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GregTech for Minecraft 1.7.10

GregTech, created by GregoriusT, is a Mod that completely overhauls Minecraft, adding numerous Machines and Materials, as well as adjusting Recipes for existing Items in order to make them fit with its System, and to make everything work well together, compatible and exploit-free whenever possible. GregTech is meant to extend the Game by making things much less overpowered, more reasonable and adding a lot of complex Machines, as well as generally useful Utility.

Minecraft Forge, or if you are lazy and just want a Direct Link to Version 1614.
IndustrialCraft² Build 827 or later, or IC²-Classic.
NEI for its recipe display system. You can always disable cheats if you think it is cheaty.
Fastcraft is recommended, because it will reduce Lag a lot.
If Railcraft is installed, it has to be Version
If ForgeMultipart is installed, it has to be Version 347.
Core is a Version of GT that only contains API functionality but next to no ingame features. This is for Mods which depend on it. Don’t install both Core and GT itself, because GT itself contains Core already. You will get duplicate Mods error if you do anyways, but better you know that beforehand. ^^
GregTech 6 is NOT the same as GregTech 5, you cannot update between them, because 6 has nothing in common with 5, so don’t ask where all the GT 5 Stuff is in GT 6, because it is not there! Even though I do work on having most GT5 things in GT6 aswell in some way.

If you like this Mod then please help fund further development at my Patreon Page or via the new and improved Paypal Buttons down there:

using Euro
using Dollar

More detailed Information can be found here.
If you used Paypal and aren’t on the List within 24 hours, message me instantly to make sure that nothing messed up. ^^

License and Modpacks

This Mod as a whole is property of me, Gregorius Techneticies (aka GregoriusT). Don’t redistribute and claim any of it as not being owned by me (All Rights Reserved). Only Modpacks are allowed to redistribute the original Mod Jars in order to keep their Download links reliable, Chinese Forums are also allowed to have reposted Versions, due to how China sometimes is. I am not responsible for any Damage done by a modified or faked zip or jar File.
People, who non-financially contributed to the current state of the Mod are credited in the mcmod.info.
If you use a Modpack, then don’t report any Bugs to me, it is the Job of the Modpack Creator/Maintainers to help you with Bugs, not me. If you are a Modpack Creator/Maintainer, then you can ofcourse report Bugs to me, as long as you have the latest Version.

A Note to the casual Players

This Mod is not directed at casual Players in any Way, Shape or Form, it is a Mod that adds a very reliable System, with a very reliable Logic to the Game, that offers the most complexity of all Mods. Said complexity doesn’t cause any grinds, but it does consume Time and there is a HUGE difference between grind and time consumption, grind means you need to work hard on things (many stupid Mods do that), what you clearly don’t need with GT, while Time consumption means, that you have to think of what you are doing at which point in Time before actually doing it, in order to not end up as a stupid Worker, who does the same repetitive junk over and over again.
That said, if you don’t have enough Time to think about things before doing them, then better not use GT, but if you like planning out things and using lots of Automation to do stuff in parallel, then go for it.

Tiny Guide

To have at least the VERY Basics, I just wrote some things down, its likely not complete. ^^"

Recommended additional Mods to increase fun

Pams Harvestcraft for adding more Foods. I add plenty of compatibility related things to it.
Spice of Life so you have to cook different things to stay saturated.
Enviromine for the Hydration Bar and the Temperature Bar. You can disable the earthquakes, cave-ins and physics in its Config.
Underground Biomes in case you want more variety in Rock Types in your World.
Per Fabrica Ad Astra if you want a completely different Ore System. It has all Ores that are needed for GregTech.
ExtraBiomesXL a simple Biome Mod that just gives a bit more variety.
Biomes o' Plenty a different Biome Mod, also for variety.
Balkon’s Weapon Mod if you want a slightly larger variety on Weapons.
I could go on and list a bunch of larger Mods aswell, but those are more content oriented, rather than direct improvements to playing with GregTech itself.

Compatibility with other Mods

There is also a bunch of things I add for other Mods. Mostly Recipe related things though, and not all of them are 100% complete or anything. So here is a List of Mods I add some Recipes for:
Et Futurum (that Mod adds some 1.8+ content to 1.7.10)
Binnie’s Mods (requires Binnie Patcher aswell, if you use Forestry 4)
Immersive Engineering
IndustrialCraft², IndustrialCraft² Classic (by Speiger)
Applied Energistics
Thermal Expansion
Ars Magica
Mystcraft (lots of stuff to put in Shelves)
Thaumcraft (some Researches and Aspects)
Forbidden Magic
Biomes o' Plenty
Twilight Forest
Underground Biomes (GT Ores can generate in its Stone seemlessly)
Per Fabrica Ad Astra (all of its Ores have processing chains)
MineFactory Reloaded
Draconic Evolution
Advanced Rocketry
Actually Additions
Ender IO
Balkon’s Weapon Mod
Pams Harvestcraft (tons of recipes were improved through my Machines)
Growthcraft Community Edition
Spice of Life
Enviromine (Hydration and Temperature)
RotaryCraft, ElectriCraft, ReactorCraft
All of this plus plenty of Books from several Mods that I needed to be able to place them in shelves, and some Mods I might have forgotten.

For Modders (Maven usage and Stuff)

Here is necessary stuff for the build.gradle, you might wanna change Version Number from 6.04.13 to something recent.

repositories {
    maven {
        name = "gt"
        url = "http://gregtech.overminddl1.com/"
    maven {
        name = "forge"
        url = "http://files.minecraftforge.net/maven"
    maven {
        name = "OC repo"
        url = "http://maven.cil.li/"
    maven {
        name = "ic2"
        url = "http://maven.ic2.player.to/"
    maven {
        name = "jabba"
        url = "http://mobiusstrip.eu/maven"

dependencies {
    compile fileTree(dir: 'lib', include: '*.jar')
    compile "li.cil.oc:OpenComputers:MC1.7.10-"
    compile "mcp.mobius.jabba:Jabba:1.2.2_1.7.10:dev"
    compile 'net.industrial-craft:industrialcraft-2:2.2.624-experimental:api'
    compile group: 'com.gregoriust.gregtech', name: 'gregtech_1.7.10', version: '6.04.13', classifier: 'dev'

Also this File might help as library for missing code pieces. (its a clusterfuck of compiled code, but it helps with the dev environment)

After that, run the following Command (if you dont use eclipse, then replace eclipse with the IDE that you use)

gradlew eclipse --refresh-dependencies

If you have any Question regarding making an addon just ask me. ^^

Show Changelog
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.

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

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

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

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

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

6.05.24: (Not released yet)
[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] Chocolate can now be fed to Pets. I don't say it's a good Idea, I just say it is possible now.
[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 veeeeeeeery 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)
It was time that those get a bit updated, so GT6 Strongholds 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+BathingPot-Setup for the Default Rooms.
Coins scattered on the ground in the Default Room are mainly gone now, also moved the 3 Chests and the Titanium Safe from the Middle to the remaining Corner.
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 Strongholds, no more Antigravity Strongholds.
[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 Strongholds)
[ADDED] Spawn Height and Room Density Config for GT Strongholds.
[ADDED] Barracks to the GT Strongholds.
[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 GT Strongholds 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 GT Strongholds 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.

Downloads - 1.7.10

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Version Time Downloads
  • 6.05.23
06/22/2017 09:46:15 AM
  • Mod 
    MD5: 9cc0994347aa7f40dd4ee03e9fd1384c
    SHA1: 1978a1e7d9c82e1f00097dc9d509ebe66b8b5199
  • Core 
    MD5: 1d791758e070d4ab405b4c7e529e0ec5
    SHA1: 5c66b1b6c557b27897171404cf1886273e7b1871
  • Dev 
    MD5: 58696d467af0eafa1e59f994e35c3a5e
    SHA1: 818f13edb5f2fde4c5c6e816778fa7ad1a8b3759
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.23:dev"
  • Sources 
    MD5: 1f22ebb09c4d1ce1470cb993fe066015
    SHA1: c293b220bbe758d3c864155bb8bb8e2131bcbf4a
  • 6.05.22
06/08/2017 05:50:30 AM
  • Mod 
    MD5: e978a3b09fe2488f1fc0e3007917bf8a
    SHA1: 3a49b2b8f2eece9db8ece948ae4e0f383e680daf
  • Core 
    MD5: 301281bd50947f1e7d031f688d742763
    SHA1: 66d7e273caacdae5b82454c30ac4c172bc0420e2
  • Dev 
    MD5: 717bcce7ece9f4bc27b1cae3aebc484a
    SHA1: a4a631027e5af31f6db3ad27cc1c68a3fa7ef0c5
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.22:dev"
  • Sources 
    MD5: fec3bef36f34ae7e6417e325295eb9c8
    SHA1: 9d268f8cca54ed9d53a6c411050fea93ea69aa95
  • 6.05.21
06/02/2017 01:55:41 PM
  • Mod 
    MD5: ba68cd9003b8af3f8508a34f9d0db9af
    SHA1: b4cc5d93be84b7b6fa980764d3c57e78bd15da5c
  • Core 
    MD5: 5187e6d8c9ad158e875f430d7f8d41f7
    SHA1: a7a3398b76449141f1c43c0a915bdbc2d43dc6c2
  • Dev 
    MD5: ff6f894768888495515463d49bb05980
    SHA1: 3d4be907884b7c2863befa3c3a3c7c15af1fae98
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.21:dev"
  • Sources 
    MD5: db315be291ce8d3903c02c109bd8a62f
    SHA1: 1396f422f2e091abb531a35eedbe2a9ed6deb02f
  • 6.05.20
05/28/2017 11:01:16 AM
  • Mod 
    MD5: 06434a80ae5eac018752efd8e7ea87c6
    SHA1: d2428c17ea7c8afc53123494c09459a40419309f
  • Core 
    MD5: 1fcc0b8ffb58c2d43e702b7a134203f6
    SHA1: 9d9d4c2d33dee4dcc053fbc9afa03c98eccdf0df
  • Dev 
    MD5: 50edf0cbdd0a1c86e4409265343e0e5b
    SHA1: c1752dcd5ec248b2fe3fe2edc873409643c63670
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.20:dev"
  • Sources 
    MD5: 847b3ace722c1dc2cc5c11378420d3d2
    SHA1: 0be73153705d72c371abfed66eed303de7071c9d
  • 6.05.19
05/27/2017 02:48:43 PM
  • Mod 
    MD5: c102865f56525e3e340887a4c8e7f5bd
    SHA1: 21d9f4a2e26c0003875b51487826ab96e64c559d
  • Core 
    MD5: 84d3fbee6e2be2fbca59a6de42bd4d21
    SHA1: 357a30bb0b74f77368a63ef54707944bc0bd3a61
  • Dev 
    MD5: f40668de7fae1a1aad78ab162e86ec16
    SHA1: 39d20d88edf4d57197c8eb9fd064462ce370424f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.19:dev"
  • Sources 
    MD5: 9089294a5d9bd03873b336e11bc79241
    SHA1: 942435fdec6a5aafc7ac25a7632fd5ad0d10fe39
  • 6.05.18
05/26/2017 05:11:51 AM
  • Mod 
    MD5: a7845ca295661e02cae801ec36d10ebc
    SHA1: 6a4966b8fc4504510f56a9f5022736a55e5435f7
  • Core 
    MD5: 450c7ff148801277dbedc3f329f33c94
    SHA1: 4f4c8b3c346bd7b668e9c65c5695a24c53c63e4b
  • Dev 
    MD5: 3ff55efd70492c385f6d429feca6367b
    SHA1: 2caa8ffad0c0f9a542abd376b47a5940a5e54879
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.18:dev"
  • Sources 
    MD5: 4b23a4303c6e9638cf7d9fb731644a8b
    SHA1: 1f67c0199d309467d23d1af4ca7cddf9b6e10292
  • 6.05.17
05/19/2017 06:22:48 AM
  • Mod 
    MD5: fea0ca4b2c424492a9b91095d1043e28
    SHA1: 10840bee84d9cd39eb68f058bd38596261db9859
  • Core 
    MD5: 221d389e6d34e4693138a4472fa61bf6
    SHA1: b5a8b8088e73f9d93a53d83f1eaa1cb6b2e39ba2
  • Dev 
    MD5: 6628940840f802b63cdfe7fb088c50e2
    SHA1: 5d6bd7876117f6730ec659e99bfecac7e5ccded7
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.17:dev"
  • Sources 
    MD5: 426cbd780dadbefe573b0f9252c3f7c2
    SHA1: 8976beaa8ad3974eeb12654ef2e597d8701a5b51
  • 6.05.16
05/12/2017 10:24:41 AM
  • Mod 
    MD5: 8ea0e31d79be7ebc9b77f5fc753ebab9
    SHA1: cb4f1743f02614379dea167274b34685c7b325dd
  • Core 
    MD5: b0f52ef3cb133348d77dff0575c8af44
    SHA1: e0f7d851daaf0060d45371efc1985d067cca836e
  • Dev 
    MD5: fb9be4dff4ed77ce6b2d4b54060add4e
    SHA1: 977cb4f3d535049f9551d97a39752607da7ab879
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.16:dev"
  • Sources 
    MD5: 85f6acc3fefe6f34366c1de85ad89d89
    SHA1: 0690dd176418f14b29de76801e8924f9db3b91c4
  • 6.05.15
05/11/2017 10:40:28 AM
  • Mod 
    MD5: 880dd2d0054c5c73ed30f9be97831a0e
    SHA1: a4fad9ba45a655bb6f4bc31f9db0e79c2fbfd074
  • Core 
    MD5: fc4331243a2ebb2c0e5eb516720efab0
    SHA1: cc28bd87f158f0e092ca274be43cf6ebaee2cbc0
  • Dev 
    MD5: f34050f5b267f674d41e996e34ac97cc
    SHA1: 61fbaf2c0856241bfdeaaa9851563757f920ddbb
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.15:dev"
  • Sources 
    MD5: 81a1beda0271e9450b3ca9c7f95098b5
    SHA1: 2f1f9316867240d12dd4950eabff8818c382e9d5
  • 6.05.14
05/05/2017 12:53:34 PM
  • Mod 
    MD5: 40f240ec8f78732e07c73d3a6dc9b5ac
    SHA1: 73a39e844a729083261a542d0bc25db70851a2c6
  • Core 
    MD5: 4ff4117261c9c1ccb9b853e95ee70218
    SHA1: e516e385461d0b893a1abc6683edd7b832273876
  • Dev 
    MD5: fcb26b303daae5f9c647015086a83e18
    SHA1: 76365a3013c2f386b21db3314b8005863e9bc313
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.14:dev"
  • Sources 
    MD5: 80963e6ff78cd0eceec211213f1d8b14
    SHA1: 80041c155f03c63a099ccb15d43cf62e1c179f87
  • 6.05.13
05/04/2017 10:14:19 AM
  • Mod 
    MD5: 7e4f0ea20637295a0456c26952e8c248
    SHA1: 20b964e5028753c6390535f0c01f8fa53a0c3585
  • Core 
    MD5: 6275c201bca39cd2902657b3309a3003
    SHA1: dea32a226c1d960e786a54cf71048e656d228865
  • Dev 
    MD5: b166c58a86e0bd559ac85b708b14be7d
    SHA1: f04aa81e8034f518ef31f7293b2201a2132a98e2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.13:dev"
  • Sources 
    MD5: daa61e50568398a9f6953ab6eefffe8c
    SHA1: ebbc71af924adcd5c71328ffe73ae3da7b92350d
  • 6.05.12
04/28/2017 06:40:41 AM
  • Mod 
    MD5: 3d2619be52f8f3ac70de33f144cb9307
    SHA1: c39341a202994d6a2b99468b801f6b74e858514c
  • Core 
    MD5: 9a6cee554dc4761d54172086fa3199f5
    SHA1: 1f43b535d57b265f298ecdc59a0aa17a02fdd26b
  • Dev 
    MD5: 2b1ef53041a279797f568d309528052d
    SHA1: c079a8e71063de87a64398a46b65d07452146bbd
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.12:dev"
  • Sources 
    MD5: 641395addbd6ec49d6610d9be4de52b3
    SHA1: 8861c4231e9d33034b402f8aa21f33b1bbb36224
  • 6.05.11
04/27/2017 04:16:45 AM
  • Mod 
    MD5: 6fd3f3c00141d723df7414bcfff1715c
    SHA1: b98ba481e8945171f55fdc1f178c892c8d74716b
  • Core 
    MD5: 684be6f0ab52f9729bad0ed6f335279e
    SHA1: 17e97d27947943572ab8256b291e74386474d109
  • Dev 
    MD5: 85057f4eeefeeee2f2be95cab903dc5a
    SHA1: 15fc3dac30d4249db7af67864a3f099c77e77e18
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.11:dev"
  • Sources 
    MD5: 927b63ade5ddec86c2c95a22bb4ce812
    SHA1: 54a93f1e3a2a90b43b07bd5b08a17920aaf9dbfd
  • 6.05.10
04/21/2017 05:45:15 AM
  • Mod 
    MD5: 3f489d4fd4f4fd3b53cff78fa5f3e040
    SHA1: f5c38544a0b9c9333c4e347ae4016dc798801749
  • Core 
    MD5: 5ac8a287befa51307f508e36bec7e338
    SHA1: 2b1888c6851fde314b25b3de4e20176be5fd42ec
  • Dev 
    MD5: 4f37d3a6e0e06c2b24215ea7b936a248
    SHA1: 599f09718b705c6d6f5831fc0081dd9e3cadc651
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.10:dev"
  • Sources 
    MD5: 261fede8895d7850227e375474f4f3fa
    SHA1: 0c82cd10f1f549529c283026a4cb88e35cce7499
  • 6.05.09
04/20/2017 05:45:02 AM
  • Mod 
    MD5: 3489f79afb080872c2f940c4e6ed1bb8
    SHA1: 4526858af9af87e683aeded27a3f55655269edcc
  • Core 
    MD5: 6c6def0b14444d8fa5bbf01f976501f4
    SHA1: 025a5b52e3197b2247ba97f74d8ac616cba45280
  • Dev 
    MD5: 8e0545edd5a4827598d616885f7c9f52
    SHA1: 0053d2bb6b44a32bdae2ee5457701d6de8badf20
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.09:dev"
  • Sources 
    MD5: ed245859d14a93e1a43c64882ff48ffa
    SHA1: 8ae94b233e1f6ab268f0468d45bae434a76f33dd
  • 6.05.08
04/14/2017 04:35:33 AM
  • Mod 
    MD5: 216072c39e778f1190cf0f587ae32cb8
    SHA1: cdd98dc31fae95969980ca7e1d2a52d659c8eb3a
  • Core 
    MD5: 84fe2f06af42e5304e29619b9d8d8633
    SHA1: 30cac5ce81c9c2f9a8efcafc96258726901518e1
  • Dev 
    MD5: 7acdfdf55d0c7bff6bced342f5ce1e74
    SHA1: 7f371f805e4b29fa0398cf441c875121cfc17e7a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.08:dev"
  • Sources 
    MD5: 49dfc2856b8b78c7e21913f7b3e350ec
    SHA1: 1dd7eb3581d43816048ef7a2ed42dcec15368ae4
  • 6.05.07
04/13/2017 04:58:51 AM
  • Mod 
    MD5: 46b04017b2efff9c05ea7b199ccfd7e2
    SHA1: 06882e142ce1f0426298fd8ac3d6aeefe69f11e4
  • Core 
    MD5: 675136f8285362eb390ee17532bdfec2
    SHA1: cb2c542474803fc18b5060ae421d20cc11353418
  • Dev 
    MD5: 41ffdde09537f51e2a9ee33543c937c1
    SHA1: 14e55f911dbbc4e4c8c49a95292bb18d8aca133a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.07:dev"
  • Sources 
    MD5: cfeb8d27635ae9a006399b3aec89af2f
    SHA1: ffc846af3c44ddf6d5161f197ba032fd496ee128
  • 6.05.06
04/07/2017 06:35:56 AM
  • Mod 
    MD5: 9b32b51d6de4490d3e1aac630880e8c7
    SHA1: f5f48917be67dc516c4c7067f1e834cc603f5d24
  • Core 
    MD5: 3470e1b800f0703151c7d1dfad0e5e1d
    SHA1: 9357e133857379139eaf7559873955b8c773f70f
  • Dev 
    MD5: dbba65fdac557aba1103009d4744f054
    SHA1: 7fca703e1b22a728375229eb88f586c6bc8c9962
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.06:dev"
  • Sources 
    MD5: c06d71c30b82e3b99744de2cc3e788b5
    SHA1: 4c56b7692928aaa1a8ecc802b6f8212ae4282ad9
  • 6.05.05
04/06/2017 07:22:03 AM
  • Mod 
    MD5: 5b4de674143f2409c5528d12adda00e1
    SHA1: 206abc3bd4d391a9e429cdd79a6c7b526a6a6318
  • Core 
    MD5: c46982c1389b54332383ac45f915fc5d
    SHA1: 423e901c74ec88d8e19a205c99f0627c88afc5f3
  • Dev 
    MD5: e84cbedb879e1af53176bb4c1b6d4c7b
    SHA1: 6dd43c0920f5c030d2b480faaabd654f01f11964
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.05:dev"
  • Sources 
    MD5: f884c7f12d432b997af0e0ec43a6ff87
    SHA1: 47224f82b1861ea25aa008cf2e47259447f055ec
  • 6.05.04
03/31/2017 11:24:31 AM
  • Mod 
    MD5: f2d0053823a33a2a09694a5ff9ef0550
    SHA1: 6093d99ae1e8aaee9a138b66b4e1a9b8b910e9b3
  • Core 
    MD5: d3cee5dc5329acde4765b58062ca46a5
    SHA1: 2086eb271dd8b4bc545c8523cfdbc642f11eac46
  • Dev 
    MD5: 0d19429e063c78c37f57648ae6b13d56
    SHA1: 411d654ca06a0d5b59d92fe8a52994f1f39a2b1b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.04:dev"
  • Sources 
    MD5: 75712909d5059e777d5c328d3b66f512
    SHA1: 82177dfa4e5ea9fcfc288f79949ff1512fbf9ea0
  • 6.05.03
03/30/2017 06:27:08 AM
  • Mod 
    MD5: c9bbe2aa69f64a1242c9372fcc836957
    SHA1: 12a03af18b8521970b731b1cbea624963fa3b542
  • Core 
    MD5: 3e5a64b539dc5d1b01379d9a43284b91
    SHA1: d44c33d8b0c3dda20fb82403e539996c4e7aa2c7
  • Dev 
    MD5: 3f197f258e4226cad5ec1c9b3444d28a
    SHA1: 454d74eb83767b664e6efc107d6de87257e95ccb
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.03:dev"
  • Sources 
    MD5: d4dcc92d88f99a795a1567a496e76d33
    SHA1: 1c9a2b2226e9362f850847175b05705656aa3259
  • 6.05.02
03/24/2017 07:18:10 AM
  • Mod 
    MD5: bbe001d1532009d6dc60ad5916d6390d
    SHA1: 5c53af4cf05f112497989e6a68ac7fbb9f5e9f34
  • Core 
    MD5: 363a9a9a9ff97ab12c8427264e2cbade
    SHA1: bad56d55ff8fc9cfa9baba1f6a85f2665750f267
  • Dev 
    MD5: da63aca868967734eb2bc91d7946a0be
    SHA1: 8e104ac7c82fda2525a17ee53f6ad0ec496a1a38
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.02:dev"
  • Sources 
    MD5: 668049014a4aa82381fc31a650c7c031
    SHA1: efaa84299962bd8537a1da7e7663fd757fb5bada
  • 6.05.01
03/23/2017 05:53:35 AM
  • Mod 
    MD5: 2c69a8f16405b43df34a87523d173655
    SHA1: 11cf7031ed9f999f92a28739cfcd1c0f58396a0a
  • Core 
    MD5: 909f9e8c15a9ea4122617f7f31e142dd
    SHA1: 91ab2edd28636846647ff6acf555f727b0254594
  • Dev 
    MD5: c6bd47b306b0e396b64439dba90ce4e3
    SHA1: 43e25b27fed7c821860d6e46c4779cfc33fa801c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.01:dev"
  • Sources 
    MD5: da0e0b082baf6702de300be7b71ca652
    SHA1: e39f9861b6891974e041bb5c481f1626abb57626
  • 6.05.00
03/13/2017 05:57:31 AM
  • Mod 
    MD5: 046c57e615464037a440f29f240c5d1e
    SHA1: 4ff6b61e4949bc67fea3c2800ff1f11921a11846
  • Core 
    MD5: 7724264d82c0f485cad7f1681f7c3fcc
    SHA1: 33c284b1de826b9e429248116e54bfdbd9a0ace9
  • Dev 
    MD5: 2cd5e84f6c0108d1bb39aa0c8bf2fc6f
    SHA1: d86fd1b10d064d6e2c9b37e59729325be77abe33
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.05.00:dev"
  • Sources 
    MD5: a5c632ddcab1ead20c476456c3feef07
    SHA1: 3bfcea51c94f41cb4fe5401ae81d0a50442858d7
  • 6.04.15
03/09/2017 06:39:59 AM
  • Mod 
    MD5: a727b3dfffe4e5e3d8756ac9d8d2a208
    SHA1: 9539ebff981987f6fd525d3f22a128f6b03234be
  • Core 
    MD5: d1275433e6a603e1e1638b618fc06b1a
    SHA1: 4f1ad77af361e43227c9369e3aada114a597fa73
  • Dev 
    MD5: 82d8f4098969f4778c1b7830455d6996
    SHA1: 6b8f158c45b70537a0b13412507993d432210497
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.15:dev"
  • Sources 
    MD5: 78d52891a8acd85de972e6f65f8e386e
    SHA1: 410fcc814db4cb10d563c42c12543c09a87ca3fc
  • 6.04.14
03/02/2017 08:50:37 AM
  • Mod 
    MD5: 3bcba197048f53912504a2be2787a521
    SHA1: 7328d72c396639dd293c3f906e81c97627989e80
  • Core 
    MD5: a579bf30156096c8822b81bb1e3c95c9
    SHA1: 0093d0cf376a74375533ed96b67dfaadf9890e5e
  • Dev 
    MD5: ca449d0e33f4db8a6e3e4e0c8db4b35e
    SHA1: feac23cc59644581e151d2edd809220e7ee8a37b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.14:dev"
  • Sources 
    MD5: 520ec95db40c5f5d0522e20b35ef4cf3
    SHA1: bf0f9a6396d8a6dba2341d065d99dccb430131ce
  • 6.04.13
02/23/2017 06:45:56 AM
  • Mod 
    MD5: 72ec1791f65b2c9e37de20eb43db1f95
    SHA1: ab241b1613e641cdf4a10f73286447e6d7cf9aeb
  • Core 
    MD5: 7e2627364fe21c68365fb60eaf6b9f46
    SHA1: 01e7115b4a6cca34d617edeee52769aaa7de3c25
  • Dev 
    MD5: b36952699f7b49afb8530e756d7a7180
    SHA1: be93ec0256186c77077d39b9d0ee109b6e6b2f12
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.13:dev"
  • Sources 
    MD5: 4746e06ad4760d2f0e5e7e26026edd28
    SHA1: 9c71ec119f71c6abb13031f756b86a311ef7b6d3
  • 6.04.12
02/17/2017 01:39:06 AM
  • Mod 
    MD5: f3535c1d1561e458cc23a9cd09be18cb
    SHA1: 7aab40e99d49fe76873a81ed586aa42b550366f1
  • Core 
    MD5: 9914886d2de402af589ec297c20b3eab
    SHA1: 50eb74440e781daee7406b27122a137d87982cc4
  • Dev 
    MD5: 3f0a856d25b1a2a0559c85f26a03ac19
    SHA1: 3df3daa2c46246970b19811b7d1874f8abf268d8
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.12:dev"
  • Sources 
    MD5: 001f6c07a3d189ea89af85d16445e4eb
    SHA1: 3f77018e3e0d6372e7f90c2a6de87ee52d7ae7dd
  • 6.04.11
02/16/2017 05:29:30 AM
  • Mod 
    MD5: d938b73105bfae95860813ee0a9769cc
    SHA1: 039c5783eaf7aa8daa434185b9d611bdfab3f73a
  • Core 
    MD5: 94ded918f3609b4f49b22f35d3275474
    SHA1: 94ac6bae7e46c0b1e69ab2d0dfbc4b62f61ab71d
  • Dev 
    MD5: 0c5d6e295dc53d7bc4a75e674a2f105a
    SHA1: 9900eaf2ef80e8023ddc5e32fcefbc80969a388f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.11:dev"
  • Sources 
    MD5: ef7a8dc27065679e1d52d303df1b3324
    SHA1: c2ef5359b8f4b39f768697e41c0022c4be2d47d3
  • 6.04.10
02/10/2017 09:18:28 AM
  • Mod 
    MD5: aac27bf8c82f84b305d1b0af651c8d6e
    SHA1: 941d68617541b7327005661cca3112c1b4426924
  • Core 
    MD5: c82a4b02625ef8ff53786585673156ae
    SHA1: 490456872b6310dd20459aafd55fc344aa6b5567
  • Dev 
    MD5: ebda26f4632b4c12f9e62af2958bb37f
    SHA1: 839c1a34ca08b7631594cc4c4c5488f0a48c0278
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.10:dev"
  • Sources 
    MD5: f9e97d41e49af4b893bf98d7de5f6d7a
    SHA1: 231667251e3f65f0cb93a5505a824a9583f06612
  • 6.04.09
02/10/2017 05:06:49 AM
  • Mod 
    MD5: a00941853aace826947b4fe2ae2a6ead
    SHA1: 8d60e3880b7d57829f727110114ebebda55b00c7
  • Core 
    MD5: c96ba896a46503caae527f2669aa637b
    SHA1: c776de36989fd9aa677fd4703c3b2691f5c22ec1
  • Dev 
    MD5: f9c34da6e9773a501743d3bcb2a4b63c
    SHA1: 61d69fc4d62c945ef0133c950d9d7df471e519e1
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.09:dev"
  • Sources 
    MD5: 8c78122bb3c18855fa2ca9dfc86caf3a
    SHA1: 0b96023e83e52a4ee8d9f531bda0186b84c0fc92
  • 6.04.08
02/02/2017 09:51:31 AM
  • Mod 
    MD5: 3592173f7e411fb1768e2f956c698f88
    SHA1: f60129aa6cc39d0890a35bc845f660e4a4e02c2d
  • Core 
    MD5: 3c256dbe85c9026cc07362571ccb8ac7
    SHA1: ed9a09e21391c8b0e51f58de734dceaa42e540f2
  • Dev 
    MD5: 03f9df1493a1332b85f59e86e12a18c6
    SHA1: 0364ad82576597ef82b672799c5bf18c0ead823f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.08:dev"
  • Sources 
    MD5: 277f4fb901070b331772ff021c6e1aa7
    SHA1: 57d9b0c71cb4ce1c071b90a2b85906d91379c7f8
  • 6.04.07
01/27/2017 07:03:35 AM
  • Mod 
    MD5: 7213240a3f88a71cde30d933d9593722
    SHA1: 262926275258b4a8d70c47be9c37f61b4ab6e90c
  • Core 
    MD5: c5b1e1d7da1deba1ce14266838c65c75
    SHA1: 0ad7b64f31f4bdc8e364f6c0de2b8bdb8b98ffe6
  • Dev 
    MD5: deaa74499efd656c324ec4c96865d30e
    SHA1: 3588bff4243fe5451e97458b0f55ce9f4372deca
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.07:dev"
  • Sources 
    MD5: 81ae0ad80d88899b710ec6d0e0a50383
    SHA1: 0957c9b7d38ec2c2fdf85986adf16c1e7301e4d9
  • 6.04.06
01/26/2017 09:12:19 AM
  • Mod 
    MD5: a8ea98c92a94a3e7a26c3cfc6c836392
    SHA1: 34f77dee886feaec123b24749e80b3a20cad01b8
  • Core 
    MD5: 0575d80e09817af5c7e5a96de1adea31
    SHA1: f2ae925bdb5817ebf97d590d9e5839049c0bf25d
  • Dev 
    MD5: c189e136b18d07409e6698d797a30f64
    SHA1: c8f787811005923bc384002742fc9140e7c3dc8f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.06:dev"
  • Sources 
    MD5: 1922e34889600a23945079f618bd138a
    SHA1: 96af8056648f2cadadc505c87c3e88a4f210d2aa
  • 6.04.05
01/20/2017 11:01:55 AM
  • Mod 
    MD5: 1026ce2dc5dea67afccfb5fdd6ff8f2d
    SHA1: 950e9d1ab99f2618897f95e145afddeeae80c5d3
  • Core 
    MD5: 2a289a1c82d74b3f93bd01bf6335b878
    SHA1: 9c788fdcab0a070f5fb33bad54ed604c7411c6ac
  • Dev 
    MD5: c099c05631334b08900121c67d40ef04
    SHA1: 4b2fcd5bf9bf48ee66fbaab5ec25e98703f14876
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.05:dev"
  • Sources 
    MD5: df2b15ce1f8636e987f05a0789817bc2
    SHA1: 72dcbf08bf55a95794c7003011842b3a39efc5d9
  • 6.04.04
01/19/2017 05:04:06 AM
  • Mod 
    MD5: b971c33c691a41b523c504e2fdfce970
    SHA1: efe8551afa2872a6e1e01ace9b9e3aafdb931bfb
  • Core 
    MD5: 8215cbb3aaae23ed313df2ca9b1603d8
    SHA1: 149aaf0e0cff76221c99edd5695a042810297c02
  • Dev 
    MD5: 1e3d6f5fc570e8ddc2a745a8379b42a9
    SHA1: ed3cf0510ea180319adb1c823fac958428637980
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.04:dev"
  • Sources 
    MD5: b372f34ad7c8c1d373f44fc72cb38c6a
    SHA1: 88de49a480f0f809903943857f82c3d375938adf
  • 6.04.03
01/13/2017 05:59:16 PM
  • Mod 
    MD5: 86ed19e32b3966f6d9f0852d36deda9b
    SHA1: e032e464d89829d1decc987ba2ecaf03e8522b5f
  • Core 
    MD5: f88dcdc306b1f55c0644c1b84c123e4c
    SHA1: da63a03cb33165ef3830d54a1b5e43f393e8fc42
  • Dev 
    MD5: 6735a1b1be940b6ffebd7cad294ed260
    SHA1: 4db1c5a4ea1cc4d4169a61e5cc2ef6ec129e4c3e
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.03:dev"
  • Sources 
    MD5: bb06651856a62e0120d400f6d56bc7ed
    SHA1: a6453c4bf47b0f523fb6edafe8903c64c91675ab
  • 6.04.02
01/13/2017 10:13:56 AM
  • Mod 
    MD5: f08cd88ad230c0c0cc4a01f09f8e6724
    SHA1: cd0e6ae608b1c5dabe97dcd0dcda04118840d4d7
  • Core 
    MD5: a33e2d527a5491be876e21ef6f1ab4ad
    SHA1: 5fa29c0c783d5811712d757a4a56c7395ddacf99
  • Dev 
    MD5: 6604c45ce9dfdc25cf67ed37ab2bbec2
    SHA1: d8c4ac66e92a85d6f36ce58f10926b9e30a7fa31
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.02:dev"
  • Sources 
    MD5: 3c2d6776c3db02ca7b1303131ab256eb
    SHA1: 33ebff6797dd049c278f6cee99c9188d18978359
  • 6.04.01
01/12/2017 12:31:56 PM
  • Mod 
    MD5: 82e42a59d1c5be98566bcc2bae13c02c
    SHA1: f13fa9cb74f86e1a5ee285be3a406cc187522fb9
  • Core 
    MD5: 7b6bfc188d96af0db1e90dec70605667
    SHA1: 21623b4e0cf0b9ac08e1f85851097a57621e5bf9
  • Dev 
    MD5: ca5b56031c08cb3d31d4a2315a55d0d8
    SHA1: 7a0756ac1081afaacba2f2075f83ac04a96a6d11
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.01:dev"
  • Sources 
    MD5: 7b8824b40fb22af5327432ae636c7bd2
    SHA1: 461e3e6836913d5e0541a6ae73123eccd187740a
  • 6.04.00
01/05/2017 09:52:52 AM
  • Mod 
    MD5: 502c61c7b26a4a30a599fab8fc314e4b
    SHA1: 6e9bb9c55bdfa969c697ad993036894a44c75d6a
  • Core 
    MD5: da3ea6eb8f4774490510e1bb19135ab5
    SHA1: 25cccc51a2b907b61af0cded03097e5308fe5f65
  • Dev 
    MD5: 145a4d2892b54d0181c362182728c61e
    SHA1: 8d34471e7283acec9ad15a49cc98ed2688981a89
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.04.00:dev"
  • Sources 
    MD5: 6dae112c431bd36c539a690514a281d9
    SHA1: a39ad59bea7135b47cb8ea492c9e42cacf0bda58
  • 6.03.42
12/31/2016 05:19:24 AM
  • Mod 
    MD5: c358f4a779cbdd67ce2c4e2216f296c2
    SHA1: 737126eee3ef95e10e61fb3fba0f9b05c6659687
  • Core 
    MD5: 6539b72cad5f054b9c8aa9c613ef3740
    SHA1: 15e12700830d2e17c3d9fece121e889600f12458
  • Dev 
    MD5: 2e8497ed473b7cbe52685c14fc67e7ed
    SHA1: 767894316ecff512638bdc0cf8b485f288a67a74
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.42:dev"
  • Sources 
    MD5: 183c53d9beddaafbebf8531d070d753f
    SHA1: c6b9cfa93cab859d75b3908184e1b9268b6eacb7
  • 6.03.41
12/23/2016 10:26:04 AM
  • Mod 
    MD5: 896bda0d8ff7d0175544cf1f8943eb72
    SHA1: 0e4e8b10e890968df299f4db55ade27b8bc6f7b3
  • Core 
    MD5: b0ab972327307df78d7aa6d2591bfc45
    SHA1: b003c1f8e0ad1d9b4f54ebd7e16255bc35751335
  • Dev 
    MD5: 87d89f113357ca348779d970860731a5
    SHA1: 27848bce0fe7b9c1b2dbe27bc7d8a08089643d50
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.41:dev"
  • Sources 
    MD5: 613a5eddb32fcb6e05d5369386c69058
    SHA1: e75e2b9ad7d3b3244e082ba93140ae3710cc5e27
  • 6.03.40
12/19/2016 05:34:33 AM
  • Mod 
    MD5: 2c7f25abe7b4597368dd29856d51129a
    SHA1: 216dd06e071fb28ad2e6a24590e5a429f5791a82
  • Core 
    MD5: 41f25497618a6dee77606a711b70d220
    SHA1: 7ea09c0553a8f785eb539c4734b9395e8aafbafb
  • Dev 
    MD5: 0f9c770a2d4857fa34aedfbd839e4259
    SHA1: 06afb2a68f551db08edabcd9ca865e211c651369
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.40:dev"
  • Sources 
    MD5: 16601fdcae479f05bbd68e5d6093b25e
    SHA1: 4bc096ef30c11393c16db3d1080e11467dc6ad2f
  • 6.03.39
12/15/2016 07:02:49 AM
  • Mod 
    MD5: 27401410604839161386263cd830d707
    SHA1: c33ad01154c05e9b61e472fda88222386d0533c2
  • Core 
    MD5: 1a76f147b580d6ea8314bc53998bdc73
    SHA1: ee6014e2611ef5a49b98500d2896f47ada2f81b4
  • Dev 
    MD5: e45223f61cefe0b700fdd8cc67cb8f5c
    SHA1: 4be70d3030a38a7b800f4d7675748cfcdd08e291
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.39:dev"
  • Sources 
    MD5: 3483e9ad8ef1ca3e81a388ce750a4a12
    SHA1: 9fe317988e382ff4e8f80e09e759263c5f06790e
  • 6.03.38
12/13/2016 09:46:08 AM
  • Mod 
    MD5: c8726ebd88b84a1b358250425f3ccf7a
    SHA1: 839b74e08b2da209cd08a2529f6cf5e436aa69a7
  • Core 
    MD5: f717e4dc45629c0f0a3e1306d5938b58
    SHA1: 05ca66b1af86bc7c1ad9a81cdce53530fca7c19d
  • Dev 
    MD5: 42fc371bcea81992d613fe79ff8ad197
    SHA1: 5155eac1baf7e8fe6ed201d65848878258946e28
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.38:dev"
  • Sources 
    MD5: 7a14f777d8336c15d6494ac9945084f1
    SHA1: 63070a8722a077832b91733d20e5e227b92e44a2
  • 6.03.37
12/11/2016 09:28:38 AM
  • Mod 
    MD5: 4326c385588b75e7b3fc6c33f6f5ea1c
    SHA1: 8cd6040431252978a660c550f0fd363756e5b173
  • Core 
    MD5: d3d0c2ca8c275d055cdeca4ec77d4a7b
    SHA1: a039ca5ec54830766eb6f3668fddd07731aa5dbe
  • Dev 
    MD5: fe0232648f5da389541bf0c607be7962
    SHA1: 5f5fcf8a73d8c053239a5e49435da711a1c5277e
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.37:dev"
  • Sources 
    MD5: 58b78db36d9a5d1c4393566283e40a12
    SHA1: 513ef10955cb612c920fd81ca1b593eb0230d528
  • 6.03.36
12/10/2016 06:45:52 AM
  • Mod 
    MD5: 99366c12cba2e5f7920073cdcb3a43f6
    SHA1: 394937b015f2725213f6a181d7f2f5b72da58a7a
  • Core 
    MD5: eb14cb303c5e7b606055d797c8edd9b9
    SHA1: 78d19a62ec707600ae9f6d53fa2c583195b7968f
  • Dev 
    MD5: abafb087b2f4cd5df6aad26675bfe93b
    SHA1: 9d83466324b6f8192ef4ef20a948d663c458917b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.36:dev"
  • Sources 
    MD5: abf28a73f13733e39e96d9598a0d0d01
    SHA1: 503bc5361a2aa0df6dea4f9318a634a388479a8f
  • 6.03.35
12/08/2016 08:56:26 AM
  • Mod 
    MD5: 71a55a9b6eb793ade6f8bcd16375582e
    SHA1: 80e151ee3e98cc27fca4effa0905f261eeb64163
  • Core 
    MD5: ba39283a27da58dd24a1936cb29bccec
    SHA1: 499fce9b721298b10b0ace46dea6363915ab1711
  • Dev 
    MD5: 259cc04daf1b48797dad16cb094abfcf
    SHA1: 09d29a504f411f21f5a3fe562624afad654d501f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.35:dev"
  • Sources 
    MD5: 71c96b2183001f325bee4db40c5dee90
    SHA1: 00c418a6a222cb1627c425baeff8912903f6c95c
  • 6.03.34
12/01/2016 12:44:01 PM
  • Mod 
    MD5: fe2f1fad5535d61ff2262554fd390ff4
    SHA1: 97a5063df593af4b600b7160b8defa056753b2f7
  • Core 
    MD5: 15614c93ac7ff96dbd8cda478b474de8
    SHA1: c45ee53dcba3e6ebfb22d75b5cb63f39a9d1bad2
  • Dev 
    MD5: 13cb6d18ace4f633a072e22b2aa2bf9b
    SHA1: a1e7893cebe72b9897c8e138d7c2d21181ad2a01
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.34:dev"
  • Sources 
    MD5: f157e4a488305949e3e1072e993465c1
    SHA1: 3e3f386186dee3f842ee3c0d348c5333d2e60e97
  • 6.03.33
11/26/2016 04:37:58 AM
  • Mod 
    MD5: 195d37ca109b3d50b5510e54d9b15452
    SHA1: 63571c23b58a1b97289d9e8e94ba83159e77d466
  • Core 
    MD5: 19f5c6b9b80449ce16fdd9791908f1bb
    SHA1: e25cc576d3cf11bc11187ab97a3a56a0208b1ea6
  • Dev 
    MD5: 441e787ab67d3efc121d4ad5a470536c
    SHA1: 8467e710853b4d45c741c89848da73b24f51c106
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.33:dev"
  • Sources 
    MD5: 753060241f4231c2bafc8194d5a74420
    SHA1: 4116a87814b0ad2e802f77b3b9a536be2f58dfb3
  • 6.03.32
11/24/2016 04:05:14 AM
  • Mod 
    MD5: 9694a59da61b3b9b9c4db91d011dc4cf
    SHA1: 6f6ff34626132fc5e65484c782919f07faef8a5a
  • Core 
    MD5: cdcfbc3c3cf1f6d036498ba4dba3bd4c
    SHA1: d95a0125e0d18dda4ab02f048f6a7e322a6b7b7f
  • Dev 
    MD5: e0a03f5f0f1e342081a75536f3552a70
    SHA1: 0850733b213c64a7407306230bb6eaa563e58a49
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.32:dev"
  • Sources 
    MD5: deec172c0e16d4b4435f407f7720387c
    SHA1: 4220b6c8eac16b958e0e722ca5a59688071c08bf
  • 6.03.31
11/18/2016 01:03:21 PM
  • Mod 
    MD5: f0ace3250bb2519cef4a65070e649169
    SHA1: 46a86f613423afa76f9597fccb7536fd992987ca
  • Core 
    MD5: 00645c171a4d4ce570b1789bb6f3fbc9
    SHA1: f19cf685950f60dc61d33a0efa84498603c1cf08
  • Dev 
    MD5: 9955338cd821e877d28141cc814675af
    SHA1: 556bc457ea8388ccdb9d87202616709c362e8fc2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.31:dev"
  • Sources 
    MD5: 79e997b974182dacf6114d4019ba9962
    SHA1: e902b34ea2273a875d422033f5c451f527455c09
  • 6.03.30
11/17/2016 07:35:21 AM
  • Mod 
    MD5: 2b91b1f37ff1014ef9198f5253b99dd4
    SHA1: 77f056ef16f64c4e6114ffdc662cb2c75d4c46a3
  • Core 
    MD5: 9592e2f85f343eb181cfdb491c06d99b
    SHA1: 1dba70ee001790f4e73f13286417a78534a440ab
  • Dev 
    MD5: a7f4bd66f4352bfa6c0032969f9ab970
    SHA1: d3e43c9db6a73c8a443855f192dcffd7c082afb4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.30:dev"
  • Sources 
    MD5: 94fa7c9c17b411c5f2272f3760c6f83f
    SHA1: 7c41373ca51fc34b5d3e315a7223da63f9078c05
  • 6.03.29
11/10/2016 09:03:23 AM
  • Mod 
    MD5: 2f3ba73fcffdda684650ae51938f6481
    SHA1: 41b083b1f6466b160ecc64de4486231920d001bd
  • Core 
    MD5: 166b452e743f793a05add278ffc04431
    SHA1: f29b126d1b640cf566b8e0b7a908763ee498f3f8
  • Dev 
    MD5: b1a06e754e58e0c98b2ac4bea5f1ad92
    SHA1: 25c71200b493376df6d8ec1ca30d1791fadabb44
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.29:dev"
  • Sources 
    MD5: 59c6f12912cff114967a981c79e37d97
    SHA1: d638fbcecf64dedf48cefd688e9efef12ff3ece1
  • 6.03.28
11/04/2016 01:10:49 PM
  • Mod 
    MD5: 6ffcef290ffeab781894c156897a2528
    SHA1: f068c892ae24406c4b1eefe236d3126c1730e550
  • Core 
    MD5: cb26eaafac50dc00092a6fce40397407
    SHA1: 8c7f5d3ba38cc608b21f8ab0da4da7b750bfce0d
  • Dev 
    MD5: af98a9f10e5da497017aa60d378dd11b
    SHA1: 4250633454c293c4265965d7783ac068870130ea
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.28:dev"
  • Sources 
    MD5: 91e99e903723d8e0c0ce00c909d9a5c8
    SHA1: b7cee8c3c8b8458dfa4ba3887b34ff77dfd8f3ae
  • 6.03.27
10/27/2016 05:37:30 AM
  • Mod 
    MD5: d474b0da1eaa973cfa197edc68946a03
    SHA1: 3adb5f8cb1d77f359627a8b3ca4f1c354f550b43
  • Core 
    MD5: f58ff9efc48b197b681156a935027b86
    SHA1: 9d8d6ca98a13bb751134df8bc8d6f04520d887f0
  • Dev 
    MD5: 6b4be0a13ef98d2b8898a3c513150bfe
    SHA1: a7ed09831014b4b023bd4af8a3b02b1044f02676
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.27:dev"
  • Sources 
    MD5: 25fa8374fae89e31ab5cafdd2e5cd528
    SHA1: 7fe273d7e6cb14465fdfb573be72848a99aecc39
  • 6.03.26
10/20/2016 05:39:33 AM
  • Mod 
    MD5: d146d482203564ea69a7ab04943e9190
    SHA1: 65546dd3f6479ccbce406f99f89655950abae546
  • Core 
    MD5: 8ad8beac198c0e822239be98493f9659
    SHA1: cee17a697fd72b1ef6dccdfbfc25f3c68ab1291a
  • Dev 
    MD5: e68ec5e30a3960652d3749b348ec9b24
    SHA1: 45eca76e78b0440afa36e59e969fb3818aabed71
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.26:dev"
  • Sources 
    MD5: 9540e5251a0d976df83ab90a2b748e77
    SHA1: 3d79856accb76bce6da7676743d59584b20bb968
  • 6.03.25
10/13/2016 05:33:22 AM
  • Mod 
    MD5: 9c63093870cc78c74e9109fa2aba341e
    SHA1: 1b4fd78261e853dde12a52d4f9498920148b3435
  • Core 
    MD5: b421371a1cf93dd0bf94c0608ad0aba7
    SHA1: 8a5b3035597c72e36b415049a3dddd0f7ceadfd3
  • Dev 
    MD5: 7587478c2ca4ce00d6d386f5c7be8ae1
    SHA1: 80aacef6587914e9f90beccd282b060c54460e01
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.25:dev"
  • Sources 
    MD5: 92b055da60ecb807267660137ca088f8
    SHA1: da51450ba01f6af47b861f6b8aecfac2adbb95d9
  • 6.03.24
10/06/2016 06:54:23 AM
  • Mod 
    MD5: 54384ad79c026008943d185294c0af66
    SHA1: ac06a1a591cfd0fee4017b55749c077f2238fef8
  • Core 
    MD5: a405a5d0af6c915b415cd00888395ec9
    SHA1: 0eca83d1a4ba90610143ed0a72e89b01c6e2a8cf
  • Dev 
    MD5: 7862810b1c088ac72b54d1b35bd7ca8a
    SHA1: 81b6ad1d357a0626615d9528023ca31901c3b872
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.24:dev"
  • Sources 
    MD5: 82c5f2e5682ccf2e96d29c75f6a92f2d
    SHA1: 7896ab8e9ed69afd93daa12b58bf6188d0d23dcb
  • 6.03.23
09/29/2016 07:13:19 AM
  • Mod 
    MD5: ecd3fe38038a5aa6b72b6a8584e05b22
    SHA1: efdb15c58d48b9a10614b5a97587e7634f203f4d
  • Core 
    MD5: d032672192cf744a22d5e47e14f59e95
    SHA1: 71dfcedc213cb09fcf12abada9df2f668c288256
  • Dev 
    MD5: 5dce38e8e33367c80024490899236c9f
    SHA1: 05698c1e875c63c6b7c309d8631ebf412b454ce4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.23:dev"
  • Sources 
    MD5: 5e47343f318fcb164d29c1d21fe21a62
    SHA1: 8a3ad592b6707b313f8b6aad98452cf41fae0ce9
  • 6.03.22
09/22/2016 08:01:00 AM
  • Mod 
    MD5: d32f004eb0ddf98fa0eb54d2b4451106
    SHA1: c197a1fcca2cc1a005837a7fc3fcef1761510a0e
  • Core 
    MD5: 0db67b6db6ba156058feafdc936468c2
    SHA1: 7e68ecf9b63d9f487ff545951d314525af30ae6c
  • Dev 
    MD5: b359c091ddb3b0410447b9c97d7ac5ea
    SHA1: c57082d58d3ee79e0b96bf80bd17e5b50c0c0591
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.22:dev"
  • Sources 
    MD5: 54ed1849b3d94207b1fd6fcfaff0e123
    SHA1: ba682a2eeda84c0c5672568582581ea9c20e582e
  • 6.03.21
09/16/2016 08:03:51 AM
  • Mod 
    MD5: 21f4168d3707d0761840cff82522be88
    SHA1: 4c6e470cf157ad78ed8cc9950cba9e3b8bd20dcb
  • Core 
    MD5: ef43700a66296f437ba51309eb6a2ced
    SHA1: db722bbd21c466cb2055d13fd2a3a956dc20c28c
  • Dev 
    MD5: 2e854c9f2ca2020dca6829d286e94244
    SHA1: 15915c94215474debb0a84a90c77c4ca3178beaa
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.21:dev"
  • Sources 
    MD5: f70dfe4d60adf350f0a73d324983e845
    SHA1: 0b71268e2825a8aa427ac668badc22e7374dae3c
  • 6.03.20
09/15/2016 08:03:01 AM
  • Mod 
    MD5: ce8bfbe2e58161d66d44a784c890b86c
    SHA1: f422db12a7c8a3cc85c591465f7f02bec6e5ea57
  • Core 
    MD5: ac2fabdda9ac21fd7be72a6f600e657d
    SHA1: a5e56802b896c00235a5b5405b57dfd1b5edecbc
  • Dev 
    MD5: eff0867020e799c0962602021638c304
    SHA1: f6c90499fb19239711f337bb0fdeb8c25278ce9b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.20:dev"
  • Sources 
    MD5: fbc6fe8ee320f2538fdda675c48ed9d7
    SHA1: 1c17af492b8cb22c468b781fe174b9b8569c8cf5
  • 6.03.19
09/08/2016 08:07:23 AM
  • Mod 
    MD5: eda3fc3279023c200680925be5085650
    SHA1: 6ef6bc87f82a7c5681b99338a37a1af0ee551b9e
  • Core 
    MD5: 7ed93686fe698d6e71da24e57a8ccabd
    SHA1: b7eb416f842244d1a61bfb0cb7c70d43357d57bc
  • Dev 
    MD5: 2dbb0415cd03b5c426413ea9c9ead14a
    SHA1: 7bdbd6c056a5e9dbe8ca93a00e0587eed11f1f86
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.19:dev"
  • Sources 
    MD5: 3e90bf23599abb5c9355fc0cabb2b5a4
    SHA1: 538aa2adfcc67188d4f7fe4c8e050e7166d97beb
  • 6.03.18
09/01/2016 09:02:31 AM
  • Mod 
    MD5: 17d3948d17a6892b1a04adac5f56cf7a
    SHA1: b62584788b0c3886418f6d5a5a05a4c53c41f346
  • Core 
    MD5: 448d2be3d0fae551aebdf7ed1fe8f243
    SHA1: f9a98d25a08432e1b78bb0c1c294dca6bb778a35
  • Dev 
    MD5: 3280da8f155fd21b0c6f6cbd7251da0e
    SHA1: 267b896c1c2c3c855f78befc0a36596c294ec73c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.18:dev"
  • Sources 
    MD5: 9dc5cf38c70ae3766a98798adb33701a
    SHA1: 9c57157cc61ecc98cc5067225077228db159f9c1
  • 6.03.17
08/25/2016 08:58:02 AM
  • Mod 
    MD5: ed78fbf2761dc41ed56f8e23c324268d
    SHA1: d727e2e0c4fa1135d31746efd29e0d6805d9dcfe
  • Core 
    MD5: 5d6472f419589e68437acde5e3e46203
    SHA1: 7bd6a0ec4fc30c48f32a5b31cd48b007335014c1
  • Dev 
    MD5: 7bb9b0e459d33d2efd0f3230efd27258
    SHA1: de33a06be0e160b79d2a9d6419ff6b7d21c03ee1
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.17:dev"
  • Sources 
    MD5: e9139b477bc981b5f7b4355646f5423e
    SHA1: 005ffdf19a08a164b7c224c7f8d5a94c348442a7
  • 6.03.16
08/18/2016 06:06:16 AM
  • Mod 
    MD5: 728ae27eb6c14501b21a5bb66326af09
    SHA1: d025a49794a81b2957015f0382e512fb8525eb4a
  • Core 
    MD5: 949df471cdb5870a58bc94daddcd7995
    SHA1: 1469541c418d595ec5ac1adc3d4af32645ce86a7
  • Dev 
    MD5: 9617f0c8a709c5cee753e00cabd25cb3
    SHA1: 54032cd130ad3cc4ea1151a0cddfe2d7c5bf9ca4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.16:dev"
  • Sources 
    MD5: 74f7c722e7906d1d202d6ffcad515d8f
    SHA1: e1eb50ef69c04a725d20578857fdd0105400600e
  • 6.03.15
08/12/2016 08:46:17 AM
  • Mod 
    MD5: bae3109ad201618fbd693fef8c2ed09d
    SHA1: 436fa277b91ba2994b0b047fc215390d53d04fcc
  • Core 
    MD5: 0e7f9aaa0313aeb9a21da8a938f5ec63
    SHA1: f3995a43879ce2e5558a5137ad08a9c38cea0070
  • Dev 
    MD5: f05f40bba0eef4fc686aa559fb4eed16
    SHA1: e6456c5c3e31b5451f3263e01958658840205f25
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.15:dev"
  • Sources 
    MD5: f292388358b4df3727a60b9440e19449
    SHA1: a2088e3d5b828155ea7ddaf815f53fb7efeaa03e
  • 6.03.14
08/11/2016 08:28:31 AM
  • Mod 
    MD5: 5c52c7f624face54922c3cd445aa0367
    SHA1: adda334b67b18c799de7981a8e9402b465d9c69c
  • Core 
    MD5: 09e446a3ecf0b432d0c7958a1ab4716a
    SHA1: c7bfabadd2943eb6563ad58246abdc6ccd21e88d
  • Dev 
    MD5: 9e255ca6336ec2559b26799b4c2f1312
    SHA1: 327a184422cb287094aebaabad808f1e64100610
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.14:dev"
  • Sources 
    MD5: dc57995cb415c47660821dc10da3967e
    SHA1: ff9f88afe324fdd9eb7917735a896de55aa96b76
  • 6.03.13
08/06/2016 01:15:32 AM
  • Mod 
    MD5: 1111a6c47fc7e0a7e8f7b98e76286272
    SHA1: 8717f133f43c4d893109481664f6492b999ced12
  • Core 
    MD5: f265cf061548b11422edde3c9282c2a4
    SHA1: 69d7201abcb875558090e12e8fa9d1f9b923f2e0
  • Dev 
    MD5: 5530fcb33a8edddee2579e3961589bb8
    SHA1: 8d7a3f55ea67f228876fd0b41f9ff721c12f6f0c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.13:dev"
  • Sources 
    MD5: ad5039ec74ff3e4450ae0f9aa4d8fb38
    SHA1: 569bfc1d554883adbbccd2edf338f81da9359665
  • 6.03.12
08/04/2016 08:25:34 AM
  • Mod 
    MD5: 04fed545fdf7e8e92d3fa090a3317726
    SHA1: e293bdc8aa011f4b61df2da075f33c1192099b29
  • Core 
    MD5: 5674b2cc8badddcc1ce5243c229f3dc5
    SHA1: d2057140d86a6f325f201cb52ddc0397782c4fef
  • Dev 
    MD5: 35890ba74b3e78f5543c9d62ac577e2b
    SHA1: 8851f8056e3125999012f503de5f665752a8b000
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.12:dev"
  • Sources 
    MD5: 31add75209214ec3993cec38692e5dab
    SHA1: 1a46be7e6b09229e6a43b2ae97db425a9df7e6a7
  • 6.03.11
07/29/2016 09:39:59 AM
  • Mod 
    MD5: f5975fe0d0ec99796f90de569d98fcb7
    SHA1: e3828db390aa96c2c2142287e59d9cade3433a6a
  • Core 
    MD5: c52dc60a6ce8d1875dddcde00021a7c9
    SHA1: e5e4c893ce4716732900d68c5e012d6af6af2739
  • Dev 
    MD5: e75122d4cf5705eefc1103e1d6f87c23
    SHA1: f4ae18da78c41268742b3d77d8b4533a73dc3e89
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.11:dev"
  • Sources 
    MD5: 9a2e55fbfa0379bf2809d61acafe97ea
    SHA1: e6fe43e4b996233b9d2b17649c890d42d8007657
  • 6.03.10
07/28/2016 07:16:05 AM
  • Mod 
    MD5: 3319b368b987eae9e388b6b84149fedd
    SHA1: 7d99b1a3438d5f3ce8b2e0a27ab543bd13d34d70
  • Core 
    MD5: ba6463c93f552b3b80d1201ff3a87494
    SHA1: f72a6d79d9d8922c7fe452b0cd6072c0872f1517
  • Dev 
    MD5: af6de2795977695f378be83a6d5d0b65
    SHA1: d283f5973748ffa1eb2bcf049cc9a72aeae8e9c5
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.10:dev"
  • Sources 
    MD5: bb56e8c42cd705a6103c8d1cbce5d0f6
    SHA1: 7092ada7152662491aa9a6010cbf81cf79b81c48
  • 6.03.09
07/21/2016 08:03:06 AM
  • Mod 
    MD5: a06a7fc34438504765c09af826a9294a
    SHA1: 94e3ab6f29368e277a8a93b0b51d5dc969aea7bc
  • Core 
    MD5: dda163c4567461b9f379588df16ffe4d
    SHA1: da0733407d5cd7bef354c753e74db92e1bb45975
  • Dev 
    MD5: 3f90edc0af0598abb7ea1012e666769a
    SHA1: ac44fdb0cb16b4ccd3df66e1bcdb554de36d6e5a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.09:dev"
  • Sources 
    MD5: 1c0c02616841ad13fd5918e04c5c789e
    SHA1: a3fdf7b0da9f45bd53e9264e514de9ac8f6d0056
  • 6.03.08
07/16/2016 07:13:13 AM
  • Mod 
    MD5: 207ad76edd34520c070b43ac74d8ed20
    SHA1: 6e2cc0d3d00c91832a99ff928146c9f48a371ece
  • Core 
    MD5: 631324e8f66e7c821283b9fae771ff57
    SHA1: 81a4c1a7d5483c7550683084abf146ec65b3a9ea
  • Dev 
    MD5: 2bd57b8bcbc620b709da30cc43887afb
    SHA1: 97f5365a37865d3ab8e3354bf7c45320dc7e0fba
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.08:dev"
  • Sources 
    MD5: f59deac5b76c20c7bbeea49fdaa3a4d8
    SHA1: 32b1a3932fe084d5f25eeabb3dc168cef01e47b9
  • 6.03.07
07/14/2016 08:00:53 AM
  • Mod 
    MD5: 35991391c87c2c56882cfc08f535b398
    SHA1: 261a14aede841abac3eaea29cf4cb5d2f229675e
  • Core 
    MD5: 7be203efe829ca6b8267b60ef85ce703
    SHA1: 037a270d31bbb5107a8c80f7ab89aea013ec037e
  • Dev 
    MD5: 47f73401f410b3206546823b0a8de2b7
    SHA1: 009cc64ef5a7764953c2498a9cda1edd80fcfbaf
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.07:dev"
  • Sources 
    MD5: b6c2161b0aee788510dbc0d352a8fcea
    SHA1: db0ff16baa4a92b419e22621885bb39715aaf508
  • 6.03.06
07/09/2016 01:43:31 AM
  • Mod 
    MD5: 27daf9fcd76ee78d417653282bf9d820
    SHA1: 5b7df2a1d228d3e44df64d081685bfde5758352a
  • Core 
    MD5: 91eb1ea1ed2ca623224ce282a5f36696
    SHA1: b1e22a84392c1a70cad5dd7b05d380f308f781fb
  • Dev 
    MD5: 4e7e69e3be3f89c25c69169153edbc20
    SHA1: 7e4af92303bf399eb7743754c87ff87d733d15bd
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.06:dev"
  • Sources 
    MD5: 8d0b3030ee0ded1646af2285a5759fb0
    SHA1: 11af5edf9ce2cc810682471a66527ad5724222e4
  • 6.03.05
07/07/2016 10:11:12 AM
  • Mod 
    MD5: ea8a559222f6d0601ff8f04e0659179c
    SHA1: 14ecaf35e41cc0b9cc02d1ae48e10f5550ad1327
  • Core 
    MD5: ccf9295723f5b69b092d8eb4d139a713
    SHA1: a812e3cda7c105b092d9821afa03d470e3fa752f
  • Dev 
    MD5: 385f395e7772055286c9c3df8001c6b3
    SHA1: 5269bbb9baff23a7465dd23458db3011e5e1732e
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.05:dev"
  • Sources 
    MD5: a034e8f2a79eccafe1e700dc164657bb
    SHA1: a7b26cd70292c6861f2617a02ab3877587690879
  • 6.03.04
06/30/2016 09:40:39 AM
  • Mod 
    MD5: a7e351d20d2becf1d9988e2b51aad8d6
    SHA1: c130900197686bb00814fe4c7c1528d399e3c756
  • Core 
    MD5: fb623c95581331386de88373aad5d0e9
    SHA1: 90426b8640e06657f6030bccb0abaeb96c103a22
  • Dev 
    MD5: 3df3a8f4bed76dc2a5d943c14cf9ecc0
    SHA1: c91bfe6217212a920414cbd80dded915837d34cd
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.04:dev"
  • Sources 
    MD5: f5bced224de2c02b07e4fa6d6787af97
    SHA1: da9636c04562a71a2e97c98a9b66507aedc2a461
  • 6.03.03
06/24/2016 09:48:45 AM
  • Mod 
    MD5: 98b859914ed6a0113cc38af95377345c
    SHA1: 461dee3c91797eae42b11a6a9f1c963ef65a9990
  • Core 
    MD5: c335a10d240563de2577edd355c54869
    SHA1: b293c7d76c651f751a5edfd66cb131ce33d611b8
  • Dev 
    MD5: ad68d616df0e17e3f1a711ed95c535b0
    SHA1: b2a99cbf24aaa3e69b4abd7c9e9730f44a8e9a01
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.03:dev"
  • Sources 
    MD5: 4255e0bdd357fc94e056bd0c20e6d7a9
    SHA1: 5d0a4ac6a7108209dd329ff3201e4568e5d0764f
  • 6.03.02
06/17/2016 09:55:38 AM
  • Mod 
    MD5: f7ade41bfa92a2799f1566386708092d
    SHA1: 77bc2a0cd905aa33b521f3bc9c2a0a09b4b3b665
  • Core 
    MD5: 680ac5f51bdbf0fcf6977d4797f52f2e
    SHA1: a52b778c9ff72bb17418df4c21b41d62bf62cf81
  • Dev 
    MD5: a137838b86d4a827ef5acbc933c4ce62
    SHA1: 435d3511361900ece904c98fd68802ebe50e9d22
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.02:dev"
  • Sources 
    MD5: f8c5cf0cb79bfd878e3ac420f2ae04bb
    SHA1: e333107b914a5238836f4e58645f4ba0190d2545
  • 6.03.01
06/13/2016 01:56:18 AM
  • Mod 
    MD5: b12d4cf15e4bf3fa1125d48c5e6594b5
    SHA1: 213a0e5a31009a930ab5c55a7cb0f08dea051c17
  • Core 
    MD5: 1e90f5a70213bd29f511fc89d07622d0
    SHA1: 79dde3433e9c7cf6613b7ed0e1f08ed5c0e65d39
  • Dev 
    MD5: 56ad10d34b162f07568148ce47c73481
    SHA1: c15e57bbfaa85ef48dea56add6b9083dee31de66
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.01:dev"
  • Sources 
    MD5: cf5afb526df88d485684a0092c3b4e7a
    SHA1: 6c6947b1b45df9c94a477ab603cc8fc3ecc5f62b
  • 6.03.00
06/11/2016 10:58:26 AM
  • Mod 
    MD5: de9e64ce273a6691bdfe1396f12bbc74
    SHA1: 0fc1d755d5f0e90befbeb368c4f6c70db0f9f6f4
  • Core 
    MD5: c09aed6ef89b5141200ef48c8a7a5737
    SHA1: 8f4b4723f67a41fafa4166bd08436aeec60b001e
  • Dev 
    MD5: d58e43677857a3f6b8ec02785554126e
    SHA1: 519b80416d5c3617d446a5b84e56950e847f1379
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.03.00:dev"
  • Sources 
    MD5: 081e6dbad46859b170feb83a6c617da6
    SHA1: 142e7d60c42824f0b78ca8408dcd0c3c4c62d523
  • 6.02.07
06/05/2016 03:29:35 PM
  • Mod 
    MD5: c2e845f1bf011645e57a894084047f7b
    SHA1: 702027c63b1a53d6ad6504f1e9678b7d283a2ed6
  • Core 
    MD5: c1cd7c5f5cc2fca1008bec900b05ae4d
    SHA1: 60418c6118d8f569994ac50b7ba0127fefc154f3
  • Dev 
    MD5: c1c6e884692420f31b339fdc1827a43c
    SHA1: 6cd837b5c89fe5417c6a0e9fceedc78225749e1d
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.07:dev"
  • Sources 
    MD5: b48733d2830c306246f55e5f5697c671
    SHA1: 462fde70cfe0709bce27ea089137a93b9771325d
  • 6.02.06
06/05/2016 03:27:34 PM
  • Mod 
    MD5: 96711df76817ef04c47c864d783d0262
    SHA1: 0fb61163022bc7d52ae5c951e2067d7cc2031b1e
  • Core 
    MD5: 3fef9d6d4cc299d748638460bac61f24
    SHA1: 84322b5a29214efb9e157d4b77e6d5a3ff19ab8e
  • Dev 
    MD5: d5e7f385d2a906b564be9db26e84a9fc
    SHA1: 719a46c5f2c19d7d62016f38b517f70b07d84030
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.06:dev"
  • Sources 
    MD5: 76eb4ad25c9ae3dfd4cc80fbe1adee87
    SHA1: aef87b00989fd38c71ad729d610e9190fa4a0b8d
  • 6.02.05
06/05/2016 03:29:00 PM
  • Mod 
    MD5: f8a0aba391972d7619628570259bd662
    SHA1: 958e957a0c3769c8377a0ac69a5e424743e79279
  • Core 
    MD5: 2a7893f4b19020efba702dad0400b202
    SHA1: 35379538c7c818f1660c7c524a67d7b574d0a169
  • Dev 
    MD5: c0e539c9d3a3583833082470763a14cc
    SHA1: 62367108366e6fb1ab3093efc4c801bc791421b4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.05:dev"
  • Sources 
    MD5: 7c6e4d6216966334b0ecc224ae541027
    SHA1: 41b933d67191c3ebca671dfdd4b05f53aa02645b
  • 6.02.04
06/05/2016 03:28:09 PM
  • Mod 
    MD5: ce26b2b9999d3721804cc5b50ce07f9d
    SHA1: 4bf8109b1b6dd90ccb6e8b559b6e32f95367170a
  • Core 
    MD5: fd2e266cd966db94dc612ad00655ec14
    SHA1: e402e7c4bcc5e46041a52c84e9717aa48da6a92e
  • Dev 
    MD5: c157a17eb7fb110599b870d0749759cf
    SHA1: 2853e80ff0d4c5a2ff97af729ae3a2017de394e0
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.04:dev"
  • Sources 
    MD5: d59cc382945927cc8ad8c3364df8cac3
    SHA1: 2662b98f26f3f8832a85262d38c2e471daa0eec6
  • 6.02.03
06/05/2016 03:28:20 PM
  • Mod 
    MD5: 57c1e43b60ab4df20def3978e2339646
    SHA1: c8c4c999076a12438f562316ecda389bde425a0a
  • Core 
    MD5: 4ceccae1ba1eb4c2c15cb8323ac07238
    SHA1: 71d07ce68fe880ce1d93681289ac03181c040b19
  • Dev 
    MD5: 37fe3f060940cd34bf0ab40baf2afe95
    SHA1: a1ec9ff4877127828b5e2f4af159717ec99c4367
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.03:dev"
  • Sources 
    MD5: 82d65a2da6619b355e9885633800ea3b
    SHA1: 96489fbce6438ee7667e8e9aa4dfc83f64bf7124
  • 6.02.02
06/05/2016 03:26:26 PM
  • Mod 
    MD5: 9be688dfc0f2594f1aaaff2a2976156f
    SHA1: 51525258a79e5b61087893dcc8d9ccea2dd164b6
  • Core 
    MD5: efc336052a088f87da506576641e07ca
    SHA1: 372d602c9386e6b74ea050deae3e8e724f296012
  • Dev 
    MD5: dc5a01012f743299bb705f8cb704b8ce
    SHA1: 15cdbbf6465de49631cc76b6c055883eb905a298
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.02:dev"
  • Sources 
    MD5: 3aedba193942520b5374388e7eed5185
    SHA1: fcbe31ab9c220fc7a5dd5501fe81ec04d12dfc55
  • 6.02.01
06/05/2016 03:28:06 PM
  • Mod 
    MD5: 9687e367e14886092319a2f1f705e698
    SHA1: 48c9c1591232eeee9124c4990d8d6bcc8a400666
  • Core 
    MD5: 36eb6360764098687a898cc909f69e0b
    SHA1: fc5207876c01a61d0dea108b20cec083aa411bf1
  • Dev 
    MD5: 0db3208d60349a54d1d426f6a52cb384
    SHA1: ebfbe1fd87a9e4a29c654a25a2365fb8c87dff06
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.01:dev"
  • Sources 
    MD5: da41d59fe0b2e1091b73ff4b5ee057e0
    SHA1: 0a60633b4256694ddc65d3289d4a033b729fe6a0
  • 6.02.00
06/05/2016 03:29:38 PM
  • Mod 
    MD5: c8d8c77636e0a57c1a3453ab44b9bb41
    SHA1: 755720586768b8757da1be655ee4b9f05589ac5b
  • Core 
    MD5: a7845d03da30e6c1545aa7d575f38857
    SHA1: 4a6469ce738ace8c6b1cba94ef25e276d18f0003
  • Dev 
    MD5: d1593e9eda1015b4aabefac5aa390f05
    SHA1: 5966dc614acdb887158835c2550cdcf0dc700f56
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.02.00:dev"
  • Sources 
    MD5: f2d63fddad99b00b28de109edc9a83f2
    SHA1: 9d344231ef0c5959ad8aed489548e88b52f08ee1
  • 6.01.08
06/05/2016 03:27:29 PM
  • Mod 
    MD5: dbf080729a2b30b5615b0c1888fbb7b6
    SHA1: 3a42a1d4170e4f0415a8d643c73f81b2dd34c693
  • Core 
    MD5: cc9d1298b77bc9c018961b310a1612fe
    SHA1: 608af8584f19025e7eb380451d106fc552ca321e
  • Dev 
    MD5: 3fa9c584a1730543a99af662fba52951
    SHA1: c3e91fb93ea7371b8076cafcd4fdbf671422b809
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.08:dev"
  • Sources 
    MD5: 2e1c93afae478cd387cda1328e6df5bd
    SHA1: ea852d49bcd03db8c4ec3ba331ec4850a73c2734
  • 6.01.07
06/05/2016 03:30:25 PM
  • Mod 
    MD5: 038e20898173d78dfaa0961f9c8e8bb0
    SHA1: e6524995b366e23b8d83521b64aa55114bd55323
  • Core 
    MD5: 0e7cd871ddebc313c2b4c375d9a9eeca
    SHA1: 37b75988e99eb71878cb41d667be3d7bdeeb4732
  • Dev 
    MD5: a3a9bf308622dc34811272a44e7e63d5
    SHA1: 1839d4dd1796cf9e837deec9dc71c7001f7c73c6
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.07:dev"
  • Sources 
    MD5: c0b75812f91432ee9babf5e4cb7d0e23
    SHA1: 4c3a36d2651151661fb1f0db081913d937e27844
  • 6.01.06
06/05/2016 03:28:48 PM
  • Mod 
    MD5: bd0bc8a721928c1245cddb4a484522d2
    SHA1: c0ded34daff9044255e5d6d8c1f3262c5f1698b3
  • Core 
    MD5: 585da5e8045d1889a59428352ff52c77
    SHA1: d7c33af989666071e81a7d6d64bd6dea83acef9c
  • Dev 
    MD5: f8861457e7c743b60b9cfa0b4f9ba9ea
    SHA1: 18eb93b770a4cd721ca07c136bc7ef6fc547c7f4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.06:dev"
  • Sources 
    MD5: b467ec1f8a880e7b5a2ca53c70c59d8f
    SHA1: c5d6fd9f3145853991d4c2b07cf094fcd9395729
  • 6.01.05
06/05/2016 03:29:02 PM
  • Mod 
    MD5: 44089d4fd040741543fb1fe19448e555
    SHA1: c64565bb72c6b1f307f2d1f9d1b73defc6cf81ec
  • Core 
    MD5: 2ec4aaec2a8a78a21256a71995164eff
    SHA1: 03739620a047a6f143ee2adb07229fe1fe7e1df9
  • Dev 
    MD5: 82577757c3cb9ec47314f9ab5d436eb7
    SHA1: 230297ba290267cf78eb6e0a6d6d934ae2182b2f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.05:dev"
  • Sources 
    MD5: 453fc9ab703920b676273835cbc638f0
    SHA1: 2fcfb979ef38c544b0bbc546bb84d992749471a1
  • 6.01.04
06/05/2016 03:29:33 PM
  • Mod 
    MD5: cda2e9db7a8b5c6cc35db095720b2ce6
    SHA1: b74c1bc62e9de8eb3df1b7955ffe4a96b68888f9
  • Core 
    MD5: 0218b0c3ac20176d273d85a49db19010
    SHA1: 6adb09dad46c6b394109398d329196369e752b9f
  • Dev 
    MD5: 94698e7e40a8284b3e2ee3d6016ff33a
    SHA1: c0d90ed55fc801888842ead31255e396ab35a655
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.04:dev"
  • Sources 
    MD5: a6fed6583fdb71fa3633cc135f69165f
    SHA1: 52e1427e59e2cef2562c08a3eb2b363cd8b9330f
  • 6.01.03
06/05/2016 03:27:51 PM
  • Mod 
    MD5: 861d0e547c0966f0f511c222b4f7d639
    SHA1: 5edfece528dfa071def20194f6970f347558ad10
  • Dev 
    MD5: 11c32e3ad687b890d81b8ef89030f56b
    SHA1: 726044c65b3e505cd6c7ca430d5462c679dbdafb
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.03:dev"
  • Sources 
    MD5: 413ff63b82b84b1673a6200cd441dafa
    SHA1: 9c9dc7b5aa7b8aeba258db57dc0fa73ef2d45ad5
  • 6.01.02
06/05/2016 03:29:26 PM
  • Mod 
    MD5: 3761a77c6cefdbcc8cf4d2e201fc5b03
    SHA1: ed02c51f46c2c480899f0cdf76ef5e8e81c29d11
  • Dev 
    MD5: 263b3cc7e832dba41b0915292ce6bfce
    SHA1: 0f1ce527c5bfecff60f1c40446dd835587afc96b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.02:dev"
  • Sources 
    MD5: 464056d1c2989b2cb3fa914a6f928a17
    SHA1: 42f3f818a4e4f45b98055f4bc7f40bcc9fcf153e
  • 6.01.01
06/05/2016 03:28:31 PM
  • Mod 
    MD5: f16096e44ac30befa79c19cae0c06c13
    SHA1: 4b1950dbbd4ba8b7369b6eb0274dd89b8b9b1a62
  • Dev 
    MD5: 23bfc03faccb6d5d41c4a5ba4d1339d9
    SHA1: 627dcf21cb52494c05a7b4763fe2dc8534e4404c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.01:dev"
  • Sources 
    MD5: f0b42590d618ecc075a98c1f32179bd8
    SHA1: 12141825ff64af42039817fc4711674d82ef38cc
  • 6.01.00
06/05/2016 03:26:58 PM
  • Mod 
    MD5: 024860eff74f39920907d79f5326d4bb
    SHA1: c20af4a209144e80af4814ad2c564249d2442405
  • Dev 
    MD5: f535636bd430fb74662602894055764c
    SHA1: d31bc320b0ef8032518fc2da786663a3d67c96fb
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.01.00:dev"
  • Sources 
    MD5: bf93841db7b8caa1e2c34e445a682bed
    SHA1: 380bfca1eba03c40aec2cd6832ec5d99180d5914
  • 6.00.62
06/05/2016 03:27:12 PM
  • Mod 
    MD5: 796ffd1f3deb4c411086e6a3fcb1f0ca
    SHA1: 65a975205fd903e3d030183b9e1db7e9dce1e5ae
  • Dev 
    MD5: 7752a47ca179bedf249d02ca0442c2a4
    SHA1: 1ba297ccea1600d2550adfd3c4a55c4f51875a52
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.62:dev"
  • Sources 
    MD5: 2088d4cc6e57272d65d6e3f3226a4f4e
    SHA1: ce1d44e38cdbf9218d60d7e46ce2024559dd7ece
  • 6.00.61
06/05/2016 03:26:48 PM
  • Mod 
    MD5: 218e279c697b3b80c97e8172fa16cce3
    SHA1: 650a3c5b3b09768458d064146f1fd721bccfe0ac
  • Dev 
    MD5: 987d068c5778e4d6cd96c47d37801268
    SHA1: 68bbb1a0745ef6a2174e2425b422ed2b93bf690f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.61:dev"
  • Sources 
    MD5: 3e773aacdeccc4568f858700d96ced7d
    SHA1: 0e867e7abe8afdcfb7342c4e2e8b3b1050708d39
  • 6.00.60
06/05/2016 03:27:00 PM
  • Mod 
    MD5: eeb41d91c2b025f631c1f5804a1c68f0
    SHA1: 05451fd0817b1a7b06196966b2eea587a786ce53
  • Dev 
    MD5: 9800a48fdc7cb6beaf303d05008b482d
    SHA1: 13fb4db712fa28bbf5d567210e0b8597323d2191
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.60:dev"
  • Sources 
    MD5: d9236f3b1b40d7a0b6aa1d0d433d8536
    SHA1: 241688f105f00b910be5a311612191f65a5e4b6b
  • 6.00.59
06/05/2016 03:28:57 PM
  • Mod 
    MD5: 9ac34aa07a1a2b9ee72578614e405aa4
    SHA1: 7dddf439b9fa2e9565b5d5ce3b3cc81c2231b13d
  • Dev 
    MD5: 1b1907a03f8385bb7aa4ff6c3698c6b0
    SHA1: 0ebbeb0b13b717e052d431fe4eaf56394017f290
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.59:dev"
  • Sources 
    MD5: 6d805cd9028534fa3586d9732a904e40
    SHA1: 99ffd825270727f5c2af923094948f3d07d1a811
  • 6.00.58
06/05/2016 03:27:57 PM
  • Mod 
    MD5: 568f9938b48354c0efb2f0361f38e5b1
    SHA1: d8535a703e7b5cb0a6149c1ef5bcbd4759e24d43
  • Dev 
    MD5: 7c914ffa550325e7aa131118ff71055e
    SHA1: 13b8aa4287743c3b6db4c11ea5f0be86f10d1f2a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.58:dev"
  • Sources 
    MD5: b07ce056521ee91a8c6bdf2ba5012911
    SHA1: 38fe71bb016a70fbf62a856ef630ba63d0e77ff0
  • 6.00.57
06/05/2016 03:29:08 PM
  • Mod 
    MD5: e49b1343cf5d855575466c0dbf3629f4
    SHA1: 13a0103759e6922bcbe9dd6ef4fb9d9c7602466d
  • Dev 
    MD5: c96c1f5386eb9532c44086a19271e754
    SHA1: b93bf400d3cb54efee32016d06531119bb44ea3b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.57:dev"
  • Sources 
    MD5: c667b43063a7457c3c94555b5bde9c11
    SHA1: f6eacccdfe1dd8bd1e8b490e4f064a4f15f45698
  • 6.00.56
06/05/2016 03:28:17 PM
  • Mod 
    MD5: da805005643c63977db4c11fa447cfb7
    SHA1: b3959eb65ae2957e94f0ce72d101b13e75f2f630
  • Dev 
    MD5: d597024b2c1c60286ce66395e09ee3e0
    SHA1: 6449432f3372f0f3e3f34746a032074edcea20a6
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.56:dev"
  • Sources 
    MD5: 9cf8e509e242f43bc621106a465c6938
    SHA1: 6aa9295c7f26eb4c2ab7c60669e892f8e0f2ed49
  • 6.00.55
06/05/2016 03:27:54 PM
  • Mod 
    MD5: 2d100be87589d6bc4aa7e6e3f12184ec
    SHA1: 19eb6b21fffda55d5a9358d05884eee690a7b2fb
  • Dev 
    MD5: a0ed7c8d8a5c456005f49bdd8151c2ab
    SHA1: a4d7382a82c8157b421546732c31743fa09bb96e
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.55:dev"
  • Sources 
    MD5: 274966dd94a6298a1d4702534ca9b8ab
    SHA1: c9da3c4bfd92c7309870bc64d8291997baed5e34
  • 6.00.54
06/05/2016 03:30:22 PM
  • Mod 
    MD5: 66c17cdfc80e9f032dab99fd04f51ca3
    SHA1: 631846e85fed1250e6411a7bf138f6417663c601
  • Dev 
    MD5: 8554c440b7fc25e9f007877f2a7c6c83
    SHA1: 654b2c473c737f31f3d9771f01e247620c6f74b2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.54:dev"
  • Sources 
    MD5: 06308fcac37754cec4ec2fb5c1dd3187
    SHA1: f1c675fa32ea5571ec689bd1eba4cbd625d71e94
  • 6.00.53
06/05/2016 03:30:12 PM
  • Mod 
    MD5: 5e8c3470ce6723d066c84b59e83bb23f
    SHA1: 7042fc48f3d9ff53bddf90325b8fc6215ae2f648
  • Dev 
    MD5: 3f15735396dc4c15fdd1e8edea916b06
    SHA1: 74715163a91815be9880026d47e496f15e7a8065
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.53:dev"
  • Sources 
    MD5: aeb10f783bc7edee3d5d17fa561ecfa5
    SHA1: 61fc4565d2007ee825f0c6a31fd399c253e890ba
  • 6.00.52
06/05/2016 03:26:30 PM
  • Mod 
    MD5: ba13402cecb36ecd8146e4679939ea56
    SHA1: 2086d480915c7e3a2008fdb2cd705a368cde456b
  • Dev 
    MD5: 62c528b99b1268506131ef64add3dcf2
    SHA1: acef5ec255693774b5d003b14275b137034c0087
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.52:dev"
  • Sources 
    MD5: a7a524bb5656b83603643a95e2fd1999
    SHA1: f96e279d8c9587ad68c3d2480580bfd1e5d27929
  • 6.00.51
06/05/2016 03:28:03 PM
  • Mod 
    MD5: 9c783b734313cdf2ba806c4bce72035e
    SHA1: 33e224bbaf750c2195d7174297219d3fe5467be2
  • Dev 
    MD5: ca308fdcaad3a9f40fd47789b77cf57e
    SHA1: 42c4286e009bb69ec25fea4e936d0dc4673a9af3
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.51:dev"
  • Sources 
    MD5: 6727e5ca908f06ac2a821ac516cbf34f
    SHA1: 4ae52212e5ec707c77487ef9080524cb7b373f2b
  • 6.00.50
06/05/2016 03:30:16 PM
  • Mod 
    MD5: f5e1abc72c4164f731e7aa7147ae2c29
    SHA1: 84548250777fe955b1efd5ff6254defde0b6c865
  • Dev 
    MD5: aa36e40d5fbcfc8fa5fe8df5914f83f6
    SHA1: 7e59befe21090eb1a929a263c932b8b40982493f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.50:dev"
  • Sources 
    MD5: cad1c7f5c8408dd31d3af3f5d12558c9
    SHA1: 81ec8c7274714ec2ffb7458d4fd8abd89d5a3686
  • 6.00.49
06/05/2016 03:27:20 PM
  • Mod 
    MD5: 11fd0c7f7afcf4d9bb06536d0719d665
    SHA1: ceef6a3d4c7930fe32d6c141bb06d23ca1fdc4c7
  • Dev 
    MD5: 3f2d20a2b8032e152a4c8f8e5ea14a23
    SHA1: 41758bbfcbd188a686eabd574b97bfba4b1944ac
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.49:dev"
  • Sources 
    MD5: 20ae76a273cc7769e5eda2b568c16e84
    SHA1: 832c76066d5b2e5411ac973997408cdb6624a253
  • 6.00.48
06/05/2016 03:29:40 PM
  • Mod 
    MD5: 2d688cfe32919ea2de32b50a44e5dd0c
    SHA1: a954ac1aa8a3a450dcaddd8060fc326ccd06d859
  • Dev 
    MD5: b74b4e12d06b14a427185d7e3dd93183
    SHA1: 46b9d8f2efe2f0747cf127e143ed9295f322c0f0
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.48:dev"
  • Sources 
    MD5: 64f3857ea9150ef80424f993aacf5d94
    SHA1: 708a2ab64333f23052f76eb01bf73ef7cc2ee8e1
  • 6.00.47
06/05/2016 03:28:24 PM
  • Mod 
    MD5: b778dee8295a58071e59c25d2ea751c6
    SHA1: 02ca854b9d3210f4bc7c42038a235c2725433424
  • Dev 
    MD5: c1d6bfeabe8fbc7e054f03411f54ca59
    SHA1: 51a35e29e07401161fa44d046b6844ba512e0d8f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.47:dev"
  • Sources 
    MD5: baeb7cbec458bfdc0bd699aeac6c4f6e
    SHA1: 5645e9db70fe5ea2ff05aca559ab7534d790541c
  • 6.00.46
06/05/2016 03:27:01 PM
  • Mod 
    MD5: 0ce4829b5272eb8b2ed141070a09662a
    SHA1: 9b88f608eb3f781109527915443182680aa9476c
  • Dev 
    MD5: 502eb9e51a9a894d8f9fc2e805eb2abb
    SHA1: eb0c39db41a721044068e79324a0f93221467115
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.46:dev"
  • Sources 
    MD5: 07edfc41462807d541152df7759ffc1c
    SHA1: 1f0024e52e6e54100e2fb3929208ece39a4362ae
  • 6.00.45
06/05/2016 03:29:42 PM
  • Mod 
    MD5: 09d45ff184878886d72722e9075a8884
    SHA1: 6325d591b0123e59a8b9bcadf116382e4724bce3
  • Dev 
    MD5: 72a028d06ee43d170dfc6f0d33ad4dde
    SHA1: 899e99ac0bb861ec068a4e3eaf1f3aa054f5e46e
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.45:dev"
  • Sources 
    MD5: dc73029888ddff5a5982709918ba50ba
    SHA1: c869025b9a57d327e6ca59ad72410f4bb901503a
  • 6.00.44
06/05/2016 03:28:15 PM
  • Mod 
    MD5: b4b30bd01223c84f028a66f1294d63ec
    SHA1: 9720690aff5d463f63f4a126a5ea288505e43798
  • Dev 
    MD5: e2ef8633361bed46495d2d11387388d1
    SHA1: 7d6ba5d7dbf2af04da0dfc7c4d5590bb75228373
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.44:dev"
  • Sources 
    MD5: 64d2fa0256db2385008b8a53329b4895
    SHA1: b908edb7ca1956a26d18f5da62179ba958726e83
  • 6.00.43
06/05/2016 03:29:52 PM
  • Mod 
    MD5: 72c443a4da234ecdbd4c880940e8f504
    SHA1: 75d05ba4e5fed89ca5bcf5c91db3475b51a425a9
  • Dev 
    MD5: 1271827d97f17e264b65e12c41757217
    SHA1: 48138d8c6efd014f141c152b36d0e0a874b2d296
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.43:dev"
  • Sources 
    MD5: 71ad47e11ae5cb2f9d81224ff41523e8
    SHA1: bfacb23536e15d1ee6696cd8c97b7214ff9ebe96
  • 6.00.42
06/05/2016 03:28:50 PM
  • Mod 
    MD5: 892906bd8395decb963d2f320265fa01
    SHA1: b0d352401ee2cb9244b3e436ac3cb80cdbda6ce2
  • Dev 
    MD5: 737db245e170db5a3053a0e8f8e00977
    SHA1: 2c19117677a9c01976692cc51d86582b332aece1
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.42:dev"
  • Sources 
    MD5: df506526230fa275c88d7f5ec11a5f9b
    SHA1: 72d0695e6ce4cefd1ff787abe442646a362c7008
  • 6.00.41
06/05/2016 03:28:34 PM
  • Mod 
    MD5: 9de48c5dce1ce94d60652888d61cfa3a
    SHA1: 1a4e158cd7f0b2617a8b0958cdf36e027427b36e
  • Dev 
    MD5: 679b27174cf4825ad23feb3a90e14b95
    SHA1: 4a99485fc3a7755b09e95a01dc4e93ab4a29f9a7
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.41:dev"
  • Sources 
    MD5: 2dbcae95fddec821f8bf41d951810a22
    SHA1: 00cfbe9bb6512d73a5d872f4f6abe5df635cd31b
  • 6.00.40
06/05/2016 03:27:06 PM
  • Mod 
    MD5: 87f2d6206a2f2e471dd1402fa43c3aed
    SHA1: e889f47e7ffdf0ffb3d122713f5d6a0ee5dc979b
  • Dev 
    MD5: e7e093e3318d64d070112b60e7ce22a3
    SHA1: 9975c5bfea0911b03e80cf3a48f0e5449fc29291
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.40:dev"
  • Sources 
    MD5: 82f3d08eec763d0596e20a2336809fa2
    SHA1: 9b1741dfe91361cbaefde41b3db2ac50c585656f
  • 6.00.39
06/05/2016 03:27:22 PM
  • Mod 
    MD5: 8a7d84bbe0bee5abb4987aecbeb688c0
    SHA1: 48038b10a162f62a6a7823d55044d1e1e4e4c1ff
  • Dev 
    MD5: 62180f74cf051a245c56690271a782fd
    SHA1: 02e8903dc712b21fdedd21d455ef71c1ca9a8264
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.39:dev"
  • Sources 
    MD5: 30bb4bab28e2cbfdaa25a2ebf041865d
    SHA1: ce8b9720a31f7bb9db1e28af585aa419c3fbca32
  • 6.00.38
06/05/2016 03:28:52 PM
  • Mod 
    MD5: 9797bdab53848f61b21a4287040bbf7a
    SHA1: ad02cce16417ea640d18a350136b7977e9991ccc
  • Dev 
    MD5: 83925ad0e144b3a070650275e1d3fd69
    SHA1: ca2dc9ab3818e61b17824dc923d5e4b61b0ae538
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.38:dev"
  • Sources 
    MD5: 93eccbb9fadd5982c9df5858d3c3bf93
    SHA1: c98c6a63f977923ffd0be28ddbd4cf28553c59bd
  • 6.00.37
06/05/2016 03:28:54 PM
  • Mod 
    MD5: 003a3ac3a6a0eca79b3dbef827e8628d
    SHA1: e8a0cbb8883c0e3f38779bd737aed694746c819b
  • Dev 
    MD5: 4507b0ac2cc4fe4b7d9d0417cd51779c
    SHA1: 1803dc632311ad22cd75d4dc4f61ea77aff07761
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.37:dev"
  • Sources 
    MD5: d3e4d1e9ae35c5e7fca7735ea919afe7
    SHA1: a0b5652c15a395bdc0483cfc483cde4feb8776d4
  • 6.00.36
06/05/2016 03:28:22 PM
  • Mod 
    MD5: ba2a0758b160033ee9180ec5691a9819
    SHA1: 43e9133725cb15afeb228d5351a868bc2114970c
  • Dev 
    MD5: cd87fad517a69403b964c05192d82e77
    SHA1: bf3ef94bbfa4f14c63b23473ab78e65830ca095d
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.36:dev"
  • Sources 
    MD5: 90fbbc5d8cbaccdd3affdaf26c697dc3
    SHA1: 7d2ea9c76b404f7bafcb070122343904ee77c4cd
  • 6.00.35
06/05/2016 03:29:24 PM
  • Mod 
    MD5: 2fb6aa2b9d71fc1f657a3c95697cba9f
    SHA1: 7c7f4ace518c7009f01e744b9ede5186dc1edf0f
  • Dev 
    MD5: c9dccabfd240211f36143be56897c98f
    SHA1: e8145c3b957ddb12997cd53ab0924db97ff8b79b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.35:dev"
  • Sources 
    MD5: e2bf8c60832d7c26e73d495463f1570b
    SHA1: 39840b3908c0ecab8d1c5b1f188bc4fb14404870
  • 6.00.34
06/05/2016 03:30:20 PM
  • Mod 
    MD5: 5cc059d06fb452ffe376c293ffe8ea5b
    SHA1: 158d47f6eed2b15910843bc3a61c847367155379
  • Dev 
    MD5: 663e51aa5881ff0ba1b7eb717ea7308a
    SHA1: 855777ae96ab076a16218555817e746b8f414695
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.34:dev"
  • Sources 
    MD5: 19d4992c5b9e996baf4d06dda28b957f
    SHA1: c9c7c22382cb55a444d5746d61621e011dd14f10
  • 6.00.33
06/05/2016 03:29:04 PM
  • Mod 
    MD5: 1384cd9cf95c2d830bf753bc4d9beb5b
    SHA1: b4972b0e10188ecbfdb48509edb57a1b1f496dfe
  • Dev 
    MD5: f7f262f46b723df9afbeb1ccd115c9c9
    SHA1: 2fe95ba5aee138ab9f6121d746fabae69ddd1895
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.33:dev"
  • Sources 
    MD5: 899d1ac88e5695b9eb4e8ca22e7e944c
    SHA1: 299385b15e839ba266676ba2285f160c8cb9bb00
  • 6.00.32
06/05/2016 03:27:42 PM
  • Mod 
    MD5: 25da04b34653cd1c15cc08c24aadbfe4
    SHA1: d0ce0228614ac04b751f22f31674c5af1f1ab580
  • Dev 
    MD5: c199a7b02b350e3a228594e5832c6ae7
    SHA1: da30e9403a1d129ac3f33e4fae3cc0e130529170
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.32:dev"
  • Sources 
    MD5: a0058611100590dfb248f2ffeaa1cc04
    SHA1: 862d44c29b4a056da10c4e40a4d3b3db24740055
  • 6.00.31
06/05/2016 03:28:43 PM
  • Mod 
    MD5: c67c4496b03023f44cd696ae867f18bc
    SHA1: f012a8cc22d101ba5d95feee5440b125ca35804e
  • Dev 
    MD5: 9201aa7e74f8be34725c2e8b312d02de
    SHA1: 99ad0d3594a20de0bd9e3e04ddbcfc9c2720522a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.31:dev"
  • Sources 
    MD5: ce6bb8a6d98a9740c4965197c3fa3cf7
    SHA1: 0e5c21ff73007bd985b5680b3e41734dbee4bf79
  • 6.00.30
06/05/2016 03:30:00 PM
  • Mod 
    MD5: 218a173d60058e598735104264b95b09
    SHA1: 9a299a664cc79840a31cdefa36bfa1f98ee857a9
  • Dev 
    MD5: 479a95eb360f193e55e547b9f5cc8740
    SHA1: ace57bdf2326625305453e4e8ad60a7a877c27a6
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.30:dev"
  • Sources 
    MD5: cb5b53380ad1d998ae9d47a0a21dcfdd
    SHA1: 31c3166b49f0ad0b978096949311e145a9be9129
  • 6.00.29
06/05/2016 03:29:45 PM
  • Mod 
    MD5: 74850356006ae921d63f5c08b2112d04
    SHA1: 7b4f177921e9a6ece826f177f5b2536336112b20
  • Dev 
    MD5: e9df695fdeb9e6c8805412277fd73f5d
    SHA1: 5b6289fb535877f85c4710ab139e4ec7e70f8828
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.29:dev"
  • Sources 
    MD5: b1c227ea1a875fdd5ada51792419a35d
    SHA1: 02ff39709036116b3b4cdb76d193db8fcbbb6310
  • 6.00.28
06/05/2016 03:30:02 PM
  • Mod 
    MD5: bdd22e28c0ee7516968aa778ca304beb
    SHA1: 804665fb08fb33ab7ed9b806d41309aaa83591f4
  • Dev 
    MD5: 509ae99ba23d5969ad1ff7d2f22651c1
    SHA1: 0fd1d8c608bf68dbffdbb31e16f46ffaa191cd52
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.28:dev"
  • Sources 
    MD5: 5cb3f296671bfd2d4734f6558d6ebe7f
    SHA1: c2925d9011a6bd4d92130d218ccee0709df5d494
  • 6.00.27
06/05/2016 03:26:52 PM
  • Mod 
    MD5: 3caba22117e56e748bf827327af57aba
    SHA1: 6833a24886a927f68831c27dd1265efbc230f233
  • Dev 
    MD5: 769d2cc3245a79f91fdd3c8049055c76
    SHA1: 7aa0073414e4effffd8e2deec6a63e4808b41f6b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.27:dev"
  • Sources 
    MD5: 2e05caa2b448aa35856d675446949375
    SHA1: 5ec93e8065b61468f0683676676d2582c0356c31
  • 6.00.26
06/05/2016 03:27:18 PM
  • Mod 
    MD5: 322cb459118fdda5d626ffc9e8531b8a
    SHA1: 65addebb3810f403ca2cfa3dfb4ccfa9889cc2d4
  • Dev 
    MD5: fd41b2773f47aa52ecfd197e7b4e68ab
    SHA1: 2ddf4cdf21553c3ea3600736d8f34e9ae50315ab
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.26:dev"
  • Sources 
    MD5: bd441726ee9b608f077b8e850e110b23
    SHA1: 3614bac9684c6c4bceb5db873f26955f8e0465d9
  • 6.00.25
06/05/2016 03:27:46 PM
  • Mod 
    MD5: 46babaad1e2b25ad342ad6354ccb557b
    SHA1: 1b0203acb4f66c6274233cc12dcf098d77fc1fa8
  • Dev 
    MD5: 8cffda7b72a21c4a5cc767786c3317af
    SHA1: f39ab2aefc51233edb17ee527acf715442fe1f04
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.25:dev"
  • Sources 
    MD5: b46fde720de4faf318667f40e5565187
    SHA1: 550635c0fde94b05246e747f8e75606eaa5b866e
  • 6.00.24
06/05/2016 03:26:39 PM
  • Mod 
    MD5: 3bd2d3d773b849f34ae32ebaae186a97
    SHA1: b70d5a8ad146876c3e38927bcaeef726ae192fb5
  • Dev 
    MD5: ec328ddc2f3cf7222c0e2e9d1503adfa
    SHA1: 1b9a2d4eb297fac185d4164d04855d710a543503
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.24:dev"
  • Sources 
    MD5: 1cc2f4b4359c3eb47b03ca1a1b59fa0f
    SHA1: 4b916207e598df2c6ef183f68e80c918f57c824d
  • 6.00.23
06/05/2016 03:27:40 PM
  • Mod 
    MD5: 266ad223b8e626dafbf1715b9920062e
    SHA1: abafb845bba6561452264832cce6626c9ca05765
  • Dev 
    MD5: 8fc681c946359d484163a32601d824c4
    SHA1: 6e4c61113040c9a915a909793ac6357c2390c55a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.23:dev"
  • Sources 
    MD5: 2faecfcc37619bd7823566c8efead28d
    SHA1: c2a15bd62f2429624920f32c638258c6328df0e0
  • 6.00.22
06/05/2016 03:26:54 PM
  • Mod 
    MD5: ff880837ce3c57c60e33a356ff50733a
    SHA1: 5058ada1b77f3e1670d4d13823f309edd4af9674
  • Dev 
    MD5: a42b3769eec9461b6197f76dc1e92e85
    SHA1: 9d9544416e8ca438f3470f6c190cd4449a54b4a3
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.22:dev"
  • Sources 
    MD5: 7de4100e73d483943899cb346beed907
    SHA1: 63a834dc9196d2e129158a37a9ee8c7454e399af
  • 6.00.21
06/05/2016 03:27:31 PM
  • Mod 
    MD5: 35ff3dd5653ec1cf47ae9f8385530a02
    SHA1: f94dc5e29932c9ea1009b2eb019edaf563daa251
  • Dev 
    MD5: f7ab037bcd4f5c4a765638c7fb799d41
    SHA1: 10859b8b01615f2d131ce5fa99053b17f11f19f2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.21:dev"
  • Sources 
    MD5: f5d8b19dada3c9314160fa9723d1f40e
    SHA1: 831532be2f57293df2b60d4166e04623beef6589
  • 6.00.20
06/05/2016 03:29:54 PM
  • Mod 
    MD5: 1dc757a9c50da1d95d838523472f1c4a
    SHA1: 19e53ab43b9cc6fca4f5e296e26f9f22f5a1c8b6
  • Dev 
    MD5: 08537bd4712831ff1082e5f40e23bee9
    SHA1: bdc921e58458efd56bb7af050c4fcb9949348c3a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.20:dev"
  • Sources 
    MD5: fcfc36d28e63f87fe63e7731c076f033
    SHA1: f8c27ab1de9a2fe76cb3fda2ed173f4dd5801f12
  • 6.00.19
06/05/2016 03:26:35 PM
  • Mod 
    MD5: 09be6de679540528daf27656b6bc8f8c
    SHA1: 443126fd3404c40acc37cc5a0909fce441f5c476
  • Dev 
    MD5: 9cb4807530a8b86b095560da76903268
    SHA1: efe96684fe81610448258335a46d1c50b5e24878
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.19:dev"
  • Sources 
    MD5: edba7030b45807c9cc2879a806012d3f
    SHA1: 5653f51849c77c45a8ffe039e309349a77c5cd58
  • 6.00.18
06/05/2016 03:30:08 PM
  • Mod 
    MD5: 174c00b6592d80d0778e8439bd83b838
    SHA1: a4cb09fb964f34ce8b599fb74a159c49093977d4
  • Dev 
    MD5: f0b4be9886a3cd0594f90fbf6eaf6c7d
    SHA1: c12a82fd0f3a1f16367511561be0f39c1a131618
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.18:dev"
  • Sources 
    MD5: 2309244fa04b816f361333b27d2cbe70
    SHA1: c8aa68113f446eef2d49d1b482c3e6490f5804ac
  • 6.00.17
06/05/2016 03:28:37 PM
  • Mod 
    MD5: c7e11e2a59bfb6be9d2dcdfc07d2a054
    SHA1: 3341d9acb964ee0c49be4986313456e318b11571
  • Dev 
    MD5: 7ac2554487fde1760e60064f0bbf19c9
    SHA1: 6ddecc87cb54283c0d55f29ff8c71b0e7670ad27
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.17:dev"
  • Sources 
    MD5: 787e61a9506983c1462f237004566df6
    SHA1: bf097a3f8a6fad4bb82de130539ca7ac9b8b9ce0
  • 6.00.16
06/05/2016 03:30:10 PM
  • Mod 
    MD5: fa06594abc387c7f7e86119b9a6595c3
    SHA1: c507c609932cbe58445aefb9a38e1f98d10fa27e
  • Dev 
    MD5: 83889f6bdd54001d397ed0dba5a3518d
    SHA1: 9153c85ec755c0f52adb5e0924db0ab738aca710
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.16:dev"
  • Sources 
    MD5: b4935df17a21e69b5c491c31f642ac4a
    SHA1: 0701089275a66636d678a6eb9b25a45b4b2447b4
  • 6.00.15
06/05/2016 03:27:10 PM
  • Mod 
    MD5: 11b01f08f5cb5158e9a634bb4bf5aacd
    SHA1: b28c50e8402a920ae19156886ebab3536b6c4dc2
  • Dev 
    MD5: 075e7062dbd75691a32e51c456a6ac6d
    SHA1: 01b1c248d399a860a6791287589f9601ac22e0fe
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.15:dev"
  • Sources 
    MD5: 2e1181aacb589d89bd41a71afdb9ffc6
    SHA1: b27852c7a9bc77c7270e87c0c217d09f3bb666bd
  • 6.00.14
06/05/2016 03:27:36 PM
  • Mod 
    MD5: f2f5028945b22c0bdddc3b5b2fea822e
    SHA1: 448fc5efb4e13b885a192923c5e63e773c5f5592
  • Dev 
    MD5: 6f27aa66981314441ec9efabe3084c2d
    SHA1: 0006a2c675e4b1206df65a994fdd54ddc32ab632
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.14:dev"
  • Sources 
    MD5: 2922407de6db518acdda87892171b0a9
    SHA1: 50132cac54a67dc602e44e035db6ebfa4bbe9719
  • 6.00.13
06/05/2016 03:30:06 PM
  • Mod 
    MD5: e1020f39b0ac0db883083de3247c18f4
    SHA1: 5f29958ac738a71eda0d1c5a9b169ccee741fc25
  • Dev 
    MD5: 00887ecb5728050dcef3b7074623a6a2
    SHA1: 6265c830de5803fe04191e4435d1647056ab1a63
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.13:dev"
  • Sources 
    MD5: af1a6b0c2dfd8156a647cae2d642c77d
    SHA1: 38136b92bbf68219632e8a65d3d5d49238f764e1
  • 6.00.12
06/05/2016 03:27:48 PM
  • Mod 
    MD5: ce0688703b477194173bec883eaaa970
    SHA1: f548f722e51e1a3405f59de9740f0b9fa0f34ab6
  • Dev 
    MD5: e735168638ff3867ea1907c0b22bea36
    SHA1: d6298a9e1cc545de639111e067b982143170e918
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.12:dev"
  • Sources 
    MD5: 20b815e473f64f46d04ed10ea050116b
    SHA1: 30b4e60ccc76cd3d5425b5c1ef3c92bb0b0525d7
  • 6.00.11
06/05/2016 03:29:06 PM
  • Mod 
    MD5: 9e800553aef4db050b7f8cb4f40bcede
    SHA1: 181a15694d2f06a1de374d637f81ce128914047c
  • Dev 
    MD5: 0b7afeb22ce4fd2f9ffcd918473d5434
    SHA1: 227e8146fe10ce5b5b335c169323dd7da2b56d94
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.11:dev"
  • Sources 
    MD5: b417d1a55831d3fe4927241561bc8503
    SHA1: e97fc63ea68597f4ded6a61018c08a757c6c5b97
  • 6.00.10
06/05/2016 03:29:56 PM
  • Mod 
    MD5: 58c2eb4512703a98793cdcae10cba087
    SHA1: 2d5b19a5cad341e033dd122b53835d751d06efb0
  • Dev 
    MD5: 7be76fa73eab0dd2955163488919b29d
    SHA1: 3cd32fd5ecc9709d7f7eaaa87159134a80fa00b8
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.10:dev"
  • Sources 
    MD5: fc3e8cb049af604127ce0c35df47e08d
    SHA1: fbeee288360f23fce8ee25b438dd87896085ff30
  • 6.00.09
06/05/2016 03:28:29 PM
  • Mod 
    MD5: f48ee999fd4f8729eb8795bf0ae4dd28
    SHA1: e70efde805c9581a5d7f7bab8077757142a67297
  • Dev 
    MD5: ba5df23a77bd674e31c3ab53c4c19b5b
    SHA1: 2790ff4594f2235599d3c137a3f450984322d8e7
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.09:dev"
  • Sources 
    MD5: 2397e3ba4c009763db2a906ab125621b
    SHA1: 56ac36766659e8501c1b74d5ee06e847308905ff
  • 6.00.08
06/05/2016 03:29:14 PM
  • Mod 
    MD5: 73709df28f10fe96086484f321511b45
    SHA1: 90d5e5fc38a2818485c5385dab224ae879a66fa2
  • Dev 
    MD5: a1a13fa3f0cacbbf719061de0e942590
    SHA1: 714f31b5bdcba3d25847686f87360836865ceca7
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.08:dev"
  • Sources 
    MD5: 31b1d2240d5345715df7b60bc0259091
    SHA1: 7bd3779a7cfd84b213cc6e99e888f77a42ee10be
  • 6.00.07
06/05/2016 03:29:46 PM
  • Mod 
    MD5: 891011f300a9549518b7d6ffc2e6c28b
    SHA1: f5a3b14d40acf5256184fd2dfb062d1dd2588c23
  • Dev 
    MD5: 8af515ee56a81022365dedccda6ceb7d
    SHA1: 5c342b5156777a249fadedb33dbc3c4892dd144c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.07:dev"
  • Sources 
    MD5: 928ff49e59bf028dc7d8fad00adfd711
    SHA1: 0fe8bf8134ffdbb284bb3b2bcf7ae6def1e9ca48
  • 6.00.06
06/05/2016 03:27:04 PM
  • Mod 
    MD5: d419bc209ff4f342a96f16d81169eb76
    SHA1: a7983e8b26a158df4933f80bd5e7f1743bed1f53
  • Dev 
    MD5: 5a61c0c6c3d7a42351a1ee3e25b575a4
    SHA1: 625bed23fcfd4312f5a93dc3cdacba39883a8c09
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.06:dev"
  • Sources 
    MD5: 182bc867a6ebcd36f970daecacff04f6
    SHA1: fe8351d6684ecdc571f5f8578762ebc97d252bd9
  • 6.00.05
06/05/2016 03:28:11 PM
  • Mod 
    MD5: 1ad0097c658ee65e13b318cdda96a4cd
    SHA1: fa060dc5007802619f15c400cd42ee6806d35764
  • Dev 
    MD5: c1a5b13d15e5b040fc3dbc1ca5751fb4
    SHA1: 58bef06a301b26883662db3f8e3fa2a42960e798
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.05:dev"
  • Sources 
    MD5: b84ab298c7f3661a0a67a6ab3d37545f
    SHA1: 6c19da3061cad711d78e0e503b848afbb18f5129
  • 6.00.04
06/05/2016 03:29:16 PM
  • Mod 
    MD5: 67ea2438bed2f101c3996e09f48e545f
    SHA1: 5ea6b74b6835feca068f277bbd843ff4e0dfbfe2
  • Dev 
    MD5: b39254057bc3821d79b26d1cae4df01c
    SHA1: 63703d052822e97d98a22688647e63be20d4f62f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.04:dev"
  • Sources 
    MD5: 9ee2a437d15a40b89221ebc3871857cc
    SHA1: 58161a0af6c63e1c2767ed6c751869b49b2040a5
  • 6.00.03
06/05/2016 03:29:20 PM
  • Mod 
    MD5: 80e0143ac3f8a42e010f18dcdb0b9c3a
    SHA1: ea80adefedfe115d61799b5cecd971a4381d9800
  • Dev 
    MD5: e972a9f1c78b2bd261dde80fb1fe905c
    SHA1: f32713e4425b0f9a99264759a2109f760a1542c2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.03:dev"
  • Sources 
    MD5: 148b1e9654f1a53e0afe4134c6a26e52
    SHA1: 4c35ee3391f8298c120bce92661fa657214ebf76
  • 6.00.02
06/05/2016 03:30:14 PM
  • Mod 
    MD5: 9d54e8a74f8101336b2fa8ba435d0912
    SHA1: 0ca6f1af5ce2e63f81cc6d7e32ad34fbb2b8c9cb
  • Dev 
    MD5: 5d86d51f7ea6d9cd512c0adf88e1755e
    SHA1: ba482f74253a57fe6a60ec92611304c74b0429c3
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.02:dev"
  • Sources 
    MD5: affab98657db6b129ac6607fbcaad28a
    SHA1: e7d218c8f4889b56145171f8d93cfa3961a7e634
  • 6.00.01
06/05/2016 03:29:22 PM
  • Mod 
    MD5: 7f1a4395405bdea0ca6a2811d85a556a
    SHA1: 6309634f68d7243ea64cd42ae98d4f1a0841ec43
  • Dev 
    MD5: 95fb3e8385b7575c9c5a8af384e61bd0
    SHA1: b295860aebc05e04ca2316f97581bb0673b17203
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.01:dev"
  • Sources 
    MD5: c50175e4a6aadc0ffff9b776fb517f3c
    SHA1: aa6a834b88caa172cb2ee3a0bb3ef37412e53054
  • 6.00.00
06/05/2016 03:26:33 PM
  • Mod 
    MD5: 1d400ea32b437b4a4841f528c7cb35af
    SHA1: 1f7d8a664a592fc450c2a0d7836a1be495f2c296
  • Dev 
    MD5: c70b3442e6d1ff19888b53069f5a9622
    SHA1: 0f4b486b3e00fe549cc7508ca92c54cbdae6ade9
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:6.00.00:dev"
  • Sources 
    MD5: 35bacd24b34c7bf6c0357305055695cd
    SHA1: 91e84ce1b3fba7c58c2b2b140885e38434eed358
  • 5.07.07
06/05/2016 03:28:33 PM
  • Mod 
    MD5: 342555c850df423c47a89a5402cddaff
    SHA1: 9f22b17a10dd73589cdc5e5599d5e67f71099cc4
  • Dev 
    MD5: 2456b5e591ea7c957ef3fb3a6108a356
    SHA1: cfdb75ed548090e38b25b41d5c4aef70b0aea213
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.07:dev"
  • Sources 
    MD5: e0c52fb2d68d39d4157566814fe4bf3e
    SHA1: 4f702430dcf4c0e3b26dd0c7162b9734a14031a9
  • 5.07.06
06/05/2016 03:29:10 PM
  • Mod 
    MD5: cffe3b9a85e7919916dfce8a4907379c
    SHA1: c40fc327b0bd5e6f255625df11c33efea8ad46f0
  • Dev 
    MD5: 9db6210f4309b66f06639ccafe08942a
    SHA1: 60b66f75684ab97b5f4499bc95c8aa59f0c0daae
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.06:dev"
  • Sources 
    MD5: 717acaae5db6f0b220e7b53b23329c6f
    SHA1: 29200d6f594e08c5b583c89dff9d1814ab312968
  • 5.07.05
06/05/2016 03:27:24 PM
  • Mod 
    MD5: 90dfee2505699a727f2ab64f9019c640
    SHA1: 959eb35ff7778e315eafaa11f80914592c10135d
  • Dev 
    MD5: be220aad945435a83aab0a8ea5447c13
    SHA1: f5f9a68292cce8d2d633691217aa7099bf92ebc2
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.05:dev"
  • Sources 
    MD5: 173c1bd235bf7eb784fd46a2aca36ee6
    SHA1: 032635f3389231c8030f39056323f42d00cc488a
  • 5.07.04
06/05/2016 03:27:43 PM
  • Mod 
    MD5: 9c579327d55bbeeb8b904155e30af418
    SHA1: ba936334796f25d6232a02b4cdf5027eda8ea9e2
  • Dev 
    MD5: 37b000c3e7d8230abdbf0c6090e35502
    SHA1: 14895d368f8398c118b1b593f19014177a5fb4f4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.04:dev"
  • Sources 
    MD5: 143ef8dde0c75fda919399e12bc0cf13
    SHA1: a7e1add1ccbe59f622ca761a2b66c4110d1f9ec0
  • 5.07.03
06/05/2016 03:28:39 PM
  • Mod 
    MD5: c43a4c899aa5253e1d13c9fafce286b7
    SHA1: 0b51514c532df6c1f1b690a0c8d9ebef819ca87d
  • Dev 
    MD5: 214717ce030c874814824876ee5889d5
    SHA1: 38a96a0e704439dec20af395a231d72877dc3fed
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.03:dev"
  • Sources 
    MD5: 82187d493d7307901e0df523f5fa4ee0
    SHA1: ca86e43839be22c8db86750607f9973736709540
  • 5.07.02
06/05/2016 03:30:18 PM
  • Mod 
    MD5: e46e79fa33b19d84bbb55b12b4c77dc5
    SHA1: 1631cbc1ba20af12b40f83651ef8feb42d1ff359
  • Dev 
    MD5: a20fb617b1b7988b0913808b4682828a
    SHA1: 14e4215513a911ff4795888056a96d865e4281c9
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.02:dev"
  • Sources 
    MD5: 7bbd394bd4b54473a19fc41494a3666d
    SHA1: 623eab8c3b106d8ac5f77a56acdd03fb07466129
  • 5.07.01
06/05/2016 03:28:27 PM
  • Mod 
    MD5: c9b78218d63f3d5794103cc29e1e071b
    SHA1: f9589d91c03cea07576f27da3f8634d4d93b7169
  • Dev 
    MD5: bde3fabe119167506ccf4c10c51abd7b
    SHA1: 777353d78425bbb2d5f62dac7a537a5aa42aa697
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.01:dev"
  • Sources 
    MD5: e345406facfdf3da9478d43c46d2b56b
    SHA1: d86af1783be9b91855f175ce18fb4ddf33f9f101
  • 5.07.00
06/05/2016 03:28:13 PM
  • Mod 
    MD5: 4d7fd2daa232c67b5d7450c9bbbc1151
    SHA1: df8f1b0185c86e4e413a1bf4da7e65f0e2e65493
  • Dev 
    MD5: d7403255511389a82bfa8232b380e225
    SHA1: 8257fc6b4c35f7f0e6a99c18037f5ce5083d58e4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.07.00:dev"
  • Sources 
    MD5: 90847df1cd9264248610b6d171433587
    SHA1: 209f6d37bf155162e5cfb1a232eea65bfc07b358
  • 5.06.06
06/05/2016 03:26:46 PM
  • Mod 
    MD5: b997726e8cb063836d8f5b32e3cccbf8
    SHA1: a3b5425a8c6da8916f17023c52d164deea8191c4
  • Dev 
    MD5: d4afaf0209a43f4e535e00bb5d0c2d01
    SHA1: 471274f15d8ad87c5949be694372646aa6a0731a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.06:dev"
  • Sources 
    MD5: fee60e64b3837a5f51351757fd887972
    SHA1: 7ada02db256b456677cd6b2798db9caa3a4eadcd
  • 5.06.05
06/05/2016 03:26:55 PM
  • Mod 
    MD5: c0248dae5fa159132149e85183984aca
    SHA1: 4685e04e8f8045e16a324fcf399c0d310fcbd53c
  • Sources 
    MD5: 98f7e18269c29d0588034c98b18e3386
    SHA1: e95168e93553505a120b4d106677eb872b91b1f3
  • 5.06.04
06/05/2016 03:30:27 PM
  • Mod 
    MD5: 2f2517d872a7ec32b030eff24c42cf4e
    SHA1: 8ca01232c90e2804bfc6fb63319882a15ad45c35
  • Dev 
    MD5: 3764fff61da03d91a2982a3d2c3b12ed
    SHA1: a6c38a761499c755216e6e12908b3eb2d3f53425
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.04:dev"
  • Sources 
    MD5: 14a21d91b7b40e4b57de1f641194e2eb
    SHA1: aa52e51842cf3b947656d9a3133f47f47c5d5eb8
  • 5.06.03
06/05/2016 03:26:50 PM
  • Mod 
    MD5: 8402690c7eb77316bcf8a74e83b9629c
    SHA1: 8180c01e236e4b9dd5fab759f60c5fef0a6888b3
  • Dev 
    MD5: 6d0aa1bd230b5229d8b5d2f77387b41e
    SHA1: 84b43e0490c7ffc257225766558374642b3e0b1f
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.03:dev"
  • Sources 
    MD5: 4c75bb959164ba6c0d309fb570243ac5
    SHA1: 2f130f2a2110c1e014d3abae61679bbfa19d49e2
  • 5.06.02
06/05/2016 03:26:43 PM
  • Mod 
    MD5: a537199b8c4b901044bebc8bed194fcb
    SHA1: da0cafd4b6702b977f2867cd2a576f60f1a85ddb
  • Dev 
    MD5: c0663b20c29877036370457a8da77f78
    SHA1: 6cd387818d48470da033918e466b5522b1c44989
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.02:dev"
  • Sources 
    MD5: bcdae7f38106c888857a868564a55840
    SHA1: e8238e5fffdb91307cdd1701c8b6cc497238b70b
  • 5.06.01
06/05/2016 03:29:28 PM
  • Mod 
    MD5: e5fc5ed45c352e583c1cd52b4765a713
    SHA1: 8d93b622136df3ff8ac168644b2fed02db4adc1f
  • Dev 
    MD5: 453533b73fba907cfc9d283c8ce5255b
    SHA1: b10faba06d167a1a6e08752a81bd62e18133fbce
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.01:dev"
  • Sources 
    MD5: b2b43b41fe7f9e137435b9950c591f75
    SHA1: f3c98db5a8a5d8f3cfe8f8db8c194dd77050c90b
  • 5.06.00
06/05/2016 03:29:12 PM
  • Mod 
    MD5: 2b83a277e722b0fa54e085b0bda30909
    SHA1: 80bbc8376eaeb29f132afcc2f11833896198a196
  • Dev 
    MD5: 88bf8a2c0f14a9ee1cf8c813aa3f19c0
    SHA1: 7b0254f3a1a68a50b5c5ac0226b808c033938bcd
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.06.00:dev"
  • Sources 
    MD5: 23c20b8843cb8d1bd11d237071b9dfe0
    SHA1: c301d3a46a56f1c58f567e0141b16bf8a325a4b3
  • 5.05.13
06/05/2016 03:27:16 PM
  • Mod 
    MD5: 4b9e2fa0262b9b80ce488d16739faca6
    SHA1: 6ee280d3acd5efcb2bd8675d8ed2f23261b0efaa
  • Dev 
    MD5: a2df80ea4762ca96a4052cc4f4b2ad66
    SHA1: 7f3bc4c6dfaa38ce9ccab6f897691250471ed4da
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.13:dev"
  • Sources 
    MD5: 8dc94e978f07bddcea1044ea4a8f6b9b
    SHA1: bc2d0aec821f6ccf6919f7376e2878482ff9bb37
  • 5.05.12
06/05/2016 03:27:59 PM
  • Mod 
    MD5: e9297e36a2a6fac083da129e5f663773
    SHA1: dd99b5913c6c1223cef96c6d05b06ed008d04fa0
  • Dev 
    MD5: da5edd45a842d71f02ddfb2b7a472fca
    SHA1: 54e221cdf7b852b961ba0ff1fa592f96a1490fc7
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.12:dev"
  • Sources 
    MD5: f9068df3fac2d9783c2581d6c4315365
    SHA1: 21e0c16e5e0bbf94f588698a9ce56f0a204b74c8
  • 5.05.11
06/05/2016 03:27:08 PM
  • Mod 
    MD5: a38fd6238975bb3456eb4cd3cc51f4fc
    SHA1: 9144f80a9067c8a4fd5df7b3f86d1304b9f1ca73
  • Dev 
    MD5: 71a8340fc023e3bf32a0beae1cb74a36
    SHA1: c33c00a49029d4b5ab71713b4bdf7ddbc816e8f1
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.11:dev"
  • Sources 
    MD5: 62e4d89d1118b91df234eadc6312b0d3
    SHA1: 124bba75f9f4d2e021cba8bbb45848774e6a9f98
  • 5.05.10
06/05/2016 03:27:49 PM
  • Mod 
    MD5: 12b6b1f1064260605a5c53d73473ab5e
    SHA1: dbc36fd82016e9e9161ed41ea874b13441ecfa9b
  • Dev 
    MD5: 10dfaf7523971fc7f7654166b77d9500
    SHA1: 9857a4100e67b3b52e474bd5e31bcaf583a6276b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.10:dev"
  • Sources 
    MD5: 663bc93cbd2e39db5a369d7cdfa9819f
    SHA1: 1a7d79396bc4f2b58887e6ed17f026e664c87828
  • 5.05.09
06/05/2016 03:26:37 PM
  • Mod 
    MD5: 03677a797c4081f3c59d38fec4e30dfe
    SHA1: 91b4c84747b969ab2895decb1ad84094472c7671
  • Dev 
    MD5: f4a4df73a31bd9d206b53d380e89a792
    SHA1: 714e9398586400f3a5e736068f0a7a5b938cef4b
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.09:dev"
  • Sources 
    MD5: 60365d618b2c7bb5f1485e57c605f868
    SHA1: 56a920f4ff6e58dd05a59900cfb79ec4083fa0b4
  • 5.05.08
06/05/2016 03:27:38 PM
  • Mod 
    MD5: c0ec0716057bfdaef52e71aaba622661
    SHA1: 34680acb6ffcf15fef2a97c63c98e029d8a3af07
  • Dev 
    MD5: 899c42e522998acbe8250e91555c9023
    SHA1: debda57544c7b7d2cdb8fb29d031d1daaa28a62a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.08:dev"
  • Sources 
    MD5: d58ef907bc26672df0091722b546124d
    SHA1: 1d0d6daaab0c0d1a6065d8b194c3adea0643b20f
  • 5.05.07
06/05/2016 03:29:50 PM
  • Mod 
    MD5: 83b48e460b61f97e85d3de2302066ba3
    SHA1: bfb08e7c34f8862fb178b9d82d42cf1aebb03d3f
  • Dev 
    MD5: 977afc14b108f597a8c160d90edfe0c9
    SHA1: 0e0c2742f295a2036c7a61e2530e75ed73789a5d
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.07:dev"
  • Sources 
    MD5: 170d76f3ef87518c39e4aa0de01dc81a
    SHA1: 550dd74421cc4c4cb81eb5d60f51066550ba81ec
  • 5.05.06
06/05/2016 03:28:01 PM
  • Mod 
    MD5: d7d7e3fa4ee5c8d624431f7d028d535b
    SHA1: 99ec66e98fa3e6dd36cce22744ec442eecce9565
  • Dev 
    MD5: 5f0f2492601290a05e249ad0db3f3e54
    SHA1: 9d80be2836698fc85a124b6a989bc9b7e78ff9aa
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.06:dev"
  • Sources 
    MD5: f53134ba48d45326226d5bff9b6e5dda
    SHA1: 380c25c857a802f5daca6efb62b9d0c12c344df0
  • 5.05.05
06/05/2016 03:29:18 PM
  • Mod 
    MD5: 71b97c15dee4dda98a16e5211c829ca2
    SHA1: 3cafea6feb5e31da8ea4d4efa514d23b934091b4
  • Dev 
    MD5: 7d44769877af2330a6ccc8ecc594f9a7
    SHA1: 64f67fc1217010869d4437a9d340b69fad262370
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.05:dev"
  • Sources 
    MD5: 64ee7824e5924554b6ded2a11882433a
    SHA1: 6917696964dd0b92e3f8aa08d901a6fb837e68b6
  • 5.05.04
06/05/2016 03:29:58 PM
  • Mod 
    MD5: 4fe1c275b43e417321b181ddc3cf0971
    SHA1: 4869b4af5457b9bf79eb6d4abd1bed394f1f3041
  • Dev 
    MD5: f2826d9b3f2648daabfce98a8b3c5f14
    SHA1: 63c825d0f0d2ea4a78b470be56794312ca48d215
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.04:dev"
  • Sources 
    MD5: fe94a2fb877b98cca035f61ed244bc39
    SHA1: c1c09e91ad7461bd6acae95ff5af71cfdef0fe8e
  • 5.05.03
06/05/2016 03:27:14 PM
  • Mod 
    MD5: f798f3db8c4df1581a5bdc130b52d00f
    SHA1: 91c24a6450899b50f18a3d71bc3f841a140991ee
  • Dev 
    MD5: 79c598740e88b1c9d6c140dd725adf8f
    SHA1: 5deabd70e1fe605bf9e5701d87fcd66ebad2831c
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.03:dev"
  • Sources 
    MD5: e009b25e2c8f0eb6b33034b6c76a49b1
    SHA1: 1a06f45cfe6ddbc8e8b85f18bfd341763d2395a0
  • 5.05.02
06/05/2016 03:27:55 PM
  • Mod 
    MD5: 4800f1b7308f052a7e77c6e04b94f6bf
    SHA1: 6c6231dcaf2abce76e366c778d3b8a0683828976
  • Dev 
    MD5: b42320279bd8ee7b09d3e3446960cccf
    SHA1: 33a8940a3f08afd9f72e364ad20331c7bc53ab85
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.02:dev"
  • Sources 
    MD5: 13e3039a31d612b1f4b999c074fc1906
    SHA1: 3eafe612d4305866e492692637d3c9f30d7107cd
  • 5.05.01
06/05/2016 03:28:45 PM
  • Mod 
    MD5: 308ff4decada4b66caa217ae3ecc84bb
    SHA1: f7a7314cbc5a46e6fb3db8f874c868d7df19dc11
  • Dev 
    MD5: 672b67d0ffd2dd945256bd11cb908480
    SHA1: 82ced029448c7bd20eeb63bd091beebe832383ae
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.01:dev"
  • Sources 
    MD5: c33424c3a64e2612490e6a89e072b7c9
    SHA1: 6afcf74641d5fdc1ca7c8853ea526cbbebb88b55
  • 5.05.00
06/05/2016 03:26:44 PM
  • Mod 
    MD5: afa2aae78fb994df811c9352e5b1043e
    SHA1: 7bfbebd748c6c6202c401c19f1144c88dbad7a1e
  • Dev 
    MD5: 13ed7a5a057b42a10057201b0d6228e6
    SHA1: 31e5c10614535fb93420097801ef0769856b6a1a
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.05.00:dev"
  • Sources 
    MD5: c4de357682ff2e7eaad4ef141d92096c
    SHA1: 54153317656662679eba179a0582381b94aeec9b
  • 5.04.06
06/05/2016 03:30:04 PM
  • Mod 
    MD5: 703f0c23a52dee35f78ae3036a10cb5a
    SHA1: 623e8c116565db5b0b07a0f575571a13f29e6ab4
  • Dev 
    MD5: 7104e674171c1dc931a93b46e75e0eaa
    SHA1: 3ba8eaead382f029da12a8c42c654b3d0b2f6313
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.06:dev"
  • Sources 
    MD5: 88261ab3f533a13ffbd3e275b87bf7ee
    SHA1: fe63f463b10f79988225d1e68ff948a7b5c937a7
  • 5.04.05
06/05/2016 03:26:41 PM
  • Mod 
    MD5: aba82e9bfa49c36976af40ed166fce5f
    SHA1: 073b96599cc75445096476bb4662a6c420b26b53
  • Dev 
    MD5: c649a3d487d804f570393fdce254084e
    SHA1: b7499394c7514be1e9edd9bfdbf0d35d6d5494ba
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.05:dev"
  • Sources 
    MD5: b330462359787b818b10bd1abe8b3b82
    SHA1: d01649f91c8eb7c09498d9034aad3d3e8efd6957
  • 5.04.03
06/05/2016 03:28:41 PM
  • Mod 
    MD5: 18431b5a4d46a3d54ad41f301aab66bf
    SHA1: b513a7a0ddf58ae6e587ba2dc2070255aa38b4c3
  • Dev 
    MD5: cad18c0c81e212f628b91a3858970a3c
    SHA1: c59adcf8b76b3ff116ab0f2a6e3b1f532bfc3172
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.03:dev"
  • Sources 
    MD5: c1379447d36649c8dae705021d222fa4
    SHA1: ea2a9ca5435021c630d25c94bf9c16d9a78e7d58
  • 5.04.02
06/05/2016 03:29:30 PM
  • Mod 
    MD5: 59ca72e7ea625670d83aae4392d8b746
    SHA1: 1e08b22fa41692e15b33e6fddb4ef594bc56fde3
  • Dev 
    MD5: 799fed96585f2d7408d038d75e4128db
    SHA1: dd500b51d955a4eb4c84ee0f3e5c8ee5077d72d4
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.02:dev"
  • Sources 
    MD5: 9a6b53bfab5f9bf64a15e169a730e79c
    SHA1: 0fdb13b945ea57e0ac02985d2072337a200ef3a4
  • 5.04.01
06/05/2016 03:27:26 PM
  • Mod 
    MD5: a98e3c71951017a447749926f390d362
    SHA1: 9faeeeeb7ec1a5389d84c302a609a0db5a0f0f1c
  • Dev 
    MD5: 33a45cad739e74812795acadc2d45c57
    SHA1: 25274d3466748a0341d03a8da09fb13ecbf07009
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.01:dev"
  • Sources 
    MD5: e6df84d9df5c62d8b396502d3b9653be
    SHA1: 44c44acb845903216f51d41b6f07af6a3ba5ff2f
  • 5.04.00
06/05/2016 03:29:48 PM
  • Mod 
    MD5: 3ece63eeb6ac8b3d4e51cc3c6d9ae7be
    SHA1: a7c8a1e82179f925e1cef471b01a5f84091bfac9
  • Dev 
    MD5: fb72086779d91e007644a68318dbb1d3
    SHA1: 8aa093353a73d9eb359673a193aa7ba7d4390695
    Gradle: "com.gregoriust.gregtech:gregtech_1.7.10:5.04.00:dev"
  • Sources 
    MD5: 1b4633c8473f4d3d53a7c683108eb58e
    SHA1: ce2c836d13125ed0719b4b468ddc146374211fc2