Translations:GregTech 6/Changelog/58/en

6.00.52

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