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GT5-Unofficial

  • #6301 [items disappear] Capsules have been removed from GT integration and NEI while keeping basic Forestry functionality intact. Recipes remain but at higher cost to match Magic Capsules, reducing NEI spam and simplifying GT gameplay. - @UltraProdigy
    • Technical: Removed capsule entries from BWMetaGeneratedItems, Werkstoff, WerkstoffLoader, and removed BWGTMetaItems and related recipe loaders (CellLoader, MoltenCellLoader). Kept capsule items for Forestry compatibility. Adjusted Extruder recipes accordingly.
    • What to do: Discard or repurpose existing GT capsules in your inventory; GT recipes for capsules have been removed and they are no longer used by GT integration.
  • #7025 [rebuild required] Complete borosilicate glass system refactor: new rendering system uses standard block rendering instead of baked CTM, brand new textures for all tiers, and addition of a new UXV glass tier. RPP glass naming fixed, and neutronium+ glass is now fully transparent while normal-osmium retain dirty backgrounds. - @Auynonymous
    • Technical: Removed RendererGlassBlock and BWBlocksGlass/2 classes; glass now uses standard rendering. Replaced baked CTM with mcpatcher compact CTM allowing full customization. Updated BorosilicateGlass API, rewrote glass registration in ItemRegistry. Modified glass recipes (FluidSolidifier, Pulverizer, removed ChemicalBath recipes). Updated legacy mega machine references. New tier structure with transparent neutronium+ and custom colors.
    • What to do: All existing borosilicate glass blocks must be replaced with new variants; the tiering structure and rendering have been completely reworked.
  • #4982 [rebuild required] Complete overhaul of High Temperature Gas-Cooled Reactor (HTGR): now provides alternative Europium and Americium fusion recipes, enables breeding of advanced materials, retiered to IV, and features dynamic fuel consumption and helium loss mechanics. Requires balancing during 2.8-2.9 development. - @Pxx500
    • Technical: Replaced legacy HTGR implementation with new reactor featuring dynamic pellet-based mechanics: fuel conversion at 0.1415% per operation, helium loss at 0.05% per operation, power scaling 0.2-8A IV based on coolant level, operation duration 100-1000s scaled by pellet count, maintenance affecting conversion rate. Added new breeding recipes, removed old static recipes, retiered to IV.
    • What to do: HTGR has been retiered to IV and mechanics significantly changed; rebuild and reconfigure your reactor. Breeding paths for osmium, indium, and fissile materials now depend on HTGR.
  • #4065 [rebuild required] Added GT Modular Armor system to replace IC2-dependent armor (jetpacks, nano, quantum). Armor consists of interchangeable frames (adding slots), energy cores (controlling capacity and tier), and augments (providing effects), unlocked from HV tier onward. - @FourIsTheNumber
    • Technical: Introduced ItemAugment hierarchy, ArmorContext system, ArmorEventHandlers, and modular armor item classes. Cores range from Energy Core (HV) to Singularity Core (UHV); frames provide Protection/Movement/Utility/Prismatic slots.
    • What to do: Craft new GT modular armor to replace IC2 armor, nano armor, quantum armor, and gravichestplate as you progress through tiers.
  • #7096 [recipes changed] Re-implemented machine crash on output overflow to prevent items from being voided silently. Machines will halt instead of losing items when outputs are blocked. - @hinyb
    • Technical: Added output overflow crash logic back to MTEMultiBlockBase with a false positive fix. Requires PR #6941 to be merged first to avoid triggering on ME output bugs.
    • What to do: Fix any parallel calculation errors in your multiblock recipes before this PR is active, or machines using ME outputs will crash when output overflows.
  • #5069 [recipes changed] Added LATEX, a new HV cable coating multiblock required for IV+ cables. Introduces Elastic Supercomposite Rubber (ESC) as a new cable coating material, changes IV+ cable recipes, and adds Rubber Singularity compatibility for doubled parallel processing. - @3ricbae
    • Technical: Added MTELatex multiblock class, new material ESC in chemical recipes, new cableRecipes recipemap, wire casing rubber discounts (6.25% per tier), and Rubber Singularity integration (8→16 parallels, +25% discount).
    • What to do: Craft the new LATEX multiblock machine and route cables through it to coat cables IV and above; old IV+ cable recipes remain available via Assembler for LV-EV.
  • #6430 Added Planck-Scale Circuit NAC components and introduced Hexanite, a new UMV-tier material created by fusing Molten Ichorium with Redstone Plasma, then casting onto netherite for endgame material variety. - @Auynonymous
    • Technical: Added Hexanite and Planck-Scale Circuit components to Materials enum and MaterialsIDMap. Added CircuitComponent types, recipes in FusionReactorRecipes and FluidSolidifierRecipes, godforge integration, and language entries.
  • ...and 222 smaller change(s), see the full list per mod.

OpenComputers

  • #194 [read before updating] Added major AE2 integration improvements including NBT support, getCraftable method, and table parameter support for network queries. Breaking change: decodeNBT output format now includes type information; use new nbt.lua library to maintain compatibility. - @hinyb
    • Technical: Added nbt.lua helper library, enhanced NetworkControl and DataCard with NBT reading/write capabilities, updated AEStackFactory to support long quantities, and modified decodeNBT to persist type information. ConverterNBT expanded with encoding/decoding support.
    • What to do: Update decodeNBT output handling to work with new type-preserving struct using nbt.lua helper; scripts relying on old decodeNBT output structure must be rewritten.
    • Closes #24848, #25263
  • #169 [read before updating] Major refactor adding full fluid and essentia support to AE2 integration through the new StackAPI. Fixes multiple crashes and deadlocks related to AE2 inventory operations. - @hinyb
    • Technical: Refactored AE2 integration to use StackAPI instead of legacy item-only API. Added fluid/essentia support, thread-safety fixes, ae2fc integration, and changed setPatternSlot parameter order.
    • What to do: Update setPatternSlot calls from old parameter order to new: function(slot, index[, database, entry, size]); existing AE fluid/essentia code must be rewritten for new StackAPI.
    • Closes #19567, #19874, #20839, #23349, #23718
  • ...and 10 smaller change(s), see the full list per mod.

Realistic-World-Gen

  • #16 [config] Added Compact Hadron Collider (ChC) biome support and made Thaumcraft's Enchanted Forest biome configurable in size to avoid conflicts with existing saves. - @KuroPeach
    • Technical: Added SupportCC class for ChC biome generation and extended SupportTC with configurable Enchanted Forest sizing option. Updated ConfigRWG to expose new configuration.
    • What to do: Enable the new TC Magic Forest size option in config if you want larger Enchanted Forests in new worlds; existing worlds retain their previous terrain.

ChromaticTooltips (new mod)

  • #11 Added multi-component line support to tooltips, allowing more flexible and complex tooltip formatting. - @slprime
    • Technical: Extended TooltipLines.java to support multi-component lines, updated InlineComponent and ComponentRegistry to handle the new format.

ChromaticTooltipsCompat (new mod)

  • #9 Added proper durability tooltip display for IC2 electric armor pieces. - @slprime
    • Technical: Implemented ItemArmorElectricMixin to intercept armor durability tooltip generation and display remaining charge information correctly.

Freecam (new mod)

  • #21 Mod overlays like Goggles of Revealing, Waila, Thaumcraft auras, and HoloInventory now hide while in freecam mode. This prevents visual clutter and overlay conflicts when using freecam for scouting or building. - @Caedis
    • Technical: Added server-controlled config MiscConfig.hideModOverlays (default: hide); implemented RevealGate wrapper and late-loading mixins for Waila, Thaumcraft, HoloInventory, and Angelica to conditionally disable rendering in freecam.
    • Closes #25980

GTNH-Credits (new mod)

  • #23 The credits screen now closes when you press ESC, matching standard Minecraft UI behavior for easier navigation back to the main menu. - @Worive
    • Technical: Added ESC keybind handler to CreditsScreen to close the screen.
  • #22 Credits can now be loaded from config/gtnh-credits/credits.json instead of only bundled with the mod. The config file and credits file are both now in the config folder for easier modpack customization. - @Worive
    • Technical: Modified Config and CreditsRepository to check for credits.json in the config directory before falling back to bundled resources. Moved the example config file location.
  • #7 Replaces exact regex search with a fuzzy finder algorithm, allowing players to find credited people by partial or approximate name matches (e.g., 'Scorched' even if the exact name is 'ScorchedPlanet'). - @SkorchedEU
    • Technical: Added FuzzyFinder class implementing Damerau-Levenshtein distance scoring with configurable layers: perfect match (0.0), prefix match (0.1+), substring match (5+), and fuzzy match (10+). Updated CreditsController and CreditsScreen to use fuzzy search instead of regex.
  • #1 Improved the credits screen filter to support regex pattern matching for more powerful searching. Also fixed text input to work with dead key composed characters on non-US keyboards. - @leagris
    • Technical: Replaced plain text matching with regex in CreditsBodyPanel. Implemented custom text input handling in CreditsScreen using GuiScreen events to support dead key input when lwjgl3ify is loaded, since MUI2 text widgets don't support composition.

GuideNH (new mod)

  • #69 Added search keyword aliases to guide navigation pages, allowing players to find pages by alternative names that match language analysis and prefix fuzzy matching. - @ABKQPO
    • Technical: Extended Frontmatter and FrontmatterNavigation to support navigation.keyword and navigation.keywords fields, updated GuideSearch and IndexSchema to index and search these aliases separately from titles.
  • #53 Adds displayWidth and displayHeight attributes for FloatingImage to size images in pixels independently of crop rectangles. Simplifies image scaling and allows intentional stretching without awkward decimal scale values. - @ABKQPO
    • Technical: Added displayWidth and displayHeight parameters to FloatingImageCompiler and LytImage, updated rendering logic in LytImageBlock to apply display dimensions, updated documentation and autocomplete registry.
  • #52 Major enhancement to GuideNH adding native Mermaid flowchart support with sophisticated layout, nested subgraphs, and edge routing. Improves guide navigation with expand/collapse controls, and reworks search with background indexing and better snippet generation for large documentation packs. - @ABKQPO
    • Technical: Added ELK-based layout for flowcharts, implemented nested subgraph support, enhanced navigation tree with expand/collapse logic, built background search indexer with markdown stripping, improved viewport culling and debug hit detection.
  • #50 Improves Mermaid flowchart rendering with fixes for dangling edges, website export capability, and additional shape options including ellipses. Flowcharts now render more reliably and can be exported to websites. - @sbancuz
    • Technical: Fixed edge routing in LytMermaidFlowchartCanvas, added EllipseShape and other shape implementations to FlowchartShapes registry, enhanced shape rendering system.
  • #39 New players now see a localized welcome popup on first GuideNH open. The popup explains what GuideNH is and how to use it, appearing only once per player per save. - @DreamYao520
    • Technical: Added GuideWelcomeScreen and GuideWelcomeContent that render localized markdown from assets/guidenh/welcome/. Per-player/per-save seen state tracked in config.
  • #29 Site export now respects language settings. Exported HTML guides will use the same language as the player's current selection. - @ABKQPO
    • Technical: Modified GuideSiteExportTask and GuideSiteWriter to use language-aware resource resolution. Added GuideSiteLocalizedText class for language lookups and new lang file entries.
  • #23 FloatingImage now supports cropping and scaling. You can specify x, y, width, height to extract regions from texture atlases, and use scaleX/scaleY for independent scaling. - @ABKQPO
    • Technical: Refactored FloatingImageCompiler and LytImage to replace width/height semantics with scaleX/scaleY factors, added crop attributes (x, y, width, height). Updated rendering context and site export.
    • Note: Guide document authors using FloatingImage must update width/height to scaleX/scaleY, and use new x/y/width/height attributes for texture atlas cropping.
    • Closes #22
  • #15 Added background compilation and async scene loading to improve guide responsiveness. Fixes navigation state issues to prevent scroll/expansion resets when switching guides. - @Windorain
    • Technical: Introduced AsyncWorker (4-thread pool) and CompileWorker (daemon) for background heavy lifting. Rewrote SceneScript with 3-phase state machine and materialization tasks. Fixed GuideScreen and NavigationState to properly scope and persist per-guide state (scroll, expansion). Changed nei-custom-diagram to compileOnlyApi.
  • #10 Added multi-recipe usage tag for guide documentation. Authors can now display multiple recipes with a single tag and short-form 'Usage' alias. - @koolkrafter5
    • Technical: Extended RecipeCompiler to support RecipesUsage (multi) tag alongside RecipeUsage (single). Updated GuideSiteRecipeTagRenderer and documentation (wiki/Recipes.md) to reflect new tag variants.

MouseTweaks (new mod)

  • #4 Added ScrollItemScaling and WheelScrollDirection configuration options to control how many items are transferred when scrolling and the direction of transfer. - @unilock
    • Technical: Backported configuration options from newer MouseTweaks versions: ScrollItemScaling (proportional vs. single-item transfer) and WheelScrollDirection (direction inversion and position-aware transfer) via expanded build.gradle and Main.java.

RandomBoubles (new mod)

  • #2 Added Thaumcraft vis cost reduction ring upgrades and combinations. New rings provide various elemental aura and combined effects to reduce spell casting costs. - @Ethryan
    • Technical: Added new ring item classes (ItemAerRing, ItemAquaRing, etc.), crafting interfaces, event handlers, and EIR infusion recipes. Updated dependencies to support Thaumcraft integration.
  • #1 Added Chinese (Simplified) language translations for RandomBoubles mod. - @Omgise
    • Technical: Added zh_CN.lang file with 187 new translation entries.

VillageNames (new mod)

  • #8 Allows players to customize villager name colors in the GUI using resource packs with format codes like §6 for gold. - @Ranzuu
    • Technical: Adds MixinGuiMerchant to intercept villager name rendering in GUIs and applies formatting codes from language file entries like gui.Villager.name=§6%s. Falls back to normal display if not configured.
  • #7 Adds a configuration option to control whether beds spawn in villages (enabled by default). - @Caedis
    • Technical: Adds configuration flag in VillageGeneratorConfigHandler and updates all biome structure generators to conditionally place beds based on the config setting.

Index · Previous: Highlights · Next: Changes & Reworks