New machines & Multiblocks
Machines and multiblocks that did not exist before this release: a coke oven that runs on no power at one end, a modular endgame solidifier at the other. The machines that were rebuilt rather than added are in the Multiblock structure rework chapter.
The Steam Hearth
A steam multiblock furnace that smelts eight items at a time. It takes the place of Railcraft's Steam Oven, which can no longer be crafted. Built in steel instead of bronze, it runs twice as fast. A button in its GUI or a screwdriver on the controller switches it between furnace, blasting and smoking. Blasting takes only metals and smoking only food, both at twice the speed for twice the steam.


Shipped in: GT5-Unofficial #4799, NewHorizonsCoreMod #1347, GT5-Unofficial #4973
The GT Coke Oven
GregTech's own coke oven needs no power and turns coal into coke and logs into charcoal, both with creosote oil. Its recipes have their own NEI page. It is a hollow shell of Coke Oven Bricks with the controller on the front centre. Any brick can be a Coke Oven Hatch, which a screwdriver sets to take items in, push coke out or push creosote out. Right-clicking the controller with an empty bucket or cell takes out 1000 L of creosote. Railcraft's Coke Oven Bricks can no longer be crafted, only broken back into four Coke Oven Bricks in a crafting grid. The Industrial Coke Oven's recipe takes a GT Coke Oven where it took one of those.

Shipped in 21 pull requests
- Implement GT Coke Oven (GT5-Unofficial #5230)
- coke oven preview fix (GT5-Unofficial #5239)
- 2 coke oven fixes (GT5-Unofficial #5243)
- Update Coke Oven Textures (GT5-Unofficial #5362)
- Do Not Enable Coke Oven Every 20t and Display Structure Warning (GT5-Unofficial #5369)
- Prevent Draining from Coke Oven Controller (GT5-Unofficial #5370)
- Use GT Coke Oven Controller in Industrial Coke Oven Controller Recipe (GT5-Unofficial #5385)
- Fix Industrial Coke Oven recipe (GT5-Unofficial #5430)
- Allow extraction of creosote from coke oven with right click (GT5-Unofficial #5783)
- Fix NullPointerException from attempting to extract creosote from empty coke oven (GT5-Unofficial #5789)
- Fix npe on coke oven (GT5-Unofficial #5855)
- Fix Coke Oven spilling fluids when clicked with bucket (GT5-Unofficial #6469)
- Fix Coke Oven Hatch texture not updating on screwdriver right-click (GT5-Unofficial #6646)
- Fix Industrial Coke Oven projector completion (GT5-Unofficial #7718)
- Make Railcraft Coke Oven Nei page "ticks" readable (NEI-Integration #12)
- Recipes for GT Coke Oven (NewHorizonsCoreMod #1442)
- Add RC Coke Oven Recycling Recipe and Use GT Coke Oven Casing in Extraction Recipe (NewHorizonsCoreMod #1470)
- Fix recycling recipes for coke oven bricks (NewHorizonsCoreMod #1471)
- Make coke oven bricks recipe less restrictive (3x3 into 2x2) (NewHorizonsCoreMod #1749)
- Fix coke hatch leak (GT5-Unofficial #7524)
- Small tooltip fixes (GT5-Unofficial #7369)
Ice Creams
Two Gold GT Credits buy one of over a hundred hand-drawn ice creams, picked at random, from a machine that needs no power. It is out of order on about two days in three. It serves one to eight ice creams a day and eats any credits put in past that. Some flavours do something when eaten: Hot Fudge gives a minute of Fire Resistance, the Magnetohydrodynamically Constrained Star Matter scoop a minute of Strength and Resistance, and a few of the less appetising ones poison, wither or blind you, or in the TNTwich's case blow you up.

Shipped in 10 pull requests
- Ice Cream Machine (GT5-Unofficial #7549)
- More Ice Creams! (GT5-Unofficial #7815)
- Add Ice Cream crafting rolls and disallow input/output (GT5-Unofficial #7843)
- Ice Creams Potion effects (GT5-Unofficial #7797)
- Create new Trophy Ice Cream (GT5-Unofficial #7896)
- Adds reading comprehension test (Explosive Ice cream) (GT5-Unofficial #7934)
- Ice Cream Machine changes (Universal repair item) (GT5-Unofficial #7963)
- Change tooltipBuilder to have one error check (crash fix) (GT5-Unofficial #8018)
- Add even more Ice Creams / Lower the explosion radius of TNTwich (GT5-Unofficial #8031)
- Fix unacceptable spelling mistake (GT5-Unofficial #8187)
The Vending Machine
A GregTech multiblock that needs no power and sells you things for the coins the quest book pays out. It is small - a controller set in its own Vending Machine Casing, with an optional ME Vending Uplink Hatch anywhere in the casing. The hatch pays from your ME system whatever the machine's slots and your wallet do not cover. Purchases land in a hundred-stack chute in the GUI, which a shift-click empties into your inventory.

Trades unlock as you complete quests. NEI lists each one with the quest that unlocks it. In the machine, trades sit behind category tabs with a search bar, as a list or as tiles. Searching highlights the tabs that hold a match. Ctrl-click favourites a trade into a tab of its own, saved for each world and server. A trade that takes anything in an ore dictionary entry, not only the item shown, says so. Many trades go on cooldown and restock with a chat message. The Assembler's lootbag upgrades moved here as trades.

Coins live in a wallet rather than your inventory, shown as one total per coin type below the trades. Sneak-right-clicking the controller pays in the coins you hold without opening the machine. A team - the shared team system GTNHLib added this release - can keep a wallet of its own beside your personal one. Team trade limits grow with the members online. The coins themselves have new icons.

Opening the machine starts its own track and fades Minecraft's music out, with a volume panel and a mute that stays muted. Coins going in, coins coming back out and items landing in the chute each have a sound. Operators get /vending reload database to reload the trades without a restart, plus /vending add, set and reset for coins.
recipes changed - NewHorizonsCoreMod #1978. The steps are on the Before you update page.
Shipped in 100 pull requests
- Add Vending Machine Casing (VendingMachine #135)
- New casing texture (VendingMachine #136)
- CTM for casings (VendingMachine #151)
- Structure changes (VendingMachine #2)
- Add structure error (VendingMachine #61)
- Show Structure Incomplete When Structure is Incomplete (VendingMachine #65)
- Fixed bug where machine still works when multi is not formed (VendingMachine #33)
- Fix VM structure tooltip (VendingMachine #157)
- Override getWailaBody for MTEVendingMachine (VendingMachine #98)
- Add item chute (VendingMachine #120)
- Increased slot count to 8 (VendingMachine #50)
- Fix drops on vending machine break (VendingMachine #81)
- Fix item ejecting direction (VendingMachine #67)
- Made uplink texture update correctly when powered by ME system (VendingMachine #35)
- new tab icons (VendingMachine #158)
- Add main panel resize and button to hide coin display (VendingMachine #153)
- Tab icon hover animation (VendingMachine #116)
- Adjust tab pixels (VendingMachine #1)
- modify the rendering order of trade item display and add new background textures (VendingMachine #149)
- Reset color state in TradeItemDisplayWidget (VendingMachine #113)
- Addhighlighting for tabs when searching for items (VendingMachine #93)
- Missed an equals sign (VendingMachine #96)
- Scroll to top when searchbar changes (VendingMachine #106)
- Favourites tab (VendingMachine #68)
- Show trades which share a cooldown (VendingMachine #76)
- Add restock notifications (VendingMachine #53)
- Qol toggles (VendingMachine #10)
- Changes: (VendingMachine #12)
- Make renamed items look better (VendingMachine #91)
- Add Oredict tooltips (VendingMachine #49)
- Support non consumable items (VendingMachine #29)
- Ignore trade nbt (VendingMachine #34)
- Trade Logic Fixes (VendingMachine #47)
- fix no condition trades (VendingMachine #90)
- Support all coins for NEI trade preview (VendingMachine #70)
- Fix recipe displays (VendingMachine #30)
- fix nei bookmarks covering the qol buttons and trade tabs (VendingMachine #105)
- Show coin icon in trade tooltip cost line (VendingMachine #166)
- Fix cooldown text colour (VendingMachine #148)
- Team wallets (VendingMachine #95)
- add wallet button icons (VendingMachine #100)
- Cooldown scaling for teams (VendingMachine #103)
- Updated wallet button icons (VendingMachine #107)
- Animated coin displays (VendingMachine #111)
- Use coin icons from GT CoreMod (VendingMachine #117)
- ME Uplink Hatch now Autopulls coins from ME system for purchases (VendingMachine #119)
- Scale trade limit with online team member count (VendingMachine #128)
- Change coin textures and add new button textures (VendingMachine #131)
- Switch to small coin BGs (VendingMachine #139)
- ME Vending Uplink improvements (VendingMachine #141)
- show coins in ME system in coin display (VendingMachine #146)
- Add sneak right-click coin deposit without opening the GUI (VendingMachine #161)
- Fix currency sync (VendingMachine #21)
- Fix coins voiding (VendingMachine #24)
- Fixed Coins leaking into SP (VendingMachine #26)
- Fix several bugs (VendingMachine #134)
- Add recipes for vending machine (NewHorizonsCoreMod #1398)
- Add recipes for the Vending Machine Casing (NewHorizonsCoreMod #1782)
- New coin icons by Embri (NewHorizonsCoreMod #1774)
- Updated coin textures by Embri to be more canonical (NewHorizonsCoreMod #1803)
- Split coin icon and background textures (NewHorizonsCoreMod #1787)
- changed coin textures (NewHorizonsCoreMod #1554)
- Revert #1554: New -> Old Coin Textures (NewHorizonsCoreMod #1685)
- Fixed missing recipes (NewHorizonsCoreMod #1399)
- Vending Machine Music (VendingMachine #99)
- Add interaction sound effects (VendingMachine #109)
- Music volume pop-up panel (VendingMachine #110)
- Added volume slider color enum (VendingMachine #114)
- Fix music not looping (VendingMachine #127)
- Fix mute button having weird behavior (VendingMachine #140)
- Make Configs editable from in-game (VendingMachine #45)
- Localization (VendingMachine #115)
- Add RU locale (VendingMachine #167)
- Update zh_CN.lang (VendingMachine #6)
- Fixed coin names (VendingMachine #39)
- Hot database reload (VendingMachine #58)
- Added trade state reload command (VendingMachine #64)
- Added coin add, set and reset commands. (VendingMachine #38)
- Check if player is not accessing vending machine before reloading tradestate (VendingMachine #66)
- Updated save format (VendingMachine #9)
- Fix various issues (VendingMachine #22)
- Fix trade limit (VendingMachine #40)
- Fix tile data saving (VendingMachine #42)
- Fix VM causing a chunk update every tick (VendingMachine #97)
- Fixed oredict crash (VendingMachine #52)
- Only render volume controls clientside (VendingMachine #118)
- fix gt loader check (VendingMachine #163)
- Fix potential NPE crash from bad trade request with invalid tradegroup. (VendingMachine #56)
- Revert API change (VendingMachine #162)
- Update for newer GTNHLib team stuff (VendingMachine #124)
- Fixed crash due to mui2 upstream sync (VendingMachine #79)
- bump GT to account for https://github.com/GTNewHorizons/GT5-Unofficial/pull/5781 (VendingMachine #73)
- Registry Name Migration for NewHorizonsCoreMod (VendingMachine #57)
- Update GT package to reference new location of MTEMultiBlockBaseGui (VendingMachine #31)
- Fixed NEI update compile errors (VendingMachine #20)
- add Vending Machine Mod ID (GT5-Unofficial #5009)
- Remove Lootbag Upgrade Assembler Recipes [recipes changed] (NewHorizonsCoreMod #1978)
- Make category tabs and IO panel scrollable on small GUI scales (VendingMachine #168)
- Keep background music (silently) playing when not inside the GUI (VendingMachine #169)
- Vending machine changes (NewHorizonsCoreMod #1404)
Matter Cluster Decompressor
A block that empties Avaritia matter clusters back into the items and fluids they hold, one kind at a time. It is the only way to open a Super-Critical Matter Cluster, one holding more than 16,384 items, which a right-click will not unpack. A Compressed Bus makes one when you empty a full slot into a cluster. Only GregTech or AE2 automation can pull the items out of the Decompressor, while any pipe can drain the fluids. A Super Chest or Quantum Chest also accepts a cluster: it keeps the items of the kind it stores and passes the rest on as a smaller cluster.


Shipped in: Avaritia #73, Avaritia #70, GT5-Unofficial #7834
The L.A.T.E.X. cable coater
The L.A.T.E.X. is an HV multiblock that coats cables with 8 parallels per voltage tier, at twice the speed and 85% of the EU. It runs the same cable recipes the Assembler keeps, ME Covered Cables included. Its Item Pipe Casings take 6.25% off the rubber per casing tier. An Elastic Singularity in the controller slot doubles the parallels and takes another 25% off the rubber. Only with the singularity does it take Multi-Amp and Laser Energy Hatches, as many as you like. Macerating a cable no longer gives back its rubber.

Shipped in 16 pull requests
- Fix LATEX Recipe Math (GT5-Unofficial #7575)
- Lazy load singularity for LATEX to fix NPE (GT5-Unofficial #7479)
- Use the LATEX's rubber discount when looking for valid recipes. (GT5-Unofficial #7432)
- Allow Laser Hatches on LATEX (GT5-Unofficial #6411)
- LATEX tooltip change: eXpert to eXocoater (GT5-Unofficial #6201)
- Update LATEX Tooltip (GT5-Unofficial #6190)
- change latex size in tooltip (GT5-Unofficial #5613)
- Remove Rubber From Cable Maceration Recycling (GT5-Unofficial #5518)
- remove deprecation from assembler recipe map for cables (GT5-Unofficial #5251)
- LATEX: the wire coating multiblock (GT5-Unofficial #5069)
- adding Rubber Singularity (Universal-Singularities #13)
- LATEX Recipes and Elastic Singularity (NewHorizonsCoreMod #1415)
- AE L.A.T.E.X. Recipes (NewHorizonsCoreMod #1468)
- fix recipe of L.A.T.E.X. multiblock controller (NewHorizonsCoreMod #1456)
- fix elastic singularity recipe (NewHorizonsCoreMod #1451)
- remove crafting recipes for cable coater singleblocks (NewHorizonsCoreMod #1446)
Mass Solidifier
The Mass Solidifier replaces the Fluid Shaper with a fixed-size build that runs a flat 10 parallels per voltage tier, with no width mechanic. It has the hatch space of a full-width Shaper in a far smaller structure, and keeps the Shaper's 20% EU discount and its speed-up to 3x. The Shaper's crafting recipe now makes a Mass Solidifier. A Fluid Shaper you already have converts into one in a crafting table. The Fluid Shaper is deprecated and due for removal after 2.9. The glass you build the Solidifier with sets how high an energy hatch it takes, up to UXV.

check your build - GT5-Unofficial #7025, and 1 other change(s) here need attention. The steps are on the Before you update page.
Shipped in: GT5-Unofficial #5676, NewHorizonsCoreMod #1553, GT5-Unofficial #7728, GT5-Unofficial #6436, GT5-Unofficial #6027, GT5-Unofficial #5684, GT5-Unofficial #7025, GT5-Unofficial #5941
Large Neutralization Engine
A multiblock acid generator that multiplies its output with a hydroxide dust in its input bus, up to 500% with the new Francium Hydroxide. Burning builds up toxic residue. The engine explodes once the residue passes the capacity its casing tier sets. Robot Arms in the input bus clear the residue faster and are used up now and then. A Toxic Residue Sensor Hatch emits a redstone signal when the residue passes a threshold you set. Fluoroantimonic Acid and the new Chlorosulfonic Acid now burn as acid generator fuel. Nine common acids burn for more in every acid generator, Nitric Acid three times its old value. An IV acid generator, the Ultimate Corrosive Energy Releaser, joins the single blocks at 50% efficiency.



Shipped in: GT5-Unofficial #6117, GT5-Unofficial #6570, GT5-Unofficial #6244, GT5-Unofficial #6957, GT5-Unofficial #5540
Spinmatron-2737
A centrifuge for ZPM and beyond that runs at 3x speed for 70% of the EU. It is built in four structure tiers: each tier adds two turbine slots in the controller, and each turbine tier is worth four parallels, so what it runs at once is what you slot into it. Anything short of a huge turbine is less effective. It runs recipes of any tier if given enough amperage. Overclocks stop at hatch tier + 1.
It runs on Kerosene, 10 L/s per recipe tier; Biocatalyzed Propulsion Fluid instead multiplies parallels by 1.25. Standard mode changes nothing. Light runs at 4x speed instead of 3x but caps recipes at voltage tier - 3. Heavy divides parallels by 32 for 16 times the EU, needs the Biocatalyzed fluid, has no overclock cap, and is the only way to run some recipes - including the space-time separation that moved off the Forge Hammer.

recipes changed - GT5-Unofficial #5668
Shipped in 19 pull requests
- Add a New ZPM+ Centrifuge Multiblock (GT5-Unofficial #4378)
- recipes for chamber centrifuge and fluids (NewHorizonsCoreMod #1290)
- move forge hammer space/time recipe to spinmatron heavy mode [recipes changed] (GT5-Unofficial #5668)
- buff speed mode on the Spinmatron-2737 to not reduce parallels (GT5-Unofficial #5168)
- add sound effects to the spinmatron (GT5-Unofficial #5270)
- add some miscellaneous Spinmatron UX tweaks (GT5-Unofficial #5250)
- Fix wrong tooltips of Spinmatron-2737 (GT5-Unofficial #5177)
- add line about unlimited tierskips to the spinmatron (GT5-Unofficial #6410)
- Spinmatron localization (GT5-Unofficial #6695)
- Fix spinmatron auto rotation (GT5-Unofficial #7644)
- Add T4 Structure requirements to Spinmatron tooltip (GT5-Unofficial #7952)
- Fix processingLogic overflow for spinmatron (GT5-Unofficial #6395)
- fix stocking hatch duplicating fluids with spinmatron (GT5-Unofficial #5501)
- fix spinmatron recipe (NewHorizonsCoreMod #1615)
- Fix Spinmatron recipe only working with "Any UV Circuit" (NewHorizonsCoreMod #1877)
- fix spinmatron not caring about fluid if the recipe tier is ulv (GT5-Unofficial #7954)
- Spinmatron tooltip (GT5-Unofficial #8196)
- adjust late game turbine tiers for spinmatron (GT5-Unofficial #8224)
- uncaps OCs for spinmatron heavy mode (GT5-Unofficial #8225)
Exo-Foundry Fluid Solidifier
A Fluid Solidifier for the endgame with two, three or four module slots, set by the tier of the Magnetic Chassis you build it with. Each slot takes one of seven modules: Superdense Casting Basins, the Universal Collapser, the Proto-Volt Stabilizer, the Sentient Overclocker, Streamlined Casting, Heliocast Reinforcement and the Hypercooler. You pick a slot's module in the controller, then build that module's ring at the slot. Three pairs of them carry a bonus for standing together. Three or four Heliocast Reinforcements together roll a random bonus.
With no module it will not overclock above its hatch tier and will not run UIV+ recipes at all. Either the Universal Collapser or the Heliocast Reinforcement opens up UIV+ recipes. Overclocks past the hatch tier come from the Hypercooler's coolant. Input separation can be toggled. The controller's stats panel shows what the installed modules do to the numbers and can preview another set. A Data Stick copies a foundry's modules to the next one.


Shipped in 17 pull requests
- Add a new Modular Solidifier to supersede the Shaper (GT5-Unofficial #4627)
- Add sheetmetal blocks (GT5-Unofficial #5387)
- Exo-Foundry Balance Pass Number 2 (UC Buff, HR Rework) (GT5-Unofficial #7420)
- adjust some numbers with foundry modules (GT5-Unofficial #7082)
- Remove Electric Air Filter Bus Requirements / Improve Diagnostics Display God Forge / Fix Exo Foundry Structure Check (GT5-Unofficial #6814)
- Fix min Casings for Exo-Foundry (GT5-Unofficial #6767)
- Fix Symmetry in Exo-Foundry Again... (GT5-Unofficial #6725)
- Optimize Wavefront Models (GT5-Unofficial #6704)
- Fixes the worst block misplacement of all time (GT5-Unofficial #6658)
- change exofoundry tooltip to clarify that it needs a module to do uiv+ recipes (GT5-Unofficial #6002)
- add input sep toggling for foundry (default is still true) (GT5-Unofficial #5680)
- Fix potential crash in Exo Foundry calculator panel (GT5-Unofficial #8058)
- allow exofoundry to accept drone hatches (GT5-Unofficial #8096)
- Fix foundry stats panel not always working with current modules (GT5-Unofficial #8120)
- make exo actually use manually inputed parallels (GT5-Unofficial #8136)
- add ability to use data stick / mm to copy foundry data (GT5-Unofficial #8291)
- reduce high tier material cost of foundry casing and chassis (NewHorizonsCoreMod #1800)
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The Drawer Framer
A machine in LV, MV and HV that frames drawers for you. It does the Framing Table's job, but pipes or an ME interface can feed it. A Framed Drawer goes in the first slot, the side material in the second, and the optional trim and front materials in the other two. At LV it frames a drawer a second for 30 EU/t.

Shipped in: GT5-Unofficial #5811
Contributors
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