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.

The official changelog is at here.

6.03.24
Control Related Stuff Tool Related Stuff Data Related Stuff Misc Stuff
 * [FIXED] Milk Bottles not always being drinkable.
 * [FIXED] Tooltip of Holy Water not mentioning the Weakness Potion requirement.
 * [CHANGED] Basic Machines are now immune against failing a Process for one second after they are loaded, in case the Energy Production or Energy Networks or anything else starts late.
 * [CHANGED] Most IC2 Machines are now disabled by default again.
 * [CHANGED] Sensors in Decimal Mode are now limited to 9999 instead of 65535, since people apparently loop through the Numbers for whatever reason. (switching from hexadecimal to decimal mode doesn't cause it to limit to 9999, but changing the numerical setting does)
 * [ADDED] Progress Sensor Support for the Mass Storage to display Item Count properly.
 * [ADDED] Universal Extenders can now have Control, Progress, Detector and Selector Covers on them in order to set Modes and the ON/OFF State of the attached Machines. Same goes for relaying the Active, Running and Progress States of Machines. This makes Machines that happen to implement my Interfaces, but don't support my Cover System, capable of having such Covers through the use of an Extender.
 * [ADDED] Auto-Machine-Reboot-Timer Covers, which attempt to restart the Machine every 1, 5, 10, 20 or 30 minutes. The regular Auto-Switch is faster reacting than those for basic Machines though, but some may prefer this Variant over having an external Redstone Timer on a Auto-Redstone-Switch.
 * [ADDED] Energy Sensor Covers for Energy Storages, that emit Redstone depending on how full they are. Wire Cutters and Screwdrivers can set Modes on this Cover.
 * [ADDED] Progress Sensor Covers for Machines and similar, that emit Redstone depending on how their Percentages are. Wire Cutters and Screwdrivers can set Modes on this Cover.
 * [ADDED] Activity Detector Covers for Machines, that emit Redstone depending on what the Indicator Lights of the Status Display would show. Wire Cutters and Screwdrivers can set Modes on this Cover.
 * [ADDED] Success Detector Cover for Basic Machines, which emits a short Redstone Pulse when it is done Processing something. Machines that produce every tick would emit a constant signal though.
 * [ADDED] The Igniter now accepts Control Covers. There is no need to use Splitter Cables or similar Methods anymore. This can be very useful with the Auto Reboot Timers.
 * [ADDED] Mode Selector Covers now work on Electric Engines to adjust their Speed. Possible Modes for this are 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29 and 31. The Mode of a freshly placed Engine would be 15. You need an Extender to relay the Command due to the Engine not accepting Covers.
 * [ADDED] Improved Wrenching/Wirecutting Overlay, which actually shows the Connections and Facings now. Very useful for huge Pipes, Wires and anything that has a secondary Facing.
 * [ADDED] Special Plunger Support for my Basic Machines. They will try to clear the Fluid Output first and then the Fluid Input, 1000L at a time.
 * [ADDED] You can now use a Chisel to decalcify a Boiler. But for that you need to turn that thing off (the Steam inside has to be in the white Barometer Area, same for the stored Heat, but Water can be inside no problem). Hazmat or Fire Resistance Potion recommended if your Boiler is still hot. :P
 * [ADDED] The Autocrafter can now accept USB Input for Recipe selection and works with the USB Switch aswell.
 * [ADDED] The Printer now accepts Molecular Scans for printing Material Dictionaries from them.
 * [ADDED] HDD Switch, which works like the USB Switch, but with a Single Hard Drive, that has 16 Slots, rather than having to store 16 USB Sticks, also the Drive itself can be placed inside a GT Book Shelf. Btw, did you know you can name USB Sticks and Hard Drives in an Anvil without Issues? Might be helpful, even though all Data is visible in the Tooltips anyways.
 * [ADDED] Creative Tabs for the regular Multiitems. I can't believe I forgot about that.
 * [ADDED] Small Stibnite Ore to normal Worldgen (lack of Antimony was a tiny Issue) and Small Sperrylite Ore to End Worldgen (just for more variety).

6.03.23
USB 2.0 Sticks and higher are now able to store IC2-Classic Reactor Planner Plans. For Users of IC2-Classic, it requires Version 1.2.1 or later to start MC with it. The regular IC2 Users aren't affected by this at all. Redstone Selector Covers and Manual Selector Covers. They can be used to select: The Slot used by the USB Switch (it's a requirement to have the Selector Cover on this Block). The Packet Count emitted by Battery Boxes, Crystal Chargers and similar Energy Storage Boxes. The Signal Strength inside a GT Redstone Wire (would only make sense if you used the Manual Selector with this).
 * [COMPAT]
 * [NINJA-FIXED] Crafting Electric Tools made them have 0 Energy Capacity.
 * [FIXED] Canning Machine Recipes for IC2 Fuel Rods.
 * [CHANGED] The USB Switch now requires a Selector Cover to select the USB Slot, rather than normal Redstone! (this will remove any interference from random Redstone on Sides where it's not supposed to receive from)
 * [CHANGED] Flax and Cotton Seeds now give Lubricant instead of Seed Oil.
 * [ADDED] Magnifying Glass can be used on an Advanced Button to reveal its settings.
 * [ADDED] Crystal Chargers (Laser equivalent of Battery Box). Some old folks may know a similar thing from IndustrialCraft 1.
 * [ADDED] 5 Tiers of Energium Crystals (going from 3200000LU to 819200000LU). They are charged with Laser Energy (LU) instead of Electricity (EU) and store a lot more Energy than Batteries.
 * [ADDED] Laser Energy Absorbers, which convert Lasers to Electricity with a 50% Loss.
 * [ADDED]

6.03.22
Boiler not being able to release built up Pressure at all, while Burning Boxes are still running, causing lots of people to rage about explosions. Before, Boilers could only release a constant amount of Steam, which ofcourse was not accounting for the tiny amounts of Pressure building up due to tiny flickering and similar things. Said surplus Pressure would never be released until the Boiler is all like "I simply can't take it anymore!!!" and explodes. Now, whenever the Boiler reaches 3/4, it will start emitting twice the Steam for until it is below 3/4 again, this is usually only happening for a single Tick or maybe two, so it's still safe for Turbines and Engines if that happens. USB Switch (decided to not call it "USB Hub", as "USB Switch" fits more to its functionality). Using the 16 states of Redstone will let you select which Recipe to use by an ajacent Printer or Replicator. It doesn't matter on which Side of the Machine you place the USB Switch, as long as it's adjacent. The Machine, which normally uses the USB Stick has to have a USB Cable, of the proper Tier or better, in that Slot instead. In case Universal Extenders are used, one Facing of the Extender has to face the USB Switch, while the other faces the Machine.
 * [CRITICAL-FIX]
 * [LIKELY-FIXED] Immersive Engineering Bug, which was caused by their usage of deprecated GT Interfaces, by dumping said deprecated Interfaces into my Code, so that they "exist" and don't cause a Crash anymore.
 * [FIXED] Controller Covers, Pump Covers and Display Covers being placeable on things they can't actually interact with.
 * [FIXED] GT Hoppers not autostacking Items together after sucking in Items from World.
 * [FIXED] Some Bug in the Advanced Buttons.
 * [CHANGED] Any Recipe that requires Circuits can now accept Circuits of higher Tiers aswell. So you can essentially use Tier 6 Circuits in pretty much any Circuit requiring Recipe now.
 * [ADDED] Temporary Centrifuge Recipe for Helium, Neon and Argon.
 * [ADDED] Pressure Valve, that releases Gasses and only Gasses, when the Pipe is full.
 * [ADDED] Interface for the Weight-O-Meter to be able to override the Inventory Scan. Applied it to the Crucible.
 * [ADDED]

6.03.21

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

6.03.20
Quantum Energizer. An Energy Converter for Light Units (LU) to Quantum Units (QU). Quantum Energy is required for Mass Fabrication and similar. Matter Fabricator. However, the T1 Matterfab has an efficiency of just 50% (consumes twice as much Energy), while T2 = 62.5%, T3 = 75%, T4 = 87.5% and T5 = 100%, making it more efficient to insert larger amounts of Energy into it at once. There is a new GT UUM System, which uses Charged Matter and Neutral Matter to create Atoms. In order to create Charged and Neutral Matter you need to decompose Atoms, meaning you need clean Elements to gain it. Anything that can be made with the Matter can also be decomposed into Matter again. However, you can decompose Radioactive Materials, despite not being able to replicate them! For example you could decompose leftover Materials, that are in no way needed. Yes, that includes ridiculously abundant things such as Oxygen too. Hydrogen will only give charged Matter, since it has no Neutrons. Take this into account when you lack charged Matter. The Matterfab also creates the old fashioned IC2 UUM for compatibility (and so you can disable the IC2 Massfab in the Config). It takes 32768 QU and 36 Scrap (or 4 Scrapboxes) to make 1 UUM Fluid (or 1 UUM Blob if IC2-Classic is installed). Usually 1 UUM, when created with Scrap, costs 166666 EU, but there is a 75% loss when converting EU -> LU -> QU, which I did factor in, so its actually 131072 EU with this Device (still cheaper, but not THAT much cheaper). T4 and T5 are more efficient in creating UUM, than the IC2 Massfab. That is in regards of Energy cost. It still needs a slight bit more Scrap. It does accept 2 Metal Scrap from IC2-Classic per UUM as Amplifier aswell. Molecular Scanner. Requires at least an USB 4.0 Stick to save the precise Data of the scanned Materials. It is NOT limited to Materials that can be made by a GT Replicator, so you can fabricate USB Sticks with essentially useless Data. It can only scan Materials that have an ID assigned to them, Materials unknown to GT cannot be scanned therefore. Dusts, Ingots, Gems, Glass Tubes, Scraps etc. are all amoung the scannable Shapes. But you need one FULL Material Unit of the Material you want to scan, so in case of the Glass Tubes, Tiny Dusts and Nuggets you have to insert 9, for example. If you insert more than just one Material Unit (by inserting a Storage Block or a Double Ingot for example) then you successfully wasted Material, since it just needs 1 Unit, but it will still scan it successfully ofcourse. ;P Matter Replicator. It requires Charged Matter (1L per Proton), Neutral Matter (1L per Neutron), 65536 QU per Liter of used Matter (watch out for the efficiency of the Replicator Tier you are using!), and an USB 4.0 Stick with Data of a non-radioactive Element to output 1 Unit of the desired Material. Trinium, despite it being way far down in the Periodic Table, is a non-radioactive Element, just so you know. But forget making Plutonium with that thing, that will definitely not work. Its Tiers have the same Type of Energy Efficiency Grade as the Matter Fabricator, so from 50% at T1 to 100% at T5. Since that Question came up: 1 Unit = 1 Ingot = 1 Dust = 1 Plate = 1 Gem = 9 Nuggets = etc etc etc
 * [NOTE] I totally forgot how unobtainable USB 4.0 Sticks are due to needing Graphene, oops. Quickfix on Friday.
 * [ADDED]
 * [ADDED]
 * [NOTE]
 * [ADDED]
 * [ADDED]
 * [NOTE]

6.03.19
Steam Turbines, for Steam -> Rotation Units (RU) with a loss of 33.333...% (exactly 1/3rd). Explosions happen when overfed with Steam. (explosions are currently disabled, but you know the noise of overcharge) They will emit 1L of Distilled Water for every 200L of Steam to the sides, just like the Steam Engine. It will be voided if there is nothing to catch it. Dynamos, which convert Rotation Units (RU) into Electric Units (EU) with a loss of 25% (1/4th). Crafted like the Electric Motor of the same Tier, but upside down. Also has a non-craftable RU->RF Variant. Use MineTweaker for that thing, just like for the Flux variants of the Motors, Engines and Heaters. The 2/3 Efficiency of the Turbine and the 3/4 Efficiency of the Dynamo add up to an overall 1/2 Efficiency (exactly 50%) when converting Steam to Electricity, but unlike the RC Turbines (125% Efficiency, but eats Steel), mine are maintenance free, won't consume metals, have realistic ratios and stuff.
 * [FIXED] Red Alloy and similar Wires having an initial loss of 1, making weak Signals impossible to transmit.
 * [FIXED] If you put a Stack of Batteries into a GT Batbox they were deleting all but one of the Batteries by setting the Stacksize to 1. Now they won't even attempt to charge/discharge when stacked.
 * [CHANGED] My RC Rock Crusher Recipes now have their Config default to false if the crushed Stack is not a Block.
 * [ADDED]
 * [ADDED]
 * [NOTE]

6.03.18
A Charging variant of the Advanced Crafting Table. For Electric Tools and maybe others too, later. Note that the Input Voltage has to match the Voltage of the Tool itself, the Table doesn't really have any Voltage by itself. But don't worry there won't be explosions from that particular one, Steve is smart enough not to plug electric Tools into the wrong Voltage.
 * [COMPAT] for IC2 Classic by Speiger. I think I fixed the most important Stuff, and yes it took a while to go through all the things in order to have it all right.
 * [CHANGED] Sulfuric Acid Recipe to use SO3 instead of SO2 (was a typo of some sort)
 * [ADDED] Inv Tweaks Support for Stuff, have fun clicking the Buttons that are half obstructed by Slots, because I have no idea how to set their Coords.
 * [ADDED]

6.03.17

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

6.03.16

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

6.03.15

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

6.03.14
The Autocrafter, which Autocrafts most regular Crafting Recipes. But a fair Warning: Not all Recipes are autocraftable, for example most of the Recipes using Hand-Tools are NOT. This is INTENDED! Use the dedicated Machines, which I didn't want to make obsolete, that create things like Plates or Buckets etc, and not the Autocrafter! In order to select a Recipe, you have to make a Blueprint of the exact Items used inside your Recipe (even NBT has to match!) in the Advanced Crafting Table and then place it in the special Slot in the middle of the GUI. There is a Set of Robot Arm Tips, which have to be used instead of Hand Tools in non-Blacklisted Recipes. You also have to specify those in the Blueprint! Those Tips will never get used up if you use the Autocrafter.
 * [FIXED] The Sulfuric Acid and Aqua Regia Bath Recipes requiring Energy despite Bath Recipes not being supposed to do that... copypasta issues, lol.
 * [FIXED] Mixing Bowls and Bathing Pots can no longer do Recipes, which output low density (gasses that are lighter than Air) or high temperature Stuff.
 * [CHANGED] The Canner and other directly electric Machines to use the new old electric Component Items.
 * [ADDED] Paint Removal Spray.
 * [ADDED] Most Electric Components such as Motors and Robot Arms back, note that they are component Items and not Covers (at least for now). Also not all of the Tiers are craftable (due to lack of certain required Items), but the Tiers LV to IV are all craftable.
 * [ADDED] Electric Mixer/Loom/Sifter, but they have a 50% efficiency, meaning every Recipe takes twice as long with them, while costing exactly as much EU as an external Motor/Engine would. So it's only for compactness sake. This means that it wont cost more EU, but it will cost more time!
 * [ADDED]

6.03.13

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

6.03.12

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

6.03.11

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

6.03.10

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

6.03.09

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

6.03.08

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

6.03.07

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

6.03.06

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

6.03.05
Vanilla alike Hoppers made of different Materials. I decided that they move Items when they get updated (so almost instant) or once every 64 ticks. They are less laggy and have slightly different Item movement Speeds and Inventory Sizes. Can also interact with Minecarts if they are pointing into a Rail or are below a Rail. (also works with modded Rails) Also they can emit Stacks of specified Stacksizes if you screwdrive them. So they only emit Stacks of 4 Items at once for example. If you use that Mode then the Stacks inside will be limited to a certain size, which is the largest possible Stacksize divisible by the Mode. So if you set it to 9, then it will be 63 for each Slot for example. This is useful for overflow control. Only Hoppers with at least one empty Slot can suckup Item Entities above them. While Hoppers can be Rotated to face upwards, they won't emit into the direction and instead just stop emitting at all. A simple opaque Block or an Inventory above the Hopper are enough to not make it search for Items laying ontop of it. Functionality can generally also be disabled by just applying Redstone. And because that stupid Question came up way too often on Forums and IRC: NO, I FRIKKIN WONT DISABLE THE VANILLA HOPPER, SERIOUSLY IT'S USED IN MANY OTHER MODS CRAFTING RECIPES, HOW INCONSIDERATE CAN YOU BE?!? NOBODY AND ALSO NOBUNNY WILL BE ABLE TO CONVINCE ME OTHERWISE!
 * [COMPAT] With the LostBooks Mod by FatherToast regarding placement of Dusty Books in GT Shelves and also with additional Dungeon Loot in GT Shelves (will have a 25% chance to spawn a dusty Book instead of a vanilla empty book). http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288323
 * [COMPAT] Warpbooks Mod (for Shelves and stuff)
 * [FIXED] A few small Recipe Issues with the Scanner and the Printer.
 * [ADDED] A few Mob Hunting Manuals. Sometimes I'm forced by the outside World to "do almost nothing", during these Times I decided I will just write some GT Books, so that I don't "do absolutely nothing useful", like playing Spider Solitaire.
 * [ADDED] GT Rails, not as complex as Railcrafts ones. They are essentially either improved or cheaper variants of the common vanilla Rails.
 * [ADDED] Possibility to copy Blueprints to the Scanner/USB/Printer.
 * [ADDED]

6.03.04

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

6.03.00+

 * The "+" is only because of upload problems of the previous Version (Saturday afternoon/evening Bugfix release)
 * [FIXED] Coins not being smeltable
 * [ADDED] Some more Books and alike to the things you can add to the Shelves.

6.03.00
Book Shelves made of vanilla Wood or Metal. They are paintable as always. You can store up to 28 Books (or anything that mentions it in its tooltip!) inside them (7x2 Front, 7x2 Back). Every normal vanilla Book rises the Enchantment Power Bonus by 1/14th, every enchanted Books rises it by 1/7th, and yes an enchanted book and 12 normal books add up to 1 point. (1 point = 1 vanilla Bookshelf) If you find a Book/Paper/Manual/Schematic/Scroll/StoneTablet/Disk/Floppy/Painting/Guide/Map/Blueprint/Catalogue/Letter/Note/Clipboard/Wallpaper/Record/Poster etc. of another Mod to be incompatible then tell me about that. Loose pieces of Paper, Maps and Blueprints will be placed in an "imaginary" Folder for more visual appeal. You can disable Slots by placing Cobblestone inside them, in case you use Automation on a Bookshelf and don't want interference (or just need to block the backside of a Shelf). And before you people consider dumping Bibliocraft in favour of this, don't forget that Bibliocraft has far more than just Bookshelves! It also has Clipboards, Signs, Huge Books and a lot of other Decoration!
 * [ADDED] Canvas, it can be used as Cover and works together with the Obscurator in order to be able to copy Textures.
 * [ADDED] USB Sticks. Yep, just tiny Data Storage Devices. It's needed for storing and transporting Data.
 * [ADDED] Scanner (of the office kind, not the molecular one!). It can scan the Textures of Blocks and other things as well as Books and Maps to a USB Stick.
 * [ADDED] Printer. It can directly print Canvases, Books and Maps that you scanned to a USB Stick before. Uses only Chemical Dyes!
 * [ADDED]

6.02.07
Mass Storages can only face horizontally now. But it can now be Monkey Wrenched for Hopper alike Behavior on the Bottom Side. Also added Item Displays to them, so you can see what Item is inside. The Numbers won't sync, if you put a Cover on them, meaning they would lag less (if you aren't interessted in the Numbers). You can fill a Mass Storage to 100% by giving it an NEI 111 Stack of its Item. When destroyed by an Explosion, all Items contained are lost, so better craft a more blastproof variant if you store valuables in it. (to prevent massive Item Entity Lag) When broken the normal way it will drop a max of 512 Stacks (of the respective items max stacksize!), meaning everything above that will be lost! (to prevent massive Item Entity Lag)
 * [FIXED] Cover Items being placed on the Mass Storage rather than in the Mass Storage.
 * [COMPAT] for some Mo'Creatures things.
 * [COMPAT] for Silver with Werewolves of Howling Moon, Mo'Creatures and anything that my matching process defines to be a Werewolf.
 * [ADDED] Support for multiple Default Enchants on a Material.
 * [ADDED] Bathing Pot, its like the Mixing Bowl, but for the Bath Recipes. just like the Mixing Bowl, you cant use this for Gases or very hot Fluids.
 * [ADDED] Injector, a Machine that injects Stuff. It can inject Carbon Dioxide into Water to make generic Soda. It can also fill Harvestcrafts Donuts with Jelly (but not just Grape Jelly like the original Recipe).
 * [ADDED] Mint and Tea Crops to IC2.
 * [ADDED] A new even larger Gem Size called "Legendary Gem", has a 0.01% chance of being outputted by sifting or dropped by a small Ore (Fortune and Silk Touch can increase those chances).
 * [ADDED] Electric BC Assembly Lasers. Yes its just BC Compat, nothing else. They have to be placed directly ontop of the Assembly Table and are Tiered, so you can't spam them.
 * [ADDED] Mode to Item Pipes that prevents insertion of Items into or from adjacent Inventories, use the Monkey Wrench to set said Modes. These Modes should prevent things like the BC Assembly Table, from emitting into the Pipes they are supposed to be receiving Items from.
 * [CHANGED]

6.00.06
Renamed the Configs that turn Machine Explosions off. All default to true! Note, that I will give you some time to prepare by making noise at the "exploding" places (instead of blowing them up) and also give you time to turn the Config off if you like to. Solar Panels are immune to Weather per default (but not the Transformers!) Other Electric or Heat based Machines need to be protected from Rain. You can use Covers for that aswell. Why Heat based ones too? Because they would vaporize the Water around them! Another Note is that Water Blocks are now a Threat to electric and heat based Devices aswell, so cover them up and don't dump water in your workshop! Mass Storage This Device is basically like a Barrel from various Barrel Mods but with way better UI, aside from lack of item display as of right now. It can store exactly 1 Million Items inside, no matter how large their original maximum Stacksize is. This means you can go 1 million pickaxes or 1 million cobblestone, it doesn't care if it is unstackable. The Storage itself has 6 Buttons which give you a varying amount of Items when clicking them (and you dont put Items back when clicking one of the Buttons with an Item in hand). No buggy leftclicking required, in fact leftclicking doesn't do anything, due to the Buttons I added. If you click the Window in the middle of the Storage with an empty hand, then all Items that can go in the Storage will go there. Adjacent Advanced Crafting Tables can pull Items from it and also dump empty Container Items into it if allowed. Using the Screwdriver on it causes its Filter to reset automatically when it gets empty, so you dont have to soft hammer it everytime to set it to a different Item. Mass Storages can only face horizontally now. But it can now be Monkey Wrenched for Hopper alike Behavior on the Bottom Side. Also added Item Displays to them, so you can see what Item is inside. The Numbers won't sync, if you put a Cover on them, meaning they would lag less (if you aren't interessted in the Numbers). You can fill a Mass Storage to 100% by giving it an NEI 111 Stack of its Item. When destroyed by an Explosion, all Items contained are lost, so better craft a more blastproof variant if you store valuables in it. (to prevent massive Item Entity Lag) When broken the normal way it will drop a max of 512 Stacks (of the respective items max stacksize!), meaning everything above that will be lost! (to prevent massive Item Entity Lag)
 * [WARNING]
 * [FIXED] Construction Pickaxe Crash
 * [CHANGED] Sensors now use Tin Alloy Double Plates instead of Steel Double Plates.
 * [CHANGED] Some Mortar Recipes to be more useful. With Low Tier Stuff you can now mortar 4 Items at once to save on durability.
 * [CHANGED] Clay Balls to now be worth 1 Unit of Clay rather than half a Unit. This makes Clay Blocks worth 4 Dusts as opposed to IndustrialCrafts two Dusts, so it is kindof a buff, at least for Foam related things.
 * [ADDED] Clay Dust to Clay Ball Recipe in Bath (so basically just add a bit of water to make it shapeable)
 * [ADDED] Orange and Yellow Sapphire, also the different Sapphires just like the Ruby have impurities now depending on color.
 * [ADDED] Additional way to get Aluminium from Bauxite. Requires pure Sodium or Potassium however.
 * [ADDED]

6.00.05

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

6.00.04
Long Distance Electric Wires. (they took a lot more time to create than I expected, due to me having to check for Chunk Loading and Unloading Issues) As long as the starting and ending Point are loaded it can transmit power, even/especially if parts of the Wire itself are in unloaded Chunks. It has a lower loss than normal Wires due to the higher Voltage and better Insulation. These Wires CANNOT branch off, they are just a from Start to Finish thing. For Branching you need to do some sort of Transformer House, so you can split Energy manually. Also you cannot use different types of Wire in the same Line. The Wire Blocks themselves are really just regular non-TileEntity Blocks, they don't even have "visual connections". Just draw a Line of those Wires from Long Distance Transformer A to Long Distance Transformer B. Also make sure the sending and the receiving ends of this are chunkloaded (for obvious logical reasons, it will NOT cause lag if you don't load them). All Cables have a loss of 1 EU every 8 Blocks, so 0.125EU per meter. With higher Voltages, these 0.125EU/m are almost unnoticeable. It will always have a Loss as if the Wire was 512 meters long, whenever it is shorter than 512 meters. This is to discourage usage in short distance connections. So the Loss is at minimum 64EU per Packet. Only use it if your Wire is more than 64m long, yes 64m, normal Wires have a loss of 1EU/m or even more, meaning it will be useful from 64m and onwards. If you are doing a SERIOUSLY LONG Cable with this, then make sure that after losses, the Energy the receiving End gets, is more than its minimal Energy Output! Max Distance is about 8km for EV (2048EU/t), 32km for IV, 131km for LuV, 524km for ZPM, and finally 2097km for UV. Most Servers don't even go past 10km, so I think this should be more than enough. You can send ANY Amperage through these Cables, but you only have one Surface to connect to. A yellow indicator Light tells you, that the Target of the Long Distance Transformer is unloaded right now. Technically speaking, this Device is nothing more than a lossy Energy Teleporter, that requires a Cable made of Dummy Blocks to connect the Start Point and the End Point.
 * [FIXED] Exploit with Cauldrons being filled by pipes (and then emptied for 1000 Liters of Water using a Bucket), by increasing the amount to be filled from 250 to 334 Liters of Water.
 * [FIXED] Sliced Ham Recipes.
 * [CHANGED] Design of regular Metal Plates (and their multiplate variants). Decided to go RC Style, but I made my own Textures for them.
 * [CHANGED] Converters that convert from Electricity to any other Energy form, now have an Amperage Limiter, so they don't attempt to consume more than they can convert (what would lead to an explosion). This fixes a lot of explosive Electricity Issues.
 * [ADDED] Tooltips to the Advanced Crafting Table GUI.
 * [ADDED]

6.00.03

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

6.00.02
Advanced Crafting Table. For anyone who didn't play with GT4, it is basically a Project Table/Bench/etc. It stores 16 Items to refill from, left of the Grid. Has 5 Slots for auto-filling Fluid Container Items such as Buckets or Universal Cells, above the Grid. Got additional 36 Slots in a second GUI that is accessed when you click the Drawers on the Front/Back. No internal Fluid Tank, meaning Fluids don't get stuck in there anymore. Also included is a Slot that lets Items be pulled out by a Hopper or any Automation thingy. Two Buttons which "flush" the Crafting Grid. (either the same way as above via automation, or by filling the Storage Slots) A small Slot right next to the Crafting output where you can "Park" your Item, for example for Recipes that require multiple steps. Also with Redpower alike Blueprints that can store Crafting Recipes. Use Shiftclick on an empty Blueprint inside the Blueprint Slot to create one. You can also have "incomplete" Blueprints, meaning you could use a blueprint to put some Items at a certain position on the grid. Using the Monkey Wrench you can disable Item Input into the 4x4 grid or the 9x4 grid respectively. Using the Screwdriver you can toggle the "Diversity Filter", of the 4x4 or the 9x4, ON and OFF, if it is ON then it will prevent multiple Slots being filled with the same Item.
 * [FIXED] Bacon Sandwiches and Ham Slices being uncraftable because of a Typo.
 * [FIXED] Wooden Milk Bucket vanishing Issues, when MFR isn't installed.
 * [FIXED] Railcraft Passive Anchor / Engraving Bench Recipe Overrides.
 * [CHANGED] A huge portion of Obsidian related Material Value balance. Obsidian is now worth 9 Dusts. This is because lots of Mods have different Values for it and 9 seems to be the largest. (originating from IC2 btw)
 * [COMPAT] Some Forbidden Magic stuff is now supported, in regards of Items and Recipes.
 * [ADDED] Bronze and Brass Dust Recipes for the Mixer. Note that it is more inefficient than using the Crucible. Also Brass, BismuthBronze and Bronze are all three Furnace-able now and have Recipes for Wooden Buckets being made of them.
 * [ADDED] Additional Recipes to compress Cobblestone/etc using the Press. Yes, not the Compressor, because that may cause Recipe Conflicts.
 * [ADDED] Tooltip to Tools showing how many times you can use that Tool as Container Item for crafting.
 * [ADDED]

6.02.01

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

6.02.00
Safes with 15 "safe" Inventory Slots. Mechanical Safe. This Safe can only be opened by its Owner. Keylocked Safe which is basically the same as the Mechanical one but also requires a Key Item to be opened and closed. The first used Key will be the one to open/close it. Note: It can only be harvested while open. I might add a Digital one later, that has a Hexadecimal Number Pad for access by more than one Person. NOTE: The Safes aren't 100% Blastproof! People can blow them up to get the Resources! (That is if they have a strong enough explosive, what depends on the Material of the Safe itself) Stone generator Module. This Item can be used to generate infinite Stone inside GT Machines by just putting it into the Input Slot. This process ofcourse still needs Energy to function as you dont just get Stone Items from it, but instead a "Token" that functions as if a vanilla Stone is inside the Machine (works for most Machines). Yep, combined with an Extruder you could make an "Igneous Extruder" with it. XD Note, that this is not as OP as it sounds, and GT5 had a Cobble generator as Machine back then too. This is just the new way of doing it. Item and Fluid Filters. (in the 3 variations Items, Fluids and Items&Fluids) They are based on Extenders, so you cannot chain multiple of them together nor combine them with actual Extenders. They have 54 Slots and default to not let anything go through when they are left empty. In case of Fluid Containers, such as Buckets or Universal Fluid Cells, it will NOT take the Fluid inside them as Filter Value, you have to rightclick the Item in order to switch it to the contained Fluid. Things can also go through the Filter in reverse direction (out of the block it is attached to), but in that case the Filter won't apply and will let anything pass. When Machines pull things through a Filter they only grab things the Filter allows to pass. Note that the main side has to be the one facing the MACHINE and not the Chest.
 * [REMOVED] Lots of old Code. Also refactored some Stuff! This is the Reason why it is now at 6.02.
 * [FIXED] Pigs dropping neither Bacon nor Ham.
 * [FIXED] Cows not dropping Ribs.
 * [FIXED] Bacon Sandwiches not actually using Bacon.
 * [FIXED] NEI Bug where certain Recipes arent displayed for the Crucible, despite them being there.
 * [FIXED] Smelter being able to smelt Ore Stuffs, such as Bauxite into Metals.
 * [IMPROVED] Molds now accept Fluid Input. Note that whatever Pipe you use has to have enough Bandwidth to fill the Mold 100% in one go. Or you just place it adjacent to the Smelter.
 * [IMPROVED] that aforementioned render related thing a bit more, by reducing calls to getTileEntity, when checking adjacent GT Blocks for opacity.
 * [CHANGED] A lot of Machines to accept Inventory Input from the Tank Input Side too (just not automatically, only if you pipe/hopper it in). Did the same to SOME Fluid Input Sides too. Don't worry, your existing automated Setups won't break on this change.
 * [CHANGED] Bath to have its Auto-Fluid-Output at the Bottom. (this is the only case where I actually changed the purpose of a Side, what might break automation, wait, there is no Recipe outputting Fluids anyways for the Bath so I didn't break anything)
 * [CHANGED] using Silk Touch on Small Ores increases the percentage of "good" Gems being dropped. And if you somehow can combine Fortune and Silk Touch they would stack together on this effect btw.
 * [COMPAT] EBXL and BoP stuff is now supported, in regards of Items and Recipes.
 * [ADDED] Wooden Buckets. They can only carry Milk and Water, but that is enough for pretty much all purposes you could have earlygame. Note, they have the annoying downside of being unstackable, even when empty! They are meant for earlygame and not for cheap bastards. :P
 * [ADDED] Mortar Recipe for 8 Scraps + Mortar = 8 Tiny Dust. I think this is worth mentioning.
 * [ADDED] Mushroom Stew Fluid. Should also be compatible with the MFR Mushroom Soup Fluid. It can be created by mixing a vanilla Brown Mushroom with ANY other Mushroom (see ExtraBiomesXL, Biomes O' Plenty, Twilight Forest and Harvestcraft)
 * [ADDED] Antidote, a Pill that just cures Poison. It is made with vanilla Brown Mushrooms.
 * [ADDED] TNT Recipe using Flint Dust.
 * [ADDED] Blast Resistance Tooltips to all my Blocks. Btw regular vanilla TNT Blasts need a Blast Resistance of 16 or greater to be proof.
 * [ADDED] The Progress Sensor can now also measure the countdown value of the vanilla Mob Spawner. If it shows "0" it means that the Spawner is trying to spawn something but fails doing so. (Light Level and other Spawn Conditions)
 * [ADDED] Transformers for Electric Power.
 * [ADDED] Crystallisation Crucible, which creates Silicon Boules and similar.
 * [ADDED] Solar Panels (8EU/t Day, 1EU/t with free view to stars). And don't tell me 8EU/t is OP, you know that almost every Machine requires a Converter from EU to its actual power and that those all have a 50% loss! That means its effectively 4 Generic Units per tick unless you are able to power a machine directly with EU. Also the Recipe for the Panel is quite hardcore with crystalline Silicon Plates and stuff.
 * [ADDED]
 * [ADDED]
 * [ADDED]

6.01.08

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

6.01.07

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

6.01.06
a Mixing Bowl made of Clay and some Red Dye. It can be used for Mixer Recipes that don't involve Gasses or very hot Fluids. There is also a "Table" variant of it, if you want it to be 1/2 of a Block more elevated. (needs crafting and a vanilla brick slab) You can rightclick Fluids into and out of it, if there is a mixing recipe using them.
 * [NOTICE] ForgeMultiBlock dependency cycle on older Versions of it. It has been fixed on ForgeMultiBlock Side, so update FMB to fix eventual Dummy-Container Issues.
 * [NOTICE] I improved the logging of unknown Stuff in the OreDict. If you want to help update to this version and give me the OreDict.log File
 * [API] Moved a bunch of Ore Materials inside MT.java into a subclass due to the common 65536 limit problem in java code.
 * [CHANGED] Platinum, Mithril, Bronze and Nickel RGB Color not fitting to the TE, Forestry, RoC and more other Mods Variants. (it really bugged me after a while). Rhenium got the old Platinum Color with the Shiny Item Set btw. It's a byproduct of Molybdenite Ore I think.
 * [FIXED] TerraFirmaCraft Item Unification to Vanilla Items.
 * [FIXED] Basic Machine and Extender Rendering Crash.
 * [FIXED] Fluid Recipe Bugs by switching from a FluidID HashMap to a String HashMap.
 * [FIXED] Dyes being mixable with the Fluid Dye Items. Only the solid Dyes can be used to get the mixed Colors.
 * [REMOVED] a lot of shapeless Crafting Recipes to now make use of the Bowl mentioned below. Like the GT Gunpowder Recipe or the GT Recipes for Dough.
 * [ADDED] Two more Output Slots for the Shredder.
 * [ADDED] Tons of Compat work, like Material Support, Recycling Support, new Alloys. (The creation of most RotaryCraft Alloys is NOT supported in the Crucible, since the Crucible isn't a Blast Furnace)
 * [ADDED] Slot to NEI showing the Machines that can perform Recipes of that Class.
 * [ADDED] Measuring Cup to grab partial Fluids out of the Mixing Bowl without requiring the Universal Fluid Cells of IC2
 * [ADDED] Bottles for the Dye Fluids. Btw, its better to put Ink Sacs into the Squeezer and then bottle the Ink, than to directly craft with the Ink.
 * [ADDED] Electromagnet (Source of Magnetic Energy), it outputs into two Directions.
 * [ADDED] Polarizer (for making Permanent Magnets for Motors, for example)
 * [ADDED]

6.01.05

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

6.01.04

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

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.
 * [ADDED]
 * [ADDED]
 * [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).
 * [ADDED]
 * [ADDED]

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.
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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.
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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