam from IC2. I'd also like to see multiple powersuit types. Currently you've got a very nice exoskeleton armor, but it could be cool to have the bulkier outfits and maybe some lighter ones too (like skintight nanowoven carbon composite armor, with less functions but also greater speed? )
Ideas aside, I love this mod, and can't wait to see it grow as much as my other favorites like Thaumcraft and Mo' Creatures have. Definitely looking forward to some of the things you say you have in the works.
I'd like to see the upgrade system be more advanced and customizable, sort of like this:
The different upgrades could be greyed out if you didn't have the right item, and clicking on it would allow you access to not only the different kinds of upgrades (stamina-related, armor-related, etc.) but it would also make it easier for you to have upgraded versions of the upgrades (perhaps, for example, standard battery could be a prerequisite for advanced, and so on.) And where this image has Jensen in the middle, it could show how the powersuit will actually look. That would be great for all the appearance customization you were implying you wanted to implement, because it'd show how the armor would actually look rather than just the icon when it's in your inventory.
Another feature I'd like to see; having only a Salvage option is fine for now, but when you get more weapon modules and might want to have multiple ones that function off of right-click, it might be interesting to either have a category where only one item in the category can be active, or to put in a "Toggle" function so we don't have to keep the items around in our inventory every time we want to adjust the weapon/tool quickly.
As far as more upgrades, I'd like to see some more construction-type stuff... maybe have something like the Gravity Gun from HL2 that's capable of picking up various blocks, and, with an upgrade, entities? The foam sprayer-like idea you have is very cool too, I love the Construction Foam from IC2.
As long as I'm criticizing the current system, I'd also like to see the color upgrade affect different sections instead of just the whole item; e.g., the helmet could have one color for the faceplate, one color for the rest. Using the faceplate idea, an opacity slider might be fun too for "tinted glass" faceplates. This could tie in with the option for making the armor invisible to show off your skin, perhaps?
[...]
I'd also like to see multiple powersuit types. Currently you've got a very nice exoskeleton armor, but it could be cool to have the bulkier outfits and maybe some lighter ones too (like skintight nanowoven carbon composite armor, with less functions but also greater speed? )
is on the todo list. there is a pullrequest sitting in forge's repo right now that will make this 100x easier and safer to do.
Ideas aside, I love this mod, and can't wait to see it grow as much as my other favorites like Thaumcraft and Mo' Creatures have. Definitely looking forward to some of the things you say you have in the works.
It doesn't recharge any tool that requires a Lappack (so any of the Gravitation Suite tools or the Mining Laser) this was explained a few pages ago by MachineMuse when I asked about it, that basically to get any tool to recharge from the Armors stored energy a tier has to be set and the Powersuit is set to recharge Batpack requiring tools any higher tier cannot be recharged. There is also some oddity in the code which does not allow multiple tiers of tools to be recharged from the same item so currently from the explanation I was given it is not possible. Though as a side note is it possible from a coding perspective to add a Lappack tier module that just recharges tools and doesn't actually function as a store for the armor itself?
if it was that simple, I would have done it already. Sorry I even got a pullrequest from someone trying to do that, but it doesn't work in multiplayer (or in single player if you have more than one powersuit).
Player has promised that all of those functions will be itemstack-aware in 1.5, so you can expect better IC2 integration at that time
I just found out that even though the Energy Shield requires 2 Force Field Emitters, it can eat 4 of them because it's hungry or something.
It it isn't just Energy Shield, it is all modules, across all 4 pieces of armor and the tool. I did a bunch of testing with it. If you only have the required amount of items, say an HV Capacitor for the Elite Battery module, it will consume the HV Capacitor and function correctly. If you have say 4 HV Capacitors (one for each armor piece), it will consume 2 HV Capacitors per armor piece, and function as it would if only one were consumed. The same happened for all other upgrades on each piece of equipment.
I was sure it was only me as I was unable to find this issue in the bug tracker or elsewhere on the internet (perhaps my google-fu is sub par.) I re-downloaded both DW20 and Tekkit Lite and the issue disappeared, however when I updated to 0.2.2-139 it began happening again. I decided to test it on a Vanilla minecraft to make sure it wasn't something in the modpacks causing it. Same problem. I decided to test the most recent build, 0.2.2-162 and it is still present.
So, in short, 0.2.0-42 does not have this bug, but 0.2.2-139 and onward do appear to have it. It's of course still possible something is just going wrong on my end, but perhaps you could look into it. For now, it's best to only craft exact amounts you need for a single item at any one time, or at least have only that amount in your inventory.
The recipes too cheap with gregtech... nope. Actually expensive enough to make me drop my jaw (which is a good thing in this case :), although you should disable thermalexpansion recipes automatically when disabling other mods when gregtech is detected).
General idea of the mod, awesome.
Update speed, too quick to keep up with. Whenever I close minecraft I look at your page to make sure I have the newest version, and always you have a newer one up.
Just, thank you man. This is awesome. Just what I was, and most probably a lot of others, have been looking for. Keep up the good work and please try to integrate as many mods as you can to this one, more mods combined means more fun, that's quite simple logic :D.
One suggestion, what about a laser reticule or some other kind of module that effects the orb after launching it so that it's easier to hit mobile targets. For example, having a module which lets you kinda drag it a little bit to the target so that you can make small modifications on it's trajectory. Though, this might be a bit too intrusive on my part as I have no idea what the other modules you have planned as weapons will be like. Again, thank you. You are awesome :DWow, just wow dude. This has been an idea in the corner of my mind that I've been planning to do once I learn enough about java to get started to MC Modding. Though thanks to you, now there is an actually good programmer doing this :D. I really want to find just one thing bad about this mod, dammit this is hard.
The recipes too cheap with gregtech... nope. Actually expensive enough to make me drop my jaw (which is a good thing in this case :), although you should disable thermalexpansion recipes automatically when disabling other mods when gregtech is detected).
General idea of the mod, awesome.
Update speed, too quick to keep up with. Whenever I close minecraft I look at your page to make sure I have the newest version, and always you have a newer one up.
Just, thank you man. This is awesome. Just what I was, and most probably a lot of others, have been looking for. Keep up the good work and please try to integrate as many mods as you can to this one, more mods combined means more fun, that's quite simple logic :D.
One suggestion, what about a laser reticule or some other kind of module that effects the orb after launching it so that it's easier to hit mobile targets. For example, having a module which lets you kinda drag it a little bit to the target so that you can make small modifications on it's trajectory. Though, this might be a bit too intrusive on my part as I have no idea what the other modules you have planned as weapons will be like. Again, thank you. You are awesome
Still loving this mod, makes things so much more convenient when I don't have to switch between my armor and batpack when I'm working, and having all the features in one place is awesome. The only problem I have so far is finding enough Ender Pearls to put together all the more advanced features.
It consumes food from your inventory and stores it in an internal 'food meter' which it then uses to stuff your face whenever you dip below 10 drumsticks.
It's worth noting that this is another module contributed by someone else. Keep the open source flowing!
Ended up answering what questions I had regarding the module myself, so I'll omit those. It would be nice if the saturation value of the food was kept track of as well. Just to use an example, a cooked steak has 8 food value and 12.8 saturation value. Since the feeder only uses the food value, more than half of the total value of the steak is being lost. Saturation just prolongs how long your top point of stamina lasts and thus prolongs how long you don't have to worry about health regen being active and otherwise is calculated exactly like stamina, so it might be nice to have the full value of the food item added to the feeder, since the module constantly keeps your health at a level where health regen is active. Or maybe only a certain percentage of the saturation value as saturation can't be greater than your current food value.
It looks like the power usage of the feeder module isn't working properly. I was using sprint assist (power only, no compensation) to drain my stamina rapidly, but whenever the feeder module took effect, the energy would reset to full. I turned off the power setting of sprint assist and it appears to do the same thing. I'll add a bug to the github as well.
Edit: also seems like either the item tooltip isn't being updated or food isn't being removed from the internal storage.
Awesome to hear that other people have made contributions to the mod, sometimes it just takes another person's perspective to fix a problem and we'll get to see even more ideas come to fruition from that.
cool, thanks for the issue report got it 'fixed' today (not an ideal solution, but it's the only one I've found that works consistently) I'll talk to Andrew about taking the saturation into consideration.
Considering that 1.4.6 and 1.4.7 are functionally the same for almost every mod any version should work. Also as far as I am aware this was initially released after 1.4.7 rolled in so there isn't a 1.4.6 specific version.
Sorry about that.
I was going to suggest a way to remotely "teleport" items from a storage container somewhere else, but now I feel bad asking. I'll stop with the idea pestering, I promise. Just know that you're doing a great job.
Oh, and on the subject of the Feeder, I don't think it needs to perfectly replicate saturation. It could instead restore a set amount based on the hunger it is restoring. Basic principle is: Mechanically processed and administered gruel substitute my satisfy your need to eat, but is no substitute for a proper meal. You know, trading the convenience of not having to keep track of hunger for not getting the full benefit of the food if you were to eat it yourself?
Try checking out this mod Might put a remote ordering tool module in at some point, for sure.
Oh yeah, I've seen the thread for that around a few times. Thanks for the reccommend, though!
Edit: I thought that mod just offered a different sorting system, though, not remote access?
I have an idea for a new module. how bout a soundwave emmiter or a sword module as an upgrade to the melee module
Its funny how.. sigh. Forget it...
It already does this..
It doesn't recharge any tool that requires a Lappack (so any of the Gravitation Suite tools or the Mining Laser) this was explained a few pages ago by MachineMuse when I asked about it, that basically to get any tool to recharge from the Armors stored energy a tier has to be set and the Powersuit is set to recharge Batpack requiring tools any higher tier cannot be recharged. There is also some oddity in the code which does not allow multiple tiers of tools to be recharged from the same item so currently from the explanation I was given it is not possible. Though as a side note is it possible from a coding perspective to add a Lappack tier module that just recharges tools and doesn't actually function as a store for the armor itself?
By the way, could you add an option to choose where on the screen the energy meter appears?
The different upgrades could be greyed out if you didn't have the right item, and clicking on it would allow you access to not only the different kinds of upgrades (stamina-related, armor-related, etc.) but it would also make it easier for you to have upgraded versions of the upgrades (perhaps, for example, standard battery could be a prerequisite for advanced, and so on.) And where this image has Jensen in the middle, it could show how the powersuit will actually look. That would be great for all the appearance customization you were implying you wanted to implement, because it'd show how the armor would actually look rather than just the icon when it's in your inventory.
Another feature I'd like to see; having only a Salvage option is fine for now, but when you get more weapon modules and might want to have multiple ones that function off of right-click, it might be interesting to either have a category where only one item in the category can be active, or to put in a "Toggle" function so we don't have to keep the items around in our inventory every time we want to adjust the weapon/tool quickly. As long as I'm criticizing the current system, I'd also like to see the color upgrade affect different sections instead of just the whole item; e.g., the helmet could have one color for the faceplate, one color for the rest. Using the faceplate idea, an opacity slider might be fun too for "tinted glass" faceplates. This could tie in with the option for making the armor invisible to show off your skin, perhaps?
As far as more upgrades, I'd like to see some more construction-type stuff... maybe have something like the Gravity Gun from HL2 that's capable of picking up various blocks, and, with an upgrade, entities? The foam sprayer-like idea you have is very cool too, I love the Construction Foam from IC2. I'd also like to see multiple powersuit types. Currently you've got a very nice exoskeleton armor, but it could be cool to have the bulkier outfits and maybe some lighter ones too (like skintight nanowoven carbon composite armor, with less functions but also greater speed? )
Ideas aside, I love this mod, and can't wait to see it grow as much as my other favorites like Thaumcraft and Mo' Creatures have. Definitely looking forward to some of the things you say you have in the works.
yeah I have some plans for restructuring it
press k to bring up the keybind gui
yeah me too
is on the todo list. there is a pullrequest sitting in forge's repo right now that will make this 100x easier and safer to do.
thanks
if it was that simple, I would have done it already. Sorry I even got a pullrequest from someone trying to do that, but it doesn't work in multiplayer (or in single player if you have more than one powersuit).
Player has promised that all of those functions will be itemstack-aware in 1.5, so you can expect better IC2 integration at that time
Lastly, I'd like to say that I am also experiencing the issue that Revemohl is experiencing.
It it isn't just Energy Shield, it is all modules, across all 4 pieces of armor and the tool. I did a bunch of testing with it. If you only have the required amount of items, say an HV Capacitor for the Elite Battery module, it will consume the HV Capacitor and function correctly. If you have say 4 HV Capacitors (one for each armor piece), it will consume 2 HV Capacitors per armor piece, and function as it would if only one were consumed. The same happened for all other upgrades on each piece of equipment.
I was sure it was only me as I was unable to find this issue in the bug tracker or elsewhere on the internet (perhaps my google-fu is sub par.) I re-downloaded both DW20 and Tekkit Lite and the issue disappeared, however when I updated to 0.2.2-139 it began happening again. I decided to test it on a Vanilla minecraft to make sure it wasn't something in the modpacks causing it. Same problem. I decided to test the most recent build, 0.2.2-162 and it is still present.
So, in short, 0.2.0-42 does not have this bug, but 0.2.2-139 and onward do appear to have it. It's of course still possible something is just going wrong on my end, but perhaps you could look into it. For now, it's best to only craft exact amounts you need for a single item at any one time, or at least have only that amount in your inventory.