GregTech Changelogs

This Page contains all the Changelog information on the entirety of GregTech.

Changelog GregTech-6 for 1.7.10

Text File Variant of the Changelog

Show GregTech-6 Changelog for 1.7.10
This is the most recent Changelog. It also contains some of the changes inside the >>>UPCOMING<<< Versions (most of the time). This is for 1.7.10 btw.

6.05.49: (Not released yet)
Nothing (I tend to only add finished Stuff to the Changelog).

6.05.48: (Not released yet)
Nothing (I tend to only add finished Stuff to the Changelog).

6.05.47: (Not released yet)
Nothing (I tend to only add finished Stuff to the Changelog).

6.05.46: (Not released yet)
[FIXED] Several Tools being available for Stone despite not being intended to be like that.
[FIXED] Dust Funnels not dropping their partial Content when broken. They will no longer store it, making it possible to clear a Dust from the Dust Funnels.
[FIXED] Sealed Wood Pipes were unintentionally Gas Proof (back then it might have been intended but we have better solutions now). I fixed that by making them leak Gasses aswell, and buffing their Capacity from 50 to 75.
[CHANGED] Some Acids can no longer be electrolyzed into their Components anymore.
[CHANGED] Fake 'Osmium' is now easier obtainable when Mekanism is installed. It can be processed in a Furnace too now.
[ADDED] Selenium as Byproduct of some Ores (I will likely use it for Batteries). I also added it into the Moon-Cheese Veins, since Selenium is literally named after the Moon.
[ADDED] Sodium Nitrate and a bunch of Saltpeter related Chemical Recipes.
[ADDED] Potassium and Sodium based Chemicals can now be interchanged in a lot of Recipes, but not all of them.
[ADDED] Crowbarred Covers now go directly into the Inventory if possible.

[FIXED] Aqua Regia to Chloroplatinic Acid Processing producing a very unbalanced output (more Cl out than you put in), I only needed to change up the Ratios, it's the same Products as before.
[FIXED] Some Bugs regarding the Player Inventory restock from the Slot above Functionality of GT6 in regards of GT6 Tools and their Scrap.
[CHANGED] Tin Alloy counts as Furnace Smeltable now.
[CHANGED] Neodymium and its Magnetic variant are now Diamond-Tool Quality.
[CAHNGED] Bushes now grow 5 times slower. They were just too OP.
[ADDED] A dedicated Loot Chest for the Dungeon Loot change in the previous Version. Now it is no longer made of Tin Alloy, but instead is not Craftable and made of Stone and looking a bit like Mossy Stone Bricks.
[ADDED] Cobalt, Nickel, Germanium and Draconium "Storage Set" (Chests, Mass Storages, Shelves, Adv Crafting Tables, Hoppers etc). Also made it easier for me to add more "Storage Sets" by rewriting the Code a little.
[ADDED] A few Recipes regarding BoP Mud and GT6 Mud.
[ADDED] Tin Alloy Fluid Pipes.
[ADDED] Mud Version of GT6 Ores to fit in better with the muddy Swampwater of GT6.
Some Tools will now autocollect their Drops instead of letting Item Entities fall on the ground, if the Player has enough Inventory Space.
This also applies to certain Materials you can craft Tools out of. You know, the "Magnetic" Variant.
Amoung those Tools (its about half of ALL Tools that can do that) is the Wrench for example, meaning you autocollect whatever you Wrench, no matter what Material the Wrench is.
That kindof fixed the Issue of "Removing Hoppers above a Crucible" as a Side Effect, since the Hopper would not Drop as Item in this case (If you have Space in your Inventory).
As Examples, here are a few Tools that Automatically have this Ability even without being Magnetic: Construction Pickaxes, Wrenches, Mining Drills and the Plow.
Made several Extruder Recipes accessible much earlier.
The Tier 1 Extruder no longer needs Tungsten Carbide to be crafted, instead it uses Steel.
New Low Heat Extruder Shapes can be made using any Type of regular Steel.
Several Low Tier Metals count as Simple for the Extruder now, meaning they have a fixed low cost and can be formed using the Low Heat Shapes.

[NOTE] Users of the Custom Veins etc in my Worldgen Config have to manually set the amount of Custom Veins, as it no longer defaults to 8, in order to prevent Debug Error Messages from appearing in the Log (due to NULL Material in Config). And yes the Debug Errors about Worldgen Ores are for Users, not for me, and they are in the GregTech.log
[FIXED] A HUGE Maths Error in the Extruder Recipe Code. It used about 10 times more Energy in some cases than it should have used (all the Metal related Recipes basically). Now it will just use 25% more Energy than a Crucible would.
[FIXED] A Stupid Error in the Extruder Recipe Code that made Wax, Plastic and Rubber Stuff cost exactly the same no matter how many Items the Recipe Outputs.
[FIXED] Fluid Filters resetting again.
[CHANGED] Dungeon Loot Chests will now be replaced with GT6 Chests that only generate their Loot once you open or break them and not before that.
[CHANGED] A tiny thing in the Crafting Recipe Searching Code, might make the Adv Crafting Table create less of a spike when being used.
[CHANGED] Moved Mineral Water production from Mixer to Injector.
[CHANGED] The Tooltip for contained Materials got a bit slimmed down and more overviewable.
[ADDED] GT6 Blocks that have Covers on them now have a Tooltip stating that a Crowbar can be used to remove them.
[ADDED] XP Orbs now get combined if there is more than 32 of them in one World at once. The resulting larger Orb will have the despawn Age of the youngest Orb.
[ADDED] Ender Garbage Bin (only top side) and Ender Garbage Dump (any side) are now accessible via Funnel/Tap.
[ADDED] Recipe for Calcium => Calcium Carbonate (Calcite), mixing Water and CO2. It has Hydrogen Gas as a Byproduct.
[ADDED] Draconium Fluid Pipes. A very high Tier Type of Pipes for people, who have a Draconium Adding Mod installed.
More proper Titanium Processing.
The Centrifuging of molten Ilmenite into Rutile and Hematite is no longer possible.
You generally don't need a Crucible to process Titanium containing Ores anymore, except for the final step of shaping the resulting Titanium Dust into whatever you need, like Plates or something.
Instead you need Sulfuric Acid to make Rutile and Green Vitriol.
Rutile (or Ilmenite directly) + Coke + Chlorine + Calcite in Burner Mixer is needed to make it into Titanium Chloride.
Titanium Chloride + Sodium or Magnesium = Titanium + Salt.
This change also fixes the Niobium-Titanium Crucible in the Tech Tree, so that it can be used again to progress.
My own Type of 3D Universal Fluid Cells that follows my standard set of Rules for Fluid Containers, and are all stackable up to 64 and Gas Proof.
Since I was not able to settle for a specific Name of them, due to "Cell", "Capsule" and "Container" being already taken by other Mods and "Can" not really fitting the purpose, I decided to go for "Capsule-Cell-Container".
There is 22 different possible Materials they can be made of, which includes Plastic, all the Wax Types and lots of Metals.
1 Unit of the Material it is made of equals 1000L of Fluid. Usually Drums are better, but those can't be made of Wax or Tin.
They can only be made using the Extruder and the Capsule-Cell-Container Shape.
Did I mention that you can paint them too, just like all the other GT6 Containers?

[FIXED] Calcification Display of the Boilers.
[FIXED] 3 Mixer Recipes missing their Output Fluid.

[REMOVED] The GT6 Meta-IC2-Cell-Item, because it won't ever be used anyways (I have a better System for that kinda stuff by now, see Measuring Pots). Also removed some unused Textures aswell.
[REMOVED] Recipe for the Universal Fluid Cell of IC2-Exp. I also replaced the Universal Cell with Empty Cells in Recipes that needed it.
[REMOVED] The "cheaty" Recipes from the Metal Former. The Metal Former itself is still craftable due to compat Reasons.
[CHANGED] IC2-Exp Empty Fuel Rods are now made with Zirconium instead of Steel.
[ADDED] Plantalyzer, a Machine that scans IC2 Crops and Forestry Saplings, similar to how the Bumblelyzer does it, but it does not use Honey at all.
[ADDED] Queue Hopper, a Hopper that remembers the order at which things came in, and always emits the first inserted Item and works it's way to the last inserted Item in an ordered fashion. Professionals would call it a FIFO (First IN, First OUT). You can manually change the Order in its GUI ofcourse.
[ADDED] Glow Glass, a variant of my Clear Glass that emits light like Glowstone. It is produced with the Injector, 1 Glowstone Dust per piece (or half a Glowstone Dust per Slab) and a Block of GT6 Clear Glass. Aside from emitting a constant Light Level this Block uses the same Texture as the normal Clear Glass.
[ADDED] The Chemical Formula Tooltips back. Now even with Subscript Numbers instead of normal ones!
[ADDED] Satanic Bumblebees that produce Soul Combs (Soulsand & Soulsand Oil). Spoiler alert do not continue reading if you wanna find out the combo yourself, it is the combination of CITSILIHIN and CINOMED (you have to read those in reverse).
[ADDED] A Book containing Descriptions of all current GT6 Tools. It is added to all Loot Lists that contain Books of that kind.

The Worldgen Code of GT6 got improved a lot, and that did change quite a lot of internals on how my Worldgen works, including the Config Files. This will also let GalacticGreg crash very hard, due to the massive Changes I made (not that that Addon is needed anymore since I add that Compat myself now).
[COMPAT] Galacticraft & GalaxySpace
Moon and Mars now have GT6 Rocks in their Worldgen.
Moon, Mars and Asteroids now have GT6 Ores. Mars and Asteroids even have Naquadah and Dilithium related Ores.
Schematics and Keys now go into Book Shelves.
Scanner and Printer can now copy NASA Workbench Schematics, and the Schematics can ofcourse be stored on USB just like Books. This is especially useful in Multiplayer since the NASA Workbench eats those things per Player.
[FIXED] GT6 Dungeons were spawning in Twilight Forest and on other Planets (now they don't anymore).
[FIXED] A Bug that caused an exponential Worldgen Loop. I don't know if that Bug was in 6.05.40 already or if it was purely in-Dev, but it's fixed now. (that damn Bug was the reason for wasting a shitload of my time)
[CHANGED] AE Grindstone, because it is way too exploitable to use that thing the way it is (especially because it made Aluminium way too easy if Aluminium Ores are present). I decided to add a lot of Crop related Recipes to it, and kept the Quartz and some low Tier ones, but I removed ALL OTHER RECIPES in it.
[CHANGED] Lead Armors from Thermal Foundation and Galaxy Space now count as Radiation Proof like a Hazmat Suit. (does not apply to IC2 Items that happen to be radioactive)
[CHANGED] The Recipes for dyeing Blocks in the Bath now use less Dye. Using the Spray Cans is still twice as "Dye-Effective" as the Bath.
[IMPROVED] Implemented AEs IMovableTile Interface on my TileEntities. Teleporting them should cause less Issues now.

[NOTE] Bear has Advanced Rocketry on his Server, and for some reason it turned off The Galacticraft Oxygen System, as if you have used the Config for that (and that caused by just updating GT6, it even fixes itself if you downgrade GT6). If that happens to you too, make sure to check everything Advanced Rocketry Config related, maybe it somehow gets ignored or corrupted.
[COMPAT] Galacticraft
Made most GT6 Blocks
Sealable (Bricks, Glass, Concrete, Asphalt, Long Distance Wires, Dry C-Foam etc),
Conditionally Sealable (for Slabs that are only sealable on one side) or
Entirely Unsealable (Stone/Cobblestone/Mossy/Cracked variants of Rock, Wood of any kind, Bales, Wet C-Foam and ALL Machines).
C-Foamed Wires and Pipes will always be sealable. Most Covers that aren't considered simple Attachments can seal things aswell, Canvas is NOT sealable so you need C-Foam behind it, Huge Pipes without C-Foam are NOT sealable either.
[COMPAT] Galacticraft
I made all shaped Crafting Table Recipes of Galacticraft use Plates (and the different variants of Copper/Iron/Steel) as a potential alternative to the Compressed Items, without messing up OreDict, in order to make Crafting less of a hassle. This does NOT apply to the Recipes inside the NASA Workbench or Machines.
GT6 Batteries are now working to charge Galacticraft things. (I intentionally made GT6 Batteries not chargeable in GC Stuff, so it is one way)
GT6 Wrenches now work on Galacticraft Machines.
GC Machines can now be powered by GT6 EU. I tried my best to make it as lossless as possible, please don't use absurd Voltages like anything past HV.
Bushes do count as Leaves for the Oxygen Collector now.
Desh related Material Data Issues got resolved.
Oxygen Tanks can now be filled in a Canning Machine (Taps on Drums are NOT Canning Machines, I won't make it THAT easy on you!)
Blacklisted Oxygen Canisters for the Tap and some other things! The only GT6 thing that can fill those Canisters now, is the Canning Machine (emptying them via Funnel is no problem).
[FIXED] All Aluminium Ores now crush into Alumina (and they drop twice as many crushed Ores now), and they cannot be smelted into Aluminium either, so even if someone doesn't disable Aluminium Worldgen from other Mods they still have to go through GT6 Aluminium Processing to make it useful (unless they use other Mods Machines to crush it).
[FIXED] Low Tier Rotational Pumps were not working at all for some reason.
[FIXED] GT6 Brown Clay and Mud were preventing Mobspawns ontop of them despite being "natural" Blocks.
[CHANGED] The Wood Plate that is outputted by Recycling Recipes of Vanilla Objects got replaced by the "Generic Wood Plank" Block, so it is placeable now. Also all Planks can now be Crated, not just the Wood Plate ones.
[CHANGED] Made Chisel Purpur Blocks compatible with Et-Futurum Purpur whereever possible, and removed the Chisel Purpur Block Recipe if Et-Futurum is installed.
[CHANGED] Ender Bumblebees now have slightly different requirements if Et-Futurum is installed. They will in that case always require either Chorus Flowers or the Dragon Egg, anything else that they usually accept doesn't count then.

[FIXED] Electrolyzer and Centrifuge not giving Byproducts in a lot of cases for Impure Dusts and Purified Dusts.
[FIXED] Bumblebees can no longer attack Skeletons, since Skeletons are - well... Skeletons.
[FIXED] Hand Drill not using Steel Rods (or was it Iron Rods? well one of them didn't work properly) to reinforce Bricks.
[FIXED] Bumblebees won't spawn in Space anymore (Galacticraft etc).
[CHANGED] The Hammer Prospecting only uses 1/10th of the Durability it used before.
[ADDED] Liquid Oxygen (compatible with Galacticraft). And a Freezer Recipe for it.
[ADDED] Rotors can now be made in the Welder. This also decreases their recycling Material amount by 1 Screw.
[ADDED] You don't need to mix Salt and Water anymore to electrolyze Saltwater (but it's ofc still possible). Those two ingredients can be inserted directly into the Electrolyzer now without pre-mixing them. Rocksalt (KCl) works now too and produces the currently useless KOH in the Electrolyzer.
Concrete and Reinforced Concrete Blocks.
No Walk Speed Boost on Concrete. That is still Asphalts Job.
The Concrete Recipe is Rock+Calcite+Ashes then mix the resulting Powder with Water and put it in the Dryer.
The Reinforced Variant needs some sort of Iron or Steel Rod in the Dryer, or just use the Drill like for the Rock Types.
The Default Color of Concrete is Light Gray and it can be painted easily.
Unlike C-Foam it is not pre-colored, but you can autopaint it using the Bath and Dye on the dried Blocks, just like Asphalt.
It has a very smooth Texture, much smoother than the Tiles Construction Foam has.
Regular Concrete needs Stone Pickaxe Level, Reinforced Concrete needs Diamond Pickaxe Level and needs 4 times as much Time to break it.
Blast Resistances are 12 for regular Concrete and 48 for Reinforced Concrete (16 and above is all TNT Proof). For Comparision: Basalt = 18 (36 when reinforced), C-Foam = 24, Obsidian = 36 (gets nerfed to this value by both GT6 and IC2) and Black/Red Granite = 36 (72 when reinforced).
Autoclave, this time slightly different than the old one, and made with loads of Stainless Steel. (Singleblock still)
It is powered by direct Steam on the bottom Side and is a process that cannot be sped up as it is a Time based Machine.
Most if not all Recipes use about 32 Steam per Tick when running constantly, but knowing most people, they will just slap a stronger Boiler below, to instant fill it up, so that they dont have to worry about putting out the Burning Box in time, what is perfectly fine too. What would not be fine would be if people used a Steam Tank with it, but luckily there is no such thing in GT6. :P
Bauxite Dust Processing with NaOH got moved from the Bath into this Machine.
Most Quartz alike substances can be crystallised with it, this also includes Amber Dust, IC2-Exp Energium Dust (Compressor Recipe got removed now) and the Quartz Seeds from Applied Energistics.
Burner Mixer.
This is the Fireproof Variant of the Mixer. It is used to burn the mixed result as quickly as possible.
It requires an Igniter to start this Mixer, as well as the usual Motor/Turbine below.
Some Chemical Recipes that were i nthe regular Mixer got moved to this one.
Some will also be moved to this one later once I notice that I forgot to move them.
Notify me if you find Recipes that need to usually be burned to output something. (Heating Up does NOT Count as Burning!)
Hydrogen + Oxygen = Water does count as burning, that is a good Suggestion btw for future reference.

[FIXED] Some Asphalt and Mud related Bugs regarding Walking Speed, because I was trusting Minecraft to be not crappy again... I shouldn't have trusted it...
[CHANGED] Redesigned the Texture of the Meteoric Iron Rock and renamed it to Meteorite (that was the kind that survived landing on Surface, right?, This shit is as bad as the difference between Lava and Magma).
[CHANGED] A lot of the Recipes that require Silicon Dioxide (SiO2) now accept Quartzes directly.
[CHANGED] The Crusher now uses Diamond Gems instead of Plates in the Recipe. The Shredder stays the same.
[CHANGED] The Electrolyzer now has two Item and two Fluid Inputs. Old Recipes should still work like usual if you add a Selector Tag with a 0 into it. Also the Electrolyzer now has additional optional Input and Output Sides.
[CHANGED] Most Cutter Recipes now have a different GU/t Rate. Cutting Gems into full Plates is now even Tier 2. Also the Tier 1 Sawmill only needs a Steel Sawblade, so no Aluminium required.
[CHANGED] Having Acids in the Crucible may result in them breaking apart. Use an Acid Proof Crucible if you have to Handle that kind of Stuff.
[CHANGED] A lot of Electrolyzer and Centrifuge Recipe Outputs. They will do Silicon Dioxide and Alumina whereever possible now.
[ADDED] Mud variant of some Forestry Recipes that need Dirt and Water.
[ADDED] Industrial Bumblebees that produce Combs that yield Latex, Wax and Resin. As with before, you need to combine 2 certain highest Tier Species to get it. In this case, Spoiler alert do not continue reading if you wanna find out yourself, it is the combination of DETAVITLUC and CITUANBUS (you have to read those in reverse).
[ADDED] Royal Bumblebees that produce Combs that yield Royal Jelly from both Harvestcraft and Forestry. Spoiler alert do not continue reading if you wanna find out the combo yourself, it is the combination of DETAVITLUC and highest Tier YDNAS (you have to read those in reverse).
[ADDED] Titanium Drum. Twice the Capacity of the Stainless Steel Drum, but no Corrosion Resistance.
[ADDED] Iridium Fluid Pipes (Acid Proof).
[ADDED] Flour and Rice can be used to make Biomass too now.
[ADDED] Sugar + Sulfuric Acid => Carbon + Water + Sulfur Trioxide (in Mixer)
[ADDED] a Tooltip to Items to show if they can be used to Pay a Beacon to make it start. Also made several GT6 Items usable as Beacon Payment.
[ADDED] The Bumblelyzer can now scan also Forestry Bees, but it is ONLY Bees, not Forestry Trees or Forestry Butterflies. This uses only 50L of Honey instead of the usual 100L Forestry uses.
Alumina, and made all Ore Byproducts that were Aluminium into that Material instead. Have fun with that nerf. :P
Centrifuging Sapphires and Rubies will now give Alumina and the Impurity, instead of the old Aluminium + Oxygen + Impurity from the Electrolyzing that has now been removed for this group of Gems.
Processing Alumina into Aluminium will require some Chemicals, like Hydrofluoric Acid (HF) for example.
You need a Mixer for most things, and in the end you need to put the Chemicals along with Carbon and Alumina into the LV+ Electrolyzer.
The overall Bauxite Processing chain yields 1/2 Unit of Aluminium per Unit of Bauxite and some byproducts such as Ilmenite and Rutile.

[FIXED] Some Issues that came up during Bear testing. Not in the mood to mention all Details atm. :P
Breeding System for Bumblebee Species (it was already there but it was unused).
Take 2 Bumbles of the highest Tier of their Breed (Cultivated would be the highest Tier of the Wild ones) and breed them to get a potentially new Bumblebreed of offspring with a 25%-50% chance.
[ADDED] Clay Comb Producing Bumblebees. They are created by breeding 2 specific Types of Bumblebees together. Since it is the first and only type for now, I will give you a hint, so Spoilers ahead if you don't like them: It's SIVLEBMUB and DETAVITLUC (you have to read those in reverse).

[REMOVED] The Sound Steam Engines do while running, because it Lags, because the Sound System sucks...
[ADDED] Redstone Repeaters can be attached to GregTech Red Alloy Wires and similar, in order to have a one-way output. (no timing in this case!)
Aggressiveness Stat to Bumblebees to determine the rate at which they will sting you as an Area of Effect.
In order to Bumblebees to produce Combs, there have to be "Flowers" nearby (range depends on Bumbliary). The Flowers depend on what Bumblebee Species you have and can range from Potted Plants all the way up to Dragon Eggs or End Portals.
A Bumbliary (Apiary but for Bumblebees) is used for producing Stuff and breeding with Bumblebees and crafted with an empty Bumble Hive in the Recipe.
If you break the Bumbliary Block, while the Bumblebees inside are still active (so while a Queen is inside and working), it will MURDER all contained Bumblebees.
In order to access the content of the Drone Slots and the Royal Slot, you have to open the GUI using a Scoop. You can insert Drones and Princesses without Scoop though.
If the Bumbliary is active (a Queen is inside), you will get attacked when you access it, no matter how tame the Bumblebees inside are.
The Quicksilver Thermometer will show local Temperature and Humidity when used on it.
GUI Access is only possible on the Top Side of the Bumbliary!
The Range for Bumblebees to find Flowers is up to 3 meters away from the Bumbliary, so it has a 7x7x7 Range. (It will scan closeby Blocks on the same Y-Level first before scanning the far Corners for performance reasons, for all people worried about Lag who wanna optimize their Setups).
If Bumblebees are inside, despite not being able to bee inside, they will die. Same goes for the ones that cannot bee outside being outside.
Having a Glass Roof counts as INSIDE so be careful about that. It checks if it can Rain next to and ontop of it in order to determine what of the two is the case.
If they are inside, then Rain and Storms don't affect their work output, but Day and Night still do! (they have tiny little Clocks with them to see if they have to work or not)
The Bumbliary cannot be automated with Pipes or Hoppers. However the Bumblebees inside it will automatically try to breed again if left alone for a Minute, preferrably with the Drone in the Purple Slot (if there is a Drone), otherwise with one of the Drones in the surrounding Slots.
If an unscanned stack of Drones is inserted into the special Drone Slot, it will try to place offspring there first to refill the Slot, this however comes at the cost of always using up two Drones, if there is more than one Drone in that Slot.
So you have to have an Offspring rate of at least 2 on your Breed to automate that, actually 3 because random mutations can screw you over.
As an exception to the Automation Rule, things that are laying at the Floor of the Bumbliary can be extracted via Pipes and Hoppers though, this currently only applies to dead Bumblebees.
It is possible to have more than one Princess show up every now and then inside the Bumbliary, but make sure that you grab them quickly, because unlike the Drones, the overflow Princesses will die once the breeding begins (because the Queen orders the Drones to kill them, just like IRL).
In case of more than one Princess showing up, the most aggressive one will always become the Queen.
Whenever there is multiple Species of Drones to choose from, the Princess will always try to choose the Species that matches her own Species.
If you put a Bumblebee into a Bumbliary that is definitely not suitable for it (wrong Biome etc) it will just die, so be careful what you do.
That Rule does NOT apply to the Drone that you insert to breed with the Princess.
However, the resulting Offspring has a large chance of instantly dieing, due to it not being fit for the Environment it is born into.
But that has the benefit of guaranteeing survival for the remaining Drones, since the unfit Offspring will just die, you can target breeding much more precisely that way (If you have enough Princesses, because those can die too if unfit).

[CHANGED] whenever small Gem Ores drop a flawed or chipped Gem, they will drop 2 or 4 of them respectively.
Bumble Bees. Totally not a Forestry Bee Ripoff or something. The System is quite a bit different and less forgiving.
Bumblebees have a chance of Mutating over time for every generation. This makes short Lifespans very useful if you want to upgrade the breed. The Lifespans can range from 1 Minute to 2 Hours.
However a short Lifespan also means that the chance of mutating in the wrong direction is more likely, because the Mutation can also happen to be a Downgrade, so in the end you likely want a long Lifespan on the highest Tier of Bumblebee to make it less likely to downgrade randomly.
Every Bumblebee Species has a different Texture. Most of them are quite funny. Also there appears to be a Bumblebee Species that seems to have access to some substance I would never add to the Game. XD
Bumble Hives. Harvestable with Scoop.
They spawn mostly on the Side of Hills, as they have to be 1 Block below ground, while still having to be visible from the Side.
The more Drones a Hive drops, the better the Offspring Count of the Bumblebees of the broken Hive. (1 = Bad, 4 = Max)
The more Combs a Hive drops the better the production Rate of that breed of Bumblebee (1 = Bad, 10 = Good)
Hive Blocks can be collected, but they won't drop any more Bumblebees if you place and break them.
You can paint them or use them as Deco if you want.
Bumblelyzer (Beealyzer BLOCK for analyzing Bumblebees with the help of Liquid Honey or Honeydew, I don't plan for an Item Variant to exist at all)
To scan a Bumblebee it has to attach a tiny piece of Paper to the Bumblebee with the Data printed on it (the inkless kind of printing).
It can process up to a whole Stack of Drones for just 10L of Honey(dew), since it only needs to scan one Bumblebee and then attach the Paper Tag to all 64 of them.
If for some reason an already scanned Bumblebee enters it, it will not cost anything but a little bit of Energy to deposit it in the Output Slot.

[OOPS] I overrode the previous version with this one... Guess I gonna combine the Changelog Parts for that then...
[NOTE] I changed the way how Mechanical Safes and similar synchronise their Owner to the Client, by basically only sending over the Information of "That Safe is not yours" to the Client, instead of sending the whole 16 Bytes of Player UUID, which would waste way more Network Bandwidth than I'm comfortable with, considering I just added spammable private C-Foam Blocks.
Way too many Recipes, so that they use counterpart Materials properly.
Like Knightmetal or Meteoric Steel being able to be used in more Steel requiring Recipes and similar.
I really did way too much of those fixes, and now I don't know if I find the time to make actual new Features this week...
[FIXED] Measuring Pots and Clay Jugs were not able to fill a Cauldron with Water and Bathing Pots and Mixing Bowls will fill with Rainwater now.
[ADDED] The Magnifying Glass can now identify Rocks.
[ADDED] Iron alike Rocks can be used for Flint&Tinder now. This includes Meteoric Iron Rocks if you really don't wanna smelt them into 2.25 Nuggets.
Advanced C-Foam Spray made mixing Palladium Dust with regular colored C-Foam.
It can only be broken by its Owner, or strong Explosives.
Also prohibits Tool usage or putting on Covers by anyone other than the Owner.
You can now add Potion Effects to solid Food Items by bathing them in the Potion Fluid or in Medicine/Laxatives.
The whole thing is capped at 1 Potion Effect per Food Item though, so no Effect combinations.
It does not work with Splash Potions or Lingering Potions.
There is not going to be any Tooltip showing what Effect there is on the Food, so you can't see if someone is gonna poison you.
[COMPAT] Made sure some Bluepower Items were properly recognized by my System.
[FIXED] The Death Point Function of the Compass to work on Servers now.
[FIXED] Some Creative Tab Issues.
[FIXED] Flint bearing Rocks not generating at all in 75% of the Chunks, because I forgot to remove a randomizer that I used in Berry Bush generation, also lowered the per Chunk spawn Rate of Rocks, because of this being fixed now.
[FIXED] Debarking Non-GT Trees not causing the Fast Leaf Decay Update.
[FIXED] Cauldron washing Ores was not working properly when the item starts bouncing around.
[FIXED] Meteoric Steel missing the alloying Recipe. Also Meteoric Iron/Steel is a good Crucible Material and easier to handle than Vanadium.
[FIXED] Forgot to fire an Event when a GT6 Tree grows from a Sapling.
[FIXED] Tools made from Infused Water Shards from Thaumcraft didn't require the Thaumium Handle for some reason.
[CHANGED] The Adventure Mode Starter Kit is now disabled per Default, and it now just contains some Sticks, some Flint, some Dry Grass, a Large Sandwich and a Sixpack Purple Drink.
[CHANGED] The Texture of the regular Rock Item to make it easier to distinguish from the Ore bearing ones.
[CHANGED] Berry Bushes are now Light and Rain sensitive. Rain will let them grow twice as fast. If the Bush is within Sky Light, it won't check the actual Light Level and just grow as usual. Only the Center of each Bush is going to be checked for Light and Rain.
[CHANGED] Crucible Molds can now be hand harvested. (only if you placed them after this update!)
[IMPROVED] I made a special Crafting Recipe Type for Toolhead+Handle to reduce overall Crafting Lag and NEI clutter, meaning that no Recipe will be visible, and that the Tooltip is essentially required to determine the needed Handle. Also in some cases you can for example use different Types of Wood or Steel Handles now.
[IMPROVED] The amount of Crafting Recipes is now drastically decreased, by replacing shapeless Crafts of Nuggets to Ingots etc, with one Recipe per Type instead of one Recipe per Type+Material. This basically killed NEI support though, so I need to think about how to solve that.
[ADDED] Tooltips to hint at Shapeless Recipes for Nuggets, Ingots and the likes that lack NEI Handlers.
[ADDED] Small Ores for Salt and Rocksalt, and also Small Ores for Teslatite and Electrotine when their respective mods are loaded.
[ADDED] Sticks to Worldgen, the same way as Rocks basically.
[ADDED] Tooltips showing which Handle you need for a Tool Head, and if the Toolhead needs to be sharpened.
[ADDED] Gem tipped Steel Pickaxes, which however only have a quarter of the Durability of their Full Gem Counterpart. Useful if you have flawed Gems (2 per Pickaxe) and don't know what to do with them. In order to make them you need Steel, so you need to be willing to "waste" 3 Units of Steel for making one. Also some Gems are NOT a good Idea to use for this purpose!

[FIXED] Zombie Pigmen don't drop the same stuff I added to Zombies anymore. Instead they drop different slightly more Nether related things now.
[CHANGED] Adventure Mode Axe is now Adventure Mode Knife.
[CHANGED] Dirty Water and Seawater filled Wooden Buckets can be emptied by Sneak-Rightclicking.
[ADDED] Fast Leaf Decay Functionality to all Trees now. It can be turned off in the Config if seriously needed. That makes the fast Leaf Decay Mod worthless to have since it's now integrated into GT6.
[ADDED] Zombies can now drop regular Stone Rocks too, at the same chance the Flints are dropped.
[ADDED] Coal and Lignite Rocks can be used for Torches btw. (forgot to add that to the changelog earlier)

[FIXED] Bushes attaching to already attached Bushes, even though I only intended the grounded Bushes to be attached to.
[FIXED] Juicer voiding excess Fluid if you juice too much Stuff at once.
[FIXED] Mortar is now also craftable with Steel Ingots, not just Iron Ingots.
[FIXED] Saplings were not burning as Furnace Fuel. Also fixed several burn Values for Wood related Blocks.
[FIXED] Exploits regarding Wood and Iron Doors being worth 6 units even though some Mods add the x3 Doors Recipe of future MC Versions, ending up making it worth only 2 Units. I will x3 the Iron Door Recipe too from now on.
[CHANGED] Regular Honey Combs and Wax Combs can now be done via Squeezer, Juicer and Mortar. Not just via Centrifuge. I only do the Forestry-Only Combs as a Centrifuge exclusive, because their thing is a Centrifuge aswell.
[IMPROVED] Juices (but not Smoothies) have more Food Value now, so they are a bit more worth it.
[ADDED] AE Presses can be made from Scratch using the Tier 3 Laser Engraver, making it more possible to disable those annoying AE Meteorites.
[ADDED] Horses, Donkeys and Mules now drop Meat when killed. They will also drop more Meat if they have good Jump or Health Stats. (I intentionally left out the Speed Stat, because it's not variable for Donkeys and Mules)
[ADDED] Zombies now have the following additional Drops when killed by a Player (Looting does not affect these chances): 25% Flint; 20% Stick; 10% Mud Ball; 5% Matches;
Compass that actually points towards North.
It even has a few Modes, like pointing into the direction that you Face like on a Map (aka inverse North) or pointing to Spawn like the vanilla Compass.
Even to your latest Death Point, if you don't quit the Game like a whiny Ragequitter. Relogging without entirely closing the Client won't delete that Point.
All Compass Modes aside from the North Mode are hidden from NEI.
Tiny Rocks that are spread over most Biomes. Their worth is 0.25 Units of Material. (also ofcourse I got that Idea from Terrafirmacraft)
They can indicate that there is a Large Ore Vein up to 25 Blocks below the Ground in a closeby Chunk, if the Rocks themselves contain a certain Ore.
Some Rocks are also dropping Flint, that can be used for Flint Tools. There is a 1 in 32 chance that the Flint will be a Meteoric Iron Rock instead (I also tweaked Meteoric Iron and Meteoric Steel).
Other will just be literal Rocks that can be used for some early Tools but not for Swords or Knifes. They can also be crafted into Cobblestone Blocks if you got 4 of them.
The Coal Variants can be burned in a Furnace too, if you desire to use them that way.
It should be possible to find those Rocks in the Nether and the End aswell, just not that abundantly.
Rightclicking will directly insert the Rock into your Inventory, but I would use a Fortune Pickaxe on it instead.

A Config to use Electric Cables from GT6 as RF Emitters (1EU:4RF Ratio so it is 1:1). Placing Stuff adjacent to a GT6 Battery Box or Dynamo will work too.
You can power most random RF Mod Stuff with GT6 EU using this Config (but NOT the other way around!). If anyone prefers this kind of Compat over the inbuilt Engine RF Compat, they can turn it on.
Note that it will not convert EU to RF for GT6 Machines that happen to accept RF (such as the RF Converters), unless you have a RF Conductor inbetween. This is because my Stuff always prioritizes my own Interfaces and not the RF ones.

[FIXED] Basic Machines when they got interrupted, while having the Running Possible Circuit on them, were not restarting as soon as possible, unless you inserted somethign that would match the recipe.
[FIXED] A ton of Bugs regarding the recharging from IC2 Battery Armor Pieces.
[FIXED] Several Issues that happened when no version of IC2 was loaded, and reworded the Requirements List on the Download Page to reflect this fix.
[FIXED] Engines were not working with the Adjacent Machine ON/OFF Functionality.
[CHANGED] Clay Jug and Clay Measuring Pot Recipes now require the Rolling Pin to be made aswell (in order to flatten the Clay easier before shaping it).
[CHANGED] Flint Tools, except for the Pickaxe, the Sword and the Club, can now be made in a 2x2 Grid (I made every Flint Tool only require one Stick/Bone, just like regular GT6 Tools do, since those are also 1xHandle + 1xToolHead)
[CHANGED] Sneaking while rightclicking a Dust Funnel with a Monkey Wrench will now cycle backwards through its Modes.
[ADDED] Battery Boxes can now finally charge and decharge IC2 Items, I made the Tier conditions very loose, so you can do MV Stuff in LV and vice versa. Note, that Energy and Lapotron Crystals will not work in them and are blacklisted. However the Armor Pieces are not blacklisted.
[ADDED] Jugs and Measuring Pots can now fill Growthcraft Rice Paddies with Water by clicking the Rice ontop of the Paddy. It will reduce the Water content by up to 70 Liters for a fully dry Paddy.
Brown Clay Blocks, aside from being Brown-Orangeish they are almost exactly like normal Clay Blocks.
This variant is slightly different as it contains Potassium instead of Sodium.
The Lithium Content stays the same as the one of regular vanilla Clay.
It is possible to generify any Brown Clay into vanilla Clay, what essentially would be able to turn its Potassium into Sodium, but that would be pointless considering how infinite Sodium is through Ocean Water.
Clay "Veins" below Grass in Plains and Savanna alike Biomes (Independant from the Ore Vein Generation Grid).
It will generate 3 times more often with Brown Clay than with Vanilla Clay.
So you can now have large 48m x 48m Clay Mining Pits that are at most 7m deep.
I did this also because Clay is annoying to acquire when digging for it in Water, and because Bricks look nice as Building Material. Also also, Mesas shouldn't be the only Biome where you can get Mass amounts of Clay for Clay Dust.
Mud Blocks, which will slow down anyone walking on them and are Spade compatible.
Swampwater will turn all adjacent Dirt or Grass Blocks into Mud Blocks when updated or freshly generated.
You can Plant Sugarcanes on Mud even without an adjacent Water Source.
A Prototype for Berry Bushes (Prototype as in no Crossbreeding System what-so-ever for now, they DO Generate).
The one you can get from the Creative Menu does not have a Berry assigned to it, just rightclick the Bush with a Berry of your choice to set it.
There is no benefit in attaching a Berry Bush to another, it just looks better and has a smaller Size, while giving exactly as much as a regular sized Bush.
They will generate in Forests and Plains with random Berry Type.

[FIXED] Jugs and Measuring Pots crashing when rightclicking a TileEntity while filled with Water and with IC2Classic being installed instead of IC2exp.
[FIXED] Club did not give Time to Strike Achievement.
[CHANGED] You can now only drink from placed Jugs if you click their Top.
[ADDED] Jugs, Cups and Measuring Pots now get filled with Water when they are in the Rain.
[ADDED] Jugs and Measuring Pots can now fill Growthcraft Rice Paddies with Water, and that slightly more efficiently than Buckets, but as a slight downside not in a 3x3 Area.

[NOTE] Before Updating to this Version it is advised to Update to 6.05.26 or 6.05.27 first for making sure the last Slot in the Cutter doesn't get filled with the Fluid Display Item. (I added one more Output Slot to it for the Bark)
[REMOVED] The old 2D Measuring Pot and it's corresponding Item, that I once planned to use more, but that Idea got replaced entirely by 3D Fluid Containers instead.
[CHANGED] Flint Tools can now not only be made with Sticks but also with Bones.
[IMPROVED] Ore Byproduct List in NEI.
[ADDED] Coal and Graphite Ores can now be bathed in HF to get more Graphite out of them.
[ADDED] A Ceramic Jug for early drinkable Fluid Storage, that stores up to 2000L (can be filled by clicking Fluid Blocks, but won't place them in World). Also changed the Measuring Pot Recipe to no longer require a Bending Cylinder. Note, that a Jug can contain 2000L of Lava, what is more than a Crucible can hold at once (18 Units overall), so you cannot dump a full Jug into the Crucible.
[ADDED] A Club (weapon) so that Bear989 can go full Caveman on Mobs with slightly higher Damage than a Sword. It works like a slow Pickaxe too, and it costs 6 Units of Material and crushes Blocks, just like the Hammer.
[ADDED] Ore Blocks for PFAA Stones, even though GT6 disables Ores per default if PFAA is loaded. It somehow only grabs the 16x16 Textures when copying them. I guess that is some weird PFAA Render thing and therefore not really something to fix on my side without way too much effort.
[ADDED] Vanilla Furnaces now require some sort of Firestarter in their Recipe to be crafted. (Matches, Flint&Tinder, Flint&Steel, Fire Charges and Lighters work too)
[ADDED] Cinnamon Tree, that has Cyan Planks. Instead of Bark it drops Cinnamon when being unbarked. The Cinnamon won't regrow though, so you can cut the whole thing down anytime.
[ADDED] Tree Bark. It can be outputted in half the usual amount by the Cutter when cutting non-debarked Logs, and it counts as a Dust. It can be used for Wood Pellets too.
[ADDED] Dry Bark Version of the Firestarter. Dry Bark can only be gotten from debarking Dead Logs (which do spawn even in Deserts).
Random rotten, dry (dead), mossy and frozen Logs to the Landscape.
They don't count as Logs for the OreDict, but they do have Planks (which do count for OreDict)
3 of them can be made using normal Logs in Machines.
The Mossy ones spawn Mushrooms and Harvestcraft Mushroom Gardens ontop of them. So the original Mushroom Gardens, that don't really generate that nicely looking, could be disabled.
Wood Beams for MC, IC2 and GT6 Logs, which are basically just Logs without Bark on them.
Only used in Processing (gives +1 Plank) and as Decoration, not gonna do anything with Physics on them.
They can be made by rightclicking a compatible Log with a Saw, Knife or Axe, the Axe only losing half as much durability as the others.
Works with most Wooden Logs of other Mods, but will only result in a generic looking Wooden Beam (I tried my best to at least let the rotation match after rightclicking).
Hydraulic Debarker.
It is debarking Logs to not only get more Bark for your Bite, but also more Wooden Planks from your Logs in the Sawmill.
It does work on all modded Logs too, but will only output a "generic" debarked Log in those cases that will give you a "generic" Wooden Planks Block.
It has a left to right configuration in regards of Input and Output like the Sawmill, while auto-accepting Water from the top and rotation Power from the back.

[IMPROVED] Some of the Swampwater and Oceanwater Worldgen. Also fixed Lighting in newly generated Oceans and Swamps, because Minecraft was very retarded.
[ADDED] Dryer Recipe for Swampwater (less efficient in making distilled water than literally anything else, but it makes Dirt!)

[FIXED] Lighting Issues in GT6 Dungeons, if they somehow aren't fixed in NEWLY GENERATED ones, please tell me.
[REMOVED] The Recipe for the Actually Additions Fermenting Barrel, because it should not be THAT stupidly easy to make Oil.
[REMOVED] The Supporter Lists are now no longer attempting to connect to Dropbox, if the normal connection to the GT Website fails (what never happened so far, but hey I'm paranoid), since the Dropbox Links are invalid anyways, because Dropbox sucks.
[CHANGED] Doubled the amount of Samples in the Prospecting Behavior of Hammers. Note that Sample Count has nothing to do with the Range! The Range is still the same (as in dependant on the Tool Quality).
[CHANGED] Ice Cream Recipe to require Cream instead of Milk. Also added Honey Ice Cream.
[IMPROVED] The Nether portal Room now contains a Chest with matches and some Nether related Items, as well as a Netherwart Farm on the Walls to left and right.
[IMPROVED] The Workshop Room now has a Bookshelf that is guaranteed to contain all the Main GregTech Manuals.
[ADDED] Fat Stat to the now five Food Stats a Player can have (it's about Blood Fat, not Body Fat :P), which will cause a Heart attack if it gets too high (like if you eat 2 Bars of Butter in a row or something stupid like that).
[ADDED] Twilight Forest Portal Room to the GT6 Dungeons (the Portal is not lit, but it is ready to just throw the Diamond in to activate it). It can only spawn if there is a Nether Portal or End Portal already and Twilight Forest is installed. There is also a Chest containing a Diamond, 16 Liveroots and a Twilight Forest Portal Manual (for people who dont know how to throw a Diamond into that Water Pool).
[ADDED] Mystcraft Library Design to the GT6 Dungeons if Mystcraft is installed. Also added a Myst Portal Room, which can only spawn if an End Portal Room already exists.
[ADDED] Dirty Water to Swamps. Remember Ocean Water? Dirty Water is similar, but won't spread towards Air and will fill Bottles and Buckets with Dirty Water.
[ADDED] Ore Block variants for Granite/Diorite/Andesite of Chisel and Et Futurum, Marble/Limestone of Chisel and Abyssal/Quarried Stone from Railcraft.
[ADDED] Medicine Bottles which are always drinkable regardless of Hunger Bar State.
There is the healing kind with 20 Hearts, so it's useful for people who have more than 10 Hearts.
And the Hunger Bar reducing kind aka Laxatives, which remove 10 Hunger/Saturation (and no, I will not add anything other than the Hunger Effect to the consumer of it!).

[COMPAT] GT6 Shovels can now place Rice Paddies in Farmland, just like vanilla Shovels, and GT6 Wooden Buckets can fill them with Water (they apparently were already able to do that before).
[FIXED] Gas Burners not working with the Adjacent ON/OFF Feature due to me forgetting about that Block.
[CHANGED] You can now fill Wooden Buckets with Distilled Water, this however will un-distill the Water.

[COMPAT] Growthcraft Community Edition is now more compatible. Like its Bamboo can now be used in a Coke Oven (I also added a Recipe for Biomes O'Plenty Bamboo for this purpose aswell)
[FIXED] MV and HV Chainsaws consuming way too much Energy for Treecapitation.
[FIXED] Control and Detector Covers which are placed on Universal Extenders which are placed on formed Multiblock Parts were not working, because the Multiblock Part didn't implement the Interface for that.
[FIXED] Bottom Texture placement on the Multiblock Centrifuge being Mirrored along the Z-Axis.
[FIXED] A Bug where Supporter Certificates were not given to people, who had a full Inventory at the time they were supposed to receive it, it will now wait until there is a Slot free for the Certificate to spawn in. You can delete "gregtech/certificates.support.dat" from your Save File if you want to reset the "already given" status for all Players.
[FIXED] Oceanwater Block Render Issues with all the things (namely Underwater Plants), because Forge AGAIN royally fucked up the Logic behind certain checks, such as "shouldSideBeRendered" where it first checks "if (Block is not this) then abort checks" before performing the checks for "all the non-this blocks that could be there", resulting in absolute failure. Sadly I cannot fix that in other Mods, that add Fluids.
[FIXED] Honey, again... Apparently there are now THREE fucking kinds of Honey in MC: Forestry Honey because they wanted to be different and chose to change it's name to "for.honey" (that was ages ago, but is still annoying as fuck), Biomes O'Plenty Honey because it uses the proper name that Forestry used originally ("honey"), and GrowthCraft Honey that wanted to be EXTRA SPECIAL and chose "grc.honey", because we obviously "don't" get serious compatibility problems, when there is multiple different kinds of Honey...
[FIXED] Milk, for the same reason as Honey, since GrowthCraft wanted to be SPECIAL and chose "grc.milk", while Forestry and MFR used "milk"...
[FIXED] Transformers and Battery Boxes turning on/off due to adjacent Machines auto-turning on/off when active/inactive.
[FIXED] IC2 Machines not exploding when being overvolted by a GT Energy Emitter. Note, that it uses the GregTech Tiers of Voltage, so 64 EU/t is still fine for a 32 EU/t Machine, while 65 EU/t would blow it up for example.
[CHANGED] GT6 Chocolate Bars can now be fed to Pets. I don't say it's a good Idea, I just say it is possible now, unless you have Actually Additions installed where I have to default Unification to its Chocolate Bar.
[ADDED] Printer Recipes for Forestry Stamps and Letters. They are overall cheaper than the Crafting/Carpenter Recipes. Also some of them enable different Materials to be used, such as Silver, Zinc, Bismuth or Lead. It does check if the Stamp is even craftable before adding the Recipe. (Forestry disables 20n, 50n and 100n Stamps by default, because anything above 10n is useless in gameplay, but if they are enabled they will have Recipes)
[ADDED] Butter and Salted Butter. Currently a Mixing Bowl and Centrifuge Recipe with Heavy Cream.
[ADDED] Beet Juice (will be required instead of Beets for Distillation into Sugar)
White and Red Grapes, with Crops, Juices, Smoothies, Wines and everything, simply because Growthcraft has Red Grapes and I only had Green and Purple. (also updated the Raisin Cookie/Dough Textures to reflect this colorful addition)
Now Growthcrafts Grape Juice is the Purple one, Binnies old Grape Juices are Red and White, while the Green Grape Juice/Smoothie/Wine is just a GT6 thing now.
Also Purple Grape Juice now turns into Ricardo Sanchez, what is a Wine that is named very similarily to a character in Rick&Morty. I got that Idea, because I literally saw a Bottle of it at home. (because people are gifting random Bottles of Alcohol to others during Holidays, that no one ever drinks, or that just get re-gifted)
It was time that those get a bit updated, so GT6 Dungeons now spawn with the following Stuff:
Colored Porcellain Cups and Coins in the Barracks and Libraries*, some of the Cups even being filled with a random Drink. (* = only with the Thaumcraft Library Design, Cups in any Library Design always have stretched Night Vision Potions, because that makes total sense, being a place where you need your eyes to read stuff)
A new un-lit Nether Portal Room, similar to the already existing End Portal Room. (Does not always have to generate)
The Crate Room now also contains Barrels and Drums with useful raw Materials (including Stainless Drums full of different kinds of Raw Oil).
A Room with a Pool and random Glowtus Pads in it, which can contain up to 4 Chests with the Bonus Chest Loot.
Barrels full of some randomly selected Drink for the Default Rooms. They can be Ironwood Barrels 33.3% of the time, and Purple Drink is the most likely Stuff contained in them compared to the others.
A WaterDrum+Taps+Funnel+MixingBowl+Cauldron+BathingPot-Setup for the Default Rooms.
A Corner to the Default Room, where there is the Safe, 3 Chests, a Crafting Table, a Mortar, some Coins, a Measuring Pot, an Advanced Crafting Table and 2 Mass Storages, which contain the Cobblestone Variant of the 2 Blocks that the Structure is made of (in order to make it easier to expand the Area)
The T-Intersections in Corridors now have a few Coins and a Cup with a random Drink.

[COMPAT] Actually Additions Stuff is a bit more supported now. (The 6 Crystals have fitting Materials now, and they can also be done in the Replicator as a special Recipe)
[COMPAT] Binnies Mod Version pre-15 is supported now, but I wouldn't recommend updating to that one, unless you read its changelog and decide that you want it. You can just stay pre-14 with Binnie-Patcher, because pre-15 removes a ton of stuff such as all the Drinks, I will support both as far as possible.
[COMPAT] Balkon's Weapon Mod is now better supported.
[FIXED] Heavy Cream and Coconut Cream can now be made in a GT Mixing Bowl using a Stick made of Sealed Wood (stick not consumed in process).
[FIXED] Sharpening Recipes for Galvanized Steel and other coated Stuff for Ingot->Rod and similar are now gone (since they didn't make sense)
[CHANGED] The GT6 Oven now works slightly faster and consumes 256 HU per process instead of 400 now.
[CHANGED] Scanners now give more and better Data of the clicked Blocks.
[CHANGED] Debug Items in GT6 Blocks will prevent non-creative Players and Automation (such as Hoppers) from taking them out of their Slots, and Debug Items will not drop when the Blocks are broken.
[ADDED] Crops and Bales for Rye, Oats, Barley and Rice. The Bales won't dry or rot in-world, just like vanilla Wheat Bales won't, so it's safe for decorational use.
[ADDED] Grass Bales will show in their Tooltip if they will dry or rot.

[COMPAT] Et Futurum Stuff, like GT6 Shovels making Grass Paths, and some minor Recipes.
[FIXED] a Crash with Dual-Hotbars Mod.
[FIXED] a Bug where too small Energy Packets were not accepted but they didn't dissipate either, resulting in Transformers getting stuck sometimes.
[FIXED] Regular and Debug Scanner not scanning anything other than Crops, because the Cropnalyzer Behavior overrides everything.

6.05.21: (already out, but its so late that I cant really write a Patreon post today anymore, that will be happening on saturday then when I am more awake)
[COMPAT] Actually Additions Stuff is more supported now.
[COMPAT] Big Reactors Stuff should be more compatible now. Also has Ore Processing Recipes similar to the Uranium/Uraninite related chain.
[FIXED] Crucible Temperature, when inserting things hotter than the Crucible itself, doesn't instantly rise to the Temperature of the inserted Object anymore. (This makes making Obsidian Tools require a Burning Box or Heater below to run)
[FIXED] GT Leaves should now respect the Fast Graphics Mode.
[FIXED] Tools that can place Torches on Rightclick (Pickaxes, Shovels, Drills etc) can now place Glowstone Torches from Galacticraft.
[CHANGED] If Actually Additions is installed, the IC2 Coffee Crop will switch to using the AA Coffee Beans.
[CHANGED] Peanut Butter Recipe, so that Peanuts will output Nut Oil in Squeezer and Juicer again.
[ADDED] Underground Biomes Rocks can now be generified into Vanilla Stone and Cobblestone.
[ADDED] Boxinator can now make Scrapboxes and the Unboxinator now has a Fake Recipe in NEI for Scrapbox unboxing.
[ADDED] The Large Steam Turbine now accepts Steam coming in from any of the 9 Frontmost Blocks, including from the Sides of those Blocks, meaning that you can now place them in a way that makes the Turbine visible (note: I still didn't do the Front Texture thingy properly). (note2: this Change doesn't affect the Distilled Water Output or any already existing or showcased Setups)
[ADDED] The Sifter now gives Bait from Mariculture for all kinds of different Dirt Blocks, except Mycelium.
[ADDED] Portable Scanner (works for Crops) and Debug Scanner back. The Debug one has Infinite Energy too.
[ADDED] Portable Cropnalyzer, which is cheaper than the Portable Scanner, but only scans IC2 Crops.
[ADDED] Electric Trimmer, which is working like an Electric Branch Cutter.
[ADDED] Vanilla Cauldrons can now be filled with the Tap.
[ADDED] Spades which can Silk Harvest Grass, Mycelium, Clay and Podzol. They are also faster than Shovels on said Materials (and faster on Dirt too).

[FIXED] Transformers somehow emitting alternating current of twice their supposed Voltage.
[FIXED] Batteries not being able to emit that last tiny bit of charge that is left over, even though they theoretically should be able to.

[FIXED] Batteries and Tools effectively only having half the Electric Capacity due to both charging and decharging doubling up the Energy amount inside the Battery. (this cancelled out each other, meaning it was non-exploitable)
[FIXED] Transformers in inverted Mode QUADRUPLED the Energy out of nothing since last update, if it didnt get limited by its internal Storage to do so.
[FIXED] Cables no longer count Packets that aren't actually transmitted towards burning the Wires.
[IMPROVED] The Generifier now has the ability to process multiple times in parallel similar to the Coke Oven, making it 100 times faster (not a joke, I made it able to process the same Recipe up to 100 times in one go). This should massively reduce the need for multiple Generifiers in Generic Juice Production (even though I made Generifiers a bit more useless with another improvement below).
[IMPROVED] Juices don't have to be generified anymore in order to use them in a Fermenter for Biomass.
[CHANGED] Battery Boxes can now charge/decharge Batteries with 2 Amps, IF THE BATTERY ALLOWS IT. All current Batteries will NOT allow it.
[CHANGED] The amount of Juice that you get for each Fruit (most of the time increased). And GT Juice => Forestry Generic Juice is now always 1:1.
[ADDED] Boxinator and Unboxinator can now handle 9 Dusts/Ingots/Gems/Plates/GemPlates <=> Storage Blocks.

[NINJA-FIXED] Transformers in inverted Mode were not accepting Energy properly, leading to most Solar Flowers being broken.
[COMPAT] Et-Futurum Jump and Lingering Potions are now brewable by GT6 means.
[FIXED] Distillation Recipes for Potions+Glowstone/Redstone/Gunpowder and similar related Stuff were missing.
[FIXED] Some Honey related Compat Stuff, also made my Wooden Buckets fillable with Honey now.
[CHANGED] Pump Covers when placed on Fluid Pipes, will automatically set themselves to input into the Pipe instead of emitting from it per Default. Same for Conveyors and Item Pipes.
[CHANGED] Singleblock Dynamos now have a 31.25% Loss, instead of a 25% Loss. This does reduce the Output of them, so check your Setups if they are slightly fragile. (Input values remain unchanged, so no explosions)
[CHANGED] back the Honeydew fermenting Recipe for Biomass, since it doesn't collide with Mead anymore. Honeydew also makes the fermenting even faster than Honey.
[CHANGED] Fermenter Recipes that don't need an Item Input now require a Selector Tag in order to work. Barrel based Fermenting will pretend a Selector Tag with value 0 exists. Most of Binnies Wines now have Recipes, including the generic Fruit Wine (since Selector Tags make it possible).
[CHANGED] IC2 Ores are disabled by Default now. (doesn't apply to IC2 Rubber Trees, doesn't work for IC2-Classic)
[CHANGED] price of Large Coil Blocks to only use 4x Annealed Copper Wires instead of 16x Wires.
[ADDED] GT Dynamite Sticks now automatically have Fortune II on them, meaning their Explosions will drop more Items.
[ADDED] Fireproof GT Planks and Logs can now be made using the Bath and Stretched Fire Resistance Brew. (at least until I add something equivalent to Refractory Wax)
[ADDED] Dense Versions of the Small Metal Tanks, that cost 9 times more Metal and have 4 times more Capacity.
Multiblock Steam Turbines.
Their Tier pretty much matches the one of the Large Boilers.
They do emit 95% of their Distilled Water, unlike the smaller Variants.
It will void Distilled Water Overflow
The Front Texture is currently a bit Small, I know, it is supposed to span over the entire 3x3 later. Function was more important than form right now ;)
Multiblock Dynamos.
Their Tier should completely match the corresponding Steam Turbines output.
The Efficiency is 75%, so their Loss is only 25%, so it is better than a small Singleblock Dynamo.

[COMPAT] RandomThings Spectre Iron is now a valid Material and Alloy, that needs to be created using the Crucible. And the Spectre Keys can be shelved now.
[FIXED] Missing Texture for the Dye Fluids and C-Foam Fluids. (forgot to change the Filepaths inside my Code to reflect the renamed Texture Files)
[FIXED & NINJA-FIXED] Missing Recipes for GT Rubber Saplings and Leaves to Latex.
[FIXED] Color of my Meteoric Iron.
[CHANGED] Leaves Scan Range for Logs to be much smaller yet still perfectly fitting for all GT6 Trees. (for example Leaves don't check for Logs above them anymore)
[CHANGED] Tooltips now mention Funnel and Tap Compatibility if the Block doesn't have a GUI.
[CHANGED] Crates can now no longer be opened via Crafting Recipe, inworld Crowbar usage is still possible ofcourse.
[ADDED] Monkey Wrench Mode to the Electric Wrenches. Harvesting the Machines works in both Modes equally.
[ADDED] Bottles for the 8 remaining Binnie Juices that didn't have one before.
[ADDED] 25 Fruit Smoothies.

[FIXED] A Crash when Binnies Mods aren't installed.
[ADDED] Seed Oil and Fish Oil Bottles (also usable as cooking oil).
[ADDED] Missing Squeezer Recipes for some Fruits.
[ADDED] Rotten Grass can now be crafted into Forestry Mulch.

[WARNING] I changed quite a few Fluid IDs for Juices and other Beverages, namely the ones that overlap with Binnies ones (in order to only have one Fluid instead of 2 different but identical Fluids). Every related Fluid that isn't stored inside a GT Tank, GT Filter or a GT Bottle might get lost due to the renaming. The Change is that some GT Fluids now use the same Name as Binnies Fluids to have better compatibility, and less Fluids to take into account.
[NOTE] Savegames will say that there is 1 Item missing, that missing Item is supposed to be removed so don't bug me about it.
[IMPROVED] The Entire internal System regarding Fluids in Recipes and cleaned up a ton of Code.
[COMPAT] Added Food Stats to all of Binnies drinkable Fluids, so that they work with the Thermos Can and the Cups.
[FIXED] Simulate Parameter not being respected in GT Electric Items.
[FIXED] Asphalt now no longer needs to be like Soulsand to boost Speed. It works differently now, and won't glitch out anymore either. Slabs and Stairs next to it will work now too.
[CHANGED] Taps, Baths, Mixing Bowls and similar will now have priority to fill Bottles into the GT Variant of the Bottle, instead of choosing a random one depending on Mod loading order.
[CHANGED] Honeydew now ferments into Short Mead. This will cause some Fermenter Recipes which incorporate Honeydew and Biomass to be removed! (this has been changed back in a newer Version, while keeping the Mead too using the Selector Tag)
[CHANGED] Pizzas are now more nutritious than Burgers (aka they give more Food Bar), but less than the Sandwiches.
[ADDED] Some Fruit related Squeezing Recipes that were entirely missing.
[ADDED] Some of the Building Parts for the Dynamo, namely the Coil Blocks (there will be either 18 of those required for the Dynamo).

[FIXED] A few minor Issues.
[COMPAT] Binnies Juices are now compatible with most GT Stuff.
[ADDED] Recipes for Forestry Crates inside the Boxinator/Unboxinator
[ADDED] Tooltip to the Drain mentioning that it works infinitely in Oceans and Rivers.

[FIXED] Mining Drill wasn't able to place Torches when empty.
[FIXED] Inserting Fluids using the Tiny Funnel into a Basic Machine didn't update the Machine, so it took ages for it to start.
[CHANGED] Boilers now have a Maximum calcification of 50%, making non-distilled Water Boilers doable but horribly inefficient. Might be a way to have larger Boilers running nonstop without needing to distill extra Water.
[CHANGED] The M-Tomato now has a Bathing Recipe as opposed to being a rare Crop Drop.
[ADDED] 36 Types of Ice Cream! (all Harvestcraft Ice Creams are amoung them, they all cool you down with Enviromine)
[ADDED] Ananas Crop (some may call it Pineapple), and added Several Ananas related things, including a Pizza variant, just remember that you DONT HAVE TO craft every single Food Item that exists.
Thermoelectric Coolers.
They emit Cold Energy to the Front and Heat Energy to the Back.
It is possible to use the Heat Energy it generates while cooling Stuff to Power something else to max out the Efficiency.
The Efficiency is just 25% for Cooling and 25% for Heating, the remaining 50% are lost entirely, like in normal Electric Energy Converters (and unlike the Electromagnets). The Reason this thing is so inefficient is that it's the cheaper variant of a thing I will add later.
Cryo Mixer. A Mixer that ensures a cold Temperature while mixing.
Makes Ice Cream for now. Maybe other things too later. ;)
Freezer. Cools down liquids and solids.
Makes all sorts of Ice and Snow Blocks out of Water, except packed Ice, that needs Ice and a Compressor.

[FIXED] Hazelnuts dropping from all GT6 Leaves. I also doubled the Hazelnut drop rate.
[ADDED] Empty Crate, which behaves like a Wooden Plank in all aspects. (like the Compressed Wood Plank, including Slabs and Bookshelves made of it)

[NINJA-FIXED] a Basic Machine Bug with the new Tank System. Don't worry, nothing got voided/deleted or anything.
[FIXED] Previously placed Tanks will now automatically fix their Textures, that last fix apparently only applied to newly placed Tanks.
[FIXED] Grass Bale Blocks not having the proper Furnace Burn Value.
[FIXED] Accidentially nerfed the Plant Remains => Biomass Recipe, while nerfing it for Grass.
[FIXED] Creative Tabs for certain PrefixBlocks being spammed despite being empty.
[CHANGED] Large Boilers try to split the Steam evenly over the 5 output Holes (if not all Holes are connected, or if some of the Holes are backstuffed, all Steam will split over the remaining Holes).
[ADDED] Boxinator and Unboxinator back, they are both electric. (Pill Recipes moved from Canner to Boxinator, Crate-ing Recipes in Bugfix Release tomorrow)
Hazel Tree.
It has Pink Planks, yeah might not be accurate (I didn't check which color the inside has), but it's not that important to have the proper color on that one, having Pink available is more important, lol.
The Leaves drop Hazelnuts and also Sticks (Hazels are more of a Shrub or large Bush, than a Tree). Also the Nutella Recipe got fixed, since Hazelnuts are available now.

[FIXED] Metal Tanks using Pipe Textures by accident, don't worry your Multiblock Tanks will work fine, its just choosing the wrong Textures.
[FIXED] Boules not having a Texture, because I had to rename something.
[FIXED] If you killed Sheep while they were burning they dropped cooked Dog Meat instead of cooked Mutton.
[CHANGED] GT Mutton will drop less likely if Harvestcraft is installed, due to the Harvestcraft Mutton Drops, but since the Harvestcraft variant drops far less often, it will still drop the GT variant.
[CHANGED] GT Mutton will not drop at all if Et-Futurum is installed, due to it adding the Mutton of later MC Versions. All the mentioned Mutton Types are OreDicted properly now, this also fixes Scrapmeat not dropping in proper amounts for Sheep and Bighorn Sheep.
[ADDED] The Questing Ram from Twilight Forest will drop a lot of Mutton when killed, but maybe you should do the Quest first before doing that, you don't have to but it would be a waste.

[COMPAT] Some more Advanced Rocketry things. (Its Rolling Mill and its Cutting Machine aren't needed anymore, as I added Recipes for my Machines)
[COMPAT] Some GalaxySpace things.
[FIXED] Fire Aspect now always cooks the Meat of killed Mobs, but only through GT Tools.
[FIXED] Silicon Tiny Gem Plate Recipe overlap with a Recipe I added for Advanced Rocketry.
[ASDFED] A reference to the 10th install of a short movie, that was stuck in my mind since a while. XD (I added Mutton from Sheep and TF Bighorn Sheep basically)
[ADDED] Glowtus, a glowing variant of the Lily Pad (will emit Light). It generates in Jungles and close to Jungles (so Rivers next to Jungles for example). Is Part of Dungeon Loot too.
Large Boilers.
They mostly behave like the normal Boilers.
They need a 3x3x3 Hollow of Dense Metal Walls with a 3x3 of Heat Acceptors below.
Right now its kinda pointless to make anything beyond the Stainless Boiler, because there is no Burning Boxes strong enough for the other Boilers (guess what gets added soon), and you already need 8 Dense Burning Boxes for the Stainless Boiler.
If one Block of the Boiler is broken while the Boiler is under Pressure, the whole thing will blow up!
--- Stuff from one major Version later ---
Large Boilers try to split the Steam evenly over the 5 output Holes (if not all Holes are connected, or if some of the Holes are backstuffed, all Steam will split over the remaining Holes).

[FIXED] Thermos and Cup not working properly with AppleCore.
[FIXED] Material ID Conflict making Trinitanium unobtainable.
[CHANGED] Old Measuring Pots will automatically turn into the new ones, once they are empty, no crafting needed to change them anymore.
[CHANGED] Bathing Pots are now able to actually fill/empty the new Measuring Pots and Thermos Cans, if you click on their border or their non-top sides.

[COMPAT] Some GalactiCraft and Advanced Rocketry things. (The Galacticraft Compressor isn't needed anymore due to me adding Recipes to my own Compressor)
[FIXED] new Measuring Pots not working properly.
[CHANGED] Measuring Pots and Thermos Cans can now be directly rightclicked to fill or empty Fluid Containing Items from them.
[CHANGED] And they now work as adjacent Tank for Adv Crafting Tables and similar, just like Barrels, Drums, Plastic Cans, Bathing Pots and Mixing Bowls do already.
[ADDED] A Porcelain Cup. It is a Dungeon Loot for now. It can hold 1 Drink and isn't stackable, but it can be placed in world aswell, like the Thermos Can.
[ADDED] GregTech Saplings to Dungeon Loot. This makes sure that people with custom Worldgen can still get the Trees. (Note: I also spawn the currently unused Saplings in them aswell, they might be worth keeping if you find them)
4 Types of Grass Bales (similar to Hay Bales). Normal, Dry, Moldy and Rotten.
The Normal and Moldy Grass Bales will change depending on environment, while the Dry and Rotten ones will stay like that forever.
Sunny and dry Areas will dry normal Grass, wet Areas will make it moldy and later rotten.

[NINJA-FIXED] Old Measuring Pot being considered a Container Item.
[FIXED] The Pellet => Compressed Planks Compressor Recipe being missing.
[ADDED] Thermos Can can be filled with a Funnel ontop of it (sides won't work in that case, for logical reasons).
[ADDED] A 3D placeable/paintable variant of the Measuring Pot with visible content (replaces the old one, but won't auto-convert, so you need to craft it into the new one). It can be used for everything the old one can be used, such as watering Crops or picking up Fluid Blocks.

[FIXED] Eating/Drinking Speed of Items.
[FIXED] Willows growing all the way to the ground, ruining eventual Sapling placement.
[FIXED] Changed Pumps to use Linked Lists instead of Array Lists, might help in case of large Bodies of Water. Also improved removal of vanilla Fluid Blocks.
[CHANGED] Some Blocks can be broken by Hand now. Namely the Thermos, the tiny Funnels and Taps. (you need to break and replace previously placed Taps and Funnels for it to take effect on those)
[CHANGED] The Recipe for Compressed Wood Plates now uses Pellets (see below) instead of Wood Pulp.
[ADDED] Wood Pellets made with Wood Pulp and Glue in a Mixing Bowl. Also Glue can now directly be burned in a Liquid Burning Box, but for less than you would get for making Pellets with it.
Blue Mahoe Tree. (Blue Planks)
The Leaves will drop Sticks in addition to Saplings when broken, similar to Willows.
Thermos Can.
You can store up to 16 Drinks in it (4000L), and it is not stackable.
It can be placed in World using sneaking, and rightclicked to drink from it, kinda like the vanilla MC Cake.
But you do not have to place it in order to drink from it, it works like normal Bottles if you don't sneak.
Since it can be placed, you can also paint it if you want.
Rightclicking on a Tap can fill it like any other Bucket or Bottle, just like the Canning Machine.

[FIXED] Mekanism Salt Block Crafting with 4 Dusts instead of the normal 9.
[ADDED] GT Trees to the Forestry Multifarm API.

[COMPAT] Some PneumaticCraft and Magneticraft things.
[CHANGED] GT molten Plastic is now the same as PneumaticCrafts molten Plastic.
[ADDED] Peanut Crop, Peanuts and Peanut Butter.
[ADDED] Fireproof variants of GT Logs, Planks and Slabs if you got Refractory Wax.
Willow Tree (Green Planks)
It gives more Charcoal and Creosote than regular Trees in the Coke Oven. The same amount as the Greatwood Logs of Thaumcraft btw.
The Leaves will drop Sticks in addition to Saplings when broken.

[NINJA-FIXED] Rightclicking Tree Holes with empty Hand causing crashes.
[FIXED] Some Wood Related things.
[ADDED] Slabs for the Planks, just like the Slabs for GT Stones, Asphalt and C-Foam.
[ADDED] Magnifying Glass can check the Fluid in Burning Boxes.

[COMPAT] More Binnies related Recipes.
[FIXED] Bottom Textures of Blocks being somehow Z-Mirrored
[ADDED] Fluid-O-Meters and Bucket-O-Meters can now scan for Fluid Blocks and not just Tanks.
[ADDED] Sap/Resin Bag for collecting Resin and Sap from Trees. Won't work on IC2 Rubber Trees btw, that would be way too OP.
My own Set of Trees and Planks.
The Trees have an advanced form of Leaf Decay, which is only slightly slower than the Faster Leaf Decay Mod, but MUCH faster than vanilla. Up to five Seconds for all of the Leaves to drop, to be precise.
Every Tree got corresponding Planks, including the Rubber Trees.
The Planks and the Logs are Spawnproof, so you can build in dark places with them.
I won't tell where most of the Trees are. But I know a Mod adds a Maple Forest Biome, well you can guess what is in the List of possible Biomes for my Maple Trees.
Trees added so far: Rubber (Yellow Planks), Maple (Red Planks)
Compressed Wooden Planks made of 2 Wood Pulp in a Compressor.
Rubber Tree, similar to the IC2 Rubber Tree, but I fixed some things with it.
It has only one Resin Hole and that Resin Hole is always at a point where you don't have to shear off Leaves to get to it.
The Resin Hole itself requires NATURAL Rubber Leaves in the shape of a natural Rubber Tree above it in order to produce Resin. At least 60 of 86 possible Leaf Spots have to be used. You cannot just shear the Leaves and place a bunch of them around it like in IHL, those would not be natural.
Every 30 seconds there is an up to 10% chance of Resin spawning in an empty Resin Hole. The chance goes lower the more Leaves get destroyed.
It will prefer to drop IC2 Resin if available.
The Resin Holes can easily be harvested by simply rightclicking them. No Treetaps needed.
Maple Tree.
It can be tapped for Maple Sap using the Hand Drill (yep, needs an electric Drill for now :P). Only the top-most tapped Hole will work properly, so you cannot multi-tap it.
The tapped Hole itself requires NATURAL Maple Leaves in the shape of a natural Maple Tree above it in order to produce Sap. At least 250 of 306 possible Leaf Spots have to be used. You cannot just shear the Leaves and place a bunch of them around it like in IHL, those would not be natural.
Every 30 seconds there is an up to 10% chance of Sap spawning in an empty Sap Hole. The chance goes lower the more Leaves get destroyed.
The Sap can be used to make Sugar in the Dryer or Syrup in the Distillery.

[COMPAT] Binnies Mods Recipes for the GT Centrifuge, addition of Item Data and similar things.
[FIXED] Balance on creating Distilled Water from Crops and Seawater. Regular Vanilla Water => Distilled, is left untouched.
[REMOVED] Mortar Hand Tool variant.
[ADDED] Made Chances Tooltip in NEI Recipes "Blink" Cyan and White, so that they are more easily visible.
[ADDED] Redstone Torches can now be used on GT Redstone Wires as Cover to invert the outgoing Redstone Signal.

//=== Version Number Jump in order to test the Update notifications, also I just noticed that March 13th is the anniversary of me joining Patreon, what is in this time frame. So I might do the Version Number Jump then. ===//

[FIXED] Pump missing Animated Front Texture.
[FIXED] Empty Boilers not exploding when heated up too much.
[FIXED] Item-O-Meter and Stack-O-Meter not checking all Slots, when the Side they are attached to doesn't display any Slots, and Sensors in general not updating when the Value they selected is 0.
[ADDED] GregTech way of creating all 13 Forestry Electron Tubes and the IC2 Hydration Cell.
[ADDED] Measuring Pot can now water Crops. Works with distilled Water too.
[ADDED] Hammering of chipped Gems into Dust.
[ADDED] Quicksilver Thermometer to measure Temperature in a more mobile fashion. (it is also part of the Thermometer Sensor Block Recipe now)
[ADDED] Redstone Emitter Cover, which emits a constant Redstone Signal. The Cover can also be placed on coverable non-ticking Blocks.

[IMPROVED] Website a lot and also added more Links towards it on other places, since apparently some Modpack Users don't know where their GregTech Jar File comes from. So yeah, that is also an important thing to do. Now there is a List of recommended Mods on the Downloads Page, the Paypal Buttons aren't german anymore and they accept both, $ and € (was a bit of a hassle to actually find the proper options).
[CHANGED] Hiding a few Materials from NEI, depending on if they are used or not, the Materials will ofcourse still stay available, because I will never remove them entirely!
[ADDED] Mode for Hoppers to insert exact amounts instead of divisible amounts, using Monkey Wrench.
[ADDED] Config to turn off Ocean Water spreading to Air Blocks within Ocean alike Biomes.
[ADDED] Update Notification for Major Updates, once they are ready and tested (including a link to both, the Website and the Config File to turn the thing off). The regular weekly updates don't count as major, so it won't spam you every week. Also older Versions than this one won't display an update notification.
[ADDED] Infinite Lava Springs and Infinite Water Springs (the way I do it for Oil already) to the Worldgen in form of additional Water and Lava Pockets.
Pump for getting rid of large Bodies of Fluid.
It is powered by Rotation Units (RU).
The Range is 64 Blocks in every horizontal direction, and "infinite" in the vertical direction.
You need to place it adjacent to the Lake in order to pump from it, it will not use Mining Pipes or anything like the GT4 variant.
Fluid Block Input on Front, Energy Input on Back and the Sides are Fluid Output.

[FIXED] Burning Boxes working under Water.
[FIXED] Covers being placeable ontop of Advanced Crafting Tables.
[FIXED] Oil flowing way too slow in most cases, because adjacent Oil Blocks didn't get updated properly.
[FIXED] Mortar requiring Steel instead of Iron.
[FIXED] Pressure Valve not working with Liquids if its output is connected to a Tank.
[FIXED] EnderIO Conduits draining infinite Items from Mass Storages.
[REMOVED] Hand Crafting Recipes for all Circuit Wires except the Copper ones.
[ADDED] The Loom can now bundle Wires.
[ADDED] Electric Hand Mixer, so you don't consume your Food Bar when using the Mixing Bowl. Yes it is as semi-useless as it sounds, but its cool, mkay!
Laminator, which covers Objects in a Material.
It's Heat Powered (HU)
Coats Wires with Rubber, Pistons with Resin/Slimeballs, Leather with Wax (Harvestcraft), Refractory Wax around Forestry Woods to Fireproof them (is even slightly cheaper due to not needing Glass).

[FIXED] Some Bugs that I found in the new Food Stat System, like Nausea not working properly due to having a too low duration.

[FIXED] Zirconium not having all the Gem Types available.
[ADDED] GregTech Machines/Wires/Pipes/etc. can now also be painted by bathing them in Dye (4 times less efficient than Spray or the IC2 Painter), and unpainted by bathing them in Chlorine.
[ADDED] 4 Apple Crops in the colors Green, Yellow, Red (vanilla apple) and Dark Red.
[ADDED] Mortar as a Block. Has now infinite Durability but has downsides regarding Recipe Output being low in some cases, and it requires a lot more Food to use it than the other Tool Blocks. It works like the Juicer, but without Fluid Output.
[ADDED] Hidden Stats to Players, like how much Alcohol/Caffeine/Salt/Sugar they consumed recently, and giving them positive and/or negative Potion effects based on those Stats. The Cure-All Pill will reset all those Stats. It works on Vanilla, GT and some random other Foods so far.

[FIXED] An Issue that a lot of Recipes didn't generate anymore.

[FIXED] A lot of tiny Issues, especially with the Seawater. (including BC Pumps hanging up)
[FIXED] The Mystcraft Dummy Dimension generated GT Ores, which it couldn't use anyways, meaning Mystcraft "baking a Cake" caused a lot of unnecessary Lag. I disabled most, but not all GT Worldgen from that check.
[CHANGED] Byproducts of Tin and Cassiterite Ore. Both have the same Byproducts now.
[ADDED] Wooden Buckets for the IHL Rubber Sap and Spruce Resin Fluids. Also added Creosote alike Torch Recipes for them.
[ADDED] Sifting Cassiterite or Tin Ore has the chance of giving Zirconium Gems.
[ADDED] Some more Chemistry regarding Fluorine and Stuff that contains it.
[ADDED] Conveyor Modules Cover Functionality back.

[NOTE] Now that I added infinite Seawater, I would recommend you to look into the CodeChickenCore.cfg and set "finiteWater" to true, so that vanilla Water isn't infinite anymore and you need to distill easily accessible Ocean Water if you want infinite H2O. ;)
[FIXED] Scoop not catching Butterflies like intended. Needs testing if it still works though. The Bug was that I forgot to actually add the catching Behavior itself to the Scoop.
[CHANGED] Silicon Dioxide => Silicon now requires Carbon in the Crucible instead of the Electrolyzer.
[CHANGED] Hydrochloric Acid is needed to process Borax now. Electrolyzing it directly is no longer possible.
[CHANGED] The Asphalt Block Recipe to require molten Asphalt and Stone in a Mixer, similar to the Recipe of C-Foam Fluid, including the pre-dyed variants.
[CHANGED] Glass Bottle Behaviour regarding Ocean Water, and also made the Glass Bottles consume the regular Water Block when rightclicking with them (you get up to 3 Bottles at once from that).
[ADDED] The Drain now no longer deletes the Water Blocks when pointing into a River Biome.
Ocean Water Blocks, I call them Seawater sometimes.
Will spread similar to MC Alpha Water, but with more restrictions such as needing to be in Ocean or Beach Biomes or having to be in the vanilla infinite Water constellation and especially no way to place them down manually. I hope I also disabled them in Floodgates and similar, but I didn't test that for non-BC-Floodgates.
They will also contaminate normal vanilla Water Blocks. Previously generated Oceans might take a while to be contaminated, once they get in contact with the newly generated Ocean Water.
River Biome Water is mostly immune to contamination, since it is a commonly known fact that Rivers flow into Oceans and not out of Oceans. But I needed to add a Mechanic that kills "Mid-Ocean-River-Biomes", so the Oceanwater is able to go a few Meters into the Rivers.
They copy the Texture of regular vanilla Water (they just make it a bit darker), meaning they are Resource Pack compatible.
Ocean Water can be dried or electrolyzed to get similar output as Saltwater, but with a far lower Salt content.
The Drain works perfectly fine with Oceanwater, no matter how large the Pipe you connect to it is. There is a special case that automatically considers Seawater Blocks as infinite, and therefore the Block won't even be deleted when drained by it, and therefore saving on Graphics and Network Updates.
Default Ocean Height is 62, it can be configured when needed. I needed that height Limit to prevent spills like that one shown on the Screenshots, interesstingly it doesn't lag the Server to death if it was to happen.
The Ocean Water can NOT be placed by any means, even if you have a Bucket of it, I also tested the Buildcraft Floodgate to make sure it is not possible!

[FIXED] Inability to take Fluids out of a Crucible if the Room Temperature is too low, by adding a tolerance for low temperature Liquids. (anything < 320 Kelvin)
[FIXED] Sodium Persulfate not being available though the Electrolyzer.
[ADDED] Ironwood Fluid&Item Barrels, which are Fireproof. The Fluid ones also have more Liquid Storage.

[WARNING] Do not attempt to put a GT Barrel or Drum into a Railcraft Tank to fill/empty it. If you do, you need to go into the Forge Config and set the Delete Erroring TileEntities to true before restarting the Game/Server.
[IMPROVED] Code improvements regarding automated Fluid creation, so that I don't need to bother creating Textures for each Fluid, and so that molten Metals now have a proper "Lava-alike" Texture. Yeah that took up all Wednesday...
[FIXED] Rightclicking Railcraft Tanks with a GT Stuff causing a Crash, because Railcraft doesn't release the Bugfix Update they already coded in May 2016. Seriously, you already did it, WHY DON'T YOU RELEASE IT!?! You are holding Railcraft hostage right now.
[FIXED] Grass alike Stuff and certain Shrubs of Biomes O'Plenty can now be cut using a Knife/Sword/Scythe, and Ender Amethyst is now Oredicted properly.
[FIXED] Immersive Engineering Hammer was still able to make Plates and turn Ores into Dusts. The Hammer itself is still available, since I know its needed for its Multiblocks, I only removed all the Shapeless Recipes using the Hammer. ^^
[CHANGED] You can no longer rightclick Boilers with a Bucket to fill them with Water. Instead, you will need to use the Fluid Funnel, that has been added a few Versions prior. The Funnel already worked on the Boiler in Versions before this one, so you can set it up already.
[CHANGED] Some Recipes that require Blocks of Ingots, now require Solid Blocks, since the Basin is a thing now. This also applies to some Railcraft and Applied Energistics Stuff.
[CHANGED] The clear GT Glass now requires some Chemistry to be produced.
[ADDED] Chemistry related Stuff for a bit more IHL Compat. (this triggered some improvements mentioned above)
[ADDED] The Crucible can now be emptied and filled using Buckets and other Fluid Containers, such as the Measuring Pot for example.

[CHANGED] Crucible Drains can now work on a vertical distance, even if there is multiple Drains inbetween them and the target, and they will also fill Crucibles below them, as if they were Molds.
[CHANGED] Vanadium is now slightly harder to obtain, because Ferrovanadium is now giving V2O5 instead of V. The V2O5 can still be molten into Vanadium, but you lose half of it if you do it that way.

[FIXED] Missing Recipe for Rice Vinegar
[FIXED] Bauxite Ore and Yellow Sapphire now give Rutile instead of Titanium, when electrolyzed.
[CHANGED] Electric Tiers: Aluminium is MV now, while Galvanized Steel is LV. (see Crucible Drains below for another relevant Change) NOTE: Your existing Machines will stay the same Tier they were before, nothing breaks.
[CHANGED] Selector Circuit Concept entirely, including initial Crafting Recipe. Also has a new set of Textures now.
[CHANGED] Garnierite (Nickel) and Pyrolusite (Manganese) now give more output, due to being Oxide Ores.
[ADDED] Magnifying Glass now works on GT Engines.
[ADDED] Carrot Juices. May or may not improve eyesight, but that is just a Myth.
[ADDED] Crops for Blueberries, Gooseberries, Candleberries, Cranberries, Black White and Red Currants, Blackberries, Raspberries and Strawberries.
[ADDED] Basins. They work like Molds, but for Solid Blocks. Requires a Crucible Drain ontop to be filled.
Crucible Drains
Works when placed next to a Crucible.
They will fill Molds and Bathing Pots below them (also Mixing Bowls if the melting Point is low enough and the Fluid is simple enough)
They are Redstone sensitive too.
NOTE: Not everything will go into a Bathing Pot, sure molten Zinc for early galvanization will, but other Stuff may be too hot for the Bathing Pot.
--- Stuff from one Version later ---
Crucible Drains can work on a vertical distance, even if there is multiple Drains inbetween them and the target, and they will also fill Crucibles below them, as if they were Molds.

[FIXED] Thaumcraft Stuff not wanting to be in Bookshelves if Ars Magica isn't loaded. Guess when a copypasta went wrong...
[CHANGED] Ilmenite and Rutile are now harder to process, and won't allow the Electrolyzer anymore. Molds accept Fluids if you didn't know that already.

[FIXED] Rutile Ore Processing being done in a Crucible instead of a Mixer. (forgot that Stuff can vaporize, yes this means you need a Smelter and a Mixer now)
[FIXED] The Mixing Bowl no longer accepts non-simple Fluids.
[ADDED] Apple Vinegar (fermenting Cider further), Rice Vinegar (fermenting Sake further) and Cane Vinegar (fermenting Rum further, Pirate Brew now needs distillation). Yep, just variations of Vinegar. Should be usable in all Vinegar requiring Recipes.

[COMPAT] With Ars Magica Items, regarding Unification and Bookshelf Stuff.
[COMPAT] Some more Mariculture Material related things. Added Polished Wood into my Material Database. Also its Custard can be made in a Mixing Bowl now.
[FIXED] Tap/Funnel not working properly on Basic Machines.
[FIXED] The Mod Redstonic causing GT to be crashing on startup.
[FIXED] Zeolite composition and Ore Byproducts.
[FIXED] Cake not being craftable the GT way.
[REMOVED] The option to unificate towards GT Items inside the Unification Config, because it confused too many people.
[CHANGED] Titanium Ore Processing a little (not as much as planned, but still requires at least Magnesium in a Crucible to work). And removed all the direct Titanium Ores/Byproducts and replaced them with Rutile.
[ADDED] 10 new Crops, not all Crops, but it is still 6 Food Crops and 4 Magic Flowers.
Several Juice related things, including a drinkable Bottle for Forestrys generic Juice.
I also ordered my registrations a bit better so it's easier to add the remaining Juices in the future (that took a lot of time...).
Blueberry Juice counts as Blue Dye btw.
Tomato Juice and Ketchup are two different things now. And yes, I added both of them too, since there is a Tomato Crop now, it was kinda mandatory.

[API] I added a Material Array Parameter to the PrefixBlocks and PrefixItems, so it is possible to generate less many Items.
[COMPAT] With a Mod which adds Crops, that I don't wanna mention here, due to its content. People who have that Mod will notice it probably.
[FIXED] Lumium Wires counting as "painted" despite not being painted, due to their oscillating Color Value.
[CHANGED] Replaced Forestry Mulch and IC2 Biochaff in Squeezer Outputs with own Items. They will generify into Forestry Mulch inside the Generifier.
[CHANGED] Coke Oven to be able to process up to 16 Coal/Wood at once in parallel, but I doubled the Duration of all Recipes. This means you get everything 8 times faster from it, if you insert large Batches. Yep, I did that to combat Coke Oven Spam, because one shouldn't make way too many of them. Because of that I needed to nerf Silverwood Logs to only output 2 Charcoal instead of 4, but I buffed its Creosote Output instead.
[ADDED] Tooltips to certain GT Blocks stating they are flammable if they are flammable. Some of those have been missing before.
[ADDED] Adamantium Multiblock Tanks (forgot those last year, oops) and Plastic Fluid Pipes (Those originally went missing for unknown Reasons, I have no Idea why I forgot them at all).
[ADDED] Insulated Versions of the Red Alloy, Signalum and Lumium Wires. This is only to prevent Visual Updates whenever the state of the Wire changes. Yes Insulated Lumium Wires are completely useless, but if you have nothing to wire your stuff with and still want it to not blink all the time, then you can insulate a Lumium Wire too.

//=== Version Number Jump due to new Year, and because I wanted 6.03 to end on 42, and because of tiny changes to some API Parts. ===//

[FIXED] Bug that caused certain reverse Recipes not to generate. This did affect Stone Crucibles for example, but also some Wood things.
[FIXED] Sensors, Buttons, Taps, Funnels and some other things obstructing adjacent GT Blocks regarding Rightclicks.
[CHANGED] Wooden Fluid Barrels and Wooden Multiblock Tanks no longer accept any Gasses and also certain Liquids. I manually selected the Liquids that are allowed. The Fluid Display Items will have a new Line in their Tooltip that lets you know which. Not all of them would go in there though, since their Temperature might burn it up, despite being simple Liquids.
[ADDED] Adamantium Drums with insane high Capacity of 4096000L. Yes, I know Adamantium isn't obtainable yet at all and won't be anytime soon.
[ADDED] "Functionality" to certain Acidous Fluids. This means that Acids need special care when using Pipes and Tanks. Tungsten (not the Carbide!), Stainless Steel, Thaumium, Voidmetal and Adamantium are the only Acid Proof Pipe/Tank Materials.
[ADDED] Cheaper Wooden Barrels (both, Item and Fluid) made with Lead and regular Planks. They have half the Capacity of the ones made with Steel and Sealed Wood.
[ADDED] Overflow Mode to the Mass Storages and Item Barrels (Wirecutter), which will cause them to accept 256 Items more than usually allowed, but everything going over their regular Capacity, will be emitted to the Bottom automatically. That way you don't need shitty Void Upgrades anymore, which destroy all your hard earned Resources, and you can decide yourself where the overflow will go towards, instead of forcing the deletion of Items, like every other Mod does. Seriously all Barrel and Drawer Mods I know, have a stupid Void Upgrade and no way to redirect overflowing Items like I have now... Yes, I sincerely HATE voiding Resources.
[ADDED] Tiny Funnels (available in Ceramic, Plastic, Stainless Steel, Tungsten and Adamantium), which are used to insert Fluids into GT Barrels, Boilers, Tanks and Basic Machines by hand.
[ADDED] Taps, like Funnels they handle Fluid Container Rightclicks. But they fill the Fluid Container instead of emptying it. They also have special interactions with Bathing Pots and Mixing Bowls below them, so you can basically use those as a Kitchen Sink now. Also I should mention that Drums can still accept Covers, in case you wanna hide them behind the Tap.

[FIXED] Cassiterite Melting Point being below Tin Melting Point.
[CHANGED] Considering Mekanism Osmium no longer as the same thing as actual Osmium. But you can still turn Elemental Osmium from GT into the Fake Osmium from Mekanism using the Generifier. This essentially nullifies all the Sources of Osmium for GT that are located in other Mods, since it's an entirely different Material now. Old Osmium Ingots and Stuff from GT will turn into the Elemental variant automatically. Also GT Tools made of Fake Osmium aren't that good anymore.
[ADDED] Fishmeal (shreddered Fish Meat) and related things such as Recipes and Food Items. Yes, it is like the Mariculture Stuff, note that due to balance reasons, I decided to make the Mariculture Fishmeal just 1/4th of a Dust (aka Small Pile of Dust).
[ADDED] Mortar Recipes for Meat and Fish related Stuff, so Mince Meat and Fishmeal are now earlygame and not Post-Shredder anymore.
[ADDED] Raw Meat and Fish Ingots can now be crafted in a Mixing Bowl, by adding Flour to the Mince Meat or Fishmeal.
[ADDED] Juicer, it does essentially what the Squeezer does, but less efficient and by Hand. It's made of Hardened Clay. Can also make Seed Oil for creating Sealed Wood.

[CHANGED] Some Shredder Recipes for crushed/purified/refined Ores. This did change the Math slightly on the amount of output you get from smelting them aswell. You now get 1/36th more from smelting purified Ores, and a bit less for the crushed ones.
[ADDED] When Mass Storages and Item Barrels have Dusts or Dust Blocks, they will pile up the Dusts to the selected Size. Same goes for Ingots, Nuggets, Chunks and Ingot-Blocks. Note: If you think this could replace the Dust Funnel entirely, then nope, that won't work. But it will replace the need for a Dust Funnel above the Storage itself.

[FIXED] A bug that caused improperly coded MC Launchers to Crash on startup.
[FIXED] Wet C-Foam not Rendering on unconnected Pipes and Wires.
[FIXED] Thaumcraft Tallow Candle Bath Recipe, where I wrote "2" instead of "2 Units".
[CHANGED] Item and Fluid Pipes are now more in sync with the Serverwide Time.
[ADDED] Fluid Pipes that can handle 4 and 9 Fluids at once, but they only have the Bandwidth of Medium and Small Pipes for each Fluid respectively. The Pressure Valve does NOT work on those! Would be stupid to use it on them anyways though.

[FIXED] Stone and Fluid worldgen taking way more time than they should. Blame Vanilla for the Lag it had before this fix.
[FIXED] Multiple Crafting Sounds playing when using the Advanced Crafting Table. Not fixed for any other Crafting Table though.
[FIXED] Double Crafting Sounds in Singleplayer. Apparently they were able to be played Serverside when you are in Singleplayer.
[ADDED] Glue Recipe by mixing Slimeballs and Water.
[ADDED] A Bottle for the MFR Pink Slime Fluid. Yes it's actually edible. It can be used as Glue aswell.
[ADDED] The Advanced Crafting Table can now draw Fluids Directly from adjacent Barrels, Drums, Plastic Cans, Mixing Bowls and Bathing Pots in order to refill Fluid Containers.

[FIXED] Mariculture Recipes only loading when Extrabiomes is loaded. I accidentially checked for the wrong Mod ID, lol.
[FIXED] Wooden Item Recycling and Burning in Furnace.
[CHANGED] The Sifter Ore Processing for Dust Ores slightly, still same Products.
[ADDED] Easier Recipes for Glue using Sticky Resin or Propolis, and mixing it with Water. Also Glue Bottles are Dungeon Loot aswell now.
[ADDED] Wooden Bathing Pot (ofcourse including the Table Version of it). Has a few more limitations than the stainless one though.

[FIXED] The Ore Boost Configuration did not work on Small GT Ores. Yes, there is already a Config to multiply Ore Block Drops per Material, if you really want to get more Ores without changing the Worldgen.
[FIXED] Controller Covers turning OFF the Gas Burning Box even though they should give a non-functional ON Signal instead.
[IMPROVED] Fluid Display Item by saving the Fluid Name as a String inside its NBT. Please check your Fluid Filters after the Update in case anything went wrong.

[COMPAT] Did a bunch of Mariculture related Recipes for my Machines.
[FIXED] The Item Rendering on Mass Storages (and the upcoming Item Barrels), by no longer using vanilla default Rendering and instead using my own rewritten vanilla Item Rendering.
[FIXED] GT Wrenches being able to rotate Piston Heads, Redstone Diodes and Rails (The latter two are for Screwdriver and Crowbar, but the first one was definitely a Bug).
[CHANGED] The Signalum Crucible Recipe, it is still the same Materials and Amounts, but I re-did the Math and found out that there is a way to turn Red Alloy into Signalum with a few little additions. So now you can turn Red Alloy into Signalum easily. And the old Recipe for Signalum still works, it just forms Red Alloy mid-process.
[CHANGED] Sensors and Mass Storages now update their Display only once per Second as opposed to once per Tick, UNLESS the value varies too much from the previous Value, in which case it's still once every time the difference between old and new passed a certain threshold (> 64 for mass storage, >= 50 for sensors).
[ADDED] The Measuring Pot can now pick up Fluid Blocks in World. This might be useful for the tiny Oil puddles.
[ADDED] The Gas Burning Box and with that I mean ONLY THE GAS ONE, can now be turned OFF (but not ON, for that you still need an Igniter) using Controller Covers. This makes Gas burners easier to use than the other two Methods.
[ADDED] The Activity Detectors can now detect if a Burning Box of any Type is currently burning.
[ADDED] Item Barrel, made of Sealed Wood and a bit of Steel, for 10000 Items instead of the usual 1000000 from the Mass Storage. It's a cheap alternative.
Wood Barrels, Plastic Cans and Metal Drums for storing Fluids.
The Wooden Barrel and the Plastic Can won't accept Covers on it.
They keep their Fluid when mined, but are not stackable in Inventory.
Capacities are 16000L for the Wood one, 32000L for the Plastic one, 64000L for the Stainless Steel one and 256000L for the Tungstensteel and Tungsten ones.
They will auto-emit Fluids to either the top or the bottom direction depending on Fluid density. But it has to be enabled via Monkey Wrench or regular Wrench (yes, both Types work).
Canning Machines can empty and fill the Barrels, Cans and Drums, so they don't have to be placed to do that manually.
The Drums and Barrels can be sealed, using a Soft Hammer, to ferment their contained Fluids over time (instead of by using heat).
Note, that this just works for the Fluid-Only Recipes. This is mainly meant for Alcohol Stuffs and Potions. Duration depends on amount inside the Barrel and can take ages. It is measurable with a Magnifying Glass or a Progress Sensor.
It does Multistep Fermenting all by itself, so it can do Grape Juice -> Wine -> Vinegar for example, if you leave it sealed for too long.
The Plastic Can is the only one that can easily be auto-crafted via Extruder. Remember that the stacksize Limitation does not apply to Item Barrels and Mass Storages.

[FIXED] Gave RotaryCrafts Sintered Tungsten a separate Material, and added ways to turn it into the inferior and simpler regular Tungsten.
[FIXED] The Sense/Scythe now actually works on Tall Grass.
[FIXED] Liquid/Gas Burning Boxes not saving their Tank Data properly.
[FIXED] Wooden Creosote Buckets not working with Immersive Engineering installed despite Railcraft delivering a Fluid Block.
[REMOVED] Decided to remove the easier Distillery Fuel/Plastic Recipes again.
[REMOVED] The existence of certain Dusts, like Wrought Iron Dust, Annealed Copper Dust and the Magnetic Dusts.
[CHANGED] Matches and Matchboxes now have a 90% Chance, like the BICs.
[CHANGED] Scraps now stack up to 18 instead of 16. Makes it a tiny bit more practical, and easier to take exact amounts.
[ADDED] The Bun/Bread/Baguette/Cakebottom Shapes for the Forming Press. Yes they are called Molds, that way people can say I added Bread Mold to the Game. PUNS!
[ADDED] The Lathe can now turn flawed and chipped Gems into Bolts directly.
[ADDED] Simple Firestarter made of 2 Sticks and dry Grass. Single Use and only a 50% chance to actually work, oh and it is not stackable.
Some new Worldgen. Nothing crucial. It's just Oil.
It is a finite Fluid, in the sense of it actually flows down by itself and can be filled partially.
Its the easiest to use Universal Cells (only works on full Blocks) or the Drain Cover (also works on partial Blocks) to collect the Fluid.
Generates also Oil Springs if it's close enough to Bedrock. Those are Random and have an average speed of 1 Bucket per MC Day (20 mins). That can be turned off via Config.
Grass and Dry Grass Items. (I didn't think I would write so much about simple Grass...)
Dropped by Swords/Knifes/Senses/Scythes, when harvesting vanilla Grass and Ferns.
Dead Bushes will drop Sticks with those Tools.
Can be used to feed Sheep, Cows and Horses. But not Pigs.
Furnace Smelting (or using the Dryer) will turn Grass into dry Grass.
The dry version is craftable with a Stick to create ONE Torch.

[FIXED] Outputs of Machines with Randomized Outputs being placed inside the wrong Slots, causing the Machine to stop instantly once that Slot is filled. I never noticed it because I always had a Chest on the Output.
[FIXED] Canvas Covers not working with Blocks that have an ID >= 2048. I hate the default processing order of Bitwise Operators...
[FIXED] A large Issue caused by the rewrite of a Utility Function. It caused the Distillation Tower to output all the Fluids to the bottom.
[FIXED] Sealed Wood not being craftable without the generic Wooden Plates, despite Wooden Planks definitely being intended.
[CHANGED] Multiblock Tank Main Valves now have distinct Front Textures, to make it easier to determine what the Front is.
[ADDED] Drains now work horizontally even if there are GT or vanilla Slabs/Stairs in front of them, if they are placed logically. (some Modded Stairs and Slabs MIGHT work too).
[ADDED] The Saws can now recycle some wooden Vanilla things into Wood Plates via Crafting.

[FIXED] Issue with Fullblock Pipes Cover Rendering.
[FIXED] Germanium and Cerium now have an assigned Color and are therefore visible in NEI.
[FIXED] Electric Tools not using the proper Handle Material for their Hulls. No wonder I got complaints about people not being able to craft certain Tools...
[FIXED] Wooden Pipes being semi-fireproof (Same for the Sealed Wood and Ironwood Stuff), and also for other wooden things such as the cheaper GT Chests. That's what you get for reporting it. XD
[CHANGED] Distillation Solid Outputs are now Tiny Dusts instead of normal Dusts. That's a 9 times nerf. (It was just way too much output)
[ADDED] Some more Glue Support in form of a Glue Bottle that can be used in crafting Sticky Pistons and Leashes.
Wooden Tank.
Unlike the Railcraft one, it's not made out of "Rocks that look like Wood, but still have to be mined with a Pickaxe", and it won't generate Water out of nothing, that's what the Drain Cover is for.
Shape is a hollow 3x3x3 of Wood Walls, with the Main Block centered on a Side, just like the GT Coke Oven. (those are partially made of any kind of Steel!)
It does NOT have a GUI, just so you know. Magnifying Glass might help if you want to see exact amounts.
Holds 432000L or 432 Buckets, so 16 Buckets per Block, similar to a BC Tank.
It is made of Sealed Wood and a bit of Steel to keep it in place like a large Barrel.
There are Temperature Limits to this Tank though. So don't burn it up with Lava or something.
It auto-emits Fluids towards the Main Block if the Gravity doesn't work against it.
Said Auto-Emit might be useful if you want to have a Line or a Tower of Tanks with the same Fluid.
Use Magnifying Glass to see what Fluid is inside. I don't want too much Graphics Issues when rendering Fluids.
You could stack those Tanks ontop of each other with the Main Valve Block Bottom Center, similar to BC Tanks.
Don't try to store any kind of Steam inside, it will be voided! (Steam isn't supposed to be stored, and I will proceed that way with all GT Tanks)
As it is made of Wood it will ofcourse catch Fire next to Stuff like Burning Boxes.
Metal Tanks.
Shape is a hollow 3x3x3 of Stainless Steel, Tungstensteel or Tungsten Walls, with the Main Block centered on a Side, just like the GT Coke Oven. (yes, just 3x3x3. If/When I add larger ones they will be made of more robust/expensive Tank Walls)
Those Tanks have other Temperature Limitations and larger Fluid Capacities than the Wooden one, but are otherwise identical.
Drain Cover.
In case of Pipes it also works when the Pipes are not wrench-connected to the Cover Side. (Because that would look ugly)
It can collect Rain Horizontally aswell, if there is a solid Floor in front of it.
The Drain can collect Fluid Source Blocks too, if not against Gravity. Horizontally always works.
If you use it on a Pipe then make sure the Pipe is large enough to hold an entire Block of that Fluid. It cannot suck partial Fluids, because that would be waste.
--- Stuff from one Version later ---
Drains now work horizontally even if there are GT or vanilla Slabs/Stairs in front of them, if they are placed logically. (some Modded Stairs and Slabs MIGHT work too).

[FIXED] Extruder Recipes taking ages to load in NEI, when you open uses for an Extruder Shape.
[FIXED] non-ticking TileEntities not synching to other peoples Clients right after being placed, making them Ghost Blocks until they are unloaded and loaded again or until relogging. And this time I found a way to test it in Singleplayer using TE Autonomous Activators, so I can say it's actually fixed.
[CHANGED] Propane and Butane Order in the Distillation Tower Output to be proper.
[ADDED] 3 new Extruder Shapes. Small Gears, regular sized Rods and curved Plates. All the Extruder Shape Recipes (except Plate/Ingot/Curved-Plate) have changed to a two Stage System due to that.

[NINJA-FIXED] Worldgen Freezing due to a Change I made in PrefixBlocks.
[NINJA-FIXED] A tiny Material Amount Issue for some Recipes.
[FIXED] Multiblocks are now all considered Weather-Proof. There was a case where the Controller Block could have been affected by Weather.
[FIXED] Some Extruder Recipes rounding up their Outputs.
[CHANGED] Made the Large Centrifuge use regular Casings instead of Quadruple Casings. Also the Heat Acceptor now uses Invar instead of Tungsten.
[ADDED] Configs to disable certain IC2 Machine Recipe Lists or GT additions to them.
[ADDED] Plastic Lighter, aka BIC. Also all 3 Lighter Types are now filled with Propane/Butane instead of BC Fuel.
[ADDED] Asphalt Blocks, which have the same Walking Speed Bonus as the old GT5 Concrete Blocks. Default Color for freshly crafted Asphalt Blocks is Gray. Yes, there are Asphalt Slabs too, for people who want to make Sidewalks with them or something.
Distillation Tower.
Processes Oil into several kinds of Fuel, Plastic, Asphalt and Parrafin Wax.
It has a 3x3 Base of Heat Acceptors (those got a lot cheaper from the Version before, so don't pre-craft!), and ofcourse you don't need to place a heater at all 9 of them. Just one Heater or a Burning Box is enough. Imagine it as if the Acceptors conduct the Heat horizontally aswell, so that it evens out or something, I don't care how you imagine it! :P
and a 3x3x8 of Distillation Tower Hulls, NOT Hollow. Those are cheaper than you might expect, but made of Stainless Steel.
The Fluid Outputs will be depending on the Height of the Output Hole. All 8 output Holes are on the Backside (so the side opposite of the Controller).
The first 6 Holes (counting from top) are outputting dedicated Materials, such as Propane, Butane, Petrol, Kerosene, Diesel and BC Fuel (They are all about equal in amount).
The Bottom most Hole is for Solids, and the remaining Hole right above it is for all Heavy Fluids, in the current case, Lubricant.
Item/Fluid Input are on the Bottom Layer of the Tower. Bottom NOT meaning the Heat Acceptors. It just means the Bottom of the Distillation Tower itself.
It is crafted without any Circuits in its Recipe, as it's required to get this Tower in order to get Plastic for the Circuits (the temporary Furnace Recipe for smelting Silicon Dioxide to Circuit Boards is gone now).

[FIXED] Exploit with Blaze Rods made via Crucible Molds.
[CHANGED] Coke Oven now automatically outputs Fluids to the 3x3 Blocks below the Bottom, so that no Pump Covers are needed to extract the Creosote.
[CHANGED] Made some Ore Processing Steps a bit cheaper regarding total Energy usage by shortening the Duration.
[ADDED] Lignite Coal Coke, made in the Coke Oven. It gives more Creosote Oil than regular Coal.
[ADDED] Creosote Oil to the things you can fill a Wooden Bucket with.
[ADDED] A lot of new ways to make Torches.
[ADDED] A currently useless Heat Acceptor Part for future Multiblocks.
Large Centrifuge Multiblock. (3x3x2)
Accepts anything between 512 and 4096 RU.
It has a general 50% Efficiency penalty.
BUT it has the Overclocking penalty removed entirely.

[NINJA-FIXED] Wires burning up after a set amount of Ticks, because the additional Burn prevention counted backwards, until the byte I used to count underflowed from negative to positive, causing the Burn Counter to be over the limit, resulting in ALL Wires being on Fire.
[NOTE] I can't exactly pinpoint what I did, but I think removing some vanilla function from my TileEntities (which was only used for comparator inventory scanning), made the FPS go up extremely on my Client for some reason, and the RAM usage doesn't escalate insanely fast anymore and now goes from 1GB to 2GB, instead of 2.5GB to 4GB.
[FIXED] Fluid Filter Mechanics getting thrown off on World Reload after updating or adding random Mods (including GT itself, when I add new Fluids). I accidentially saved Fluid IDs instead of Fluid Names.
[CHANGED] Smelting Wood to Charcoal in a Furnace is now disabled per default.
[ADDED] Coke Oven.
Recipes are identical to the Railcraft Coke Oven. It will be able to turn washed and refined Coal Ore (but not crushed) directly into Coal Coke though.
The Coke Oven requires ignition by Flint&Tinter, Lighter or the Igniter Block in order to start the process, and will only stop once it runs out of Logs/Coal.
Aside from the Main Block (which works almost exactly like a Basic Machine), the Fire Bricks are all non-ticking, so they won't contribute to Server Lag.
Fire Bricks are all paintable and coverable, even though MOST functional Covers are not working on them unless you put an Extender on the Fire Bricks and attach the functional Cover to that Extender, that will work as the Extenders do tick, unlike the Fire Bricks.
The Fire Bricks are made with 4 Clay Bricks mixed with 4 Clay Dust (used as mortar) and a Bucket of H2O (Wood Buckets are allowed too). And the Main Block is 1 Fire Bricks Block + 1 Steel Plate + 3 Steel Rods + 2 Steel Screws + 1 Hammer use + 1 Screwdriver use.
If a Part of the Machine is in a Chunk-Unloaded Area and it has been intact before, it will be given the benefit of the doubt and count as complete, but make sure that the automation around it is loaded properly.
It can process 64 Coal or 128 Logs before the Creosote Tank is full.
--- Stuff from one Version later ---
Automatically outputs Fluids to the 3x3 Blocks below the Bottom, so that no Pump Covers are needed to extract the Creosote.
Works with Lignite Coal aswell.

[NOTE] This is mainly an Optimization Update. I don't even know if it is noticable. I always optimize things, when I'm not having any good Ideas, while still being motivated more than enough to do something.
[IMPROVED] Loading time a tiny bit. A very tiny bit. It should at least have reduced RAM usage a little (okay I calculated it roughly and it was just about 20-40MB of RAM worth of Recipes, but IT'S SOMETHING). I optimized a few more things of that kind. I don't know why, maybe I'm just imagining it, but the FPS are slightly more smooth than usual with this.
[ADDED] 1/72nd of a Pile of Dust. Yeah, that will exist now. Putting Bolts inside the Lathe to make Screws will output one of these for example. It was also the reason I chose 1/72.
[ADDED] Gas Burning Box. Like the Liquid one, but for burning Gasses.
[ADDED] Magnifying Glass works now on Basic Machines to display Modes.
[ADDED] The Slicer. It's kinda like the old one in GT5. I did add some more Shapes to it though.

[NINJA-FIXED] Safes now actually don't destroy a part of their Content when blown up, unlike all the other Stuff.
[FIXED] Tooltip for amount of Crafting Uses on Electric Tools.
[CHANGED] The Replicator now prefers to Output Ingots, Plates and Gems instead of Dusts whenever possible (except for Redstone, Glowstone and Nikolite/Teslatite/Electrotine). Also prefers Crystalline Silicon/RedstoneAlloy Plates over Ingots.
[ADDED] Matches can now be Handcrafted, and Matchboxes now have 64 instead of 16 Matches inside.
[ADDED] Recipes for Glyceryl, in order to be able to actually produce Dynamite. The production of Glycerol, that is needed for Glyceryl, is done via Biomass in a Distillery, but with a Selector Circuit set to 1 instead of 0. That will replace the Ethanol Output.
[ADDED] The Replicator now has an NEI Recipe List. There are 253 different Materials that can be replicated as of now.
[ADDED] Remote Activator. It is essentially a Remote control with a Range of 128m, that can store 16 different Coordinates (select via Sneak rightclick) to simply activate them on Rightclick. Right now it only works with Dynamite and the Advanced Buttons.
The possibility to Replicate new Materials via the GT UUM System.
And yes, I added the Tag to every Material manually, there are no unintentional Recipes.
There is Recipes for Wood, Plastic, Rubber, Water/Snow/Ice, Gunpowder, Saltpeter, Phosphates, Apatite, Salts, Several Chemicals, Alloys made of replicatable Materials, most Gems and some more.
I did NOT include things that are Ore alike or Rock Types, and I also did not include Lava nor Obsidian.
But I did have to include Redstone, Glowstone, Nikolite/Teslatite/Electrotine and Lapis.
Sometimes, due to rounding, Compound Materials might be slightly cheaper than their individual Elements. I will keep it like that.
Dynamite Sticks.
Their Explosions have a 100% drop Rate.
3x3x3 Range around the Dynamite. Shifted by 1 Meter into the ground if placed with the Hand Drill.
Requires to be lit on Fire with Flint&Tinder/Lighter, or with Redstone.
The Purple one can Blast Obsidian, but is twice as expensive.
Electric Hand Drill (of the non-mining kind).
It is there to be a counterpart of the Robot Arm Drill Tip for crafting.
It can place Dynamite Sticks inside natural Rocks and Ores.
Now used instead of Hammer to reinforce GT Bricks with Steel Rods. Does work both, via Crafting and in World.

[FIXED] Non-Radioactive Naquadah wasn't Replicatable. Note: Naquadah Gens in the future will only run with Radioactive Naquadah, which can only be gotten from Naquadah Ore Processing.
[FIXED] Saturation values for solid Foods. The Drinks are intentionally left unchanged, since they aren't supposed to be used as Foods.
[INTERNAL] Assigned Food values to Fluids rather than to Bottles and let the Bottles detect the Food value depending on their Fluid (for somewhat useless fancy future stuff). The Only change you should notice for now is only an additional line of Tooltip on the Honey Bottle, nothing else.
[CHANGED] Instead of disabling IC2 Recipes there are now harder Versions of them.
[ADDED] The two Redstone Control Covers now have a possible Invert Mode.
[ADDED] Crops of Pams Harvestcraft are now harvestable with a GT Sense/Scythe.
[ADDED] Mining Tools can now place Torches and certain Candles on Rightclick.
Pocket Multitool, it's kinda like a Swiss Army Knife.
Knife, Saw, Screwdriver, Wirecutter, Chisel, File and Scissors are included.
Tool Select via Sneak Rightclick on something that can't be used by the current Tool. (I don't want to add a Mode Button)

[FIXED] Milk Bottles not always being drinkable.
[FIXED] Tooltip of Holy Water not mentioning the Weakness Potion requirement.
[CHANGED] Basic Machines are now immune against failing a Process for one second after they are loaded, in case the Energy Production or Energy Networks or anything else starts late.
[CHANGED] Most IC2 Machines are now disabled by default again.
[CHANGED] Sensors in Decimal Mode are now limited to 9999 instead of 65535, since people apparently loop through the Numbers for whatever reason. (switching from hexadecimal to decimal mode doesn't cause it to limit to 9999, but changing the numerical setting does)
Control Related Stuff
[ADDED] Progress Sensor Support for the Mass Storage to display Item Count properly.
[ADDED] Universal Extenders can now have Control, Progress, Detector and Selector Covers on them in order to set Modes and the ON/OFF State of the attached Machines. Same goes for relaying the Active, Running and Progress States of Machines. This makes Machines that happen to implement my Interfaces, but don't support my Cover System, capable of having such Covers through the use of an Extender.
[ADDED] Auto-Machine-Reboot-Timer Covers, which attempt to restart the Machine every 1, 5, 10, 20 or 30 minutes. The regular Auto-Switch is faster reacting than those for basic Machines though, but some may prefer this Variant over having an external Redstone Timer on a Auto-Redstone-Switch.
[ADDED] Energy Sensor Covers for Energy Storages, that emit Redstone depending on how full they are. Wire Cutters and Screwdrivers can set Modes on this Cover.
[ADDED] Progress Sensor Covers for Machines and similar, that emit Redstone depending on how their Percentages are. Wire Cutters and Screwdrivers can set Modes on this Cover.
[ADDED] Activity Detector Covers for Machines, that emit Redstone depending on what the Indicator Lights of the Status Display would show. Wire Cutters and Screwdrivers can set Modes on this Cover.
[ADDED] Success Detector Cover for Basic Machines, which emits a short Redstone Pulse when it is done Processing something. Machines that produce every tick would emit a constant signal though.
[ADDED] The Igniter now accepts Control Covers. There is no need to use Splitter Cables or similar Methods anymore. This can be very useful with the Auto Reboot Timers.
[ADDED] Mode Selector Covers now work on Electric Engines to adjust their Speed. Possible Modes for this are 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29 and 31. The Mode of a freshly placed Engine would be 15. You need an Extender to relay the Command due to the Engine not accepting Covers.
Tool Related Stuff
[ADDED] Improved Wrenching/Wirecutting Overlay, which actually shows the Connections and Facings now. Very useful for huge Pipes, Wires and anything that has a secondary Facing.
[ADDED] Special Plunger Support for my Basic Machines. They will try to clear the Fluid Output first and then the Fluid Input, 1000L at a time.
[ADDED] You can now use a Chisel to decalcify a Boiler. But for that you need to turn that thing off (the Steam inside has to be in the white Barometer Area, same for the stored Heat, but Water can be inside no problem). Hazmat or Fire Resistance Potion recommended if your Boiler is still hot. :P
Data Related Stuff
[ADDED] The Autocrafter can now accept USB Input for Recipe selection and works with the USB Switch aswell.
[ADDED] The Printer now accepts Molecular Scans for printing Material Dictionaries from them.
[ADDED] HDD Switch, which works like the USB Switch, but with a Single Hard Drive, that has 16 Slots, rather than having to store 16 USB Sticks, also the Drive itself can be placed inside a GT Book Shelf. Btw, did you know you can name USB Sticks and Hard Drives in an Anvil without Issues? Might be helpful, even though all Data is visible in the Tooltips anyways.
Misc Stuff
[ADDED] Creative Tabs for the regular Multiitems. I can't believe I forgot about that.
[ADDED] Small Stibnite Ore to normal Worldgen (lack of Antimony was a tiny Issue) and Small Sperrylite Ore to End Worldgen (just for more variety).

USB 2.0 Sticks and higher are now able to store IC2-Classic Reactor Planner Plans.
For Users of IC2-Classic, it requires Version 1.2.1 or later to start MC with it.
The regular IC2 Users aren't affected by this at all.
[NINJA-FIXED] Crafting Electric Tools made them have 0 Energy Capacity.
[FIXED] Canning Machine Recipes for IC2 Fuel Rods.
[CHANGED] The USB Switch now requires a Selector Cover to select the USB Slot, rather than normal Redstone! (this will remove any interference from random Redstone on Sides where it's not supposed to receive from)
[CHANGED] Flax and Cotton Seeds now give Lubricant instead of Seed Oil.
[ADDED] Magnifying Glass can be used on an Advanced Button to reveal its settings.
[ADDED] Crystal Chargers (Laser equivalent of Battery Box). Some old folks may know a similar thing from IndustrialCraft 1.
[ADDED] 5 Tiers of Energium Crystals (going from 3200000LU to 819200000LU). They are charged with Laser Energy (LU) instead of Electricity (EU) and store a lot more Energy than Batteries.
[ADDED] Laser Energy Absorbers, which convert Lasers to Electricity with a 50% Loss.
Redstone Selector Covers and Manual Selector Covers. They can be used to select:
The Slot used by the USB Switch (it's a requirement to have the Selector Cover on this Block).
The Packet Count emitted by Battery Boxes, Crystal Chargers and similar Energy Storage Boxes.
The Signal Strength inside a GT Redstone Wire (would only make sense if you used the Manual Selector with this).

Boiler not being able to release built up Pressure at all, while Burning Boxes are still running, causing lots of people to rage about explosions.
Before, Boilers could only release a constant amount of Steam, which ofcourse was not accounting for the tiny amounts of Pressure building up due to tiny flickering and similar things.
Said surplus Pressure would never be released until the Boiler is all like "I simply can't take it anymore!!!" and explodes.
Now, whenever the Boiler reaches 3/4, it will start emitting twice the Steam for until it is below 3/4 again, this is usually only happening for a single Tick or maybe two, so it's still safe for Turbines and Engines if that happens.
[LIKELY-FIXED] Immersive Engineering Bug, which was caused by their usage of deprecated GT Interfaces, by dumping said deprecated Interfaces into my Code, so that they "exist" and don't cause a Crash anymore.
[FIXED] Controller Covers, Pump Covers and Display Covers being placeable on things they can't actually interact with.
[FIXED] GT Hoppers not autostacking Items together after sucking in Items from World.
[FIXED] Some Bug in the Advanced Buttons.
[CHANGED] Any Recipe that requires Circuits can now accept Circuits of higher Tiers aswell. So you can essentially use Tier 6 Circuits in pretty much any Circuit requiring Recipe now.
[ADDED] Temporary Centrifuge Recipe for Helium, Neon and Argon.
[ADDED] Pressure Valve, that releases Gasses and only Gasses, when the Pipe is full.
[ADDED] Interface for the Weight-O-Meter to be able to override the Inventory Scan. Applied it to the Crucible.
USB Switch (decided to not call it "USB Hub", as "USB Switch" fits more to its functionality).
Using the 16 states of Redstone will let you select which Recipe to use by an ajacent Printer, Replicator or Autocrafter.
It doesn't matter on which Side of the Machine you place the USB Switch, as long as it's adjacent.
The Machine, which normally uses the USB Stick has to have a USB Cable, of the proper Tier or better, in that Slot instead.
In case Universal Extenders are used, one Facing of the Extender has to face the USB Switch, while the other faces the Machine.
--- Stuff from one Version later ---
The USB Switch now requires a Selector Cover to select the USB Slot, rather than normal Redstone!

[ADDED] USB Cables for the four USB Tiers. Ignore those for now, they are just needed for the next Update.
[FIXED] USB Stick requirement for the Matter Replication Stuff to just be USB 3.0 instead of 4.0.

[NOTE] I totally forgot how unobtainable USB 4.0 Sticks are due to needing Graphene, oops. Quickfix on Friday.
Quantum Energizer.
An Energy Converter for Light Units (LU) to Quantum Units (QU).
Quantum Energy is required for Mass Fabrication and similar.
Matter Fabricator.
However, the T1 Matterfab has an efficiency of just 50% (consumes twice as much Energy), while T2 = 62.5%, T3 = 75%, T4 = 87.5% and T5 = 100%, making it more efficient to insert larger amounts of Energy into it at once.
There is a new GT UUM System, which uses Charged Matter and Neutral Matter to create Atoms.
In order to create Charged and Neutral Matter you need to decompose Atoms, meaning you need clean Elements to gain it.
Anything that can be made with the Matter can also be decomposed into Matter again. However, you can decompose Radioactive Materials, despite not being able to replicate them!
For example you could decompose leftover Materials, that are in no way needed. Yes, that includes ridiculously abundant things such as Oxygen too.
Hydrogen will only give charged Matter, since it has no Neutrons. Take this into account when you lack charged Matter.
The Matterfab also creates the old fashioned IC2 UUM for compatibility (and so you can disable the IC2 Massfab in the Config).
It takes 32768 QU and 36 Scrap (or 4 Scrapboxes) to make 1 UUM Fluid (or 1 UUM Blob if IC2-Classic is installed).
Usually 1 UUM, when created with Scrap, costs 166666 EU, but there is a 75% loss when converting EU -> LU -> QU, which I did factor in, so its actually 131072 EU with this Device (still cheaper, but not THAT much cheaper).
T4 and T5 are more efficient in creating UUM, than the IC2 Massfab. That is in regards of Energy cost. It still needs a slight bit more Scrap.
It does accept 2 Metal Scrap from IC2-Classic per UUM as Amplifier aswell.
Molecular Scanner.
Requires at least an USB 4.0 Stick to save the precise Data of the scanned Materials.
It is NOT limited to Materials that can be made by a GT Replicator, so you can fabricate USB Sticks with essentially useless Data.
It can only scan Materials that have an ID assigned to them, Materials unknown to GT cannot be scanned therefore.
Dusts, Ingots, Gems, Glass Tubes, Scraps etc. are all amoung the scannable Shapes.
But you need one FULL Material Unit of the Material you want to scan, so in case of the Glass Tubes, Tiny Dusts and Nuggets you have to insert 9, for example.
If you insert more than just one Material Unit (by inserting a Storage Block or a Double Ingot for example) then you successfully wasted Material, since it just needs 1 Unit, but it will still scan it successfully ofcourse. ;P
Matter Replicator.
It requires Charged Matter (1L per Proton), Neutral Matter (1L per Neutron), 65536 QU per Liter of used Matter (watch out for the efficiency of the Replicator Tier you are using!), and an USB 4.0 Stick with Data of a non-radioactive Element to output 1 Unit of the desired Material.
Trinium, despite it being way far down in the Periodic Table, is a non-radioactive Element, just so you know. But forget making Plutonium with that thing, that will definitely not work.
Its Tiers have the same Type of Energy Efficiency Grade as the Matter Fabricator, so from 50% at T1 to 100% at T5.
Since that Question came up: 1 Unit = 1 Ingot = 1 Dust = 1 Plate = 1 Gem = 9 Nuggets = etc etc etc

[FIXED] Red Alloy and similar Wires having an initial loss of 1, making weak Signals impossible to transmit.
[FIXED] If you put a Stack of Batteries into a GT Batbox they were deleting all but one of the Batteries by setting the Stacksize to 1. Now they won't even attempt to charge/discharge when stacked.
[CHANGED] My RC Rock Crusher Recipes now have their Config default to false if the crushed Stack is not a Block.
Steam Turbines, for Steam -> Rotation Units (RU) with a loss of 33.333...% (exactly 1/3rd).
Explosions happen when overfed with Steam. (explosions are currently disabled, but you know the noise of overcharge)
They will emit 1L of Distilled Water for every 200L of Steam to the sides, just like the Steam Engine. It will be voided if there is nothing to catch it.
Dynamos, which convert Rotation Units (RU) into Electric Units (EU) with a loss of 25% (1/4th).
Crafted like the Electric Motor of the same Tier, but upside down.
Also has a non-craftable RU->RF Variant. Use MineTweaker for that thing, just like for the Flux variants of the Motors, Engines and Heaters.
The 2/3 Efficiency of the Turbine and the 3/4 Efficiency of the Dynamo add up to an overall 1/2 Efficiency (exactly 50%) when converting Steam to Electricity, but unlike the RC Turbines (125% Efficiency, but eats Steel), mine are maintenance free, won't consume metals, have realistic ratios and stuff.

[COMPAT] for IC2-Classic by Speiger. I think I fixed the most important Stuff, and yes it took a while to go through all the things in order to have it all right.
[CHANGED] Sulfuric Acid Recipe to use SO3 instead of SO2 (was a typo of some sort)
[ADDED] Inv Tweaks Support for Stuff, have fun clicking the Buttons that are half obstructed by Slots, because I have no idea how to set their Coords.
A Charging variant of the Advanced Crafting Table. For Electric Tools and maybe others too, later.
Note that the Input Voltage has to match the Voltage of the Tool itself, the Table doesn't really have any Voltage by itself.
But don't worry there won't be explosions from that particular one, Steve is smart enough not to plug electric Tools into the wrong Voltage.

[NOTE] Yep, I didn't do anything really useful, as I said earlier for this weeks release, it was a very minor one.
[NOTE] This was due to the "once a year"-opportunity to have some "regular" IRL fun alone, what left me a bit too busy to code.
[NOTE] Also something got my focus back to Terraria and a short Anime (Steins;Gate), so that in combination with aforementioned fun stuff kinda made this some sort of "taking a week off GT" ^^'
[NOTE] But I can't stop working on GT for too long, because I constantly have the urge to add things to it. :D
[FIXED] Battery MultiItems crashing.
[FIXED] Electric Screwdriver Double-Tooltip. (yeah I seriously needed some filler for this Changelog)
[ADDED] Electrolyzer Recipe for charging Certus Quartz.

[API] Added more Hooks for Covers, so they can change the Item/Fluid Interaction on the Side they are attached to.
[FIXED] Alloying Recipes displayed Temperature in NEI.
[REMOVED] Plasma Cells, because those seriously don't make sense at all.
[CHANGED] The way Nuclear Isotopes are made to require Centrifuging of Refined Ore. This also means that Isotopes no longer go as byproducts of washing Ores like Cobalt. No more Hazmat for that Ore.
[CHANGED] Quarzes no longer smelt into Silicon directly.
[CHANGED] The Advanced Crafting Table cannot use the Robot Arm Tips in Recipes, this is to prevent derping when assigning Recipes to a Blueprint for the Autocrafter. ;)
[ADDED] Functionality to the Pump Cover. Now it works like it did in GT5. Just without the Energy consumption.
[ADDED] All the electric Tools back.

[NINJA-NOT-FIXED] Something. Maybe. I couldn't replicate the Issue but I did "something". And said "something" had no Effect. XD
[FIXED] A few Bugs.

[FIXED] The Sulfuric Acid and Aqua Regia Bath Recipes requiring Energy despite Bath Recipes not being supposed to do that... copypasta issues, lol.
[FIXED] Mixing Bowls and Bathing Pots can no longer do Recipes, which output low density (gasses that are lighter than Air) or high temperature Stuff.
[CHANGED] The Canner and other directly electric Machines to use the new old electric Component Items.
[ADDED] Paint Removal Spray.
[ADDED] Most Electric Components such as Motors and Robot Arms back, note that they are component Items and not Covers (at least for now). Also not all of the Tiers are craftable (due to lack of certain required Items), but the Tiers LV to IV are all craftable.
[ADDED] Electric Mixer/Loom/Sifter, but they have a 50% efficiency, meaning every Recipe takes twice as long with them, while costing exactly as much EU as an external Motor/Engine would. So it's only for compactness sake. This means that it wont cost more EU, but it will cost more time!
The Autocrafter, which Autocrafts most regular Crafting Recipes.
But a fair Warning: Not all Recipes are autocraftable, for example most of the Recipes using Hand-Tools are NOT. This is INTENDED!
Use the dedicated Machines, which I didn't want to make obsolete, that create things like Plates or Buckets etc, and not the Autocrafter!
In order to select a Recipe, you have to make a Blueprint of the exact Items used inside your Recipe (even NBT has to match!) in the Advanced Crafting Table and then place it in the special Slot in the middle of the GUI.
There is a Set of Robot Arm Tips, which have to be used instead of Hand Tools in non-Blacklisted Recipes. You also have to specify those in the Blueprint! Those Tips will never get used up if you use the Autocrafter.

[FIXED] Argentia Crop dropping Tin instead...
[FIXED] Carbon not working in Crucible.
[FIXED] Advanced Button not saving Switch Mode.

[FIXED] Spray Tooltips in edge cases.
[FIXED] Basic Machines not pulling Fluids from adjacent Tanks properly.
[ADDED] All the alcoholic Beverages are now burnable for Energy. Note, that none of them is Fuel Efficient though!
[ADDED] Laser Welder. Welds Ingots, Machine Casings and Stuff together using a Laser. (Mixed Metal Ingot Recipe got moved away from the Press and towards the Welder)
[ADDED] Made Dye Fluids Mixable as long as their Category is identical. If you want to mix different Categories, then you have to make Chemical Dyes out of them first! Indigo and Ink don't have a Category and therefore need to be made Chemical Dyes in order to mix them.
[ADDED] Fluid Tanks to the Ender Garbage Bin / Dump in order to be able to void Fluids.
[ADDED] Sulfuric Acid related processing for a lot of Ores.
[ADDED] A lot more Tags for Materials, especially Elements. This is more of a background thing though.
[ADDED] Zirconium and Hafnium as Byproducts for Titanium and Tin related Ores, so that they are available, even if I don't plan to use them right now.
[ADDED] Alternate Mining Laser Recipe.
[ADDED] Pomeraisins

[FIXED] Burning Boxes
[ADDED] Aqua Regia and related Ore Processing for Gold, Platinum and Tin.

[COMPAT] Fermenter Recipes for IC2 Biochaff to IC2 Biomass and Distillery Recipes for IC2 Biomass to Ethanol. And added Fuel values for MFR, EIO and IE Fuels aswell. In general I fixed a lot of Fuel Values to reflect the max you can get from them in RF based Generators. (good that GT Stuff consumes so much Energy to justify this increase)
[FIXED] Absurdely low spawn Rate of the large Tetrahedrite and Cassiterite Ore Veins.
[FIXED] Extinguishers not putting out Burning Boxes.
[ADDED] Redstone Machine Switch Circuit Cover, to be able to turn Machines ON/OFF using Redstone (on the Side the Circuit is attached to)
[ADDED] Auto Redstone Machine Switch Circuit Cover, to be able to turn Machines ON/OFF using Redstone (on the Side the Circuit is attached to), but this variant lets the Machine finish its current Batch first before turning it off!
[ADDED] A new advanced Redstone Button with multiple Modes, including a Lever alike Switch Mode and a simple "indicator Lamp" Mode. Also they can be painted and they glow in the Dark when active. They can be inverted aswell. Essentially the ultimate Button. XD
[ADDED] Liquid Burning Box, note that it doesn't accept Gasses even if they are in the Burnable Fuels List!

[NINJA-FIXED] Issues with Recipe optimization due to no longer copying ItemStacks, despite at least one call to copy() being needed.
[ADDED] A pleasant surprise for every Supporter of GregTech, if it works on the first try, even though I did test it more than usual. ^^
[ADDED] Laser Engraver. With all its current Recipes ofc.
[ADDED] Electric Laser as Power Source for Laser related Stuffs.
[ADDED] Laser Fiber Wire for transmitting Laser Energy. Since Lasers are Light, Losses or Limits aren't realistic, so its essentially lossless.
[ADDED] Fermenter. Now some Potions are easier to do and some Drinks are available again.

[FIXED] Empty OreDict Prefix Filters causing Nullpointer Exceptions.
[FIXED] Dust Funnel being able to accept from Bottom. This isn't supposed to be like that.
[CHANGED] Magnetic Separator Recipes to be more dynamic.
[CHANGED] Mass Storage is now hiding unnecessary Zeros on its display.
[ADDED] Book with info about Steam related Machines.
[ADDED] Small Tungsten Ore to Overworld and End Worldgen.

[FIXED] Duranium and Tritanium support.
[ADDED] The new Printer Manual. Can be created by inserting an empty vanilla Book and a unit of chemical black dye into a Printer.
[ADDED] Leather Armor dyeing to the Bath.
[ADDED] Dolamide Ore to the Worldgen. Its byproducts make it possible to get Duranium and Tritanium.
[ADDED] OreDictPrefix Filter (of the Extender kind, just like the Slot based one). It will also relay any Fluids you pass through it (without filtering), just for convenience.
[ADDED] Sluice. It cleans crushed Ores. It is definitely not an "Ore Washer", the "Ore Washer" will totally never be added again.
[ADDED] Magnetic Separator. It takes purified Ores and extracts some of the Magnetic Dusts from them, or pulls the non-magnetic dusts from thenormal ones.
[ADDED] Dryer. It dries Stuff. It can be used in Ore Processing. Side Products usually include distilled Water from Water Vapour.
[ADDED] Sluice Sand, a product of drying the Mud from the Sluice. It can be further processed like a minor form of Rare Earth and also gives a pile of Stone Dust.

[CHANGED] Some Default Unification Targets for preferring certain Project Red and Ender-IO Stuff.
[CHANGED] Replaced Ghast Guide with Witch Guide, also added the Ghast Info to the Blaze Guide and renamed that Guide to fit for this new additional Info.
[UPDATED] Thermal Expansion related Resources, Mixer Recipes and Unification Targets.
[ADDED] Text to the Spider Guide. Also added more Text to some of the Guides.

[COMPAT] With the LostBooks Mod by FatherToast regarding placement of Dusty Books in GT Shelves and also with additional Dungeon Loot in GT Shelves (will have a 25% chance to spawn a dusty Book instead of a vanilla empty book). http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288323
[COMPAT] Warpbooks Mod (for Shelves and stuff)
[FIXED] A few small Recipe Issues with the Scanner and the Printer.
[ADDED] A few Mob Hunting Manuals. Sometimes I'm forced by the outside World to "do almost nothing", during these Times I decided I will just write some GT Books, so that I don't "do absolutely nothing useful", like playing Spider Solitaire.
[ADDED] GT Rails, not as complex as Railcrafts ones. They are essentially either improved or cheaper variants of the common vanilla Rails.
[ADDED] Possibility to copy Blueprints to the Scanner/USB/Printer.
Vanilla alike Hoppers made of different Materials.
I decided that they move Items when they get updated (so almost instant) or once every 64 ticks.
They are less laggy and have slightly different Item movement Speeds and Inventory Sizes.
Can also interact with Minecarts if they are pointing into a Rail or are below a Rail. (also works with modded Rails)
Also they can emit Stacks of specified Stacksizes if you screwdrive them. So they only emit Stacks of 4 Items at once for example.
If you use that Mode then the Stacks inside will be limited to a certain size, which is the largest possible Stacksize divisible by the Mode. So if you set it to 9, then it will be 63 for each Slot for example. This is useful for overflow control.
Only Hoppers with at least one empty Slot can suckup Item Entities above them.
While Hoppers can be Rotated to face upwards, they won't emit into the direction and instead just stop emitting at all.
A simple opaque Block or an Inventory above the Hopper are enough to not make it search for Items laying ontop of it.
Functionality can generally also be disabled by just applying Redstone.

[FIXED] Dollies being able to grab GT Blocks, what leads to a Crash when they try to place them again. Yes, you can't grab GT TileEntities with Dollies anymore.
[ADDED] If you set a Mossy GT Stone Block on Fire it will burn away the Moss. Also Mossy Bricks and Cobbles are very flammable now.
[ADDED] Ender Garbage Bins, which are basically Item Deleters which instead of deleting Items, dumps them into a Garbage Dimension.
[ADDED] Ender Garbage Dumps, which can access the Garbage Dimension to pull out the Garbage. Admin Only.
[ADDED] Mixer Recipes for some Alloys.
[ADDED] Pillars to floating GT6 Dungeons, no more Antigravity Dungeons.
[ADDED] Batteries back from LV to HV at least. Also added Redstone, Teslatite, Nikolite and Electrotine Batteries. (for earlygame purposes)
[ADDED] Battery Boxes back, so you can store your Energy now using GT instead of IC2. Amperage == Amount of Batteries. You need at least one Battery in order to have it conduct Energy. Available as 4 Slots and 16 Slots Version.
[ADDED] Energy Display Cover, works on Battery Boxes aswell. Yes getEnergyCapacity and getEnergyStored actually return the Values of all Batteries combined.

[FIXED] Some Issue in the Adv Crafting Table.
[FIXED] Exorbitant Plow Durability Loss.
[FIXED] Security Leak in Key Locked Safes. Not gonna mention Details though, but make sure you are not using Key Locked Safes until this Update.
[CHANGED] Piston Doors to use colored CFoam rather than Vanilla Metal/Gem Blocks.
[ADDED] Magnifying Glasses can be used to show whats inside a Shelf without "taking out the Item, opening the inventory and hovering over it to see its tooltip".
[ADDED] Different Icons for different Forestry Letter Sizes in the GT Bookshelf.
[ADDED] Redstoned Versions of the GT Bricks. (and used them to power the Redstone Lamps in the GT6 Dungeons)
[ADDED] Spawn Height and Room Density Config for GT6 Dungeons.
[ADDED] Barracks to the GT6 Dungeons.
[ADDED] Chests to "T" shaped Corridor Segments. Also improved Corridor placement by optimizing useless Corridors away.
[ADDED] Surface Entrance, meaning it is visible on Surface now, meaning I can half the chance so it is 5% instead of 10% to be within the currently loaded chunks.
[ADDED] End Portal Room. This can be turned off in the Config though.

[IMPROVED] Rendering of GT Blocks by adding a Parameter that tells which sides are obstructued to IRenderedBlock and IRenderedBlockObject.
[FIXED] Colored Books being hidden in NEI
[FIXED] Light Opacity of GT Stone Blocks
[CHANGED] The tiny secret Dungeon to be a larger Stronghold alike Dungeon. Its not limited like vanilla, but still rare per default. Also it kinda looks like my own Base Design, lol.
[ADDED] Corridors, Piston Doors, Crate Storages and Libraries so far.
[ADDED] Safes can generate Loot too now, they have the special quirk of having always all 15 Slots filled, when you open them.
[ADDED] Bookshelves can generate Loot in GT6 Dungeons now. Note, that they generate it if a player gets closer than 32 meters (square radius) to it, since the Books are usually a visible thing, unlike Chest and Safe content. Also ONLY loot that can be placed inside a shelf will be generated, if something couldn't be placed then it will get replaced by a vanilla Book.
[ADDED] Redstone Mechanics to the Shelves. Buttons, Levers and Redstone Torches can be used to add secret Book buttons/switches to the Shelves.

[FIXED] Accidential Dependancy on Forestry
[FIXED] Bookshelf Cover Interaction (Texture was kinda borken)
[ADDED] A few more vanilla Items that can be scanned in order to get Block Textures for canvases. Flint&Steel for example gives you a Fire Texture, Lava Buckets give a Lava Texture etc.
[ADDED] More Crossmod Wood Variations to the Book Shelves. Like, a lot more.

[FIXED] Coins not being smeltable.
[ADDED] Some more Books and alike to the things you can add to the Shelves.
[ADDED] Crafting Recipes for the 8 colored Books and their larger variants.
[ADDED] A bit of Dye related Compatibility. Also changed some Flower Squeezer Recipes.
[ADDED] Canvas, it can be used as Cover and works together with the Obscurator in order to be able to copy Textures.
[ADDED] USB Sticks. Yep, just tiny Data Storage Devices. It's needed for storing and transporting Data.
[ADDED] Scanner (of the office kind, not the molecular one!). It can scan the Textures of Blocks and other things aswell as Books and Maps to a USB Stick.
[ADDED] Printer. It can directly print Canvases, Books and Maps that you scanned to a USB Stick before. Uses only Chemical Dyes!
Book Shelves made of Vanilla/Forestry Wood or Metal.
They are paintable as always.
You can store up to 28 Books (or anything that mentions it in its tooltip!) inside them (7x2 Front, 7x2 Back).
Every normal vanilla Book rises the Enchantment Power Bonus by 1/14th, every enchanted Books rises it by 1/7th, and yes an enchanted book and 12 normal books add up to 1 point. (1 point = 1 vanilla Bookshelf)
If you find a Book/Paper/Manual/Schematic/Scroll/StoneTablet/Disk/Floppy/Painting/Guide/Map/Blueprint/Catalogue/Letter/Note/Clipboard/Wallpaper/Record/Poster etc. of another Mod to be incompatible then tell me about that.
Loose pieces of Paper, Maps and Blueprints will be placed in an "imaginary" Folder for more visual appeal.
You can disable Slots by placing Cobblestone inside them, in case you use Automation on a Bookshelf and don't want inteference (or just need to block the backside of a Shelf).
Also there are no Items "unintentionally" insertable to the Shelf, so stop asking if it's a Bug that you can put certain things in it!
And before you people consider dumping Bibliocraft in favour of this, don't forget that Bibliocraft has far more than just Bookshelves! It also has Clipboards, Signs, Huge Books, Stockroom Catalogues and a lot of other Decoration!
--- Stuff from two Versions later ---
[ADDED] Bookshelves can generate Loot in GT6 Dungeons now. Note, that they generate it if a player gets closer than 32 meters (square radius) to it, since the Books are usually a visible thing, unlike Chest and Safe content. Also ONLY loot that can be placed inside a shelf will be generated, if something couldn't be placed then it will get replaced by a vanilla Book.
[ADDED] Redstone Mechanics to the Shelves. Buttons, Levers and Redstone Torches can be used to add secret Book buttons/switches to the Shelves.
--- Stuff from five Versions later ---
[COMPAT] With the LostBooks Mod by FatherToast regarding placement of Dusty Books in GT Shelves and also with additional Dungeon Loot in GT Shelves (will have a 25% chance to spawn a dusty Book instead of a vanilla empty book). http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288323

//=== Version Number Jump due to URL and Download Host change (technically OvermindDL1 was already responsible for it before, so its not really a change of Host) ===//

[FIXED] Cover Items being placed on the Mass Storage rather than in the Mass Storage.
[COMPAT] for some Mo'Creatures things.
[COMPAT] for Silver with Werewolves of Howling Moon, Mo'Creatures and anything that my matching process defines to be a Werewolf.
[ADDED] Support for multiple Default Enchants on a Material.
[ADDED] Bathing Pot, its like the Mixing Bowl, but for the Bath Recipes. just like the Mixing Bowl, you cant use this for Gases or very hot Fluids.
[ADDED] Injector, a Machine that injects Stuff. It can inject Carbon Dioxide into Water to make generic Soda. It can also fill Harvestcrafts Donuts with Jelly (but not just Grape Jelly like the original Recipe).
[ADDED] Mint and Tea Crops to IC2.
[ADDED] A new even larger Gem Size called "Legendary Gem", has a 0.01% chance of being outputted by sifting or dropped by a small Ore (Fortune and Silk Touch can increase those chances).
[ADDED] Electric BC Assembly Lasers. Yes its just BC Compat, nothing else. They have to be placed directly ontop of the Assembly Table and are Tiered, so you can't spam them.
[ADDED] Mode to Item Pipes that prevents insertion of Items into or from adjacent Inventories, use the Monkey Wrench to set said Modes. These Modes should prevent things like the BC Assembly Table, from emitting into the Pipes they are supposed to be receiving Items from.
Mass Storages can only face horizontally now.
But it can now be Monkey Wrenched for Hopper alike Behavior on the Bottom Side.
Also added Item Displays to them, so you can see what Item is inside.
The Numbers won't sync, if you put a Cover on them, meaning they would lag less (if you aren't interessted in the Numbers).
You can fill a Mass Storage to 100% by giving it an NEI 111 Stack of its Item.
When destroyed by an Explosion, all Items contained are lost, so better craft a more blastproof variant if you store valuables in it. (to prevent massive Item Entity Lag)
When broken the normal way it will drop a max of 512 Stacks (of the respective items max stacksize!), meaning everything above that will be lost! (to prevent massive Item Entity Lag)

Renamed the Configs that turn Machine Explosions off. All default to true!
Note, that I will give you some time to prepare by making noise at the "exploding" places (instead of blowing them up) and also give you time to turn the Config off if you like to.
Solar Panels are immune to Weather per default (but not the Transformers!)
Other Electric or Heat based Machines need to be protected from Rain. You can use Covers for that aswell. Why Heat based ones too? Because they would vaporize the Water around them!
Another Note is that Water Blocks are now a Threat to electric and heat based Devices aswell, so cover them up and don't dump water in your workshop!
[FIXED] Construction Pickaxe Crash
[CHANGED] Sensors now use Tin Alloy Double Plates instead of Steel Double Plates.
[CHANGED] Some Mortar Recipes to be more useful. With Low Tier Stuff you can now mortar 4 Items at once to save on durability.
[CHANGED] Clay Balls to now be worth 1 Unit of Clay rather than half a Unit. This makes Clay Blocks worth 4 Dusts as opposed to IndustrialCrafts two Dusts, so it is kindof a buff, at least for Foam related things.
[ADDED] Clay Dust to Clay Ball Recipe in Bath (so basically just add a bit of water to make it shapeable)
[ADDED] Orange and Yellow Sapphire, also the different Sapphires just like the Ruby have impurities now depending on color.
[ADDED] Additional way to get Aluminium from Bauxite. Requires pure Sodium or Potassium however.
Mass Storage
This Device is basically like a Barrel from various Barrel Mods but with way better UI, aside from lack of item display as of right now.
It can store exactly 1 Million Items inside, no matter how large their original maximum Stacksize is. This means you can go 1 million pickaxes or 1 million cobblestone, it doesn't care if it is unstackable.
The Storage itself has 6 Buttons which give you a varying amount of Items when clicking them (and you dont put Items back when clicking one of the Buttons with an Item in hand). No buggy leftclicking required, in fact leftclicking doesn't do anything, due to the Buttons I added.
If you click the Window in the middle of the Storage with an empty hand, then all Items that can go in the Storage will go there.
Adjacent Advanced Crafting Tables can pull Items from it and also dump empty Container Items into it if allowed.
Using the Screwdriver on it causes its Filter to reset automatically when it gets empty, so you dont have to soft hammer it everytime to set it to a different Item.
--- Stuff from one Version later ---
Mass Storages can only face horizontally now.
But it can now be Monkey Wrenched for Hopper alike Behavior on the Bottom Side.
Also added Item Displays to them, so you can see what Item is inside.
The Numbers won't sync, if you put a Cover on them, meaning they would lag less (if you aren't interessted in the Numbers).
You can fill a Mass Storage to 100% by giving it an NEI 111 Stack of its Item.
When destroyed by an Explosion, all Items contained are lost, so better craft a more blastproof variant if you store valuables in it. (to prevent massive Item Entity Lag)
When broken the normal way it will drop a max of 512 Stacks (of the respective items max stacksize!), meaning everything above that will be lost! (to prevent massive Item Entity Lag)

[FIXED] Crafting using the Advanced Crafting Table not triggering Vanilla Achievements and some Achievements added by Mods.
[FIXED] Vanilla Tool Repair in Advanced Crafting Table. I shouldn't optimize Math, I have to let Wolfram Alpha do it for me, otherwise I may fail.
[FIXED] Some Crucible Alloying Recipes.
[FIXED] Directional Tooltips of the regular Transformer

[FIXED] Exploit with Cauldrons being filled by pipes (and then emptied for 1000 Liters of Water using a Bucket), by increasing the amount to be filled from 250 to 334 Liters of Water.
[FIXED] Sliced Ham Recipes.
[CHANGED] Design of regular Metal Plates (and their multiplate variants). Decided to go RC Style, but I made my own Textures for them.
[CHANGED] Converters that convert from Electricity to any other Energy form, now have an Amperage Limiter, so they don't attempt to consume more than they can convert (what would lead to an explosion). This fixes a lot of explosive Electricity Issues.
[ADDED] Tooltips to the Advanced Crafting Table GUI.
Long Distance Electric Wires. (they took a lot more time to create than I expected, due to me having to check for Chunk Loading and Unloading Issues)
As long as the starting and ending Point are loaded it can transmit power, even/especially if parts of the Wire itself are in unloaded Chunks.
It has a lower loss than normal Wires due to the higher Voltage and better Insulation.
These Wires CANNOT branch off, they are just a from Start to Finish thing. For Branching you need to do some sort of Transformer House, so you can split Energy manually.
Also you cannot use different types of Wire in the same Line.
The Wire Blocks themselves are really just regular non-TileEntity Blocks, they don't even have "visual connections". Just draw a Line of those Wires from Long Distance Transformer A to Long Distance Transformer B.
Also make sure the sending and the receiving ends of this are chunkloaded (for obvious logical reasons, it will NOT cause lag if you don't load them).
All Cables have a loss of 1 EU every 8 Blocks, so 0.125EU per meter. With higher Voltages, these 0.125EU/m are almost unnoticeable.
It will always have a Loss as if the Wire was 512 meters long, whenever it is shorter than 512 meters. This is to discourage usage in short distance connections. So the Loss is at minimum 64EU per Packet.
Only use it if your Wire is more than 64m long, yes 64m, normal Wires have a loss of 1EU/m or even more, meaning it will be useful from 64m and onwards.
If you are doing a SERIOUSLY LONG Cable with this, then make sure that after losses, the Energy the receiving End gets, is more than its minimal Energy Output!
Max Distance is about 8km for EV (2048EU/t), 32km for IV, 131km for LuV, 524km for ZPM, and finally 2097km for UV. Most Servers don't even go past 10km, so I think this should be more than enough.
You can send ANY Amperage through these Cables, but you only have one Surface to connect to.
A yellow indicator Light tells you, that the Target of the Long Distance Transformer is unloaded right now.
Technically speaking, this Device is nothing more than a lossy Energy Teleporter, that requires a Cable made of Dummy Blocks to connect the Start Point and the End Point.

[FIXED] Server Issues due to that NEI Hook. That new Hook is completely useless, as its not usable the way it was intended, so it got removed.

[FIXED] Bacon Sandwiches and Ham Slices being uncraftable because of a Typo.
[FIXED] Wooden Milk Bucket vanishing Issues, when MFR isn't installed.
[FIXED] Railcraft Passive Anchor / Engraving Bench Recipe Overrides.
[CHANGED] A huge portion of Obsidian related Material Value balance. Obsidian is now worth 9 Dusts. This is because lots of Mods have different Values for it and 9 seems to be the largest. (originating from IC2 btw)
[COMPAT] Some Forbidden Magic stuff is now supported, in regards of Items and Recipes.
[ADDED] Bronze and Brass Dust Recipes for the Mixer. Note that it is more inefficient than using the Crucible. Also Brass, BismuthBronze and Bronze are all three Furnace-able now and have Recipes for Wooden Buckets being made of them.
[ADDED] Additional Recipes to compress Cobblestone/etc using the Press. Yes, not the Compressor, because that may cause Recipe Conflicts.
[ADDED] Tooltip to Tools showing how many times you can use that Tool as Container Item for crafting.
Advanced Crafting Table. For anyone who didn't play with GT4, it is basically a Project Table/Bench/etc.
It stores 16 Items to refill from, left of the Grid.
Has 5 Slots for auto-filling Fluid Container Items such as Buckets or Universal Cells, above the Grid.
Got additional 36 Slots in a second GUI that is accessed when you click the Drawers on the Front/Back.
No internal Fluid Tank, meaning Fluids don't get stuck in there anymore.
Also included is a Slot that lets Items be pulled out by a Hopper or any Automation thingy.
Two Buttons which "flush" the Crafting Grid. (either the same way as above via automation, or by filling the Storage Slots)
A small Slot right next to the Crafting output where you can "Park" your Item, for example for Recipes that require multiple steps.
Also with Redpower alike Blueprints that can store Crafting Recipes. Use Shiftclick on an empty Blueprint inside the Blueprint Slot to create one. You can also have "incomplete" Blueprints, meaning you could use a blueprint to put some Items at a certain position on the grid.
Using the Monkey Wrench you can disable Item Input into the 4x4 grid or the 9x4 grid respectively.
Using the Screwdriver you can toggle the "Diversity Filter", of the 4x4 or the 9x4, ON and OFF, if it is ON then it will prevent multiple Slots being filled with the same Item.

[IMPROVED] Energy Conversion Blocks and Transformers now only update their Active State once every 64 ticks, also there is a "flickering" or "blinking" State in order to save on graphical updates and data packets, meaning less lag in those regards.
[ADDED] A few Recipes for getting Helium/Argon.
[ADDED] If you sneak-rightclick to place a mechanical Safe it will instantly be owned by you, without extra need of rightclicking it to claim it.
[FIXED] Some wrong Sounds being played.
[FIXED] Red Alloy and Signalum Wires emitting Light.
[FIXED] C-Foam Spray not working.

[IMPORTANT] I didn't test the Mechanical Safe in multiplayer Situations. It should work, but I have no Idea if it prevents other Players from accessing/harvesting it, so feedback is appreciated (even if its duplicate posts).
[REMOVED] Lots of old Code. Also refactored some Stuff! This is the Reason why it is now at 6.02.
[FIXED] Pigs dropping neither Bacon nor Ham.
[FIXED] Cows not dropping Ribs.
[FIXED] Bacon Sandwiches not actually using Bacon.
[FIXED] NEI Bug where certain Recipes arent displayed for the Crucible, despite them being there.
[FIXED] Smelter being able to smelt Ore Stuffs, such as Bauxite into Metals.
[IMPROVED] Molds now accept Fluid Input. Note that whatever Pipe you use has to have enough Bandwidth to fill the Mold 100% in one go. Or you just place it adjacent to the Smelter.
[IMPROVED] that aforementioned render related thing a bit more, by reducing calls to getTileEntity, when checking adjacent GT Blocks for opacity.
[CHANGED] A lot of Machines to accept Inventory Input from the Tank Input Side too (just not automatically, only if you pipe/hopper it in). Did the same to SOME Fluid Input Sides too. Don't worry, your existing automated Setups won't break on this change.
[CHANGED] Bath to have its Auto-Fluid-Output at the Bottom. (this is the only case where I actually changed the purpose of a Side, what might break automation, wait, there is no Recipe outputting Fluids anyways for the Bath so I didn't break anything)
[CHANGED] using Silk Touch on Small Ores increases the percentage of "good" Gems being dropped. And if you somehow can combine Fortune and Silk Touch they would stack together on this effect btw.
[COMPAT] EBXL and BoP stuff is now supported, in regards of Items and Recipes.
[ADDED] Wooden Buckets. They can only carry Milk and Water, but that is enough for pretty much all purposes you could have earlygame. Note, they have the annoying downside of being unstackable, even when empty! They are meant for earlygame and not for cheap bastards. :P
[ADDED] Mortar Recipe for 8 Scraps + Mortar = 8 Tiny Dust. I think this is worth mentioning.
[ADDED] Mushroom Stew Fluid. Should also be compatible with the MFR Mushroom Soup Fluid. It can be created by mixing a vanilla Brown Mushroom with ANY other Mushroom (see ExtraBiomesXL, Biomes O' Plenty, Twilight Forest and Harvestcraft)
[ADDED] Antidote, a Pill that just cures Poison. It is made with vanilla Brown Mushrooms.
[ADDED] TNT Recipe using Flint Dust.
[ADDED] Blast Resistance Tooltips to all my Blocks. Btw regular vanilla TNT Blasts need a Blast Resistance of 16 or greater to be proof.
[ADDED] The Progress Sensor can now also measure the countdown value of the vanilla Mob Spawner. If it shows "0" it means that the Spawner is trying to spawn something but fails doing so. (Light Level and other Spawn Conditions)
[ADDED] Transformers for Electric Power.
[ADDED] Crystallisation Crucible, which creates Silicon Boules and similar.
[ADDED] Solar Panels (8EU/t Day, 1EU/t with free view to stars). And don't tell me 8EU/t is OP, you know that almost every Machine requires a Converter from EU to its actual power and that those all have a 50% loss! That means its effectively 4 Generic Units per tick unless you are able to power a machine directly with EU. Also the Recipe for the Panel is quite hardcore with crystalline Silicon Plates and stuff. Solar Panels are immune to Weather such as Rain and Thunder (explosion wise)
Safes with 15 "safe" Inventory Slots.
Mechanical Safe. This Safe can only be opened by its Owner. (Added in a later update: If you sneak-rightclick to place a mechanical Safe it will instantly be owned by you, without extra need of rightclicking it to claim it)
Keylocked Safe which is basically the same as the Mechanical one but also requires a Key Item to be opened and closed. The first used Key will be the one to open/close it. Note: It can only be harvested while open.
I might add a Digital one later, that has a Hexadecimal Number Pad for access by more than one Person.
NOTE: The Safes aren't 100% Blastproof! People can blow them up to get the Resources! (That is if they have a strong enough explosive, what depends on the Material of the Safe itself)
Stone generator Module.
This Item can be used to generate infinite Stone inside GT Machines by just putting it into the Input Slot.
This process ofcourse still needs Energy to function as you dont just get Stone Items from it, but instead a "Token" that functions as if a vanilla Stone is inside the Machine (works for most Machines).
Yep, combined with an Extruder you could make an "Igneous Extruder" with it. XD
Note, that this is not as OP as it sounds, and GT5 had a Cobble generator as Machine back then too. This is just the new way of doing it.
Item and Fluid Filters. (in the 3 variations Items, Fluids and Items&Fluids)
They are based on Extenders, so you cannot chain multiple of them together nor combine them with actual Extenders.
They have 54 Slots and default to not let anything go through when they are left empty.
In case of Fluid Containers, such as Buckets or Universal Fluid Cells, it will NOT take the Fluid inside them as Filter Value, you have to rightclick the Item in order to switch it to the contained Fluid.
Things can also go through the Filter in reverse direction (out of the block it is attached to), but in that case the Filter won't apply and will let anything pass.
When Machines pull things through a Filter they only grab things the Filter allows to pass. Note that the main side has to be the one facing the MACHINE and not the Chest.

[IMPROVED] something render related regarding rendering of obstructed Facings. (the improvement is that they now don't render anymore with GT Machines and Foamed Wires/Pipes)
[FIXED] Another Crash Bug when mining certain Blocks. Like Sugarcanes or Cauldrons.

[FIXED] Removed several useless Null checks in my OreDict Code.
[CHANGED] Bronze Color again. But not to the old value. Same for Sheldonite being closer to Platinum again.
[ADDED] Galvanized Steel. Needed for Tier 2 Electric Machines. Stainless is now Tier 3 (and the others got shifted too). Note, that your Machines will still stay the same Tier, just the Material they are made of "magically" changes.
[ADDED] Slightly cheaper wooden variants of GT Chests, that only use half as much Metal but are only half as resistant. Still Double Chest sized ofcourse.
[ADDED] Various Circuits and Recipes for them. This also applies to a lot of other Mods Circuits. BC Circuits can be crafted with the Press. But those Recipes require the Redstone Chipset, meaning you still need a BC Lazor for that detail.
[ADDED] The Press back. This time with 3 instead of 2 Input Slots.
[ADDED] The Chemical Bath back. Requires Time but no Energy to work, just like the Coagulator. Can dye certain Items, fry certain other Items, bath certain crushed ores for special resource output and is used with Soldering Alloy to make Circuits.
[ADDED] The Smelter back. Makes Solids into Liquids and heats up other Liquids. Note that I only added FLuids for the most important Materials. Also Note that the Crucible and the Molds don't use Fluids! (also you might not be able to turn those fluids back for now)

[NOTICE] ForgeMultiBlock dependency cycle on older Versions of it. It has been fixed on ForgeMultiBlock Side, so update FMB to fix eventual Dummy-Container Issues.
[NOTICE] I improved the logging of unknown Stuff in the OreDict. If you want to help update to this version and give me the OreDict.log File
[API] Moved a bunch of Ore Materials inside MT.java into a subclass due to the common 65536 limit problem in java code.
[CHANGED] Platinum, Mithril, Bronze and Nickel RGB Color not fitting to the TE, Forestry, RoC and more other Mods Variants. (it really bugged me after a while). Rhenium got the old Platinum Color with the Shiny Item Set btw. It's a byproduct of Molybdenite Ore I think.
[FIXED] TerraFirmaCraft Item Unification to Vanilla Items.
[FIXED] Basic Machine and Extender Rendering Crash.
[FIXED] Fluid Recipe Bugs by switching from a FluidID HashMap to a String HashMap.
[FIXED] Dyes being mixable with the Fluid Dye Items. Only the solid Dyes can be used to get the mixed Colors.
[REMOVED] a lot of shapeless Crafting Recipes to now make use of the Bowl mentioned below. Like the GT Gunpowder Recipe or the GT Recipes for Dough.
[ADDED] Two more Output Slots for the Shredder.
[ADDED] Tons of Compat work, like Material Support, Recycling Support, new Alloys. (The creation of most RotaryCraft Alloys is NOT supported in the Crucible, since the Crucible isn't a Blast Furnace)
[ADDED] Slot to NEI showing the Machines that can perform Recipes of that Class.
[ADDED] Measuring Cup to grab partial Fluids out of the Mixing Bowl without requiring the Universal Fluid Cells of IC2
[ADDED] Bottles for the Dye Fluids. Btw, its better to put Ink Sacs into the Squeezer and then bottle the Ink, than to directly craft with the Ink.
[ADDED] Electromagnet (Source of Magnetic Energy), it outputs into two Directions.
[ADDED] Polarizer (for making Permanent Magnets for Motors, for example)
a Mixing Bowl made of Clay and some Red Dye.
It can be used for Mixer Recipes that don't involve Gasses or very hot Fluids.
There is also a "Table" variant of it, if you want it to be 1/2 of a Block more elevated. (needs crafting and a vanilla brick slab)
You can rightclick Fluids into and out of it, if there is a mixing recipe using them.

[ADDED] Tiny versions of crushed Ores, which are going to be added by IC2 or some of its Addons later.
[ADDED] GT Pipes, that are at least 250 Liters large (later fixed to 334 Liters!!!), can now fill Cauldrons with Water. Pipes smaller than 250 Liters wont even connect.
[ADDED] Clear Glass Blocks with corresponding Glass Slabs, available in 16 colors.
[ADDED] Crucible now adds Bonus to Mob loot if used for killing vanilla-esque Mobs.
[ADDED] Emerald Green, a nice and healthy Algae based Meat substitute, that is made of 100% vegetarian Villagers.
[ADDED] Loom. Does Wool and Silk related things. Also pretty much anything remotely related to regular clothing, like Saddles and Horse Armor.
[ADDED] Generifier. It turns things into a more generic Form, for example it turns Wrought Iron (which should usually be interchangable) into regular Iron. It works without Energy and does 1 process per tick. Also works on certain Fluids.
[ADDED] Extruder. It is more expensive than the Crucible, Energy wise, and needs the Shapes to be made of Tungsten Carbide instead of Steel. (2 Tungsten Carbide = 1 Tungsten + 1 Carbon, the Shapes need 2 Tungsten Carbide instead of 4 Steel, so just one Tungsten and one Carbon per Shape)
[ADDED] My own Set of Tin Cans. Yes, Set, as in it shows the rough content of the Cans. Some of them are valid Cat/Dog Food.
[NOTE] The old Crop Item is now finally removed. (It had the Missing Texture Icons due to the planned removal)

[API] Made the API Core downloadable as separate Mod.
[FIXED] Warm Foods being way too hot. (Environmine)
[ADDED] A bunch of new somewhat pointless but logical Materials and Recipes.
[ADDED] Redstone Mode to Molds using Monkey Wrench.
[ADDED] Lumium Wires can be foamed and they will still emit light and the C-Foam will glow in the dark if it is on.
[ADDED] Recipes for C-Foam from UB Rocks, which are even precolored in some cases.
[ADDED] Lots of Compat Code.
[ADDED] If you use a GT C-Foam Can on an IC2 Scaffold you will get a scaffolded C-Foam Block, what is basically a cheap way to get RGB paintable and Cover compatible C-Foam Blocks. (Metal Scaffolds are working like in regular IC2)

[API] You can remove the GT Code (gregtech Folder) from the jar to have just the GT API loaded. I need to contact OvermindDL1 for updating the Download Page in a proper automatic fashion.
[API] Moved NEI Plugin to the API itself.
[API] Moved the Sensor Base Class to the API.
[FIXED] Default Unification Targets not getting set properly, causing them to be overridden by the PrefixItems and PrefixBlocks.
[FIXED] A Server Issue when doing certain things with GT Tools.
[FIXED] Not being able to use Fluids in Electrolyzer due to Recipes only existing for Dusts.
[ADDED] C-Foam. Better than IC2s Foam and also available in the 6 types of GT Slabs.
[ADDED] precolored C-Foam Spray also added the regular Spray Paint.
[ADDED] C-Foam removal and C-Foam hardening Spray.
[ADDED] C-Foam to GT Pipes and Wires. Also makes them as Blast Resistant as regular C-Foam Blocks.
[ADDED] Machines. Mixer, Roaster (for sulfur ores and some other purposes), Distillery (mainly for Potions and Drinks) and Canner to be precisely.
[ADDED] Fire Distinguisher. Just kidding. Ofcourse it is a Fire Extinguisher.
[ADDED] A shitload of compatibilty Recipes and Patches. A shitload is more than a fuck-ton, but it is less then a dontgiveafuck-ton
[ADDED] Pincers, to grab things out of molds faster without getting heat damage.
[ADDED] Tripwire cutting to Scissors and Wire Cutters by rightclick.
[ADDED] Due to "popular" demand you can distill your Vodka as often as you want. The end result will still be Vodka.

[IMPROVED] Some API Stuff to make Addons easier and added usage examples.
[IMPROVED] Internal Structure of the Mod. API should still be compatible after that.
[IMPROVED] Harvestcraft compatibility. Also removed the Milk Bucket to 4 "Wooden" Milk Bucket Recipe (where do those Wooden Buckets even come from?). Instead replaced it with Milk Bucket + up to 4 Bottles = up to 4 Milk Bottles (which are ofcourse usable in crafting the same way as the "Wooden" Buckets)
[ADDED] Native Compatibility with Enviromine Hydration and Temperature of Food/Drinks.
[ADDED] The Food Items and most Drinks back. Not all of them are craftable yet.
[ADDED] Holding Scissors doubles falling damage height. That means falling 2 meters already loses half a heart.

[FIXED] various tiny Bugs.
[FIXED] Serious Issue with some Alloying Recipes.
[FIXED] Issue where my Recipe Collision check Function removes a Recipe even though it should just check for a collision.
[FIXED] Adjusted some specific Recipe removal Parameters more precisely to have properly functioning Railcraft compat.
[FIXED] Tools taking damage when used in creative.
[CHANGED] Hammering Ores now only gives crushed Ores, so you need a sifter for Gems.
[ADDED] Recipe for Torches using crushed Coal Ore, because of above.
[ADDED] Scissors. They can shear Mobs and harvest wooly things. NOT SUITABLE FOR SHEARING BLOCKS!!! Do not run around while holding them!
[ADDED] Centrifuge Recipes for impure/purified Piles of Dust back. Also added Electrolyzer Versions of said Recipes with different Outputs.
[ADDED] Squeezer Recipes for the Plant drops back.
[ADDED] Whenever a TileEntity of GT is Erroring while ticking, it switches Texture and Display Name to indicate that something is wrong.
[ADDED] Tooltips for Items that can be used as Cover.
[ADDED] Blank Cover, simply a blank Cover used for Crafting purposes. But it is also decorative with multiple chisel Designs.
[ADDED] Workbench Cover, also available in different Designs.
Machine Status Display Cover.
The first Lamp (from the left) indicates, that the Machine could run actively, if it were turned on (that means Recipe can be processed AND output is empty enough).
The second Lamp indicates, that the Machine is running, be it with or without Recipe, so it is green in standby too.
The third Lamp indicates, that the Machine is running actively with processed Recipe and everything.
The fourth thing is an ON/OFF switch for the Machine. It doesn't only turn the Machine off, but also eventual Motors/Heaters/Engines/etc which are directly adjacent and pointing into the Machine. (this doesn't apply to lowtech things like the Burning Box)
It has multiple Designs which can be switched using a Chisel. Right now there are only a Bottom Bar and a Top Bar available.
You can still see and also click the Machine through the Cover.
Automatic Switch Cover.
Automatically turns ON the power to a Machine when it is needed and OFF when unneeded. (see the first indicator lamp in the display cover)
It works together with Machine Status Display Covers, even though it will take full control over the ON/OFF Status.
You can still see and also click the Machine through the Cover.
The Functional Covers do not have to be attached to the front of the Machine even though they kinda look like that.
You can attach them to any of the 6 Sides. See it like some kind of "Upgrade Slots" :P

[API] Restructured the API in a way that probably crashes a lot of compat things of other Mods, that is why the secondary version number finally got bumped. The gregapi.tileentitiy package got a bit too full, so I made subpackages and also renamed some TEs to sort things out properly. I did keep a deprecated Version of ITileEntityEnergy at its old place however, because that one is already too widely used.
[FIXED] Pipes and Wires not displaying Color upon being painted. (Paint does NOT influence connection behaviour due to the new wrenching/wirecutting based connection system)
[ADDED] Tooltips to things that can damage you when touching them. Lack of said Tooltip automatically indicates that the thing is safe to touch. And yes there are Fluid Pipes that ARE Safe to touch (as of this Version).
Basic Covers back. Currently only the Plates and Foils are available as Covers.
Covers now also render in Inventory (and also on the NEI Overlay) when attached to stuff.
They Render no longer as if they were floating in the Air, when attached to Wires or Pipes.
They don't block Pipes or Wires when being placed inbetween them, since you can set that via the newer connection system anyways.
Plates as Covers can change Design by chiseling them.
Electric Wires, similar to the good old GT5 Wires with a few Bug fixes and slightly different stats and Voltages that are also between Tiers.
They behave like every other connecting Block does, just with the difference of using Cutter instead of Wrench.
Also now accept IC² Stuff as Energy Input, because the new connection behaviour for GT6 things makes it more efficient than the old Transformer solution.
The Electric Meter Sensor does work on those Wires and it displays the total EU transmitted after substracting loss.
The displayed Number is the amount of EU the adjacent stuff receives, so if it displays 31 then the adjacent receiver will receive exactly 31 EU.

[FIXED] None of the GT Pipes being Gas Proof and therefore leaking constantly when filled with gasses such as Steam... (was a problem in my base code, that caused it to ignore additions of Booleans to an NBT)
[ADDED] Vanilla Flint&Steel -> GT Flint&Steel Shapeless Recipe.
[ADDED] Some more possible Materials for Pipes, like Ironwood, Thaumium, Void Metal, Adamantium, Enderium and Vibraniumsilver.
GT Style Freestanding Redstone Wiring.
Made of either Red Alloy (x16 Range), Signalum (x64 Range) or Lumium (x16 Range + glowing)
Only connect to things that the Wire Cutter has set facing to.
When connected to vanilla Redstone Wires or solid Blocks they will substract 1 from the EMITTED Redstone Signal Strength. They won't do that to Machines and other things however, so a Signal Strength of 15 can still be conveyed properly.

[FIXED] Some Code that was not done properly.
[FIXED] Forestry Support properly.
[ADDED] Improved Output Check and an On-Demand Mode to Basic Machines (use Screwdriver), that only produces when the Output is empty. Useful if you have things that only retrieve Stuff when needed.
[ADDED] Universal Extender, that conveys basically everything, including GT Sensor Data for example.
[ADDED] Machine Casings and adjusted many Recipes to use them. They are just Boxes and basically useless when placed, aside from Deco and Beacon purposes.
Item Pipes from GT5 back.
They are working the same way they did before, from a mechanic standpoint.
In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed)
They can connect to Air Blocks, other Item Pipes and Inventories.
Fluid Pipes. Slightly improved.
In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed)
They can connect to Air Blocks, other Fluid Pipes and Tanks.
Fluids are evenly divided as far as I can tell via testing. (May not work with very tiny amounts of Fluids)
Temperature of Fluid matters ofcourse, but now it is no longer arbitrary and matches the Crucibles.
But they will prioritize non-Pipes over Pipes when inserting Fluids!
Progress Sensors measure Fluid throughput.
Temperature Sensors measure Temperature.

[COMPAT] Another Forestry Compat Update for some of my Cutter Recipes, because someone over there thankfully fixed the aforementioned NBT Junk.
[API] Added Cryo EnergyTag used for cooling down things. Basically the opposite of the Heat EnergyTag. (I didn't make it negative Heat Units, because that could be confusing)
[FIXED] DIV/ZERO in the Crucible Code. Also made the Crucible a bit more precise, so that the Maths that created the zero, doesn't output zeros anymore.
[NERFED] Crafting of vanilla Rails, but only if Railcraft isn't installed.
[ADDED] Dedicated NEI GUI Background Texture for all GT Recipes.
[ADDED] Support for custom Models on PrefixBlocks without needing to create an own PrefixBlock Class.
[ADDED] Curved Plates. Made with Plates in the Roll Bender, or by Hammer Crafting. Also used in Metal Armor Recipes now, all hail the nerf.
[ADDED] Rail Items. Worth 1/4th of an Ingot each. They can be turned into Railcraft Rails too.
[ADDED] A bunch of Recipes.
5 different Rolling Machines. Yes FIVE. Maybe I will add a sixth one, we'll see.
Everyone of them has a different purpose. one makes Plates, one makes Foils, one bends Rings, one makes Wires and there is also one for Rails.
It needs Rotational Energy (RU) from the back side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.

[COMPAT] Updated Forestry Compat. Finally Forestry has actual Recipe Managers!
[COMPAT] Another Forestry Compat Update for some of my Cutter Recipes. Some Idiot (I'm not going to look up the person who commited that shit) decided to use NBT instead of MetaData to store Sub-IDs of wooden things. Seriously, there are 32766 different possible Sub-IDs in ItemStacks, no need for putting Wood IDs into an NBT, making every comparison Method highly inefficient.
[FIXED] All the sided Behaviours of rotated Basic Machines.
[FIXED] Fluid Handling of Basic Machines.
[FIXED] Vanilla Jukeboxes making dupes on stacked Music Discs, also made Music Discs stackable, because why not.
[ADDED] The Electrolyzer and Centrifuge Recipe generators. This doesn't mean that all Recipes are there, but there are a lot of them. Also changed some Recipes and ofcourse made all 6 Fluid Outputs possible if the Melting/Boiling/Plasma Point is right, and if there is a suitable Fluid.
[ADDED] The Redpower Inventory Tweak, that refills the Hotbar Slot when an Item/Block gets used up with the Items in the column above said Slot.
[ADDED] A way to turn off Auto-Inputs and Outputs of Basic Machines using the Monkey Wrench.
Block Extenders. (Fun Fact: I thought about those 10 Months ago already)
They can expand the surface Size of Machines (regardless of Mod), so that you can access them easier.
You can NOT chain multiple Extenders in a row, meaning you can only use up to 6 per Machine.
Every Extender has an Input Side (the one where the Arrows point at the center), and an Output Side (the one where the Arrows point away from the Center).
The Input Side has to be connected to the Machine, while the output Side is there to redirect anything, that comes out of the connected Machine, into that direction.
Anything connected to the 4 remaining Sides will get redirected to the Machine placed at the Input Side.
You can also use this, to put a Chest at the Input Side, so that there are more access Points for that Chest, basically like a "Multiblock"-Storage.
Also possible is putting Input and Output at the same direction, meaning you can connect a Machine to itself.
When placed it faces the Input away from the Player as opposed to facing towards the Player like every other Block. This is so it is easier to attach it without the need of wrenching it into place.
Different Extenders have different purposes. There is one for Tanks, one for Inventories and one for both, as of now.
Also, I will NOT add any way to access a GUI through those. Just build your Machines in a way that still lets you access the GUI, if you really need the GUI.
Compressor. (Like the IC² one but uhhm... more expensive?)
compresses stuff, duh.
It needs Kinetic Energy (KU) from the left side.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
It has two "front" faces, even though one of them is on the back, technically making it the back face.
Coagulator. (A place where fluids wait to turn into a dryer shape)
Will turn Latex Fluid into Rubber. Maybe I will find some other Recipe appliances too. And no, this is NOT a Fermenter.
It doesn't need Energy. Just Time.
This is a "Just One Tier" Machine. As in there is only the Stainless Steel Variant of this thing since Time is relatively constant.
Fluid Tank or Pipe Input ontop, and Inventory Output at the Bottom.
Squeezer. (while it may look like that, it is NOT a Compressor)
Only GT Recipe, that is available as I am writing this, is Resin -> Latex. Also I nerfed the Resin to Rubber ratio to 1:1, instead of 1:3.
But Forestry Recipes are available too, at least the ones which don't involve Containers.
It needs Kinetic Energy (KU) from the top side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
The Fluid Output is on the Bottom. So yes, you can just place it ontop of a Coagulator.
Centrifuge. (now with 6 Item Outputs and 6 Fluid Outputs)
It doesn't have all the Recipes yet, so DON'T COMPLAIN, I AM GOING TO ADD THEM LATER.
Forestry Centrifuge Recipes are all available to this Machine.
It needs Rotational Energy (RU) from the bottom side.
Input of both, Items or Fluid, is at the top side.
Fluids get outputted to the left, Items to the right.
It has two "front" faces, even though one of them is on the back, technically making it the back face.
Electrolyzer. (now with 6 Item Outputs and 6 Fluid Outputs)
It doesn't have all the Recipes yet, so DON'T COMPLAIN, I AM GOING TO ADD THEM LATER.
It needs Electric Energy from the bottom side. This thing is one of the very few electric Machines.
Input of both, Items or Fluid, is at the top side.
Fluids get outputted to the left, Items to the right.
It has two "front" faces, even though one of them is on the back, technically making it the back face.
Buzzsaw. (which is basically a Sawmill/Cutter, like in the good old GT5 Days)
Does Cutting Recipes. 1 Input, 1 regular Output, 1 Output for Dusts.
It needs Rotational Energy (RU) from the back side.
It also needs either Lubricant or Water from the bottom side in order to cut things.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.

[ADDED] Progress Sensors for GT Machines. GT Machines now also work with the hasWork thing from Buildcraft now.
[ADDED] =100% and <100% Modes to all Sensors. =0 and >0 are not necessary because there are already = and > Modes.
[FIXED] Critical Bug that made my OreDictManager ignore any non-GT-OreDict-Item. The optimised Interface handling didn't have a fallback to the regular System... (don't worry, this has nothing to do with the large optimization that halved my loading time.)

[ADDED] Progress Bars to Mod Loading. I know that there is a big ass warning that it may not work right above it (even though Forge itself uses it), but I have made wrappers that should prevent any damages, aka crashes.
[IMPROVED] The Recipe Replacing Portion of the Code, which has caused the 3rd Startup Lagspike in a way that it is now no longer lagging at all. Well, and you get to watch Loading Progress on the first two Lag Spikes. :P
[IMPROVED] The Thaumcraft Portion of the OreDict Code, in order to not spend ages on registering Aspects. This made my Loading Time go from 6 Minutes to 3 Minutes! Yes seriously, that was the source of most of the Lag on Startup!

[API] Changed a lot of the Recipe System. The Recipe Lists can be found in the RecipeMap Class. The old RecipeAdder is now deprecated. If you fill in any wrong Parameters, the GregTech.log File will contain small StackTraces of where you inserted those.
[API] Improved NEI Recipe Handler to now support up to 12 Fluid Inputs and 12 Fluid Outputs per default, instead of just one of each. Also increased the Max of Item Inputs and Outputs from 9 to 12. It will should work well as long as Item-IN + Fluid-IN <= 12 and Item-OUT + Fluid-OUT <= 12.
[API] Improved Basic Machines to now accept Liquids when the Recipe Handlers specify their existence.
[CHANGED] Recipe Handlers of GT now automatically generate Config Files instead of me having to do that stuff manually. It is inside the Folder called "Recipes". The Recipes themselves are represented by a List of all their Input Items and Fluids.
[CHANGED] Sifter Recipes can now have up to 12 Outputs instead of just 9.
[ADDED] Config to change Tool Durability, Quality, Speed and Handle Material of Materials. (Note that already placed or worldgenerated Blocks are NOT affected by the new Tool Quality/Harvest Levels)
[FIXED] YET ANOTHER Div/0 Error, that somehow never happened to me while testing the IC² Enet Stuff. Why is a Voltage of 0 even possible?!?
[FIXED] Basic Machines sometimes outputting infinite Items due to exceptions happening.

[FIXED] Fine Wires not being available for certain Materials, making the non-Steel Sifters uncraftable
[FIXED] Div/0 Error, that somehow never happened to me while testing the IC² Enet Stuff.

[API] Changed a Part of the Recipe System. Also added Hooks into the 3 NEI Recipe List Functions (Usage, Recipes, All Recipes), so that Recipes which are generated dynamically can now be handled properly (also has the side effect of being able to put dynamic recipes at the end of the large list).
[FIXED] Energy Types which only have one Value such as RF, MJ, HU or Vis not being accepted by some consumers, nor being emitted properly by converters, because their Packet Size has to be 1.
[FIXED] Recycling Maceration of certain Materials not yielding the right output Material. (yeah I found that while readding the Macerator btw.)
[CHANGED] Moved the Stacksize Configs into a separate File. It will default to the old Values in the Main Config
Code for the new Basic Machines. It will be a lot different than the old Basic Machines!
Comsumption Type of Power depends on each individual Machine. A Lathe or a Macerator would need Rotation Energy (RU) from a Motor, a Furnace would need Heat Energy (HU) from a Heater or a Burning Box. Only very few things would accept Electricity (EU) directly, such as the Electrolyzer.
Under normal circumstances every Basic Machine is usually constructed like a "multi-block", since you almost always need to attach some Power Converter (Motors, Heaters, Lasers, Magnets, Engines etc.) to the whole thing.
The Machines run constantly even if they have nothing to do (unless you cut power ofcourse). So "Power Input = ON/OFF-Switch", meaning you need to stop the whole power supply in order to stop the Machine, what can be as simple as using a Splitter Cable or a Batbox with Redstone Mode (if it is electric ofcourse).
Power consumed doesn't depend on the EU/t of the Recipes anymore, the Machine itself calculates duration depending on Energy Input, so the more Energy you insert the faster it is (remember that the thing will explode with a too high Packet Size).
The EU/t of a Recipe are now only the minimum requirement to run the Recipe, if the Energy goes below the EU/t of it, or if the Energy goes below the minimum Input of the Machine itself, it will reset progress and start from 0 again (just like the good old times).
If you use a Soft Hammer on the Machine, it will delete the progress and ALSO delete the Input Items (of the currently processed Recipe), so that it clears out without having to break and replace the thing (because the previous ON/OFF Functionality of the Rubber Hammer is now moved to the Power supply).
Building a Machine can take MUCH more effort than it seems in the beginning, since you need to attach a LOT of things to a Machine for it to work the way you want it to work. Don't wanna waste Energy? Attach some kind of ON/OFF-Switch to the Power Supply. Wanna macerate faster? Attach a second Batbox to your LV Motor to overclock it.
The old Overclocking by using higher Tier Machine mechanism is still in place. If the Max Input of a Machine is 4 times higher or more than the Recipe, and the Min Input smaller than the Recipe, it will half the Process Time and quadruple the Minimum Energy Input.
The GUIs of the Machines will be simple, just Input/Output Slots and a Progress Bar. Since everything else is basically done via "hardware" and other external Blocks now there won't be the need for any Buttons or things like that.
I'm still kindof considering the addition of RF powered low efficiency versions of every Machine. But their Recipes will definitely be disabled per default if I really do that. Not that people instantly go into the final Tier with Big Reactors, and that on default settings.
Most Machines have some kind of Diamond(s) or Diamond Plate(s) in their Recipe, what makes it a little bit harder to create them.
Oven. (Just a renamed MC Furnace)
Does whatever Recipes a Spider Furnace does.
It needs Heat Energy (HU) from the bottom side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Ovens, they can just turn them around.
Shreddering Machine. (Just a renamed Macerator, that does not crush Ores)
Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways)
It needs Rotational Energy (RU) from the left and/or from the right side.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
Will sometime get different set of Outputs, because I plan to add a Pulverizer for making scraps into dusts, and then I will let it emit scraps instead, so you essentially need two Machines.
It is also responsible for Recipes like Stone/Cobble->StoneDust, Obsidian->ObsidianDust
Crushing Machine. (Just a renamed Macerator, that does crush Ores but no regular Stuff)
Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways)
It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now.
Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes (crushing Cobble to Gravel) than a slow (blue) MV Engine.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
It is also responsible for Recipes like Stone->Cobble->Gravel, StoneBricks->CrackedBricks->Cobble and Obsidian->CrushedObsidian (from Railcraft)
For Sand you will have to sift Gravel. Or just use the IC² Macerator.
Lathe. (which is basically a Lathe, like in the good old GT5 Days)
Does Lathe Recipes. 1 Input, 1 regular Output, 1 Output for Dusts. Makes Ingots to Rods, Bolts to Screws, Nuggets to Rounds, Gem Plates to Lenses and Wood to Sticks.
It needs Rotational Energy (RU) from the bottom side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Lathes, they can just turn them around.
Sifting Machine. (Automatic Sifting Table)
Does Sifter Recipes and with 9 Outputs.
It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now.
Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes than a slow (blue) MV Engine.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.

[FIXED] Iron Rod Magnetizing Crafting Recipe with 8 Redstone using wrong Rod.
[FIXED] A lot of random Issues, which have been mentioned recently.
[FIXED] Boilers not accepting Energy due to the minimum energy limit I have added to all Machines. (which was added because weak sources shouldn't power strong things directly)
[FIXED] PrefixBlocks and PrefixItems not updating when I replace the Materials. (see Garnet)
[FIXED] Machines keeping old Material Color, after I changed the Material they are made of, because of a missing check if they have been painted or not. (they just saved the color anyways, even when they were unpainted)
[CHANGED] A lot of Garnet related things. Also the two "3 in 1 Garnet" Gems are removed. They will be auto-replaced with Almandine and Andradite. If you changed the Worldgen Config, then you should check it for the 6 new entries for each Garnet Type, because the two old ones are removed.
[ADDED] OreDictItemData for "Limestone Stones" and others. Also added some more stuff as Byproduct for certain Stone Types.
[ADDED] Electric Igniter Block that can start the Burning Box and similar, when it is connected to electricity. Can also shut down regular Nether Portals.
[ADDED] Electric Motor for future GT things. It will run depending on how much EU you dump into it.
[ADDED] A Log File containing the full Material List to the Config Folder (so you can easily look it up when editing Configs).

[FIXED] Some Bugs and messy Code.
[FIXED] Even more Bugs I found in some Systems...
[API] IBlockToolable.onToolClick now has an additional String List Parameter to return chat to, instead of needing to directly chat to a Player Entity for that. This Parameter is null if nothing is listening to it.
[CHANGED] Coinage Mold now makes a breaking Sound when the regular Hammer Item lacks required durability or the automatic Hammer lacks energy.
Magnifying Glass.
Now used as a Crafting Tool for making the GT Books, because SCIENCE.
It makes a funny noise when being used as weapon or for mining.
Will get more uses later, once I decided what exactly I want to do with it.
Automatic Hammering Machine. Currently only useful ontop of the Coinage Mold.
Makes a "Hammer Rightclick" on the Block it is facing and is powered by KU (Steam Engines in this case).
Can also crush Blocks in World. This includes Ores ofcourse, wow that rhymed. Note, that the Tool Quality is still important on this one.
Note, that it requires the Engine to alternate between positive and negative Energy in order to work (GT Engines always do that).
There are not only Hammer Qualities, but also Hammer Power, which depends on the Engine used, and also on the current Speed of the Engine.
1 KU is worth 10 Hammering points, 2000 Hammering Points are needed for the Coinage Mold (every GT Steam Engine can power that) and 10000 Points being one regular use of the Hammer.
Electric Engines to convert EU into GT-KU. (the stuff the auto-hammer uses)
Speed and therefore also Power can be adjusted with a Screwdriver to a certain extend depending on the Engine.
If the Speed gets changed, the Engine will push and pull with a higher frequency, meaning that some devices get less power but more output when setting it to more speed. So you will need to tweak the hell out of this thing to make it work perfectly.
The Efficiency of the Electric Engine itself is fixed at 50% loss with 2 EU => 1 KU (1 EU => 1 RF, yup 75% loss for RF, because this is not a Flux Dynamo) and doesn't depend on other conditional Factors at all, unlike other Engines.
Like all electric Devices of GT, the Engine accepts up to 2 times the Voltage of its own Tier before exploding (explosions currently disabled, but that doesn't stop me from annoying you by spamming the electric explosion sound)
The Engine itself runs as long as it is connected to Electricity, just like the Electric Heater.

[IMPROVED] The way Number NBTs are set inside GT Tools. There is no reason to use Long whenever the Numbers happen to be too small for it anyways, and since getLong() also returns values of Byte, Short and Integer NBTs, I save a few Bytes on that for the low durability Tools and similar.
[IMPROVED] The way Material Data is saved in NBTs being now by ID instead of by Name (unless the ID is -1, or it is an old Tag, in which cases it will still use the Names).
[FIXED] Worldgenerator sometimes ending up generating wrong Ores, because of a "break;" being at the wrong location. This was only really visible when the Worldgen Config has been used with a lot of Custom Veins.
[NERFED] GT Metal Crops and similar Rare Drop Crops growth speed to be about ten times slower than before.
[CHANGED] The Mini Nether Portal now uses Obsidian Sticks rather than Obsidian Blocks to be crafted.
[CHANGED] Sensors to now store the displayed and the set Value in two different Variables in order to make Mode switching better.
[ADDED] Dust Funnel to autocraft Dusts into the desired Size in a primitive way. It works only on one Type of Dust at once, unless you are inserting precise amounts of Dust, like you had to do with the Packager in GT5.
[ADDED] A way to override OreDictItemData from inside the Item itself. This can also fake OreDict Entries to some of my Systems. (now you can recycle "disabled" PrefixItems, which are not registered to the OreDict, like those now unobtainable Toolheads, when I nerfed some Materials)
[ADDED] Nether Brick Tools.

[IMPROVED] The NBT Key Names inside the MetaTool Class to be much shorter in order to save on sync. Old Names are ofcourse still supported, since there is a bunch of pre-existing Tools out there.
[FIXED] Exorbitant Durability on Angmallen and Hepatizon.
[FIXED] A rather huge Error in the Base TileEntity.
[FIXED] Steam Engines not being able to face upwards when placed without using a Wrench afterwards.
[ADDED] Grindstone for sharpening Tools. Needs 1 Sandstone Block for 4 sharpening processes. Also ofcourse has NEI Support.
[ADDED] Chisel Rightclick now turns Smooth Rocks (the double smelted ones) into Chiseled ones.
[ADDED] File Rightclick now turns regular Rocks into the Smooth ones.
[ADDED] Slabs for the GT Rocks. Placeable in all 6 Directions and with all MetaData Types. Crafted with Block + Saw (horizontal). Piston Pushable.
[ADDED] Reinforced Brick Versions of GT Rocks (crafted with a Brick Block and a Steel Rod). They are just more Blast Resistant and harder to mine.
[ADDED] Recycling for damaged vanilly Tools and Armors. You won't get all the Material out of it ofcourse, and pre-repairing the stuff gives you a vanilla bonus on durability and therefore Materials, so you should still try to fully repair stuff before melting it down.

[FIXED] GT Tools not dealing additional Enchantment Effects against Mobs, such as Endermen and Slimes.
[FIXED] A lot of the terribly cheap crafting Tools being available, so that one could use them in an illogical way for crafting (Hammers, Saws, Files and similar). Ice and Glass Tools in particular, but also Stone and Stone alike Tools in some cases.
[FIXED] Melting Points of Alloys which have a larger or smaller amount of Components, than the end result. This affects Red Alloy, Blue Alloy and maybe very few others.
[CHANGED] Ironwood to require 2 Angmallen (50% Iron, 50% Gold) instead of 1 Gold and substracted 1 Iron. In the end it still has the same Ratios of Iron, Liveroot and Gold, just the Recipe uses Angmallen (I did a similar thing to Stainless Steel in the past by letting it use 3 Invar instead of 1 Nickel).
[ADDED] Some kind of Fake NEI Recipe Handling thingamabob for the Crucible. It should show most Recipes.
[ADDED] Dissolving Enchant against Slimes. Default Materials for that are Copper, Annealed Copper and Hepatizon. Salt and Rocksalt too in theory, but you can't make Weapons of those. This also works against some Twilight Forest Mobs.
[ADDED] Almost full Metallurgy Support for its Materials. So you can now specify its Ores in my World Generator and make GT Tools with those Metals.
[ADDED] Tool Heads and Stuff for Copper. Also removed Flint Chisel to keep balance.
[ADDED] Enderium, Signalum and Lumium Recipes to the Crucible. For Signalum you might want to throw in small amounts of Copper one at a time, after the Silver and the Redstone are already molten, otherwise you either get Sterling Silver or Red Alloy. I DID test that and it DOES work. Also I added that way to the Description of the Alloy itself.
Tooltips to Materials in order to identify their correspondend Mods (for example Red Alloy => Redpower, or Invar => Thermal Expansion).
For the Materials added by the API alraedy, this means that I added the Mod, which originally added that Material to the Game (for the Mods I remember the Names of).
For the ones who use my Material System, I would recommend adding the Mod ownership to your own Mod if you add a new Material, otherwise you will get labeled as "Not added by GregTech" instead.

[FIXED] A lot of the faulty References to my Recipe System, which happened due to a change I made to it.

[API] Changed a lot inside the Recipe System. Also allowed Chances > 100% on Output Items and somewhat proper processing of those.
[FIXED] The Stacksize Config not working properly at all.
[FIXED] "oreBasalticMineralSand" being parsed into "oreBasalt" with the Material "icMineralsand", what resulted into a Situation similar to the one I had with "oreNetherQuartz"
[ADDED] Whenever something vaporizes from the Crucible it will do a lot of Damage to the close environment, including but not limited to AOE Damage against Entities.
[ADDED] When the Sifting Table is used it will exhaust the Player. (that means hunger)
[CHANGED] Sand, Gravel and Red Sand Ores now have Sifter Recipes rather than Pulverisation Recipes, since they are basically pulver already.

[FIXED] The Smeltery and the Molds not using the actual vanilla Textures for Water, Ice, Lava and Obsidian, what looked rather disturbing.
[FIXED] Burning Box sometimes producing multiple Ashes when being blocked.
[ADDED] Sifting Table. Processes the good old sifting Recipes from GT5 (and some more) by hand. Also with NEI Support but without GUI. You will probably see the obvious NEI Button on it if you have NEI installed.

[FIXED] Hardness and Stacksizes Config not being applied Serverside.
[FIXED] Book NBT of creative Books being too large.

[CHANGED] The way Biome Temperature is calculated, after I noticed that the value could be negative, resulting in negative Kelvin in Taiga Biomes, what is not really logical. Warm Biomes now have 3 Kelvin less due to Water Freezing at a MC Temperature of 0.15 (what I see as 0°C), while Cold Biomes now use a whole "new" way of calculating Temperature.
[FIXED] Diamonds Achievement for the different TFC alike GT Gems.
[FIXED] Butchery Knife Color.
[ADDED] Recipes for Gem Plates and Gem Sticks.
[ADDED] Tooltips for Tool Quality, Speed and Durability to the raw Materials (Dusts, Ingots and alike).

[FIXED] Well it is not my Bug, and I did not fix it, but here is what happens: Player Entities can collect DEAD ItemStacks from the ground. Seriously, those Stacks are DEAD and REMOVED from the World and still Players CAN COLLECT DAT SHIT!!! So I was forced to nullify the Stacksize inside the Stack when the Crucible or any other GT thing collects it. That way the Player still collects the Stack but he will receive NOTHING (like it should be in the first place).
[FIXED] Burning Box accepting Lava Buckets. Ofcourse Lava should not work in a BURNING Box.
[FIXED] Density of Water being lower than the Density of Air due to the result of H + H + O. No wonder the Crucible could not accept Ice.
[CHANGED] File Heads to be 1 1/2 Units rather than 2 Units. This only makes the File Head Mold more effective.
[CHANGED] Remember when I said, that Books don't magically change Text when the underlying Data Changes, because they are Books for fucks sake? Well I take that back. I noticed that those Books contain so much NBT, that my Speakers make the "Heavy LTE Data Transfer Nearby"-Noise whenever I see a written Book in any Inventory, so I decided to only save Title and Author of the Books from now on, to just look up the Title in the Clientside Book Mappings whenever someone opens the Book GUI (but only if the Book does not contain Pages, if it does, and that is the case for all the old Books, then it will display the old value).
[ADDED] Synchronisation of Maximum Stacksizes to the Client.
Rightclicking the Crucible with Water or Lava Buckets to fill them.
And yes this can be used to inefficiently cool down or heat up stuff.
In case of Lava you should probably make sure to get rid of the Obsidian before molding Stuff, otherwise you will get Obsidian Tools.
Note, that Lava is only 1050K hot, so you cannot heat up things with it that much.

[ADDED] Tooltip to Materials which contains the Information on what "Enchantment" it gives when being crafted into a GT Tool.
[FIXED] Stainless Steel Recipe by using Invar instead of Nickel now, so that Nichrome cannot form. The Material Ratios for making it are still the same ofcourse.
[FIXED] Liveroots Boiling Point being below the Wrought Iron Melting Point making Ironwood almost impossible to obtain.
[FIXED] Burning Boxes not creating Ashes, when being blocked while being shut down.
[CHANGED] The Saw is now faster on Planks and similar wooden things, but slower on Logs.
[CHANGED] The Cooldown Timer of Crucibles to 100 Ticks after the last HeatEnergy->Temperature Conversion happened rather than 10 Ticks. Once it starts cooling down however, it will still be 1 Kelvin every 10 Ticks. (and yes it is linear because people otherwise would have even more problems with the Maths behind this)
The way GregTech applies advanced Stone Hardness.
It is highly advised to set the Hardness Multiplier of Underground Biomes to the >>>Original Value<<< if you use this new Multiplier, otherwise GT Pickaxes will break way too fast (since durability loss goes via Hardness and not via Speed).
The higher the Multiplier the longer the Stone takes to break.
The new way does not change the Hardness, but instead directly the Speed you mine it with any Tool (even non-GT ones).
Also added this Multiplier for Ore Blocks.
This Config does, or at least should, synchronise to the Client whenever you join a Server with it.

[ADDED] Creative Tabs for MultiTileEntities. This also breaks some Parts of the MultiTileEntity API in case someone uses that already.
[FIXED] Confusing Nickel (Ni) with Niobium (Nb) in two of the Alloys.
[FIXED] Some Mortar Recipes not being added for some reason.
[FIXED] Co-60 not being radioactive enough. Also prepare yourself with a Hazmat or something before washing pure Copper Ore, because that Stuff has Co-60 as byproduct.

[FIXED] Missing Client Data Updates when using OpenBlocks RGB painting Method.
[FIXED] Some Alloying Recipes being X^X times more expensive than they should.

[FIXED] freshly placed GT TileEntities having twice the Tickrate until they are unloaded and reloaded at least once. I only found that thanks to the TPS Sensor displaying ~40 TPS after being placed and ~20 TPS when they were loaded from the World.
[FIXED] Crucible doing the smelting Conversions multiple times in a row as soon as the melting point is reached causing things like Rubber or Plastic to evaporate, rather than having a slight loss.
[CHANGED] The Axe can now mine Leaves and similar but at an eighth of the Speed.
[ADDED] The File can now harvest vanilla Iron Bars.
[ADDED] more variety to Dungeon Loot Items. I made most Ingots into Dusts, Plates, Sticks, Gears and similar Stuff. That is what I mean with variety.
[ADDED] Support for OpenBlocks RGB painting (untested)
[ADDED] TPS Sensors for measuring the Server Ticks per Second directly. This Sensor, unlike the others which do every tick, only scans tps every 20 ticks in order to give a more precise result.
[ADDED] Player Counter Sensors to count the amount of Players on the entire Server.

[IC2] Recommended Minimum IC² Version is now 720, due to fixing the huge Lag GT caused by using the older IC² Recipe System.
[ADDED] back the Recipes for 5 missing Tools.
[ADDED] back the Recycling Processing for Macerating/RockCrushing/Pulverizing.
[ADDED] back the IC² Ore Washing and T-Centrifuging Recipes.
[ADDED] Averaging Modes to all Sensors. Just click the Buttons with a Screwdriver directly to change the Range of averaging.
[ADDED] Construction Pickaxe. This Pickaxe is 2 times faster on anything that is neither an Ore nor a natural Rock and 50% slower on Ores and Rocks. (Rocks are anything an Ore can generate inside, and the vanilla obsidian Block)
[ADDED] Coinage Mold. Insert a Tiny Metal Plate, hammer it with a hard Hammer and then extract your Coin. Currently only default Coins are available through that.
[FIXED] Recipe Scanner not working properly when someone added a null-Stack to a vanilla Shaped non-OreDict Recipe, What Twilight Forest does in some of its Recipes...
[CHANGED] Coin NBT to be better. Place and break Coins to fix their NBT (if it is actually broken, if not then don't worry about that).
[CHANGED] Coins without any Shape assigned to them will have the old GT Coin Texture and no fancy 3D Rendering.
[CHANGED] Coins do not simply despawn when thrown on the ground, instead they place themselves (and if they fail doing that they will still not despawn).
Timber Functionality of the Axe.
Is now default, since it is finally fair.
Now takes the height of the Tree into account when determining the breaking Speed of the Log.
Each subsequent Log adds up a little bit more to the slowness and lost durability (1.00, 2.10, 3.30, 4.60, 6.00, 7.50, 9.10, 10.80, 12.60, ...).
In case you missed it from previous Changelogs you can hold sneak to prevent Timbering when using an Axe.

[API] A Special NBT for recycling Stuff. If that NBT is attached to an Item it will recycle into whatever the NBT specifies. This will also be shown inside the F3+H Tooltip of the Item ofcourse.
[FIXED] Universal Spade having a Wooden handle even though not being crafted with one. This had only visual consequences.
[FIXED] Ambient occlusion being used on the Mold. I finally fixed that shit.
[FIXED] Timber Functionality of the Axe being too generous when the Axe almost breaks.
[CHANGED] The Configuration which sets the maximum Stacksizes to be more precise. This kills all the old Stacksize Configs, so you have to set those back if you used them. The Stacksize of "block" defines the general Stacksizes of random vanilla Stuff.
[ADDED] Electrometer for measuring electric current. (current != storage, just to clarify that)
[ADDED] Tiny Plates, which are like Plates but in Nugget Size. Will be needed for making Coins.
[ADDED] Double Axe, with +50% Durability, +100% Base Attack Damage and -50% Attack Speed.
Coins. Currently only available as Dungeon Loot or via Creative.
Also even though being theoretically customizable, it would be very hard to NBT Edit each Pixel individually, so you will need to stick with the Gear Shape for now.
Coins can be placed in World as stacks of up to 256 Coins per Cubic Meter (4x4x16).
They can also be picked up by just rightclicking with an empty Hand.
Coin Stacks in World render a lot of Polygons. I removed all the overfluent Polygons, which nobody could see anyways, in order to not let them lag that much.
Added also a Clientside Config (for the GT Config which is outside the Config Folder!) to turn off the 3D of the Coins for inworld Rendering.
The Coins generated in Dungeons are made of Copper, Silver, Gold or Platinum. The Platinum ones being the rarest for some reason I am not going to tell now.

[API] Improved the Alloy Recipes inside the Material Classes by making multiple combos of Materials able to shape the same Alloy.
[API] Improved the delegation of TileEntities (currently only used in the Mini Nether Portal), so that the Delegator contains World and Coords too, in case there is no TileEntity at the Destination.
[FIXED] RC Electric Feeder unit being uncraftable, because I did not add back my Wires yet.
[FIXED] IC² Cable Wirecutting Recipes.
[FIXED] Iron Achievement by adding it to the Item extraction process of the Mold.
[FIXED] A lot of old Railcraft references still being broken. I made IC² Basalt compatible with GT too while I was at it.
[FIXED] The mirrored Texture Issue of vanilla MC for all GT Blocks. I have set both fliptexture and that one obfuscated value, which happens to be only in those two affected Block Side Functions, to true, whenever it is not a full Block, in order to fix it.
[REMOVED] The Rightclick to get Temperature Function from the Crucibles and the Molds. Build a Thermometer Sensor and place it on the Crucible, or just look if the Stuff you inserted begins to melt, if you cant affort a Steel Plate, 4 Fine Red Alloy Wires, 3 Glass and a Pile of Redstone.
[CHANGED] Thanks to the complaints of axlegear, in order to use Diamonds for making Steel you will need to heat them to 4200 Kelvin before using their Carbon. So in the beginning you now have to use Graphite in order to make Steel.
[CHANGED] Thanks to even more complaints of axlegear Iron Ore processing is now much harder and requires Carbon (from Graphite) or Dark Ashes (product of burning Coal or Lignite Coal, but not Charcoal) and in some cases Calcite. Vanilla alike Iron Ore and Pyrite Ore do not require this. Dark Ashes can be used, because it has a high Carbon Content, aswell as it is not being as flammable as Coal itself.
[CHANGED] Worldgen so some of the small Ores are not pure anymore (Iron, Nickel). Other small pure Ores are now rarer and about 50% replaced by impure variants of them. This should give more variation to Ore Processing, when not finding any large Veins. And yes, it is partially axlegears fault too. Blame him. :P
[CHANGED] Molds now cool down five times faster.
[ADDED] Scrap as remains from 100% broken Tools.
[ADDED] Marble and Basalt. Finally. Because Marble was needed as a more abundant Source of Calcite than large Lapis Veins, and Basalt was uhhm, well, it was already textured since GT5 so I added it too.
[ADDED] Knives, Butchery Knives and Universal Spades back.
[ADDED] Basalt and Iridium Crucibles to progress farther than Vanadium.
[ADDED] Electric Heaters. They are compatible with IC² Electricity.
They are always active, so they either need a Splitter Cable or one of the Storage Block Redstone Modes to be shut down.
The Recipes of them are slightly temporary, but they should be about as resource expensive as the actual way.
This in combination with the Thermometer Sensors makes Fully Automatic Smelteries possible.
Sensor Block. It can display the scanned Value aswell as emit Redstone based on that Value.
Currently done Sensors are:
Thermometer for Temperature
Gibbl-O-Meter for measuring compression (useful for the Steam Boiler)
Luminometer for measuring Light
Chronometer for measuring Time of Day (Serverside. This also means you can detect Lag with it.)
Item-O-Meter for counting Items in an Inventory
Stack-O-Meter for counting Stacks in an Inventory (anything with a stacksize > 0 is considered a Stack)
Fluid-O-Meter for measuring Fluids in Liters (Or as some would call, Millibuckets)
Bucket-O-Meter for measuring Fluids in Cubic Meters (aka Buckets or 1000 Liters)
Weight-O-Meters for measuring Inventory Weight of all Items which have a Weight assigned to them. (in either Gramm, Kilogramme, Tons or Kilotons)
The Display itself can be set to either Decimal or Hexadecimal by screwdrivering the displaying Part of the Sensor.
Modes are set using the Screwdriver on something that is not the Display.
It can check if a Value is greater, equal or lower than the displayed Number with Redstone.
It also has a Scale Mode where it emits Redstone on a Scale between 0 and the set Value.
The checked Values can be changed using the 6 Buttons to increment and decrement the Amount by 1, 10 or 100 (1, 16 or 256 in Hexadecimal Mode).
The Sensors do not emit Redstone into the Direction the scanned Block is at, in order to not disturb any potentially Redstone controlled things inside it.
The Thermometer Block also works on IC² Nuclear Reactors (including the up to 6 Chambers).
Note, that it displays between 0 and 2000 instead of 0 and 10000 on IC² Reactors, since it measures in Kelvin and not Reactor Heat Units.
A Meltdown at 2000 Kelvin seems most realistic, since it is mostly made of Steel.

[FIXED] A lot of tiny not that noteworthy things.
[FIXED] Screwdrivers not being craftable from Screwdriver Tips.
[FIXED] The Collection Bounding Box of the Smelting Crucible. This means you need to aim better to hit it, also Molds aren't scrapped as often, when they are harvested while being right next to a Crucible.
[FIXED] The missing Gem Rods (what caused missing Gem Tools) and the missing Crafting Recipe for the Bismuth Chest.
[FIXED] changed Black Bronze to require 2 Electrum instead of 1 Gold and 1 Silver, and Bismuth Bronze to require 4 Brass instead of 3 Copper and 1 Zinc.
[FIXED] Crucibles and Molds made of Metal being considered Machine Blocks rather than Metal Blocks resulting in a Wrench requirement instead of a Pickaxe one. Only newly placed or replaced Crucibles and Molds will be Pickaxable, older ones will stay Wrenchable.
[CHANGE] Moved some Textures to the API, so that they are globally usable in the future. (Barometer Overlays and the Character Overlays)

[FIXED] Some Alloys not being createable due to a Bug inside the Crucible causing it to require 1 unmolten Material.

[API] Added a Parameter to the PrefixBlock Constructor, deprecated the old Constructor and removed the even older depricated Constructor.
[API] Added a really needed Quality Parameter to the Tool Interface. This may break some Addons.
[FIXED] Worldgen Loops due to the large Veins. Granite could still cause it if it generated more abundantly. Edit: Seems to not even be the Issue, it must be somewhere else...
[FIXED] An Issue where every flammable GT Ore Block (Small Coal Ore in particular) causes adjacent Chunks to load two ticks after placement, when checking if there is a Fire adjacent to it. THIS was the darn Worldgen Loop. Edit: No it was not, or at least not only...
[FIXED] The Obstructedness Check of Synching Ores causing the infinite Worldgen Loop. This was hopefully all of the Problem...
[FIXED] Screwdriver being uncraftable.
[FIXED] forgetting that I made the scrap Item for a Reason, when I added the Solid Block as Crucible output...
[FIXED] Lighter not being able to light a Fire inside certain GT Blocks.
[FIXED] Forgetting to take the weight of the Crucible itself into account, when distributing Heat to newly inserted Content, resulting in a lot of Temperature being voided.
[CHANGED] The Titles and Authors of GT Books are now a bit more highlighted inside their Tooltips.
[ADDED] Different Stone Hammers and a Flint Chisel. Also changed the Crucible and Mold Recipes to use Chisels instead of Files.
[ADDED] Lighters to the Dungeon Loot.
[ADDED] Crucibles and Molds of Knightmetal (like a a bit better Steel), Fiery Steel (like a much better Steel), Thaumium (like a bit better Iron), Void Metal (like a slightly worse Tungsten), Meteoric Iron (like a slightly better Iron), Meteoric Steel (like a slightly better Steel) and Dark Iron (like a slightly better Steel). That way one can progress with other Mods too. I also added Crucibles from other Metals and a currently unobtainable Carbon Crucible. Now the Crucible Tech Chain should be complete and everything should be meltable. Except Adamantium, that Stuff is too Heat Resistant.
[ADDED] The good old vanilla Tool Nerfs. I optimised the Recipe Selection Process a bit more aswell.
[ADDED] The Information that F3+H shows Material Data of ItemStacks to the second Page of the Book of Smelting.

[FIXED] That stinkin' Hoe again...
[FIXED] Granite Crucibles being uncraftable thanks to the Stone Crucible.
[FIXED] The Check for the Default Fluid Temperature when adding Fluids.
[FIXED] A missing Side Check in TileEntityBase1. This caused a crash in Open Peripherals. However the Crash itself should not happen for such a tiny thing. Imagine the shitstorm happening if I would scan the Code of all other Mods for Programming mistakes, to crash upon a tiny Error being detected, because that is what they did, essentially.
[ADDED] Mold Shape for the File Head.
[ADDED] Book explaining the Smelting Crucible with all possible Mold Shapes and made it Dungeon Loot.
[ADDED] Automatic Input Mode for the Molds when using the Monkey Wrench on them properly.
[CHANGED] The way Environmental Heat applies to the Smelting Crucible, due to the almost nonexistent Heat up, when using low tier Burning Boxes.
[CHANGED] Scrap Box Drops to drop Scrapmetal instead of Dusts. This is also a nerf of Scrapboxing!
[CHANGED] Nether Brick Melting Point in order to make Steel actually possible.

[FIXED] A shitload of Issues regarding Hit, Collision and Selection Boxes. MOJANG Y U NO FIX YOUR CHEST AND ANVIL COLLISION BOXES!?! I KNOW IT IS POSSIBLE!!!
[FIXED] Lang File not generating properly, because of the pure existence of Books inside the Localisation.
[FIXED] GT Books not being "Rightclick into Air" Openable.
[FIXED] Another tiny Sync Problem on the PrefixBlocks.
[FIXED] GT Dungeon Loot not being added at all.
[FIXED] Engines not connecting to RF Conduits, due to not implementing the RF Interfaces. Added a Default Implementation in TileEntityBase1 in order to not have to worry about that anymore in the future.
[DISABLED] NEI for my Recipe System, since there is no Machine using it.
[CHANGED] The 3 Crushed Ore Items are now worth 11/9 of a Material Unit per default.
[CHANGED] MOST METALS DO NOT SMELT ANYMORE IN ANY FURNACE!!! This is because I finished the Smelting System and the Molds.
[ADDED] 0.25 large Nugget to have somethign that is worth 1/4th of a Unit and considered an Ingot Type of thing.
[ADDED] Small Graphite Ores to the Worldgen, which are as rare as Diamond.
A Functionality to my Metal Chests which enables them to generate Dungeon Loot inside once they are opened/broken the very first time.
That way they generate the Loot in an always up to Date state (too bad the World doesn't generate them :P).
Also added Debug Versions of those Chests to test Dungeon Loot without running around everywhere.
Those Debug Chests require Debug 1 to be enabled for being visible in Creative/NEI.
Material Dictionaries in Book Form.
They can be crafted in survival by putting 4 Units of a Material around a writable Book, or you just grab them from creative, or collect them from Dungeons.
They randomly spawn in Blacksmith Chests, Stronghold Libraries, Stronghold Corridors, Mineshafts and regular Dungeons.
Bonus Chests can randomly spawn a very select few of those Books (with Information about starting Materials), aswell as the Book of Alloys.
If a Material Dictionary (or the Book of Alloys) goes over 50 Pages it gets a larger Book Icon and it also recycles into twice as much Paper and Aspects.
Those Books do not update their Content when I change or add things, because they are Books for crying out loud.
That is why there is a Timestamp on the Book itself with the Date and Time of the last Serverstart/reboot before its creation.
Due to them being automatically generated I disabled Localisation for them, because it would not work properly.
The highly anticipated Molds.
In order to fill a Mold, place it horizontally "adjacent" to a Smelting Crucible and rightclick the Side of the top of the Mold at which the Crucible of your choice is next to.
If you want to automatically empty it Hoppers and alike have to wait until the Temperature is up to 50 Degrees higher than the Environmental Temperature. If you do it manually you will get damaged.
They can produce pretty much every Metal thing, as long as it has a simple shape. Sometimes a File is required to sharpen the Edges and things. If your Mold is a failure it will instead produce Nuggets, the amount of Nuggets depends on how many squares you chiseled out, any amount between 1 and 24 is possible (the all 25 variant is the Plate Recipe).

[ADDED] Made GT Wrenches BC Compatible.
[ADDED] Tin Alloy Steam Engines, Ironwood Steam Engines and Fiery Steel Steam Engines, also removed Bismuth Steam Engines.
[FIXED] Sync Bug on PrefixBlocks. But I really do think that vanilla should be able to set the Block Clientside before my Packet arrives instead of me having to schedule sending it 1 Tick later.
[ADDED] Scrap PrefixItem, in order to have literal garbage. This Item is used for decomposing Stuff and worse than Dusts since you cannot do anything but melting them down and other recycling things. Not only that each piece of Scrap is worth as much as just a Nugget, it also only stacks to 16 meaning it is terrible to handle. This is really proof that I add Junk to the Game.
Smelting Crucibles of various Materials
each with a different maximum smelting Temperature (125% of the actual melting Point of the Material used to craft it in Kelvin)
including the calculation of Environmental Temperature into the whole process. This does mean that different Biomes mean different smelting. But that would only be useful at Biome Borders since the upcoming Molds would also be affected by Biome Temperature.
the Smelting Crucible requires a Heat Source (at any Side). Right now you only have the choice to put a Burning Box below, since that thing is the only Heat Generator. I do plan to make a regulatable Electric Heater which can keep a constant Temperature.
it can also be used to mix standard Alloys, like Bronze, Invar, Electrum, Ironwood, Annealed Copper, Wrought Iron, Steels and similar. For making regular Steel that way you need pure Carbon, and that stuff is as rare as Diamonds. Literally.
there is also a Book about Alloys which I added to Blacksmith, Stronghold Library and Dungeon Loot.

[ADDED] BC Gate Compatibility to the GT Energy System for Capacitors.
[ADDED] An awful lot of Configs going with the Tool Crafting Recipes.
[ADDED] Melting and Boiling Points to the F3+H Tooltips of Items.
[ADDED] Railcraft related Recipes and Vanilla Nerfs back.
[ADDED] A (disabled by default) Recipe for the Railcraft Admin Anchor using 2 Nether Stars.
[ADDED] some of the old MetaItems. The Crop Drops, Books and the Minecart Wheels in this case.
[ADDED] Raw Tool Heads, which need to be filed in order to use them. This is not going to affect the current Tool Crafting and is meant for Tool Heads created by Molds.
[ADDED] The Minecart Wheels Item is now autogenerated with the OreDict Prefix "minecartWheels".
[ADDED] Autogenerated IC² alike Item Casings and OreDicting them (and setting the originals as Default Unification Target).
[CHANGED] Any Autogenerated GT Item (not Blocks in this case) will hide itself from Creative/NEI if it is not the Unification Target.
[CHANGED] The Saw Recipe to require just 1 Stick rather than 4.
[CHANGED] PrefixItems and PrefixBlocks now always initialise themselves before MultiItems.
[CHANGED] The Changelog to be UTF-8 rather than ANSI. I hate how Windows created Text Files end up with that borken Format as default.

[FIXED-AGAIN] The Coords for the Sound System.
[FIXED] Abstract Method Error caused by non-obfuscated Inventory Functions.
[ADDED] Advanced Obstruction detection Code for rightclicking on GT Blocks, and rightclicking with most GT Tools. So if I would now decide to give the soon to be upcoming Pipes a smaller Hit Box, you would still not be able to click obstructed Facings.
[ADDED] Monkey Wrench. This will be used for things like setting secondary Faces and slightly advanced Pipe interaction. It has the same combat and mining Stats a regular Wrench has.
[ADDED] A few more Crafting Recipes for OreDict Items, including the Springs which were missing.

[FIXED] Freshly placed GT TileEntities not synchronising to the Clients who did not place it, because a Clientside TileEntity is created with the same stats, hiding the Issue.
[FIXED] ConcurrentModificationException when checking for synching TileEntities on newly generated Chunks (or when another Player happens to place a GT TileEntity at the wrong moment).
[FIXED] that Error in getRGBaInt retep pointed out.
[FIXED] TileEntityBase4 not working at all, due to breakBlock removing the TileEntity when it gets placed, unless IMTE_BreakBlock is implemented (what TileEntityBase5 happens to do).
Miniature Nether Portal for Item, Fluid, Redstone, Comparator Signals and whatever else Transportation (whatever else meaning "every GT thing in existence").
It obeys pretty much the same Rules a normal Nether Portal has, and works ONLY between Overworld and Nether!
And I know about the possibility of abusing two adjacent Portal Connections for Overworld Item Teleportation, but it is so "hard" to achieve, that you deserve it if you can pull off that one.
The Portal has a waiting Tolerance of 100 Ticks before changing the Redstone/Comparator Signal to 0 in case the Redstone Signal doesn't get transmitted properly in that time (Lag for example).

[FIXED] I am now no longer using the getDescriptionPacket Function, because it tends to send the Packet to all Players, what results in a whole lot of useless Network Lag, when many Players are close together.
[FIXED] Functionality and Tooltips of some GT Tools
[FIXED] A lot of Item NBT related things in the MultiTileEntity System.
[FIXED] ItemBlock Rendering not using the NBT of the Block in Inventory.
[ADDED] MultiTileEntities now store their individual Item Name properly, if they got renamed in an Anvil or similar.
[ADDED] Custom Names now get synched to the Client, so that GUIs, NEI Tooltips and similar things display those Names properly.
[ADDED] Made all current GT Blocks Colorable. Note: Since the Color now gets saved inside the Item NBT you have to place and break old Blocks in order to have two of them Stack together. Also technically all 16777216 Colors are possible, if you paint multiple times, the Colors will mix.

[FIXED] Storage Blocks and Ores saving an empty NBT Object inside themselves instead of a null, what wastes a bit of Memory.
[FIXED] GT Renderer not being able to render GT Models.
[FIXED] RF Compat not working on some Blocks for weird Reasons. Maybe CJ is having an old RF API in RC, or something else is borked with the RF Interface Hierarchy.
Steam Engines for emitting Kinetic Energy (KU, not to confuse with the kU of IC²).
They can emit up to twice the Energy displayed on the Tooltip, so there is a bit of tolerance.
BUT if they reach the x2 margin they release the Steam and shut down and therefore loose the Energy and you need to Rubber Hammer them to start them back up.
Also suitable as RF Engines with a loss of at least 50%.
They emit the used Steam (currently directly distilled water, later "used" Steam) to the Sides if possible so you can collect it for distilled water.
Note: You will only get 80% of the distilled Water back!
Currently no fancy Piston Animation on the Engine.

6.00.24: (I fixed this Version and overrode the World corrupting one with it, so please redownload)
[ADDED] PrefixBlocks now store the Item NBT of the Item used to place them. This should for example save the Data of renamed Items.
[FIXED] Old Unification Config File overwriting the new Unification Config File due to having the same Name and me forgetting to remove the old one. Incredible how no one noticed that in the whole GT6 era until now. Seems most people still wanna play GT5.
[FIXED] New Chunks and Chunks with manually placed GT Blocks not saving Properly. Thanks to yet another Bug your previously generated and placed Stuff is safe.

[FIXED] Strong Boilers being crafted with Quintuple Plates rather than Dense Plates.
[FIXED] Living Entities colliding with hot or full Boilers not getting damage.
[FIXED] Explosion Sizes for the larger Boilers.
[ADDED] Function to get all the related Energy Types to ITileEntityEnergy.
[ADDED] BlockTextureFluid to make it easily possible to Render Fluid Icons in World using my Renderer.
[ADDED] Burning Particles to the Burning Box.
[ADDED] Color for the Energy Unit Tooltips, so that every Energy Unit has its own Color.
[ADDED] IMTE Interface for overriding the Item Name.
[ADDED] Simple Method for writing the Item NBT of the Main Drop inside TileEntityBase4. That Method is also overridden by TileEntityBase6 in order to store Cover Data in the Drop, therefore it has another Name if you extend that Class to make sure it is not getting overridden wrongly by accident.
[REMOVED] the useless and laggy "aSide" Parameter in the setBlockBounds and getRenderPasses Functions of my own Rendering System.
[CHANGED] TileEntityBase6 now overrides some Rendering things in a final fashion in order to later allow Covers to be rendered properly. It has identical "getTexture2", "getRenderPasses2" and "setBlockBounds2" Functions to be overridden properly.
[CHANGED] ITexture.Util is now a bit more split up in order to separate the Render Preparation (color and ambient occlusion) and the actual rendering of the Icon.

[FIXED] The EnergyCompat Class can now handle RF Packets of different Sizes and all the "To-RF-Conversions" properly.
[FIXED] The Hardcoded Cape Lists now only load if their Online Cape Lists could not be loaded.
The Boiler Blocks. I think I got everything done right, now.
It is simple: Don't let the Barometer reach the Red Section due to risk of Explosions, and don't let the Boiler run completely out of Water as it melts otherwise.
Currently only supports Water Buckets and Fluid Transport Mechanisms (such as Pipes or adjacent RC Water Tanks) to refill the Water. Every Boiler has a Water Capacity of 4 Buckets (4000L).
Use distilled Water if possible or you risk calcification and therefore decreased Efficiency. Every Boiler starts at 100% Efficiency amd slowly degrades with every bit of non-distilled Water getting converted to Steam. Break and replace the Boiler to clean it, but NOT while it is full of Steam!

[CHANGE] Replaced all mentions of ForgeDirection inside my Code. ForgeDirection is now only used via the "CS.FORGE_DIR" and "CS.FORGE_DIR_OPPOSITE" Arrays, whenever compatibility Code is needed, because Forge Direction is laggier and also looks much more un-overviewable than a simple Array access (with well named Arrays, without the good Array Names it would be an utter mess).
[FIXED] wrong Block Name for small Atum Sand Ore.

[FIXED] tTool.equals("equalsIgnoreCase") inside the Wrench Behaviour... How the hell did I get that one in...
[FIXED] Forgetting to add the first 6 people to the hardcoded Gold Cape List for Patreon.
[FIXED] Left/Right-Texture-Disorder in Burning Boxes, when they face North or South (Only Texture Pack Users could have seen that).
[FIXED] Forgetting to set hasComparatorOverride to true in the MTE Blocks.
[ADDED] Ore variants for "Atum" Stone and "Atum" Sand, including Mappings for the World Generator. The Small Ores will have the Limestone Dust as secondary Drop.
[ADDED] More Energy Compat Code in order to autoconvert GT KU to RF at the lossless 1:4 Rate (but not the other way around!). However that applies only if the Kinetic Units are positive (as in pushing), the negative ones (pulling) are not converted, so with a GT Engine it would have a 50% Loss. And currently there is no GT Machine which emits KU. And RF can also NOT be used to power GT Machines! (I need to repeat that because people are stupid enough to still assume RF->GT even though I said it twice...)
[ADDED] A lot of Arrays to CS.java for handling Facings, Rotations, Sides and Stuff very efficiently and much better than ForgeDirection in most regards, especially computation Speed, since Arrays are much faster than Objects, Enums or Functions.

6.00.19: 6.00.18: 6.00.17: 6.00.16: 6.00.15:
[FIXED] Drill/Chainsaw/Wrench Head Textures to not look cut off that much.
[CHANGE] Disabled Alpha Blending per Default. Texturepack Users can still enable it if they don't have Problems with it.
[CHANGE] The look of the Capes is now better.

[FIXED] In World Alpha Overlay Rendering.
[FIXED] Light Opacity Hook not working properly.
[ADDED] A second Cape List containing the Patreons with a slightly different golden GT Cape.
[ADDED] Flint and Tinder Items using other things than Steel (such as Quartz, Jasper or regular Iron).
[ADDED] A way to localise the Energy Names with both, a short name (for example "EU"), and a long name (for example "Electric Energy"), what can be useful for Tooltips.
[ADDED] Bismuth Chest. Also Bismuth, Lead, Tin, Copper and Zinc will be the only Furnace Smeltable Metals, once I do the Smeltery.
[ADDED] Tooltip with Harvest Tool and Level for the MultiTileEntity Blocks, and Localised Names for most Tool Classes.
[ADDED] The Multiplate Crafting Recipes back for obvious Reasons.
[ADDED] Plates are now crafted from Double Ingots rather than using two Ingots. This results in one Hammer Usage more per Craft Earlygame. Double Plates can be made with Triple Ingots, Triple Plates with Quad Ingots and Quad Plates with Quintuple Ingots, so those Ingots make sense too.
Multiple different "Burning Boxes" and "Dense Burning Boxes" (Lead and Bismuth Versions being the most early Game variants), which convert Furnace Fuel into Heat Energy.
Their Efficiency depends on the Material used to contain the Heat (Invar being the only 100% one but on a low Rate, Tungsten 95% with a very high Rate)
The Dense ones cost about 4-5 times the Material but also have a 4 times the Output Rate, without >>ANY<< change in overall Efficiency. In order to make them you need a Dense Copper Plate, and therefore a way to compress them, meaning it is higher Tech.
At 100% one Furnace Smelting equals 5000 Heat Units, so Coal/Charcoal would be 40000 HU, Coal Coke 80000 HU and Alumentum 160000 HU for example, it also accepts Wooden things (7500 HU), Saplings (2500 HU) and all the other Furnace Fuels.
Many Fuel Materials have some kind of Ashes, which are left behind when burning them. These Ashes has to be removed regularly from the Burning Box in order for it to work. Coal Coke and Alumentum don't have those Ashes for example.
The Burning Box is very primitive, meaning it has no GUI and won't receive any GUI. Anything you insert for burning by rightclicking the front of the Box with it will get burnt without mercy (if it is a valid Fuel, and if you don't happen to wrench the Box right afterwards, and only when the Box is actually active).
In order to work, it also needs a Block without Collision Box in front of it (Air is such a Block without Collision Box).
It also emits its Energy regardless of being acceptable by the Block ontop of it or not, even though in that case it only wastes half the Energy Rate.
This Block is also a Fire Hazard, meaning when active it can randomly set flammable things around it on Fire
The Burning Box requires Flint and Tinder or similar in order to be ignited, blame retep for that.

[FIXED] Lang File reading the Property Names rather than their actual Values, when enabled.
[FIXED] Hoe requiring Dirt Blocks made of Air to till.
[FIXED] TC Gold Coins being unificated to Gold Nuggets.
[FIXED] Thaumium Blocks of TC not being obtainable. They can be obtained by Chiseling the GT Block of Thaumium Ingots with the GT Chisel (just like every other Storage Block).
[NOT-REALLY-FIXED] "See-Through" Block Breaking Texture by disabling transparency as a whole for that task, it may look ugly but at least it is not causing X-Ray Textures.

[API] Did some infrastructural work for Covers and their Sync Code.
[FIXED] Cassiterite not giving 0.75 Units of Tin when smolten in Furnace, and also not having 1 Units of Tin when electrolysed (the 0.75 thing is just to make smelting less lucrative compared to the Electrolyzer). Cassiterite Ore drops double amount of crushed Ore instead.
[FIXED] Forgetting to add the temporary Furnace Smelting Tag to Nickel.
[FIXED] Forgetting about the Ore Drop Multiplier for certain Ores.
[FIXED] Gem Plate Storage Blocks and Crates (because Gem Plates are different from regular Plates for Texture Reasons)
[FIXED] GT Blocks not being able to use Alpha in Textures.

[ADDED] Made Railcrafts 3 Crowbars compatible with my IBlockToolable System. Oops, it was FOUR Crowbars, there seems to be a new Void Metal one.
[CHANGE] Chests now destroy about 2/3rds of their Inventory when blown up, before dropping their content.
[FIXED] Nether Star Items being hidden from NEI (due to not having assigned a proper Color).
[FIXED] forgetting to use the 2/3 Chance for Small Ores instead of Large Ores in those "Bedrock Marker Ore Top Veins".
[FIXED] Forestry Plugins Crashing when accessing Clientside Stuff Serverside. You should mention that crash to the Plugin Devs, because they access getRenderType Serverside, and I cannot do anything but returning 0 against that.
[FIXED] Added my Blocks to the Explosion Whitelist of the IC² Nuclear Explosives, so that they don't destroy Blocks with a too large Resistance.
[API] Added two new Levels to the TileEntityBase Class in order to have the same Code for Inventory Handling, MultiTileEntities and Networking.

[READDED] Some of the Ore Recipes. I think Hammering Ores should work again.
[ADDED] Chisel to switch up Storage Blocks. It has a Recipe List, so one could add more Recipes for it, than just Storage Blocks.
[ADDED] Bedrock Ores, which are unminable. They are supposed to be "Under Bedrock Vein Markers" for a future Project, which is similar to the MFR Laser Drill. Note, that they are EXTREME-ly rare, but they do contain a few minable instances of their Ore above them, and they remove the upper Bedrock layers around that Area (so you have no problems accessing it).
[FIXED] Chest not auto-unificating content when getting loaded.

[API] MultiTileEntity Registries now automatically have IDs. Those IDs are identical to their Item/Block IDs. This removes the need of initialising your own Network Handler just for MultiTileEntities. But this also creates the need of implementing the IMultiTileEntity Interface in order to have proper IDs being set, when they are placed.
[NOTICE] MultiTileEntities are NOT MultiBlockTileEntities.
[ADDED] Recipe for the Wrench.
[ADDED] A few Chests using the new MultiTileEntity Registry. All have 54 Slots, without exception. Fancy Materials don't justify a larger Size.
[FIXED] MultiTileEntity Registries now add their Creative Sub Items in order of their Registration, and not in order of their IDs (or in order of their HashCodes what was the actual Problem). That way OCD people don't have to care that much about MetaData IDs anymore in order to sort their Stuff right.
[FIXED] Crates breaking clientside when being rightclicked by a compatible Crowbar.

[API] A new MultiTileEntity Registry. Currently WIP, but it should work properly. It IS Part of the API so you can "easily" add your own ones with all the things you need. The only thing you need to do yourself is synchronising your TileEntities to the Client (Good that I have a Network Handler API too, which you "could" use for doing that).
[FIXED] Crops again.

[ADDED] the Glow in Darkness Effect for certain Materials (Glowstone, Lava, Charged Certus, TC Shards and similar).
[FIXED] useless Unification Targets being added for IC², since IC² does allow OreDict Usage by itself, unlike other Mods.

[API] I changed the Package Name of the PrefixBlock Class and removed the deprecated Constructors while I was at it.
[FIXED] Washing Ores which don't have any Byproducts assigned to them causing a Crash.
[FIXED] Default Unification Targets being fucked up.

[FIXED] the infinite Worldgen Loop caused by another Bugfix...

[FIXED] Now catching StackOverflow Errors when exploding a MetaBlock. This is just to prevent a useless Crash.
[FIXED] Creation of empty Ores when Worldgen happens to create air below a gravity affected Ore, before the TileEntity has been created.
[FIXED] Empty MetaBlocks and MetaItems having no Localisation, when they aren't getting generated.
[FIXED] Usage of IBlockAccess Serverside. WHY ARE THOSE INTERFACE FUNCTIONS CLIENTSIDE ONLY!?! WHYYYYYYYY!?! (damn automatic Code Selector)
[FIXED] Added a Null check for the send()-Functions of the GT Network Handlers. Maybe that fixes some Bugs, maybe it doesn't. I have no Idea, since the Log didn't tell me about which Mod caused it.
[ADDED] Client Config to re-enable the Icon Overlays of Crates as you know them. Because Crates look far better when they are incognito. (Maybe I will add tiny Warning Icons, if the contents have explosive or flammable content later)
[ADDED] Made all Crates Flammable, since they are made of Wood. So you can loose Stuff when your Warehouse burns away.

[DEPENDENCIES] Adjusted to the new Crop System. Requires IC²-679 or higher from now on.
[ADDED] More Crushed Ore Smelting Recipes.
[FIXED] Crates and Ore Blocks not rendering in "otherwise" empty Chunks (you would've noticed it when stacking up to the sky with a bunch of Crates).
[FIXED] Silk Touching the regular GT Ores. Small Ores are as always not Silk Touchable.
[FIXED] Forgetting to reset the Color after Rendering a Texture causing weird Door Colors for example. Even though the Door Color thing is a vanilla Bug.
[FIXED] Gunpowder and other explosive Blocks causing an additional Client Side explosion rather than only doing the Serverside one. Btw. @everyone getting the Idea to use that Feature for mining: Those explosions are flaming, meaning all Drops would be burned.
[FIXED] Improved Worldgen Code by finally finding a fix for the TileEntity Ores causing a stupid update when they get placed, resulting in infinite World Generation Loops, when those are at Chunk Borders. Now I can finally generate Small Ores with the Default "Each-Chunk-Generator" without fearing, that this shit could ever happen again (before it used the "3x3-Chunk-Generator" for avoiding those Loops, causing UB Stone Problems). This fix will also "greatly" reduce Lag from generating my Ores (at least it feels greatly).
[CHANGE] Thanks to a small change in my Sync Code, Clients no longer have empty Ore TileEntities at obstructed Locations. Now they get created on the fly as soon as the Packet arrives. Before this, they got synched on the fly, what was basically the same.

[ADDED] most of the Tool and Storage Block related Crafting Recipes back.
[ADDED] The Furnace Smelting Tag to some Materials (including Ores) in order to regularly smelt them (this is temporary until I add a Smeltery)
[FIXED] ConcurrentModificationException when spawning Entities during the iteration of all Entities. (like Ore Washing in Cauldrons dropping new Items)

[FIXED] Creative Tabs for each Type of Prefix are now working properly (They are on a "per MetaItem" Base).
[ADDED] Config to show hidden Items/Prefixes/Materials. Hidden Items are usually for secrets, hidden Materials are things like the Anti-Matter Materials which nobody wants to click when searching NEI, and there are currently no hidden Prefixes due to the Creative Tabs mentioned above.
[ADDED] Registry (aka HashMap) for "Stone => Ore-Block" Mappings, so that custom Ore Blocks can be generated by the GT World Generator. Also useful for Custom World Generators ofcourse.
[ADDED] Native Underground Biomes Support for GT Ores. Will be funny to see things like Lignite-Lignite-Ore and other random Stuff. NOTE: Sometimes it fails and instead places the normal Stone Variant, because UB generated the Stone after GT placed the Ores. But this happens rarely as far as I saw.
[REMOVED] the Debug 3 Config again. I just made it a constant instead of letting the user "decide" to enable GregTech, lol.

Universal and technically GregTech independent Energy API with all Use-Cases of the RF API,
plus the Possibility to determine what Type of Energy something is (like Electricity, kinetic Energy or even Redstone Flux),
the Usage of the DataType Long instead of Integer,
additional Data being accessible for the more complicated Energy Network implementations, such as Minimum, Recommended and Maximum Size of Packets to be transmitted into or out of a Block,
the Functions being named in a way so that the second word after "get", "is", "do", "insert" or "extract" is always "Energy" and then being followed by the rest of the Name in a Table alike fashion,
and a simple Compat Class to insert Energy of the Electric Type into IC2 Machines, and Energy of the Redstone Flux Type into RF Acceptors,
also containing an IEnergyItem Interface with really everything one could ask for, such as Coordinates or the Inventory the Item is contained in.
Universal and technically GregTech independent Network Handler,
where only the sent/received Packets have to be defined. Everything else is done by the Network Handler itself.
Also including optimised Packet implementations for transmitting Coordinates without wasting Bandwidth,
and a default Sound Packet for sending Sounds to the Client.
Universal and technically GregTech independent OreDictionary Manager,
with the ability to silently (much unlike the very loud regular GT OreDict Manager) Filter out and distribute OreDictionary Events to their respective Targets (such as OreDictPrefixes),
to automatically re-register OreDictionary Names (for OreDict Lists for example) by just adding Strings to a List,
and to find unknown OreDictionary Materials and add them silently to a List (which GregTech would access to put them into the Log).
Versions of OrePrefixes and Materials, which are no longer Enum dependent,
with shorter class Names for the default OrePrefix and Material Lists (MT and OP),
better HashCode uniqueness by making hashcode independant from IDs,
and also Utility for shorter Code ("OM.stack()" is much shorter than "new OreDictMaterialStack()"),
including a List of all Chemical Elements and their Anti-Elements from Hydrogen to Triennennium,
complete with ALL Melting and Boiling Points of said Materials (which are known to Wikipedia, and without the decimals),
some Isotopes of them like Deuterium, Tritium, Carbon-13, Carbon-14 or Lithium-6,
and also some aliases like "Aluminium"<=>"Aluminum", "Wolframium"<=>"Tungsten" or "Farnsium"<=>"Ununseptium" and more (and it is possible to easily create an alias to rename a Material).
Universal and technically GregTech independent Tool Rightclick Usage Interface for the Block Class with all Parameters one will need,
including Tool Name, Approximate Tool Durability, The Coordinates of the Block with the Side clicked (to get the TileEntity if needed) and much more,
returning the Durability lost by the Rightclick on the Block, so that anyone can use his own Tool Damage System,
also including a Compatibility Class for vanilla Blocks and some other Mods Interfaces, so that one doesn't have to implement the special cases for those over and over again.
Interfaces for delegating whole TileEntities into different positions. This is very useful for extending the Sides of a Block or for Tesseracts, if the accessing "Third Party Mod" decides to use the Interface. All GT-API based TileEntities automatically access that Interface when getting TileEntities.
Interfaces for giving "stupid" Blocks the ability to return a TileEntity, in case you have your own TileEntitiy Registry. "UT.Worlds.getTileEntity" automatically uses that Function of the Blocks if no regular TileEntity has been found.
MetaItems which everyone can create by just calling a Constructor once (Same goes for MetaBlocks too).
I now differenciate between the Prefixes for "blockIngot", "blockGem", "blockPlate" and "blockDust", because people fucked with that Prefix way too much.
I re-registered some of the "block"-Prefix based Items to fit their proper new Prefix in order to keep at least some compatibility with the old Prefix.
I also added "blockSolid" for a 100% Cast Metal Block. Even though some "blockIngot"s look like they have been cast in vanilla, I see the difference in crafting.
With all those new Storage Blocks I don't need the Config for Storage Block Recipes anymore, since EVERYTHING is now available in some Storage Block Form or the other.
Improved Worldgen with Ores for almost every kind of vanilla Stone/Sand.
Memory Leaks from GT Fluid Stacks caused by the List of all Fluid Stacks being filled with every instance of the GT Fluid Stacks even after the Server Started (since those Fluid Stacks are just for Recipes)
Railcraft Names for Items being outdated causing some Recipes to be removed.

1.7.10 but savegame incompatible with GT5 and it will stay savegame incompatible forever, because of huge changes making it impossible

Well you made it all the way down here. Here have a reward, this is the Link to the secret Testing Version https://gregtech.overminddl1.com/secretdownloads/ but be warned, it can break a lot of shit. Note to Wiki Editors: Please don't redistribute this Link or any hint of this Link existing here, it might be dangerous for stupid people and I don't want them to hurt themselves.
Changelog GregTech-5 for 1.7.2 and 1.7.10

Text File Variant of the Changelog

Show GregTech-5 Changelog for 1.7.2/10
There is a Port of GT on the IC² Forums which continues the GT5 way of things.

5.07.07: (Warning: Lenses are uncraftable unless you already own Gem Plates, or have a Mod that happens to add Gem Storage Blocks (like this one: http://forum.industrial-craft.net/index.php?page=Thread&threadID=11276 ), or Minetweaker, but you can downgrade to 5.07.06 safely without loosing anything)
[FIXED] The stupid Bug with the Wooden Plate getting too cheap.
[FIXED] Bronze Blast Furnace even being available when TerrafirmaCraft is installed, what is breaking the desired Tech Tree, or at least making people believe they could break it, until they find out that TFC Coal doesn't work.
[PARTIALLY_FIXED] Whenever I fail to register a Fluid Container Item, there will be a Fluid Canner Recipe for emptying it.
[REMOVED] The MetaData check for the Timber Axe in order to work on Rubber Trees...

5.07.06: (RECOMMENDED)
[ADDED] Disabling Timber Functionality of the Axe by Sneaking.
[ADDED] Fire Aspect III+ Arrows now set things on Fire.
[CHANGED] The Ore Stacksize can now be limited to amounts below 16. Note that this also affects crushed Ores and dirty Dusts as well (if you are a Smartass with a Macerator and a Battery).
[FIXED] Usage of very old Reflection Code in the getSaveDirectory Method.

[ADDED] A very simple Timber Functionality to the Axe (off per Default Config). And ONLY to the GT Axe. Also I am aware that even an Axe with 1 Durability Point can cut down a whole column of Wood. Considering the amounf of Material going into Crafting an Axe, this is acceptable.
[ADDED] Fine Wires (which are not placeable). Gotten by wiremilling a regular Wire, or if no regular Wire exists, from wiremilling Ingots/Sticks directly. Hand Craftable by cutting Foils.
[FIXED] Crops not being loaded into the Game.
[FIXED] Infinite Worldgen Loops, which are caused for whatever Reason. But it is killed now.

[FIXED] StackOverflowError in Container Item Function.
[FIXED] The Rough TextureSet using the Lignite/Quartz Texture rather than the normal Ore Texture.

[ADDED] Made Sealed Wood obtainable.
[ADDED] Melting Points for all Elemental Materials and an automatic Calculation for Melting Points of Alloys to get at least some Default going for the unknown ones.
[ADDED] Desh to the ToolSet-able Materials (it also defaults to Desh Rods as Handle).
[ADDED] The Multi-Ingots and Multi-Plates, which I procrastinated for ages.
[ADDED] Centrifuge Recipe for Red Sand => 50% Iron Dust, 50% regular Sand.
[ADDED] Buzzsaw for Crafting more efficiently (And Buzzsaw Blades as new Toolhead Item).
[ADDED] Electric Screwdriver.
[ADDED] Chemical Bath Recipes for any Iron/WroughtIron/Steel Object to a Fiery Steel Version directly. (now it works like the Polarizer, but with Fiery Blood)
[CHANGE] The way OreDict Crafting Recipes for Tools has changed in order to not create duplicate Recipes. Most of those are also shaped rather than shapeless now.
[CHANGE] Electric Tools now require small Gears (those replace 2 of the Plates of the Power Unit), except for the Jackhammer which now needs a Spring and a Long Stick
[CHANGE] Electric Pistons now use small Gears rather than the large Gears.

[ADDED] Amber Toolset + Silk Touch Enchant on it. But it is weak and slow. Note, that Amber is also generated by GregTech since a while as Part of the rare Small Gem Ores generated everywhere. (unlike Ordo Shards of Thaumcraft)
[ADDED] Lathe Recipe for Wooden Logs -> Long Wooden Sticks. Also a Crafting Recipe variant.
[ADDED] Forge Hammering Recipes for Long Sticks made of Metal.
[ADDED] A Lathe and a Crafting Recipe for Flawless and Exquisite Gems to make Long Sticks.
[ADDED] Fiery Blood infused Ingot Chemical Bath Recipe.
[FIXED] Paper Multi-Plates not being added.
[FIXED] NPE in onPlayerInteraction Event call.
[CHANGE] Some Tools now require higher Tier Tool Rods depending on their weight (so no longer just Wooden Handles). Note that I am aware of the Fact that some Tools are no longer available earlygame, like the cheap ass Lead Hammer due to requiring better Materials as Handle. (Lead is heavy enough to justify Tungstensteel btw.)
[CHANGE] Very few Tools even require Blaze Rods as Tool Handle Material.
[CHANGE] Some Magic Tools require Thaumium Rods in order to be crafted (in case Thaumcraft is installed, if not then it will just use Steel).
[CHANGE] Adjusted the Colors of GT Ironwood, GT Steeleaf, GT Knightmetal and GT Fiery Metal to fit the TF Variants (since they never really got a proper Color in the first place)
[CHANGE] A lot more Recipes are now getting buffered so that the Crafting Recipe List is not spammed at the time I check for eventual collisions.
[REMOVED] The Five Textures for the original Rotor Items, due to being unused. Old Rotors will still unificate into the new ones, just the Textures are missing now (if stored in a Container which doesn't unificate the Items).
[REMOVED] The Special Case for making GT Machines Disassembleable automatically. It has been replaced by the regular Tag inside the Recipe for doing so.

[FIXED] Some internal Bugs regarding Crafting Recipes (that Bug has only hit Railcraft Compat).
[FIXED] Some OreDict Processing failing due to having a Nullpointer rather than the Materials._NULL reference. (that caused Wood to fail)

[CHANGE] Made Fluid Display Item visible to Creative and therefore NEI, when the Debug Mode Config is on.
[FIXED] Railcraft Recipes being added even when the Railcraft Recipes are disabled by Railcraft itself.
[FIXED] A MetaTileEntity using a wrong ID. Do not craft an Insane Voltage Oven until you get this Version. (E-Furnace is okay, just the Oven is bad).
[FIXED] Some confusion between the Poor and the Small Ores of TFC.
[FIXED] Usage of a Constructor which doesn't belong to GT (the FoodValues one) within a Function, that is existing inside the Code, causing reflection Errors in some Mods. (But why the hell do they not try/catch for NoClassDefFoundError?)
[FIXED] Late OreDict Registrations not getting their Recipes applied at all for some reason. (only Unification should not work late)
[FIXED] MV Drill being as fast as the HV Drill should be, and HV Drill being as slow as the MV Drill should be.
[ADDED] A TextureSet for Magnetic Items with a Plus/Minus Overlay.
[ADDED] A few new Meta Items, such as small Gears (1 Unit), Springs (1 Unit), small Springs (1/4 Unit), the Rotors (as the 5 already known ones, but now as MetaItem, the old 5 ones will get unificated into the OreDicted ones) and Long Sticks (1 Unit, is basically 2 Sticks).
[ADDED] A few Batch Files inside the Assets Folders to copy any drag-dropped single File into a selection of Texture Sets at once.
[ADDED] RC Copper Plate to the Unification Targets for plateCopper. (just like Iron and Steel Plates)
[ADDED] RC Tin Plate to the Unification Targets for plateTinAlloy. (TinAlloy = 1 Iron + 1 Tin)
[API] Changed IArrowItem to IProjectileItem, and added a Parameter to all the Functions, which shows the Type of Projectile that is being asked for (as SubTag).
[API] Some Texture Set related improvements for the MetaGenerated Items. Both the Location of the Files and the Texture Set Code itself have changed. Every Icon of the particular Texture Set can be changed for Texturepack Reasons.
[API] OreDict Prefixes can now be assigned a TextureSet Array Index in order to have Icons. Since the TextureSet is Array based it is only useful for me, but it is something.
[API] I now use some static imports for certain Constants. Writing just one Character and using Auto-Complete is much better for commonly used things, such as the Material Units (now "M" and "L") or the Item Wildcard Constant (now "W"). And for OCD reasons I also did true and false ("T" and "F").
[API] Most Constants from GregTech_API moved to gregtech.api.enums.GT_Values
[API] Added a way to tell the Crafting Recipe Adder to not check for Collisions.
[API] An awful lot of tiny Optimizations. Some of those might have improved Startup Performance.

[ADDED] A way to autoproduce Repeaters and Comparators in the Assembler using liquid Concrete rather than Stone.
[FIXED] Fluid Container Crash if Twilight Forest is not present.
[REMOVED] Iron Blocks and Diamond Blocks are now no longer made more Blastproof, due to some strange Mechanics depending on them in other Mods. Why don't they just use Item Entities laying on the Ground instead of inworld Blocks for TNT Processing?
[CHANGE] The Railcraft Recipe Replacing now only removes regular Crafting Recipes and not any special Handlers (using an API change below). Sorry CovertJaguar.
[API] The removeRecipeByOutput() Function can now be flagged to only remove native IRecipes by using a "getClass().getName() == One of the Native Classes Names" check (so no instanceof check). I made a List of Native and Native alike Handlers (Vanilla, GT, IC2, Forestry and AE regular Crafting) for that purpose.
[API] Made the MetaGenerated Item more dynamic and added a 1 Item -> 1 Prefix Variant for later usage.

[ADDED] Chipped Gems can now be made into Arrow Heads.
[ADDED] Glass Arrows, which can be filled with some of the Potions. Instant Damage won't work for technical reasons, for example (due to that one damage immunity second of Entities).
[ADDED] Holy Water in order to buff any regular Arrows with +3 Levels of Smite. With Platinum Arrows you can now get Smite VIII (instant kills most undead creatures). You can combine it with Sharpness or Disjunction Arrows too. Holy Water Bottles spawn as Dungeon Loot. I just found out that Smite seems to work on Eldritch Guardians, so they count as Undead.
[ADDED] Fiery Blood and Fiery Tears of Twilight Forest can buff any Arrows with +3 Fire Aspect. Note: You can only buff the Arrows once, if you buff them with another Fluid, then the previously applied Fluid buff will be washed away.
[ADDED] Molten Blaze gives +1 Fire Aspect.
[ADDED] Mercury gives +1 Disjunction (That is enough to keep Endermen from Teleporting away).
[ADDED] Molten Rubber gives +1 Knockback.
[CHANGE] Toned GT Arrows by Skeletons down to be used only every 16th time.
[CHANGE] Made the Solar Panels no longer disassembleable. The Reverse Recipes will keep existing, just the Disassembler won't work on them anymore.
[API] Added Dispensing to possible Item Behaviours.
[API] Added the isItemStackUsable check to Item Behaviours.
[API] Added a way to add Arrows to the Item Behaviours, and an Interface for Arrow Items.

I fixed the Display Crash in the Thaumonomicon (Charcoal Recipe) by just adding a Page to move the crashing Part to Page 3 (with a warning on Page 2 to not look at Page 3). This is not a perfect Solution, but it seems to work.
Internal Change of some Texture Stuff (only Code wise, the File Paths are still the same, so nothing a Texturepack Maker should worry about).
Fixed the missing empty Space in the Default CrO2 Local Name.
Added Arrows for the Meta Materials including most of their Enchantments.
The Arrow used depends on how your Inventory is sorted.
They are all Dispenser compatible.
The Disjunction ones >>CAN<< hit Endermen and cause them to not be able to teleport for a while (but they will teleport away right after getting hit, because the Weakness happens after the hit).
The Weakness Potion Effect causes Endermen to not be able to teleport.
Strongholds now spawn with Damascus Steel Arrows and Sterling Silver Arrows (Disjunction is very good against the Ender Dragon).
Fixed Damascus Steel Pickaxe and Shovel Heads spawning in Stronghold Corridors rather than Mineshaft Corridors.
The Arrow Variant, which is made using Plastic Sticks instead of Wooden Sticks flies +50% faster and has therefore a larger Range.
Fire Aspect Arrows (not to confuse with burning Arrows!) can ignite Creepers.
Even though I don't know if a Looting Arrow makes any sense, because of being very costly compared to a Melee Weapon, I made Looting work on my Arrows. Note: This Bullshit needs Fakeplayers to work because someone at Mojang thought "Hey, lets make Looting dependant on what the Player holds in Hand rather than the actual Object used to kill the Mobs"
You can ram an Arrow into an Entity by Hand (Leftclick), what breaks the Arrow and does Punch Damage + its Enchantment Effects. This is useless in normal cases, but if you happen to not have a Sword with that Effect, you can use the Arrow instead.
Skeletons will shoot random GT Arrows, but they won't drop them, and you cannot collect them. If you are really unlucky, you will get an Radioactive Arrow.
Oh, and radioactive Arrows are a thing.

Added compatibility to AppleCore (well I don't know for sure if it works, if it doesn't work, then report it to me).
Added some more Railcraft Recipe mirrors.
Added a simple Oven, which is almost identical to the Electric Furnace, but with a different Texture.
Fixed ULV Casing Assembler Recipe.
Decreased the general chance for electric Tools to get actual durability damage from 1 in 10 to 1 in 25. (yeah the original wording was wrong :P )
Made Drills and Jackhammers +50% faster on Blocks.
Fixed Bottom Cover Removal when placing a Basic Machine.
Monazite got a few more uses now.
Removed Herobrine

Fixed the Crash Issue due to accidential Clientside Code on Servers in my own Written Book Items.
Added Creeper Ignition on Leftclick using any Lighter or Matches. It works with instanceof EntityCreeper so it might works with modded Creepers.

Older Changelogs from before I kept track of it.

Added automated Recipe Reversing for GregTech Crafting Recipes. Now you can reverse all Machines without a Disassembler as long as you have a Pulverizer, Arc Furnace or Fluid Extractor.
Replaced many Railcraft Crafting Recipes with almost identical, but slightly more oredicted GregTech Crafting Recipes (mainly for the Recycling mentioned right above).
Made a fun new Minecart Recipe. Now it needs Minecart Wheels (2 Rings + a Rod = a pair of Wheels), but it is exactly as expensive as before, Material wise.
Added the missing LuV, ZPM and UV Solar Panels to the OP Stuff Config. I wonder if anyone produces the more than 1 Million Units of Silicon Needed for the most expensive one. (also all GT Solars produce /8 Energy during Night as long as there is no Rain as always).

Added ItemData System in order to specify the Components of an Item when possible. This has changed quite some API things.
Added Microwave back.
Added Arc Furnii for reversing Recipes using Smelting.
They output Annealed Copper and Wrought Iron whenever Copper or Iron would come out of it.
Added proper uses for Wrought Iron and Annealed Copper in regular Iron/Copper Recipes.
Wrought Iron can be used to make Steel much cheaper Energy wise.
Changed a few Pulverization Recipe Durations.
Added a lot of new Recycling Recipes and improvements to some other ones.
Texture Locations for the generic Basic Machines changed.
Fixed a bunch of Bugs.

GregTech 5.05 Open Beta (MC 1.7.10)

Changed the Printers Functionality and removed one Input and one Output Slot of it, because of working with Fluids now. Read the new Printer Manual if you are incapable of just looking into NEI.
Added the 16 Color Sprays back, but no way to obtain the Chemical Dye used to fill them. :P
Changed Textures of the Sensor Kit/Card to fit the Nuclear Control Items.
Added some other random Items, and changed some Food Recipes.
Fixed a lot of small Bugs.

Fixed the Extruder Recipes being added to the Extractor (what failed too btw lol) for some stupid reason. Copypasta stroke back.

Added a whole bunch of Food Items, including Potato Chips, Fries, Sandwiches, Burgers, Chum and many more. The Plant ones, the Cheese and the Dough are all compatible with Harvestcraft and vice versa. (Chum causes Hunger and Nausea, and is always edible)
Added a half assed Cake in order to fulfill the promise in the Log (just the bottom part without any toppings :P)
Added the Slicer, a Machine which just presses things through Blades to cut them into different Shapes.
Added the Fluid Heater. Currently it only heats Water (for Steam) and edible Oils (for frying).
Added the Sifter to get Gems from purified Ores.
Added 4 new classes of Gems like Terrafirmacraft does, including the OreDict Names.
Added a bunch of new Molds, like the Anvil Mold in order to autoproduce Anvils.
Added Code to prevent too many Mobs of the same kind from being in a way too small Area. Those Mobs will get 1 Heart of Damage every 100 ticks PER other Mob that is too much for that confined place. This kills all vanilla KFC Farms, I know of, successfully and without any hassle. You can thank me later when this has prevented your Servers from crashing due to artifical Mob density (that is even laggier than Hoppers btw).
Fixed the Nugget Mold not being used in the Fluid Solidifier.
Fixed the Dimension Config for Ores not working for the large Veins. That Config might be a clusterfuck to deal with, due to being too dynamic, but it works.

Fixed and uploaded.

Changed Energy Crystals to be an Autoclave Recipe instead of Compressor.
Added the long time awaited Energy Detector Cover back. Note: it takes the maximum input and output Amperage into account too! But it doesnt count Batteries inside the Battery Buffer, since those are Items which have nothing to do with the Block itself.
Fixed some Bugs.

Added Assembler Recipes for the new Electric Rail Stuff of Railcraft.
Changed some EBF Recipes to require Oxygen.
Fixed a bunch of Bugs as always. And don't come to me and ask "is this fixed?" because I won't answer that.

Added Fluid Dyes.
Added Glue. Used for making Paper Boards, Sticky Pistons and Duct Tape.
Added Fish Oil, what is essentially the same as Seed Oil, but from raw Fish.
Fixed that nasty crash when the Client has more Fluids than the Server you join to (as in Client having a newer GT than Server).
Added a large Fluid Cell made of Steel which stores 16000 Liters of Fluid (stackable up to 4). This only saves on Material, compared to universal Fluid Cells.
Added a large Fluid Cell made of Tungstensteek [sic] which stores 64000 Liters of Fluid (stackable up to 4). With this you can store 256000 Liters per Slot instead of just 64.
Added Apatite Crystallization.
Fixed some other Bugs.

Crash fix is literally all I did

Fixed that Forge Bug KingLemming added to his variant of the FluidStack Class causing it to not sync its "ID" when joining a Server (only fixed for GT things). That Bug is flat out even using an ID inside the FluidStack Class instead of referencing the Fluid directly, like the ItemStack Class does with Items. LexManos has that easyly fixable Bug (and way too many other "change less than 10 Lines" Bugs) on his TODO-List, so I don't expect a fix on Forge Side until 1.8 or something what is definetly too late.
Fixed some other Bugs.

Added various ways of making Fire.
Optimized the Recipe Handler better, instead of having a "Input Slot 0 != null" Check it now checks for the minimal Requirements of the Recipe Fluid and Item Slot-Amount wise, before searching for Recipes. The previous Solution has caused that mentioned Centrifuge Bug btw.
Fixed some other Bugs.

Flint and Steel now has a 30% chance of success. (configurable)
Added Fluids for all Metals. Default Temperature is 1000 kelvin if not set to a proper value.
Added the old Nuclear Control Support back.

Block Updates now cause the ore to send its information to the client too (ofcourse only if it was obstructed before).

Fixed the Tool HashSets. I forgot that HashSets are just like HashMaps meaning when the Item IDs remap all the functionality would be gone if I didn't remap the Hashes too...

Some API changes regarding Lists. Some Lists are now Collections instead. (most of the time a HashSet instead of an ArrayList)
Hopefully fixed that stupid Ore Crash.
All Circuit Recipes changed dramatically. Please report any accidential Loops. And yes, there were many nerfs too and you can only workbench the NANDs and the Basic Circuits, the Rest is Machine only.

GregTech 5.04 Open Beta (MC 1.7.10)

I just updated with a, lets call it fix I hope, for the Ore thing.

Uploading seems to be fixed. Maybe it was a bad timing last time.
The Ores should be fixed now too, because the opacity check was being called before the removal of the adjacent Block. (so the network optimizations are still in)
Fixed Fluids not being Color Modulated in my Cells and my Fluid Displays. (I didn't even know that this Color thing was even an option until now)
Added Support for the PFAA Oil Fluids in the Distillery.
And I added a little bit of Buildcraft Support to the Laser Engraver and the Forming Press.
Super Buffers and Chest Buffers are much less laggy now.
Fixed a lot of other Issues.
Fixed the Crash Issue with my Ores (probably).
Added molten Tin and automatic Metal=>Fluid Recycling if the Metal has a proper Fluid.
Fixed the refined Iron Casing not being handled.

Added the electric Forge Hammer finally.
Added some Fluids.
All Railcraft Rails are now craftable in the Assembler using Molten Redstone and Molten Blaze.
Laser Engraver now makes Chiseled Variants of the Stones/Quartzes.
Changed many Recipes to use Oxygen instead of Air.
Removed the Recipes for NitroCarbon and SodiumSulfide, because they are useless now.
Coins are now made in the Forming Press. The Press does support renaming the Mold to rename the Coins.
Fixed Forestry Blocks not being recognized.
And many other Bugfixes.

Added Laser Engraver, Forming Press and molten Redstone.
Those can be used to make the AE Circuitry.
That the Forming Press requires PLATES for the Processors instead of Gems is intended, only exception being the Pure Certus Quartz.
Please watch the Voltage on the Laser Engraver Recipes, creating the AE Presses requires Extreme Voltage at least. (it is much easier to find the Presses in the Meteors)
The Mixer can do Fluix Crystals, Concrete and Energium Dust now.

I hope that Index File gets generated withing the next 5 to 10 Minutes. Otherwise just change the 5.04.00 Link to be 5.04.01 (on both Parts of the Link)
Added some compat for Harvestcraft and MagicalCrops Items.
Fixed Potion MetaData, so that Fluid Potions can be botteled again. Fluid -> Potion works always, while Weakness and Slowness Potion -> Fluid doesnt work all of the times (if you produced them the vanilla way), I cannot fix that Issue without creating a redundant Weakness or Slowness Potion Fluid.
Added Mixer for mixing Dusts. Forgot to change the Concrete Recipe to use it instead of the Chemical Reactor...

Supports 1.7.10 properly now, but is still 1.7.2 compatible.
Location of download changed.
Mislabeled as 5.03p in mcmod.info

GregTech 5.03 Open Beta (MC 1.7.2)

Added NEI Support for Ore Byproducts as List.
Added Gallium as Byproduct of Bauxite and Sphalerite.
Added Niobium-Titanium, Canadium-Gallium and YttriumBariumCuprate Wires.
Added 4 Superconductor Recipes using the aforementioned Wires and Naquadah Wires.

Fixed Concrete Glitches again, when it is submerged in Water.
Improved NEI a bit again.

Made it possible to brake on Concrete by Sneaking.
Fixed some Bugs.

Added Autoclave to crystallize Quartzes. Made the NEI recipe Handler output the Recipes of small and tiny Dusts, when clicking the regular Dust and vice versa. Same for Nugget and Ingot.
Made the OreDict Unificator more Efficient. This makes not only the startup faster but it also means less Lag in general.

Added Polarizer (to make Permanent Magnets for the small Motors).
Added Electromagnetic Separator (mainly for Ores) Changed the Recipes of Motors and Pumps (Iron Rod + 4 Redstone = magnetic Iron Rod, and Rubber Sheet + Knife = Rubber Ring, for the Starters out there).
Added ways to obtain Neodymium from Rare Earth from crushed Redstone Ore and some other mods Ores, also added Monazite and Bastnasite Ore to the Worldgen (but they aren't necessary in older Worlds, you can still use Redstone Ore for Rare Earth).
Made again a few new Recipe wrappers for Extractor, Compressor and Macerator. Optimizing my Code by killing almost identical Class Files is fun.
Concrete Plates are now available, so that there is at least one Concrete Cover

Found out that Concrete Road + Ice Blocks below = Linear Accellerator.
Ore Washer and Thermal Centrifuge now use the Standard Recipe System with the Help of a Recipe System Adapter. Fixed some Bugs.

Fixed Mobs sinking into concrete by making the Hitbox Soulsand sized.
Improved the Recipe Handling of the E-Furnace, the Fluid Canner and the Unboxinator, resulting in those 3 Machines now also being 100% Standard Machines without any special additional Code.
Fixed the Item Input Filtering of the Chemical Bath, now it doesn't let Items in if their proper Fluid isn't stored in there first.
Fixed Unification regarding blacklisting of Blocks, since Blocks aren't supposed to be actively Unificated at all.
Made Unification Blacklisting much more efficient.
Removed the Industrial Grinder Recipe List. Forgot that it was still in causing quite a bit of Lag on startup.

Added Concrete and several Recipes for its usage. Also you can walk faster on it, and (unlike the Chisel Version...) you don't glitch forward or sidewards when walking on it.
Added usage for Chlorine in the Chemical Bath to get rid of the Dye on things like Wool, Clay or Glass (Glass is stained meaning it isnt actually colored Glass, it is just painted Glass so it makes sense).
Fixed a Bug in the Forge OreDictionary (but only fixed for GT, since I needed to hack into the OreDict), where it doesn't allow Items to be registered when they are the same Item with the same OreDict Name, but with a different MetaData/DamageValue. That had caused trouble with my Granite and Concrete Blocks, since only the first registration actually worked due to that, what made them un-maceratable. (and I mentioned it to a Forge Dev so it is reported)
Fixed a bunch of other Bugs.

Added Chemical Bath. It does the Mercury and Sodium Persulfate thing of the old Industrial Grinder.
Moved GT Sounds to another Thread to cause less Lag.
GT Machines now buffer the last used Recipe so that those extremely fast working Machines are not Searching for the Recipe all the time.
NINJA UPDATE: Fixed sounds causing crashes

Added Distillery for the smaller refining needs.
Added NEI support for the Scanner.
Fixed a few Bugs.

Fixed a few Bugs.
The Scanner can now analyse Bees and Trees.
Fixed wood to charcoal recipe using Thaumcraft
Generalized Basic Machines even more.

Fixed Recipe Bug. (A crash occurred before if Railcraft was installed without Thaumcraft. Railcraft contains the Thaumcraft API, which makes GregTech assume it is installed, which causes a crash due to adding recipes that cannot be added)

Added Fluid Support for Centrifuge and Electrolyzer, this has the effect of destroying almost every pre-existing automated Machinery since the Recipes (Methane, Hydrogen, Lava, Helium, Water, Mercury and many more) now require and output Fluids in many cases. (Some Recipes with Fluid Cells still require Cells!)
Fixed several Bugs and attempted to fix the Fluid Pipe thing. Lets see if it worked.
Added more Recipes for Forestry Compat.

Added Forestry Compatibility for the corresponding GT Machines such as the Squeezer (the single input ones) and Centrifuge Recipes (basically all).
Added Fluid Extractor and Fluid Solidifier, and yes some of their Recipes will be replaced by better means in the future (as in a Basic Smelter and a Basic Freezer).
Added Molten Glass, a Fluid Input Slot for the Assembler and the possibility to make Electron Tubes in the Assembler.
Changed some Recipes to require Fluid means of processing.
Crushed Ice Fluid is now obtained by Fluid Extracting Ice Dust. Forestry Ice Shards can be macerated to said Ice Dust.
Improved my NEI Plugin, added "Fake" Recipes for certain things to have the display (including the accepted Forestry Recipes, the Fluid Canner and the Rock Breaker), fixed the stupid stacksize Bug in the Wildcard permutations but just for the GT Plugin since that is a Core Bug in NEI (FIX IT CHICKENBONES JUST FIX IT, IT IS IN THERE FOR AGES AND HAS BEEN REPORTED MULTIPLE TIMES #RAGE), did I mention that my Plugin is Fluid compatible within itself last time already?
The Cutting Machine now requires Lubricant (or at least Water) in order to cut. It also gives the increased Wood Output, which the old "Multiblock" Sawmill had (that thing looked just like crap, it was a "why is that a multiblock"-Machine).

Improved NEI Support. Now everything is generic and fully automatic as long as it uses the GT Recipe System.
Added the possibility of having Fluid In- and Outputs into the GT_Recipe Class.
Overhauled the GT_Recipe Class massively.

GregTech 5.02 Open Beta (MC 1.7.2)

Added Fermenter for fermenting Fluids.
Added new Drinks and Stuff. Most of them are hidden from NEI.
Whenever a brewing Process fails it will end up as mundane Potion. This applies to the Redstone/Glowstone/Gunpowder augmentations. You can use this also to clear the Input Fluid out of the internal Tank.
Purple Drink is now the greatest junk you could ever drink. Nobody knows what is inside this mysterious Bottle (except for the one who made it ofcourse).
Did not add ANY new crops
Forestry Lemons are compatible btw in case you want to make Life take them Lemons back.
Added Thermos Can for keeping hot things hot and cold things cold. Required for some of the new Fluids.
Fixed the Bug with the Glass/Plastic/Rubber Extruding/AlloySmelting.
Fixed some other Bugs.

Fixed a Nullpointer in Thaumcraft.
Fixed bare Wires not electrocuting people.
Fixed Hammers not crushing Glass even though they are supposed to.

Added two new abilities to the Plunger: 1. Cleaning Fluid in Tanks and Pipes and 2. Cleaning Essentia Containers and Tubes from Essentia.
Improved the Material System a little by adding more SubTags to my Stuff. If you encounter strange Recipes regarding Gems, please tell me. The Lathe Recipe for Gem Rods is intended however.
Added the JackHammer back. It is an HV Tool with Titanium Hull and shatters most Rocks into pieces. Not to mention it is twice as fast as the HV Drill.

Added Automatic Breweries.

Added Restriction Pipes which count as 100 regular Pipes of each of their kind.
Added Sense (other people call it a Scythe), which harvests a 3x3x3 of Crops/Leaves on Leftclick. It can harvest a 3x3 of IC Crops on Rightclick.
Added Plow, which shovels a 3x3x3 Area of Snow, and ONLY Snow, not your lawn or other Dirt/Sand/Gravel alike Materials.
Added Plunger, which can be used to clear a clogged GT Item Pipe System just by rightclicking any Pipe inside the System.
Added a lot of missing Assembler Recipes for vanilla Blocks.
Potentially fixed the Tooltip Bug in the Lang File.
Fixed some other Bugs too.

Added a lot of Convenience Recipes to the Assembler and the Cutter in order to make several Vanilla Blocks and Items without having to use an Autocrafter.

Added a lot more Recipes/Researches for Thaumcraft.
All GT Thaumcraft Research is now properly configurable.
Fixed some Bugs that were stumbled upon.

Added some Thaumcraft compatibility. Currently only two Researches (3 were implemented but 1 was bugged on TC side so hasn't been added).
Fixed a bunch of bugs.

Added much more Glass Processing. Removed Glass Bottle Crafting Recipe in favour of Alloy Smelter / Extruder.
Added Aspects to many GT Items manually.
Fixed Fluid Pipes considering Dead Ends.
Fixed non-undamaged Hazmat Suits not working against Radioactivity.
Fixed a lot of other Bugs.

Fixed a Bug regarding Output Hatches, which has spammed the Server Console.
NINJA UPDATE: Fixed crash bug spam

Fixed a ton of Bugs.
Added Tools for the 6 Crystal Shards of Thaumcraft. Those have a very low durability but a nice Special Ability.

The Version change came originally from the IC² API changes, but then I had to revert those, because of those stupid Forge Requirements of IC² 485... IC² 484 is MAX, it will take a long time before I support any later Version due to the 1.7.10 force Requirement (I want to still support 1.7.2).
Made a bunch of Bugfixes, nothing much.
NINJA UPDATE: Fixed Wiremill making rods instead of wires

GregTech 5.01 Open Beta (MC 1.7.2)

Added Super Buffer, which is like a Chest Buffer but with 256 Slots. Note: It doesn't have Slots inside the GUI, 256 would have been too many Slots for a GUI anyways. Otherwise it behaves exactly like a Chest Buffer.
Added Crates. They are similar to Forestrys Crates but they store 16 Items (Currently just all Dusts, Gems, Ingots and Plates). You need a Packager to put the things into the Crate and either an Unpackager or a Crowbar to unpack the Crates. Crates are made from an Iron or Steel Screw and a Wooden Plank.

Chest Buffers now merge their Itemstacks and sort them to the upper left Slots.
Added Titanium Boilers.
Fixed a bunch of Bugs.
Removed Nugget Schematic, because the Alloy Smelter can do 9 Nuggets = 1 Ingot the same way as the Packager would have had it done but cheaper.

Added Boilers in 3 different Variations (all are 3x3x5), Bronze, Steel and Tungstensteel. When they are at full capacity they work on Fuel Items like IC2 Generators with the same or up to twice the amount of Steam produced (2 Steam being 1 EU) per Fuel Unit. Sugar Canes and Cactii don't work as Fuel because they only have 1/4 of a Fuel Unit, while at least 1/2 of a Fuel Unit is required to be burned. They also accept Fuels of Semifluid Gen (regular Ratio with up to x2 Bonus) and also the Diesel Gen (but much more inefficient!).
Fixed some IC² Recipes not getting properly removed.

Multiblock Hatches now have better Textures depending on the Multiblock they belong to.
Implosion Compressors now accept the "Explosion Hazard Sign Block" as Solid Steel Casing.
Added Overmind's Wrench Overlay, but using non-scala Code. The Overlay requires CodeChickenLib (a dependency of NEI) to work.
Fixed Bismuth Bronze having both a Blast Furnace Requirement and Zero-K Heat being needed, causing it to be unsmeltable unless the Config regarding the required Heat gets changed to a positive non-Zero Number.
Battery Buffer now outputs as much Amperes as there are Batteries inside.

The fluid icon inside tanks/machines now has a tooltip containing the precise amount of fluid (The stacksize thing is still there for rough estimates of fluid amount).
Re-added the electric regulator in again 10 different voltages.
Changed all automation machines to accept input of 2 amperes and to output 2 amperes to be able to supply every attached machine properly.
Fixed a bunch of Bugs.

Added the replicator, it uses UUM and energy to form the targeted Dust/Cell/Fluid (yes direct fluid output for cases like hydrogen).
Changed the hammer to crush ores in world instead of by crafting. That is to reduce the amount of crafting recipes.

Added chest buffer (Was large electric buffer before) in (all) 10 voltages.
Fixed some bugs.

Added recipes for packager and unpackager
Fixed batteries eating energy constantly instead of only when they are charging/discharging.

Fixed some recipes not being added.
Added battery (de)charging loss.
Hopefully fixed the Railcraft crashing issue.

Added Filters in 20 different variations.
Added Thermal Centrifuges and Ore Washing Plants.
Added some "Decorative" Blocks.
Fixed dodgy cauldron bug which made it only work in a positive x and z location

GregTech 5.00 Open Alpha (MC 1.7.2)

Added Lockers - basically an armour stand
Fixed Implosion Compressor Sound
Fixed a ton of other Bugs such as accidentally overriding vanilla Aspects of Thaumcraft.
NINJA UPDATE - Fixes server crash

Added 5 brand new Compound Aspects, which can describe things much better. They are currently not used to create or research anything, but you can try to find all 5 of them (every Aspect of those can be found by Scanning, except maybe one, but that is depending on your Worldgen).
Black Granite Cobblestone can be smelted to Black Granite and can be made Black Granite Bricks again. (Bug fix)

Removed Arbor on most Gregtech things with Thaumcraft aspects.
Replaced it with other aspects.

Fixed the Casings and coil blocks being uncraftable
Fixed the failed removal of "dustLapis" from vanilla Lapis in the OreDict. (Fixed in Forge 1119)

Added Mass Fabricator to create UUM the GregTech way. 5 Versions with the standard over-clocking efficiencies of Double Speed = Quadruple Consumption.
Produces 1 Litre at a time instead of 10 Litres like the IC² Massfab does.
Added Controller Cover so you can shut it off, because that thing CAN suffer from Insufficient Energy Lines!

Vacuum Freezer now use Frost Proof Casings
Implosion Compressor now use Solid Steel Casings
Added Multi Smelter, a Super Furnace as Multiblock which does 6, 12 or 18 Items at once (depending on Coil Level), also it goes round-robin over the Inputs so it does every inserted Item somewhat equally often (as long as you don't insert prime numbers or other uneven amounts). The Speed (over-clockedness) depends on the Voltage of the Hatches. It is built like a Blast Furnace minus one Coil Row.

Added a few more Machine Casings. Some of them are still WIP, and are useless
Fixed vanilla dye ore dictionary support

Fixed chunk border issues with pipes and such

Added Vacuum Freezer
Added 40 different but similar Battery Buffers.

Added the old NEI Plugin, meaning all the old Machines have their Recipes in NEI. I didn't add it for the really new Machines for now. Ironically adds the Vacuum Freezer and Industrial Grinder, even though neither are in the game.
Added the TFC Alloys and Bismuth to my Materials. Most require a Blast Furnace to be made.
Also fixed Sounds.

Added new Death Messages for Tools
Added the Butchery Knife
Added Cadmium Batteries (Simplified the Nickel away, and some other improved things)
Made it so that the Butchery Knife gives twice the amount of invincibility time for Mobs after getting hit, meaning you cannot attack very fast with those (same for Hammers and Wrenches).

Fixed some Bugs
Added coloured Tooltips.
Hammers can now mine rock based blocks what instacrushes them as if you craft it.
Since the Cauldron doesn't work in Multiplayer, added the possibility to use water blocks for the washing purpose.
Also added a Config to re-enable the original Power Loss.

Added Knives. Currently just sword like tools which don't get double damage when breaking blocks, but they instead get double damage when used as weapon. Main purpose will be cutting things in crafting recipes.
Fixed some Bugs as always.

Now with Radio-activities! Thorium and un-enriched Uranium 238 are safe, but the other ones are deadly if you don't have a hazmat suit.
Fixed Implosion Compressor texture (I expect)
Changed it to be a jar-file.

Added Universal Spade. Crafted from Universal Spade Head (Shovel Head + File), a Stick (of the same Material!), a Screw (of the same Material too) and a Screwdriver. Mob Damage is like the Axe (3 + Tool Quality), you can block with it (That's why you can't just use a wooden Stick to craft it), use it as Crowbar (might need some more random Code to work better if RC isn't installed), it's usable as Saw (but gets double durability Damage from that!), and you can harvest almost anything what is not Stone-related with it.
Added some Damascus Steel Ingots and tool heads as dungeon loot to the game, since Damascus Steel is uncraftable (as in nobody knows how to produce it IRL, so I don't make it craft-able).
Made Iron and all the different Steels having Sharpness per Default
Wrought Iron is also craft-able now by smelting Iron Nuggets in a regular furnace. Wrought Iron tools are between Iron and Steel.
Implosion Compressor is craft-able, but without a texture
Fixed over-clocking using 4x more power than it should (I expect)

Added the Electric Blast Furnace
Added recipes for some missing machines.
Fixed base generator textures

Added the Bronze Blast Furnace back. Also know as the Tone Box 5000
Added Disjunction type enchantment (I think, might have been previous version)

Tools now have some enchantments depending on their Material. Thaumium has Fortune II, but its durability got halved. Firestone and Fiery Blood Ingots have Fire Aspect III and can therefore auto-smelt drops.
Added the Leaf Cutter, what is effectively just a grafter, but works in adventure mode.

Fixed scoops
Fixed the ore drop random generator always generating the SAME result if there are only two possible outcomes.

Added scoops which work on adventure mode. Like Forestry's, just left-click to catch butterflies
Added some of the tool sounds.
Fixed the RC Crowbar not being usable on GT Blocks to remove Covers
Made the GT Crowbar usable as a RC Crowbar.

Fixed some more things on tools (ie, made hoes work)
Added improved Durability/Energy Bars to them
Nerfed vanilla tools.

Fixed a bunch of bugs regarding tools
Added the wire cutter
Doubled durability of tools regarding block breaks. Additionally doubled the Pickaxe and Drill durability if Harderstone is enabled (since that causes the block resistance and therefore the tool damage to go up).
Flint Tools are craft-able too.
Fixed Adventure Mode
Fixed AFK Hunger.
Fixed pipes only accepting one item at once
Added solar steam boiler

Added lava boiler
The Packager can now do 1x1, 2x2, 3x3, nugget crafting and dust piling recipes using schematics

Bronze Age now playable in survival if Railcraft is installed to get steel:
Added bronze boiler
Added high pressure boiler, although Railcraft's is better than both
Added steam turbine, for steam age -> electric age power

Added lots of fancy generators
Made Gregtech ore generation fancier
Added mortars back

Fixed some Tools, added Drill, Chainsaw and electric Wrench with LV, MV and HV Variants.

Released Gregtech Open Alpha
Changelog GregTech-4 for 1.6.2

Text File Variant of the Changelog

Show GregTech-4 Changelog for 1.6.2
Minor Bug and Recipe fixes.
NINJA UPDATE: Added Recipes to convert OreDict Plutonium/Uranium into the IC2 Nuclear Items using the Compressor.
NINJA UPDATE 2: Fixed Chrome Block alloy smelting recipe.
NINJA UPDATE 3: Fixed the KNO3 recipe.

The Output Facing of Basic Machines can now be Screwdrivered in order to let it allow Inputting Items from that Side.
Added stackable Plastic Fuel Cans. But they only store 1 Cell instead of 6.
The Basic Generators of GT no longer accept non-Fuel Items through Automation.
Fixed Grinder, Implosion Compressor and Sawmill lagging, when there is only one Input Item.

Added Aluminium Scoops which DO work in Adventure Mode. Seriously, I did it the normal vanilla Way as I explained it to him a while ago and it works perfectly, I don't know what problems Sengir has with just adding support for Adventure Mode. It's one thing if he doesn't care about Adventure Mode (as in the MC1.6-1.7 Adventure Mode), but plain out lying about having tried and failed to add that support to it is not a good Option.
Fixed some Bugs.

Fixed some Bugs.

Decreased Recipe Scanning Lag of basic Machines.
Added ZPMs which are 2000000000 EU Tier 7 Single Use Batteries found randomly in the world
They need an High Energy Charger (also new) in order to be decharged. You might need something else to down transform the enormous amount of Energy properly.
Changed Lapotronic Energy Orbs to the new Meta Item, note that you can craft your old Orbs into them without any Extra Cost or Energy Loss.
Batteries and similar of GT now have their Texture depending on amount of Charge.

After fixing another stupid Bug in the silly Advanced Recipe Manager of IC2 I made my own way of preserving the Charge from the Crafting to the Crafted Item (Tools being charged with the same amount of Energy the Crafting Ingredients had), by making my own Recipe Handler, and that Recipe Handler also isn't coded so stupidly complex that it would need any NEI Plugin or something for that as it just extends the vanilla Shaped and Shapeless Recipes.
Added Lithium and Sodium Batteries. Note: The old Lithium Batteries are uncraftable, but the new ones are exactly the same as the old ones Storage and Tier wise.
Red and Blue Alloy are no longer Dust Craftable, because it is more of an Infusion Recipe than an Alloying Recipe. Also fixed the missing Dust+Ingot and Dust+Dust Recipes.
Also removed the old IC2-SU-Battery Recipes I had.
The RE Battery Recipes, which are added by me were removed. But I added a GT Canner Recipe with 2 Redstone Dust and a Battery Hull to make them that way. (The IC2 Recipe with 4 Casings, a Tin Cable and 2 Redstone stays btw.)
Battery Hulls now also craftable in the Assembler.
Fixed some other Bugs.

Requires IC2 Update for NEI not to go wild.
Added a new kind of SU Batteries, which are much more realistic than those vanishing vaporizing instant decharging things of IC2.
Optimized time of Alloy Smelter Recipes regarding Alloy Creation at startup.
Fixed the newer Shapes/Molds not being meltable.
Fixed some other Issues.

Blacklisted Integrated Circuits from Unification.

Fixed Bug in my recent "optimization" causing a ton of Recipes to not be processed and therefore decreasing loading time.
Decreased Loading time again in another Way, so that it evens out my previous mistake XD

Improved OreDict Handler, and no I did nothing on my MetaItems to improve the Startup time that drastically.
Fixed some Bugs.

Fixed some Bugs.
Added some Potatos to Sticks.
Nerfed the Alloy Smelter Mold Recipes, since they broke some progression of the Bronze Age.

Added Molds for the most needed Items, such as Gears, Plates and Casings. (used in Alloy Smelter and it is a bit worse than the Extruder overall Energy wise, but the Voltage is lower)
Plastic and Rubber now have Compounds, but they are not electrolyzable meaning their Recipes are a bit cheaper now (The Default Mass of an unknown Compound is much higher than a bit of Carbon and Hydrogen, what results in more expensive Smelting Recipes)

Reduced amount of redundant Universal Macerator Recipes.
Optimized TileEntities again.
Optimized getting Crafting Recipes.
Added new Crop Drops, so that most of them don't drop dusts anymore (but things you can make to the old dust instead). You now have to extract the plant's product to get a tiny metal dust pile.

Made Chalcopyrite smeltable into Copper and similar small fixes.
Improved getting TileEntities. Needs a bit of testing.

Optimized the way TileEntities get adjacent TileEntities.
Added one other random Item for testing purposes.
Added some Recipes.
Fixed some Bugs.

Added Colors to the PFAA specific Ore Items.
Added Uraninite Processing Step using the Chemical Reactor and Aluminium/Magnesium
Added Chocolate Coins.
Fixed a few Bugs.

Added PFAA Support. Most of the Materials have the Default Grayish White Color, but that is going to be changed soon. I think the current PFAA Version still registers Ores under multiple Names (oreIlmenite + oreTitanium are one example), what is causing some Recipes to behave in a weird fashion, this is going to be fixed on PFAA Side soon.
Added another Coin, just for the heck of it. It's not like it is wasting IDs or something.
Fixed a bunch of Bugs.

Made Cobalt the primary Byproduct of Copper and Nickel Ore, instead of the tertiary.
Fixed Pipes always turning into the same direction when doing pathfinding.
Fixed Adamant Problem with Metallurgy.
Fixed many other Bugs.

Buffed the Ingot Output of smelting crushed Ores by one Nugget. Now it makes sense to use the Hammer to crush Ores on the workbench before smelting.
Since I am feeling generous right now, I buffed the heat Output of Lignite Coal (Underground Biomes) by +50% so that you get 1 and a half smelting Processes from it (so the same as Planks).
While I was at it, I also added Lignite as a valid Fuel for the Coal Boiler. It gives 25% of the Heat of Coal/Charcoal, what makes it better than its actual Fuel value.
Also added a Lignite Item Set, and Lignite as Byproduct of Coal Ore.

Added Gears to my MetaItems, and an automated Recipe System for them. Due to the brokenness of the Gear System of BC, Forestry, RC, TE and co. I had to use another OreDict Prefix than "gear", so I was going with "gearGt" as subprefix, so that it fits to the Material System, and that I can Auto-Recycle my Gears as usual.
Optimized some Code in regards of Pipe interaction.
Killed very old and dead E-net interaction Code.
Changed the Recipes of the Turbines to use Gears, and also the Recipe of the Diamond Saw Blade to use Cobaltbrass Gears surrounded by 4 small Piles of Diamond Dust.
Most of the Bronze Age Machines are now maceratable/smeltable into Bronze/Steel.
Hydration Spray can now clean Machines from their Colors.
Bronze Age Machines no longer accept Iron Gears in Crafting. It must be Bronze.
Gears are now used in Turbine Rotor Recipes instead of Blocks.
GT Gears are interchangeable in BC Recipes by using re-registration.
Added Golden Coins with Villager Faces to the Jungle Temple Loot, you CAN melt them back into Gold, but they are very rare, so you could put them into a Museum or use them as Adventure Currency or something.

Made my Recipe System less laggy by adding Cross-Reference-Lists for used Items in Recipes. (aka everything with an Input of 1 Gold Ingot would be in one List per Recipe System).
Added some new an much more awesome Coins, probably the most awesome Coins in History with 32x32 Icons! Main Material for their creation is Cupronickel as in some Real Life examples. They can be used like Industrial Credits, but they are not Industrial Credits.
Fixed a bunch of Bugs as always.

Fixed bugs as always.
BEHOLD THE COMEBACK OF THE RETRIEVER!!! Works only on GT Pipes and has an inbuilt Regulator. Because of what it does, it is very expensive to craft it. It is far better than the Retriever of Redpower.

Added Tool Heads for the most important Tools. (No new Tool System as of now)
The Assemblers can put Toolheads and Sticks/Rods together to get the vanilly Tool.
Some Toolheads are unobtainable as of now, like the Diamond ones for example.
Extruders now only accept Ingots as primary Input. Plates and other things are no longer possible because of Lag.
Fixed a ton of Bugs.

Fixed a few bugs. (Main one being small dust piles not crafting back into normal dusts)
Added Input and Output Bus for my Multiblocks. They are almost identical to the Input and Output Hatches, but they can store up to 9 Items and have no Fluid interaction. Currently only the output Bus is somewhat useful when having a Thermal Boiler.
Hidden all Items which are having to do with Ore Processing from NEI and Creative. You can disable that hiding using the Config.
But I won't do that for any of the unused Materials so don't suggest that.

Optimized OreDict Processing Registration.
Nerfed Paper Crafting to 2/3 per Cane instead of 3/3 (thanks to that one Bug report I got the Idea of nerfing it). The Printer of course has still the 1:1 Ratio for creating it.
Added Printer Manual. It also explains how to make Paper properly using the Printer (these Recipes were already possible long time before)
Added Functionality to the Printer, to switch Storage Blocks to the other Mods variants, since those Blocks are only decorative anyways. Unificating Blocks (what includes Ores, or at least most of them) has been disabled in some Version before this one, I don't know which one so they wont transmute back in your Hands.
Fixed a ton of Bugs.

Requires IC²-exp-374, because of the addition of the Recycler Whitelist (just a Config thing for Admins, who don't wanna keep up blacklisting tons of Stuff) to IC².

Added Plastic Hammer (Upgraded variant of the Rubber Hammer)
Plastic Pulp now obtainable by centrifuging Sticky Resin (as new byproduct)
Plate Benders now have a new Stacksize Configuration Functionality (because of many colliding Recipes). You need to add a configured Integrated Circuit into the second Slot of the Plate Bender if it should produce the Items you want and not some Random Stuff (like Dense Plates instead of regular Plates if there are more than 9 Plates). The Integrated Circuit isn't getting consumed, and it is also optional (in cases where there are no ambiguous Recipes). It is also very cheap as it is just a Basic Circuit being crafted using a Soldering Tool (+ Material) and a Screwdriver. Integrated Circuits can be used like Basic Circuits in all Crafting Recipes (so that you can basically recycle them that way if you don't need them anymore)
Note: Dense Plates are now no longer produced in a Compressor, you need the Plate Bender for it.

Added Thermal Centrifuge and Ore Washing Recipes to my Crushed Ores. Currently there are many Steps for 100% Efficient (other Methods might be less efficient) Ore processing.
1. Universal Macerator/Pulverizer -> Ore Washing -> Thermal Centrifuge -> Universal Macerator/Pulverizer again
2. Industrial Grinder -> Thermal Centrifuge -> Universal Macerator/Pulverizer

Materials are now Unificating away from the new MetaItem if possible, what results in old non-GT-Sorting Systems being compatible again, and other Mod Items not unificating into it unless they register too late at the OreDict.

Fixed some Bugs.
Added the new MetaItem to the Game. Many of the Materials are unused as of right now.
Due to that, a ton of Recipes have been changed slightly.
Rubber Processing got a new Step of smelting Rubber Pulp.

Fixed several Bugs.
Made some of the Extruder Recipes less Energy Costly (they were 10 times more "too expensive" than they should have been). They are now 3 times more expensive than the normal machine.
The new MetaItem is still in testing. Debug2 in the Config can activate that Item if you want to risk a look at it.

Changed Digital (and therefore also Quantum) Chests to make it possible to autoremove the stored Item Filter. To save the Filter even if the Digital Chest is empty, just hit it with a Rubber Hammer. Previously placed Digital Chests might remove their Filter because of that, so hurry up and use a Rubber Hammer on them.
Changed Distillation Tower Recipes to be 4 times faster. (that also means 4 times more EU/t)
Notes on Debug2 Config option

Added a few new Extruder Shapes for Pipes and Storage Blocks.
Added smaller Fluid Pipes (1 Plate per Pipe).
Fixed a bunch of Bugs.

Added Extruder. That Machine is very expensive in both Crafting and used Recipes. It can do almost every Metal Forming Recipe existing in GT, but at a much higher cost (2-4 times more than usual), consumes between 32 and 64 EU/t (Max Input 128 EU/p), needs a special Extruder Shape, which is 4 Steel Plates Crafted together using Hammer and File, then using the Wire Cutter on the blank Shape Plate for determining the Recipe (Coinage Molds now use the Hammer + Blank Shape Plate for creation), which has to be used in it. This Machine is for the people, who just wanna have one single Machine in their Workshop doing everything at a very high Speed.
Added capability to add Recipes, which don't consume their Input to all GT Machine Recipes, what was originally only needed for the Extruder.
Added Recipes now cancel out more of the combinations, so if you have a Recipe where you Input an Ingot and get an Ingot as Output aswell, they will cancel each other out. That was also needed for the Extruder, because of otherwise adding such Recipes.

Fixed the Access Rules of semi-private and unbreakable Blocks. (Electric Trade-o-mat for example)

Fixed the pipe not connecting to machines properly thing.
Added the ability to break Logs and Leaves (OreDict based) to the Crop harvestor (Rubberwood works as well of course). Range depending on Overclocker Upgrades and only one Dimensional Forward, without any fancy backtracking of branches and stuff. Just one Line of Blocks being harvested. Warning: If you add more than one Overclocker to the Harvestor, you won't be able to make a profitable Charcoal Farm, since breaking Logs is calculated like this:
Math.max(1, Log.resistance (which is usually 2.0)) * 100 * 4^Amount Of Overclockers, resulting in the following Values for regular Logs: 0->200, 1->800, 2->3200, 3->12800 and 4->51200.
Also I didn't add any way to autoplant Saplings, so you have to find something else to do that for you.

Door Stacksize set to 8, since unstackable Doors are just stupid (compared to Iron Blocks, Hoppers, Pistons and Anvils, which are stackable up to, what was it? Ahh yes, 64)
Probably fixed the Chunk Unload thing, while fixing another Bug.
Fixed Digital Chests and all the other GT Machines not being Left Clickable in Adventure Mode.

Requires IC²-exp-355 for Portable Scanners not causing clientside glitches on crops.
Added Scanner Block. It can currently only scan crops, but I plan more things for it.
Fixed a ton of Bugs.
Unlisted change: GregTech machines in the rain with uncovered sides will now also catch fire and explode. (Previously, only the top of machines needed to be covered.) To avoid this, either cover every side which would prevent access unless the right covers are used or it is accessed from the uncovered bottom) or build a wide roof above the machine.

Changed Diamond Credits to be Platinum Credits (only Name and Color wise)
Added Osmium Credits with Value 4096.
Fixed a few Bugs.
Added two Buttons to each of the two Filters.

Requires at least IC² exp 353, for proper Localization Support on IC² Side (I fixed the Item Name translation, which caused Problems with other Mods).
Added Coinage Molds. They receive their Security Code as soon as they are in your Inventory, meaning that if you produce more than one at once, the whole Stack gets assigned the same Security Code (much better than copying it after it has been crafted).
Put the Mold in the bottom Slot of the Printer and insert Coins or other Molds into the first Slot for making copies with the exact same Security Code (and also the same Display Name if you renamed the Mold with an Anvil).
Credits are only stackable if they have the same Security Code AND the same Name.
The Credits use a new NBT keeping Crafting Recipe (still normally visible in NEI, since I did it properly), to make sure the 1->8 and the 8->1 Recipes work properly without loosing the Security Features.
Trade-O-Mats and Digital/Quantum Chests now display Item Names properly translated when using Nuclear Control on them. A Nuclear Control Panel above a Trade-O-Mat would be a very nice indicator of what is being traded there.

Improved Nuclear Control Support of my Machines. Note: I'm aware that the 2 last Buttons in the Panel GUI don't really belong inside the Player Inventory.
Fixed a ton of things regarding the Trade-O-Mat.
The Trade-O-Mat can be set to infinite Mode by either putting an IC²-Debug Item or a piece of Ultimate Cheat Armor into the Charge Slot. The Debug Scanner won't have that Effect as it is supposed to be just an Infinite Battery + Scanner in one.
The Active Machine Detectors "Ready to Work" Modes see if the Trade-O-Mat has enough Stock (or space for Cash) inside and emit a Redstone Signal.

Added Electric Trade-O-Mats. (I think I will add a Battery Slot to them, for places without proper Power connection).
They are Pickaxe Resistant, but not Blast Resistant (the only way to break them is an explosion). They have 4 different GUIs, 2 Storage ones, one for the Settings and the public Trading GUI (the Trading one is ofcourse the only accessible one for other Players)
Tweaked Player Detector a little by adding something to it. People who find that out will have fun.
Fixed what I broke at the Capelist within 4.07c. I changed the way the List is generated, but forgot to lowercase all the names for proper comparision.

Fixed some Bugs.
Added Input Filter to the Basic Machines, which just have one single Input.
Added small Tick Profiler into the GT-TileEnties to warn about possible Lag. You can configure when the warning should appear in the Log, default for that Warning is 100ms (to disable it set it to 0).
Added a Function to the Scanners to display the average Milliseconds being consumed by a GT-TileEntity (Tick Lag), if you see that there are ~0.0 Milliseconds using the Scanners, it just means that it is less than a Millisecond (it only counts whole Milliseconds when summing up).
Note: When the Advanced Pump does it's check for all surrounding Fluid Blocks, the Log Warning gets disabled for that particular Tick inside that TileEntity, because that Scan is a well known and also very rare Spike, but I was surprised how small that Spike actually was at the Nether Lava, just about 250ms on my Computer.
Note²: The Lag Warning appearing inside the Log gets activated one Minute after the GT-TileEntity has been placed/loaded, to prevent eventual Initialization Ticks from showing inside the Log.

Fixed all the GT Armors not working at all, luckily I have added a fail proof to it, otherwise people would have lost their GT Armors in the previous Version.
Fixed Tooltips not appearing Properly on some Items (especially the ones which don't even have a Tooltip, because those generated a pointless empty line).

Fixed a ton of Bugs.
Changed a ton of internals regarding Localization, if an Item or a Block has a wrong Name, please tell me.
Also due to the small localization change, Forge will complain about mismatched IDs, especially for Blocks, don't worry, the Blocks won't disappear.
Requires IC² 345.

Fixed Teleporter not using EntityLivingBase instead of EntityLiving (I missed one call of that one when updating to 1.6), making Players not update their Position.
Fixed Teleporter calculating Player Weight wrongly causing the Costs to be 0 and therefor the Teleport to be impossible.
Added the Information you get for Nuclear Control Displays to the Scanner aswell. (The Teleporter Buffer can now be seen without Nuclear Control).

Fixed the Serverside Issue. I think.

Added two new Features for the Printer, one being naming Items (primary Slot) using a named piece of Paper in the Copy Slot and a bit of black dye in the secondary one (the other is a secret to everybody).
Added some Recipes to the Chemical Reactor and the Assembler for convenience.
Fixed some Bugs.

Added something to the Internals of my API, to be able to "generate" Items in 1.7, by just assigning them an ID and telling them what kind of Items to generate (like Dusts, Ingots, Plates, Gems etc.).
Fixed a bunch of Bugs.

Added Potassium Feldspar (byproduct of Red Granite) and Biotite (byproduct of Black Granite), and also added electrolyzer and Centrifuge Recipes for the Granites.
Changed the Autocrafting Table to have an Input-Filter like Regulators have.
Fixed some bugs.

Machines and Conveyors output into Item Ducts by themselves. No Redstone signal or Servos needed.
Machines and Conveyors SHOULD output into BC Pipes.
Machines and Conveyors output into the Air (the no-collisionbox-condition) if there is space at said Side. I wonder how many peoples setups will be screwed, because they forgot to disable Auto-Output on my machines. The Items will be dropped centered and with absolutely no velocity, perfect to throw things into a Cauldron or a large Oven alike Structure.
Disabled Auto-Output Button per default when placing a regular Machine, to prevent Confusion with the "drop Items into Air"-Function.
Beta pre-release versions. Do not use any of them, unless you are specifically trying to test them. From this post, this one, this one, this one and this one: Okay I need some "Beta-Testers" for the attached Version. Subject of the Test is TE-ItemDuct interaction of my Machines and Covers. Things which need to be tested are:

- Does it work at all?
- Does TE not get screwed up for some weird impossible Reason (I use just the one Interface of the TE API regarding ItemDucts and no hacks or something, I don't even include Parts of the API!)
- Do the AutoMachines and Conveyor Covers output properly into the ItemDucts?
- Do small and large Buffers output only the Amount of Items they are supposed to output at once to the ItemDuct (to set the amount just Screwdriverclick the Output Facing), this could be very useful for roundrobin Mode (4 Items at once per Stack for example).
- Does previous Automation not get screwed up (such as your already existing Setups of non-ItemDucted GT Machines)
- If you connect an ItemDuct to a GT Item Pipe and let Items flow through (from both Sides), what happens?
- If you are capable of Video creating on Youtube (only Youtube), please do a short one showing your Tests, in case anything went wrong.
Things, which are currently supposed to NOT work with ItemDucts as of right now (I probably fix that):

- Regulators and Advanced Buffers, because they insert into a certain Slot and use different Code for that
Pre 7
Actually make GT to TE work now:
Item ducts on unpowered extract mode touching a Gregtech auto-output side will accept a machine's output. Gregtech pipes will put items into item ducts properly. The item duct must however be in extract mode (but doesn't have to be powered). Item ducts to Gregtech pipes worked before anyway.

Pre 6
And trying again. Now with less Numbers.
Pre 5
And trying again on debugging. Please run with your ItemDucts and attach the GT_Log File. Note that all this is about Item OUTPUT directly out of GT MACHINES, not input and also no Item pulling from the Duct itself. The Log should contain a large bunch of Numbers, if it doesn't you did it wrong.
Pre 4
If this didnt fix it, then please attach the GregTech.log File of that run to your next Post.
(included some debug readouts)
Pre 3
This just fixed the Regulators and Adv Buffers not working, or at least it should have fixed that.
Pre 2
Fix mistake to actually make the TE stuff work
Pre 1
First release of testing - nothing actually worked :)

Added "very annoying" Sounds to some of my Machines.
Added Muffler Upgrade to disable those annoying Sounds.
Fixed Lamp Bug and some other things.

Made a major Code refractoring. You would be surprised what you can mark as Warnings/Errors in eclipse under "Window -> Preferences -> Java -> Compiler -> Errors/Warnings".
Bugfixes en mass.
AESU Output now Redstone Controllable using the Controller Cover and Signals with different Strengths.
Digital and Quantum Tanks can now have a Liquid Filter, if you attach a Controller Cover and disable the Activity.

Requires IC²-exp 336.
Changed the Default Bronze Ratio to 3+1=4.
Crafting Dusts together yields 25% less alloyed Dusts than using Alloy Smelter or similar Devices, to encourage the usage of those Machines. This currently doesn't affect Stainless Steel and Kanthal, because they need more than 2 different Dusts in their Creation.
Unification doesn't affect Blocks anymore, only Items so that your Decoration Blocks shouldn't be unificated.

Fixed forgetting to set Materials.Enderium to Blast Furnace Only. It is also 3000 to not easily break the TE-Tech-Tree.
Removed that warning above. Turned out it didn't take me "1-2 Days" to remove that one, since I found another serious inbalance, see Line above. XD

Added Granite Dusts.
Added Blast Furnace Tag for Fluxed Electrum (Materials.ElectrumFlux), and set the required GT Heat Capacity to 3000 just to not screw up any Tech Tree, but to still be able to do it with the EU System somehow.
Maybe fixed getting TE Items by using GameRegistry.findItemStack, but I still wait for the Support Request containing the String->ItemStack mappings of TE (if the GameRegistry is even used by them).

Updated most of the TE Support. I hate updating Forge (even with the installer) so I am not able to test it.
Fixed Soldering Metals not being registered in my Tool List causing the Soldering Tool to not find any in your Inventory (one of my improvements failed slightly).
Fixed most of the Abyssal/Quarried Blocks not being maceratable in later RC Versions. With "most" I mean all but the regular vanilly Stone variant.

Requires IC2-exp-332
Fixed some Bugs.

Fixed a bunch of tiny Bugs.
NINJA UPDATE - Fix crash without Nuclear Control

Added electric Screwdriver and Tungstensteel Screwdriver.
Changed some things in Gregtech Item API, please report any accidentally wrong Items, because I changed from an Index System to an Enum based one.

Fixed the Bug with Thermal Boiler item output
Added 2 new Icons to the Redstone Display.
NINJA UPDATE - Fixed Automatic machines not working

Fixed some Recipe Bugs.
Added a surprise Block. (The Digital Tank)

Requires IC² 328.
Added the "Drop" Icon to the Redstone Display.
Fixed some visual Issues with the Filter.
Nerfed the Fuel Values for Ethanol, Biomass, Oil, Fuel and Nitro-Fuel and adjusted their Distillation Tower Recipes (also added some byproducts for Biomass).
Fixed some other Issues.

Added Filters and Type Filters.
Fixed a ton of Bugs.
Added Alloysmelter and Blastfurnace Recipes, which accept 4 small Dusts like they do with one large Dust (same for 9 tiny Dust) to smelt them. Just a very useful convenience Recipe.

Fixed a bunch of Bugs and Recipes.
Requires IC² 316 or it will bug the hell outta you.

Nerfed the throughput of all Item Pipes by 50% (Small Brass has now only 1 Item/sec)
Added Platinum Item Pipe with 100% more throughput than the Electrum variants to keep the 8 Items/sec Bandwidth.

Due to popular demand (and an idea Greg got through watching Bakerman), Item Pipes now accept Items in the amount they can transfer (you can insert 8 Items into a single large Electrum Pipe and they will all get transferred)
Fixed the ClassCast I used to get the Block from an ItemStack.

Added seperate Configs for Rock Crusher and Macerator.
Fixed some Bugs.
Blacklisted all Ore Blocks from unification. Who's going to let more than one kind of the same Copper Ore generate anyways.

Fixed dupe glitch involving setting the output hatch to Items or Items and liquids with the Gas Turbine giving double Empty Cells.
Fixed some other things.

Fixed several Bugs.

Fixed some Unification derp-ups, due to reversed order of Pre-Unification.
Fixed Netherrack/Endstone/Granite Recipes of the IGrinder.

Fixed redundant OreDict Unification.
Tried to fix the Quartz Issue. I think I've fixed it.

Fixed the stupid "|" character Bug in my Config. Forgot replaceAll() has special Functionality on certain Characters, such as "*" or "|", so I needed to double-backslash the
Cells should now work with the Liquid Transposer as I moved that to the @Init Phase.

Fixed a bunch of tiny Bugs.

Fixed the exploit of Iron Bars back to more Iron than needed to craft in the Alloy Smelter
Fixed a Bug regarding Crafting Unification, when Mods use OreDict Items as Output for Recipes without copying them before (what now gives you an Error Log Message).

Fixed Unification of Crafting Recipes being problematic at Invalid ItemStacks.
Fixed a ton of Bugs.

4.04 Version Number Not Found
OreDictUnification now with improved targeting Config.
GregTechs @Init and @PostInit Phase now always run last (unless someone else does Rawcodes hack after I did). The "after:*" Sorting tag of Forge doesn't work properly at all, so I had to hack that.
Fixed that Tin Cell Math Bug, and removed that old Tin Cell per 4 Tin Config since it caused the Math to happen. 1 Tin Cell = 2 Plates, that is still better than 3 Iron for 1 Bucket.
Fixed a Conveyor Cover Bug pointed out by mistaqur.
Game doesn't crash if a Chunk doesn't have ANY Biome (that Worldgen Error on the [Edit: 2nd] previous Page), but I would go and tell the one who did that, that it has to have a Biome, even if it is an own selfdefined one.
OreDictUnification now affects the output of crafting recipes.

Fixed many Rendering Issues with my Blocks.
Added a new Button Panel Design with actual Numbers on it.
Changed Button Panels to be white, so that they are easier to color.
Added Iron Frame, where you can put Covers on just for Decoration.

Tweaked the Advanced Pumps Scanning Algorithm and made it iterating instead of recursing.
Advanced Pump now pumps one Block per second instead of two.
Advanced Pumps can be upgraded by stacking additional Advanced Pumps on top of them.
Fixed some Bugs.

Fixed Scrapboxinator.
Improved some IC² Machine Recipe Stuff.

Fixed OreDict.log writing everything happening before GT is loaded into System.out.
Fixed OreDict.log seeing GT-Re-Registrations as been done by the other Mods.
Fixed NetherOres compatibility entirely. Including certain values in the Industrial Grinder (you now need twice as much Water/Mercury etc. for a Nether Ore) and twice as much Calcite in the Industrial Blast Furnace.
Fixed some Rendering Issues on Pipes.

Tweaked Autocrafting Table a bit.
If you use a portable Scanner on a Machine, it tells you if you feed enough Energy to it, and if the Machine needs Battery Upgrades.
Fixed a bunch of Bugs.

Optimized the Recyling Recipe Scanner, to not accept Recipes with either more than 2 different Items or with damagable Items such as Tools in them. That should fix the scanning of the over 20000 Recipes (a gazillion Recipes for reloading and repairing the Guns, but I told him already about how to fix that) of the Flint Lock Mod.
Fixed other Bugs.

Fixed Data Control Circuits being in the OreDict under the wrong name

Requires Update to IC²-exp-292 or later.
Fixed a bunch of Bugs.
Added Mode to the Shutter Covers to make Pipes One-Way.

Fixed Player Detector, and moved it to the MetaTileEntities, meaning you have to wrench older Player Detectors.
Fixed Buffers, Sorters, Regulators, Scrapboxinators and Rockbreakers being able to receive Items from their Output Side.
Pipes connected to Shutter Covers now always look like they are connected. Because the Pipe otherwise connects and disconnects visually all the time.

Fixed GT Ore Textures on the Granites.
Fixed ALL Worldgen generating at XZ-Coords / 16 in ALL Dimensions.
Probably fixed UE compatibility, but it was impossible to test it, because all of Calclavias UE Mods don't have any Wires, and Mekanism fails to startup.

Changed the Textures for some of the Redstone Displays, so that Painting them is as easy as possible.
Dust Piler Mode works with Tiny Dusts as well. (Forgot to mention that in an older changelog).
Added some lines to the Manual Books.
Fixed some Bugs.

Fixed Fusion Injector not accepting Fluids. (that was the Bug)
Made Plutonium Red.
Autoadding Recycling Smelting Recipes for OreDict Items, such as Metal Sticks.
Added Shutter Cover, whichs main purpose is blocking Pipe Sides. Works only when a Controller Cover is installed on the same Pipe (or Machine) aswell.

Fixed a bunch of Problems.
Didnt fix the Fusion Reactor now, I just wanted to release the Stuff I did before I upgraded my Hardware.
Ninja Update - Fixed no machine recipe showing in NEI

Fixed Sawmill Slots.
Ignoring TContruct Stuff in the OreDictionary
Added a bunch of new Materials and Prefixes to the Lists, thanks to JZTech.
Fixed Pyrite Ore Smelting.

Fixed Centrifuge giving twice as much Materials in some occassions.
Added Tiny Pile Versions of every GT Dust (the 1/9 ones).
Finally added Iridium Dust.
Ninja Update - Fixed an exploit with Crafting Tables treating Empty Cells as their own container items.

Probably the last version to be compatible with non-experimental IC²
Added Config for the change of Scrap from Scrapboxing. The larger the Config the larger the weight of the Scrapchance.
Added Config to determine the despawn time of Items, default 6000 (5 Minutes) and that Config works only on Items which have the standard unmodified despawn time of 6000.

Fixed a bunch of Bugs.
Added special Container Item Handling for the two Workbenches and the Autocrafting Table, so that they now empty the Cells instead of destroying them and similar. That also somewhat hackfixed the Wirecutter and the Forgehammer Problem for all 3.
Fixed overriding Macerator Outputs for Ores with the GT or IC² variant, what would have made Addon added crushed Ores impossible. Now it overrides an Ore Recipe only if the Output would be a regular Dust.
OreDictUnification is a bit more "aggressive" now, as it unificates your Inventory (Can be disabled in Config), and it also Unificates everything what is entering a GT Block.

Changed a bunch of Internals, to make Ore Handling, such as grinding much more universal. Some byproducts have changed slightly, but the most important ones stay the same.
Added a ton of random Items, such as Bolts, Screws, Rounds and Lenses.
Mining Lasers now need a Red Lense instead of a Ruby (Red as in, you need to put any Red Gem Plate into the Lathe to get the Lense of that Color).
Added Colors (the 16 Minecraft Colors) as attribute to the Material Dictionary, so that almost every Material has a predefined Color, what is mainly used to determine things like Lense Color.
Added Red and Yellow Garnet Blocks and Plates.
Added dirty Dusts, which can be centrifuged into one of the Byproducts of that Material (if it has a Byproduct, if not, then it just cleans the Dust). Dirty Dust processing will be changed, but centrifuging it will always be possible, just the Outputs might change slightly.

Fixed some Recipe Problems.

Got the Load time down to 31 seconds on my Mod Setup. It was 60 Seconds before.
Fixed a not-so-critical Bug mentioned by retep.

Decreased my own load time from 60 seconds to 53 seconds by buffering the addition of Crafting Recipes, so that the Recipe Scanner doesn't have to scan Recipes which are definetly not needed to be scanned.
Fixed 1 Hydrogen Cell + 1 Air Cell = 5 Water Cell. Forgot to make it 4 Hydrogen Cells after I copypasted... I give 3 Tin Cells to everyone who has found that Bug.

Fixed a ton of Bugs. Don't ask which ones, I don't remember Bugs myself as I am done with them.

Changed a bunch of OreDict Handling. That includes the handling of wrongly registered Items, and mentioning those in the Log. In case such Item happens to be in your Log, please tell that to the Owner of said Item and not me. It even tells what OreDict Name one could choose instead, to make it more valid, and if that isnt a Service then I don't know. Unknown Thingies and Materials are ofcourse still being detected, and I ofcourse still want you to report things like that to me. I just dont want you to report the wrongly registered Items.
Fixed Cell Metadata Issue.

Fixed a ton of Bugs. Nothing really important.

Added Black Granite. You can find Tungstate, Sheldonite and Iridium Ore in it in reasonable quantities. The Granite is so hard, that you need Diamond Level to break it, and it is TNT Proof, so forget about that. Diamond Jackhammers can break it quite fast, even when harder stone is enabled. The Granite has 3 times more hardness than "whatever" hardness Stone has, so it directly depends on the Harderstone Config (or similar Configs of other Mods).
Added Red Granite. You can find Tetrahedrite, Sphalerite and Cinnabar Ore in it. Like Black Granite, I ofcourse added the decorational variants of this Block as well and made them spawnproof (Cobble and mossy Cobble variants are NOT spawnproof).
Added BoP RedRock finally to the Macerator, and fixed some Underground Biomes Stuff as well.
Fixed the crushed Ores mentioned above.
Fixed NEI Spam in conjunction with mistaqurs NEI Plugins.
-The "crushed Ores mentioned above" refers to a bug wherein Macerated Ore blocks were returning Dusts of themselves, rather than Crushed Ores of themselves.

Added the Material Dictionary, which is a very large List of Materials, which I know of with all their Stats, Values and Chemical compounds behind them, as well as a Periodic "List" of Elements, which includes pretty much all Elements up to Nr. 118 (including Antimatter counterparts), it also includes Neutronium and Magic (Well, a very undefinable Element, but it is there).
Optimized many of the OreDictionary related Functions at startup.
Changed almost every Electrolyzer and Centrifuge Recipe.
Added Alloysmelter Recipes for Dust+Ingot, Ingot+Dust and Dust+Dust.
Improved Recipe Handling by letting it use OreDictUnification. That way all the Recipes should now have just one instance even if there are 3 or 4 kinds of the same Dust out there. I also adjusted the GT internal NEI Plugin to make use of it.
Added Kanthal, Nichrome and Cupronickel Ingots/Dusts, which have to go through the Wiremill to create the Coils instead of the Rolling Machine.
Fixed a bunch of other Bugs.
Ninja Update - Added code to detect items/blocks set out of their range (out of bounds exception), and say which mods the items/blocks come from

Fixed some things.
Improved Material Code.

Fixed Blast Furnace Requirement for certain Materials. I had a small Typo causing all possible Materials to be Furnace compatible.
Added a Config inside the GregTech.lang to enable it. Set it to true if you have other GT Language Files. That is only because if I change the Default Name of something, it will not recognize the Default to be changed.
Added Steel and TungstenSteel Tools.

Fixed that small Loop in the Stainless Steel Chain.
Improved the Handling of other Mods Tools, if Plates are available. The System is now much more generic and can scan for Tools, which use any kind of Sticks (I doubt any other Mod aside from Infitools (does that still exist?) uses other Sticks than Wooden ones, but still).

Please get rid of all GT Refined Iron Plates and Refined Iron Rods, they will otherwise vanish.
Added Stainless Steel, you need to mix 6 Iron, 1 Nickel, 1 Chrome and 1 Manganese Dust to get 9 Stainless Steel Dusts, which can then be smolten at 2000 in the Industrial Blast Furnace.
Fixed Scrapbox compatibility finally.
Fixed a ton of Recipes again.
All recipes that required refined iron no longer do so.

Added Tungstensteel Fluid Pipes, which can carry 9600 Liters per tick.
Added 3 new Books.
Fixed a few Experimental related Crafting Recipes (Tin Wires)

Fixed Pipe Rendering.
Added the Redstone Lamp I always wanted to add, but wasn't able to, due to whatever the Minecraft Lighting System has Problems with.
Said Lamp can be colored like every other GT Machine.

Fixed some Pipe related Stuff
Added Wool Covers (rightclick with Carpets)

Added Item Pipes made of Brass and Electrum. Stacks per second is the amount of Stacks one Pipe can move at max per Second.
Added large variants of every Pipe, which can carry twice as much Stuff as their smaller Version. The large Steel pipe can carry 480L per Tick (9600 per Second).
The Item Pipes work with a Pneumatic routing principle, meaning even if there is no Item going through a Pipe, alone the Pathfinding will add to the used capacity, so that all Pipes, which are having a lower distance to the finally chosen Target will add +1 transferred Stack. The Pipes work with all the normal Inventory insertion Methods unlike the stupid Buildcraft or Redpower Pipes, which need special Machines or API implementations for inserting Items. That means a simple Hopper or a Conveyor Cover are enough to interface with the System.

Changed handling of grinding Ores. Now with 100% more AI.
Fixed several Bugs.
Changed the Fluid Pipe to be more realistic. Now it is very similar to a BC Liquid Pipe, but it still has more capacity.

Added rendering for Covers and CFoam to Pipes.

Added Steel and Bronze Pipes. Both are transferring Fluids, and evenly distribute on crossings, and with evenly I mean 100% evenly, not just random evenly. You CAN put Covers on them, but I didn't write anything Facade alike to render them for now, so they look a bit wonky. The Pipes can be painted as well to disconnect them from each other like IC² Wires, but you can ofcourse use Covers to do the same at the cost of a plate. In case you painted the GregTech Machine you want to connect to too, you have to either use an uncolored Pipe or one of the same Color. Note, that Uncolored != White, I have actually 17 Colors, one of them meaning uncolored. I copied most of it from IC² Cable Rendering, so it has some Bugs, which are not even noticable on IC² Cables (due to their Textures), but sadly they are noticable on my Pipes. I won't do anything about the Fullblock Hitbox. I like if the Hitbox cant glitch you out due to vanilla Bugs, see Redpower Lamps for the most extreme example.

Fixed that stupid Bug with the Render Stuff
Made Generators being crafted using Steel casings, halved the amount of small Buffers gotten from uncrafting the large one.
Fixed rendering of the old depricated Machines in the Inventory.

Added ability to Color Machines. That looks good on the regular whitish Machines, but you shouldn't try it on the Bronze ones. The GUI is colorized too unless you disable it via Config
Fixed a ton of Bugs regarding recent experimental IC²
Changed a crapton of Recipes to require regular Iron instead of refined Iron. You should no longer need refined Iron unless you want to make GT Iron Hammers or GT Iron Wrenches.

Fixed increasing Electric Energy upon getting drained in my Blocks.
Fixed Liquid Containers having strange Stacksizes, which either lead to 0-Stacks or cause other Problems

Fixed the Enet Problems my Machines had, because Player decided to inject Energy from "ForgeDirection.UNKNOWN".

Fixed several Hammer Recipes, and disabled IC2 Forgehammer per default.
Many IC² Machines now require Steel. That also includes some GT Machines.

Fixed Steel Boiler consuming only 50% of what it was supposed to consume.
Added High Pressure Steam Furnace.
Fixed a ton of Bugs regarding Experimental IC².

Added Bronze Blast Furnace. Needs the one controller Block and 32 Bronze plated Bricks. not really automatable as you have only one single facing to do that, it can also only produce Steel. For Aluminium it is a bit too dirty as it needs Coal. It also takes a lot of time to produce Steel, so place more than just one of them.
Added Steel Boiler variant of the small Bronze Boiler. It is just more Efficient and 2.5 times as fast at producing Steam (15 Steam/t).

Added Bronze variants for Extractor and Compressor.
Sticky Resin now no longer smeltable into Rubber, meaning you have to make the Steam based Extractor first.
Added a Steam Vent to the Steam based Bronze Machines. You need to keep that Vent (what looks like the Output Facing but isn't for Bronze Machines!) free from any obstructing Blocks aka Blocks with a Collisionbox, as the used Steam has to exit that Vent into the Air (warning, you will get damaged if you stand right in front of it).
Added compatibility to both the experimental and the regular Version of IC².

Disabled the broken BC and UE compatibility until I fixed that, so that crashes won't occur.
Added a bunch of Steam Powered Machines, and of course an early game Steam Boiler. Btw. If you put 10 Copper Plates into the Steam Forge Hammer, then you will get a dense Copper Plate. I say that, because it has a pure OreDict based Recipe System, and because the Steam Hammer Recipes should be not that known (as if someone ever reads this Changelog).
Fixed the Sounds-Doubling Bug in my OWN Sound System. I don't know whoever got the Idea, that I would ever use the IC² Sound System for myself (People suggesting to turn off GT Sounds using the IC² Config, WTF!?!). I just made an improved Version of the vanilla System for that.
Made most of the Sounds which Tools do Serverside, what also fixes the "Bug", that a Tool always makes a Sound, even if not getting used on rightclick, and what makes those Sounds hearable in SMP.
Fixed references to internals of IC² inside my API, so that the dev-deobf is not needed when using my API.
Now using the vanilla/forge Recipe Handlers instead of the IC² Recipe Handlers whenever possible, because of that small NEI Problem.

Added Prospecting ability to the Hard Hammers.
Added Nickel Ore. The only vanilla Biome, which spawns it is Extreme Hills (I will likely add it as well to the planned new Clay Block Biome), but its also in other Mods Biomes as always.
The Crowbar has now the ability of turning rails etc. of VANILLA Minecraft. When Railcraft is installed, then it will use the Railcraft Functionality as Railcraft overloads Rails.
The Rubber Hammer can now turn Powered Rails and those Priming Tracks, on and off.

Added cheaper Bronze Version of the Advanced Crafting Table, which has no charging Support and a smaller internal Tank.
Added Plate Cutting Machine, which cuts Storage Blocks into Plates.
Added Plates for various Gem Stones, Redstone and Coal.
Added Covers for Wooden Planks.
Fixed Electrolyzer being able to output free Buckets for pumped Water.

Fixed some Bugs.
Made the five mentioned vanilla Blocks also minable with vanilla Tools.

Added Flint Tools.
Added Ways to harvest the 5 Blocks which are unbreakable in Adventure Mode (using Saw, Drill or JackHammer).
Added IC² Sounds to most Tools, even the ones you never heard!
- The "5 blocks which are unbreakable in Adventure Mode" are the Bed, Sponge, TNT, Hay Bales and Silverfish Rock

Many Code changes. Some Features are not working, for example the extradamage to certain kinds of Mobs, when using my Tools (Wrench on Golem for example), as the Hook for variable Damage got removed.
Translocators are now overclockable, meaning that a fully overclocked one instant pulls out Items.
Added the Anvils Hammer Sound to the Hammer when crafting something with it.
Added the default Value into the Name of the Configs, in case I change the Default. You can basically scrap your old Dynamic Config File, because everything in there has been renamed due to that.
Added the generic Worldgen Parameters to the Config. (Probability, Size, Amount per Chunk, MinY, MaxY)
Show GregTech-3 Changelog for 1.5.1/2
Fixed several Bugs.
Added two Buttons to the Advanced Crafting Table, which are for flushing its Crafting Grid. The left one flushes Stuff into the 4x4, while the right one enables automation Output until the Crafting Grid got cleared (when attaching an Import Bus for example).
Ninja Update - Fixed Tinkers Construct "Incompatibility" issue.

Fixed some Bugs.
Added Message to inform about the buggy IC² E-net, when using a too new Version. Could someone, who has already downloaded it, test that? I am not able to download the latest IC² for testing that.

Fixed Liquid not being saved in some Machines, as the saveNBT Function got overwritten by Machine specific NBT Stuff, what caused the Liquid to not be saved.
Added LV, MV and HV Solar Covers like the ones from Compact/Advanced Solars, but these are disabled per default.

Fixed some things.
Added Advanced Crafting Table. It has 16 Storage Slots, 5 Special recharging/liquidcontainer Slots, the 9 Crafting Slots, an Output Slot, and a Slot which is planned for plans, but you can use it as Side Slot as well. It has a Tank capacity of 64000 Liters, making it possible to do 64 Crafts without having to replace Buckets (Bog Earth for example). It is natively compatible with Medium Voltage, Tier 2 Tool Charging and also refills (both Liquid and EU) Tools in the 5 marked Slots.

Added Gears and used them in Crafting Recipes for Hatches, as these were definitely too cheap. My Gears are crafted in a different Way than BC Gears, but they are compatible in OreDict Recipes where said Gears are needed.
Added Metal Rods (and a Recipe for Iron Bars using them), they are all properly registered as "stickXYZ", where XYZ is their Material.
Changed my Plate Bending Recipes for Railcraft Rails to use Metal Rods instead of Plates.
Electric Tools can now be used in Crafting Recipes, which require Tools.
Added File, which can make Rods from Ingots, and is also used to sharpen Tools Edges.
Added Lathe, which makes Rods more efficiently Material wise (1 Ingot = 2 Rods OR 1 ingot = 1 Rod and 2 tiny Piles of Dust).
Added Saw, which is needed to make 4 Planks from a Log, otherwise you get just 2 Planks (that got nerfed, yes, but there is a bunch of Configs for that)
Added Advanced Drill, and made two Chainsaws, which can be used for Crafting Planks as well.
The old IC²-Chainsaw is craftable by doing the Crafting Recipe upside down.
Many Vanilla things now need Tools to be created. (A Config was added for that)
Added Freezing Spray.

Fixed End Worldgen Code. (The End world generation multiplied the coordinates of the chunks by 16 twice, causing it to generate 16 times farther away from the End, which was causing massive lag)
Changed internals of the Recipe API (The Part where recipes are added). This should normally not affect any other Mod, unless reflection has been used wrongly.

Added Modes to CFoam Spray.
Fixed some Bugs.
Added Functionality to Buffers, Sorters and some other Buffer alike Blocks, to output Items with a specified Stacksize, similar to the Advanced Regulator, but without Item Filter. Especially useful when having to output exactly 4 tiny Dusts into a Crafting Table or similar. To specify the Amount, click the Output Side with the Screwdriver.

Fixed a major GT-Enet (special Code which works only between GT Machines to prevent Enet fails of IC² or Mekanism) Bug, which caused GT Machines which are adjacent to other GT Machines to overfill the Energy Storage. That didnt actually waste Energy, It just filled up Machines with tons of Energy, which is not monitored by any Scanner or something (overflown Energy is never dispalyed by anything, but it IS THERE).
Added compatibility to CFoam Cables to both, the CFoam Spray and the CFoam Hardener.

Added CFoam Spray, which doesnt punch you in the face when using it. The IC² CF Sprayer is slightly more efficient in Pellet Usage (26 Blocks per Pellet instead of 25), but this Spray doesn't spew anything around your clicked Block.
Added Hardening Spray for hardening CFoam instantly like Sand does.
Fixed typo in the Pepper Spray Tooltip.

Added Pepperspray to the Dungeon Loot

Added currently unobtainable Pepper Spray
Fixed Output Hatches having their "Output Liquid" Condition inverted. (so it doesn't output Liquids, unless screwdrivered to not output Liquids)
Improved damage handling to respect Container Items, in case the Item breaks on usage.
Sprays can now paint Rockwool as well.
Fixed Printer preferring the "1 Dye + 1 Item" option as soon as it goes under 8 Items, but could have the "1 Dye + 8 Items around it" option.
Most Tooltips can be translated now.

Added Spray Cans for Colors, Weedex and Hydration using Autocanning Machine. The Spray Cans need 16 Items of one Dye to color 64 Items via Craftingtable (an x4 Bonus), or, like the IC² Painter does, 512 Blocks in World (16 * 32 Blocks).
The Printing Machine now accepts Container Item Dyes (Spray Cans) for it's Recipes, and outputs empty Containers to one of the two Slots.
The Hydration Spray can also hydrate Coal Dust, but that has no real benefit in comparsion to Bucket Crafting regarding Water amount, it is just much more convenient to use it instead of a Bucket.
Overhauled Worldgen Code massively. Sphalerite now spawns in very tiny amounts under Lava Lakes in the Overworld to enable Brass production without Nether. Due to the new Modular Worldgen Code I use for Overworld and Nether, it is now much more Configurable.
Added Thermal Boiler. You need exactly two of these to power a Steam Turbine. They also output Obsidian when used with Lava, and even Ingots if they have the Lava Filter.
Finally added the Recipe for "BrainTech Aerospace Advanced Reinforced Duct Tape FAL-84", which is used to fix all your Maintenance Problems in one click.
Fixed Wrench Recipes for the use of Addons. These Recipes are just the normal Recipes but upside down, and should only be used, when a Mod gets the Idea to craft IC²-Tools together.
Added tooeasy Config for people like Immibis, who can't get enough exploits.

Added Tetrahedrite Ore and Cassiterite Ore to the Worldgen. They are both Biome dependant.

Fixed Tool dupe by reparing exploit.
Added Lithium based Recipe for ICBM Missile Modules, so that you don't need BC Fuel.

Fixed Multiblock Updating Bug
Fixed Animated Texture, by adding the forgotten animation File. (I wonder why it worked for me without that Animation File)
Added Battery Alloy (not obtainable for now, due to lack of Antimony, but it will get useful soon) and made RE Battery Recipes require Plates (configurable)
Fixed some Turbine Rotors being uncraftable.
Added Info about the 3x3 of Air you need to have in front of a Turbine to the Book.

Added Gas and Steam Turbine with all crafting Recipes and Functionality.
Fixed several Bugs.

Added testable Version of the Gas Turbine. Insert a Steam Turbine of Railcraft, as I didnt add any Turbine Items right now (next Version). It is not craftable, just there that you can learn about its Mechanics. The "Insert Chicken into Turbine" Feature has not been implemented either. You have probalby seen the Screenshot I posted a few Pages ago, it basically shows how to set up a Gas Turbine.

Fixed another Server Issue.
Added Plate Recipes using 2 Ingots and a Hammer.
Changed several Recipes to use Plates instead of Ingots.
Made the Bronze Casing (both Forestry and GT) be Tier 0 instead of 1, like Brass Casing.
Still didnt finish all of the Multiblocks. I always get new Ideas, which basically have to be implemented for the first run.

Added the unfinished Multiblock Devices.
Added Metal Hammers, which do exactly the same Damage as their wrenchy Counterpart, including double Golem Damage.
Metal Hammers are now switching the acceptability of Automation for Machines (what the Rubber Hammer did previously)
Rubber Hammers are now used to make a Machine emitting strong Redstone Signals into the selected direction (direction selection like Wrenches). Strong = As if it was a Repeater facing into the adjacent Block on that specific Side. That is useful for Multiblock Structures where you cant put a Redstone Wire into spaces where Machine Casings are. Works ofcourse also for the Covers on said Side.
Both Hammer Types are now capable of turning the vanilla Redstone Lamps ON/OFF by just rightclicking. It will create a Lamp, which will shut OFF when getting a Blockupdate. Turning a Lamp ON doesnt cause any Blockupdate.
Fixed Autocrafting Table accepting Items with certain NBT Values.

Fixed Induction Furnace Recipe.

Fixed Iron Furnace not being registered at OreDict like I planned.
Added functional but texture lacking Nether/End/Overworld Ore Textures

Added "ready to process" Mode to the Cover which emits the Working State (useful for balancing items between Machines using AE Systems as that Cover doesnt block the Item flow).
Added ability to use my Tools as Weapons to deal "some" damage. You will loose 3 durability per hit.
Fixed my Tools being enchantable using Anvil.
Fixed Charger Boxes being borked when using multiple electric Items with a large transfer limit.
Changed the Recipes for the automatic Machines to now replacing directly the outputs of the IC² Recipes, so you don't need the Conveyor Module anymore. You can craft the automachines into regular ones if needed.
Added a very cheap Rubber Hammer (stick + 6 Rubber like a Sign), which sets certain general Properties of Machines, like if the Machine accepts automation at all (useful for security of private Machines).

Fixed Invocation in my API. I hate it when java thinks that a Class is absolutely necessary even though I call it's constructor inside a try/catch.

Fixed several small Bugs.
Added six new Omniwrenches, which work with IC², GT, BC, UE and vanilla Stuff.
Iron Wrench with 100 Durability (you need 10 Durability to dismantle normal Machines)
Bronze Wrench with 200 Durability (overrides the Recipe of the IC² Bronze Wrench)
Steel Wrench with 500 Durability
Tungstensteel Wrench with 5000 Durability
Electric Wrench with 15 uses (overrides IC² E-Wrench)
Advanced Wrench with 100 uses (needs Lithium Battery and Tungstensteel)

Fixed "Air" Block related Stuff in my Machines (checks for isAirBlock now). That is especially for the invisible Blocks Railcraft adds, but also for the Wrath Lamps and similar devices.
Added Teleporter. It can set the exact Target Coordinates. For interdimensional Travel you need to investigate a bit more. Also Interdimensional Travel currently has Problems with Chunk loading meaning Players have to relog after being Teleported into another Dimension. If you want it to teleport Players for free (Admins for example) rightclick it with the ultimate cheat Armor and add a Lock Upgrade if you dont want others to change it.
Fixed several other Bugs.

Added new revolutionary Wrenching behavior as explained on Page 666. No longer unbreakable Wrenches or wrongly implemented Interface usage, by just using a new Wrench registry! (And I talk about both, the IC² and the Omniwrench)
Added Charger Box. This is a low Tier Battery Box alike Block, with the exception that you have to manually put the Batteries of your choice into it for being used. Guess what Transformer Upgrades do to it.
Fixed several Bugs.

Added Supercondensators to the MetaTileEntities
Some Bugfixes.

Fixed Tesseracts ignoring Covers on themselves (they have been letting Items and liquids go through no matter what).
Added Block Update whenever Tesseract Terminals/generators switch from running to not running (so that TE Liquiducts work properly)
Added newer MetaTileEntity Versions of AESU, IDSU and Lightning Rod.

Fixed craptons of Bugs.
Added some Assembling Recipes for things which are crafted from just 2 Components
Changed Universal Macerator to prefer the Rock Crusher Recipe of Gravel.

Added Lock upgrade to make Machines private and unpickaxeable (but not blast proof)
Fixed Tesseracts working "way too good" when being broken, causing them to drop the contents of the attached Inventory.
Fixed Energy Consumption of Tesseracts.
Fixed Steam Upgrades on Tesseracts.
Added Assembler Recipes for Tin Cans, Tin Cells and several other small things.
Added Mixer Mode for the Autocrafting Table.
Fixed Inventory Intelligence of Grinder, Blast Furnace and Chemical Reactor.
Covers are now staying on the Machines when wrenched.

Added Tesseract Support for GregTech Sensor Kits (if Nuclear Control is installed) and Digital Chests (Items now properly visible using AE through a Tesseract).
Fixed Covers being placeable on certain Facings of certain Machines.
Added Iridium Plate madefrom Iridium Ingot (it has the same Name, but its different!)
Changed tungstensteel/Iridium Reinforced Blocks to require the Assembler.

Added Tesseracts.
Fixed clientside graphical disconnecting of Wires from my Machines.
Added "Invert Cond" Mode to most Covers to work when the Controller Cover is set to not working.
Added a few Magic Fuels.
Improved Sided Energy connections.

Added Recipes for Steelleaf, Liveroot and Ironwood, uncluding Recycling Recipes.
Fixed Centrifuge not accepting Fuel Cans as automated Input.
Fixed unwanted Stackability of my Crowbars and Screwdrivers.

Fixed the whole Sortiment of Generators
Added more Fuels for the Magic Energy Converter (Ars Magica related)
Added Redstone Signalizer Cover, which just applies a constant Redstone Signal to a Side of the attached Machine. Its assembling Machine Recipe overloaded the Work Display Cover, which now uses Comparator instead of Redstone Torch to assemble it.
Added Redstone Conductor Cover, which grabs the strongest incoming Redstone Signal of the Block and emits it.
Fixed several other Bugs.
Edit: Forgot to mention that Electrolyzer, Centrifuge and Implosion Compressor now have intelligent Filtering so that it no longer matters from where you input the Cells/ITNT. And yes, I forgot to check for empty Fuel Cans. Will be fixed next time.

Fixed Wireless Exceptions due to Nullpointers from my Wireless Hashmap.
Improved Wireless Covers by adding 5 Points where you can click them via Screwdriver to increase/decrease/justread the Frequency.
Wireless Covers only set their Frequency to the handheld Item if you click the Middle of them (Screwdriver on Middle = just show Frequency)
Added Config Options to turn STDOUT and STDERR off entirely. Warning, if you disable STDERR, then you will no longer be able to post Error Logs in case of a crash. This Option is only for the Case that any Mod spams the entire Log File until the Server crashes.
Added a few Designs for the Compartment Block (use Screwdriver for changing it). They are just the Numbers 0-10 and a few commonly used Symbols, like a Wrench, a Hammer, a Rod or a Sword.

Fixed the UE Energy Overflow mentioned above
Disabled putting most Covers (Screen still allowed) on the Front Side of Basic Machines and the Button Panel.
Disabled putting Covers on the front of Redstone Displays and Scales at all. (it wouldn't make sense to do that anyways)
Redstone Displays, Scales and Button Panels can have diffrent Designs now. To switch Design just use the Screw Driver on the Front facing.

Added Minotaur Axe Recycling to one Diamond Dust.
Fixed Recyclers skipping Progress in 87.5% of the Cases due to Output being null.
Added alternate Lead Plate Recipes for Radioactive Reactor Cells.

Fixed the Cover Restoning.

Added burn Value for those pesky wooden Doors which are accumulating in my Storages.
Made Capelist no longer Case sensitive as MC isn't case sensitive.
Fixed Wait Music Disc not being usable in my Recipes.
Removed Version Check for Client/Server Connections, as everything should be compatible with older Servers, however it's YOUR risk if then something goes wrong while connecting with a more or a less updated Version. Servers shouldn't crash due to that, as there is no Client->Server communication from my Side.
Removed a few unused Files, which were stuck in the zip.

Added one new Redstone Scale Block. Others to come moreless soon.
Fixed Transformer Upgrades inside Machines to emit 4 Packets like they were supposed to, instead of just one.
Added Wireless Redstone in form of Covers.
These Covers can supply Redstone either into a Machine or out of a Machine, depending on Mode (just craft it shapeless in the grid to switch Mode). The Wireless Redstone is very simple, and you might not want to have multiple Transmitters on the same Frequency, as that can be quite interrupting (one Transmitter overrides the signal of the other). It works interdimensional without Problems (you need to load the Chunks ofcourse). To switch Frequency just rightclick the Cover with an Item, and it will set the Frequency to the Itemspecific HashCode (over 2 billion Frequencies). The Screwdriver just adds 1024 to the already existing Frequency. Make sure that the Circuits you connect them to are protected against the 1 Tick long 0-Signal, which might occur on Server restart, not that your Nuclear Reactor blows up due to that. The Wireless Redstone works analog with all 16 stages of Redstone, so that you can connect Redstone Displays and similar to it (believe it or not, that is it's main purpose).

Fixed Description Packets of MetaTileEntities being sent twice.
Decreased amount of useless Client Updates
Added Cauldron to the recycling Recipes.

Updated the reserved MetaTile-ID List.
Added the missing hook for Icon Registration to my MetaTileEntity API.
Finally got around making an own Packet Handler for Main Data like ID and Covers.
Added Implosion Compressor Recipe for Coal Chunks, however the old Compressor Recipe is still there, so you have to disable it yourself, using the incredibly complex Dynamic Config, which noobody understands.

Fixed Playerdetector Cast (damn copypasting)
Used srg-names to compile it
Should be compatible with 1.5.2 now, if not then I don't care. #BlameMojang

1.5.2 Compat Update

Fixed Texture relevant Updates being only fired every 10 Ticks.
Fixed Pump causing Block Updates when pumping Liquids.
Fixed some other minor Bugs.
Added a few more Basic Logic Modes for Bitwise Operators.
Added Books to Creative Inventory

Fixed a bunch of Sync Issues. Kane, you need to test it again for me. Sonictron in particular. Also test if the Covers are visible.
Fixed a few unrecognized OreDictionary Tags.
Added Comparator Recipe, which is working with any kind of Quartz.
Added Liquid filling Functionality for the Autocrafting Table.

Fixed Liquids.
Added Recipes for RC Crushed Obsidian made from Thaumcraft Totems, and made the Pulverizer output crushed Obsidian (only 10% Dust instead of 25% of the normal Rock Crusher).

Fixed a crapton of Bugs. Including those truncation Errors of Minecrafts Block Event Packets, what caused the Machine Extra Data to not being sent (wrong Facings etc.).
Fixed Universal Macerator Recipes, which were accidently registered with 0% Secondary Output (0 was meaning "switch to default Rate" what is 10%).
Universal Macerator now also works if neither TE nor RC are installed.
Very likely "fixed" GUI Crash when clicking on an unloaded Machine, by try/catching ALL THE vanilla Container Functions. I didn't encounter any unloaded machine on the Server so I wasnt able to test it myself.

Added Configuration Option to disable the UE-Energy-System, so that you dont have to delete Files.

Fixed Stone->Quartz Glitch
Added some Underground Biomes compatibility, but not that much.
Fixed other minor Bugs

Added Steam related Upgrades (2 Steam = 1 EU, but it doesnt convert the Steam, it has an internal Steam Tank in addition to the other Energy Storages)
Added additional Modes to Valves, Conveyors and Drains, in order to make them controllable via Control Covers.
Nerfed the speed of Drains.
Added Universal Macerator. Works like a Pulverizer/RockCrusher/Macerator-Combo, and picks first the GregTech Recipe, which is supposed to be in the Pulverizer, then the regualr Pulverizer Recipe if that fails, and if both fail (or if it's Obsidian), then it takes the Rock Crusher Recipe. And if all that doesnt help, then it takes the regular Macerator Recipe. Can be crafted with any Maceration Device (so also the Pulverizer), together with a Grinding Head and some advanced Material.

Added compatibility to some of the Underground Biomes Rocks in Crafting Recipes. (More to come later)
Added a bunch of random but useful Books as Dungeon Loot.
Made the BaseMetaTileEntity independent from the IC²-API, however their Recipes still require IC²-Stuff ofcourse, and it would also not make any sense aside from being immune (crashwise) to random API changes, which happened recently. I also encased everything what involves IC² (except the depricated Machines) inside a try/catch, to make sure other Updates don't break my Addon.
Improved the Maths on UE-Energy Conversion to be even more precicely than UE itself (Integer-EU-Storage + a Double just for the decimals).
Made Railcrafts Crowbar successfully compatible to my Cover System, by just registering it as a valid Cover removal Tool.

Added internal UE-Converters to my MetaTileEntities. Due to Floatingpoint -> Integer Conversion it can be quite lossy, but the Conversion Rate is vanilla UE (what is apparently 1EU:40UE).
Added Button Panel, with 16 Buttons. If you want to let the Buttons "Stuck" in their Position (instead of releasing all the time), then just add a Controller Cover to it.
Added Redstone Noteblock. It is a special Noteblock, which can play all 6 Diffrent Note Sounds ("rotate" with Wrench to switch) in 15 diffrent pinches, depending on inputted Redstone Strength.
Energy Flow Circuits are usable as "let only Energy through"-Covers
Data Control Circuits are usable as "let only Redstone through"-Covers
Computer Screens are usable as "let only Rightclicks go through"-Covers
Added Randomizer Circuit to the Redstone Circuit Block. Perfect for making Music with the Redstone Noteblock btw.

Fixed several things.
Added Liquid and Item Meters as Covers.
Added Solar Panel Cover. Yes you can place them on the Side too, but that is very retarded.
Added Drain Cover, which can suck adjacent Liquid Blocks in.
Added Item-Valve Cover for making transfer of Items, Liquids and Energy in one Line.
Added Machine Box. It's just a Box, nothing else. Even if it makes special Effect Noises, when a certain Sponge is in it.

Fixed Errors with the new Recipe System of IC². Please tell me if RichardG breaks it again, because due to his recent "change" I needed to hack into IC²-Source for proper Recipe overwriting (it was possible in the old API). And he wants others to add API's for his peripherals...
Added Valve Cover, which is capable of automatically outputting/sucking Liquids into/outof adjacent Tanks. Wasnt able to test with Pipes or Liquiducts for obvious Reasons.
Added Support for mistaqurs NEI-Plugins Recipe List.
Changed again a ton of API Code for the better. It should be a bit more stable now in regards to changes.
The Cover API got now Parameters (CoverSide, CoverID, CoverData and ICoverable implementing TileEntity) for every single Function, and the onCoverScrewdrive() Function for rightclicks with a GT-Screwdriver on the Cover.
Fixed Casing Machines having "-xDir+1" instead of the proper "-xDir+i" inside the Code for checking the location of Machine Casings.

Overhauled 60% of my Code, especially my API files.
Added improved Cover System, and a few very useful Covers for controlling Machines via Redstone, emitting Redstone based on Progress, outputting Items (Conveyor), Redstone emitting EU-Meter and Efficiency improving Vent Covers.
Added a few new Redstone Circuits to the Redstone Circuit Block, also added a try/catch inside the RS-Circuitblock to prevent any broken Circuit Code from crashing the TileEntity, what is very useful for testing.
Made Crop Harvestor Overclockable.
Fixed another crapton of Bugs.
Added much more Interfaces to the API.
Added API for Covers, and improved RS-Circuit-API.
And many other things.

Added a few more Cover Items, like Reactor Vents, Reactor Platings and Advanced Alloy. You can attach those directly at my Machines.
Fixed many Crop Issues.
The Sonictron has a new Active Texture.
Added Textures for my Liquids/Gasses/Plasmas.

Fixed Crops being Gamecrashing due to wrongly registered Textures (100% IC²s fault for not calling registerSprites).
Added Crop Textures.
Fixed other minor things.

Added a few more Logic Behaviours, including a Combo Lock.
Added The Cover System. Screwdriver = place special Covers on Machines, Crowbar = remove any Cover, Plates = place on Machine for usage as Cover (currently not all plates Supported).
Added the BrainTech Agricultures Datachip Package. Currently without Textures, but that comes when I have split them.
Added Version Check to the API Files, to prevent people fom doing bad Stuff by including it in their Download.

Fixed a crapton of Bugs in my BaseMetaTileEntity regarding Redstone behaviour
Added the Redstone Circuit Block. Currently not craftable, and the only thing it has is a very advanced Timer, which can blink even faster than its Redpower Counterpart. But as it does neither Sound nor Light it won't cause Lag.

API is now a seperate Download.
Moved tons of Code to the API/OpenSource thingy.

Switched to the new and awesome vanilla ISided behaviour, and made full use of it!
Advanced Regulators can now no longer overflow as they have a Slot-Filter, making LargeBuffer + Regulator + Machine combos possible.
Hoppers of vanilla MC work perfectly with my Machines.
You can now only output things from Output Slots and Input things to Input Slots, making the Side you pull of or put into irrelevant in most Cases. Ofcourse if you have secondary Inputs, then top/bottom = primary and sides = secondary.
All my Automation Machines work now with the vanilla ISided, meaning that if Bugs with other Mods and automation occur, due to using the deprecated Forge ISided, it's their fault and not mine.

Added tons of new API-Functions, which make my Addon Semi-Opensource.
SteveOfDoom complained about not being replied to, so I did something with his Profile Pic.
Playerdetector now outputting Redstone Signal depending on distance to one of the Players.
Fixed a crapton of Bugs.
Added Animations to some Machines. Will be continued later.
Didn't add Textures for Liquid Type things.
I forgot to mention that Item Clearers can now be Overclocked to increase their Range, and to make them better than Hoppers.
Didn't check all the repaired Worldgen Code for 1.5.1, So its possible that some things can be missing.
Changelog GregTech-2 for 1.4.6 and 1.4.7

Text File Variant of the Changelog

Show GregTech-2 Changelog for 1.4.6/7
Nerfed the Matter Fabricator to a maximum of 8192EU/t instead of 1000000, unless the regular Massfab is enabled.
Fixed the Energy Bar in the Fusion Reactor.
Made the Centrifuge a MetaTileEntity.

Added the functional Fusion Reactor. Please report any Bugs in the next 24 Hours as I plan to update to 1.5.X on Thursday.
All old Reactors will convert into a Fusion Computer and are no longer craftable.

Added a few Upgrades.
Added a not working Fusion Reactor and Plasma Generators.
Added portable Scanner.

Added new Upgrade System. Just rightclick your Machines with the Upgrade you wanna insert.
Messed around with a crapton of Recipes.
Added Ingots for Thorium and Plutonium.

Added tons of moreless funny/useful Tooltips for my Machines/Items
Added Michael Jackson Support for Energy Consuming Machines. No, Buffers won't output any MJ and the MJ is never getting converted to EU! Rate is the standard 2.5EU:1MJ
Added a few Railcraft related Recipes.

Changed a few Recipes. Windmills and Watermills are now made in the Assembler.
UUM-Recipes now use the Advanced Config. Some Recipes have been slightly changed, and the Snowlayers got removed due to the upcoming 1.5-Update making them craftable.
Changed Plutonium and Thorium Cells, now using the multipulse System (and nerfed Thorium by 50% Lifetime).

Added Flour (macerated Wheat, which can be cooked into Bread), got that Idea from AE, however my Recipe is more balanced in comparsion to Carrots and Potatoes (you get one Bread per Wheat).
Added some Recipes, and made Sensor Kits now Craftable inside the Assembler (it's cheaper too!).
Broke old Advanced Configs completly by letting OreDictUnification run over the ItemNames (its now much better readable), better delete your whole RecipesAdvConfig-File.
Added a few Tooltips to make people aware of some useful Features.
Deleted the IQuantumChest-Interface from the API as IDigitalChest replaces it
Added a far better Multiblock-Machine-API.

Fixed a crapton of Bugs.
Added the possibility to dye Stuff inside the printer. Railcrafts Metal Posts, Rockwool, Wool and basically everything what can be dyed by surrounding a Dye with 8 Identical
Blocks or by shapelessly crafting one thing together with Dye. A sideeffect of that is that you can craft Canvas Bags (8 Canvas around Dye) with it too.
Added the possibility to use the Printer to create Paper from Canes and Pulp.
Changed Mixed Metal Ingot Recipes.

Copying of Maps inside the printer is now possible (I know you can still craft copies, but hey! A printer is so much cooler)
Creating Maps inside a printer with compass and 8 Paper is now also possible.
Compasses and Clocks are now craftable inside an Assembler.
Added several Circuit Parts to the Scrapboxdrops.
Added some missing Insulation-Recipes to the Assembler.
Added alternate Generator Recipes.

Fixed that Recipe Bug mentioned above.
Added the Printer! A Device which can basically copy writable/written Books by inserting a Book, an Ink Sack and the Book you wanna Copy. It can also craft Books from 3 Paper and a Leather.
Added a Button to the GUIs of Basic Machines, which is enabling you to switch between Sided-Input and non-Sided-Input.
Fixed "Item-Output-Mode" of Basic Machines not being Saved, and so resetting to enabled all the time.

Added Plate Bending Machine also known as Bender. It can convert Ingots to Plates. I changed tons of Crafting Recipes, including Mixed Metal Ingots, Dense Copper Plates and almost every Machine. I won't add any Config to revert that massive change!
Added Circuit Assembling Machine. It is a Device, which produces regular Circuits cheaper, and is also a requirement for most of the higher Tier Circuits. As with Bender, I wont add a Config for that change, so don't even ask for it!
Fixed NEI-Recipe-Transfer-Rect in some of the Auto-Machines. I will have to ask mistaqur for the Names of the Recipe handlers for Macerator, Extractor, Compressor, Furnace and so on.

Fixed my wrong usage of splitStack(1), as I didnt look at its sideeffects (decreasing the size of the original Stack).

Added Wildcard-Damagevalue Mode for the regular Sorter. Just rightclick the Item. It can sometimes cause Render glitches! If thats the Case the GUI will become partially invisible, but you can STILL click all the Slots. When that happens take the Log and give it to the one whose Item caused that glitch, AND NOT ME!!! I cant fix other peoples broken Code. Especially not Eloraams Code, which causes an even more strange Errorlog.
Added the "Grindable-Only" Mode of the Type-Sorter (The Ore with the Gear on it), as not all Ores are really grindable *ahem* XyChorium *ahem*
Fixed OreDict-Unification-API not associating certain Ore Strings before postload happens. That Bug was happening due to my switch from stupid Listscanner to ultrafast Double-Hashmap (of which, one Map didnt have the Name of the Ore).

Added 3 more decorative Storages (note, that their mainpurpose is DECORATION and NOT Storage). You can craft them in a shapeless Recipe of the Metal encased Shelf.
Changed the Texture of the Advanced Safe, to look more safely. (what a pun)
Fixed Holoslots, which dont have a Click handling, to cause crashes (i.e. clicking in Electrolyzer on the Water Icon).
Fixed Recycling options for Cobble (seems IC² doesnt check for wildcard Values) and added several other things like Glass Buttons, Pipes (also Sandstone Pipes) or similar to the List.

Fixed the Sorters connecting and disconnecting to the E-net every single tick.
Added Shelfes to store Books, Paper and Food Cans! Guess who gave me the Idea to do that. (remembers a minor Texture Bug when leftclicking it too often...)

Added Item Type Sorter. Capable of sorting up to 12 (Leave Blocks are bugged) item Types, just by OreDict-Names.

Fixed Wildcard Damagevalue in Recipes not being accepted when Debug Mode is not enabled. Yes, I used that -1 Damagevalue for the Food Recipes.

Fixed some minor Bugs.

Added Alloy Smelter. You can use it to quickly get Bronze/Brass/Invar without having to macerate the Ingots.
Added Automatic Canning Machine. It can can Food and it fills Cells. However it cannot fill Fuel Cans nor CFoam-Packs. Due to the Cell filling ability I removed all Recipes, which craft a Cell of X out of empty Cell + Ingredient Y. That means you must have that Machine to craft Uranium Cells, Plutonium Cells, Thorium Cells, Sulfur Cells, Calcium Carbonate Cells, Bio Cells, Hydrated Coal Cells, Water Cells, Lava Cells, Mercury Cells and so on.
Both Machines have an API to add Recipes unlike their other Mods counterparts (I know TE has an API for its Induction Smelter, but this Device is more meant to be an Alloy Furnace instead of an Ore Processor).

Added the Wiremill. A Device, which increases the Cable Output per Ingot by 33-50%. It needs an undamaged Drawplate of Redpower to be crafted, as I dont wanna ruin the RP-Tech-Tree requirement of Diamond Block + Handsaw. *Hint: There is a secret Recipe*

Improved loading time by applying wasRead() to the Advanced Config.
Added 5 old new Machines: Automatic Macerator, Automatic Extractor, Automatic Compressor, Automatic Recycler and Automatic E-Furnace. They are all crafted by adding a Conveyor Module to the original Machine.

Fixed a minor Bug regarding Owner assignment (of non-protected Machines)

Added Digital Chest Interface for better access to its Inventory Data. (That is for Modders!)
Also made them Wrenchable by non-Owners if their Data is empty.

Grabbed the old fix for that Problem
Fixed Bronze Hoes not being reversible in Macerator/Furnace
Removed old Quantum Chest GUI Code and forgot to remove its GUI-png-File...
Made Digital Chests and Quantum Chests only wrenchable by their respective Owner. This should prevent accidental mishaps of random people running around with Scissors Wrenches in their Hand (guess what happened recently...).

Lets see if that is finally fixed. It only updates if a player is close (8 Meters).

Added Shift-Left-Click to Digital and Quantum Chests.
fixed the QChest Recipe.

Added Digital Chests
Changed the way MetaTileEntities update the Client. Please report any Non-Updated (within 10 secs) MetaTileEntity in chunkloaded or crowded Areas.
Changed Quantum Chests (Meta 3) to Quantum Chests (Meta 49). For converting old Itemstored ones, just place the old ones in the World and they will update.

Found the Bug with the Flower scanning. I used the most stupid Constructor of "World" to not cause any Sideeffect, and ofcourse grabbed a Clientside Only Constructor...

Added GUI to the Pump. Yes, it is planned to fill Cells like a regular Tank.
Decreased update Rate of my MetaTileEntities again.
Decreased Packet Size for graphical MetaTileEntitiy Updates with the magic of Bitmasks (Active, Redstone and Facing are now in one single Packet)
Improved the MetaTileEntity Renderingcode to not rely on calls to the BaseMetaTileEntity, by adding Active and Redstone as Parameters, which you will quickly notice with NEI (or your Chest full of GT-Machines).

Added Advanced Pump, works like an IC²-Miner, but more pumpy (and no Drills to break Blocks!). As it has no GUI now (NOW), you have to input the Mining Pipes into the Top.
Added Conveyor module as a Crafting Component for several Automation Devices.
Changed Thorium multicell Recipes to use Copper INGOTS instead of dense Plates.
Made GUIs Serverside only. If you experience crashes due to that, then update Forge! I tested it right before the release! That probably fixed also the Block-Clicking causing pseudoblock placement Bug.
Made Translocators, Buffers, Filters, Scrapboxinators and similar MUCH faster, if they really have work to do, meaning that they now check every 10 seconds for Items to transfer, and then rush for AT LEAST 1.5 Seconds by scanning once every Tick, if they transfered an Item.

Forgot to add to the changelog, that I made it possble for some (Inventory Manager) of my Machines to emit multiple Packets per Tick. And it shouldve been displayed in the Tooltip (which is broken ofcourse...)

Added a few new Logs to my own Logfile.
Added compatibility with every grassdropped Seed to get SeedOil from it.
Added SeedOil-Industrial-Centrifuge Recipes if Forestry is NOT loaded, as SeedOil can be used inside the Semifluid Generator.
Added compatibility with every Bonemealable Flower to get more Dye inside an Extractor.
Improved performance of the two electric Buffers massively. I did totally not do that because of the RG-Tweet mentioning RP-Relays being laggy (due to the Item bouncing back and forth between the Relay and the targeted Inventory every tick), because I totally dont read RGs tweets, exactly like he totally doesnt read this Thread.

Fixed a minor Bug with the Autocrafting Table not rejecting Items in the Container Inventory when in one of the special Modes (so any mode which is not the regular Crafting Mode)
Streamlined the Redstone recipe of the Centrifuge a bit.

Fixed the wrongly placed Slots inside the Inventory Manager (tons of Code were just copypasted)
Fixed Electric Regulator, as it behaved as crappy as the Redpower Regulator... (and yes I just said that the Redpower Regulator doesnt properly regulate, no matter which combination of Settings and Items I put into, nor if its In-Line or directly attached). It worked fine in 1.2.5.

Added the Inventory Manager. Its new so it can have Bugs. I clicked everything in the GUI to test for crashes, and also tested if the Energyflow Options and the Inventory Movement work. You should avoid having empty Slots in the Sorting Area (if you even filter the Stuff), so Slot Blocker Items would be useful.

Made it possible for the Autocrafting table to accept input from the Container-Item-Output-Slots.
Added Nugget Crafting Mode
Made other Mods small Dusts and nuggets compatible to the Autocrafting Tables corresponding Modes. (before it was checking for a certain Item)
Removed the 8 Sulfur + (Char)Coal = 5 Gunpowder Recipe, from whichever UE-Mod adds that. Do not complain, it's terribly simple to aquire enough Saltpeter for the regular Recipe!

Fixed minor Bugs
Added a few Recipes
Fixed unintended Recipe overload in the TE-Sawmill, which lead to pulverizing Wooden Tools into pulp, instead of Planks.

Fixed Liquiducts not connecting to freshly placed MetaTileEntities
Fixed Apatite Ore in Grinder
Added Clay to the results of Redrock Centrifuging
Changed most Machine releated advanced Configs to use Production-Duration instead of true/false, X <= 0 is disabled.
Made Quantum Tank unbreakable, so one cant accidently break it without a Wrench (or TNT).
Fixed Creosote Cell being redundant. You can simply craft old Cells into the correct RC ones.

Untested Fix for the GUI-Problem. Needs Serverside update, otherwise you get the same Problem.
Fixed a few Recipes.
Improved Debug-Scanner a little bit (now shows Explosion Resistance and Hardness

Added a Filter Slot to the Safe, so automation cant input other Items than the Filter itself. You need to rightclick the Filter to actually change it (because otherwise it gets NEI-Shiftstacking Problems). This renders Single-Item-Filters useless (as this Safes Filter acts like a Barrel-Filter).
As effective from now (V2.78c) on, you can use any GregTech Version with the same major Version Number (so 2.78X) to join a Server. However it's recommended to not use older Versions than the Server has, especially if I added new Blocks.
Nerfed induction smelting of Pyrite Ore, and also retextured Pyrite Ore, to look a bit more like Nether Gold Ore.

Just a quick hotfix for the 2 Problems, and I added another Donator to the internal Capelist.

Added the Advanced Safe. The only things which should be able to break that, are the Wrench (if used by owner) and TNT. Admins CANNOT open those Safes, like the IC²-Safes. If they want to get the Stuff out of other peoples Safes, then they must use TNT to break them. You can use Automation to input Items.
Fixed a few minor Bugs
Added the GUI-Texture of the planned "Inventory Manager"

h - a new World Record for minor GT-Releases, HAYO! Edit: Version 4.04 has far more minor releases, and 6.00 even more! :P
Added config to disable the craft of Enchantment Tables (Books from Dungeons, Villagers and Anvils are then the only way to enchant Stuff).
Added a few reverse Recipes for a lot of things. (even redstone Torches, with the TE-Sawmill)
Added chemical Recipe for Sulfric Acid
Fixed Liquid Transposer not recognizing some of my Cells, as I register other Mods Liquid Containers in postload (and since I load after TE, the Liquid Transposer has no way to see my registration). I add the Recipes manually now, to make sure everything works.
My Recipe Adders now use the Overwrite-Parameter of Thermal Expansions API, what means that you now have to update TE for my Recipes.
My Adv-Config has been improved in general, and is now pretty much Exception proof.
Changed the Quantum Chest Texture, to look more like the old Personal Safe (before the awesome Safe Model)
Scrapboxinator now just lets non-Scrapboxes go through
It is Scrap, with a >60% Chance! (I needed to seriously nerf that mechanic a bit)
Fixed quite a few Bugs.

Fixed Blaze-Reactors in two Ways:
1. Blazes no longer give you Coal Dust (Dark Ashes instead)
2. Coal Dust no longer centrifugable into Thorium
Added the Coal-Ore Byproduct Thorium Dust (So you need to silktouch Coal Ore now)
Disabled Thermal-Expansion-Recipe Overload per default. You need to turn it back on under the Features Tab, if you have an older Version of TE and want OreDict-Unification for its Machines. This Config will get removed in MC 1.5 as it's only for older TE Versions.
Added Configsection for Machines (all those Dangerous explosion Stuff) into the Main Config. I also moved the constant Energy requirement into that Section.
Made Autocraftingtable a bit more intelligent when converting OreDict-Stuff and piling Dusts.
You can now empty my Liquid based Generators with Containers (like Cells or Buckets). If you just wanna place your Diesel Generators somewhere else and don't have the Time to let them run out of Energy.

Added OreDict-Unification-API-Function.
Uranium Ore has now Plutonium Dust as byproduct instead of Tungsten.
Minor Tweaks were added too.

Added Config to disable the requirement of the Blast Furnace for Steel, Aluminium, Chrome, Titanium and Tungsten.
Overloaded every regular Smelting Recipe, which was able to create these 5 Ingots if the before mentioned Configs are set to the default. Those Smelting Recipes will create Dusts instead of Ingots (it could happen, that you get a Dust->Dust-Smelting-Recipe due to that, as it's not easyly possible to remove normal Smelting Recipes, due to obfuscation).
Fixed some accidently overloaded Recipes of Thermal Expansion.

Due to my geniality, I finally found a Way to unificate the Output of Thermal Expansions Machines (and to adjust some of the Outputs to match the Macerator equivalents), by just using the API of it. The weak point for that Hack was Minecraft itself, and the possibility of setting all 3 values (ID, Amount, Metadata) of an ItemStack even after its creation, making the "final"-Statement completly futile (well not that compeltly, I cant add or remove secondary Outputs using that Method).
Machines now explode when on Fire. This happens randomly, so that the Fire has time to spread to other Machines.
Some Bugfixes and Recipe additions were ofcourse also happening.

Fixed many minor Bugs.
Fixed some Recipes.
Made Machines able to catch Fire, but they won't burn away (they will just burn forever like Netherrack). But as I said, I will let burning Machines randomly explode in the next Version.

Fixed some Frame releated Stuff.
Changed a few Recipes a little bit.
Fixed some other minor Bugs.

Fixed several moreless critical Bugs.
Fixed the Progress-lost-on-Chunkload-and-then-complaining-about-insufficient-Energy-even-if-it-has-more-than-enough-Energy-Bug of my Multiblock Machines.
Added Distillation Tower and two currently Byproduct-Free Recipes for Oil and Biomass Cells (Liquid Pipes currently not supported)
Changed my Silver Ore to Silverlead Ore. @TexturepackMakers: The 6 diffrent Ore Textures for all the GT-Ores are now a bit better randomized.
Added Recipes for the Vacuum Freezer regarding the diffrent Coolant Cells
Added cheap Recipes to the Industrial Blast Furnace to create Bronze, Brass and Invar directly from Ingots, similar to Thermocrafts Induction Smelter.
Fixed Thermocraft API usage (as my Bugfix for the older 2.1.6-Version was identical to the Dust-Duplicator-Code)
Changed Recipe for Steel. You now need a refined Iron Ingot and 2 Coal. If you use Steel Dust, then nothing changes.

Nerfed the output of centrifuging lava a tiny bit, also you only need 16 instead of 64 Lava for one Process.
Probably fixed any Sync-Nullpointers in my MetaTileEntities (especially Frame Movement).
Made Energy Explosions of my Machines even more dangerous, by letting Machines emit EU upon explosion IN ALL 6 DIRECTIONS! First it emits a packet of 32 EU, then 128, 512, 2048 and 8192 EU, which will fry pretty much every Cable and detonate any Machine connected to said Cable. This makes LV carrying Glassfibre (in comparsion to Copper Cables) even more dangerous, as the Cable gets fried at 2048 and not 128 EU (what would prevent any other Explosion Reaction).
Improved the QuantumChest Code a large bit (as suggested by mistaqur via PM one week ago).
Edit: Forgot to mention that I added Thorium and Plutonium Dusts (and support for every Mod, which adds correspondent Ores), which will maybe cause problems with previously set up Automation (as I switched from Cells to Dusts in some Recipes). Monazite Ore + Grinder should give you Thorium Dust, but I didn't test it.

Added the Functionality of extracting Vis from the Thaumic Nodes to the Magic Energy Absorber. WARNING! Any explosions resulting from handling this Generator wrong, while in Vis-Extraction Mode, will result in holy craptons of Flux polluting the Nodes. Moving thaumic Instabilities can cause such explosions.

Added the Magic Energy Absorber, a Device capable of extracting Magic Energy from enhanted Tools and close by Ender Crystals (if the switch is ON ofcourse). It works with every Enchantment (even Mod added ones). I just remember that I forgot to fix one Exploit regarding this Device...
Fixed Dragon Egg Siphon.

Added Magic Energy Converter. This Device is capable of converting the Magic Energy from Items and magic Fluids into pure electric Energy. Ender Eyes (NOT the Pearls!), Nether Stars (and Beacons) and some Thaumcraft Items can be converted! Due to needing a very strong Magic Conductor, this Device is quite hard to get, as the only known thing for creating that is a Nether Star. It needs Platinum Ingots instead of Thaumium Ingots if Thaumcraft isn't installed. You usually get any Containers or empty Crystals back.
Changed GUI of the Advanced Regulator a bit.
Tons of minor Tweaks and Bugfixes.

Fixed your "Energy-Issue", by setting the Machine to negative Progress Time (-10 Ticks) if the Progress Time is negative, then it doesnt cost Energy to get back to 0, but after the 0, it will again start to produce.
Generalized Storage Block Crafting. The old Configs for Storage Blocks are now all Ineffective, please use the advanced Config to restrict some of the Blocks. The Default didnt change so dont worry if you did nothing to that Config.

Improved Item Movement Code of my Automation Machines, to be able to limit Stacksizes at the Target Inventory (The Advanced Regulator makes already use of that, so you may want to check the preplaced ones), may needs a bit more testing, please report any Item-Dupe or Item-Elimination, which happens to you.
I don't know what exactly went wrong, but the Implosion Compressor should play a Sound. Maybe it works only in Multiplayer.

Added Chemical Reactor to combine the contents of 2 Cells. It uses the previously unused Texture from the Electrolyzer
Added Explosions if you are stupid enough to break electrically charged Machines, not using a Wrench. WARNING: Explosions cause massive Chainreactions, which can wreck your WHOLE Workshop!

Fixed a few Bugs
Added Dragon Egg Siphon. Now that Dragon Egg duping is no longer possible using Pistons, I can safely add this. Don't even try to use preduped Eggs or otherwise aquired multiple Eggs ontop of this Device, I have special Code to prevent running multiple Dragon Egg Siphons. EU Output is 128EU/t (can be adjusted in Config).

New Material to build your Super-Safe Bunkers: Tungstensteel! But not just Tungstensteel, VACUUM HARDENED TUNGSTENSTEEL!!! Regular Vacuum hardened Steel, is one of the best Materials one can imagine. Many popular Space Stations have been made of it, like the infamous Death Egg, which fell 3 times back onto the Planet WITHOUT EVEN DENTING the vacuum hardened Outer Hull!!! Now combine that with the hardness of Tungsten, and you get a Material, which can resist explosions like Iridium! But not only that! Its awesome dark Blue look, and the possibility to combine it with Iridium to make it EVEN STRONGER, are perfect for building Bases of it!

Fixed some Oredict Stuff in regards to Nether Ores.

Added Nuggets.
Added a few Storage Blocks.
Improved Autocrafting Table a bit.
Fixed my texture Files, which were having 100kb more Filesize, than necessary.

Added Vacuum Freezer. Its only Recipe is currently making Ice Cells (Forestry's crushed Ice), which can be centrifuged for 200EU to get an Ice Block and the Cell.
Added Advanced Regulator. You can determine which Items go into which Slot of the target. It has a Buffer of 9 Items and can target up to 9 Slots, very useful for Reactors.
Added Configuration Options for Hardcore Players, to decrease the maximum StackSize of Ores, Wood/Saplings and Planks. Its set to 64 per Default, so nobody should have a Problem. I personally use 16 in all 3 Configs, what is making Forestrys Backpacks very useful.

Fixed some OreDict-Stuff
Added expensive Nanosaber Recipe

Adjusted all the Scrapbox Drops and added a few new ones.
Fixed again some Bugs, I know I say that always, but its still true.

Fixed some Bugs and Glitches.

Added a cool new Feature.
Improved OreDict-Unification EVEN MORE!
Overridden any nonscrapbox Recipe producing IC²-Dusts, with my own ToolTipped Dusts (or the ones you set the Unification for).

Fixed some Bugs.
Added some Liquid Effects to the Liquids.

Fixed some Stuff.
Improved OreDictUnification, with some IC²-Machine-Recipes
Fixed your Sandstone Exploit.

Added Cells for five of the most important Liquids of other Mods (Bio Diesel, Diesel, Oil, Creosote and Biomass)
Added Semifluid Generator for anything what is something between a Liquid and a Solid. (Sodium, Creosote, Oil and Biomass for example)
Added Invar Ingot (Idea from Thermal Expansion). Its Heat Resistance will be used in some of the Generators.
Added Config to determine the Direction of OreDict-Unification.
Fixed some Bugs ofcourse.

Fixed negative Tank Capacity of the Electrolyzer (happened by making it PSI-Compatible, and accidently changing the wrong Value)
Fixed Autocrafting-Dupe-Glitch, which happened due to my attempt to fix Container Items.

Fixed some of my Bugs.
Fixed the Recipes of IC2, which were conflicting with Redpower.
if Redpower is installed, then all my Gems and Ingots in my Recipes will be overridden by the Redpower Gems and Ingots. You can convert old Items, via OreDictionary-Unification. That's no Modification of Redpower in any Way. I just made IC2 and GregTech nicer to Redpower.
Added Thermal Generator.

Fixed the 2 Bugs mentioned above.
Workaround for Handsaw not being usable in Autocrafting Table at all, by adding an almost Identical Sawmill Recipe only for cutting Silicon Boules, to enable simple Automation, until I find out what is wrong with my Autocrafting Table (except for the Container Item Stuff).

Fixed a critical Bug, with my ITNT/Nuke-Fix.

Mainly Bugfixes.
A Config option for making Blockbreakers more expensive, which is OFF per default.
Added Wolframium Grinder as an equivalent to the Diamond Grinder.

Updated for Minecraft 1.4.6.
Changelog GregTech-2 for 1.4.5

Text File Variant of the Changelog

Show GregTech-2 Changelog for 1.4.5
Sooo, Okay then 2.61d will be the last release for 1.4.5. I didnt change much, only Code, so I skip the Changelog

Added Liquids for all my Cells except Carbon
Electric Autocrafting is now only 2500EU per Craft (500EU for Dustpiler and Unificator)
I think I fixed the Computercube-Access of the GUI for SMP (you know that internal Server Error, when you open the GUI of a ComputerCube, which doesnt belong to you)

Added Gas Turbines for Nitrogen, Methane, Hydrogen and Air Cells, and removed Fuel Can recipes from them of the Centrifuge.
Added all the reported Oredict-Stuff to my List, tell me if I missed something.
Oh and the Gas Turbine outputs at 16EU/t

Added Diesel Generator:
Forestry Biofuel (not Biomass!) = 32000EU
BC-Fuel = 196000EU
Fuelcans of IC² = +25% of the normal Burnvalue for regular Generators
Coalfuel and Biofuel Cells of IC² also a +25% bonus and you get the Cells back.
If a Mod adds IC²-Coalfuel or IC²-Biofuel as Liquid, you get an extra Bonus for using the Liquid variant.

Fixed Double Chests and my Automation Devices
Fixed Critical Bug in my Item Overloader, which caused many Problems, including the ones with Language Packs. (I had internal Problems, which I fixed somehow hardcoded), the one Problem RichardG had is not Part of this fix, as I have no Idea, what Errorlog he got as I overload Uranium Cells in @postInit and not as static Method. Probably MiscPeripherals just got loaded before IC², what could've caused the Problem.

Fixed a serious exploit, by replaceing a plus with a minus.
Added Machine Hulls. They are just like Machine Blocks, but only available as Item (no Block format).
Added "Machine Parts". They are dropped by wrongly dismantled Machines (Wrench fail or usage of Pickaxe), and are used to create Machine Hulls (but they are pretty cheap).

You now HAVE TO WRENCH my Machines. If you don't, then its clearly your fault, when receiving nothing!
Added "Error-Message" to the GUI of my Machines, which need constant Energy. That Message goes away after successfully producing something, or after restarting the Game (what mostly leads in the Message immidietly coming back, as your Power Line is still crap).
Added Biomes of Twilight Forest (almost wanted to say "Twilight Forestry"), to my Worldgen Lists.
Made Autocrafting Table a bit more Time Efficient and +150% more Lagfree.

For IC²-1.110-Official-Release. Could contain minor Bugs. Wrenching for dismantling will work in next Version, until then you can use your Iron Pickaxe.

Added Dust piling Mode to Autocrafting Table, which is like the 2x2-Packager, but ONLY for my tiny Piles of Dust.

fixed Isotope Cells in ComputerCube
Added Thermal Expansion Support for some Machines (btw. Did you know that TE has a Config to let the Pulveriser/InductionSmelter cost additional 2 Diamonds?)
Added Oredict Unification for the Autocrafting Table
Made Forestrys Bronze Recipe create 2 Ingots instead of 4 (+Config as GregTech-Internal exploits via Centrifuge are fixed in that regard)
Fixed Bucket Recipes of Metallurgy making it possible to create IronConverters for Ingots, which are not only inside the Mod itself.
Adjusted Modloading order of GregTech a bit, to be sure it loads after the most important Mods.

Some Tweaks.
A Message, when you play this Addon the first Time.
Capelists now a bit better updated.
Added Ashes. Its basically a replacement for Slag. Did you know that Foretry doesnt use the Oredict for making Fertilizer out of Ashes?
Adjusted the Bronze-Problem a bit.

Added a few Wooden Maceration Recipes.
Fixed a Bug with the ID-Resolver and Energy Storage Items.

Added Industrial Sawmill (small Multiblock Structure). It is for processing Wood (what a Surprise).
Fixed some Bugs.
Tweaked the Autocrafting Table again.

Fixed Nuclear Fuels and their 5x Output of EU.
Fixed some minor Bugs.
Made Autocrafting Table more intelligent.

Fixed Dupe-Glitch with Barrels of Factoryzation.
Fixed Implosion Compressor not being accessible for Automation on its Bottom (as there are the Casings).
Fixed other Stuff.

Added some ToolTips.
Made Autocrafting Table a bit more intelligent.
Fixed some Bugs.

Changed the Way Iridium Plates are produced. Now needs implosion Compressor.
Fixed java.lang.NullPointerException at[[1]](GT_MetaTileEntity_Quantumtank.java:39)

Added Implosion Compressor. It needs very low Power (LV), as it just moves ITNT around ignites it and collects the Stuff from the explosion.
Major Tweaks to the Autocrafting Table.
Minor Tweaks in general.

Added two additional End-Ores.
Added Asteroids to the End.
Added some of the suggested Stuff.

Fixed some NEI-Stuff. Crashes already got fixed a Version ago, but I had to fix that one tiny broken Feature.
Added the most awesome Ore to the End.

Added compatiblity for Liquid UUM at the UUM-Assembler.
Added a new End-Ore. But dont go there too soon. I currently did not add the Asteroids, and Tungstate Ore is not that Valuable as of now.
Fixed all Bugs I've seen.

Added GUI to Quantum Tank and made it more expensive.
Fixed NEI-Crash with the most recent Version. But neither IC² nor mistaqur have fixed it for their Stuff (and uploaded), so I guess you still need the old Version.

Added Quantum Tank. GUI is currently missing, but you can scan it with Nuclear Controls Sensor Kits.

Guess what I did. (Added liquid input to appropriate machines.)

Added connected Textures for Machine Casings
Removed connection between Debug-Mode-Key-Code-Config and Xycraftcompatiblity

Added a better Way of doing Stuff in my Code. For example all the Macerationrecipes of Tools and Armors are improved massively, as you are now even able to macerate Gem-Tools of Redpower or Platinum-Armor of Metallurgy. Railcrafts Steel Tools and Armors are ofcourse included, via Oredict.

Added a better Way of doing Stuff in my Code. For example all the Macerationrecipes of Tools and Armors are improved massively, as you are now even able to macerate Gem-Tools of Redpower or Platinum-Armor of Metallurgy. Railcrafts Steel Tools and Armors are ofcourse included, via Oredict.

Skipped changelog for the accidently released 2.50c which had no real content.

Tweaked a few things.

Fixed isBeaconBlock for Machine Casing Type Blocks, as these shouldnt do that.
Changelog GregTech-2 for 1.4.2

Text File Variant of the Changelog

Show GregTech-2 Changelog for 1.4.2
Fusion Reactor + Redstone = Stops emitting Energy
Buffers/Translocators/Sorters are now able to keep track with Induction Furnaces.

Added Silicon Plate for Solar Panels. Now you need a Blast Furnace to craft Solar Panels.
Added IQuantumChest Interface.
Added some EXBL-Blocks to JackHammers List.
Added API for JackHammerable Blocks.
Added Config for the constant need of Energy.
Added Constant need of Energy to Centrifuge and Electrolyzer.

Added Jack Hammer in three diffrent Tiers. It can only break Stone, Cobble, Sandstone, Netherrack and Endstone.
Made Aluminium Dust only smeltable in a sufficient Blast Furnace.
Fixed some Stuff.

Removed the ID-Resolver-blockade in this Version
Added electric Blast Furnace. You may see, how to build it inside its GUI.
Fixed baturinskys strange Bug, with the middle Blocks of the Grinder. The Water was the problem, obviously as soon as you Block-Update Water/Lava it gets another ID to indicate that it should now move/flow, and I didnt check for these additional Block-Update-ID's.

Added Industrial Grinder, it can only macerate Ores. Its a Multiblock Structure, so you need much space for it. The Multiblockconstruction can be shared between up to 4 Grinders, what is just like upgrading the Machine. It needs 12800EU at 128EU/t to process the Ores.
Added Machine Casing in 3 diffrent Tiers.
Added Steel and Brass Blocks.
Fixed a few Bugs.
Made Diamond Drill more expensive.
Added ridiculous alternate Recipe for Macerator, which saves 0.5 Diamonds at the cost of Steel/Refined Iron, but only if you craft two Macerators.

Fixed Capes
Fixed Diamondmaceration
Fixed Beacon-Blocks

Added reverse-Macerating for many Tools and Items, and autodisabled Tinbucket, Bronzecart, Steelcart and Bronzebucket
Added Steel Dust/Ingot, its recipe is only enabled if Railcraft is NOT installed.
Fixed Sorter outputting Stuff into the opposite side.

Added Crop Harvestor.
Added Scrapboxinator. It was planned to turn anything into Scrapboxes with it, but due to a minor malfunction it just unpacks Scrapboxes.
Added Diamond Blade as new Component for a few Machines (currently only Crop Harvestor, but you can guess what the Sawmill will need).

Fixed a bunch of Clientside Bugs, including Progressbars and MetatileEntity-GUI's (it updates on Rightclick, so the Texture is may Adv Machine until you click).
Added additional Drops for some Ores. You will see them, when you harvest them. I have to update the Wikipage about it, as I changed something to the Drops. And yes, they are Fortune-Compatible (like Flint should be for Gravel)
Minor Tweaks.

Fusionreactor outputs empty Cells in the same Slot as the regular Output, you just have to grab it automatically.
Fusion is buffed, 2 times longer and 8 times more Energy. Now you need a Supercondensator to run it properly.
Added small Dusts of pretty much everything. 4 of them make a full one. Some of them even have special Recipes.

Added Industrial Electrolyzer, crafted of Extractor, Magnetizer, IC²-Electrolyzer, Tier-IV-Circuitry and Aluminium or Refined Iron
Moved tons of Recipes from the Centriuge to the ~10 times faster Electrolyzer.
Electrolyzer accepts MV btw.

Added a ton of Dusts, Ingots, Ores n' Stuff. Some of them are currently unobtainable.
Added Log-Spam for unknown Dusts and Gems as well.
Added green Sapphire to the Drops of regular Sapphireore.

Added Lead Ingots and Dusts.
Added Metallurgyores to compatiblitylist.
Added Electric Item Cleaner to suck up Items in front of it at 2EU per single Item.
Fixed Fusionreactor.

Added Cloakingdevice, which grants 100% Invisiblity when worn (the 10Million Charge holds for just 50 seconds), its Recipe is a bit temporary.
Added a new Component, the monitor. Its now used for Computers and similar Devices.
Added Oredictsupport for the Miner of IC². When your log says, that there is an unknown Ore, please tell it to me. It will still be registered at the Miner, but with a Value of 1

Added Tungsten Dust, Diamond Dust (now needed for the Rockcutter), Tungsten Ingot (from centrifuging Lava) and 6 completly useless dusts, which arent my fault as these are perparation for EcsWhyCraft.
Added Lazurite Chunk as replacement for Lapisblocks in some recipes like the one form the LESU or the Lappack.

Fixed Creativetabs of the Blocks.
Added Langfile for Items and Blocks.
Fixed a few other crashes.

Various fixes
Added Saltpeter to the output of the Soulssand-Centrifugation

Added Pyrite-Ore in the Nether. The Pyritedust is like the one from centrifuging Lapis and gives you 1/3 Irondust and 2/3 Sulfur.
Fixed Oredictionarynames from those Hipsters, who think "itemDust" is the correct prefix, by reregistering those with a "dust"-prefix.
Textures of a few Blocks were slightly changed.

I will adjust the Exception thrown when a nullpointer occurs to mention ID-Resolver, and i will use the BlockID inside the Block instead of my Configvalue.

After seeing a random Modspotlight, i added Electrum Ingot/Dust. Crafted out of Gold and Silver Dust. Electrum is now used instead of Gold inside my Machinerecipes and instead of Silver in the cheaper Circuitry. That was the use for Gold i was looking for.

Fixed mistaqurs Problem probably
Added Mortar to make Dusts out of Ingots/Coal. Not all Ingots are possible, some are too dense.

Added ElectricSorter. Works similar to the Translocator, but has a variable second Outputfacing for the sorted Items.

Added Rockbreaker! An electric Cobblegenerator.

Btw. GregTech-Sensorcards are now added as of V2.01b.

Added two new Blocks for Automation, the Advanced Translocator, which works like Sneakypipes, and the Advanced Buffer, which is able to put Items into a specific Slot (very usefull for Reactors!).

shouldve fixed the other two Bugs

Mainly Bugfixes.

ItemID's are now massively improved. This Version will be upwardscompatible.

2.00a Beta
Port to Minecraft 1.4.2 and IC2 1.108
Oregeneration works fine. Some Rightclickactions of Items (Sonictron, Debugscanner, Dataorb) are broken.
Some Items will no longer work after the next Update. I'm talking about: Dusts, Cells, Ingots, Circuitry and Gems. Basically all stupid Resource-ITEMS (not Blocks like the Ores). I recommend you, to not harvest Gems without Rockcutter or to macerate Bauxite, the Items they drop will no longer be valid in 2.00b.
Changelog GregTech-1 for 1.3.2

Text File Variant of the Changelog

Show GregTech-1 Changelog for 1.3.2
Added special behaviours, better Textures, Bugfixes and much more to the Automationdevices, and yes the Translocatorfilter-Dupe-Bug is fixed now.

Finished Automationupdate. HAYO! Now we have simple industrial Automation without BC or RP!
NEW: The electric Buffer! See the Information I gave on the Wikipage for this awesome Device, whichs smaller Version can also be used as some kind of One-Way-Tube.
Added a new ability to the electric Autocraftingtable. It now gives you Tincells from crafting back! Try it with the 2xKNO3-Recipe (K- and N-Cells from Enderdust) to get Saltpeter/Gunpowder

Fixed a few things.
Added Redstoneoutput for the Sonictron after it finished its cycle (for ease of use)
Added the Translocator. This Device pumps Items out of one Inventory and puts them into the other at the Cost of EU (100 - 400 per Transaction depending on complexity of operation). It has also a Filter.

Added a few people to the Capelist
Added various Dusts
Added various Cells
Lazurite Dust (obtained from Lapis + Centrifuge) can be used instead of Lapis in most IC²-Recipes.

Added MetaTileEntity-System + open Sourcecode for MetaTileEntities. LESU-Output tweaked 2 Depleted Uraniumcells can now be centrifuged to 1 Thoriumcell. (so breeding is still better) Apatite Maceratable Quantumchest can now only store stackable Items. If you have unstackables still in one, dont worry, Its not deleting them. seperate Massfabricatorconfig.
Electric Autocraftingtable: Similar to immibis Autocraftingtable, but consumes 5000EU per craft, and accepts up to 32EU/p. It has a small 3x3 Inventory for Inputitems (on the Green sise), a 9x1-Inventory for the Containeritems like Buckets (accessible on the 4 Sides), an Outputslot (red side) for the Items, a 3x3-Holoslotgrid for the Recipe, and last but not least: A Holoslot which is showing you the Output of the Device. Its not much tested yet, but I doubt it corrupts your World.

Fixed Quantum-Chest-Transmutation-Exploit
Added a few more Configs for the Storageblock-Machine-Crafting, which mistaqur suggested.

Fixed Quantumchestexploit.

Added some Platindust- and Leadingotcompatiblity
improved Quantumchest, so that you no longer need an external Filter/Diamondpipe etc for automation.

Made highly advanced Machineblock a bit more expensive (+ 4 Titanium)
Added Enderpearl Dust and Endereye Dust. The later one can be used as Amplifier, like the Gemdusts.
Added uses for Blazepowder, Netherwart, Terrawart and Enderpearls

NOTE: This really is 1.33b, the forum post has a for 1.32b. The mcmod.info does report this as version 1.33b.
EBXL-Support probably added
Be-Cells now have a use in thick Neutronreflectors instead of Copperplates.

Added Extractorrecipes for emptying my Cells, in case they are too useless for you.
Added Dusts for all four Gems (1 Gem => 1 Dust). Why four, you ask? Because Eloraam needed to change her Emerald with the following comment:
It was always supposed to be green Sapphire
Added Chrome! Not Google Chrome but Chrome the Metal! Its used for highly advanced Machineblocks, which replace some normal Advanced ones in some Hightech-Recipes. Those Machineblocks have a Blastresistence of 250. You can aquire one Chromedust by centrifuging 9 Rubydust.
Added the Gemdusts as 50000-Amplifier for the Massfabrication.

I just fixed a few minor Recipeconflicts and added Mushrooms to the Centrifugelist.

Fixed Bugs like always (Not sure about Sonictron)
Added use for Fallenbeasts Woodgas-Cells
Added Methane-Cells and Carbon-Cells, which are currently just usable as good Fuel

Added Supercondensator, which is a SUPA-DUPA-ULTRA-MEGA=>QEV-and-backwards-Transformer. Normal = anything=>8192 EU/t and Redstoned = anything=>1000000EU/t.
Buffed Lightningrod after adding said Supercondensator as Component of it. Now 25 Million EU per strike instead of just 10 Million.
Mostly got rid of the Standardrecipesystem and switched completely to the IC²-Recipesystem (except for the Slabcombinationrecipes, which I never mentioned before).

Added Titanium (Centrifugebyproduct of Bauxitedust)
Added massive Oredictionarysupport, so in case you use NEI, Forestry, Buildcraft and Redpower together, then DON'T LOOK AT THE CIRCUITRECIPES, I assure you, you will quickly get confused, by all the diffrent possibilities for the Circuits.
Added support for Gravisuite-Components (as soon as Sentimel updates it ofcourse)
Added support for the Olivinecrystal and the Titaniumingot of the Advanced-Alloys-Addon.

Removed the override of the Q-Legs, as it does currently absolutely nothing.

Quoted from "Tomcat" greg would you be able to add a option for ore biome spawning into the config file? ect: Rubyorebiomes=2,17,
this would allow us to put the ores where we want them, this would also adds default compatibility with relatively little work for people playing with any of the many extra biomes mods if they take the time to add the biome IDs to the config by hand
Yes, but not in V1.29b as I released that Version right now.
Kane, if you really want to fix the Boots at the cost of the Quantumjump, you have to enable it in the Config.

Kane. I fixed the boots.
Fixed usage of Oredictionary after I tried to add support for the metasensitive Railcraftores
Added Matterfabricator, what is like a Massfabricator, but you MUST supply Scrap. There is a Config to make it less EU-Consuming, but default is over 9000% more EU-expensive (no matter how the Config is set, you will ever need 33.33 Scrap per piece of UUM). Also you NEED Iridium to craft it, so you should have Iridiumore enabled (or some Iridium in your Storage), when the Matterfabricator is enabled.
Added DebugItem for my Debug-API-Interface. This Item works also similar, but not as effective as the Golden Orb from Fallenbeast (too lazy to write it in leadspeak)
Added a few things here and there.
Fixed random Bugs.
Still didnt add a Changelog.
What else did I do? Hmmm... well, I added a Config for the animated Textures of the Centrifuge

Added Tincell-API and used it in my Oredictionaryhandler
Added Prototype of Block-Debug-API (prototype because there is currently no Debugitem, which uses it) Added a few uses for a few things.
Changed BC-Quarryrecipe to use Adv. Circuit and Diamonddrill, instead of Redstonedust and Diamondpickaxe.
Maybe fixed the Server-Rockcutter-Issue of Immibis.
Still didnt fix Quantumboots

Fixed Immibis issue by finding out, that that Part of Code was completly useless and deleting it
Fixed Rockcutter-Enchantment still working without Energy.
Reverted Centrifuge-Texture-Effect back to old Version, due to some serious complications with TextureFX and the ultimate omnipotent God of graphical Monsterlag.
Added Oredictionary-Recipe-Sensitive-Uraniumdust for usage with the Centrifuge instead of Ingots.
Changed Nukerecipe to require Quad-Plutonium-Cells instead of Uraniumblocks (if Plutonium itself is enabled)

Included mistaqur's NEI-Plugin-Code, and gave him Credit in the mcmod.info.
Scrapped the just copied NEI-GUI.pngs (and made proper ones out of it).
Made Macerators more expensive (3 Diamonds and an advanced Circuit), because it can double any Oreoutput (even Diamonds).
Tested if the game crashes without NEI installed, and it doesnt.

Fixed a few but not all Logs, added a use for Aluminiumingots (for Mixed Metal Ingots) and fixed a tiny Bug with my Machineblocks (no torches placeable on them)

(needed to add this Ore, before Redpower updates) Bauxite Ore
This Ore is commonly found in Plains and Forests. It contains Aluminium! Al(OH)3 (and later also tiny amounts of Titanium), to be precicly. To produce Aluminium out of it, you first need to macerate it, then centrifuge it for a long time, and finally smelt your Aluminiumdust to Ingots. Currently its only used for Windmills as replacement for Carbonplates, but note that all my Storageblocks are preventing Mobs from spawning ontop of them, and Aluminiumblocks look pretty cool.

Fixed Uraniumcells.

Added the Playerdetector. It can detect Players in a spherical radius of 16 meters, and has three Modes: Detect the Owner only, Detect everyone else, and Detect every single Player.

Used IC² 1.107 for compiling
Fixed Q-Helmet-Poison-Crash probably

Fixed Q-Suit-Fix (YO DAWG!)
Tweaked the Industrial Centrifuge

New Centrifugerecipes. Including some for filling Fuelcans with Coalfuel, Biofuel, BC-Oil and BC-Fuel. You can disable Coal- and Biofuel for it, by switching the "Tinpincher"-Configoption.
QSuithelmet-Code improved and configurated
QSuitchestplate-Code improved and configurated

Fixed Kane's Server crash probably.

Since Richard is taking ages to fix a few Bugs, I fixed the following two with this Addon myself:
- Double/Quad-Cell-Turbo-Exhaustionbug FIXED!!! (Note that old damaged Uraniumcells will be refilled since I switched it to NBT)
- Neutron Reflector rather pulsing than reflecting. FIXED!!! (Now reflects properly)
Note, that I still didn't use frikkin Basefilemodifications to do that. I just overloaded the ItemID's with proper Items.
Plutonium and Thorium as Fuel for Nuclear Reactors. Currently only obtainable via centrifuging 16 Uranium.
Plutonium has twice as much Power output and twice as much Lifetime. (So 4 Times more Energy)
Thorium has only a fifth of normal output (1 EU/t/pulse) but five times more Lifetime, making it a less hassle to refuel small Reactors (same Energy amount as Uranium) Produced Heat of a Reactor fuel is determined by its EU/t (at Default-IC²-Config) minus 1 (with at least 1 Heat produced), what means that Thorium has 1 Heat per Pulse/tick, while Plutonium has 9 Heat per Pulse/tick. Uranium is still the same with 4 Heat per Pulse/tick. The Nuclear-Config of IC² does not affect Heat, but still EU/t.

Balanced a few Centrifuge recipes
Li-Cells can now be used as a very potent Fuel
Made Solar panels and Computer-cubes a tiny bit cheaper (Glass panes instead of Glass)
Hmm I need a few more uses for Si-Cells. TO WIKIPEDIA! =>

Added a few of MatLaPatate's Suggestions.
Added secret Rendering feature for me.
Added Configs for Centrifuge recipes

I just recognized a Bug of V1.19b, which accidentally disabled the Data Orbs. Will be fixed in V1.20b right now.

A bunch of minor tweaks and Recipes. For producing Iridiumplates, you need now to compress the Iridiumore into Ingotform before crafting. Lithium has also a new use for Re-Batteries.

Tweaked the Texture of the Industrial Centrifuge a bit
Added Centrifuge recipes
Made Computercube-GUI only show up for its Owner (Offline-Mode-SSP-People can ever access them)
Removed old useless Code from the Fusion reactor

Added the Lighthelmet! Yes you heard right, a helmet with a LAMP! No Basefilehack needed!!! (only one more BlockID)
Needs 0.5EU/t to function and has an integrated Solarhelmet (shapeless Solarhelmet + Luminator). It's ofcourse not consuming Power, when you are standing in the Sunlight.

And now I have to release 1.18b, with the new Description set inside the Computercube.

Added Silicium-Cells (or Silicon-Cells if want to call it like that), which you can get by Centrifuging.
Added configs to disable every single UUM-Recipe individually.
Added more complex Recipe for Solarpanel. It requires now a Carbonplate and 2 Si-Cells.
Terminated E-net-Log, as the "injectEnergy()"-function now accepts at least 1EU from any packet, when "demandsEnergy()" returned true.

Made it possible to replace the old cheap Nuke recipe with a more advanced one, which is based upon 4 Re-Enriched Cells, 2 Uranium blocks, 2 Advanced Circuits and an Advanced Machine Block. Its replacing the old Nuke recipe, what means that, if there is no Nuke recipe (because disabled in IC²-Config), then it wont add a new Recipe.

Dataorb for storing, guess what, DATA!!! Used like portable Sonictron on Computercubes for Reactorplans (can also store Sonictrondata)
Energybar at 4 diffrent Block-GUI's.
Should now have fixed that E-net-Log-Issue, but I wasnt able to reproduce it, so I dont know for sure.
@Ghost-E-net: As I said, I fixed Ghost-E-net for all MY Machines/Cable long ago. I tested it to be sure, and my Machines were (unlike IC²-Machines/Cables) not ghosting at all.

Fixed a few Graphical lags
Added Superconductorwire with 0% loss and over 2Billion maximum EU/t.
Added Endstonebased Recipe for the Centrifuge, so go to the End and mine out all these white Stones for more efficient Fusionenergy and Wolfram!

Also the Lapotronic Orbs and Lapotronpack have had weird damage values and the bar below them doesn't really show how much charge they have.
Also already fixed in 1.15c, try updating. That's a bug of IC² to be precise (I decreased the max damage to fix it). I think its of the same kind as Shedar's wrongly calculated Percentages.

Fixed critical Bug in 1.15b, which is in the Mod since 1.13a. Generators and Furnaces were causing NPE's.

Fixed Enchantment glow, added Creative items properly, added Luminator recipe for normal Helium cells.

Bugfixes, Renamings and a new Component.
Rockcutter: Its an electric Silktouchtool with automatically added Silktouch-III-Enchantment. Will currently not work for cheaters, so craft it manually.
Teslastaff: This Staff is for destroying any kind of electric Armor on your Enemy and should do 20 Hearts damage. It only works against Players, so dont try to attack Zombies with it. And with destroying Armor I mean that the electric Armor just gets deleted! The Staff needs a charge of 9000000EU to function.

NEI-Bug. I disabled mirroring for the Recipe to enable two diffrent Recipes, but NEI doesnt respect that. Anyways v1.13b adds the indestructible Iridiumneutronreflector, which is a Reactorcomponent and also a component of the Fusioncoils. Also I improved the API again.

I have now changed most of the Recipes, to contain my 3 new Items. Some Recipes are more expensive, some less. Also the Lapotronic Energycrystal can store 10000000EU (if charged in Tier-IV-Storageblocks). Basically all MFSUs were replaced with that new Crystal.

The Charge-O-Mat has a 10Million EU Buffer (hence the MFSU in the Recipe)
Anyways I will now release V1.12a. It has Bugfixes and two new intressting Modes for the Computercube.

Centrifuge. This Device is really usefull at "extracting" Elements out of raw Materials. Its used instead of the Extractor for gathering Elementcells. It needs empty Tincells for some Recipes, but some other Recipes are outputting additional empty Cells instead, which get automatically sorted into the Emptycell-Slot in the Topleft.
Put Tungsten, 4 Clay, 8 Uraniumingots, electrolyzed Watercells, 4 Hydrogencells or 4 Deuteriumcells into the Middleslot, and grab your Elements out of it, after a long Rotationduration.
If you put 8 Uranium + 41 Cells into it you will get 8 Uraniumcells, 32 Neardepleted Cells and a Wolframcell. Dont try to put the Uraniumcellstack into a Nuclearreactor. Its just a waste of 7 Uranium.

Added industrial Credits with diffrent Values, which are crafted out of 8 of the "lower Value" kind. The Diamond-one is worth 512 Credits, while the Copper-one is worth 1/8 Credits. Silver = 8 Credits and Gold = 64 Credits.
Made Reactorplanner more userfriendly, by adding a Copyslot and Save/Load-Buttons

Doubled LESU-Store per Lapisblock.
Made Iridiumoreamount configurable
And other Codeimprovements
This works like an advanced Chargingbench. It has an MFSU as internal Buffer and can charge everything what is Tier 5 or less. After charging (or decharging with applied Redstone) the Item, which is inserted at Top or Bottom, it will automatically output the Item into the right Slots, where it can be grabbed out of the Side of the Machine. This device is outputting EV in all directions, when you apply Redstone, so be aware.
When a nonchargable Item comes in, it will be directed to the right Slots. (I plan to use this usefull behaviour in my Base)

Fixed Graphics and "bukkitlike" Directionglitches (All Storageblocks seemed to be facing down)
Fixed the "-999"-Bug in the AESU.
I think the next Feature will be an advanced and easyly automatizable Chargingbench with INPUT and OUTPUT Slots.
Btw my implementation of ISidedInventory allows you already to put/pull Tools/Batteries/Crystals out of the Sides of the 3 Storageblocks. I think it was East/West for Input and North/South for Output, so you dont need Retrievers for recharging Stuff.

Made IDSU-Recipe much more expensive (unless you disable the AESU in the Config).
NEW FEATURE: The Adjustable-Energystorage-Unit
This is a 100000000EU-EV-Storageblock, which has adjustable Output. (Shift)Click on the + and - Buttons to manipulate the Output-EU/t.
It has Armorslots, like every of my Storageblocks.

The Interdimensional-Storage-Unit for toring 1 Billion EU (per Player) wirelessly and crossdimensional. I tested it only SSP, but it should work SMP. Kane, your Server has so many People, that it would be the Ideal Testingarea for it.
I (mostlikely) disabled with V1.09a any futural Tekkitsupport, until Kakermix asks me personally for permission!

Fixed planned Items after breaking Computer, because I forgot to implement my own "isValidSlot"-Method
Fixed Phantomitems from Seedscanner
Fixed the amount of Coolant given by Heliumcells. Now its 60k, 180k and 360k.

NEW FEATURES of the GregTech-ComputerCube:
Click on the "M"-Button of the GUI, to change the Mode of the ComputerCube. Current Modes except the Defaultmode are:
- INGAME-Reactorplanner! Take this Talonius, I did it before you AND its compatible with EVERY single Reactorcomponent, even the ones from Addons!
- Automatic Seedscanner! (must be tested a bit more, but doesnt crash). Put your Seedbags into the left Slots to let them Scan. This Function is designed for any Automationmod, so let you Tubes go into the Top/Bottom of it, and pull the scanned Results with a Filter out of the Sides!
Heliumbased Coolantcells. Six times more effective and crafted with Heliumcells instead of Watercells. And yes in this Version I derped a bit with the numbers, but it will be fixed next time, as i'm now too lazy to compile it again. HAYO!

Take THIS random Bug. I just fixed one little random thing, maybe that helps...
I fixed a random Bug with the GUI, which caused it to not properly display the Items. And I currently cant setup a SMP-Server, as I have only one Computer running, and when I connect to myself (via minecraft_server.jar as LAN-Mode isnt working), I have no Issues with the GUI's.

Made the LESU's Voltage dependant on the amount of LESU-Blocks around it, so that you can actually reach 512 EU/t. But it will explode if you apply too much EU for its Size (as seen in the "hopefully-fixed-next-time"-GUI).

The GUI still not updating. I also confirmed and it does say 1.03b on load. This again is in SMP and SSP works just fine. but in SMP does not update the GUI. But it does work still.
Added missing Text from the GUI
New Block: The Lapotronic-Energystorage-Unit or L.E.S.U. forshort. Its a bit beta, but it works.
Place one Controllerblock and set the Facing with the Wrench (it points currently only downwards on placing)
Then place LESU-Blocks (crafted with 8 Lapisblocks around a normal Circuit) adjacent to it, to increase the Storagecapacity. It has, UNLIKE the Industrialcorp-Storage units, ARMORSLOTS in its GUI (which are completly useless for Nano/Quantum charging, due to the LESU being currently Tier-2-Technology...)

Fusion reactor was working last night but since we updated a couple times and such its kind of failing. The GUI is not updating at all for us and once its running and powered it's really broken out. This is all in SMP though.
Double tested it in SSP AND SMP and I can confirm GUI working fine in SSP and updating but SMP seems to not be getting the packet or something.. It seems to actually work though and you can start it and such but you just have no interface to keep an eye on it.
Strange. In theory the normal Vanillafurnace shouldnt display too in that Case. I thought since the merge SMP is now much less of a Problem, and that I fixed it the first time (I had that Bug in the very Beginning). Question: Did you use Bukkit for testing?
Edit: I think I could have fixed it. I tried SMP myself but didn't got that visual Bug.