GregTech 6/Changelog

Version numbers are organized in an XX.YY.ZZ format. "XX" is the Minecraft-specific version. "YY" is the Main API version. "ZZ" is the regular update version.

6.01.03

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

6.01.02

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

6.01.01
Machine Status Display Cover. The first Lamp (from the left) indicates, that the Machine could run actively, if it were turned on (that means Recipe can be processed AND output is empty enough). The second Lamp indicates, that the Machine is running, be it with or without Recipe, so it is green in standby too. The third Lamp indicates, that the Machine is running actively with processed Recipe and everything. The fourth thing is an ON/OFF switch for the Machine. It doesn't only turn the Machine off, but also eventual Motors/Heaters/Engines/etc which are directly adjacent and pointing into the Machine. (this doesn't apply to lowtech things like the Burning Box) It has multiple Designs which can be switched using a Chisel. Right now there are only a Bottom Bar and a Top Bar available. You can still see and also click the Machine through the Cover. Automatic Switch Cover. Automatically turns ON the power to a Machine when it is needed and OFF when unneeded. (see the first indicator lamp in the display cover) It works together with Machine Status Display Covers, even though it will take full control over the ON/OFF Status. You can still see and also click the Machine through the Cover. The Functional Covers do not have to be attached to the front of the Machine even though they kinda look like that. You can attach them to any of the 6 Sides. See it like some kind of "Upgrade Slots" :P
 * [FIXED] various tiny Bugs.
 * [FIXED] Serious Issue with some Alloying Recipes.
 * [FIXED] Issue where my Recipe Collision check Function removes a Recipe even though it should just check for a collision.
 * [FIXED] Adjusted some specific Recipe removal Parameters more precisely to have properly functioning Railcraft compat.
 * [FIXED] Tools taking damage when used in creative.
 * [CHANGED] Hammering Ores now only gives crushed Ores, so you need a sifter for Gems.
 * [ADDED] Recipe for Torches using crushed Coal Ore, because of above.
 * [ADDED] Scissors. They can shear Mobs and harvest wooly things. NOT SUITABLE FOR SHEARING BLOCKS!!! Do not run around while holding them!
 * [ADDED] Centrifuge Recipes for impure/purified Piles of Dust back. Also added Electrolyzer Versions of said Recipes with different Outputs.
 * [ADDED] Squeezer Recipes for the Plant drops back.
 * [ADDED] Whenever a TileEntity of GT is Erroring while ticking, it switches Texture and Display Name to indicate that something is wrong.
 * [ADDED] Tooltips for Items that can be used as Cover.
 * [ADDED] Blank Cover, simply a blank Cover used for Crafting purposes. But it is also decorative with multiple chisel Designs.
 * [ADDED] Workbench Cover, also available in different Designs.
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 * [NOTE]

6.01.00
Basic Covers back. Currently only the Plates and Foils are available as Covers. Covers now also render in Inventory (and also on the NEI Overlay) when attached to stuff. They Render no longer as if they were floating in the Air, when attached to Wires or Pipes. They don't block Pipes or Wires when being placed inbetween them, since you can set that via the newer connection system anyways. Plates as Covers can change Design by chiseling them. Electric Wires, similar to the good old GT5 Wires with a few Bug fixes and slightly different stats and Voltages that are also between Tiers. They behave like every other connecting Block does, just with the difference of using Cutter instead of Wrench. Also now accept IC² Stuff as Energy Input, because the new connection behaviour for GT6 things makes it more efficient than the old Transformer solution. The Electric Meter Sensor does work on those Wires and it displays the total EU transmitted after substracting loss. The displayed Number is the amount of EU the adjacent stuff receives, so if it displays 31 then the adjacent receiver will receive exactly 31 EU.
 * [API] Restructured the API in a way that probably crashes a lot of compat things of other Mods, that is why the secondary version number finally got bumped. The gregapi.tileentitiy package got a bit too full, so I made subpackages and also renamed some TEs to sort things out properly. I did keep a deprecated Version of ITileEntityEnergy at its old place however, because that one is already too widely used.
 * [FIXED] Pipes and Wires not displaying Color upon being painted. (Paint does NOT influence connection behaviour due to the new wrenching/wirecutting based connection system)
 * [ADDED] Tooltips to things that can damage you when touching them. Lack of said Tooltip automatically indicates that the thing is safe to touch. And yes there are Fluid Pipes that ARE Safe to touch (as of this Version).
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6.00.62
GT Style Freestanding Redstone Wiring. Made of either Red Alloy (x16 Range), Signalum (x64 Range) or Lumium (x16 Range + glowing) Only connect to things that the Wire Cutter has set facing to. When connected to vanilla Redstone Wires or solid Blocks they will substract 1 from the EMITTED Redstone Signal Strength. They won't do that to Machines and other things however, so a Signal Strength of 15 can still be conveyed properly.
 * [FIXED] None of the GT Pipes being Gas Proof and therefore leaking constantly when filled with gasses such as Steam... (was a problem in my base code, that caused it to ignore additions of Booleans to an NBT)
 * [ADDED] Vanilla Flint&Steel -> GT Flint&Steel Shapeless Recipe.
 * [ADDED] Some more possible Materials for Pipes, like Ironwood, Thaumium, Void Metal, Adamantium, Enderium and Vibraniumsilver.
 * [ADDED]

6.00.61
Item Pipes from GT5 back. They are working the same way they did before, from a mechanic standpoint. In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed) They can connect to Air Blocks, other Item Pipes and Inventories. Fluid Pipes. Slightly improved. In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed) They can connect to Air Blocks, other Fluid Pipes and Tanks. Fluids are evenly divided as far as I can tell via testing. (May not work with very tiny amounts of Fluids) Temperature of Fluid matters ofcourse, but now it is no longer arbitrary and matches the Crucibles. But they will prioritize non-Pipes over Pipes when inserting Fluids! Progress Sensors measure Fluid throughput. Temperature Sensors measure Temperature.
 * [FIXED] Some Code that was not done properly.
 * [FIXED] Forestry Support properly.
 * [ADDED] Improved Output Check and an On-Demand Mode to Basic Machines (use Screwdriver), that only produces when the Output is empty. Useful if you have things that only retrieve Stuff when needed.
 * [ADDED] Universal Extender, that conveys basically everything, including GT Sensor Data for example.
 * [ADDED] Machine Casings and adjusted many Recipes to use them. They are just Boxes and basically useless when placed, aside from Deco and Beacon purposes.
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6.00.60
5 different Rolling Machines. Yes FIVE. Maybe I will add a sixth one, we'll see. Everyone of them has a different purpose. One makes Plates, one makes Foils, one bends Rings, one makes Wires and there is also one for Rails. It needs Rotational Energy (RU) from back side. If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
 * [COMPAT] Another Forestry Compat Update for some of my Cutter Recipes, because someone over there thankfully fixed the aforementioned NBT Junk.
 * [API] Added Cryo EnergyTag used for cooling down things.Basically the opposite of the Heat EnergyTag. (I didn't make it negative Heat Units, because that could be confusing)
 * [FIXED] DIV/ZERO in the Crucible Code. Also made the Crucible a bit more precise, so that the Maths that created zero, doesn't output zeros anymore.
 * [NERFED] Crafting of vanilla Rails, but only if Railcraft isn't installed.
 * [ADDED] Dedicated NEI GUI Background Texture for all GT Recipes.
 * [ADDED] Support for custom Models on PrefixBlocks without needing to create an own PrefixBlock Class.
 * [ADDED] Curved Plates. Made with Plates in the Roll Bender, or by Hammer Crafting. Also used in Metal Armor Recipes now, all hail the nerf.
 * [ADDED] Rail Items. Worth 1/4th of an Ingot each. They can be turned into Railcraft Rails too.
 * [ADDED] Bunch of Recipes.
 * [ADDED]

6.00.59
Block Extenders. (Fun Fact: I thought about those 10 Months ago already) They can expand the surface Size of Machines (regardless of Mod), so that you can access them easier. You can NOT chain multiple Extenders in a row, meaning you can only use up to 6 per Machine. Every Extender has an Input Side (the one where the Arrows point at the center), and an Output Side (the one where the Arrows point away from the Center). The Input Side has to be connected to the Machine, while the output Side is there to redirect anything, that comes out of the connected Machine, into that direction. Anything connected to the 4 remaining Sides will get redirected to the Machine placed at the Input Side. You can also use this, to put a Chest at the Input Side, so that there are more access Points for that Chest, basically like a "Multiblock"-Storage. Also possible is putting Input and Output at the same direction, meaning you can connect a Machine to itself. When placed it faces the Input away from the Player as opposed to facing towards the Player like every other Block. This is so it is easier to attach it without the need of wrenching it into place. Different Extenders have different purposes. There is one for Tanks, one for Inventories and one for both, as of now. Also, I will NOT add any way to access a GUI through those. Just build your Machines in a way that still lets you access the GUI, if you really need the GUI. Compressor. (Like the IC² one but uhhm... more expensive?) compresses stuff, duh. It needs Kinetic Energy (KU) from the left side. If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically. It has two "front" faces, even though one of them is on the back, technically making it the back face. Coagulator. (A place where fluids wait to turn into a dryer shape) Will turn Latex Fluid into Rubber. Maybe I will find some other Recipe appliances too. And no, this is NOT a Fermenter. It doesn't need Energy. Just Time. This is a "Just One Tier" Machine. As in there is only the Stainless Steel Variant of this thing since Time is relatively constant. Fluid Tank or Pipe Input ontop, and Inventory Output at the Bottom. Squeezer. (while it may look like that, it is NOT a Compressor) Only GT Recipe, that is available as I am writing this, is Resin -> Latex. Also I nerfed the Resin to Rubber ratio to 1:1, instead of 1:3. But Forestry Recipes are available too, at least the ones which don't involve Containers. It needs Kinetic Energy (KU) from the top side. If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically. The Fluid Output is on the Bottom. So yes, you can just place it ontop of a Coagulator. Centrifuge. (now with 6 Item Outputs and 6 Fluid Outputs) It doesn't have all the Recipes yet, so DON'T COMPLAIN, I AM GOING TO ADD THEM LATER. Forestry Centrifuge Recipes are all available to this Machine. It needs Rotational Energy (RU) from the bottom side. Input of both, Items or Fluid, is at the top side. Fluids get outputted to the left, Items to the right. It has two "front" faces, even though one of them is on the back, technically making it the back face. Electrolyzer. (now with 6 Item Outputs and 6 Fluid Outputs) It doesn't have all the Recipes yet, so DON'T COMPLAIN, I AM GOING TO ADD THEM LATER. It needs Electric Energy from the bottom side. This thing is one of the very few electric Machines. Input of both, Items or Fluid, is at the top side. Fluids get outputted to the left, Items to the right. It has two "front" faces, even though one of them is on the back, technically making it the back face. Buzzsaw. (which is basically a Sawmill/Cutter, like in the good old GT5 Days) Does Cutting Recipes. 1 Input, 1 regular Output, 1 Output for Dusts. It needs Rotational Energy (RU) from the back side. It also needs either Lubricant or Water from the bottom side in order to cut things. If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
 * [COMPAT] Updated Forestry Compat. Finally Forestry has actual Recipe Managers!
 * [COMPAT] Another Forestry Compat Update for some of my Cutter Recipes. Some Idiot (I'm not going to look up the person who commited that shit) decided to use NBT instead of MetaData to store Sub-IDs of wooden things. Seriously, there are 32766 different possible Sub-IDs in ItemStacks, no need for putting Wood IDs into an NBT, making every comparison Method highly inefficient.
 * [FIXED] All the sided Behaviours of rotated Basic Machines.
 * [FIXED] Fluid Handling of Basic Machines.
 * [FIXED] Vanilla Jukeboxes making dupes on stacked Music Discs, also made Music Discs stackable, because why not.
 * [ADDED] The Electrolyzer and Centrifuge Recipe generators. This doesn't mean that all Recipes are there, but there are a lot of them. Also changed some Recipes and ofcourse made all 6 Fluid Outputs possible if the Melting/Boiling/Plasma Point is right, and if there is a suitable Fluid.
 * [ADDED] The Redpower Inventory Tweak, that refills the Hotbar Slot when an Item/Block gets used up with the Items in the column above said Slot.
 * [ADDED] A way to turn off Auto-Inputs and Outputs of Basic Machines using the Monkey Wrench.
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6.00.58

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

6.00.57

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

6.00.56
[* ADDED] Config to change Tool Durability, Quality, Speed and Handle Material of Materials. (Note that already placed or worldgenerated Blocks are NOT affected by the new Tool Quality/Harvest Levels)
 * [API] Changed a lot of the Recipe System. The Recipe Lists can be found in the RecipeMap Class. The old RecipeAdder is now deprecated. If you fill in any wrong Parameters, the GregTech.log File will contain small StackTraces of where you inserted those.
 * [API] Improved NEI Recipe Handler to now support up to 12 Fluid Inputs and 12 Fluid Outputs per default, instead of just one of each. Also increased the Max of Item Inputs and Outputs from 9 to 12. It will should work well as long as Item-IN + Fluid-IN <= 12 and Item-OUT + Fluid-OUT <= 12.
 * [API] Improved Basic Machines to now accept Liquids when the Recipe Handlers specify their existence.
 * [CHANGED] Recipe Handlers of GT now automatically generate Config Files instead of me having to do that stuff manually. It is inside the Folder called "Recipes". The Recipes themselves are represented by a List of all their Input Items and Fluids.
 * [CHANGED] Sifter Recipes can now have up to 12 Outputs instead of just 9.
 * [FIXED] YET ANOTHER Div/0 Error, that somehow never happened to me while testing the IC² Enet Stuff. Why is a Voltage of 0 even possible?!?
 * [FIXED] Basic Machines sometimes outputting infinite Items due to exceptions happening.

6.00.55

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

6.00.54
Code for the new Basic Machines. It will be a lot different than the old Basic Machines! Comsumption Type of Power depends on each individual Machine. A Lathe or a Macerator would need Rotation Energy (RU) from a Motor, a Furnace would need Heat Energy (HU) from a Heater or a Burning Box. Only very few things would accept Electricity (EU) directly, such as the Electrolyzer. Under normal circumstances every Basic Machine is usually constructed like a "multi-block", since you almost always need to attach some Power Converter (Motors, Heaters, Lasers, Magnets, Engines etc.) to the whole thing. The Machines run constantly even if they have nothing to do (unless you cut power ofcourse). So "Power Input = ON/OFF-Switch", meaning you need to stop the whole power supply in order to stop the Machine, what can be as simple as using a Splitter Cable or a Batbox with Redstone Mode (if it is electric ofcourse). Power consumed doesn't depend on the EU/t of the Recipes anymore, the Machine itself calculates duration depending on Energy Input, so the more Energy you insert the faster it is (remember that the thing will explode with a too high Packet Size). The EU/t of a Recipe are now only the minimum requirement to run the Recipe, if the Energy goes below the EU/t of it, or if the Energy goes below the minimum Input of the Machine itself, it will reset progress and start from 0 again (just like the good old times). If you use a Soft Hammer on the Machine, it will delete the progress and ALSO delete the Input Items (of the currently processed Recipe), so that it clears out without having to break and replace the thing (because the previous ON/OFF Functionality of the Rubber Hammer is now moved to the Power supply). Building a Machine can take MUCH more effort than it seems in the beginning, since you need to attach a LOT of things to a Machine for it to work the way you want it to work. Don't wanna waste Energy? Attach some kind of ON/OFF-Switch to the Power Supply. Wanna macerate faster? Attach a second Batbox to your LV Motor to overclock it. The old Overclocking by using higher Tier Machine mechanism is still in place. If the Max Input of a Machine is 4 times higher or more than the Recipe, and the Min Input smaller than the Recipe, it will half the Process Time and quadruple the Minimum Energy Input. The GUIs of the Machines will be simple, just Input/Output Slots and a Progress Bar. Since everything else is basically done via "hardware" and other external Blocks now there won't be the need for any Buttons or things like that. I'm still kindof considering the addition of RF powered low efficiency versions of every Machine. But their Recipes will definitely be disabled per default if I really do that. Not that people instantly go into the final Tier with Big Reactors, and that on default settings. Most Machines have some kind of Diamond(s) or Diamond Plate(s) in their Recipe, what makes it a little bit harder to create them. Oven. (Just a renamed MC Furnace) Does whatever Recipes a Spider Furnace does. It needs Heat Energy (HU) from the bottom side. If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically. It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Ovens, they can just turn them around. Shreddering Machine. (Just a renamed Macerator, that does not crush Ores) Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways) It needs Rotational Energy (RU) from the left and/or from the right side. If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically. Will sometime get different set of Outputs, because I plan to add a Pulverizer for making scraps into dusts, and then I will let it emit scraps instead, so you essentially need two Machines. It is also responsible for Recipes like Stone/Cobble->StoneDust, Obsidian->ObsidianDust Crushing Machine. (Just a renamed Macerator, that does crush Ores but no regular Stuff) Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways) It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now. Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes (crushing Cobble to Gravel) than a slow (blue) MV Engine. If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically. It is also responsible for Recipes like Stone->Cobble->Gravel, StoneBricks->CrackedBricks->Cobble and Obsidian->CrushedObsidian (from Railcraft) For Sand you will have to sift Gravel. Or just use the IC² Macerator. Lathe. (which is basically a Lathe, like in the good old GT5 Days) Does Lathe Recipes. 1 Input, 1 regular Output, 1 Output for Dusts. Makes Ingots to Rods, Bolts to Screws, Nuggets to Rounds, Gem Plates to Lenses and Wood to Sticks. It needs Rotational Energy (RU) from the bottom side. If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically. It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Lathes, they can just turn them around. Sifting Machine. (Automatic Sifting Table) Does Sifter Recipes and with 9 Outputs. It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now. Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes than a slow (blue) MV Engine. If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
 * [API] Changed a Part of the Recipe System. Also added Hooks into the 3 NEI Recipe List Functions (Usage, Recipes, All Recipes), so that Recipes which are generated dynamically can now be handled properly (also has the side effect of being able to put dynamic recipes at the end of the large list).
 * [FIXED] Energy Types which only have one Value such as RF, MJ, HU or Vis not being accepted by some consumers, nor being emitted properly by converters, because their Packet Size has to be 1.
 * [FIXED] Recycling Maceration of certain Materials not yielding the right output Material. (yeah I found that while readding the Macerator btw.)
 * [CHANGED] Moved the Stacksize Configs into a separate File. It will default to the old Values in the Main Config
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6.00.53

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

6.00.52
Magnifying Glass. Now used as a Crafting Tool for making the GT Books, because SCIENCE. It makes a funny noise when being used as weapon or for mining. Will get more uses later, once I decided what exactly I want to do with it. Automatic Hammering Machine. Currently only useful ontop of the Coinage Mold. Makes a "Hammer Rightclick" on the Block it is facing and is powered by KU (Steam Engines in this case). Can also crush Blocks in World. This includes Ores ofcourse, wow that rhymed. Note, that the Tool Quality is still important on this one. Note, that it requires the Engine to alternate between positive and negative Energy in order to work (GT Engines always do that). There are not only Hammer Qualities, but also Hammer Power, which depends on the Engine used, and also on the current Speed of the Engine. 1 KU is worth 10 Hammering points, 2000 Hammering Points are needed for the Coinage Mold (every GT Steam Engine can power that) and 10000 Points being one regular use of the Hammer. Electric Engines to convert EU into GT-KU. (the stuff the auto-hammer uses) Speed and therefore also Power can be adjusted with a Screwdriver to a certain extend depending on the Engine. If the Speed gets changed, the Engine will push and pull with a higher frequency, meaning that some devices get less power but more output when setting it to more speed. So you will need to tweak the hell out of this thing to make it work perfectly. The Efficiency of the Electric Engine itself is fixed at 50% loss with 2 EU => 1 KU (1 EU => 1 RF, yup 75% loss for RF, because this is not a Flux Dynamo) and doesn't depend on other conditional Factors at all, unlike other Engines. Like all electric Devices of GT, the Engine accepts up to 2 times the Voltage of its own Tier before exploding (explosions currently disabled, but that doesn't stop me from annoying you by spamming the electric explosion sound) The Engine itself runs as long as it is connected to Electricity, just like the Electric Heater.
 * [FIXED] Some Bugs and messy Code.
 * [FIXED] Even more Bugs I found in some Systems...
 * [API] IBlockToolable.onToolClick now has an additional String List Parameter to return chat to, instead of needing to directly chat to a Player Entity for that. This Parameter is null if nothing is listening to it.
 * [CHANGED] Coinage Mold now makes a breaking Sound when the regular Hammer Item lacks required durability or the automatic Hammer lacks energy.
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6.00.51

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

6.00.50

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

6.00.49
Tooltips to Materials in order to identify their correspondend Mods (for example Red Alloy => Redpower, or Invar => Thermal Expansion).
 * [FIXED] GT Tools not dealing additional Enchantment Effects against Mobs, such as Endermen and Slimes.
 * [FIXED] A lot of the terribly cheap crafting Tools being available, so that one could use them in an illogical way for crafting (Hammers, Saws, Files and similar). Ice and Glass Tools in particular, but also Stone and Stone alike Tools in some cases.
 * [FIXED] Melting Points of Alloys which have a larger or smaller amount of Components, than the end result. This affects Red Alloy, Blue Alloy and maybe very few others.
 * [CHANGED] Ironwood to require 2 Angmallen (50% Iron, 50% Gold) instead of 1 Gold and substracted 1 Iron. In the end it still has the same Ratios of Iron, Liveroot and Gold, just the Recipe uses Angmallen (I did a similar thing to Stainless Steel in the past by letting it use 3 Invar instead of 1 Nickel).
 * [ADDED] Some kind of Fake NEI Recipe Handling thingamabob for the Crucible. It should show most Recipes.
 * [ADDED] Dissolving Enchant against Slimes. Default Materials for that are Copper, Annealed Copper and Hepatizon. Salt and Rocksalt too in theory, but you can't make Weapons of those. This also works against some Twilight Forest Mobs.
 * [ADDED] Almost full Metallurgy Support for its Materials. So you can now specify its Ores in my World Generator and make GT Tools with those Metals.
 * [ADDED] Tool Heads and Stuff for Copper. Also removed Flint Chisel to keep balance.
 * [ADDED] Enderium, Signalum and Lumium Recipes to the Crucible. For Signalum you might want to throw in small amounts of Copper one at a time, after the Silver and the Redstone are already molten, otherwise you either get Sterling Silver or Red Alloy. I DID test that and it DOES work. Also I added that way to the Description of the Alloy itself.
 * [ADDED]

For the Materials added by the API alraedy, this means that I added the Mod, which originally added that Material to the Game (for the Mods I remember the Names of).

For the ones who use my Material System, I would recommend adding the Mod ownership to your own Mod if you add a new Material, otherwise you will get labeled as "Not added by GregTech" instead.

6.00.48

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

6.00.47

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

6.00.46

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

6.00.45

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

6.00.44

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

6.00.43
Rightclicking the Crucible with Water or Lava Buckets to fill them.
 * [FIXED] Well it is not my Bug, and I did not fix it, but here is what happens: Player Entities can collect DEAD ItemStacks from the ground. Seriously, those Stacks are DEAD and REMOVED from the World and still Players CAN COLLECT DAT SHIT!!! So I was forced to nullify the Stacksize inside the Stack when the Crucible or any other GT thing collects it. That way the Player still collects the Stack but he will receive NOTHING (like it should be in the first place).
 * [FIXED] Burning Box accepting Lava Buckets. Ofcourse Lava should not work in a BURNING Box.
 * [FIXED] Density of Water being lower than the Density of Air due to the result of H + H + O. No wonder the Crucible could not accept Ice.
 * [CHANGED] File Heads to be 1 1/2 Units rather than 2 Units. This only makes the File Head Mold more effective.
 * [CHANGED] Remember when I said, that Books don't magically change Text when the underlying Data Changes, because they are Books for fucks sake? Well I take that back. I noticed that those Books contain so much NBT, that my Speakers make the "Heavy LTE Data Transfer Nearby"-Noise whenever I see a written Book in any Inventory, so I decided to only save Title and Author of the Books from now on, to just look up the Title in the Clientside Book Mappings whenever someone opens the Book GUI (but only if the Book does not contain Pages, if it does, and that is the case for all the old Books, then it will display the old value).
 * [ADDED] Synchronisation of Maximum Stacksizes to the Client.
 * [ADDED]

And yes this can be used to inefficiently cool down or heat up stuff.

In case of Lava you should probably make sure to get rid of the Obsidian before molding Stuff, otherwise you will get Obsidian Tools.

Note, that Lava is only 1050K hot, so you cannot heat up things with it that much.

6.00.42
The way GregTech applies advanced Stone Hardness.
 * [ADDED] Tooltip to Materials which contains the Information on what "Enchantment" it gives when being crafted into a GT Tool.
 * [FIXED] Stainless Steel Recipe by using Invar instead of Nickel now, so that Nichrome cannot form. The Material Ratios for making it are still the same ofcourse.
 * [FIXED] Liveroots Boiling Point being below the Wrought Iron Melting Point making Ironwood almost impossible to obtain.
 * [FIXED] Burning Boxes not creating Ashes, when being blocked while being shut down.
 * [CHANGED] The Saw is now faster on Planks and similar wooden things, but slower on Logs.
 * [CHANGED] The Cooldown Timer of Crucibles to 100 Ticks after the last HeatEnergy->Temperature Conversion happened rather than 10 Ticks. Once it starts cooling down however, it will still be 1 Kelvin every 10 Ticks. (and yes it is linear because people otherwise would have even more problems with the Maths behind this)
 * [CHANGED]

It is highly advised to set the Hardness Multiplier of Underground Biomes to the >>>Original Value<<< if you use this new Multiplier, otherwise GT Pickaxes will break way too fast (since durability loss goes via Hardness and not via Speed).

The higher the Multiplier the longer the Stone takes to break.

The new way does not change the Hardness, but instead directly the Speed you mine it with any Tool (even non-GT ones).

Also added this Multiplier for Ore Blocks.

This Config does, or at least should, synchronise to the Client whenever you join a Server with it.

6.00.41

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

6.00.40

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

6.00.39

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

6.00.38
Timber Functionality of the Axe.
 * [IC2] Recommended Minimum IC² Version is now 720, due to fixing the huge Lag GT caused by using the older IC² Recipe System.
 * [ADDED] back the Recipes for 5 missing Tools.
 * [ADDED] back the Recycling Processing for Macerating/RockCrushing/Pulverizing.
 * [ADDED] back the IC² Ore Washing and T-Centrifuging Recipes.
 * [ADDED] Averaging Modes to all Sensors. Just click the Buttons with a Screwdriver directly to change the Range of averaging.
 * [ADDED] Construction Pickaxe. This Pickaxe is 2 times faster on anything that is neither an Ore nor a natural Rock and 50% slower on Ores and Rocks. (Rocks are anything an Ore can generate inside, and the vanilla obsidian Block)
 * [ADDED] Coinage Mold. Insert a Tiny Metal Plate, hammer it with a hard Hammer and then extract your Coin. Currently only default Coins are available through that.
 * [FIXED] Recipe Scanner not working properly when someone added a null-Stack to a vanilla Shaped non-OreDict Recipe, What Twilight Forest does in some of its Recipes...
 * [CHANGED] Coin NBT to be better. Place and break Coins to fix their NBT (if it is actually broken, if not then don't worry about that).
 * [CHANGED] Coins without any Shape assigned to them will have the old GT Coin Texture and no fancy 3D Rendering.
 * [CHANGED] Coins do not simply despawn when thrown on the ground, instead they place themselves (and if they fail doing that they will still not despawn).
 * [CHANGED]

Is now default, since it is finally fair.

Now takes the height of the Tree into account when determining the breaking Speed of the Log.

Each subsequent Log adds up a little bit more to the slowness and lost durability (1.00, 2.10, 3.30, 4.60, 6.00, 7.50, 9.10, 10.80, 12.60, ...).

In case you missed it from previous Changelogs you can hold sneak to prevent Timbering when using an Axe.

6.00.37
Coins. Currently only available as Dungeon Loot or via Creative.
 * [API] A Special NBT for recycling Stuff. If that NBT is attached to an Item it will recycle into whatever the NBT specifies. This will also be shown inside the F3+H Tooltip of the Item ofcourse.
 * [FIXED] Universal Spade having a Wooden handle even though not being crafted with one. This had only visual consequences.
 * [FIXED] Ambient occlusion being used on the Mold. I finally fixed that shit.
 * [FIXED] Timber Functionality of the Axe being too generous when the Axe almost breaks.
 * [CHANGED] The Configuration which sets the maximum Stacksizes to be more precise. This kills all the old Stacksize Configs, so you have to set those back if you used them. The Stacksize of "block" defines the general Stacksizes of random vanilla Stuff.
 * [ADDED] Electrometer for measuring electric current. (current != storage, just to clarify that)
 * [ADDED] Tiny Plates, which are like Plates but in Nugget Size. Will be needed for making Coins.
 * [ADDED] Double Axe, with +50% Durability, +100% Base Attack Damage and -50% Attack Speed.
 * [ADDED]

Also even though being theoretically customizable, it would be very hard to NBT Edit each Pixel individually, so you will need to stick with the Gear Shape for now.

Coins can be placed in World as stacks of up to 256 Coins per Cubic Meter (4x4x16).

They can also be picked up by just rightclicking with an empty Hand.

Coin Stacks in World render a lot of Polygons. I removed all the overfluent Polygons, which nobody could see anyways, in order to not let them lag that much.

Added also a Clientside Config (for the GT Config which is outside the Config Folder!) to turn off the 3D of the Coins for inworld Rendering.

The Coins generated in Dungeons are made of Copper, Silver, Gold or Platinum. The Platinum ones being the rarest for some reason I am not going to tell now.

6.00.36

 * [API] Improved the Alloy Recipes inside the Material Classes by making multiple combos of Materials able to shape the same Alloy.
 * [API] Improved the delegation of TileEntities (currently only used in the Mini Nether Portal), so that the Delegator contains World and Coords too, in case there is no TileEntity at the Destination.
 * [FIXED] RC Electric Feeder unit being uncraftable, because I did not add back my Wires yet.
 * [FIXED] IC² Cable Wirecutting Recipes.
 * [FIXED] Iron Achievement by adding it to the Item extraction process of the Mold.
 * [FIXED] A lot of old Railcraft references still being broken. I made IC² Basalt compatible with GT too while I was at it.
 * [FIXED] The mirrored Texture Issue of vanilla MC for all GT Blocks. I have set both fliptexture and that one obfuscated value, which happens to be only in those two affected Block Side Functions, to true, whenever it is not a full Block, in order to fix it.
 * [REMOVED] The Rightclick to get Temperature Function from the Crucibles and the Molds. Build a Thermometer Sensor and place it on the Crucible, or just look if the Stuff you inserted begins to melt, if you cant affort a Steel Plate, 4 Fine Red Alloy Wires, 3 Glass and a Pile of Redstone.
 * [CHANGED] Thanks to the complaints of axlegear, in order to use Diamonds for making Steel you will need to heat them to 4200 Kelvin before using their Carbon. So in the beginning you now have to use Graphite in order to make Steel.
 * [CHANGED] Thanks to even more complaints of axlegear Iron Ore processing is now much harder and requires Carbon (from Graphite) or Dark Ashes (product of burning Coal or Lignite Coal, but not Charcoal) and in some cases Calcite. Vanilla alike Iron Ore and Pyrite Ore do not require this. Dark Ashes can be used, because it has a high Carbon Content, as well as it is not being as flammable as Coal itself.
 * [CHANGED] Worldgen so some of the small Ores are not pure anymore (Iron, Nickel). Other small pure Ores are now rarer and about 50% replaced by impure variants of them. This should give more variation to Ore Processing, when not finding any large Veins. And yes, it is partially axlegears fault too. Blame him. :P
 * [CHANGED] Molds now cool down five times faster.
 * [ADDED] Scrap as remains from 100% broken Tools.
 * [ADDED] Marble and Basalt. Finally. Because Marble was needed as a more abundant Source of Calcite than large Lapis Veins, and Basalt was uhhm, well, it was already textured since GT5 so I added it too.
 * [ADDED] Knives, Butchery Knives and Universal Spades back.
 * [ADDED] Basalt and Iridium Crucibles to progress farther than Vanadium.
 * [ADDED] Electric Heaters. They are compatible with IC² Electricity.

They are always active, so they either need a Splitter Cable or one of the Storage Block Redstone Modes to be shut down.

The Recipes of them are slightly temporary, but they should be about as resource expensive as the actual way.

This in combination with the Thermometer Sensors makes Fully Automatic Smelteries possible. Sensor Block. It can display the scanned Value as well as emit Redstone based on that Value.
 * [ADDED]

-

Currently done Sensors are:

Thermometer for Temperature

Gibbl-O-Meter for measuring compression (useful for the Steam Boiler)

Luminometer for measuring Light

Chronometer for measuring Time of Day (Serverside. This also means you can detect Lag with it.)

Item-O-Meter for counting Items in an Inventory

Stack-O-Meter for counting Stacks in an Inventory (anything with a stacksize > 0 is considered a Stack)

Fluid-O-Meter for measuring Fluids in Liters (Or as some would call, Millibuckets)

Bucket-O-Meter for measuring Fluids in Cubic Meters (aka Buckets or 1000 Liters)

Weight-O-Meters for measuring Inventory Weight of all Items which have a Weight assigned to them. (in either Gramm, Kilogramme, Tons or Kilotons)

-

The Display itself can be set to either Decimal or Hexadecimal by screwdrivering the displaying Part of the Sensor.

Modes are set using the Screwdriver on something that is not the Display.

It can check if a Value is greater, equal or lower than the displayed Number with Redstone.

It also has a Scale Mode where it emits Redstone on a Scale between 0 and the set Value.

The checked Values can be changed using the 6 Buttons to increment and decrement the Amount by 1, 10 or 100 (1, 16 or 256 in Hexadecimal Mode).

The Sensors do not emit Redstone into the Direction the scanned Block is at, in order to not disturb any potentially Redstone controlled things inside it.

-

The Thermometer Block also works on IC² Nuclear Reactors (including the up to 6 Chambers).

Note, that it displays between 0 and 2000 instead of 0 and 10000 on IC² Reactors, since it measures in Kelvin and not Reactor Heat Units.

A Meltdown at 2000 Kelvin seems most realistic, since it is mostly made of Steel.

6.00.35

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

6.00.34

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

6.00.33

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

6.00.32

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

6.00.31
A Functionality to my Metal Chests which enables them to generate Dungeon Loot inside once they are opened/broken the very first time. That way they generate the Loot in an always up to Date state (too bad the World doesn't generate them :P). Also added Debug Versions of those Chests to test Dungeon Loot without running around everywhere. Those Debug Chests require Debug 1 to be enabled for being visible in Creative/NEI. Material Dictionaries in Book Form. They can be crafted in survival by putting 4 Units of a Material around a writable Book, or you just grab them from creative, or collect them from Dungeons. They randomly spawn in Blacksmith Chests, Stronghold Libraries, Stronghold Corridors, Mineshafts and regular Dungeons. Bonus Chests can randomly spawn a very select few of those Books (with Information about starting Materials), as well as the Book of Alloys. If a Material Dictionary (or the Book of Alloys) goes over 50 Pages it gets a larger Book Icon and it also recycles into twice as much Paper and Aspects. Those Books do not update their Content when I change or add things, because they are Books for crying out loud. That is why there is a Timestamp on the Book itself with the Date and Time of the last Serverstart/reboot before its creation. Due to them being automatically generated I disabled Localisation for them, because it would not work properly. The highly anticipated Molds. In order to fill a Mold, place it horizontally "adjacent" to a Smelting Crucible and rightclick the Side of the top of the Mold at which the Crucible of your choice is next to. If you want to automatically empty it Hoppers and alike have to wait until the Temperature is up to 50 Degrees higher than the Environmental Temperature. If you do it manually you will get damaged. They can produce pretty much every Metal thing, as long as it has a simple shape. Sometimes a File is required to sharpen the Edges and things. If your Mold is a failure it will instead produce Nuggets, the amount of Nuggets depends on how many squares you chiseled out, any amount between 1 and 24 is possible (the all 25 variant is the Plate Recipe).
 * [FIXED] A shitload of Issues regarding Hit, Collision and Selection Boxes. MOJANG Y U NO FIX YOUR CHEST AND ANVIL COLLISION BOXES!?! I KNOW IT IS POSSIBLE!!!
 * [FIXED] Lang File not generating properly, because of the pure existence of Books inside the Localisation.
 * [FIXED] GT Books not being "Rightclick into Air" Openable.
 * [FIXED] Another tiny Sync Problem on the PrefixBlocks.
 * [FIXED] GT Dungeon Loot not being added at all.
 * [FIXED] Engines not connecting to RF Conduits, due to not implementing the RF Interfaces. Added a Default Implementation in TileEntityBase1 in order to not have to worry about that anymore in the future.
 * [DISABLED] NEI for my Recipe System, since there is no Machine using it.
 * [CHANGED] The 3 Crushed Ore Items are now worth 11/9 of a Material Unit per default.
 * [CHANGED] MOST METALS DO NOT SMELT ANYMORE IN ANY FURNACE!!! This is because I finished the Smelting System and the Molds.
 * [ADDED] 0.25 large Nugget to have somethign that is worth 1/4th of a Unit and considered an Ingot Type of thing.
 * [ADDED] Small Graphite Ores to the Worldgen, which are as rare as Diamond.
 * [ADDED]
 * [ADDED]
 * [ADDED]

6.00.30
Smelting Crucibles of various Materials each with a different maximum smelting Temperature (125% of the actual melting Point of the Material used to craft it in Kelvin) including the calculation of Environmental Temperature into the whole process. This does mean that different Biomes mean different smelting. But that would only be useful at Biome Borders since the upcoming Molds would also be affected by Biome Temperature. the Smelting Crucible requires a Heat Source (at any Side). Right now you only have the choice to put a Burning Box below, since that thing is the only Heat Generator. I do plan to make a regulatable Electric Heater which can keep a constant Temperature. it can also be used to mix standard Alloys, like Bronze, Invar, Electrum, Ironwood, Annealed Copper, Wrought Iron, Steels and similar. For making regular Steel that way you need pure Carbon, and that stuff is as rare as Diamonds. Literally. there is also a Book about Alloys which I added to Blacksmith, Stronghold Library and Dungeon Loot.
 * [ADDED] Made GT Wrenches BC Compatible.
 * [ADDED] Tin Alloy Steam Engines, Ironwood Steam Engines and Fiery Steel Steam Engines, also removed Bismuth Steam Engines.
 * [FIXED] Sync Bug on PrefixBlocks. But I really do think that vanilla should be able to set the Block Clientside before my Packet arrives instead of me having to schedule sending it 1 Tick later.
 * [ADDED] Scrap PrefixItem, in order to have literal garbage. This Item is used for decomposing Stuff and worse than Dusts since you cannot do anything but melting them down and other recycling things. Not only that each piece of Scrap is worth as much as just a Nugget, it also only stacks to 16 meaning it is terrible to handle. This is really proof that I add Junk to the Game.
 * [ADDED]

6.00.29

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

6.00.28

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

6.00.27
Miniature Nether Portal for Item, Fluid, Redstone, Comparator Signals and whatever else Transportation (whatever else meaning "every GT thing in existence"). It obeys pretty much the same Rules a normal Nether Portal has, and works ONLY between Overworld and Nether! And I know about the possibility of abusing two adjacent Portal Connections for Overworld Item Teleportation, but it is so "hard" to achieve, that you deserve it if you can pull off that one. The Portal has a waiting Tolerance of 100 Ticks before changing the Redstone/Comparator Signal to 0 in case the Redstone Signal doesn't get transmitted properly in that time (Lag for example).
 * [FIXED] Freshly placed GT TileEntities not synchronising to the Clients who did not place it, because a Clientside TileEntity is created with the same stats, hiding the Issue.
 * [FIXED] ConcurrentModificationException when checking for synching TileEntities on newly generated Chunks (or when another Player happens to place a GT TileEntity at the wrong moment).
 * [FIXED] that Error in getRGBaInt retep pointed out.
 * [FIXED] TileEntityBase4 not working at all, due to breakBlock removing the TileEntity when it gets placed, unless IMTE_BreakBlock is implemented (what TileEntityBase5 happens to do).
 * [ADDED]

6.00.26

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

6.00.25
Steam Engines for emitting Kinetic Energy (KU, not to confuse with the kU of IC²). They can emit up to twice the Energy displayed on the Tooltip, so there is a bit of tolerance. BUT if they reach the x2 margin they release the Steam and shut down and therefore loose the Energy and you need to Rubber Hammer them to start them back up. Also suitable as RF Engines with a loss of at least 50%. They emit the used Steam (currently directly distilled water, later "used" Steam) to the Sides if possible so you can collect it for distilled water. Note: You will only get 80% of the distilled Water back! Currently no fancy Piston Animation on the Engine.
 * [FIXED] Storage Blocks and Ores saving an empty NBT Object inside themselves instead of a null, what wastes a bit of Memory.
 * [FIXED] GT Renderer not being able to render GT Models.
 * [FIXED] RF Compat not working on some Blocks for weird Reasons. Maybe CJ is having an old RF API in RC, or something else is borked with the RF Interface Hierarchy.
 * [ADDED]

6.00.24

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

6.00.23

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

6.00.22
The Boiler Blocks. I think I got everything done right, now. It is simple: Don't let the Barometer reach the Red Section due to risk of Explosions, and don't let the Boiler run completely out of Water as it melts otherwise. Currently only supports Water Buckets and Fluid Transport Mechanisms (such as Pipes or adjacent RC Water Tanks) to refill the Water. Every Boiler has a Water Capacity of 4 Buckets (4000L). Use distilled Water if possible or you risk calcification and therefore decreased Efficiency. Every Boiler starts at 100% Efficiency amd slowly degrades with every bit of non-distilled Water getting converted to Steam. Break and replace the Boiler to clean it, but NOT while it is full of Steam!
 * [FIXED] The EnergyCompat Class can now handle RF Packets of different Sizes and all the "To-RF-Conversions" properly.
 * [FIXED] The Hardcoded Cape Lists now only load if their Online Cape Lists could not be loaded.
 * [ADDED]

6.00.21

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

6.00.20

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

6.00.19

 * [CHANGE] Disabled Alpha Blending per Default. Texturepack Users can still enable it if they don't have Problems with it.

6.00.18

 * [FIXED] Rendering, hopefully.

6.00.17

 * [FIXED] Restoring the Tesselator State causing a crash on the 0,0,0 Coordinate of each 16x16x16 Chunk...
 * [FIXED] Wrong blending maybe, again...

6.00.16

 * [FIXED] General Render Issues by restoring the Tesselator Vertex State (it didn't do anything visible to me, but it already rendered properly before, so it is at least not a bad thing to do)

6.00.15

 * [FIXED] Optifine Render Issues (probably)
 * [FIXED] Drill/Chainsaw/Wrench Head Textures to not look cut off that much.
 * [CHANGED] The look of the Capes.

6.00.14
Multiple different "Burning Boxes" and "Dense Burning Boxes" (Lead and Bismuth Versions being the most early Game variants), which convert Furnace Fuel into Heat Energy. Their Efficiency depends on the Material used to contain the Heat (Invar being the only 100% one but on a low Rate, Tungsten 95% with a very high Rate) The Dense ones cost about 4-5 times the Material but also have a 4 times the Output Rate, without >>ANY<< change in overall Efficiency. In order to make them you need a Dense Copper Plate, and therefore a way to compress them, meaning it is higher Tech. At 100% one Furnace Smelting equals 5000 Heat Units, so Coal/Charcoal would be 40000 HU, Coal Coke 80000 HU and Alumentum 160000 HU for example, it also accepts Wooden things (7500 HU), Saplings (2500 HU) and all the other Furnace Fuels. Many Fuel Materials have some kind of Ashes, which are left behind when burning them. These Ashes has to be removed regularly from the Burning Box in order for it to work. Coal Coke and Alumentum don't have those Ashes for example. The Burning Box is very primitive, meaning it has no GUI and won't receive any GUI. Anything you insert for burning by rightclicking the front of the Box with it will get burnt without mercy (if it is a valid Fuel, and if you don't happen to wrench the Box right afterwards, and only when the Box is actually active). In order to work, it also needs a Block without Collision Box in front of it (Air is such a Block without Collision Box). It also emits its Energy regardless of being acceptable by the Block ontop of it or not, even though in that case it only wastes half the Energy Rate. This Block is also a Fire Hazard, meaning when active it can randomly set flammable things around it on Fire The Burning Box requires Flint and Tinder or similar in order to be ignited, blame retep for that.
 * [FIXED] In World Alpha Overlay Rendering.
 * [FIXED] Light Opacity Hook not working properly.
 * [ADDED] A second Cape List containing the Patreons with a slightly different golden GT Cape.
 * [ADDED] Flint and Tinder Items using other things than Steel (such as Quartz, Jasper or regular Iron).
 * [ADDED] A way to localise the Energy Names with both, a short name (for example "EU"), and a long name (for example "Electric Energy"), what can be useful for Tooltips.
 * [ADDED] Bismuth Chest. Also Bismuth, Lead, Tin, Copper and Zinc will be the only Furnace Smeltable Metals, once I do the Smeltery.
 * [ADDED] Tooltip with Harvest Tool and Level for the MultiTileEntity Blocks, and Localised Names for most Tool Classes.
 * [ADDED] The Multiplate Crafting Recipes back for obvious Reasons.
 * [ADDED] Plates are now crafted from Double Ingots rather than using two Ingots. This results in one Hammer Usage more per Craft Earlygame. Double Plates can be made with Triple Ingots, Triple Plates with Quad Ingots and Quad Plates with Quintuple Ingots, so those Ingots make sense too.
 * [ADDED]

6.00.13

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

6.00.12

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

6.00.11

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

6.00.10

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

6.00.09

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

6.00.08

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

6.00.07

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

6.00.06

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

6.00.05

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

6.00.04

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

6.00.03

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

6.00.02

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

6.00.01

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

6.00.00
Universal and technically GregTech independent Energy API with all Use-Cases of the RF API, plus the Possibility to determine what Type of Energy something is (like Electricity, kinetic Energy or even Redstone Flux), the Usage of the DataType Long instead of Integer, additional Data being accessible for the more complicated Energy Network implementations, such as Minimum, Recommended and Maximum Size of Packets to be transmitted into or out of a Block, the Functions being named in a way so that the second word after "get", "is", "do", "insert" or "extract" is always "Energy" and then being followed by the rest of the Name in a Table alike fashion, and a simple Compat Class to insert Energy of the Electric Type into IC2 Machines, and Energy of the Redstone Flux Type into RF Acceptors, also containing an IEnergyItem Interface with really everything one could ask for, such as Coordinates or the Inventory the Item is contained in. Universal and technically GregTech independent Network Handler, where only the sent/received Packets have to be defined. Everything else is done by the Network Handler itself. Also including optimised Packet implementations for transmitting Coordinates without wasting Bandwidth, and a default Sound Packet for sending Sounds to the Client. Universal and technically GregTech independent OreDictionary Manager, with the ability to silently (much unlike the very loud regular GT OreDict Manager) Filter out and distribute OreDictionary Events to their respective Targets (such as OreDictPrefixes), to automatically re-register OreDictionary Names (for OreDict Lists for example) by just adding Strings to a List, and to find unknown OreDictionary Materials and add them silently to a List (which GregTech would access to put them into the Log). Versions of OrePrefixes and Materials, which are no longer Enum dependent, with shorter class Names for the default OrePrefix and Material Lists (MT and OP), better HashCode uniqueness by making hashcode independant from IDs, and also Utility for shorter Code ("OM.stack" is much shorter than "new OreDictMaterialStack"), including a List of all Chemical Elements and their Anti-Elements from Hydrogen to Triennennium, pretagged with things like METAL, ALKALI_METAL, ALKALINE_EARTH_METAL, LANTHANIDE, ACTINIDE, TRANSITION_METAL, POST_TRANSITION_METAL, METALLOID, NONMETAL, POLYATOMIC_NONMETAL, DIATOMIC_NONMETAL, NOBLE_GAS or ANTIMATTER complete with ALL Melting and Boiling Points of said Materials (which are known to Wikipedia, and without the decimals), some Isotopes of them like Deuterium, Tritium, Carbon-13, Carbon-14 or Lithium-6, and also some aliases like "Aluminium"<=>"Aluminum", "Wolframium"<=>"Tungsten" or "Farnsium"<=>"Ununseptium" and more (and it is possible to easily create an alias to rename a Material). Universal and technically GregTech independent Tool Rightclick Usage Interface for the Block Class with all Parameters one will need, including Tool Name, Approximate Tool Durability, The Coordinates of the Block with the Side clicked (to get the TileEntity if needed) and much more, returning the Durability lost by the Rightclick on the Block, so that anyone can use his own Tool Damage System, also including a Compatibility Class for vanilla Blocks and some other Mods Interfaces, so that one doesn't have to implement the special cases for those over and over again. Interfaces for delegating whole TileEntities into different positions. This is very useful for extending the Sides of a Block or for Tesseracts, if the accessing "Third Party Mod" decides to use the Interface. All GT-API based TileEntities automatically access that Interface when getting TileEntities. Interfaces for giving "stupid" Blocks the ability to return a TileEntity, in case you have your own TileEntitiy Registry. "UT.Worlds.getTileEntity" automatically uses that Function of the Blocks if no regular TileEntity has been found. MetaItems which everyone can create by just calling a Constructor once (Same goes for MetaBlocks too). I now differenciate between the Prefixes for "blockIngot", "blockGem", "blockPlate" and "blockDust", because people fucked with that Prefix way too much. I re-registered some of the "block"-Prefix based Items to fit their proper new Prefix in order to keep at least some compatibility with the old Prefix. I also added "blockSolid" for a 100% Cast Metal Block. Even though some "blockIngot"s look like they have been cast in vanilla, I see the difference in crafting. With all those new Storage Blocks I don't need the Config for Storage Block Recipes anymore, since EVERYTHING is now available in some Storage Block Form or the other. Improved Worldgen with Ores for almost every kind of vanilla Stone/Sand. Memory Leaks from GT Fluid Stacks caused by the List of all Fluid Stacks being filled with every instance of the GT Fluid Stacks even after the Server Started (since those Fluid Stacks are just for Recipes) Railcraft Names for Items being outdated causing some Recipes to be removed.
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [ADDED]
 * [FIXED]
 * [FIXED]

GregTech 5.xx (MC 1.7.X)

 * See

Source
http://files.minecraftforge.net/maven/com/gregoriust/gregtech/changelog.txt