Minecraft Japan Wiki


GregTech-Addon 5.00y
  • Added 5 brand new Compound Aspects, which can describe things much better. They are currently not used to create or research anything, but you can try to find all 5 of them (every Aspect of those can be found by Scanning, except maybe one, but that is depending on your Worldgen).
  • Black Granite Cobblestone can be smelted to Black Granite and can be made Black Granite Bricks again. (Bug fix)

GregTech-Addon 5.00x
  • Removed Arbor on most Gregtech things with Thaumcraft aspects.
  • Replaced it with other aspects.

GregTech-Addon 5.00w
  • Fixed the Casings and coil blocks being uncraftable
  • Fixed the failed removal of "dustLapis" from vanilla Lapis in the OreDict. (Fixed in Forge now anyway)

GregTech-Addon 5.00v
  • Added Mass Fabricator to create UUM the GregTech way. 5 Versions with the standard over-clocking efficiencies of Double Speed = Quadruple Consumption.
    Produces 1 Litre at a time instead of 10 Litres like the IC² Massfab does.
  • Added Controller Cover so you can shut it off, because that thing CAN suffer from Insufficient Energy Lines!

GregTech-Addon 5.00u
  • Vacuum Freezer now use Frost Proof Casings
  • Implosion Compressor now use Solid Steel Casings
  • Added Multi Smelter, a Super Furnace as Multiblock which does 6, 12 or 18 Items at once (depending on Coil Level), also it goes round-robin over the Inputs so it does every inserted Item somewhat equally often (as long as you don't insert prime numbers or other uneven amounts). The Speed (over-clockedness) depends on the Voltage of the Hatches. It is built like a Blast Furnace minus one Coil Row.

GregTech-Addon 5.00t
  • Just added a few more Machine Casings. Some of them are still WIP, and are useless
  • Fixed vanilla dye ore dictionary support

GregTech-Addon 5.00s
  • Fixed chunk border issues with pipes and such

GregTech-Addon 5.00r
  • Added Vacuum Freezer
  • Added 40 different but similar Battery Buffers.

GregTech-Addon 5.00q
  • Added the old NEI Plugin, meaning all the old Machines have their Recipes in NEI. I didn't add it for the really new Machines for now. Ironically adds the Vacuum Freezer and Industrial Grinder, even though neither are in the game.
  • Added the TFC Alloys and Bismuth to my Materials. Most require a Blast Furnace to be made.
  • Also fixed Sounds.

GregTech-Addon 5.00p
  • Added new Death Messages for Tools
  • Added the Butchery Knife
  • Added Cadmium Batteries (Simplified the Nickel away, and some other improved things)
  • Made it so that the Butchery Knife gives twice the amount of invincibility time for Mobs after getting hit, meaning you cannot attack very fast with those (same for Hammers and Wrenches).

GregTech-Addon 5.00o
  • Fixed some Bugs
  • Added colored Tooltips.
  • Hammers can now mine rock based blocks what instacrushes them as if you craft it.
  • Since the Cauldron doesn't work in Multiplayer, added the possibility to use water blocks for the washing purpose.
  • Also added a Config to re-enable the original Power Loss.

GregTech-Addon 5.00n
  • Added Knives. Currently just sword like tools which don't get double damage when breaking blocks, but they instead get double damage when used as weapon. Main purpose will be cutting things in crafting recipes.
  • Fixed some Bugs as always.

GregTech-Addon 5.00m
  • Now with Radio-activities! Thorium and un-enriched Uranium 238 are safe, but the other ones are deadly if you don't have a hazmat suit.
  • Fixed Implosion Compressor texture (I expect)
  • Changed it to be a jar-file.

GregTech-Addon 5.00l
  • Added Universal Spade. Crafted from Universal Spade Head (Shovel Head + File), a Stick (of the same Material!), a Screw (of the same Material too) and a Screwdriver. Mob Damage is like the Axe (3 + Tool Quality), you can block with it (That's why you can't just use a wooden Stick to craft it), use it as Crowbar (might need some more random Code to work better if RC isn't installed), it's usable as Saw (but gets double durability Damage from that!), and you can harvest almost anything what is not Stone-related with it.
  • Added some Damascus Steel Ingots and tool heads as dungeon loot to the game, since Damascus Steel is uncraftable (as in nobody knows how to produce it IRL, so I don't make it craft-able).
  • Made Iron and all the different Steels having Sharpness per Default
  • Wrought Iron is also craft-able now by smelting Iron Nuggets in a regular furnace. Wrought Iron tools are between Iron and Steel.
  • Implosion Compressor is craft-able, but without a texture
  • Fixed over-clocking using 4x more power than it should (I expect)

GregTech-Addon 5.00k
  • Added the Electric Blast Furnace
  • Added recipes for some missing machines.
  • Fixed base generator textures

GregTech-Addon 5.00j
  • Added the Bronze Blast Furnace back. Also know as the Tone Box 5000
  • Added Disjunction type enchantment (I think, might have been previous version)

GregTech-Addon 5.00i
  • Tools now have some enchantments depending on their Material. Thaumium has Fortune II, but its durability got halved. Firestone and Fiery Blood Ingots have Fire Aspect III and can therefore auto-smelt drops.
  • Added the Leaf Cutter, what is effectively just a grafter, but works in adventure mode.

GregTech-Addon 5.00h
  • Fixed scoops
  • Fixed the ore drop random generator always generating the SAME result if there are only two possible outcomes.

GregTech-Addon 5.00g
  • Added scoops which work on adventure mode. Like Forestry's, just left-click to catch butterflies
  • Added some of the tool sounds.
  • Fixed the RC Crowbar not being usable on GT Blocks to remove Covers
  • Made the GT Crowbar usable as a RC Crowbar.

GregTech-Addon 5.00f
  • Fixed some more things on tools (ie, made hoes work)
  • Added improved Durability/Energy Bars to them
  • Nerfed vanilla tools.

GregTech-Addon 5.00e
  • Fixed a bunch of bugs regarding tools
  • Added the wire cutter
  • Doubled durability of tools regarding block breaks. Additionally doubled the Pickaxe and Drill durability if Harderstone is enabled (since that causes the block resistance and therefore the tool damage to go up).
  • Flint Tools are craft-able too.
  • Fixed Adventure Mode
  • Fixed AFK Hunger.
  • Fixed pipes only accepting one item at once
  • Added solar steam boiler (I think)

GregTech-Addon 5.00d
PATCHY CHANELOG - I wasn't completely sure, Greg didn't really specify what happened when
  • Added lava boiler
  • The Boxinator (aka Packager) can now do 1x1, 2x2, 3x3, nugget crafting and dust piling recipes using schematics

GregTech-Addon 5.00c
  • Bronze Age now playable in survival if Railcraft is installed to get steel:
  • Added bronze boiler
  • Added high pressure boiler, although Railcraft's is better than both
  • Added steam turbine, for steam age -> electric age power

GregTech-Addon 5.00b
  • Added lots of fancy generators
  • Made Gregtech ore generation fancier - how it does
  • Added mortars back

GregTech-Addon 5.00a
  • Fixed some Tools, added Drill, Chainsaw and electric Wrench with LV, MV and HV Variants.

GregTech-Addon 5.00
  • Released Gregtech Open Alpha

GregTech-Addon 4.08s
This is the final release for 1.6
  • Minor Bug and Recipe fixes.
  • NINJA UPDATE: Added Recipes to convert OreDict Plutonium/Uranium into the IC2 Nuclear Items using the Compressor.
  • NINJA UPDATE 2: Fixed Chrome Block alloy smelting recipe
  • NINJA UPDATE 3: Fixed the KNO3 recipe

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

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

  • Fixed some Bugs.

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

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

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

  • Blacklisted Integrated Circuits from Unification.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Requires IC2-exp-374, because of the addition of the Recycler Whitelist (just a Config thing for Admins, who don't wanna keep up blacklisting tons of Stuff) to ICツイ.
  • Added Plastic Hammer (Upgraded variant of the Rubber Hammer)
  • Plastic Pulp now obtainable by centrifuging Sticky Resin (as new byproduct)
  • Plate Benders now have a new Stacksize Configuration Functionality (because of many colliding Recipes). You need to add a configured Integrated Circuit into the second Slot of the Plate Bender if it should produce the Items you want and not some Random Stuff (like Dense Plates instead of regular Plates if there are more than 9 Plates). The Integrated Circuit isn't getting consumed, and it is also optional (in cases where there are no ambiguous Recipes). It is also very cheap as it is just a Basic Circuit being crafted using a Soldering Tool (+ Material) and a Screwdriver. Integrated Circuits can be used like Basic Circuits in all Crafting Recipes (so that you can basically recycle them that way if you don't need them anymore)
Note: Dense Plates are now no longer produced in a Compressor, you need the Plate Bender for it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed the Serverside Issue. I think.

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

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

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

  • Machines and Conveyors output into Item Ducts by themselves. No Redstone signal or Servos needed.
  • Machines and Conveyors SHOULD output into BC Pipes.
  • Machines and Conveyors output into the Air (the no-collisionbox-condition) if there is space at said Side. I wonder how many peoples setups will be screwed, because they forgot to disable Auto-Output on my machines. The Items will be dropped centered and with absolutely no velocity, perfect to throw things into a Cauldron or a large Oven alike Structure.
  • Disabled Auto-Output Button per default when placing a regular Machine, to prevent Confusion with the "drop Items into Air"-Function.

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

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

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

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

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

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

  • Requires IC2-exp-332
  • Fixed some Bugs.

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

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

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

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

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

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

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

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

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

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

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

  • Fixed several Bugs.

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

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

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

  • Fixed a bunch of tiny Bugs.

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

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

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

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

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

  • Fixed Scrapboxinator.
  • Improved some ICツイ Machine Recipe Stuff.

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

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

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

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

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

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

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

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

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

  • Fixed a bunch of Problems.
  • Didn't fix the Fusion Reactor now, I just wanted to release the Stuff I did before I upgraded my Hardware.
  • Ninja Update - Fixed no machine recipe showing in NEI

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

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

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

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

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

  • Fixed some Recipe Problems.

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

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

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

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

  • Fixed a ton of Bugs. Nothing really important.

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

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

  • Fixed some things.
  • Improved Material Code.

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

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

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

  • Added Tungstensteel Fluid Pipes, which can carry 960 Liters per tick.
  • Added 3 new Books.
  • Fixed a few Experimental related Crafting Recipes (Tin Wires)

  • Fixed Pipe Rendering.
  • Added the Redstone Lamp I always wanted to add, but wasnt able to, due to whatever the Minecraft Lighting System has Problems with.
  • Said Lamp can be colored like every other GT Machine.

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

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

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

  • Added rendering for Covers and CFoam to Pipes.

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

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

  • Added ability to Color Machines. That looks good on the regular whitish Machines, but you shouldnt try it on the Bronze ones. The GUI is colorized too unless you disable it via Config
  • Fixed a ton of Bugs regarding recent experimental ICツイ
  • Changed a crapton of Recipes to require regular Iron instead of refined Iron. You should no longer need refined Iron unless you want to make GT Iron Hammers or GT Iron Wrenches.

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

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

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

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

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

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

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

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

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

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

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

  • Many Code changes. Some Features are not working, for example the extradamage to certain kinds of Mobs, when using my Tools (Wrench on Golem for example), as the Hook for variable Damage got removed.
  • Translocators are now overclockable, meaning that a fully overclocked one instant pulls out Items.
  • Added the Anvils Hammer Sound to the Hammer when crafting something with it.
  • Added the default Value into the Name of the Configs, in case I change the Default. You can basically scrap your old Dynamic Config File, because everything in there has been renamed due to that.
  • Added the generic Worldgen Parameters to the Config. (Probability, Size, Amount per Chunk, MinY, MaxY)

- Final planned update for Minecraft 1.5.1/1.5.2
  • Fixed several Bugs.
  • Added two Buttons to the Advanced Crafting Table, which are for flushing its Crafting Grid. The left one flushes Stuff into the 4x4, while the right one enables automation Output until the Crafting Grid got cleared (when attaching an Import Bus for example).
  • Ninja Update - Fixed Tinkers Construct "Incompatibility" issue.

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

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

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

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

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

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

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

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

  • Added Pepperspray to the Dungeon Loot
  • Oh and btw. Most Tooltips can be translated now. That was already possible in 3.09a, but I forgot to mention that.

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

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

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

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

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

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

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

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

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

  • Fixed Induction Furnace Recipe.

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

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

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

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

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

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

  • Added Supercondensators to the MetaTileEntities
  • Some Bugfixes.

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

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

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

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

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

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

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

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

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

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

  • Fixed the Cover Restoning.

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

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

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

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

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

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

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

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

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

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

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

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

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

3.02a Beta
  • Added internal UE-Converters to my MetaTileEntities. Due to Floatingpoint -> Integer Conversion it can be quite lossy, but the Conversion Rate is vanilla UE (what is apparently 1EU:40UE).
  • Added Button Panel, with 16 Buttons. If you want to let the Buttons "Stuck" in their Position (instead of releasing all the time), then just add a Controller Cover to it.
  • Added Redstone Noteblock. It is a special Noteblock, which can play all 6 Diffrent Note Sounds ("rotate" with Wrench to switch) in 15 diffrent pinches, depending on inputted Redstone Strength.
  • Energy Flow Circuits are usable as "let only Energy through"-Covers
  • Data Control Circuits are usable as "let only Redstone through"-Covers
  • Computer Screens are usable as "let only Rightclicks go through"-Covers
  • Added Randomizer Circuit to the Redstone Circuit Block. Perfect for making Music with the Redstone Noteblock btw.

3.01c Beta
  • Fixed several things.
  • Added Liquid and Item Meters as Covers.
  • Added Solar Panel Cover. Yes you can place them on the Side too, but that is very retarded.
  • Added Drain Cover, which can suck adjacent Liquid Blocks in.
  • Added Item-Valve Cover for making transfer of Items, Liquids and Energy in one Line.
  • Added Machine Box. It's just a Box, nothing else. Even if it makes special Effect Noises, when a certain Sponge is in it.

3.01b Beta
  • Fixed Errors with the new Recipe System of ICツイ. Please tell me if RichardG breaks it again, because due to his recent "change" I needed to hack into ICツイ-Source for proper Recipe overwriting (it was possible in the old API). And he wants others to add API's for his peripherals...
  • Added Valve Cover, which is capable of automatically outputting/sucking Liquids into/outof adjacent Tanks. Wasnt able to test with Pipes or Liquiducts for obvious Reasons.
  • Added Support for mistaqurs NEI-Plugins Recipe List.
  • Changed again a ton of API Code for the better. It should be a bit more stable now in regards to changes.
  • The Cover API got now Parameters (CoverSide, CoverID, CoverData and ICoverable implementing TileEntity) for every single Function, and the onCoverScrewdrive() Function for rightclicks with a GT-Screwdriver on the Cover.
  • Fixed Casing Machines having "-xDir+1" instead of the proper "-xDir+i" inside the Code for checking the location of Machine Casings.

3.01a Beta
  • Overhauled 60% of my Code, especially my API files.
  • Added improved Cover System, and a few very useful Covers for controlling Machines via Redstone, emitting Redstone based on Progress, outputting Items (Conveyor), Redstone emitting EU-Meter and Efficiency improving Vent Covers.
  • Added a few new Redstone Circuits to the Redstone Circuit Block, also added a try/catch inside the RS-Circuitblock to prevent any broken Circuit Code from crashing the TileEntity, what is very useful for testing.
  • Made Crop Harvestor Overclockable.
  • Fixed another crapton of Bugs.
  • Added much more Interfaces to the API.
  • Added API for Covers, and improved RS-Circuit-API.
  • And many other things.

3.00g Beta
  • Added a few more Cover Items, like Reactor Vents, Reactor Platings and Advanced Alloy. You can attach those directly at my Machines.
  • Fixed many Crop Issues.
  • The Sonictron has a new Active Texture.
  • Added Textures for my Liquids/Gasses/Plasmas.

3.00f Beta
  • Fixed Crops being Gamecrashing due to wrongly registered Textures (100% ICツイs fault for not calling registerSprites).
  • Added Crop Textures.
  • Fixed other minor things.

3.00e Beta
  • Added a few more Logic Behaviours, including a Combo Lock.
  • Added The Cover System. Screwdriver = place special Covers on Machines, Crowbar = remove any Cover, Plates = place on Machine for usage as Cover (currently not all plates Supported).
  • Added the BrainTech Agricultures Datachip Package. Currently without Textures, but that comes when I have split them.
  • Added Version Check to the API Files, to prevent people fom doing bad Stuff by including it in their Download.

3.00d Beta
  • Fixed a crapton of Bugs in my BaseMetaTileEntity regarding Redstone behaviour
  • Added the Redstone Circuit Block. Currently not craftable, and the only thing it has is a very advanced Timer, which can blink even faster than its Redpower Counterpart. But as it does neither Sound nor Light it won't cause Lag.

3.00c Beta
  • API is now a seperate Download.
  • Moved tons of Code to the API/OpenSource thingy.

3.00b Beta
  • Switched to the new and awesome vanilla ISided behaviour, and made full use of it!
  • Advanced Regulators can now no longer overflow as they have a Slot-Filter, making LargeBuffer + Regulator + Machine combos possible.
  • Hoppers of vanilla MC work perfectly with my Machines.
  • You can now only output things from Output Slots and Input things to Input Slots, making the Side you pull of or put into irrelevant in most Cases. Ofcourse if you have secondary Inputs, then top/bottom = primary and sides = secondary.
  • All my Automation Machines work now with the vanilla ISided, meaning that if Bugs with other Mods and automation occur, due to using the deprecated Forge ISided, it's their fault and not mine.

3.00a Beta
  • Added tons of new API-Functions, which make my Addon Semi-Opensource.
  • SteveOfDoom complained about not being replied to, so I did something with his Profile Pic.
  • Playerdetector now outputting Redstone Signal depending on distance to one of the Players.
  • Fixed a crapton of Bugs.
  • Added Animations to some Machines. Will be continued later.
  • Didn't add Textures for Liquid Type things.
  • I forgot to mention that Item Clearers can now be Overclocked to increase their Range, and to make them better than Hoppers.
  • Didn't check all the repaired Worldgen Code for 1.5.1, So its possible that some things can be missing.

2.90h Beta Fixed
-Third-party release, fixing a major bug with version 2.90h
  • Fixed Electrolyzer GUI

2.90h Beta
- Final release for Minecraft 1.4.7
  • Nerfed the Matter Fabricator to a maximum of 8192EU/t instead of 1000000, unless the regular Massfab is enabled.
  • Fixed the Energy Bar in the Fusion Reactor.
  • Made the Centrifuge a MetaTileEntity.

2.90g Beta
  • Added the functional Fusion Reactor. Please report any Bugs in the next 24 Hours as I plan to update to 1.5.X on Thursday.
  • All old Reactors will convert into a Fusion Computer and are no longer craftable.

2.90f Beta
  • Added a few Upgrades.
  • Added a not working Fusion Reactor and Plasma Generators.
  • Added portable Scanner.

2.90d Beta
  • Added new Upgrade System. Just rightclick your Machines with the Upgrade you wanna insert.
  • Messed around with a crapton of Recipes.
  • Added Ingots for Thorium and Plutonium.

2.90c Beta
  • Added tons of moreless funny/useful Tooltips for my Machines/Items
  • Added Michael Jackson Support for Energy Consuming Machines. No, Buffers won't output any MJ and the MJ is never getting converted to EU! Rate is the standard 2.5EU:1MJ
  • Added a few Railcraft related Recipes.

2.90b Beta
  • Changed a few Recipes. Windmills and Watermills are now made in the Assembler.
  • UUM-Recipes now use the Advanced Config. Some Recipes have been slightly changed, and the Snowlayers got removed due to the upcoming 1.5-Update making them craftable.
  • Changed Plutonium and Thorium Cells, now using the multipulse System (and nerfed Thorium by 50% Lifetime).

2.90a Beta
  • Added Flour (macerated Wheat, which can be cooked into Bread), got that Idea from AE, however my Recipe is more balanced in comparsion to Carrots and Potatoes (you get one Bread per Wheat).
  • Added some Recipes, and made Sensor Kits now Craftable inside the Assembler (it's cheaper too!).
  • Broke old Advanced Configs completly by letting OreDictUnification run over the ItemNames (its now much better readable), better delete your whole RecipesAdvConfig-File.
  • Added a few Tooltips to make people aware of some useful Features.
  • Deleted the IQuantumChest-Interface from the API as IDigitalChest replaces it
  • Added a far better Multiblock-Machine-API.

- Final official release for Minecraft 1.4.7
  • Fixed a crapton of Bugs.
  • Added the possibility to dye Stuff inside the printer. Railcrafts Metal Posts, Rockwool, Wool and basically everything what can be dyed by surrounding a Dye with 8 Identical
  • Blocks or by shapelessly crafting one thing together with Dye. A sideeffect of that is that you can craft Canvas Bags (8 Canvas around Dye) with it too.
  • Added the possibility to use the Printer to create Paper from Canes and Pulp.
  • Changed MMIngot Recipes.

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

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

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

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

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

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

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

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

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

  • Fixed some minor Bugs.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • V2.77h (a new World Record for minor GT-Releases, HAYO!)
  • Added config to disable the craft of Enchantment Tables (Books from Dungeons, Villagers and Anvils are then the only way to enchant Stuff).
  • Added a few reverse Recipes for a lot of things. (even redstone Torches, with the TE-Sawmill)
  • Added chemical Recipe for Sulfric Acid
  • Fixed Liquid Transposer not recognizing some of my Cells, as I register other Mods Liquid Containers in postload (and since I load after TE, the Liquid Transposer has no way to see my registration). I add the Recipes manually now, to make sure everything works.
  • My Recipe Adders now use the Overwrite-Parameter of Thermal Expansions API, what means that you now have to update TE for my Recipes.
  • My Adv-Config has been improved in general, and is now pretty much Exception proof.
  • Changed the Quantum Chest Texture, to look more like the old Personal Safe (before the awesome Safe Model)
  • Scrapboxinator now just lets non-Scrapboxes go through
  • It is Scrap, with a >60% Chance! (I needed to seriously nerf that mechanic a bit)
  • Fixed quite a few Bugs.

  • V2.77g (wow, thats a lot of minor Releases)
  • Fixed Blaze-Reactors in two Ways:
  • 1. Blazes no longer give you Coal Dust (Dark Ashes instead)
  • 2. Coal Dust no longer centrifugable into Thorium
  • Added the Coal-Ore Byproduct Thorium Dust (So you need to silktouch Coal Ore now)
  • Disabled Thermal-Expansion-Recipe Overload per default. You need to turn it back on under the Features Tab, if you have an older Version of TE and want OreDict-Unification for its Machines. This Config will get removed in MC 1.5 as it's only for older TE Versions.
  • Added Configsection for Machines (all those Dangerous explosion Stuff) into the Main Config. I also moved the constant Energy requirement into that Section.
  • Made Autocraftingtable a bit more intelligent when converting OreDict-Stuff and piling Dusts.
  • You can now empty my Liquid based Generators with Containers (like Cells or Buckets). If you just wanna place your Diesel Generators somewhere else and don't have the Time to let them run out of Energy.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Fixed some Oredict Stuff in regards to Nether Ores.

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

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

  • Fixed some OreDict-Stuff
  • Added expensive Nanosaber Recipe

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

  • Fixed some Bugs and Glitches.

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

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

  • Fixed some Stuff.
  • Improved OreDictUnification, with some ICツイ-Machine-Recipes
  • Fixed your Sandstone Exploit.

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

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

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

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

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

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

  • Updated for Minecraft 1.4.6.

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

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

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

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

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

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

  • You now HAVE TO WRENCH my Machines. If you dont, then its clearly your fault, when receiving nothing!
  • Added "Error-Message" to the GUI of my Machines, which need constant Energy. That Message goes away after successfully producing something, or after restarting the Game (what mostly leads in the Message immidietly coming back, as your Power Line is still crap).
  • Added Biomes of Twilight Forest (almost wanted to say "Twilight Forestry"), to my Worldgen Lists.
  • Made Autocrafting Table a bit more Time Efficient and +150% more Lagfree.

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

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

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

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

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

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

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

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

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

  • Changed the Way Iridium Plates are produced. Now needs implosion Compressor.
  • Fixed java.lang.NullPointerException atgregtechmod.common.tileentities.GT_MetaTileEntity_Quantumtank.saveNBTData(GT_MetaTileEntity_Quantumtank.java:39)

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

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

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

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

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

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

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

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

  • Fixed and Tweaked some Code.

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

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

  • Tweaked a few things.

  • Fixed isBeaconBlock for Machine Casing Type Blocks, as these shouldnt do that.

  • Fusion Reactor + Redstone = Stops emitting Energy
  • Buffers/Translocators/Sorters are now able to keep track with Induction Furnaces.

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

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

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

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

  • Fixed Capes
  • Fixed Diamondmaceration
  • Fixed Beacon-Blocks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Added Rockbreaker! An electric Cobblegenerator.

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

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

  • shouldve fixed the other two Bugs

  • Mainly Bugfixes.

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

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

  • Added special behaviours, better Textures, Bugfixes and much more to the Automationdevices, and yes the Translocatorfilter-Dupe-Bug is fixed now.

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

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

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

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

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

  • Fixed Quantumchestexploit.

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

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

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

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

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

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

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

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

  • 1.29c will also remove the override of the QLegs, as it does currently absolutely nothing.

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

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

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

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

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

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

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

  • Fixed Uraniumcells.

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

  • Used ICツイ 1.107 for compiling
  • Fixed QHelmet-Poison-Crash probably

  • Fixed QSuit-Fix (YO DAWG!)
  • Tweaked the Industrial Centrifuge

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


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

  • Balanced a few Centrifugerecipes
  • Li-Cells can now be used as a very potent Fuel
  • Made Solarpanels and Computercubes a tiny bit cheaper (Glasspanes instead of Glass)
  • Hmm i need a few more uses for Si-Cells. TO WIKIPEDIA! =>


  • I just recognized a Bug of V1.19b, which accidently disabled the Dataorbs. Will be fixed in V1.20b right now.

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

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

  • V1.19a adds the Lighthelmet! Yes you heard right, a helmet with a LAMP! No Basefilehack needed!!! (only one more BlockID)
  • Needs 0.5EU/t to function and has an integrated Solarhelmet (shapeless Solarhelmet + Luminator). It's ofcourse not consuming Power, when you are standing in the Sunlight.

  • And now i have to release 1.18b, with the new Descriptionset inside the Computercube.

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

  • Whoops i forgot to announce my Update to 1.17b.
  • Also i decompiled it long time ago, i just recognized that it was decompiled.
  • New Features:
  • Made it possible to replace the old cheap Nukerecipe with a more advanced one, which is based upon 4 Re-Enriched Cells, 2 Uraniumblocks, 2 Advanced Circuits and an advanced Machineblock. Its replacing the old Nukerecipe, what means that, if there is no Nukerecipe (because disabled in ICツイ-Config), then it wont add a new Recipe.

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

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

  • Quoted from "SteveofDoom"
  • Also the Lapotronic Orbs and Lapotronpack have had weird damage values and the bar below them doesn't really show how much charge they have.
  • Also already fixed in 1.15c, try updating. Thats a bug of ICツイ to be precicely (i decreased the maxdamage to fix it). I think its of the same kind as Shedars wrongly calculated Percentages.

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

  • Fixed Enchantmentglow, added Creativeitems properly, added Luminatorrecipe for normal Heliumcells.

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

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

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

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

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

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

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

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

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

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

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

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

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

  • For the 1.05a Version i made the LESU's Voltage dependant on the amount of LESU-Blocks around it, so that you can actually reach 512 EU/t. But it will explode if you apply too much EU for its Size (as seen in the "hopefully-fixed-next-time"-GUI).

  • The gui still not updating. I also confirmed and it does say 1.0.3b on load. This again is in SMP and ssp works just fine. but in SMP does not update the gui But it does work still.
  • I accidently forgot the Text in the GUI (fixed in 1.04a). Are you sure that the animated Parts are not updating? You can test it as soon as i update (so right after this Post).
  • New Block: The Lapotronic-Energystorage-Unit short L.E.S.U. its a bit Beta, but it works.
  • Place one Controllerblock and set the Facing with the Wrench (it points currently only downwards on placing)
  • Then place LESU-Blocks (crafted with 8 Lapisblocks around a normal Circuit) adjacent to it, to increase the Storagecapacity. It has UNLIKE the Industrialcorp-Storageunits ARMORSLOTS in its GUI (which are completly useless for Quantumcharging, due to the LESU being currently Tier-2-Technology...)

  • Fusion reactor was working last night but since we updated a couple times and such its kind of failing. The GUI is not updating at all for us and once its running and powered it's really broken out. This is all in SMP though.
  • Double tested it in SSP AND SMP and I can confirm GUI working fine in SSP and updating but SMP seems to not be getting the packet or something.. It seems to actually work though and you can start it and such but you just have no interface to keep an eye on it.
  • Strange. In theory the normal Vanillafurnace shouldnt display too in that Case. I thought since the merge SMP is now much less of a Problem, and that i fixed it the first time (I had that Bug in the very Beginning). Question: Did you use Bukkit for testing?
  • Edit: I think i could have fixed it. I tried SMP myself but didnt got that visual Bug. Wait until the OP says V1.03b.


















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