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What needs your attention ​

Removed mods ​

Removing a mod can affect existing worlds. Check each before updating a save.

  • AE2NoUltimatePatterns - no direct replacement identified
  • Automagy -> replaced by Automagy-GTNH
  • BrandonsCore - no direct replacement identified
  • CropLoadCore -> replaced by CropsNH
  • Crops-plus-plus -> replaced by CropsNH
  • IC2 Crop-Breeding Plugin -> replaced by CropsNH
  • Morpheus - no direct replacement identified
  • NotEnoughIds -> replaced by EndlessIDs
  • Pam's Harvest the Nether -> replaced by Fether
  • TCNEIAdditions - no direct replacement identified
  • Thaumcraft NEI Plugin - no direct replacement identified
  • ae2stuff - no direct replacement identified

Action needed on an existing world (94) ​

An existing save or an already-built machine stops working until you do something.

AE2FluidCraft-Rework ​

  • #340 Major refactor replacing custom fluid GUIs with Applied Energistics 2 universal GUIs. Fluid Terminal and Fluid Pattern Terminal are now deprecated.
    • What to do: The Fluid Terminal, Fluid Pattern Terminal, Fluid Pattern Terminal Ex, Fluid Level Emitter, Fluid Storage Monitor, Fluid Conversion Monitor, Wireless Fluid Terminal and Fluid Discretizer no longer exist; placed parts and stored stacks will disappear. Break them and craft them away before updating, or accept the loss; the AE2 universal terminal takes over all of their jobs. Fluid cells, fluid interfaces and storage buses are untouched.

Angelica ​

  • #1412 Upgraded rendering backend to target OpenGL 3.3 core profile with emulation of the fixed function pipeline, enabling compatibility with modern systems.
    • What to do: Angelica now emulates the fixed-function pipeline on an OpenGL 3.3 core context, so mods that use it keep rendering. Check your custom shader packs and any GL-heavy addon by re-testing them; no config file has to be edited.
  • #1221 Angelica 2.0 alpha release introducing Celeritas rendering engine integration, Iris shader support, dynamic lighting improvements, and removal of Sodium 0.2 dependency. Includes multi-threaded mesh generation and FPS cap configuration.
    • What to do: Client-side only: nothing in your world changes. Check your custom Iris shader packs by re-testing them against the Celeritas renderer; your angelica-options.json is migrated in place by ConfigMigrator.

Applied-Energistics-2-Unofficial ​

  • #953 Fixed crafting calculation using incorrect substitute items when patterns accept oredict equivalents. Crafting was getting stuck because the system didn't verify that substitutes were actually acceptable to the pattern.
    • What to do: Check your crafting CPUs for a job stuck on a substituted ingredient, cancel it and re-request it; the calculator now tests that a substitute is actually accepted by the pattern slot. The patterns themselves do not have to be re-encoded.

CropsNH ​

  • #4 Complete rewrite of the crop system from scratch with all crops re-added, deterministic breeding, and Agricraft-style spreading. This is a major overhaul making the mod playable for testing in the pack.
    • What to do: Your IC2 crops, crop sticks and seeds are converted to CropsNH as your save loads, keeping their growth, gain and resistance stats along with their nutrient, water and weed-EX buffers, so do not break them beforehand. The GT crop machines are covered separately in the GregTech entry for this rework.

Et-Futurum-Requiem ​

  • #37 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.
    • 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.cfg put it back: liquidItemFloat turns off the floating on its own, and adjustedLiquidPhysics turns off the lava push, the faster items and the scaling by how full the block is. Turn off both for exactly the old behaviour.

ForgeMultipart ​

  • #47 Fixed a critical issue where microblocks were randomly transforming into Blood Rune slabs. The problem was caused by unknown material names falling back to id 0 and a race condition in single-player where the client handshake cleared shared name maps while the server was reading them. Now unknown materials resolve to a placeholder and redundant handshakes are skipped in integrated mode.
    • What to do: No step is needed before you update, but do not expect a repair. Microblocks that already turned into Blood Rune slabs in a singleplayer world are permanently changed on disk and have to be broken and put back by hand. From 2.9.0-beta-3 on, no further microblocks are converted, and a microblock whose material is genuinely missing shows the purple-and-black missing texture instead of silently becoming a Blood Rune.

GT5-Unofficial ​

  • #7919 Fixed a critical bug that could permanently corrupt the GregTech ore generation pattern file, which likely caused many unexplained oregen issues. Added a command to manually inspect and adjust the pattern if needed.
    • What to do: Run /gt oregenpattern once after updating: it prints your world's ore vein pattern and where that value came from. If it says AXISSYMMETRICAL for a world made after July 2023, or that the pattern was guessed, fix it with /gt oregenpattern set EQUAL_SPACING confirm. Veins that already generated do not move, so do not regenerate chunks. Note that 2.8.4 misreads the upgraded file if you downgrade later.
  • #7635 Dragonblood recipe balance adjusted: Mixer recipe duration increased 3x to 2100s, and DEFC coil tier requirement reduced from T3 to T2. This addresses balance issues introduced by recent Mixer changes.
    • What to do: Nothing you built has to come down. The non-magic mixer route to molten dragonblood now takes 2100 seconds instead of 700, so an existing line produces a third as much per mixer; add mixers if you depend on it. The Draconic Evolution Fusion Crafter recipes for dragonblood now accept a tier 2 casing instead of tier 3, which only makes them easier.
  • #7576 Rebalanced the Mega Distillation Tower (MDT) and Dangote to give MDT a competitive use case. MDT is now faster at distillation and distillery recipes with higher overclocks, while Dangote remains superior for fewer overclocks. Also fixed two bugs affecting MDT performance.
    • What to do: Dangote (the Advanced Distillation Tower) is about 14% slower in distillation-tower mode, a 3.5x speed bonus dropping to 3x. Check your Dangote lines: they keep running, just at reduced throughput.
  • #7569 Removed the ability to saw unstable ingots into nuggets, closing an exploit that bypassed the intended trade-off (1 diamond for full ingots vs 9 diamonds for nuggets). Unstable ingots must now be crafted as full ingots or properly converted to 9 nuggets.
    • What to do: After updating, the crafting table recipe that turned one unstable ingot into 8 unstable nuggets with a saw is gone. If you had that recipe encoded in an autocrafting pattern, delete or re-encode it. An alloy smelter with a nugget mold splits one unstable ingot into 9 nuggets as before.
  • #7468 Removes durability from photolithographic masks and replaces the focus input bus with a regular input bus on the Target Chamber, allowing masks to stack and work with stocking input buses. Recipe amounts are adjusted proportionally to account for mask durability removal.
    • What to do: Your Target Chamber will not re-form until you rebuild one block: break the Focus Input Bus in the top centre casing and put a normal Input Bus there, so the machine has two. The Focus Input Bus is now unused. Masks no longer wear out and stack to 64, but a part-used mask matches no recipe after updating. Recipes are batched per mask now: one run takes a mask plus 100 target items, 75 for the Living Crystal Chip.
  • #7428 Eternity and Magmatter nanites now cost more Universium nanites to craft, making them genuine late-game bottlenecks. Related recipes adjusted to compensate.
    • What to do: Nothing you built has to come down. If you produce Eternity or MagMatter nanites, re-plan the cost: one Eternity nanite per run instead of four, using two Universium nanites, eight Eternity blocks and 64000 L of primordial matter each; MagMatter nanites now take four Universium nanites instead of one. Re-encode any autocrafting patterns for those two nanites, for the Nanite Framework and for the MHDCSM implosion recipe, which all changed inputs.
  • #7373 Reduced Shirabon processing times and removed direct crafting recipes for IV+ tier material components (foils, gears, etc.). Shirabon mass decreased from 294 to 128, EU consumption lowered to 60% of full recipe amplitude, and superdense plate recipes adjusted to compensate.
    • What to do: Crafting table recipes for materials at tier IV and above are gone: plate from ingot, foil from plate, sticks, rings, screws, gears, small gears, rotors, dust to and from small and tiny dust, gem splitting and small pipes. Re-encode any autocrafting pattern that used a hammer, file, saw or wrench on those materials. Shirabon also processes about five times faster.
  • #7299 Standardized multiblock construction tooltips across all machines: changed dimension format from (WxHxL) to (LxWxH), unified structure error order, standardized hatch/casing requirements, removed TecTech mentions, and added master channel descriptions.
    • What to do: Check your existing Large Turbines, Large Chemical Reactor, Electric Compressor, Fusion Reactors, Industrial Arc Furnace, Spinmatron, DTPF, Accelerated Biological Coordinator and Eye of Harmony. Each of those now tests for hatches it never tested for, and one that is missing stops the structure forming until you add it.
  • #7029 Fixed structural symmetry issues in BEC Storage, BEC Assembler, Assembly Complex, and Forge of Gods: added missing glass blocks, removed asymmetric archway, and aligned ring sections. Existing structures will unform and require rebuilding.
    • What to do: Symmetry fixes unform your existing Antimatter Forge, Antimatter Generator and Forge of Gods rings - a few casings moved or changed type, so rebuild those sections against the new structure hologram. BEC Storage, the BEC Assembler and the Assembly Complex changed too, but those exist only in 2.9 dev worlds.
  • #7025 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.
    • What to do: Every borosilicate block already placed, and every one sitting in a chest, is converted when the world loads, so none of it has to be crafted or put back by hand. Cosmic Neutronium glass becomes Infinity glass and old Infinity becomes Transcendent, which hands you a free tier of material. Coloured borosilicate is gone: those blocks come back as plain borosilicate. Two tier requirements did move, so check your build if you are past UMV. The multis that capped glass at UMV now want UXV glass for UXV energy hatches and lasers, and Exo-Foundry Containment Glass counts as UHV instead of UEV, so a UEV structure built from it stops forming.
  • #7004 Fixed multiple worldgen issues including asteroids spawning on HEE islands, incorrect height validation, swapped min/max variables, and coordinate handling in stone worldgen.
    • What to do: Existing asteroids and terrain already spawned in chunks remain unchanged; only new worldgen is affected.
  • #6963 Integrated Eye of Harmony recipes into BEC (EM2 integration), replacing some Dyson sphere materials with tier-appropriate equivalents. Material costs remain equivalent to existing EoH recipes overall.
    • What to do: Every Eye of Harmony component recipe, the reinforced temporal and spatial casings, the infinite spacetime boundary casing and all tiers of the three field generators, has moved off the Research Station assembly line into the Bose-Einstein Condensate assembler. An existing assembly line for these parts finds no recipe, so build the BEC first.
  • #6908 Windmill multiblock ported to ModularUI2 with major usability improvements. Wind conditions now show maintenance errors instead of silently failing, recipe progress displays correctly, and wind speed now affects parallels instead of recipe speed for more predictable behavior.
    • What to do: Your windmill keeps its shape and stays formed. Check your build only for where it stands: wind speed now sets the parallel count instead of the recipe speed, and the machine stops with a maintenance error when the wind is non-existent or too strong, so a windmill in a very windy or dead-calm spot may sit idle where it used to run.
  • #6807 Removed White Metal from the game entirely. It had no practical uses and was considered bloat. Players with White Metal items will find them removed.
    • What to do: White Metal is deleted. Any ingots, dusts, plates, springs, fine wire or foil you hold disappear on first load, and nothing converts them.
  • #6691 Removed PTMEG (Polypropylene Terephthalate Methyl Glycol) and associated chemicals that were only used to craft it. This simplifies the material pool without breaking existing gameplay.
    • What to do: PTMEG Elastomer, Polytetrahydrofuran, Tetrahydrofuran, Acidicised 1,4-Butanediol, Tungstophosphoric Acid, Toluene Diisocyanate and Toluene Tetramethyl Diisocyanate are all removed, with no recipe to convert them. Their dusts, ingots, plates, cells and placed blocks disappear on first load, turning into dirt or nameless stacks, and any of their fluids left in tanks or pipes is lost. ZPM and higher recipes no longer use PTMEG.
  • #6602 TecTech multiblock parameters were redesigned for ModularUI2, and the parametrizer card was ported to the new system.
    • What to do: OpenComputers programs that drive a TecTech multiblock, including every Space Elevator module, have to be rewritten. The tt_machine component addressed a parameter by hatch and slot number in 2.8.4, through setParameters(hatch, slot, value) and getParameters(hatch, slot); a parameter carries a name now, so setParameter(name, value) writes one, and getParameters() takes no argument and hands back a table of them all. On the Space Miner the names are distance, parallel, cycle, cycleDistance, range and step, and the overdrive and mode settings it had in 2.8.4 are gone. Computronics 1.9.10 is what carries the new component, so both mods have to come from 2.9.0 together.
  • #6557 Implements diagnostics system across all multiblocks, fixing Space Mining Module disconnection crashes and Superconductor splitter module input handling.
    • What to do: Superconductor splitter modules now take a single input hatch: a module built with more than one no longer forms, so remove the extras and rebuild it.
  • #6351 Reworks High-Temperature Gas-Cooled Reactor with new fuel system using meta items instead of NBT, and removes the multiblock floor requirement.
    • What to do: Every TRISO and BISO fuel pebble is a separate item now. Pebbles made before this update are not converted and disappear on first load; craft them again.
  • #6342 Completely reworks Industrial Arc Furnace with three operating modes (Normal, Blast, Ore), new electrode system, and recipe adjustments. Plasma Arc Furnace is fully deprecated.
    • What to do: Put a programmed circuit 1 in every arc furnace: the plain arc recipe no longer takes oxygen and will not run without it, and the gas and plasma variants need circuit 11 alongside their fluid. This hits single-block Arc Furnaces and both multiblocks; nothing is voided, the machine just idles until the circuit is there. Your existing Industrial Arc Furnace keeps forming as the deprecated Legacy controller; the new electrode-driven multiblock is a separate machine.
  • #6301 GregTech's own material capsules have been removed: the per-material capsule and molten capsule items are no longer registered, and their GT recipes and NEI entries are gone. Forestry's wax and refractory capsules keep working and stay craftable, now at three wax each to match Magic Capsule cost.
    • What to do: The four GT capsule and molten-capsule item types are unregistered with no replacement, so a GT-fluid-filled wax or refractory capsule you were holding disappears on first load. Almost nobody has these; they were hidden from NEI in 2.8.4. Forestry's own capsules keep working, you just cannot fill them with GT fluids.
  • #6263 Rebalanced RC Water Tank recipe to make it more valuable as the water pump has made it obsolete in late Steam Age and early LV. Steel and Stainless Steel stick requirements adjusted, and Assembler recipes added for completeness.
    • What to do: You do not have to touch anything you built, and water tanks you have already placed go on working. The GT assembler recipes for the Railcraft water tank block are gone, so an AE2 pattern or an automated line feeding that assembler recipe stops producing until you point it at the new recipe.
  • #6191 Fixed symmetry handling for 2-block tall flowers in the Mega Industrial Apiary, ensuring structural layout matches intended design.
    • What to do: Rebuild the Mega Apiary: three symmetry fixes (#6153, #6183, #6191) changed its structure layout, and the shape in this release is the final one.
  • #6166 The Compact Cyclotron is being deprecated. The COMET controller recipe has been removed, and the machine now displays 'DEPRECATED' in red on its tooltip. New beam-crafting-based recipes replace the old cyclotron-dependent items; old recipes remain with TODOs for removal in version 2.10.
    • What to do: Check your Compact Cyclotrons: they keep running and their recipes stay registered for this cycle, but the COMET controller can no longer be crafted, so plan the move to the Large Hadron Collider before 2.10.
  • #5833 Machine scanner output is now assembled from translation keys so the client can show it in the reader's own language, instead of being built into finished text on the server.
    • What to do: OpenComputers programs that read a GregTech machine through an Adapter have to be rewritten. getSensorInformation() used to hand back finished, coloured text; it now hands back the untranslated keys the client turns into that text, so a line that read "Efficiency: 100 %" arrives as GT5U.multiblock.scanner.efficiency with its arguments appended after it. GregTech's own scanner and its metrics cover were taught to decode this, but the Computronics bridge passes the strings straight through. Two further traps for anything that indexes the array: a line is emitted only when it applies, so a stopped machine hands back fewer entries than a running one and every position after the gap moves, and numbers now arrive with thousands separators, switching to exponential notation above a trillion, which defeats tonumber(). Around 160 machines are affected, GregTech, TecTech, GT++, GoodGenerator, Bartworks, KubaTech, KekzTech and the Space Elevator among them.
  • #5821 Removed the Pest Killer machine and all associated code.
    • What to do: The Pest Killer no longer exists: placed machines disappear from an existing world.
  • #5820 Removed the Poo Collector machine and all associated content.
    • What to do: Poop line and Poo Collector machine removed; farms using this for agricultural chemistry or coal tar will need alternatives.
  • #5771 Completely reworked CAL imprint and sliced circuit system to be NBT-independent and enum-based. Old imprints show deprecation warnings and auto-convert to new format when used; fixes CAL functionality issues.
    • What to do: CAL imprints and sliced circuits are now NBT-independent; place an old item in a crafting grid to convert it to the new meta-id linked version, and re-do any AE2 patterns or autocrafting that produced or consumed the old NBT imprints, since the new ones are different item metas.
  • #5669 Deprecated the wire extruder mold and removed its uses throughout GT5U. The kevlar spinneret recipe now uses a rod mold instead. Wire mold recipes in the extruder itself will be removed in a future PR.
    • What to do: The Kevlar Spinneret assembler recipe now takes 16 Extruder Shape (Rod) instead of 16 Extruder Shape (Wire) - fix that pattern. The wire mold itself is not removed and remains usable in the Extruder; only the White Dwarf version can no longer be crafted.
  • #5668 Moved the Forge Hammer space/time recipe from Forge Hammer to the Spinmatron's heavy mode for thematic consistency. Increased Spinmatron heavy mode power consumption by 16x to balance its power output.
    • What to do: The Forge Hammer recipe that splits molten SpaceTime into Space and Time is gone. It moved to the Spinmatron (new in 2.9.0) in Heavy mode, which needs a T3+ structure and 16x the EU of the other modes. Any Forge Hammer line feeding SpaceTime stalls until you build one.
  • #5665 Added 256A Dynamo Hatches for UV-UXV tiers to reduce the need for stacking multiple 64A hatches. Rebalanced energy and dynamo hatch fluids across all tiers (4A-256A) to use more appropriate tier-specific materials instead of Silver/Electrum/Tungsten.
    • What to do: Multi-amp energy and dynamo hatch assembler recipes (4A, 16A and 64A, EV through UXV) now take tier-appropriate molten metals instead of Silver, Electrum and Tungsten. Re-scan or re-make your stored crafting patterns for these hatches before you queue any. The new 256A dynamo hatches are additive, UV through UXV.
  • #5652 Integrated CropsNH mod functionality by removing IC2 fertilizer and liquid fertilizer references, along with obsolete UN fertilizers and the crop manager. Recipes and functionality have been migrated to CropsNH.
    • What to do: Crop Harvestors and the EV and higher Crop Gene Extractors, Synthesizers and Seed Replicators are converted to their CropsNH equivalents in place as your save loads. The LV, MV and HV Crop Gene Extractors and Crop Gene Synthesizers are deleted - placed ones turn to air and stacks turn to stone, so break and scrap them before you update.
  • #5651 Formally removed deprecated laser source and target hatches rather than just hiding them.
    • What to do: The deprecated laser source and target hatches are removed from the game; any you have placed disappear on world load and any multiblock that used one will unform. Swap them for the current laser hatches before you update.
  • #5650 Completed the removal of single-amp wireless dynamos that were deprecated since version 2.8.
    • What to do: Single-amp Wireless Dynamos have been removed from the game; any placed instances will disappear on world load.
  • #5648 Completed the removal of the deprecated Slicing Machine that was marked for removal since version 2.8.
    • What to do: Slicing Machines have been removed from the game; any placed instances will disappear on world load.
  • #5646 Completed the removal of deprecated Tool Casting Machines that were marked for removal since version 2.8.
    • What to do: Tool Casting Machines have been removed from the game; any placed instances will disappear on world load.
  • #5608 Algae Pond completely overhauled: tier system fixed, parallels reduced from 2 to 1, structure requirements clarified (75 sterile casings minimum, not 64), and recipes ported to RA2 with new NEI handler.
    • What to do: The Algae Pond floor now needs at least 75 machine casings, up from 64, and that applies to the old controller you already have standing. The floor has only 80 usable positions and hatches do not count, so a pond with more than five hatches or buses unforms on load; take the extras out or rebuild it. Parallels also drop from 2 to 1. Both controllers are called Algae Farm in game.
  • #5595 Removes the duplicate imposter Zirconium material that has been deprecated for years. Only affects worlds older than 2.6 with stored imposter Zirconium items.
    • What to do: This only matters if your world is very old. The deprecated duplicate Zirconium material is gone; it could not be obtained at all in 2.8.4, so only worlds carried over from several versions back can hold any. Those dusts and ingots become nameless unusable stacks rather than being cleanly removed. The real Zirconium is untouched.
  • #5320 Completely ported Drone Centre to ModularUI2 and refactored sync logic to fix long-standing range issues. Drone Centre can now control machines at any distance and across dimensions by reworking network synchronization.
    • What to do: Check your Drone Centres after updating: the links re-establish themselves and the old "out of range" bug is fixed, but any custom name you gave an individual drone connection is dropped and needs retyping.
  • #5251 Removed deprecation from Assembler cable recipes and deleted the single-block cable coater machine. Cables can now be crafted in the Assembler without the deprecated warning.
    • What to do: The Basic Cable Coater and Advanced Cable Coater I, II and III are unregistered with no replacement, so any you have placed or are holding disappear on first load.
  • #5027 Implemented IItemSource and IItemSink interfaces on GT machines and ported item movement code to use the new ItemTransfer system; item pipes are non-functional pending a separate PR.
    • What to do: Item pipes will not function until the follow-up PR implementing the new ItemTransfer behavior is merged; do not update to this version alone.
  • #4984 Complete worldgen system refactor: unified ore vein generation in GT, moved asteroid generation to Galacticraft, removed ore tile entities, improved NEI vein discoverability, and fixed bartworks vein information display. Requires coordinated release with dependent mods.
    • What to do: GT and Bartworks ore blocks are converted in place by Postea as each chunk and each inventory loads, and GT++ ores are left exactly as they are. Do not dig out or remove ore blocks yourself. Chunks that already exist keep their veins; the new vein and asteroid layout appears in freshly generated terrain. Addon authors: the ore tile entities and ore APIs are gone, see gregtech.common.ores.
  • #4982 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.
    • What to do: You have to rebuild your old HTGR. The reactor is a completely new and much larger structure made from casings that did not exist in 2.8.4, so take the old one down and build the new one from the NEI preview when you get there. It now runs at IV instead of LuV, needs a helium loop that slowly leaks, and takes new TRISO fuel. Your old TRISO and BISO pebbles are not removed and can be centrifuged back down.
  • #4970 PCB Factory upgrades are now separate sub-multiblocks that can be linked to a main PCB Factory using a data stick. This provides more flexible configuration and solves stability issues with the previous integrated design.
    • What to do: Your PCB Factory keeps its shape and does not have to come down. A bio chamber or cooling tower that was working in 2.8.4 stays linked and goes on working. From now on new upgrades are built as their own multiblocks and linked with a data stick, so if you ever tear the old cooling tower down you will have to build the new standalone version to get overclocking back.

GTNH-TC-Wands ​

  • #31 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.
    • 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.
  • #26 Removed the Chromaticraft (CHC) wand recipe because it no longer works with the current Chromaticraft integration.
    • What to do: Crafting wands with Chromatic Harmonic Conduction recipes is no longer possible; existing wands are unaffected.

GTNHLib ​

  • #297 Added GTNHTeams, a comprehensive team system allowing players to form teams, manage membership, send invites, merge teams, and store custom team data. Teams are multi-owner with persistent storage and brigadier command support.
    • What to do: New team system is available; existing solo play is unaffected, but multiplayer servers can now organize teams and leverage the new team features.

NewHorizonsCoreMod ​

  • #1944 Fixed an enderium base dust mixer recipe that allowed platinum duplication. The recipe ratio has been corrected from an incorrect ratio to the proper 2/2/2 dust inputs yielding 6 dust output.
    • What to do: The Enderium Base Dust mixer recipe now takes 2 Silver and 2 Platinum (was 1 and 1) for 6 output (was 4). Update the AE2 pattern or the dust feed ratio; the old 2:1:1 recipe is gone and the line will stall until you do.
  • #1921 Black plutonium wire cable loss increased from 8 to 32 EU/m to rebalance UXV-tier cable costs. UXV machine hulls, energy distributors, and diodes now require black plutonium cables instead of alternative materials, and UEV/UIV machine hulls now need an extra infinity/transcendent metal plate in their workbench recipes.
    • What to do: Bare Black Plutonium wire now carries 32 EU/m of loss instead of 8. Check your UXV runs: anything on uninsulated wire needs insulating, since insulated cable is still 8 EU/m, or it burns four times the power. UXV hulls, energy distributors and diodes now take Black Plutonium cables, and UEV and UIV hulls one extra plate.
  • #1920 Dyson Swarm Module recipes are now significantly cheaper and use UIV-tier optical circuits instead of UMV pico circuits, moving Dyson progression to early UIV rather than late-game. This makes Dyson a more viable power option for TPM costs and DTPF production without being locked behind pico circuit removal in 2.10.
    • What to do: Dyson Module recipes rebalanced and retired from UMV to UIV; existing UMV modules remain functional but cannot be crafted using old recipes.
  • #1911 Adds recipes to reform duplicate vanilla and EFR music discs using disc fragments and thematic materials. All discs now require hunting one original copy first, then can be reformed via the HV Forming Press. The Sweet Dreams disc recipe is also updated to use blank records and require less universium.
    • What to do: Turning music discs into Avaritia record fragments moved from the Macerator to the Forge Hammer and is now one recipe covering every disc - repoint any automated fragment line. New forming-press recipes let you trade duplicate vanilla and EFR discs for the disc you want.
  • #1899 Fixed an exploit allowing TCon ingots to produce Dense Obsidian Plates in 9 seconds instead of the intended 180 seconds. The broken recipe has been removed and recipes unified to the correct duration.
    • What to do: The unintended 9-second Dense Obsidian Plate bending recipe is gone and the 180-second one is now the only path. Plates you already made stay valid - re-check throughput on any line balanced around the fast recipe.
  • #1895 Fixed multiple recipe conflicts: Spatial Network Relay now uses C3, pickaxes/axes use unified circuits (C19/C20), EV Compressor uses C2, and the Stripped Infested Nether log extruder recipe now converts infested logs correctly.
    • What to do: Tool crafting recipes consolidated (pickaxes to C19, axes to C20); recraft tools if using old recipe slots. Spatial Network Relay conflicts with Wireless Connector; check configurations.
  • #1855 Angel Ring recipe reworked to shift from ZPM tier to IV tier with new magical mod components. The ring now requires items from Thaumcraft, Botania, Blood Magic, Witchery, and ExtraUtilities instead of random low-tier tech items, positioning it as a capstone magical flight option earlier in progression.
    • What to do: Angel Ring recipe changed from ZPM to IV tier; existing ZPM-crafted rings remain usable but cannot be crafted the old way.
  • #1833 Stargate components are rebalanced with significantly increased costs, particularly in circuits and materials, to extend gameplay across the newly introduced BEC and NAC mechanisms. Legacy 2.7.0 gate components are added as a new tier called 'Heavenly Fire'.
    • What to do: Stargate block, upgrade and component recipes were recosted around BEC and NAC across 44 files. Re-check every assembling-line pattern you have stored for gate parts; nothing already built stops working.
  • #1801 Borosilicate glass recipes have been corrected to use UHV Neutronium Glass instead of the removed Cosmic Neutronium Glass, and waterline glass recipes have been fixed.
    • What to do: The Hawking Radiation Realignment Focus recipe now takes Transcendentally Reinforced Borosilicate Glass instead of Infinity Reinforced; update that waterline pattern. Nothing has to come down: the Exo-Foundry and Nanochip glass fixes only touch machines introduced in 2.9.0.
  • #1756 Updated 3 recipe definitions to reflect a structure rework. These are internal recipe configuration adjustments with no impact on gameplay.
    • What to do: The Clarifier Purification Unit and Antimatter Generator assembly-line research items, and one Nanochip recipe, now call for the new Large Sifter, Large Naquadah Reactor and Cryogenic Freezer controllers. Convert the old controllers with the NEI migration recipe first, or the research will not scan.
  • #1755 SLAM controller recipe now requires UIV superconductors instead of UMV, increasing the crafting cost and progression tier required. This makes antimatter tier progression gate crafting later in the game.
    • What to do: The SLAM controller recipe now takes a UIV superconductor instead of a UMV one. Nothing you have already built or crafted changes; update the assembling-line pattern if you have one saved.
  • #1739 Fixed a dupe exploit in the LCR (Large Chemical Reactor) where potassium hydroxide could be converted to rock salt with chemically incorrect ratios, causing net gains of potassium and losses of chlorine. The recipe now balances correctly to match the existing balanced equations for KOH and KCl.
    • What to do: The LCR recipe turning potassium hydroxide into rock salt was corrected to 3 KOH = 2 KCl, closing a dupe. Re-check any automation balanced around the old output amount.
  • #1730 Updated turbine recipes to align with GT5-Unofficial structure changes. Recipes were adjusted to match a reworked turbine system in the core mod.
    • What to do: Turbine crafting recipes now output the new reworked controllers, and the Spinmatron assembling-line recipe now takes 4 of the new Large Supercritical Steam Turbine instead of the old SC Fluid Turbine - update that pattern. Your turbines themselves need nothing.
  • #1719 Updated recipe controllers to use new structure definitions after a refactoring of GregTech's multiblock controllers. Recipes now reference the current controller implementations.
    • What to do: The Antimatter Forge and Antimatter Sequencer assembly-line recipes, and several Nanochip Assembly Complex recipes, now call for the new controllers: Naquadah Fuel Refinery, Advanced and Electric Implosion Compressor, Industrial Chemical Bath and Industrial Forming Press. Convert your stock with the shapeless migration recipes in NEI before you scan the research or run the line.
  • #1713 Integrates new power ICs into high-tier recipes, replacing older QPICs and pico wafers with tiered variants. Adds a difficult path to craft dimensionally transcendent residue for early Fusion 5 attempts, and reduces infinite wafer EBF heat to 22kK.
    • What to do: High-tier recipes now use tiered power ICs instead of QPICs; adjust transformer, Dyson block, and solar panel builds to use new PIC variants. EBF infinite wafer recipe heat requirement lowered to 22kK.
  • #1712 Adds craftable recipes for new power ICs (FPIC, QPIC variants) that replace older components in high-tier recipes. UIV+ wafer cutting has been moved to HILE machines to reduce load on cutting machines, with new lens components crafted in the BHC.
    • What to do: UIV and higher wafer cutting recipes move off the Cutting Machine onto the High-Intensity Laser Engraver, which needs the new BHC-made lens - repoint any automated wafer line. The bio wafer autoclave recipe also drops from 60s to 15s at UHV.
  • #1705 Plasma Arc Furnace recipes converted to use normal maps instead of specialized plasma maps. The chronic singularity recipe tier requirement changed from UXV to UMV due to arc furnace no longer supporting tier skipping.
    • What to do: Arc furnace recipes using plasma no longer tier-skip; chronic singularity crafting now requires UMV instead of UXV - adjust your build if you relied on UXV.
  • #1684 Removed most NHCoreMod fluid declarations and their block/bucket counterparts, reducing dependency on YamCore. Concrete fluid is retained for special planned uses.
    • What to do: The bucket items and the placeable liquid blocks for Sodium Potassium, Nitric Acid, Ammonia, Pollution and the Bacterial Sludges are removed - any you are holding or have placed disappear silently. The fluids themselves are unchanged, since GregTech now registers them under the same names, so tanks, pipes and recipes keep working. Compressed Oxygen and Compressed Nitrogen are gone outright.
  • #1667 Metal bars are now placeable as decorative blocks. Unused bar variants have been removed along with their assets. The changes require companion updates to GT5-Unofficial and the modpack config.
    • What to do: Conductive Iron, Electrical Steel, Enderium, Enderium Base, Energetic Alloy, Pulsating Iron, Redstone Alloy, Soularium, Tungsten and Vibrant Alloy Bars are deleted and their stacks disappear silently on first load. All ten were decorative and no recipe used them, so nothing else breaks; for Soularium, EnderIO's own bars take over the ore dictionary entry. The nine other bars (Aluminium, Chrome, Iridium, Neutronium, Osmium, Stainless Steel, Steel, Titanium, Tungstensteel) become placeable blocks and convert on load.
  • #1665 Three endgame recipes have been reworked to use containment units instead of particles. DTPF Higgs NC creation, Waterline casing research, and SG Crystal dust production now follow the beamcrafting containment system, replacing particle-based inputs that conflicted with other gameplay.
    • What to do: Recipes using particle dust items now require containment units from beamcrafting instead - adjust your crafting sequence to obtain containment units first.
  • #1661 Added missing Stable Empty Containment Unit recipe required for beamcrafting progression. Updated Matter Manipulator mk3 recipe to use baryon/lepton containment units instead of graviton items, preventing the mk3 tier from being locked behind spacetime technology.
    • What to do: The Stable Empty Containment Unit recipe is now available - use it to unlock beamcrafting. Craft Stable Empty Containment Units to progress past early beamcrafting gates.
  • #1614 Fixed NAC recipes using deprecated multiblock controllers after structure rework.
    • What to do: Two Nanochip Assembly Complex recipes now consume the new Industrial Wire Factory and Industrial Packager controllers instead of the old ones. Convert your stock and update your crafting patterns; the NAC structure itself is untouched.
  • #1604 Removed IC2 crop references and moved crop-related recipes to the CropsNH mod. Added the Not A Noob Certificate item.
    • What to do: IC2 crop recipes are removed; obtain crops through CropsNH integration instead. Use ore-dictionary substitutes for pam food crops where referenced in recipes.
  • #1576 Block registration has been simplified, removing the tile. prefix from block IDs and updating how blocks are registered. Block names, sounds, and hardnesses have been aligned. Some lang keys and texture names changed to match.
    • What to do: Back up your save. CoreMod block registry names lose their tile. prefix; placed blocks and the stacks in your inventory are converted for you on first load. Only custom scripts, configs or resource packs that hardcode dreamcraft:tile.<name> need editing.
  • #1557 Major refactoring of item registration system: most items now registered without YamCore, item registry names changed from dreamcraft:item.name to dreamcraft:name, and localized tooltips added. Breaking change for dependent mods.
    • What to do: Back up your save. Every CoreMod item registry name changes from dreamcraft:item.<name> to dreamcraft:<name>, and your stacks are converted for you on first load. Only custom scripts or addons that hardcode the old names need editing.
  • #1553 Replaces the Shaper machine with the Solidifier in core recipes and adds a conversion recipe to the Mass Solidifier. This is a mechanical shift that affects how players access certain crafting recipes.
    • What to do: The Fluid Shaper can no longer be crafted; that crafting recipe now makes the Mass Solidifier, and the Exo-Foundry assembly-line recipe wants 64 Mass Solidifiers instead. Convert existing Fluid Shapers with the shapeless recipe and update your patterns. A placed Fluid Shaper keeps running, but the controller is deprecated and goes away after 2.9.
  • #1396 Renamed 'Unfired Slime Soul Brick' to 'Unfired Slime Soil Brick' to fix a typo. The fix includes item registry updates, recipe adjustments, and name changes across all language files.
    • What to do: The typo'd Unfired Slime Soul Brick is renamed to Unfired Slime Soil Brick; existing stacks are remapped to the new name when the world first loads.

Nutrition ​

  • #37 Major backend rewrite of nutrition storage and synchronization. Makes nutrition data strongly server-sided, fixes numerous edge cases, and provides a stable public API for other mods. This is the foundation for the 1.0 release.
    • What to do: Player nutrition data is rewritten to server-sided storage; existing nutrition state may reset or change on first load.

OpenComputers ​

  • #215 Made clipboard signal batching feature opt-in via configuration to maintain backward compatibility with existing scripts and setups that depend on the original per-line signal behavior.
    • What to do: If you have edited the OpenComputers config file, the maxClipboard key is gone and maxClipboardSize takes over from it, defaulting to 65536, so a value you set under the old name is ignored. Two keys join it: enableClipboardBatching, off by default so paste behaviour matches 2.8.4, and clipboardBatchSize.
  • #211 Fixed Lua indexing in Applied Energistics 2 integration to use 1-based indexing (standard for Lua) instead of 0-based, with backward compatibility for Thaumic Energistics. Scripts expecting standard Lua array behavior will now work correctly.
    • What to do: Check your programs that set an AE2 bus filter. Slots are counted from 1 now, matching the rest of Lua: getPartConfig and setPartConfig address the first slot as 1 where 2.8.4 addressed it as 0, on item import, export and storage buses and on the Thaumic Energistics essentia equivalents, so every explicit slot number in your programs moves up by one. A call that omits the slot argument behaves as it did.
  • #179 The Lapotronic Supercapacitor now reports correct stored and capacity figures to OpenComputers through a driver of its own.
    • What to do: Check your programs that read a Lapotronic Supercapacitor through an Adapter. The bank answers as its own component named LSC now, which outranks the generic gt_energyContainer it presented in 2.8.4, so a lookup for gt_energyContainer on an LSC finds nothing and one for LSC finds it. The stored and capacity numbers were wrong on an LSC before and are right now, and getStoredEUString and getEUCapacityString hand back the full figure as a string for banks too large for a long.
  • #175 Fixed GeolyzerEvent to return correct metadata values for GregTech machines instead of block rotation data. Players scanning machines with the Geolyzer will now see accurate metadata information.
    • What to do: Check your programs that call geolyzer.analyze on a GregTech machine. The result gained machineType, metaId and gtMetaId, and its sensorInformation comes from the machine itself now, so only a real GregTech tile entity carries it and a non-GregTech block that answered through the same capability in 2.8.4 hands back nothing. Those sensorInformation strings are untranslated keys now, in the format described under the scanner refactor.
  • #169 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.
    • What to do: OpenComputers programs that write ME Interface crafting patterns will error after updating: setInterfacePatternInput and setInterfacePatternOutput now take the pattern index as the second argument (slot, index, database, entry, size) instead of the last. Swap the order in your scripts. Nothing else changed: the store, clear and essentia calls are the same, and the AE fluid support is new.
  • #163 Fixed Blood Magic integration returning incorrect sacrifice multiplier value.
    • What to do: Check your programs that read a Blood Magic altar through an Adapter. getSacrificeMultiplier handed back the altar's capacity in 2.8.4, which was simply the wrong number, and it hands back the actual sacrifice multiplier now. Anything that leaned on the old reading as a stand-in for capacity has to ask for capacity instead.

ProjectRed ​

  • #60 Fixed Auto Crafter matching items by NBT tag as intended. Items with different enchantments, names, or other NBT data will no longer be interchangeable in crafts.
    • What to do: After updating, check your Auto Crafters. An Auto Crafter only accepts ingredients whose NBT tag matches the plan exactly now, so any crafter that was quietly being fed a differently tagged item, renamed, enchanted, or carrying any other NBT, stops producing without an error. Re-make the plan using the exact item you actually feed it.

RandomBoubles ​

  • #6 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.
    • 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.

SGCraft ​

  • #27 Stargate ring blocks now correctly form across chunk boundaries. Previously, ring blocks in neighboring chunks could fail to render as connected until the player logged out and back in.
    • What to do: No step is needed before you update, and relogging does not fix this and never did. If you already have a Stargate whose ring is stuck partly unformed, where some ring blocks render as plain blocks and will not open the gate screen, break the Stargate Base block once after updating and re-place it; the ring then forms and stays formed. Gates built or rebuilt on 2.9.0-beta-3 keep their ring across chunk boundaries.

Thaumic_Exploration ​

  • #57 Fixed critical Soul Brazier exploit allowing permanent warp deletion, resolved client crashes on Vis Relay connection, and improved block particle loading and error messaging. Refactored code for stability and clarity.
    • What to do: No step is needed before you update. If you have permanent warp parked in a powered Soul Brazier, it now comes back to you when the brazier runs dry or is broken, even if you are offline at the time. On 2.8.4 that warp was silently erased instead, so do not count on the brazier as a permanent warp remover any more. Warp already erased that way stays erased.

ThaumicEnergistics ​

  • #98 Essentia is now handled natively by AE2 instead of using fluid/item hacks, fixing control-click crafting, tank storage, and terminal behavior. Essentia Terminal and Essentia Level Emitter are merged into regular AE2 terminals. Existing encoded Essentia patterns must be re-encoded.
    • What to do: The Wireless Essentia Terminal and the Essentia Cell Workbench no longer exist, so placed workbenches and stacks of either disappear on load. Every "Gaseous <Aspect>" fluid is gone: empty tanks, fluid cells and fluid interfaces into an Essentia Cell first, since essentia already in a cell carries over. Essentia patterns need re-encoding by hand. The Essentia Terminal, Level Emitter and Storage/Conversion Monitors still work but are deprecated.

TinkersConstruct ​

  • #279 Removed the Tinkers' Inventory GUI tab and moved heart canisters, travel belt, and travel glove to Baubles slots. A config option can disable this migration. Items are preserved on world load.
    • What to do: The pack now ships with the Tinkers inventory tab switched off, so Heart Canisters, the Travel Belt and the Travel Glove are pushed out of it into your inventory or onto the ground the first time you log in. Check your character after updating and re-equip them in Baubles slots: Heart Canisters stop granting their extra hearts until you do, and per Baubles rules they now drop on death.

VisualProspecting ​

  • #87 Reworked cache format to use palette-based vein/fluid names and added VeinSource tracking. Cache files are ~65% smaller; this requires migration from legacy format.
    • What to do: Visual Prospecting cache files will be upgraded to a new format on first load; old DIM*.dat files will be converted automatically.

Optional upgrades (45) ​

Nothing here breaks. What you already built keeps running; these are new versions you can move to when you feel like it, usually by swapping the controller through a conversion recipe.

GT5-Unofficial ​

  • #7013 Mega Oil Cracker received a structure rework with new casings, symmetrical layout, and improved scaling factor that provides better use of coils. The old structure is deprecated with a -Legacy suffix, and old recipes include a conversion recipe to the new controller.
  • #6868 Reworked Mega Distillation Tower with a new structure design from a contest submission, significantly increasing its power and speed capabilities while maintaining lower EU efficiency than the Dangote distillery. Added new distillery recipe support.
  • #6714 Complete structure rework of the Mega Vacuum Freezer (MVF) with new design, mechanics, and gameplay changes. The fridge now gradually cools down during operation, increasing speed multiplier up to 1.5x over about 5 minutes of continuous use. Old MVF controller is deprecated and renamed to 'Legacy' variant.
  • #6633 Restructured Industrial Cutting Factory with a new contest-winning design, improved textures, and energy hatch tier balancing based on sawblade tier. Old structure remains available as Legacy version.
  • #6562 Restructures XL Turbines to use a GUI-based turbine slot system instead of rotor assembly, implementing the community-designed structure by VorTex.
  • #6548 Mega Blast Furnace has been restructured as ZPM tier with a new mechanic where the hearth heats up during operation, improving efficiency as it runs. New structure design from the contest with updated balancing.
  • #6546 Large Turbines have been restructured and ported to the new extended power multiblock base for consistency. All turbine variants (Steam, HP Steam, Gas, Plasma) and Supercritical Fluid Turbine received unified structure improvements.
  • #6545 Steam Squasher (steam compressor) structure has been redesigned with a new layout and improved visual appearance.
  • #6533 Large Sifter structure has been redesigned with an improved layout, ported to the new extended power multiblock base class for consistency.
  • #6530 Industrial Sledgehammer and Forge Hammer structures have been redesigned with new textures and improved scaling mechanics, including updated performance bonuses and survival buildability.
  • #6519 Restructured the Industrial 3D Copying Machine (Chisel) with new compact design and improved internal layout. Mechanics remain unchanged.
  • #6511 Restructured the Tree Farm with improved block placement logic and new casing system. Grass autoplacing improves usability while maintaining all original mechanics.
  • #6510 Restructured the Drone Centre with a new compact design using class-based casings and improved internal layout. Mechanics remain unchanged.
  • #6508 Restructured the Infinite Fluid Drilling Rig with a new compact design and improved bonuses. The machine now provides additional parallels per energy hatch tier and eliminates the need for pipes.
  • #6478 The Cryogenic Freezer structure has been redesigned with updated visuals and improved performance. Max parallel processing increased from 8 to 16 due to higher cost; recipes adjusted and old GT++ recipe map removed.
  • #6473 The Thermal Boiler structure has been reworked with a new design from a community contest. Build cost and dimensions updated, but no mechanics changed.
  • #6471 The Steam Grinder structure has been redesigned with a visual update. Build cost increased slightly by 2 ingots.
  • #6391 Completely restructured the Industrial Coke Oven multiblock with a new design, scalable from 1 to 16+ coil slices, 2% EU discount per coil tier, and 16 base parallels. The old structure is deprecated with a -Legacy suffix.
  • #6371 Refactored Industrial Washer and Industrial Chemical Bath multiblocks with new structure designs, maintainability improvements, and legacy versions preserved. No gameplay changes.
  • #6359 Refactors Large Naquadah Reactor with new structure design and relaxed hatch placement restrictions.
  • #6356 Refactors Material Press into separate Industrial Bending Machine and Industrial Forming Press multiblocks with improved structures.
  • #6349 Refactors Extreme Combustion Engine with new structure design and extends MTEExtendedPowerMultiBlockBase.
  • #6340 Refactors Large Combustion Engine with improved structure and relaxed hatch placement restrictions.
  • #6339 Refactors Electric Implosion Compressor with new structure design and improvements to hatch placement flexibility.
  • #6326 Restructured Industrial Extruder multiblock with new design. Increased parallels from 4 to 6 per tier to balance larger structure; improved hatch placement options.
  • #6319 Restructured Boldarnator (Industrial Rock Breaker) multiblock with new structure design. Internal mechanics unchanged; improved layout and survivalmode buildability.
  • #6317 Restructured Advanced Implosion Compressor (Density²) with new structure design. Internal mechanics unchanged; improved layout and performance.
  • #6313 Restructured Pyrolyse Oven multiblock with new structure design. Internal mechanics preserved; improved layout and base class updated to MTEExtendedPowerMultiBlockBase.
  • #6312 Restructured Universal Chemical Fuel Engine multiblock with new structure design. Internal mechanics unchanged; improved layout and buildability.
  • #6310 Restructured Planetary Gas Siphon multiblock: renamed to MTEPlanetaryGasSiphon, reworked structure definition, added legacy support with conversion recipe, and improved tooltips.
  • #6271 Completely reworked Industrial Maceration Stack with a larger Tier 2 structure (compensated by 4x speed buff). Old controller renamed to Legacy suffix with a deprecation conversion recipe.
  • #6257 Refactored Industrial Fishing Pond to use new structure definition with MTEExtendedPowerMultiBlockBase. Deprecated old controller with -Legacy suffix and adjusted water auto-placement.
  • #6252 Refactored Naquadah Fuel Refinery to use new structure with improved mechanics and hatch placement logic. Deprecated old controller with -Legacy suffix.
  • #6251 Refactored boiler multiblocks to use new structure definition with improved base class and casing dependency system. Deprecated old controllers in favor of new -Legacy suffix naming.
  • #6182 The Molecular Transformer has been restructured with a new compact design from a community contest. The new version features improved efficiency and layout. A legacy version is preserved for existing builds with a conversion recipe.
  • #6176 The Froth Flotation Cell has been restructured with a new compact design from a community contest. The new version features improved efficiency through tiered elements and requires fewer materials. A legacy version is preserved for existing builds with a conversion recipe.
  • #6171 The Industrial Thermal Centrifuge has been completely restructured with a new compact design from a community contest. The new version features tiered coils for speed/EU bonuses, tiered solenoids for parallel processing, and no longer requires maintenance. A legacy version is preserved for existing builds with a conversion recipe provided.
  • #6062 Integrated Ore Factory has been restructured with a new design from the contest, improved performance tuning, and added a control button. The old structure is deprecated as 'Legacy' and a conversion recipe is provided.
  • #5963 Overhauled the Industrial Mixer multiblock structure with improved casings, performance tuning, and a new structure design. The old version is deprecated but continues to work for backward compatibility.
  • #5908 Restructures the Industrial Electrolyzer multiblock with a new, improved design. Increases parallelization from 2 to 4 per tier to reduce machine spam. The old controller is deprecated with a -Legacy suffix while maintaining a conversion recipe for existing structures.
  • #5893 Refactored the Mega Chemical Reactor with a new structure design offering more flexible hatch placement and improved gameplay balance.
  • #5888 Refactored the Industrial Packager (Amazon Warehouse) multiblock with a new structure design, improving tiering and performance bonuses.
  • #5885 Refactored the Centrifuge multiblock with a new structure design by Ducked, deprecating the old controller while maintaining backward compatibility.
  • #5877 Restructured the Wire Mill multiblock with tiered speed bonuses. The new Wire Mill provides +50% speed scaling per tier up to 400% at MAX tier, improving late-game wire production efficiency.
  • #5875 Added a new structure for the Extreme Industrial Greenhouse multiblock. The greenhouse now has improved visual structure, auto-tilling of fertilized dirt, automatic water placement, and support for autoplace.

API changes for addon developers (56) ​

These break code that compiles against these mods. Players are unaffected.

  • AE2FluidCraft-Rework #375: Updated AE2FluidCraft to work with AE2's new Stack Type API, requiring dependency version updates.
    • What to do: Only affects addon mod developers using AE2 Stack Type API; rebuild any dependent addons against the updated API.
  • amunra #36: Synchronized mod with NewHorizonsCoreMod registry name migration. Must be merged alongside NewHorizonsCoreMod PR #1557.
    • What to do: Only affects dependent mods; must be merged with NewHorizonsCoreMod#1557.
  • Angelica #1552: Added comprehensive Supernova shader mod support with extended lighting and AO APIs, enabling advanced light calculations and custom tinting.
    • What to do: Mods and shader packs using the Angelica lighting API must adopt new TintRegistry and ExtLight* interfaces for Supernova support.
  • Applied-Energistics-2-Unofficial #1384: Changed access modifiers on Crafting CPU classes to improve extensibility: made static fields/methods public, converted private fields to protected, and removed final modifiers to allow subclassing.
    • What to do: Addon mods using reflective access to AE2 CPU internals should verify their code still works.
  • Applied-Energistics-2-Unofficial #958: Introduced a Stack Type API that allows addons to register and use custom stack types beyond items and fluids. This enables mods like AE2FluidCraft-Rework and ThaumicEnergistics to extend AE2's storage system.
    • What to do: Addon mods that interact with AE2 storage, crafting, or GUI systems must update their code to work with the new stack type API.
  • Applied-Energistics-2-Unofficial #910: Introduces universal GUI framework with support for level item viewing and wireless terminal handlers. Major API expansion for GUI-related functionality.
    • What to do: Addons implementing IGuiItem, IPortableCell, IStorageCell, ICellWorkbench, and related GUI interfaces must update to match the new interface signatures and capabilities.
  • Applied-Energistics-2-Unofficial #752: Added direct fluid support to crafting calculator, crafting CPUs, and patterns as an alternative to the previous item-to-fluid conversion workaround. Interfaces remain unchanged for compatibility; fluid conversion is handled internally via drop conversion.
    • What to do: Addons using fluid crafting APIs must update to use the new fluid-aware methods in ICraftingCPU, ICraftingGrid, and ICraftingPatternDetails.
  • Controlling #8: Adds keyboard combo support allowing modifiers (Ctrl/Alt/Shift) to be held while pressing keys for extended keybind functionality, plus a public API for mods to register default modifiers.
    • What to do: Addon mods wanting to support key combos should use the new ComboModifier API in Controlling.
  • Draconic-Evolution #86: Integrated BrandonCore directly into Draconic Evolution to eliminate a separate dependency, reducing maintenance overhead.
    • What to do: Any custom mod code that imports from BrandonCore must migrate to use classes now integrated into Draconic Evolution.
  • GT5-Unofficial #7583: Added IOreMaterial#getPart override for GT++ materials to support future usage in another repository.
    • What to do: GT++ material consumers using IOreMaterial#getPart must verify their code still works.
  • GT5-Unofficial #7185: Multiblock recipe checking now uses instant event-driven updates instead of periodic interval checks. This includes input buses, output buses, data sticks, and stocking buses-all now trigger recipe evaluation immediately when their contents or state change, significantly reducing unnecessary recipe checks and processing.
    • What to do: Remove recipe check interval and trigger configurations from stocking buses and hatches; they now use event-driven checks. Any addon code polling recipe checks on a fixed interval must be refactored.
  • GT5-Unofficial #6555: Changes the multiblock structure checking API to always emit diagnostic errors, eliminating silent failures where structures would fail without explanation.
    • What to do: Update all multiblock checkMachine() implementations to accept List<StructureError> parameter and populate it instead of returning boolean.
  • GT5-Unofficial #6216: Enforced encapsulation of SBR rendering context classes by making constructors private and adding static factory methods. Mods that incorrectly bundle GT5 API classes may experience crashes and will need to depend on GT5 as a provided dependency.
    • What to do: Mods bundling GT5 API classes directly must update to depend on GT5 as a provided dependency and use the new static factory methods.
  • GT5-Unofficial #6160: Refactored steam multiblock base class hierarchy for consistency: renamed to MTESteamMultiBlockBase, changed parent class to ExtendedPowerMultiBlockBase, and moved common methods up.
    • What to do: Addon developers using steam multiblocks should update to call the new MTESteamMultiBlockBase; existing steam multis are refactored but mechanics unchanged.
  • GT5-Unofficial #5931: Reorganized the casing enum to group GTPP and TecTech casings in order. These casings are mostly unused and the existing multiblocks will be ported in future PRs.
    • What to do: Addon developers can reference gtpp and tectech casings via the reorganized Casings enum; no impact on existing multis.
  • GT5-Unofficial #5897: Migrated GregTech block casings to a new centralized Casings enum system, consolidating casing definitions and improving maintainability for future multiblock refactors.
    • What to do: Addon developers can now use the new Casings enum system for multiblock definitions; existing multis continue to work unchanged.
  • GT5-Unofficial #5860: Revival of ChunkAPI integration with Thermos compatibility. This enables improved chunk and metadata tracking for performance optimization.
    • What to do: ChunkAPI integration added; dependency updates required (NEID must be removed, ChunkAPI, EID, and FalsePatternLib must be updated to newest versions).
  • GT5-Unofficial #5677: Refactored Scanner and Research Station to use a modular handler system for recipe processing, and improved the Research Station's GUI and functionality. The Scanner now supports extensible recipe handlers for future integrations.
    • What to do: Scanner recipe logic refactored; addon mods should update to use new IGTScannerHandler and GTScannerResult APIs.
  • GT5-Unofficial #5410: Removed dynamic circuit assembler recipe patching on server start. Moved optical processor recipe to NewHorizonsCoreMod and static CAL recipes generation.
    • What to do: Circuit imprint generation now happens at server start; addon mods should use NewHorizonsCoreMod PR #1472 for static circuit recipes instead of dynamic patching.
  • GT5-Unofficial #5121: Converted OrePrefixes from an enum to a class-based system with OrePrefixBuilder for improved extensibility and maintainability.
    • What to do: Addon mods referencing OrePrefixes enum must update to use the new OrePrefixBuilder class.
  • GT5-Unofficial #5108: Consolidated GTNH-specific materials from separate MaterialsGTNH class into Materials and MaterialsInit for unified material management.
    • What to do: Mods depending on MaterialsGTNH must update to use Materials and MaterialsInit instead.
  • GT5-Unofficial #5107: Consolidated UEV+ materials from separate MaterialsUEVPlus class into Materials and MaterialsInit; removed duplicate Protomatter and Antimatter entries.
    • What to do: Mods depending on MaterialsUEVPlus must update to use Materials and MaterialsInit instead.
  • GT5-Unofficial #5085: Removed deprecated tier-based material constants from the materials system.
    • What to do: Addon mods using deprecated tier materials must update to use current material definitions; NewHorizonsCoreMod and Electro-Magic-Tools have been updated.
  • GT5-Unofficial #5084: Consolidated Kevlar material definitions from a separate class into the main Materials enum.
    • What to do: Mods depending on MaterialsKevlar must update to use Materials and MaterialsInit instead.
  • GT5-Unofficial #5083: Consolidated Botania material definitions from a separate class into the main Materials enum.
    • What to do: Mods depending on MaterialsBotania must update to use Materials and MaterialsInit instead.
  • GTNH-Credits #6: Changes the credits.json schema to version 2, moving role definitions from top-level to per-category within each person entry. Requires updates to existing credits.json files.
    • What to do: Update credits.json files to schema version 2: move roles into nested category objects instead of top-level role arrays.
  • GTNH-TC-Wands #27: Updates registry name references for NewHorizonsCoreMod. Requires synchronized merge with NewHorizonsCoreMod PR #1557.
    • What to do: Update to match NewHorizonsCoreMod #1557 registry name changes; recompile against the new version.
  • GTNH-TC-Wands #25: Updates TC Wands to work with the removal of the Tier class in GT5-Unofficial. Requires synchronized merge with GT5U PR #4642.
    • What to do: Update wand addons to use the new Tier class API from GT5U #4642 instead of the removed Tier class.
  • GTNHLib #470: Adds additional team event types to GTNHLib to support ServerUtilities team system porting with full event symmetry.
    • What to do: Addon developers may register handlers for new team events in TeamEvents and implement corresponding TeamActions handlers.
  • GTNHLib #438: JSON model loader now injects non-block textures into the block atlas, allowing models to reference item textures and other non-standard texture types.
    • What to do: Update custom JSON models that previously worked around texture restrictions to use the native non-block texture syntax.
  • GTNHLib #425: Redesigned BlockState system to support deserialization, fix thread-safety issues, and improve property validation.
    • What to do: Update code using BlockState API to handle deferred property validation and opt-in pooling; see BlockState documentation for migration details.
  • GTNHLib #359: Extracted shadowed libraries (JOML, etc.) into optional GTNHExtLib dependency. GTNHLib no longer shades these libraries; projects must use GTNHExtLib or an optional loader.
    • What to do: Mods depending on GTNHLib must ensure GTNHExtLib is present, or the optional dependency loader will pull in joml/etc at runtime.
  • GTNHLib #349: Networking system refactored to a unified IPacket interface with NetworkChannel for automatic ID management. Existing packet registration code must be updated.
    • What to do: Mods using GTNHLib networking must migrate from IMessage/IMessageHandler to IPacket and use NetworkChannel for registration, passing packet instances instead of classes.
  • GTNHLib #344: ITeamData.copyData() method signature changed for consistency. Code calling this library API will need to be updated.
    • What to do: Callers of ITeamData#copyData must update to the new signature: call on the destination, pass prevTeamData, handle void return.
  • GTNHLib #166: Reorganizes core ASM infrastructure to fix class-loading issues across different ClassLoaders. Segregates ITweakers, RFB plugins, and transformers into isolated packages to prevent cross-loader class references that caused transformer failures.
    • What to do: ASM-heavy addons must relocate ITweaker and RFB plugin classes to dedicated packages as described; avoid cross-package references from coremod code.
  • GTNHLib #100: Reworks the JSON model API backport to be usable for modern model rendering. Breaking changes require updates to Angelica and MatterManipulator.
    • What to do: Dependent mods (Angelica, MatterManipulator) must update to use the new JSON model API; see linked PRs.
  • GuideNH #71: Adds an extensible Scene Editor control API for toolbar buttons and dropdown menu items, allowing addons to register custom controls.
    • What to do: Addon Scene Editor controls must now register through the extensible control registry API.
  • GuideNH #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.
    • What to do: Guide document authors using FloatingImage must update width/height to scaleX/scaleY, and use new x/y/width/height attributes for texture atlas cropping.
  • IFU #26: Major refactor of the ore finder wand that fixes matching to work with basaltic and other variant ore blocks (not just base ores), adds an allowlist system for custom block matching, and improves UI feedback. Wand scans now deduplicate to work correctly when multiple copies are in inventory.
    • What to do: Update dependent code if extending or overriding removed classes ExtendedPlayer or GuiInvBuildingKit.
  • InventoryBogoSorter #175: Removed embedded CraftingTweaks and MouseTweaks code from InventoryBogoSorter. These mods are now maintained as separate GTNH repositories and should be added to the modpack directly.
    • What to do: Update code that depended on the removed CraftingTweaks and MouseTweaks integration; use the standalone repos instead.
  • MatterManipulator #50: Ported AE2Stuff Wireless Connector and Hub support to native AE2 API. Wireless components continue to work with Matter Manipulator after the mod migration.
    • What to do: Update code that references AE2Stuff wireless connector/hub APIs to use the new AE2 versions.
  • ModularUI2 #121: Sync handlers are now client-to-server only by default, requiring explicit opt-in for bidirectional sync and updating all sync handler implementations with new generic type parameters.
    • What to do: Custom sync handler classes must add the new generic type parameter and explicitly enable client-to-server packets where needed via the new setter.
  • ModularUI2 #95: Upstream sync with significant layout, widget, and API changes.
    • What to do: Test thoroughly and check for breakage in IResizeable, IGuiElement, IPositioned, and related layout APIs.
  • ModularUI2 #86: Large upstream sync with significant API and internal changes.
    • What to do: Review usage of changed API classes (IParentWidget, ISynced, IValue, IDrawable, IRichTextBuilder) and adapt accordingly.
  • ModularUI2 #48: Upstream sync refactoring widget tree internals and deprecating Widget.debugName in favor of Widget.name. Code using WidgetTree methods may need updates.
    • What to do: Replace Widget.debugName references with Widget.name; update any WidgetTree method calls against documentation.
  • ModularUI2 #47: Upstream sync with major layout widget refactoring. Custom widgets implementing ILayoutWidget will break; others should be unaffected.
    • What to do: Update custom widgets implementing ILayoutWidget to match the new interface contract.
  • ModularUI2 #43: Synced with upstream ModularUI, including a major WidgetTheme refactor. This is a breaking change for GT5u and any mods implementing widget theme logic.
    • What to do: Update any custom widgets inheriting WidgetSlotTheme to use the new constructor signature.
  • OpenComputers #221: Updated the OpenComputers BEC Maxwell Gate driver to support the recently added multi-slot condenser filter API from GT5-Unofficial. Removed the old single-filter methods in favor of the new indexed filter accessors.
    • What to do: Any OpenComputers scripts accessing Maxwell Gate filters must switch from getCondensateFilter/setCondensateFilter to getCondensateFilterAt/setCondensateFilterAt with slot indices.
  • OpenComputers #161: Updated OpenComputers to maintain compatibility with AE2 GUI API changes in Applied-Energistics-2.
    • What to do: Dependency update required; code using OpenComputers AE integration should be tested against new Applied-Energistics-2 changes.
  • Postea #21: Enforced non-nullable return types for transformation handlers to prevent null-safety errors and improve type safety.
    • What to do: Update dependent mods (WitchingGadgets, GT5-Unofficial, GTNHCoreMod) to use new non-nullable transformation handler interface.
  • Postea #18: Added support for multiple handlers per item/block/tile entity type, allowing independent mods to handle different versions or variants of the same item without conflict.
    • What to do: Update handlers in dependent mods (NewHorizonsCoreMod, CropsNH) to return null when unable to handle an item/block/tile entity, as noted in the PR body.
  • ServerUtilities #308: Fixed Brigadier command mixins not loading by removing the com.mojang.brigadier transformer exception.
    • What to do: Brigadier-dependent addons may need their mixins re-enabled if they were previously inactive.
  • StructureLib #60: Added context parameter to getDescription() method to support context-aware descriptions.
    • What to do: Update any mod using StructureLib's getDescription method to pass the required Context parameter.
  • VisualProspecting #91: Refactored all Visual Prospecting commands to use Brigadier command framework. Commands were reorganized under /vp (player) and /vp_admin (administrator) groups, improving command consistency and future extensibility.
    • What to do: Commands have been renamed and reorganized under /vp and /vp_admin; update any command aliases or automation scripts that reference old command names.
  • WirelessCraftingTerminal #44: Major GUI refactor implementing universal GUI system for wireless crafting terminal. Requires AE2-Unofficial PR #872.
    • What to do: Addons or other mods depending on WCT GUI classes should update to use the new unified GUI system.
  • WitchingGadgets #119: Removed unused ZenScript dependency from WitchingGadgets. This was no longer needed after the mod was moved to museum status.
    • What to do: Remove ZenScript dependency from your buildscript if directly referenced.

Contributors ​

Everyone who authored, reviewed or co-authored a change on this page, with how many of them:

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