Changes & Reworks (2 of 2)
Index · Previous: Changes & Reworks (1 of 2) · Next: Balance
Remove IC2 Iron Furnace from recipes
The uncraftable IC2 Iron Furnace has been removed from recipe definitions in GT5-Unofficial and Cooking for Blockheads. Recipes that called for an Iron Furnace now call for Et Futurum Requiem's Blast Furnace instead.
Shipped in: CookingForBlockheads #61, GT5-Unofficial #6126
Research Station
The Research Station could not be opened at all for a stretch of the cycle. It was converted to ModularUI2 and gained an in-GUI mode button, along with the Dangote Distillus, the Matter Fabrication CPU and the High Current Industrial Arc Furnace. Breaking a Holder before the research finishes now consumes the item rather than giving it back. The scanner recipe path was reworked, which stopped stackable items and their NBT being turned into the output. Missing hatches were added to the structure tooltip, multiblock toggle-button tooltips now share one style, and the Research Station's WAILA readout was brought in line with the rest.
Shipped in: GT5-Unofficial #6517, GT5-Unofficial #6069, GT5-Unofficial #6057, GT5-Unofficial #5677, GT5-Unofficial #5521, GT5-Unofficial #5303
Space Elevator
Space Elevator mining modules share the controller's computation and fluid inputs and no longer need their own input hatches; put hatches directly in a module if you want to feed it separately. An ME stocking hatch feeding a module reported 1 mL of plasma, so the module would not run; plasma is now sorted by tier too, so a module can run on a higher tier than the main controller. The parametrizer card did not work on the mining module at all and now also copies the module's ore filter. The Space Assembler got the nickname "spass" and a Mk2 +50% / Mk3 +100% speed buff, to offset the higher UIV+ circuit cost in the reworked gate recipe.
The module interfaces changed during the ModularUI2 port. They first shipped with their parameter adjustment buttons missing, and were reverted in April to put the buttons back on the Assembler, Miner and Pump. The Space Pump and Space Assembler were then migrated properly: hovering a button shows the value it is set to.

Shipped in 9 pull requests
- fix(space elevator): Shared stocking hatch proper fluid visibility on mining module (GT5-Unofficial #7831)
- add nickname of spass for space assembler (GT5-Unofficial #7619)
- Space Assembler Buff (GT5-Unofficial #7290)
- Remove Input Hatch for Mining Modules (GT5-Unofficial #7265)
- Parametrizer card copy for SE Mining Module's Filter (GT5-Unofficial #6685)
- [MUI2] Migrate Space Pump and Space Assembler (GT5-Unofficial #6620)
- Reverted Space Elevator Module GUIs that were not done yet (GT5-Unofficial #6561)
- Replace Missed Dot Mentions (GT5-Unofficial #5553)
- add shared computation and fluid inputs to Space Elevator for mining modules (GT5-Unofficial #5828)
Space Miner
The orbital miner's GUI was ported to MUI2 with a built-in calculator, replacing the external spreadsheet. Drones were mining almost nothing because most space-mining recipes were being discarded as duplicates, and output chances were wrong. Two crashes are fixed: opening the GUI, and pressing Calculate with no drone selected. The range and step fields carried each other's labels and the cycle distance was wired to the wrong slot. Clay and cheese can be obtained from the Space Elevator again.
Shipped in: GT5-Unofficial #7100, GT5-Unofficial #6708, GT5-Unofficial #6706, GT5-Unofficial #6564, GT5-Unofficial #6017, GT5-Unofficial #5597
Streamlined ethereal familiar recipes
Ethereal familiar recipes now use generic templates instead of individual per-aspect recipes, reducing NEI clutter to just Terra-aspected entries. The condensed recipes previously showed a color-cycling generic essence, so players fed in the wrong aspect and the infusion never started. Now the recipe locks onto whichever aspect your essences carry, and mismatched essences are rejected.
Shipped in: Gadomancy #58, Gadomancy #53
Unify schematic GUI localization
Every schematic GUI in Galacticraft, Galaxy Space and Amunra now draws its own schematic.* language key instead of reusing the rocket item's display name, and the titles sit in the same place and colour. The Astro Miner and the Shuttle are covered along with the rocket tiers. The keys are new, so locales that have not caught up show English text with a ##NEEDS TRANSLATE## marker.
Shipped in: amunra #39, Galacticraft #126, Galaxy-Space-GTNH #144
Void Miner
The ore buttons in the filter panel had no background until you pressed one; they have one now. The miner also says why it will not mine - "This dimension cannot be void mined" or "No ores available to mine in this dimension" - instead of a generic "Extraction Failed". Left-clicking a Void Miner with a data stick used to overwrite the NBT of whatever you were holding.

Shipped in: GT5-Unofficial #7332, GT5-Unofficial #6361, GT5-Unofficial #5926
Centralized color system across mods
GTNHLib gained a shared colour system, ColorResource, which reads color.resource.<modid>.<name> out of the language file on every resource reload. Colour definitions that were scattered through GUI code in ten mods - AE2, AE2FluidCraft, Botania, Tinkers' Construct, CodeChickenCore, ThaumicEnergistics, BlockRenderer6343, AspectRecipeIndex, nei-custom-diagram and the Vending Machine - are now collected in one place per mod on top of it. A resource pack can recolour any of them through a language entry without touching the mods. Nothing changes colour until a pack overrides a key. AspectRecipeIndex's own older colour keys were dropped in the move.
Shipped in 12 pull requests
- Convert to ColorUtils (AE2FluidCraft-Rework #440)
- Convert colors to ColorUtils (Applied-Energistics-2-Unofficial #1343)
- Convert colors to ColorUtils (AspectRecipeIndex #7)
- Convert colors to ColorUtils (BlockRenderer6343 #50)
- Implement ColorUtils class to NEI handler (Botania #143)
- Convert colors to ColorUtils (CodeChickenCore #47)
- Convert colors to ColorUtils (nei-custom-diagram #75)
- Adapt to Color change once again (ThaumicEnergistics #135)
- Convert to ColorUtils (TinkersConstruct #293)
- Convert colors to ColorUtils (VendingMachine #138)
- Added color system to unify color resources (GTNHLib #380)
- Remove dependency loop and change logger to mc one (GTNHLib #392)
Consolidate leaf decay into GTNHLib
Hodgepodge's breadth-first leaf decay moved into GTNHLib, and Et Futurum, Forbidden Magic, Forestry, Galaxy Space and Tainted Magic dropped their own copies of vanilla leaf decay for it. Hodgepodge's own leaves behave exactly as before. Forestry's leaves do not: its old helper followed a trunk through 8 rounds of propagation, where the shared implementation looks 4 leaf blocks out, so Forestry leaves further than that from a trunk now decay where they used to survive.
Shipped in: Et-Futurum-Requiem #36, ForbiddenMagic #27, ForestryMC #111, Galaxy-Space-GTNH #147, Hodgepodge #790, Tainted-Magic #45
Cover labels improved for resource packs
A cover's button label and its tooltip are now separate strings, so a resource pack can retranslate one without changing the other. The cover GUIs that were ported to ModularUI2 also stopped using numbered hardcoded strings such as trans("243", "Enable with Redstone") and use named language keys, which a pack can find.
Shipped in: GT5-Unofficial #5080, GT5-Unofficial #5053
Expose glass tier API for BlockRenderer
GregTech now exposes how many glass tiers it registers, and BlockRenderer uses that number as the top tier of a multiblock preview, so stepping through the glass tiers of a structure no longer stops short of the highest one. BlockRenderer's dependency was bumped to pick up the new call.
Shipped in: BlockRenderer6343 #52, GT5-Unofficial #7300
Fluid definitions moved to GT5-Unofficial
Pollution, Sodium Potassium, Enriched Bacterial Sludge and Fermented Bacterial Sludge fluid definitions moved from NewHorizonsCoreMod into GT5-Unofficial. The placeable fluid blocks and buckets for those liquids, plus Nitric Acid, Ammonia and compressed Oxygen and Nitrogen, are removed. Old worlds load fine, but any of those buckets you are holding and any of those fluid blocks you have placed are dropped on load.
items disappear - the steps are on the Before you update page.
Shipped in: GT5-Unofficial #6292, NewHorizonsCoreMod #1684
GT++ texture deduplication and fixes
Around a megabyte of duplicate texture files was removed by having TextureSets fall back to the default set when they have no texture of their own. The sweep took 258 files with it that were still in use, because it did not check _OVERLAY variants, and those were put back. It also broke the GT++ item and block textures, which had hardcoded texture paths; they now go through GregTech's own icon container.
Shipped in: GT5-Unofficial #6718, GT5-Unofficial #6701, GT5-Unofficial #6687, GT5-Unofficial #6681
Item registration overhaul in NewHorizonsCoreMod
Most core-mod items are registered directly by Forge now instead of through YamCore, and their registry names changed from dreamcraft:item.<name> to dreamcraft:<name>. Items already in a world or a chest are remapped as it loads, so nothing is lost; what needs updating is any command, script or config that names them by ID. Item tooltips were localised in the same change.
world data - 1 of these change(s). The steps are on the Before you update page.
Shipped in: amunra #36, Botanic-horizons #49, CookingForBlockheads #58, Galaxy-Space-GTNH #139, GTNH-TC-Wands #27, NewHorizonsCoreMod #1557, WitchingGadgets #112
Localized space module NEI values
Resource packs can now restyle the numbers in the Space Pumping and Gas Siphon NEI pages through a lang key, which dark-mode packs can use to make them readable.
Shipped in: GT5-Unofficial #5716, GT5-Unofficial #5711
Migrate Gadomancy and ThaumicEnergistics to Mixins
Gadomancy and ThaumicEnergistics dropped their ASM coremods for SpongePowered Mixins, injecting at the same places the old transformers did. DragonAPI's node rendering then crashed on a missing method; Gadomancy added the two overloads it calls.
Shipped in: Gadomancy #43, Gadomancy #41, ThaumicEnergistics #96
Mod loading progress uses FML API
GT5U and MobsInfo now report loading progress through the native FML progress API instead of calling into BetterLoadingScreen directly, and BetterLoadingScreen reads that API. The loading screen shows sub-progress while a mod initialises, so a long step no longer looks like a freeze.

Shipped in: BetterLoadingScreen #40, GT5-Unofficial #7904, Mobs-Info #146
OrePrefixes converted from enum to class
OrePrefixes is a class rather than an enum, built through an OrePrefixBuilder, with NewHorizonsCoreMod and VisualProspecting updated to match. Two slips came with the conversion and were fixed: the rotor prefix was registered as "Rotor" instead of "rotor", and capsule, crystal and the vanilla tool prefixes lost the flag that marks them material-based.
Shipped in: GT5-Unofficial #5192, GT5-Unofficial #5191, GT5-Unofficial #5121, NewHorizonsCoreMod #1429, VisualProspecting #76
Postea multi-handler support
Postea now supports more than one mod remapping the same item, block or tile entity independently, and runs tile entity transformers before block transformers. It also failed to record that it had already modified a chunk, so it re-transformed every chunk on every load instead of waiting until the mod list changed. A framework was added for working out the numeric IDs of string IDs that a world has lost.
Shipped in: NewHorizonsCoreMod #1591, Postea #18, WitchingGadgets #115
Separate machine and GUI metal colors
GUI metal colouring is now independent of machine casing colour. Machine Metal goes back to plain white, which restores the original machine texture tones, and the old value moved to a new Gui Metal entry. Both are client config entries you can retune in game, and a resource pack can set them separately.


Shipped in: GT5-Unofficial #5845, GT5-Unofficial #5440
Material tooltips show formula and lore
Material tooltips now show the chemical formula and lore text on every form: ingots, plates, dust, pipes, wires and fluids. The formula on fluids is white instead of yellow. GT++ shipped its own copies of materials GregTech already had, and those now carry the GregTech name, so a few items in your save read differently.

Shipped in: GT5-Unofficial #5261, MatterManipulator #30, ModularUI #93, ModularUI2 #99, NewHorizonsCoreMod #1608, VisualProspecting #79
Darkerer
- #2 Darkerer, the hardcore darkness mod, is client-side only now, and its config is yours: you can change any option in it, including turning the darkness off. Server enforcement was added in July, so a server running Darkerer turned away any player who did not have it. That was taken back out in January, and the version in this release enforces nothing. - @JL2210
- ...and 1 smaller change(s) in Darkerer, listed in the by-mod files.
Et-Futurum-Requiem
- #37 [check your build] Lava now pushes players and mobs sideways the way flowing water does, and dropped items float to the top of water and lava instead of sinking. A current also carries items about four times faster than before. How hard a liquid pushes depends on how full the block is: a source block pushes at full strength, the thin edge of a flow at 0.4 of that. - @MalTeeez
- What to do: Check your builds that move items on water or lava. Items that used to sink and sit on the bottom ride on the surface instead, and they travel faster, so a water stream feeding a hopper, an item elevator or a lava trash pit can overshoot or drop its load somewhere else. Check your lava builds too: lava drags players and mobs along now, which it did not do before. Two switches in
config/etfuturum/mixins.cfgput it back:liquidItemFloatturns off the floating on its own, andadjustedLiquidPhysicsturns off the lava push, the faster items and the scaling by how full the block is. Turn off both for exactly the old behaviour.
- What to do: Check your builds that move items on water or lava. Items that used to sink and sit on the bottom ride on the surface instead, and they travel faster, so a water stream feeding a hopper, an item elevator or a lava trash pit can overshoot or drop its load somewhere else. Check your lava builds too: lava drags players and mobs along now, which it did not do before. Two switches in
- ...and 1 smaller change(s) in Et-Futurum-Requiem, listed in the by-mod files.
GTNH-TC-Wands
#31 [recipes changed] Crafting a wand, staff or sceptre now needs the Thaumonomicon research for both the rod and the caps you are using. One general wand research used to be enough. The recipes are also built on the spot instead of sitting in the recipe list as over a thousand pre-made entries that Thaumcraft walked through on every arcane craft. - @koolkrafter5
- What to do: If a wand recipe will not complete in the arcane workbench after the update, nothing is broken: you are missing research. Look up the rod you are using and the caps you are using in the Thaumonomicon and finish both. With Salis Arcana installed the workbench shows you which of the two is missing. Wands you already own are untouched and keep working.

...and 1 smaller change(s) in GTNH-TC-Wands, listed in the by-mod files.
RandomBoubles
#6 [recipes changed] Every combination ring infusion is laid out differently. The primordial pearl is no longer the item you put on the infusion matrix itself: it goes on a pedestal with the rest of the ingredients, and the infusion hands a pearl back when it finishes. Master's rings return a primordial pearl, combination rings a Powerless Pearl when Witching Gadgets is installed, and the top rings an Inert Primordial Pearl Fragment. The Thaumaturge's Ring has a second recipe, with its own Thaumonomicon page. - @LazyFlesh
- What to do: Look the recipe up in NEI before you start an infusion. The pearl has moved off the matrix onto a pedestal, so a setup built for the old layout is one pedestal short and the infusion will not start.

WarpTheory
- #46 Warp on your baubles counts from every bauble slot now, where it used to read only the first four, so warp gear further down raises the figure WarpTheory picks events from. How often an event fires and how bad it is both come off Thaumcraft's own warp counter, the number base Thaumcraft uses for its events. A fortress helm with the Grinning Devil faceplate fitted takes 2 to 6 off the severity. With Warp Ward running, events wait in the queue instead of being thrown away. - @koolkrafter5
- Note: Warp-carrying baubles below the first four slots count now, so events can come out harsher than you are used to; the warp number in your Thaumonomicon is not affected by this. WarpTheory reads Thaumcraft's warp counter but never lowers it, only Thaumcraft's own events do that, so WarpTheory events keep coming at the rate that counter sets until a Thaumcraft event brings it down, and they pick up again as you gain warp.
- ...and 1 smaller change(s) in WarpTheory, listed in the by-mod files.
Index · Previous: Changes & Reworks (1 of 2) · Next: Balance
Contributors
Everyone who authored, reviewed or co-authored a change on this page, with how many of them:
@Dream-Master (27), @UltraProdigy (26), @Ranzuu (22), @Nikolay-Sitnikov (18), @Alexdoru (9), @boubou19 (9), @tiffit (7), @C0bra5 (6), @iouter (6), @Luca-Guettinger (6), @TheYoingLad (6), @danyadev (5), @glowredman (5), @Ruling-0 (5), @ABKQPO (4), @AnsonYeung (4), @chochem (4), @chrombread (4), @Ethryan (4), @Kogepan229 (4), @koolkrafter5 (4), @cubefury (3), @FrostyFire1 (3), @sisyphussy (3), @Vlamonster (3), @Yoshy2002 (3), @EnderProyects (2), @FourIsTheNumber (2), @kuba6000 (2), @MalTeeez (2), @PLASMAchicken (2), @SST-03 (2), @ah-OOG-ah (1), @Algent (1), @alppp (1), @Angry3vilbot (1), @AshVz (1), @Auynonymous (1), @BlueWeabo (1), @Cardinalstars (1), @Connor-Colenso (1), @DarkShadow44 (1), @Discreater (1), @DylanTaylor1 (1), @GijsvandenHoven (1), @hanben02 (1), @JL2210 (1), @Justxs (1), @Krepyn (1), @LazyFleshWasTaken (1), @MLGfruitshoot (1), @NotAPenguin0 (1), @purebluez (1), @vermz99 (1), @VortexSo4 (1)