Bug Fixes
Unstable ingots work again
A bug was fixed where Unstable Ingots from Extra Utilities were failing to explode when shift-clicked to craft. The coremod was incorrectly replacing the custom recipe with a generic one, breaking the intended explosion behavior.
Shipped in: NewHorizonsCoreMod #1838
Watch on Discord - 1 video clip(s)
Fix missing pixels on the Tinkers inventory tab
The unselected vanilla tab in the Tinkers inventory screen is no longer missing three pixels in its bottom-left corner.
Shipped in: TinkersConstruct #259
Tinkers Construct Modifier Station Overflow
The Tool Station, Tool Forge and Crafting Station now apply as much of a modifier as the tool can take in one go, and leave any leftover modifier items in the grid instead of eating them or refusing the craft.
Shipped in: TinkersConstruct #294
Watch on Discord - 1 video clip(s)
Recipe conflicts and typos
What is left of the coremod's fixes is recipe plumbing: conflicts between two mods that claimed the same shape, circuits and tiers that did not match what a recipe meant, ore-dictionary entries that pointed at the wrong item, and typos. A few examples of the kind of thing: pickaxes and axes moved onto unified circuits, the Jabba and Et Futurum barrels stopped competing over circuit recipes, stained glass panes were handed to Chisel to define, copper grate recipes cover all eight variants instead of the base one, and small AsGa crystals macerate into two tiny dusts like every other crystal.
None of it changes what anything costs; it changes whether the recipe you were looking at works. The full list is on the mod's technical page.
recipes changed - NewHorizonsCoreMod #1951. The steps are on the Before you update page.
Shipped in 75 pull requests
- Fixed switchboard recipe (NewHorizonsCoreMod #1941)
- Fix drop chances being off by one in CustomDropsHandler (NewHorizonsCoreMod #1939)
- Fix More UEV and UIV Hull Uptiering Errors (NewHorizonsCoreMod #1930)
- make umv hull to be made with cable other than wire (NewHorizonsCoreMod #1914)
- Fix Many Recipe Conflicts (NewHorizonsCoreMod #1895)
- Add Pluto planet block recipes for other Pluto Surface Ice variants (NewHorizonsCoreMod #1880)
- Change Watering Can assembler circuits (NewHorizonsCoreMod #1873)
- Fix Small AsGa Maceration (NewHorizonsCoreMod #1864)
- Update bioLabRecipes to use EmptyPetriDish instead of debug culture (NewHorizonsCoreMod #1860)
- Allow custom bow casts to be melted back into brass (NewHorizonsCoreMod #1841)
- changed Efficient Overclocker from Research Station to Scanner (NewHorizonsCoreMod #1830)
- reupdate rolled back deps (NewHorizonsCoreMod #1828)
- Fix missing coremod cutting recipes in nei (NewHorizonsCoreMod #1827)
- deconflict Watering can recipe; add circuit to modular turrets recipes (NewHorizonsCoreMod #1812)
- Use oredict for project red illumar (NewHorizonsCoreMod #1785)
- use recipe not tier (NewHorizonsCoreMod #1783)
- Add Circuit to Jabba Barrel Recipe (NewHorizonsCoreMod #1759)
- Bartworks Material Cleanup CoreMod Edition (NewHorizonsCoreMod #1752)
- Rotated Blood Channel recipe 90 degrees (NewHorizonsCoreMod #1745)
- Add missing source meta value to alu gravel transformer (NewHorizonsCoreMod #1733)
- Fix Recipe EU Values (NewHorizonsCoreMod #1727)
- Fix Obsidian Chisel Recipe Conflict (NewHorizonsCoreMod #1723)
- Fix EFR barrel upgrade recipes (NewHorizonsCoreMod #1720)
- Fix ore dictionary for extra utils color blocks (NewHorizonsCoreMod #1716)
- Change
getFluidtogetMolteninScriptGregtech(NewHorizonsCoreMod #1710) - Use wireGt01 for RedAlloy input (NewHorizonsCoreMod #1707)
- Fix vanilla only drawers in Upgrade Template craft (NewHorizonsCoreMod #1697)
- Clean up scepter research and fix thaum script crashing with TCWands changes (NewHorizonsCoreMod #1695)
- Fix Dreamwood inert rod (NewHorizonsCoreMod #1679)
- Changed the Tinker Wool Slab recipe (Shears->Saw) (NewHorizonsCoreMod #1677)
- Fixes Conflict Between ThaumicBases & Exploration Loader (NewHorizonsCoreMod #1673)
- Fix Diamond Lattice Forming Press Recipe (NewHorizonsCoreMod #1671)
- Add isModLoaded around Chisel API calls in natura script (NewHorizonsCoreMod #1658)
- Remove IC2 Toolbox Recipe (NewHorizonsCoreMod #1648)
- Fix research names for dreamwood wand/staff and bloodwood staff cores and rewrite dreamwood core pages (NewHorizonsCoreMod #1644)
- Remove Dupe Stone Plate Recipe & Recipe Collision (NewHorizonsCoreMod #1642)
- Missing Pams Nether Ignis Fruit (NewHorizonsCoreMod #1628)
- Fix Water Singularity Recipe (NewHorizonsCoreMod #1616)
- Adds Maceration For Calcium Ingot -> Dust (NewHorizonsCoreMod #1588)
- Fix Smokey Quartz LE recipes consuming Lenses (NewHorizonsCoreMod #1585)
- Re-Add Ball O' Moss Recipe (NewHorizonsCoreMod #1583)
- Fixed EV Field Gen Circuit & Re-Implements Microchip Fix (NewHorizonsCoreMod #1572)
- fix conflict in new projectred circuitassembler recipes (NewHorizonsCoreMod #1569)
- Fixes Microchip Recipe Conflicts (NewHorizonsCoreMod #1568)
- Fix Lazurite -> Sodium Aluminate Recipe (NewHorizonsCoreMod #1565)
- Fix inconsistencies in Circuit Assembler recipes for ProjectRed Chips (NewHorizonsCoreMod #1536)
- Fix Creosote Slab Count (NewHorizonsCoreMod #1518)
- Fix copper grate recipes (NewHorizonsCoreMod #1507)
- fix recipes (NewHorizonsCoreMod #1505)
- Fix stained glass pane recipe conflicts (NewHorizonsCoreMod #1494)
- Red Sandstone Recipe Amendment (NewHorizonsCoreMod #1480)
- Resolve 12 more recipe conflicts (NewHorizonsCoreMod #1467)
- Fix inconsistent null catalyst recipes (NewHorizonsCoreMod #1458)
- Resolve 4 recipe conflicts (NewHorizonsCoreMod #1457)
- Hide "Electrolyzed Water Cell" From NEI (NewHorizonsCoreMod #1454)
- Move Thaumcraft aspect lang to GT (NewHorizonsCoreMod #1448)
- Resolve conflicts in some recipes (NewHorizonsCoreMod #1447)
- Fix For Shulker Dye Recipes (NewHorizonsCoreMod #1438)
- Resolve Issue 21827, changing bibliocraft fancy signs to either, if t... (NewHorizonsCoreMod #1437)
- remove outdated oredicts (NewHorizonsCoreMod #1434)
- Remove Beet Recipe Conflict (2.8.X+) (NewHorizonsCoreMod #1428)
- Remove duplicate broken efr flower to color recipes (NewHorizonsCoreMod #1424)
- Copper grate recipe clean up (NewHorizonsCoreMod #1419)
- Clean up one non-functional recipe (NewHorizonsCoreMod #1412)
- Cordierite & High Strength Concrete Fix (2.8.X Friendly) (NewHorizonsCoreMod #1409)
- Rosa mysteria thaumonomicon fix (NewHorizonsCoreMod #1406)
- Fix world breaker recipe (NewHorizonsCoreMod #1402)
- remove unintended recipe from BoP (NewHorizonsCoreMod #1401)
- Fix circuits in some AL recipes (NewHorizonsCoreMod #1392)
- crimson rite recipe fix (NewHorizonsCoreMod #1388)
- Fix Mixed Metal Ingot assembler recipe to match the crafting table (NewHorizonsCoreMod #1948)
- Move Twilight Forest trophy recipes to circuit 20 (NewHorizonsCoreMod #1950)
- Use circuit 1 for the remote orderer logistics pipe [recipes changed] (NewHorizonsCoreMod #1951)
- Fix Last Mixed Metal Inconsistencies (NewHorizonsCoreMod #1954)
- Fix UEV circuit recycling drops (NewHorizonsCoreMod #1979)
Overchanting Table world acceleration fix
The Overchanting Table now counts its own ticks instead of reading world time, so world accelerators actually speed it up.
Shipped in: ThaumicBases #59
Watch on Discord - 1 video clip(s)
LittleTiles placement and rendering fixes
Various null pointer exceptions caused by tiles missing NBT data have been eliminated. Duplicating LittleTiles blocks with a Tinkers Hammer no longer works, add-on mods that draw through LittleTiles render again, and placement no longer leaves behind empty tile blocks or silently drops a tile that overwrote everything beneath it.
Shipped in 31 pull requests
- Fix compile warning and LittleHammer on single tile (LittleTiles #153)
- Fix collision handling to detect overlapping slopes (LittleTiles #147)
- Fix multi preview (LittleTiles #143)
- Restore BlockRenderHelper (LittleTiles #135)
- Attempt to fix some rounding issues (LittleTiles #128)
- Improve degenerate check (LittleTiles #125)
- Fix for blockpicked cutouts (LittleTiles #124)
- Fix Collision corner cases (LittleTiles #115)
- Better edge sorting loop (LittleTiles #114)
- Fix marked slope (LittleTiles #101)
- Allow sync handlers to send to server (LittleTiles #97)
- Render buggy meshes as full cubes (avoids empty meshes that can't be removed) (LittleTiles #63)
- Fix placement bugs claude found (LittleTiles #62)
- Fix various NPEs caused by tiles with no NBT (LittleTiles #59)
- Defend against blocks from removed mods (LittleTiles #55)
- Added lookout for background color (LittleTiles #52)
- Don't delete chisel in survival mode (LittleTiles #47)
- Don't add blocks server side, getSubBlocks is client only (LittleTiles #42)
- Blockdisplay fixes (LittleTiles #41)
- Fix typo (LittleTiles #39)
- Don't place tiles with 0 triangles (LittleTiles #36)
- Minor fixes (LittleTiles #34)
- Fix translucent blocks (LittleTiles #24)
- fix(color rendering): Correctly render colors in-world and in preview (LittleTiles #164)
- fix(lighting): Properly update and emit light on blocks with meta-driven light values (LittleTiles #165)
- Fix shader support for cutouts (LittleTiles #174)
- Fix grass rendering (LittleTiles #181)
- Add smooth lighting for cutouts if Angelica is present (LittleTiles #175)
- Fix raytrace to allow placing tiles against shapes (LittleTiles #184)
- Improve dumping command (LittleTiles #186)
- Threadsafety fixes (LittleTiles #159)
Tinkers' Construct fixes
Shift-clicking in the Crafting Station now moves items between your inventory and the attached chest instead of the crafting grid, and a tool in the first hotbar slot now uses the item in slot 2 rather than slot 9. Tool repairs and upgrades no longer crash, and dupe or void exploits have been closed. The smeltery temperature texture displays properly, Baubles accessories render when the Tinker tab is disabled, and slime channels no longer void blocks placed on them.
Shipped in 44 pull requests
- fix crafting station shift click and adjacent hotbar slot selection (TinkersConstruct #324)
- Fix on "fixed quartz modifier not adding attack due to overflow" (TinkersConstruct #323)
- change damage behavior to vanilla (TinkersConstruct #315)
- Fix BattleSign in world text (TinkersConstruct #314)
- Add null guard for windup progress check (TinkersConstruct #311)
- Fix AOE tool hit face desync (TinkersConstruct #310)
- Fix crash when repairing or upgrading tools (TinkersConstruct #297)
- render traveller accessories from Baubles slots when Tinker tab is disabled (TinkersConstruct #291)
- Fix main Inventory Tab render logic (TinkersConstruct #288)
- Part replacement instead of repair (TinkersConstruct #286)
- Prevent slime channel from voiding when block is placed on it (TinkersConstruct #285)
- fix(InventoryCraftingStation): add missing markDirty (TinkersConstruct #284)
- Correctly loot registration (TinkersConstruct #283)
- add null check to prevent crashing (TinkersConstruct #280)
- Fixes the smeltry temperature texture (TinkersConstruct #277)
- Fix cascading worldgen caused by Oreberries (TinkersConstruct #275)
- nei+toolforge bug fix (TinkersConstruct #274)
- Fix smeltery fuel gauge to account for all lava tanks (TinkersConstruct #273)
- Refactor brownstone player speed calculation (TinkersConstruct #272)
- Improve glass pane rendering (TinkersConstruct #270)
- Bugfix for another pull request. (TinkersConstruct #260)
- Fixes Inventory Tab Pixels (TinkersConstruct #259)
- fix the shift left click transfer function in Stencil Table (TinkersConstruct #255)
- Implement null check in drawToolStats (TinkersConstruct #251)
- fixed quartz modifier not adding attack due to overflow (TinkersConstruct #250)
- Clean up Tool Station GUI code (TinkersConstruct #249)
- Fix JourneyMap waypoint label flickering when on armor tab (TinkersConstruct #247)
- Remove the broken flag on tools when adding a durability modifier to a broken tool (TinkersConstruct #245)
- Fix tool forge voiding items bug/desync (TinkersConstruct #244)
- Various Slime Fixes (TinkersConstruct #243)
- Fix 3rd person translucency bug (TinkersConstruct #237)
- avoid creation of empty NBT tags in WeaponryHandler#boneanaBuilding (TinkersConstruct #233)
- Fix miniature red hearts not dropping in EEC and not showing in NEI mob drops (TinkersConstruct #230)
- Fix tough rod and full guard clay casts (TinkersConstruct #229)
- Fix: Prevent broken tools from being able to create EFR stripped logs or dirt paths (TinkersConstruct #226)
- Fix shurikens, throwing knives, and javelins fitting in the quiver bauble slot (TinkersConstruct #225)
- fix: allows lumber axe to chop down trees with horizontal sections (TinkersConstruct #224)
- Fix Miniature Heart Tooltip (TinkersConstruct #215)
- Fix crafting station sometimes detecting a chest next to a trapped chest as a double chest (TinkersConstruct #213)
- Bugfix blocking damage battlesign (TinkersConstruct #331)
- Clarify undead soil heals undead that walk over it (TinkersConstruct #336)
- fix and configure crafting station shift-click behavior (TinkersConstruct #337)
- Fix the cut inventory (patternchestmini) (TinkersConstruct #342)
- fix nei bookmark pull from crafting station inventories (TinkersConstruct #345)
Fix broken speed and jump modifiers on boots
Speed and jump modifiers read as zero on EMT's Boots of the Traveller, Thaumic Exploration's Boots of the Meteor and Comet, ThaumicBoots' upgraded boots and Witching Gadgets' Primordial Armor whenever the item had no stored modifier yet; a fresh pair got no bonus at all.
Shipped in: Electro-Magic-Tools #109, Thaumic_Exploration #49, ThaumicBoots #46, WitchingGadgets #101
Fix chunk unload crashes with multiparts
Fixed crashes that occurred when multipart blocks (especially wireless redstone receivers) tried to update after their tile entity was already destroyed during chunk unload.
Shipped in: ForgeMultipart #46, WirelessRedstone-CBE #19
Antimatter Forge and Antimatter Generator structure fixes
Both structures were made symmetrical. What is already built unforms and has to be adjusted to the corrected layout.
rebuild required - GT5-Unofficial #7029. The steps are on the Before you update page.
Shipped in: GT5-Unofficial #7029
Fix non-QWERTY keyboard layout support
Keys now show their correct names in the controls menu on non-QWERTY layouts, and Escape, Home, the lock keys and the Ctrl/Shift/Alt/Super modifiers now follow your keyboard layout instead of their physical position. Both bugs came from mixing up a key's physical position on the board with the character your layout actually produces there.
Shipped in: lwjgl3ify #292, lwjgl3ify #287
Fix placing multiple rockets on the same landing pad
Players can no longer place multiple rockets on the same landing pad simultaneously. This closes one path toward a known duplication exploit affecting both Galacticraft and Galaxy Space rockets, but does not fix the duplication bug itself.
Shipped in: Galacticraft #128, Galaxy-Space-GTNH #148
Fix pocket plane portal bugs
Fixed multiple pocket plane issues including keystone binding failures, ping-pong teleport loops, world-save issues that could lose a freshly generated pocket plane, and incorrect player orientation on portal exit.
Shipped in: ThaumicHorizons #115, ThaumicHorizons #114
Machines no longer silently void outputs
Multiblocks with void protection enabled now hold a recipe back and report a full output instead of destroying items or fluids that will not fit. ME output hatches also properly respect priority ordering and no-voiding mode, preventing fluid loss when multiple outputs overflow simultaneously.
Shipped in: GT5-Unofficial #7096, GT5-Unofficial #7089, GT5-Unofficial #7060, GT5-Unofficial #6941, GT5-Unofficial #6630, GT5-Unofficial #7310, GT5-Unofficial #7467
Remove invalid fuel acceptance from generators
Fixed the Geothermal Engines, Rocket Engines and Semifluid Generators accepting any burnable item as fuel. These generators now only accept their intended fuel types, preventing unintended EU conversion from items like compressed coal blocks.
Shipped in: GT5-Unofficial #6660, GT5-Unofficial #6642
Rework CAL imprint system
Circuit Assembly Line imprints and sliced circuits were rebuilt from scratch, fixing Circuit Assembly Lines that stopped accepting imprints in the 2.9 dailies. Old imprints and sliced circuits now carry a deprecation warning; put one in a crafting grid to get the new version back. MatterManipulator compatibility has been updated to match.
world data - GT5-Unofficial #5771. The steps are on the Before you update page.
Shipped in: GT5-Unofficial #5771, MatterManipulator #21, GT5-Unofficial #7339, GT5-Unofficial #7344
ToroHealth popup reliability fixes
Fixed multiple issues with health popups: they no longer appear spuriously when mobs spawn, enter new dimensions, or have their max health modified by other mods.
Shipped in: ToroHealth #7, ToroHealth #6, ToroHealth #5
Waypoint beacons no longer invisible nearby
Navigator and Share-Where-I-am waypoint beacons are now visible in the world again when the waypoint is close to the player. A distance-based fade effect from JourneyMap was incorrectly hiding them.
Shipped in: Navigator #14, Share-Where-I-am #8
Block breaker pipe connectivity fix
Project Red and OpenBlocks block breakers now push their drops into item pipes correctly.
Shipped in: OpenBlocks #46, ProjectRed #79
Distillation Pattern Encoder
Thaumic Energistics' Distillation Pattern Encoder gave every aspect a size of 1 instead of the amount the item actually holds, and did not show the amount at all. It now stores and displays the real essentia counts, and loading a new item clears every aspect slot instead of only the first.
Shipped in: ThaumicEnergistics #112
Eldritch Blood Orb capacity display fix
The Eldritch Blood Orb tooltip now correctly shows its LP storage capacity. The underlying max LP calculation was also fixed to store capacity directly instead of deriving it from tier, resolving inaccurate displays for high-tier and modded orbs. On an existing world your LP bar will show a maximum of 0 until you right-click any bound blood orb once; that re-records your Soul Network's capacity.
Shipped in: BloodMagic #126, ForbiddenMagic #20
Fix /back spawning inside blocks
Fixed the /back command sometimes placing players inside graves, walls, or other blocks. Returning to a death point now drops you centered on the block and just above it, instead of inside the grave or a wall.
Shipped in: ServerUtilities #327, ServerUtilities #322
Fix 64x64 skin rendering issues
Fixed player heads rendering as black squares when using SimpleSkinBackport's 64x64 skins. SimpleSkinBackport now also decodes 64x64 skins for other mods' player renders (BetterQuesting's party view, for one), and the ServerUtilities tab list samples the actual skin size so heads render at either resolution.
Shipped in: ServerUtilities #339, SimpleSkinBackport #3
Fix active item tooltip detection
Tooltip detection now correctly identifies the active item stack in GT5U recipe overlays and NEI addon displays. Hovering an item in an NEI recipe now shows that item's own extra lines (chance, 'not consumed', byproduct info) instead of another slot's.
Shipped in: GT5-Unofficial #6643, neiaddons #12
Fix AE2 component copying in Matter Manipulator
Matter Manipulator now correctly copies fluid settings in AE2 dual interfaces and Level Emitter configurations. The copying logic was reworked to use AE2's own memory card methods, ensuring all settings transfer reliably.
Shipped in: MatterManipulator #58, MatterManipulator #33, MatterManipulator #91, MatterManipulator #90, Chisel #106
Fix crash when hinting frame blocks
Fixed a crash caused by a missing side check when using a wrench on GT multiblock frame blocks. This affected Botanic Horizons wrenches in particular and had persisted since 2.8.1.
Shipped in: GT5-Unofficial #5555, GT5-Unofficial #5209
Fix Electric Jukebox disc playback
The Electric Jukebox now plays modded discs and Pigstep correctly, and no longer loops vanilla music discs. The underlying resource name lookup has been fixed to match how Minecraft actually registers records.
Shipped in: GT5-Unofficial #7560, GT5-Unofficial #5759, GT5-Unofficial #5758
Fix flipped bottom-face textures across mods
Blocks from ArchitectureCraft, Chisel, GregTech and OpenComputers no longer show flipped bottom faces when Hodgepodge's optional fixBottomFaceUV setting is turned on. All affected mods now correctly adapt to Hodgepodge's fixBottomFaceUV option.
Shipped in: ArchitectureCraft #28, Chisel #76, GT5-Unofficial #5796, GT5-Unofficial #5449, OpenComputers #171
Fix GT5U detection so it no longer matches GT6
Eight mods were checking for the mod id gregtech, which GT6 also uses, so their GT5U-specific integrations fired on GT6 too. They now check GT5U's dedicated gregtech_nh id. Affected mods include BlockRenderer, Galacticraft, HarvestCraft, LogisticsPipes, MagicBees, OpenComputers, OpenModularTurrets, and ThaumicTinkerer.
Shipped in: BlockRenderer6343 #57, Galacticraft #147, harvestcraft #74, LogisticsPipes #131, MagicBees #64, OpenComputers #214, OpenModularTurrets #12, ThaumicTinkerer #103
Fix JourneyMap powerfail markers
Markers can now be properly cleared, and multiple powerfails in the same chunk are displayed correctly instead of overlapping.
Shipped in: GT5-Unofficial #5050, GT5-Unofficial #5049, GT5-Unofficial #4996, GT5-Unofficial #5576
Fix night vision after dimension change
Fixed the Dark Steel armor night vision upgrade permanently turning off after traveling through portals. The effect is now applied server-side so it correctly survives dimension changes.
Shipped in: EnderIO #262, EnderIO #261, EnderIO #231
Fix Tantalum Hafnium Carbide stats
Tantalum Hafnium Carbide now has correct material properties, preventing unintentionally overpowered tools.
Shipped in: GT5-Unofficial #5566, GT5-Unofficial #5565
Fix transformers not accepting EU after mode switch
Transformers again accept EU after being switched between step-up and step-down mode.
Shipped in: GT5-Unofficial #6927, GT5-Unofficial #6779, GT5-Unofficial #6751
Fix UEV, UIV, and LUV Recipe Errors
Corrected material mismatches in LuV, UHV, UEV and UIV recipes: BioLabs, the Electric Auto Workbench, the Advanced Rhodium-Palladium casing, Buck Converters and the multi-ampere energy and dynamo hatches now use the intended tier metals.
recipes changed - GT5-Unofficial #7808
Shipped in: GT5-Unofficial #7865, GT5-Unofficial #7808
Fix Vajra ghost block desync
Fixed Vajra ghost blocks where destroyed blocks remained visible to other players until right-clicked. Sneak + right-click with the Vajra always breaks the targeted block, including machines, instead of opening its GUI.
Shipped in: GT5-Unofficial #6405, GT5-Unofficial #6403, GT5-Unofficial #6402
Fixed missing Chisel drawer recipes
Chisel recipes for non-vanilla Storage Drawers were missing due to a mod loading order issue. Drawer pack blocks registered early in startup are now queued and handed to Chisel once it has loaded, restoring the missing recipes.
Shipped in: StorageDrawers #71, StorageDrawers #69, StorageDrawers #62
Fresh installs no longer break on a bad library download
The launcher checks every library it downloads against a checksum, so a corrupted or truncated file is caught right there instead of crashing the game later with an unrelated error. One checksum was missing, which broke the launcher on fresh installs, and a failed check crashed instead of saying which file failed. Both are fixed.
Shipped in: lwjgl3ify #354, lwjgl3ify #333
GraviSuite status message fixes
GraviSuite armor and tool status messages are now translated on your client instead of always appearing in English. Messages are now sent server-side and properly localized on the client.
Shipped in: Gravitation-Suite-Neo #35, Gravitation-Suite-Neo #32
Improved Cauldron NEI recipe display
Cauldron washing recipes now have their own NEI page, showing the water consumed and noting that any stack size works.
Shipped in: GT5-Unofficial #5549, GT5-Unofficial #5542, GT5-Unofficial #5539, GT5-Unofficial #6458
Noble gas centrifuge recipe fixed
Noble gas cells are once again obtainable via centrifuging liquid air. Liquid air was being registered before the gases it decomposes into, so the centrifuge recipe was generated empty.
Shipped in: GT5-Unofficial #5156, GT5-Unofficial #5149
Redwood saplings require full 7x7 field
Redwood trees can no longer grow from a single sapling. They now correctly require a full 7x7 field of saplings as originally intended.
Shipped in: Natura #37
Rose Gold singularity color fix
The Rose Gold singularity's color now matches GregTech's rose gold material; it was previously a yellow that belonged to no material at all.
Shipped in: Universal-Singularities #16, GT5-Unofficial #5394
Trophy rendering fixes and optimization
Improved trophy rendering performance by culling off-screen trophies, skipping labels beyond 32 blocks, caching the date label text, and batching font rendering when Angelica is present. Also fixed a crash when reloading worlds with trophies in the hotbar.
Shipped in: Amazing-Trophies #25, Amazing-Trophies #24, Amazing-Trophies #23, Amazing-Trophies #19
TX-Loader resource pack load order fix
Non-forced resource packs from ./config/txloader/load/ now correctly override other mods' resources instead of being silently overridden. Also fixed asset copying failures when directory structures were missing.
Shipped in: TX-Loader #19
Corrected Ginkgo spelling across mods
The misspelling 'Gingko' has been corrected to 'Ginkgo' throughout Binnie's Mods (item names, textures and internal identifiers) and in Nutrition's nutrient config. Note: this renames the internal genetics identifier for the tree species, so already-placed Ginkgo trees or in-progress mutations may need to be replanted or reset.
Shipped in: Binnie #105, Nutrition #36
Fix Coke item texture alignment
Fixed the Coke item texture so it now aligns properly with the coal texture. The sprite was shifted one pixel to line up with coal.
Shipped in: Railcraft #102, Railcraft #101
Fix GregTech version detection across mods
BloodMagic, Translocators and Waila now check for the gregtech_nh mod ID, so they no longer mistake GregTech 6 for GT5-Unofficial when the two share a mod ID.
Shipped in: BloodMagic #144, Translocators #12, waila #45
Fix Twilight Forest block names
Fixed various Twilight Forest logs and leaves showing raw locale keys instead of proper names in WAILA and tooltips. Also synchronized translations across five languages.
Shipped in: twilightforest #139, twilightforest #129
Fixed Computronics and GT5U load order conflict
Computronics no longer declares a load-order dependency on the gregtech mod id - which GT6 also uses - and GT5-Unofficial now declares the ordering from its own side instead. Both mods had their dependency declarations corrected.
Shipped in: Computronics #42, GT5-Unofficial #7605
Headless environment compatibility fixes
BetterLoadingScreen and Opis no longer crash in headless Java environments (servers, CI systems, or lwjgl3ify 3.x setups) that lack a display.
Shipped in: BetterLoadingScreen #29, Opis #16
Platline chemical formula corrections
Fixed incorrect chemical formulas for platinum-line materials. Formulas that claimed a chemically balanced composition they do not have now use question marks for the unknown parts instead.
Shipped in: GT5-Unofficial #5600, GT5-Unofficial #5564
Witchery Distillery output slot
Hoppers and pipes could push items into the Witchery Distillery's output slot. WitcheryExtras has carried a fix for that since 2024, but its mixin never bound outside a development environment, so the packaged pack never had it. It applies now.
Shipped in: WitcheryExtras #31
Prevent errors from disposed UI widgets
ModularUI panels now check that a widget is still alive before sending it mouse or keyboard input, fixing errors with dynamically swapped widgets.
Shipped in: ModularUI2 #80, ModularUI2 #70
Crashes and freezes
The daily builds crashed on a research entry ThaumicMachina no longer had and on Black Plutonium cables the pack could not find; both are fixed, as is a startup crash from bad item id mappings and a startup freeze that hit when certain GregTech ore stone types were switched off. A recipe pointing at a removed item, a DTPF recipe one tick long, and a script reaching for a Draconic Evolution block that was not registered each took the game down as well.
Shipped in: NewHorizonsCoreMod #1807, NewHorizonsCoreMod #1653, NewHorizonsCoreMod #1726, NewHorizonsCoreMod #1477, NewHorizonsCoreMod #1538, NewHorizonsCoreMod #1725, NewHorizonsCoreMod #1808
Recipes that would not craft
A long list of things you could not make, and now can: the RemoteIO Location chip, Barnarda C planks, Sandy Bricks, stone brick stairs, armour stands from Ender's Traveling Railway, ZPM and UV lootbags, and the GT tools that NBT changes in GregTech had broken, the Thaumium Drill among them. NaK Coolant Cells work in the MV to EV Solenoid Superconductor Coils, which they were always meant to. The radox step of the bacteria progression came back after a GregTech update dropped it, and a piece of unintended gating that blocked progression outright is gone.
Several recipes asked for the wrong thing rather than nothing: the Fluid Manipulator wanted a motor where it meant a pump, the Quick and Dirty Portal Generator refused industrial diamonds, the Twilight Crystal took them only on a second try, the Energy Core Nano Assembler insisted on a discharged energy crystal, the Wireless Pattern Terminal asked for a plain terminal, and the singularity fluid storage cell used a pattern of its own.
Shipped in 16 pull requests
- Fix RemoteIO location chip recipe (NewHorizonsCoreMod #1754)
- Fix Barnarda C plank recipes (NewHorizonsCoreMod #1389)
- Fix Sandy Brick Recipe (NewHorizonsCoreMod #1643)
- Re-add missing stone brick stair recipe (NewHorizonsCoreMod #1441)
- Add circ 1 to chisel recipes (NewHorizonsCoreMod #1702)
- Add ZPM & UV Lootbag Assembler Recipes (NewHorizonsCoreMod #1395)
- GT Tool recipe fixes (NewHorizonsCoreMod #1514)
- Allow NaK Cells For Solenoids (MV-EV) (NewHorizonsCoreMod #1509)
- Adds radox step back to ICO (NewHorizonsCoreMod #1691)
- Fix unintended recipe gating (NewHorizonsCoreMod #1524)
- Fix Fluid Manipulator Assembler Recipe (NewHorizonsCoreMod #1590)
- Fix Quick and Dirty Portal Gen recipe (NewHorizonsCoreMod #1751)
- Fix Dirty Portal Generator Recipe to Use OreDict Diamond (NewHorizonsCoreMod #1734)
- Fix Energy Core Nano recipe requiring discharged IC2 energy crystal (NewHorizonsCoreMod #1815)
- Fix item inputs for Wireless Pattern Terminal recipe (NewHorizonsCoreMod #1886)
- make singularity fluid storage cell recipe match the other singularity cells recipes (NewHorizonsCoreMod #1709)
Things that behave properly again
Hollow Hill mobs stopped spawning once you relogged, which a missing constructor explained. Supreme pizza gloves now really do keep lava buckets from burning you, mince meat and several other foods are recognised by the smoker, and Biomes O' Plenty fences have the hardness, blast resistance and step sounds the rest do. Weathered copper grate oxidises to Oxidized rather than backwards.
Custom tooltips no longer come back in English when you join a remote server, login messages have their spaces, wire and cable readouts are formatted, the pixie dust block is a real PNG rather than a JPEG wearing the extension, and a Thaumonomicon aspect name that was printed dark on dark can be read.
Shipped in 12 pull requests
- Fix hollow hill mob spawns being lost after relog (NewHorizonsCoreMod #1925)
- Fix supreme pizza gloves not preventing fire hazard item damage (NewHorizonsCoreMod #1718)
- Add food and food-adjacent items to the smoker (NewHorizonsCoreMod #1650)
- Add hardness, resistance and step sound to BoP fences (NewHorizonsCoreMod #1816)
- Fix copper grate oxidization recipe (NewHorizonsCoreMod #1610)
- Remove server synchronization for Custom Tooltips (NewHorizonsCoreMod #1597)
- Fix missing spaces in login message (NewHorizonsCoreMod #1558)
- Fix Format Error of Wire/Cable (NewHorizonsCoreMod #1670)
- Fix unreadable words in thaumonomicon entries (NewHorizonsCoreMod #1405)
- Update dislocation stat in thaumonomicon (NewHorizonsCoreMod #1753)
- Rename UnfiredSlimeSoulBrick as UnfiredSlimeSoilbrick (NewHorizonsCoreMod #1396)
- Add Hardness to Metal Bars (NewHorizonsCoreMod #1972)
Things that gave more than they should
Ways of getting something the game did not mean to give you are closed. A Large Chemical Reactor turned potassium hydroxide into rock salt and back for free; baby chests uncrafted into nine chests, multiplying their fuel value; Air Filter Vent Casings duplicated steel through the Assembler; Tinkers' Construct ingots pressed into Dense Obsidian Plates in nine seconds instead of a hundred and eighty; the old Forestry engine recipe let you recycle an engine into LV stainless steel; and Thauminite blocks could be crafted shapeless as well as compressed.
Tinkers' and LittleTiles had their own: items multiplied in Jabba barrels, in smeltery casting and at stencil tables, a Travellers Glove with haste let GT tools like the scoop and the wire cutter harvest blocks they have no business harvesting, and LittleTiles blocks came back twice over when broken with a Tinkers' Hammer or handled through the tile container's off-hand slot.
check your build - Applied-Energistics-2-Unofficial #1638, and 2 other change(s) here need attention. The steps are on the Before you update page.
Shipped in 17 pull requests
- Fix Potassium Hydroxide Dupe/Exploit [recipes changed] (NewHorizonsCoreMod #1739)
- fix(babychest): prevent fuel duplication (NewHorizonsCoreMod #1683)
- Fix Air Filter Vent Casing Recipes (NewHorizonsCoreMod #1729)
- Fix TCon Ingot -> Dense Obsidian Plate Recipe [recipes changed] (NewHorizonsCoreMod #1899)
- Fix forestry engine old recipe retain (NewHorizonsCoreMod #1878)
- Remove SL Crafting For Thauminite Block (NewHorizonsCoreMod #1463)
- Don't use rock material (LittleTiles #66)
- Fix dupe glitch (LittleTiles #54)
- Multiple dupe/void Fix (TinkersConstruct #296)
- Prevent tinkerer's glove from applying when initial mining speed is zero (TinkersConstruct #269)
- Fix baby Enderman item duplication (Hardcore-Ender-Expansion #49)
- fix(tile container): Guard against invalid GUI packet stacks (LittleTiles #170)
- Fix cloned mob item dupe (ThaumicHorizons #122)
- Limit channels per controller face [check your build] (Applied-Energistics-2-Unofficial #1638)
- Hardening (LittleTiles #171)
- Remove furnace charcoal recipes for Fether and Extra Trees logs (NewHorizonsCoreMod #1982)
- remove lumipod sapling from infused seed drop table (NewHorizonsCoreMod #1985)
Backups no longer leave world saving off
A ServerUtilities backup could leave world saving switched off. In singleplayer, pausing could do it, and from then on backups kept running while the world files stopped updating, so progress was lost. Saving now comes back on before the next backup and after a failed one. Restoring a backup checks the archive and rolls back if the restore fails.
Shipped in: ServerUtilities #341, ServerUtilities #343, ServerUtilities #345
Fix crash opening the parameter menu on a server
Opening the edit parameters menu on a TecTech machine crashed the client in multiplayer, so parameters could only be set in single player. They can now be edited on a server like anywhere else.
Shipped in: GT5-Unofficial #7322
Teleport, Watery Grave and Lightning Bolt spells work
Three Blood Magic spells that never worked in GTNH now do. The Ender Pearl focus (Teleport) and the Water Bucket focus (Watery Grave) work in every paradigm, and the Glowstone Dust focus (Lightning Bolt) now works in the ranged and melee ones too.
Shipped in: BloodMagic #151, BloodMagic #152
Everything in Bug Fixes not covered by an entry above: 1459 change(s) across 134 mods.
GT5-Unofficial
#6712 Clicking the Enable/Disable with redstone button on the Wireless Machine Controller cover no longer crashes the client to the main screen. - @Luca-Guettinger
- Fixes GTNH#24738
#5606 Heating coils conduct redstone signals again. This broke in 2.8.0 and affected redstone control through coil blocks, for example a Needs Maintenance Cover on a controller. - @danyadev
- Fixes GTNH#20455, GTNH#21742

#7562 [check your build] The Circuit Assembly Line in Circuit Assembly Line mode now requires items to be ordered into individual input buses, the same as the Assembly Line. A recipe finds no match if the bus count is lower than the number of inputs, or if a bus holds the wrong item for its slot. Setups that put one item per bus in a different order will stop running. - @Sanduhr32
- What to do: Check Circuit Assembly Line builds in circuit assembly line mode and put each required item in its own input bus, in the order the recipe lists them.
- Fixes GTNH#25974
#8128 [recipes changed] The Machine Casing cover recipes made in the cutting machine had a broken time in NEI. The ULV recipe showed NaN seconds. Each recipe now takes 5 seconds times its tier number plus one, and uses integrated circuit number plus one, so the ULV recipe uses circuit 1. - @Nana-Sakura
- What to do: Change the programmed circuit in any automated Machine Casing cover cutting setup to the tier number plus one, and expect each recipe to take 5 seconds longer.
- Fixes GTNH#26869
#8000 [recipes changed] The mixer recipe that makes Enderium dust without Enderium Base now has the correct ratio. It takes 2 Platinum, 2 Silver, 2 Tin, 3 Thaumium and 3 Ender Pearl dust and gives 12 Enderium dust instead of 8. Duration is still 10 seconds. - @KleinGrrmpf
- What to do: Check any automated Enderium dust mixer setup, since the inputs and output per craft changed.
- Fixes GTNH#26734
#7901 [recipes changed] The UIV Energy Distributor assembler recipe now takes Transcendent Metal plates instead of Black Plutonium plates. The UMV Energy Distributor recipe now takes Space Time plates instead of Infinity plates. Both recipes were out of line with the other tiers. - @Armisael5
- What to do: If you automate the UIV or UMV Energy Distributor, change the plate supply to Transcendent Metal (UIV) or Space Time (UMV).
- Fixes GTNH#26546
#7305 [recipes changed] All GT++ ores now give byproducts from raw ore and ore blocks, and ores that were missing the washer, thermal centrifuge and similar steps now have them. Fluorite now goes through the normal ore chain instead of its own short set of recipes. The two Fluorite chemical plant recipes now output raw Fluorite ore: 10 from the Sand recipe (5,000 L Nitric Acid, 12,000 L Air) and 20 from the Sandstone recipe (4,000 L Nitric Acid, 8,000 L Air). - @MLGfruitshoot
- What to do: Check setups that take output from the two Fluorite chemical plant recipes: they keep their inputs but now give raw Fluorite ore instead of the same number of Fluorite ore blocks.
#6481 [recipes changed] The Clean Stainless Steel Machine Casing assembler recipe now needs programmed circuit 1, where it needed none before. This keeps it apart from the Forming Core recipe, which uses circuit 2. - @UltraProdigy
- What to do: Add programmed circuit 1 to any automated assembler or AE2 pattern that makes Clean Stainless Steel Machine Casings.
- Fixes GTNH#24383
#7705 The four Assembler recipes for spike bases (wood, iron, gold, diamond), new since 2.8.4, use Programmed Circuit 1. - @Angry3vilbot
#7431 Cable recipes in the new LATEX machine all use circuit 24, like the Assembler. - @koolkrafter5

#7324 Fixes a crash that hit every build without this change. Mechanical Armor now uses the new multi-armor apiarist interface from the updated Forestry. - @FourIsTheNumber
#7256 Fixes two crashes to the main menu. One happened when a multiblock controller was destroyed on a server. The other happened when a vending machine block was broken. - @AnsonYeung
- Fixes GTNH#25490, GTNH#25501
#6934 Arc furnace recycling of copper items with Oxygen gives Annealed Copper, as in 2.8.4, alongside the no-gas recycling route with circuit 1 that gives plain copper. - @Pxx500

#6867 Fixed crash when opening ender fluid link covers in multiplayer. - @Luca-Guettinger
- Fixes GTNH#24951
#6690 Fixed a dedicated server crash when opening some covers. The crash came from an earlier change to the cover GUIs. - @tiffit
- Fixes GTNH#24713
#6588 The new Mega Chemical Reactor checks the glass tier against exotic energy hatches as well as normal ones, so an exotic hatch above the glass tier keeps it from forming. A Mega Chemical Reactor built in 2.8.4 is the Legacy controller, which this PR does not touch. - @chrombread
#6567 Fixes an item dupe on GT filters. Sorting stacks no longer touches the filter's extra slots. - @Worive
- Fixes Dupes-Exploits-GTNH#286
#6544 Super chests now check that an incoming item matches the stored item before importing it. This closes a dupe exploit. - @tiffit
#6540 Fixed off-thread chunk loading that was causing memory exhaustion and crashes when placing many machines, particularly long-distance pipes. - @Luca-Guettinger

#6418 Fixed Regulator and Chest Buffer machines not respecting configured stack size limits after API migration. - @Luca-Guettinger
- Fixes GTNH#24175, GTNH#24629
#6024 The Neutron Activator no longer hangs the server when part of it is in an unloaded chunk. Before, a formed machine that was not fully chunkloaded could loop forever while checking its structure. - @Worive
- Fixes GTNH#23032
#5872 The Antimatter Generator's structure hint and auto-builder now offer laser source (dynamo) hatches, which is what its hatch check already accepted in 2.8.4. A generator that formed in 2.8.4 still forms. - @harrynull
#5419 Fixed crash that occurred in full modpack after Godforge MUI2 port. - @serenibyss
#5294 Puts Integrated Circuit 21 on the Poop Juice to Basic Slurry recipe to remove a conflict with the raw animal waste recipe. 2.8.4 already has this, and the recipe itself is gone in this release along with the GT++ poop and manure line (#5820). - @chochem

#5292 Resolves six recipe conflicts. The Solid Super Fuel mixer recipe needs Integrated Circuit 2, and the Realgar, Cryotheum, Ender Eye and Pyrotheum dust centrifuge recipes and the Endium Ore macerator recipe are removed. All six already shipped in 2.8.4 through #5373. - @chochem

#5192 Fixed critical crash in game startup caused by the OrePrefixes enum-to-class conversion. The game can now start successfully. - @chochem
#5181 Fixed the Cobalt II Acetate to Cobalt II Naphthenate recipe in the Multiblock Chemical Reactor. It took 10,000 L of Naphthenic Acid but the dust amounts were for 9x, so it now takes 9,000 L. It also outputs 13,500 L of Acetic Acid. The integrated circuit moved to the last slot, and the two 9x recipes now list Acetate and Hydroxide in the same order in NEI. The same fix already shipped in 2.8.4 through #5182. - @UltraProdigy
#5176 The Advanced Assembly Line no longer overclocks too far on some recipes. Regular overclocks now stop once the recipe is at 1 tick per slice, and laser overclocks apply after that. Batch mode gives the correct recipe time. This already shipped in 2.8.4 through #5396. - @SST-03
- Fixes GTNH#20976, GTNH#22196

#5068 Fixes a crash caused by muffler buttons. The game tried to add them to every GUI. They are now only added to multiblock controllers. - @VortexSo4
#8302 Building Nanochip Assembly Complex modules in survival now reports the correct build result. This fixes the Projector failing to register when the modules were finished. - @chrombread
- Fixes GTNH#26912
#8300 Removed the duplicate Lanthanum Hexaboride recipe from the Electric Implosion Compressor. The recipe without a circuit is gone, and the automatically generated circuit 1 recipe stays. - @DreamYao520
- Fixes GTNH#27099
#8297 Deleting a rule in the Nanochip Assembly Complex splitter UI now shows the correct rule removed. Before, the UI always showed the last rule as deleted until it was reopened, even though the right rule was removed. - @serenibyss
#8282 NAC modules now wait 20 ticks before starting a recipe after their available EU/t goes up. This gives the module time to fill its EU buffer with the new values and avoids a power failure when the increase is large. - @serenibyss
#8281 Multiblocks that carry data in their item NBT, such as an upgraded Industrial Maceration Stack controller, no longer lose the configured default batch mode when placed. Batch mode now keeps the default when the item has no saved batch mode. - @Eldrinn-Elantey
#8256 Holding a wildcard machine item (gt.blockmachines with meta 32767) no longer crashes the game every tick. Machine lookup now rejects a meta equal to the size of the machine array. - @Eldrinn-Elantey
#8235 Hot Netherrack Bricks now pass the GT type filter for hot ingots. They were left out because Netherrack Brick is not unifiable. - @Ressed
- Fixes GTNH#26985
#8228 The Microwave Energy Transmitter now consumes Nitrogen Plasma when it sends energy across dimensions. Before, it did not. The tooltip now also says it needs a redstone signal, and that cross-dimension transmission needs a Dragon Egg around it and multiplies loss by 100x. - @fehling135
#8226 The invertCircuitScrollDirection client option now works. It is no longer overwritten by the server's setting in MUI1, and it also applies in MUI2 GUIs. With the option off, scrolling up on a ghost circuit now increases the circuit number in MUI1 as well, matching MUI2. - @Ressed
- Fixes GTNH#25173, GTNH#27021
#8218 The creative Chunk Info line shows the fluid's real name, such as Light Oil, instead of a raw key like fluid.liquid_light_oil. This broke after #7090. - @Eldrinn-Elantey
#8207 The Nanochip Assembly Complex now keeps its calibration progress after the game is restarted. Before, the saved batch total loaded as 0, so progress looked reset. - @MarloGr
- Fixes GTNH#26937
#8200 The Nanochip Assembly Complex ambient sound now plays from the controller and can be heard across the whole multiblock. It used to come from a point a few blocks above the controller with a radius of about 3 blocks. - @GreatBrandon
- Fixes GTNH#26939
#8180 Shift-clicking seeds from your inventory into the Extreme Industrial Greenhouse GUI no longer deletes them. Seeds that cannot be added are returned to your inventory. - @Ressed
- Fixes GTNH#26237
#8178 You can now swim in the sludge lakes of the Toxic Everglades. - @MLGfruitshoot
#8163 The Decayables Chest now shows a proper 3D chest model when held or in the inventory. The block also no longer renders on the translucent pass, so it looks normal in the world. - @ABKQPO
#8161 Eternity Dust can now be melted without a blast furnace. It gets the dust to ingot furnace recipe and the dust to molten fluid extractor recipe, the same as Universium. - @UltraProdigy
#8159 Breaking a non-empty Ichor Jar or Thaumium Jar now spawns Flux around the jar. Before, the Y and Z positions were calculated from the X coordinate, so the Flux appeared in the wrong place. - @Chitak985
#8158 Fixes several off by one and logic errors in asteroid generation. Randomized loot chests can now roll the full item count. A loot chest chance of 0 no longer spawns chests, and an asteroid chance of 0 no longer gives a 1% spawn chance. An asteroid now affects a chunk only when it overlaps it in both X and Z. - @Chitak985
#8152 HoloInventory now shows the contents of a Stocking Input Bus while it is idle. The counts match the connected ME network. Before, the overlay showed nothing until a recipe was running. The advanced Stocking Input Bus is covered too. - @Worive
- Fixes GTNH#25203
#8148 The Tesla visual effect config now works on the client side. Turning the effect off on your client stops the sparks from showing, even if the server has it on. The Tesla Coil now follows the same setting. - @RealSilverMoon
- Fixes GTNH#26903
#8132 Molten Annealed Copper and Molten Cast Iron no longer get an item casing recipe in the Fluid Solidifier. These two materials were never excluded from the autogenerated casing recipes, and now they are. - @Auynonymous
#8118 The Degasser Control Hatch, pH Sensor Hatch and Heat Sensor Hatch now output redstone only on their front face. The signal strength follows the soldering iron setting. Before this, the Degasser Control Hatch and pH Sensor Hatch output a strong signal on all 6 sides, and the Heat Sensor Hatch always output a strong signal on the front. - @MLGfruitshoot
- Fixes GTNH#24381
#8116 GT hatches are now fireproof. The Giant Output Hatch and the other hatches no longer catch fire or spread fire. - @MLGfruitshoot
- Fixes GTNH#19614
#8097 Lanthanum Chloride was spelled 'Lanthanium Chloride' in the game. The name is corrected, and the recipes that use it are unchanged. - @Nana-Sakura
- Fixes GTNH#26854
#8094 Beamline focus values are now read back as decimals when a beamline packet is loaded. Before, the focus was written as a decimal but read as a whole number, so the fractional part was lost. - @MarloGr
#8076 The Quantum Force Transformer no longer eats neptunium plasma when the programmed circuit does not select anything to focus. The plasma is now only used when the circuit number matches one of the recipe's outputs. - @MLGfruitshoot
#8052 Advanced wireless redstone transmitters now drop their old frequency when you change it. Before, the old frequency stayed registered, so the transmitter kept sending a signal on it after the switch. - @mak8427
- Fixes GTNH#24720
#8046 The chem plant recipe for Genetic Mutagen (2 Nether Stars, 5,000 mB Mob Essence) now uses circuit 1 instead of circuit 20. The old circuit number conflicted with another recipe, so that recipe had no LCR version. - @MLGfruitshoot
#8015 Two Mixed Metal Ingot crafting recipes that use Naquadah Alloy plates had their outputs mixed up. The recipe with HSS-E now gives 30 ingots and the one with HSS-G gives 28. - @mattiasploesch-cpu
#8012 Fixed a rounding error in the overclock calculator that gave wrong EU/t in edge cases. For example, a Mass Fabricator with 48 parallels on an 18A UMV wireless hatch with perfect overclock used 36 EU/t more than 18A UMV, and now it uses exactly 18A UMV. - @Nana-Sakura
#7982 The Lapotronic Capacitor textures for LuV to UV now match the right tiers. The texture files had the wrong names. - @Nana-Sakura
- Fixes GTNH#26436
#7974 Numbers printed by mods that load after GregTech now use your own locale. Before, GregTech forced English number formatting for everyone. - @Eldrinn-Elantey
#7972 The Redstone Sniffer no longer spawns nether portals when it teleports you between pocket dimensions. - @Naos65
#7950 Fixes the SSASS renderer, which drew the antimatter blob incorrectly. The antimatter rotation and the size transition now use more precise time values. The antimatter, Eye of Harmony and Forge of the Gods render blocks no longer use the transparent texture. - @boubou19

#7947 Fixes a server boot crash that showed up with many quest profiles loaded. It was a ConcurrentModificationException thrown while converting old BioLab part items. The author saw it on a 136 quest profile world and the server now boots normally. - @boubou19
#7942 The WAILA tooltip on steam singleblock machines now reads "Using X L/s Steam". This matches the text steam multiblocks already show. The old text gave the unit as L/t. - @Armisael5
- Fixes GTNH#26565
#7941 Fixes the Godforge beam shader, which failed to compile at launch on full pack daily 717. The game logged a non constant expression error for it. - @Algent
#7938 Plascrete (PCB Factory), Tungstensteel Reinforced Casing (Endothermic Fridge) and Naquadah Reinforced Casing (EIC) now mine like other machine casings. They use a wrench at harvest level 2 and have the hardness of an iron block. Breaking one now also triggers a structure check on the multiblock. - @Armisael5
- Fixes GTNH#26592
#7923 The EU transferred figures in the Active Transformer GUI now show the average over each second instead of a single tick. Before, the display could read 0 while power was clearly flowing, or show a full chunk as if it moved every tick, when the energy and dynamo hatches were different voltage tiers. - @Jesse-njx
#7919 The world's oregen pattern file is now read and saved correctly; a world coming from 2.8.4 has its pattern read and the file rewritten by name. Added /gt oregenpattern to check and set the pattern by hand. The default pattern is now the current one instead of AXISSYMMETRICAL, and the client asks the server for the pattern once it is in a world. 2.8.4 misreads the rewritten file, so a world cannot go back to 2.8.4 safely. - @Algent
#7914 The Portable Scanner now reports the real throughput of a cable. A cable carrying 35 A at 8192 V reads 286,720 EU/t, where it used to read 24,576 because voltages from each packet were added together. The maximum on that line now uses the loss over the whole cable segment, and Waila shows the live EU/t of a cable too. The Waila line can be switched off with the new Show Cable Throughput client option. - @Elyspio
#7913 All 16 slots of the splitter item filter now work. A typo in the slot numbering made the slots overlap before. - @serenibyss
#7912 Restores the original names of the Naquadah Based Liquid Fuel fluids (MkI, MkII, MkIII and their depleted versions). Updating to daily 713 had deleted these fluids from existing worlds. - @UltraProdigy
- Fixes GTNH#26571
#7907 Solar panel covers on cables now produce power in the case where they did not before. A cable side with nothing next to it is now treated as the end of the cable when the power network is built. - @DreamYao520
- Fixes GTNH#26547
#7894 Fixes GregTech machine blocks that showed invisible textures on some sides. Bad or partial renders can no longer get into the render cache, so a config reload or F3+T is not needed to fix it. - @boubou19
#7884 The Debug Input Bus no longer drops its contents as infinite item stacks when it is broken. - @chrombread
#7881 The Eye of Harmony animation no longer stutters. The stutter came from imprecise world age math in the renderer. - @Armisael5
#7875 The energy distributor's WAILA tooltip no longer shows the Step Up or Step Down line when input and output voltage are the same. - @Angry3vilbot
- Fixes GTNH#26497

#7862 Phosphorous Pentoxide is now spelled Phosphorus Pentoxide in its display name. - @UltraProdigy
#7859 The Assembly Line now respects the hologram projector gt_hatch parameter for energy hatches. It no longer places 16 energy hatches automatically. With gt_hatch set to 1 it places one. - @MLGfruitshoot
- Fixes GTNH#26482
#7857 Applied Energistics interface name suffixes (like mold names) are now displayed in the player's language instead of the server's language on dedicated servers. The suffix is now constructed client-side as an IChatComponent carrying the item itself. - @Eldrinn-Elantey
#7854 The WAILA tooltip for the ME Output Bus and ME Output Hatch now shows item and fluid names in the client's own language. On a dedicated server it used to show the server's language. - @Eldrinn-Elantey
#7850 The Chest Buffer and Regulator now check whether the target inventory has room for the specific item being pushed. Before, they could refuse to push when the space was split over several slots. They could also push partial stacks when a slot had room but not for that item. - @lfpraca
- Fixes GTNH#24629
#7838 Fluid cells can be crafted again with pre-made fluid storage housings. A small number of other recipes were also affected by the same bug. - @boubou19
- Fixes GTNH#26405
#7832 A Soldering Iron in a Toolbox now works off its own charge when the Toolbox has no battery. The broken tool animation no longer shows the purple and black missing texture. - @querns
- Fixes GTNH#25721
#7828 Fixed a crash when two covers of the same type sat on one machine and you opened both settings screens and changed something. Each cover screen now counts as its own screen. - @mcmlevi
- Fixes GTNH#26219

#7822 Pipes and machines on a chunk border now find their neighbouring tile entities after a restart. This fixes Advanced Solar Boilers losing their water connection, mostly when pipes join boilers on chunk borders. - @Caedis
- Fixes GTNH#18520
#7820 The Alloy Smelter recycling recipe for Chainmail Boots is gone. Chainmail Boots now recycle in the Arc Furnace (LV), Macerator and Fluid Extractor like the other chain armor. - @UltraProdigy
- Note: Move any Chainmail Boots recycling off the Alloy Smelter and onto the Arc Furnace, Macerator or Fluid Extractor.

#7813 The WAILA tooltip on the DTPF and some other multiblocks no longer says the machine is generating power. It now shows the EU/t correctly. - @AnsonYeung
#7807 The crafting recipe for the UV Transformer now uses Bedrockium cable instead of Bedrockium wire. This matches the other transformer recipes. - @Nana-Sakura
#7804 The 5 minute power change readout on the Power Goggles now shows correct numbers when linked to a Lapotronic Supercapacitor. Before, it showed wrong charge percentages and nonsense values. - @mattiasploesch-cpu
- Fixes GTNH#21787, GTNH#26382
#7800 Fixes a NullPointerException when scanning a multiblock that has no processing logic. The scanner now skips the max recipe EU/t line for those machines. - @Nana-Sakura
#7794 Fixes a crash-causing NullPointerException when a chain explosion removes a machine while it is exploding. - @Caedis
#7787 Wireless computation no longer stops working after a server or world restart. Before, the upload slot grew without limit and downloads returned 0 until the game was restarted. - @noitacude013
#7783 The Godforge Exotic, Molten, Plasma and Smelting modules now work out the real EU/t for the startup power check. The real EU/t includes overclocks and parallels. If wireless EU still runs out when a recipe starts, the module shuts down with a power failure instead of silently voiding the recipe and moving on. - @AnsonYeung
#7781 Using a Soft Mallet on a pipe or cable now shows "Cover Processing: Enabled" or "Cover Processing: Disabled" in chat. Before, it said "Machine Processing", which was misleading because the mallet only toggles some covers on pipes and cables. - @H3stur
#7778 Fixes modular armor landing gear not absorbing low fall damage. - @Angry3vilbot
- Fixes GTNH#26309
#7777 Another fix for the Vajra. Sneak right click no longer triggers block interactions and always breaks the target block. This continues the earlier Vajra fix and addresses the broken hotswap. - @AnsonYeung
- Fixes GTNH#25198
#7775 The Extreme Entity Crusher no longer voids undamaged damageable drops such as Twilight Forest armor when "Void all damaged and enchanted items" is on. Only drops that come out damaged or are enchantable get voided. - @Angry3vilbot
- Fixes GTNH#26266

#7771 Fixes a dupe with the Solidifier Hatch. A Matter Manipulator pickup handed out a real mold from the ghost mold slot. The configuration circuit slot had the same problem and is excluded too. - @Eldrinn-Elantey
#7770 Recipe results in the multiblock GUI show up again. The Neutron Activator was not displaying its output items or fluids. - @AnsonYeung
- Fixes GTNH#26267
#7767 Fixes a crash with the L.E.S.U. Large connected setups could cause a stack overflow. - @Nana-Sakura
- Fixes GTNH#26284

#7755 The WAILA tooltip on the Super Antimatter Lattice Annihilation Matrix (SLAM) shows its numbers again. The display had broken after an earlier change. - @AnsonYeung
#7745 The Ruthenium Tetroxide solidifier recipe was broken and now generates properly again. The material had no mass set, so the auto-generated recipe came out wrong. - @Nana-Sakura

#7742 The Matter Manipulator now copies the eV threshold and the normal/inverted setting of a Neutron Sensor. Before, a pasted sensor came out with its threshold cleared. - @chazzybearr
- Fixes GTNH#25212
#7734 Wireless Machine Controller covers placed before 2.9 load again. They no longer throw an error or disappear, and they keep their frequency, private setting and machine control mode. - @Worive
- Fixes GTNH#26246
#7729 Steam multiblocks no longer hit a null pointer error when taking items from a steam input bus whose first slot is empty and whose later slot holds the item. - @czqwq
#7722 The SLAM (Antimatter Generator) checks for a recipe every 5 seconds instead of every tick after the instant recipe check change. Its Waila tooltip is also fixed. - @AnsonYeung
#7721 Weighted QoS and the Quantum Computer had computation bugs. They now work like Static QoS. Computation values also no longer overflow when combined, and the data in transit is saved with the machine so it survives a restart. - @AnsonYeung
#7719 The tooltip on 64A power transformers showed a 2A/8A half mode. It now shows the real values, 8A/32A. The 16A high-amp transformer keeps 2A/8A. - @chazzybearr
- Fixes GTNH#22225

#7716 Closing the Godforge Exoticizer module's exotic inputs list and opening it again no longer crashes the game. - @serenibyss
#7714 Breaking a frame box now properly drops attached covers, ensuring wireless redstone transmitter data is cleared when the block is destroyed. - @Angry3vilbot
- Fixes GTNH#26236
#7703 The Wrench and Soft Mallet no longer turn a vanilla double chest into a facing that overlaps its neighbour. Hitting a double chest with a Soft Mallet now rotates both halves instead of only changing how it looks. Both tools skip facings that would be invalid. - @Glease
- Fixes GTNH#20397, GTNH#24947
#7699 Fixed slot grouping on fluid tank item slots. Input and output item slots now use separate groups to prevent shift-click items from unintentionally entering the wrong slot type. - @RealSilverMoon
#7693 Fixed shift-clicking output items from machines no longer incorrectly placing items into input slots. Output slots now use a separate slot group, preventing unintended cross-contamination during inventory management. - @AnsonYeung
- Fixes GTNH#26204
#7685 Unpaired CRIB proxies no longer throw an error every tick. Input busses with fewer than 2 slots are now skipped when items are compacted. - @RecursivePineapple
#7683 The Ore Drilling Plant no longer uses more power from overclocking once the recipe time cannot get any shorter. Before, it kept raising EU/t at higher voltage tiers with no speed gain. - @fehling135
- Fixes GTNH#26188

#7680 When a multiblock already has an alternative glass placed, the structure hint now names that glass tier, such as "Any HV Glass". Before, it always showed Borosilicate Glass. - @AnsonYeung
#7677 The computation loss shutdown icon on multiblock GUIs now shows the tooltip "Out of computation." Before, it pointed at a text entry that did not exist, so the Space Mining Module showed an incorrect error text. - @Ranzuu
- Fixes GTNH#26182
#7671 Reverts the earlier Vajra offhand block replacement fix because it caused interaction regressions. The Vajra goes back to its previous behavior when used on blocks. - @AnsonYeung
#7666 The Power Goggles manual graph scale fields accept input again. Values are no longer capped at the largest 32-bit integer, so larger scales can be entered. - @Pxx500
- Fixes GTNH#25702
#7656 The NAC assembler recipe now works with the collision checker. The five Large Hadron Collider recipes are also skipped by the collision check. - @AnsonYeung
- Fixes GTNH#25586
#7654 Right-clicking a Crafting Input Proxy while holding a block no longer places that block on your client for a moment. The GUI opens and the block stays in your hand. - @AnsonYeung
#7653 GT machines no longer flash a ".name" block for about one tick when placed. This happened when placing with offhand or fast swapping, and when replacing a just-broken block with a machine. - @AnsonYeung
- Fixes GTNH#23861
#7641 Markdown tooltip separators, including the ones in the BEC tooltips, now turn into ChromaticTooltips dividers like the separators added from Java. Before, stray format codes at the end of the line kept them from being recognised. - @Eldrinn-Elantey
#7626 The LINAC no longer prints a "Length" message in chat on launch. BlockRenderer now builds the structure on the client to measure its length, and that triggered the message. - @AnsonYeung
#7622 The Assembly Line now checks items and fluids before it checks power. When a recipe can't start, the error message now points at the real problem instead of reporting insufficient power. - @Azusfin
- Fixes GTNH#26119
#7615 The power switch and structure update buttons on Godforge modules now show the normal button background. Before, the selected-state background drew wrongly: it only showed on hover and was missing otherwise. - @AnsonYeung
#7612 The toolbox now accepts fully uncharged electric tools in its tool slots. Newly crafted electric tools are uncharged, so they were often rejected, and the workaround was to charge them in a machine first. - @querns
#7610 Fixes a crash (NullPointerException) when using the Ore Finder Wand on an ore prefix that has no stone type. - @Algent
- Fixes GTNH#26122
#7606 The Large Combustion Engine and Extreme Combustion Engine now move on to the next fuel when one fuel runs low. Before, they stopped with no fuel found. - @Eldrinn-Elantey
#7602 The fluid gauge on machines with a fluid screen now uses the tank's real capacity. Turning on void mode no longer changes the gauge's capacity or how full it looks. - @YannickMG

#7601 The High Temperature Gas-cooled Reactor GUI now shows real values for fill level, fuel properties, burned fuel, helium supply, coolant per tick and water per tick. They used to show 0 while the reactor was running normally. - @Eldrinn-Elantey
- Fixes GTNH#25737
#7594 Several special hatches now trigger a recipe check when their contents change. This covers coolant, Cryotheum and Pyrotheum hatches, nanite buses, catalyst housings, data input and uncertainty hatches, and non-consumable hatches. Affected multiblocks include the Extreme Heat Exchanger, Exo Foundry, PCB Factory, PCB Cooling Tower, Quantum Force Transformer, High Temperature Gas-cooled Reactor and Research Station. - @Azusfin
#7592 The Bacterial Vat now rechecks its recipe when the sievert value of its radio hatch changes. Before, it could keep sitting idle or running on an outdated value. - @Azusfin
#7584 The Replicator no longer reports a confusing internal error when an ME input hatch is used and the UU-Matter is not actually there. The recipe check now fails normally in that case. - @Nana-Sakura

#7581 GT++ hot ingots now show their material tint again. Before, they rendered in a fixed light grey regardless of material. - @serenibyss

#7579 The Large Thermal Refinery tooltip now lists the correct structure size of 5x8x6. It showed a 5x5 footprint before. - @UltraProdigy
- Fixes GTNH#26080
#7573 The NEI recipe window for the Dimensionally Transcendent Plasma Forge is taller, from 156 to 166. It was enlarged after a line was added to the recipe display in an earlier change. - @Eldrinn-Elantey

#7572 The Circuit Assembly Line in assembler mode now shows Insufficient voltage when the recipe is above the allowed voltage. Before, it showed No recipe found. - @Azusfin

#7570 Fixed the ME Output Hatch and ME Output Bus not accepting anything within a single tick. Check mode now works without a storage cell installed, and its toggle button is no longer disabled when there is no cell. - @hinyb

#7567 GT++ cables no longer get an auto-generated description. This was missed when the change was made for other machines. - @Eldrinn-Elantey
#7566 Fixed lang keys that were outdated or missing in machine info displays. Large turbines and the Transcendent Plasma Mixer, Air Filter, Diesel Engines and Purification Plant now show correct text for recipes done and usage, where they showed raw keys before. Turbine output, speed, flow, fuel, damage and pollution lines got their missing text. - @Yoshy2002
- Fixes GTNH#26048

#7565 The two CeLUAG Target Chamber recipes were missed when masks and wafers were reworked in the Beamline. The Crystal SoC CeLUAG base amount goes from 24 to 2,400. The Raw Advanced Crystal CeLUAG base amount goes from 36 to 3,600. - @DylanTaylor1
- Note: Corrected a CeLUAG cost that was only ever wrong in 2.9 daily builds; measured per gem the cost is identical to 2.8.4.
#7556 The dye name tooltip on the color swatch in machine GUIs now shows when you hover the colored square. Before, it only appeared over the 1px border around it. - @Eldrinn-Elantey
#7555 Fixed a memory blowup when saving Assembly Line recipe data, which ran the game out of memory while loading a world. Advanced Assembly Lines now reload the right recipe when several recipes share an output. - @mitchej123
#7554 Fixed some Forge of the Gods GUI elements that could not send changes from the client to the server. The milestone panel progress bars now update visually. - @serenibyss
- Fixes GTNH#24080
#7548 The Extreme Heat Exchanger no longer floods the server log with errors after its hot fluid input hatch explodes. This happened when it ran out of distilled water and the explosion did not destroy the controller. - @Angry3vilbot
- Fixes GTNH#25964
#7547 The NEI fuel value for liquid fuel recipes now uses the fluid amount in the recipe when it has one. Otherwise it uses the first cell's capacity, and falls back to 1000 L if neither is found. - @Sanduhr32
#7542 The Pyrotheum Hatch and Cryotheum Hatch are no longer mixed up in multiblock structure previews. This corrupted the Volcanus preview and sometimes the cryo preview. - @Yoshy2002

#7541 Fixed a crash in the Neutron Activator that happened when one of its Neutron Accelerators had no tile entity. - @MLGfruitshoot
- Fixes GTNH#25896
#7536 The fuel value shown in NEI for Acid Generator recipes now follows the capacity of the cell used. Before, it always assumed 1000 L, so the Redstone EU value did not match. - @Sanduhr32
- Fixes GTNH#25861
#7535 Dense Tairitsu Plate no longer has two bender recipes with different times. The extra 9 ingot recipe at 5 seconds and ZPM voltage is gone, and the other recipe stays. - @mllfjn
- Fixes GTNH#25607
#7532 The Steam Output Bus filter now works. It was ignored before. - @mllfjn
- Fixes GTNH#25548

#7531 The Beamline Connector hatch now shows the beam's energy in keV, the particle, the rate, and the focus when scanned. The Target Chamber now reports whether the beam energy is below or above the required range. An error from a related earlier change in the info text handling is fixed. - @Sanduhr32
- Fixes GTNH#25910
#7527 The work area button on the Ore Drilling Plant now changes the chunk radius. You can reduce the working area of the tier 2 plant again. - @mllfjn
- Fixes GTNH#25771
#7521 The Metrics Transmitter cover and the Sensor Card now include the extra machine info lines in what they send. This is the info that was missing for the Control Panel display. - @Yoshy2002

#7509 The ME Stocking Input Hatch now works with machines that ask for 0 L of a fluid. The Spinmatron was failing to take Kerosene through a Stocking Input Hatch because of this. - @AnsonYeung
- Fixes GTNH#25972
#7504 The Gravity Manipulation flight from the mechanical armor no longer moves you up when you press space in a GUI or type in a text box. The jetpack already had this check. - @Spaghetti-OberNub
- Fixes GTNH#26252
#7498 The Amazon Packager now runs the same 1x1, 2x2 and 3x3 Schematic crafting recipes as the single-block Packager. Registered Packager recipes still take priority. - @DreamYao520
- Fixes GTNH#25578
#7497 Ross 128 b ruins no longer generate deprecated Fluid Canners and Plasma Arc Furnaces at LV, MV, HV and EV. Newly generated ruins use the current machines only. - @DreamYao520
- Fixes GTNH#25697
#7495 Fluid pipes no longer visually disconnect from a tank that has a closed Pump or Fluid Regulator cover on it. The cover still blocks fluid transfer. - @Eldrinn-Elantey
#7491 The Oil Cracker, Mega Oil Cracker and the legacy Mega Oil Cracker now start a recipe check when cracking fluid is added to a stocking input hatch through the ME system. Before, the recipe did not start until the controller GUI was opened. - @Yoshy2002
#7488 The Advanced Assembly Line now picks up new data sticks in its data access hatches without needing a manual trigger. Wireless data hatches also start a recipe check when the available recipes change. - @Azusfin
#7487 NEI showed the wrong item for Plasmid Cell recipes in the BioLab. It now shows the Plasmid Cell. - @UltraProdigy
#7486 The Circuit Assembly Line now starts a recipe check as soon as fluid is put into its input hatches. Before, inserting fluids did not trigger a check. - @Azusfin
- Fixes GTNH#25843
#7485 The NEI cauldron page now shows the right outputs for Cerium and Samarium washing. Before, NEI showed the original material while the cauldron gave the remapped one. Fixes issue 25927. - @DreamYao520
- Fixes GTNH#25927
#7484 GT++ unique dust items now use a per-material name override from the lang files when one exists. Before, the override keys were ignored and the generic dust name was used. - @Eldrinn-Elantey
#7470 The Wireless Charger now charges items at its own machine tier. Before, it ignored the IC2 charging tier limit, so it could charge items like the Vajra that it should not have been able to. Fixes issue 22101. - @zaru-noodles
- Fixes GTNH#22101
#7469 The minimum computation per second for Research Station recipes is no longer capped at 16 bit and can go up to 48 bit. The NEI page for Research Station recipes reads the new value. - @Sanduhr32
- Note: GTRecipeConstants.RESEARCH_STATION_DATA is now a RecipeMetadataKey<Long>: values passed to .metadata(RESEARCH_STATION_DATA, x) must be long, and reads return Long. GTRecipeMapUtil.SPECIAL_VALUE_ALIASES now holds RecipeMetadataKey<? extends Number>; the int TTRecipeAdder.addResearchableAssemblylineRecipe overloads are kept.
- Fixes GTNH#25810
#7463 The heating coil line in NEI recipes no longer runs past the edge of the GUI. The heat capacity and the coil material name are now on two separate lines. - @Eldrinn-Elantey
- Fixes GTNH#25905

#7460 The progress bar in the Waila tooltip for GregTech machines is 2 pixels narrower than before. The before and after screenshots in the PR show the width adjustment. - @slprime

#7458 Fixes a server crash that happened when a multiblock was removed and its owner had no team. The powerfail tracker now looks up or creates the owner's team from the machine itself. - @AnsonYeung
#7449 Chat messages from several machines, covers and items now translate on your client instead of the server. On a dedicated server they used to come out in the server's language and ignore your own language setting. Mode names for the Industrial Arc Furnace and the Eye of Harmony animation toggle now have translations, and the Integrated Ore Factory no longer passes an already translated string as a key. - @Eldrinn-Elantey
#7444 Fixes a memory leak in ME output. Machines with random outputs, such as the Extreme Entropy Combustor, left unused output entries in memory. - @hinyb
#7442 GT++ power generation multiblocks, such as the LFTR and the F-1A Rocket Engine, now form with 4A dynamo hatches. They had required the deprecated buffered dynamo hatches. - @Sanduhr32
- Fixes GTNH#25464, GTNH#25876
#7441 Sugar and Cactus Coke and Charcoal blocks, including the compressed versions, are now named 'Block of ...'. Before, Block of Cactus Coke was just called Cactus Coke. The Russian and Chinese translations still need the same fix. - @Angry3vilbot
- Fixes GTNH#21800
#7439 Fixes a NoClassDefFoundError crash in the GUIs of the buffer and filter machines. It came from a class that was not available at runtime. - @tiffit
#7436 Fixes a client crash that could happen when a machine received a color change after it was unloaded from the client world. The root cause of the linked crash report is still unknown. - @AnsonYeung
#7427 Bio Lab parts now keep only their name tag, so extra NBT data no longer breaks them. The output of the Clonal Cellular Synthesis recipe is marked as a special NEI item and is left alone. - @Sanduhr32
#7415 Setting filters on the void bus works again. The filter slot now accepts any item you put in it. - @toenailsin
#7414 Crafting patterns in the Crafting Pattern Provider (LMA) and the ME Crafting Input Buffer no longer stack in a slot. Each pattern slot now holds one item, the same as the ME Interface. - @hinyb
- Fixes GTNH#25827
#7411 Changing the configuration of an ME Input Bus or ME Input Hatch now triggers a recipe check on the connected multiblock. Stocking hatches with auto pull still trigger an immediate check when they find new items or fluids, so automation keeps working. - @AnsonYeung
#7406 The chat messages shown when you swap a fluid or item pipe are translated now. The duplicated text in those messages is fixed. Number formatting follows your locale, and Russian translations were updated. - @Eldrinn-Elantey
#7403 Fixes an infinite loop when a machine ejects fluids. The loop came from the previous fluid ejection change (#7389) and could freeze the game. - @Azusfin
#7397 The NEI pages for the Target Chamber and Source Chamber are laid out correctly now. Both use the normal arrow, the Target Chamber page is sized so the text displays, and the Source Chamber page shows 1 item output instead of 4. - @Ranzuu
- Fixes GTNH#25012

#7396 The Large Electric Compressor tooltip had width and height swapped in its structure size. It now shows 7x7x8 in the right order. - @NotKaizul
- Fixes GTNH#25790
#7395 Placing or breaking a sheetmetal block next to a multiblock now makes the controller recheck its structure. Before this, a multiblock that uses sheetmetal, such as the Industrial Mixer with its new structure, did not notice the block change and the automatic structure check did not run. - @FourIsTheNumber
- Fixes GTNH#25789
#7393 Molten fluids with no set melting point no longer show a temperature of 0K. Melting points were added for several organic chemicals, such as Acetic Acid at 289K and Acetone at 178K, and for some exotic fluids. - @Nana-Sakura
- Fixes GTNH#24362
#7392 ME Input Buses and ME Input Hatches update again when the contents of the ME network change. A machine waiting on a configured item or fluid now wakes up when the network restocks it. This was broken by an earlier change. - @ReignOfFROZE
#7391 BartWorks ores now trigger vein discovery for Visual Prospecting when you touch them. Before this, touch-based prospecting did not work on BartWorks ores. - @Algent
- Fixes GTNH#25778
#7389 Fluid output from multiblocks no longer puts the same fluid into several slots when the amount goes past the integer limit. That duplication was reducing parallels. - @hinyb
#7387 The phantom filter slot in the Recipe Filter and Type Filter works again. It stopped accepting items after an earlier change. - @toenailsin
#7386 The buttons in the Advanced Assembly Line GUI show their textures again. The disabled button images for batch mode, input separation and recipe lock had been removed while the old GUI still used them. - @mllfjn
- Fixes GTNH#25701
#7372 The Heliofusion Exoticizer now converts carbon dust to Carbon Plasma correctly. Carbon dust has two ore dictionary names, and the module used the wrong one, so the plasma was not found. - @Azusfin
- Fixes GTNH#25904

#7366 The Mega Oil Cracker, the legacy Mega Oil Cracker and the Digester now clear their remembered coil tier when the structure is checked again. Before this, they could keep the old coil level after the coils were removed or changed. - @Yoshy2002
#7350 Looking at a Basic Pump with a full internal buffer no longer hangs the client. The WAILA progress bar is now limited to 0-100%, and stacked pumps no longer push the pump below past its maximum progress. - @zaru-noodles
- Fixes GTNH#25641
#7348 The WAILA tooltip for multiblocks now shows translated output item and fluid names on dedicated servers. They were showing untranslated before. - @Eldrinn-Elantey
#7345 Attempted fix for multiblocks that need a constant fluid supply not getting fluid from an ME Stocking Input Hatch after a world or server start. The author has not reproduced the issue, so it is untested. - @lc-1337
#7340 The SSASS and SLAM GUIs no longer show their values in scientific notation. The contained antimatter and its change now use the normal number format. - @1328116700
- Fixes GTNH#25589

#7333 A projector with a large stack size now builds with borosilicate glass by default instead of stepping up through glass tiers. To build a multiblock with a higher tier glass, set the glass channel in the projector. A stack size of 13 now builds a tier 13 multiblock with universium glass without an override. - @AnsonYeung
- Note: Only affects which glass a projector or the survival autobuilder picks while placing a new multiblock when no glass channel is set. A large held stack now means the highest glass tier. Explicit glass channel settings behave as before.
#7304 The delete stored CC button on the vacuum conveyor hatch GUI, which the NAC uses, now syncs correctly. - @AnsonYeung
#7297 A YOT Hatch with a locked fluid and Sticky Mode enabled no longer stops other fluids from being inserted into the AE network. AE picked the hatch first and the hatch then refused the fluid. - @ChromicRedBrick
- Fixes GTNH#21268
#7296 The Wireless Activity Detector cover overlay now has the four middle pixels that the other wireless covers already had. - @KleinGrrmpf

#7283 The High Temperature Gas-cooled Reactor GUI shows readable info text again. It was showing raw translation keys like kubatech.infodata.htgr.fuel_supply. - @Eldrinn-Elantey
#7274 The Endothermic Fridge now consumes fluids from ME Input Hatches. The fluid was being read but not removed. Structure error text in the multiblock GUI is now left-aligned and has slightly more spacing. - @AnsonYeung
- Fixes GTNH#25363
#7273 The Antimatter Forge now keeps its Magnetic Stabilization fluid and its passive power consumption across a server restart or relog. Before this, the passive consumption jumped after a restart. One example in the PR went from -3.65e11 EU/t to -2.84e14 EU/t. - @Sprite104
- Fixes GTNH#20591, GTNH#23534

#7272 The ME Crafting Input Buffer no longer miscounts items and fluids when a pattern inserts more than the integer maximum. Zero-size stacks are also cleared out on refund. - @lc-1337
#7268 Ore generation on Seth no longer skips or misplaces ores. The dimension has more than one stone type (packed ice and ice), and the generator did not always pick the right one. - @Algent
- Fixes GTNH#24680

#7266 An ME Output Bus in Cache Mode is now visible to the ME network after a server restart. You no longer have to reinsert its cell. Changing priority or cache mode also updates the network straight away. - @hinyb
- Fixes GTNH#25516
#7262 The Solid Oxide Fuel Cell MK1 and MK2 structures go back to using Reinforced Glass. An earlier change had swapped the glass by accident. - @LazyFlesh
- Note: The material change this reverts existed only between two 2.9 daily builds one day apart. A 2.8.4 SO Fuel Cell was built from IC2 Reinforced Glass, which Postea converts to GT Reinforced Glass on world load, so the machine keeps validating.
#7255 The machine controller cover now updates its shutdown information when a machine is turned back on. The old shutdown reason used to stay displayed. - @mllfjn
- Fixes GTNH#25368
#7254 The multiblock GUI now shows the current recipe info, including duration, when a process has no item or fluid results. This was reported on the Industrial Centrifuge. - @mllfjn
- Fixes GTNH#25374

#7246 Fluid amounts in the multiblock GUI no longer show as infinity after you turn a multiblock on manually. - @mllfjn
- Fixes GTNH#25021

#7242 The Extreme Industrial Greenhouse no longer outputs seeds for crops like wheat and cotton. Vanilla, Witchery, Natura and Pam's seeds are removed from the drops entirely. Potatoes and carrots still work as before. - @JesseSprinkle
#7233 Toxic Everglades ore veins now generate at heights that match the dimension's terrain, which sits near Y60. Five veins had height ranges reaching up to Y128, which wasted placement attempts and lowered ore density. - @Algent
#7231 Power failure markers now clear properly. Machines whose shutdown reason was loaded from a save did not clear their marker before, and now they do when the machine is turned back on, its GUI is opened or it is removed. - @AnsonYeung
#7224 The Chemical Bath page in NEI now has 6 item output slots. Recipes with more than 3 outputs, such as Salty Root, no longer display wrongly. - @Auynonymous
- Fixes GTNH#25456

#7223 Added the missing small gear recipes for GT++ materials. The Extruder makes them from 1 ingot with the Small Gear shape, except for radioactive materials. The Fluid Solidifier makes them from 144 L of fluid with the Small Gear mold in 3 seconds. - @Auynonymous

#7221 Fixed a flood of GL error messages in the log whenever a machine lost power and its power failure marker was drawn. - @AnsonYeung

#7216 Structure hints for more multiblocks now point to the right hatch positions. The Yotta Fluid Tank output hatch hint now reads block number 1 instead of 3, and some hatch tooltips that were missing are added. - @Yoshy2002
#7215 Ore veins now generate the same shape in every chunk they cover. Before this, veins could come out in fragments, and small veins of another ore could show up inside an ore chunk. Veins generated before this fix keep their old shape. - @Kogepan229
- Note: Forward-only worldgen fix. A vein that was half generated in 2.8.4 may not line up perfectly with the half generated after the update, which is cosmetic.
- Fixes GTNH#24689, GTNH#24690

#7207 BW frame boxes now show their proper names with "Frame Box" after the material name, where before they showed only the material name. Two entangled Bose-Einstein Condensate fluids and their cells, Lossless Phonon Transfer Medium and Degenerate Quark Gluon Plasma, now have names instead of missing lang entries. - @Ruling-0
#7206 GT conveyor covers now respect the input blocking setting. Before this, items could still be pushed into a machine that had input blocking turned on. - @AnsonYeung
- Fixes GTNH#24642
#7205 Fixes wrong or missing hatch hints in the structure tooltips of several multiblocks. These include the Circuit Assembly Line, Exothermic Hearth, Industrial Extruder, Large Chemical Reactor, Electric Implosion Compressor and Nuclear Reactor. The Electric Implosion Compressor now lists its output hatch, and the legacy Naquadah Fuel Refinery now lists its maintenance hatch. - @Yoshy2002
#7204 Vajra block replacement with the offhand works again. Right click now does the same thing as a left click break, with the same permission checks, and the Vajra can break GT machine blocks that have no GUI. Broken machine blocks no longer flash back for one tick. - @AnsonYeung
- Fixes GTNH#25198
#7199 Three bugs in the Auto Workbench (LV) are fixed. Shaped recipes now craft in Circle mode, the recipe preview in slot 28 updates in every mode, and available materials are counted correctly. - @DerekChan65535
#7195 Setting the Eye of Harmony notation to Numerical now shows the full numbers for energy input and output in recipes. Before, they still appeared in exponential notation. - @DylanTaylor1
#7194 Bronze and steel steam machines now respect recipe output chances. The Steam Extractor gave a 100% output on the cropsNH recipe before. - @tiffit
- Fixes GTNH#25402
#7192 Toggleable Mechanical Armor behaviors no longer stay stuck on after you remove the augment. - @FourIsTheNumber
#7191 The Goggles of Revealing augment on Mechanical Armor can be toggled off with the hotkey again. Nodes and popups now follow whether the augment is active, not just whether it is installed. - @FourIsTheNumber
#7190 The Digester's hatches now use the Robust Tungstensteel Machine Casing texture. They used the Tungstensteel Firebox Casing texture before, which did not match the rest of the structure. - @koolkrafter5

#7184 The chemical formula shown for Air no longer contains an empty entry. Air now loads after the noble gases, so its formula lists them correctly. - @tiffit
- Fixes GTNH#25389
#7183 Fixed a Debug Scanner crash caused by scanner text that contains a percent sign, seen with the LCE. This is a temporary workaround. - @AnsonYeung
- Fixes GTNH#25390
#7181 Fixed Modular Armor step assist switching off the EnderIO Dark Boots step assist. Both used the same step height value, so the armor code reset it. - @wlhlm
- Fixes GTNH#25354
#7180 GT++ frameboxes now trigger a machine structure update when they are placed or broken, like other casings. This fixes the incomplete structure check on the Industrial Centrifuge when frames are used in the structure. - @FourIsTheNumber
- Fixes GTNH#25384
#7177 Fixed the Large Chemical Reactor structure preview, which was missing blocks. - @AnsonYeung
- Fixes GTNH#25245
#7168 Fixed two Distillation Tower bugs. It crashed when a recipe had fewer fluid outputs than the tower has layers. It also kept producing without stopping when the ME output hatch was full. - @AnsonYeung
#7163 The Sterile Farm Casing recipe now takes any plank from the plankWood ore dictionary entry. It needs 8 planks. Before, it only accepted planks of one specific wood material. - @tiffit
- Fixes GTNH#25319
#7162 Fixed a crash while loading recipes for BartWorks materials whose cell count is above one. An empty cell output with a negative count was being added to the recipe. - @tiffit
#7158 Fixed a server crash caused by the Milk Infusion augment on modular armor. The crash also disconnected players who had it equipped. The augment now clears bad potion effects on a server without crashing. - @Spaghetti-OberNub
- Fixes GTNH#25337
#7155 The manual slot on the crafting input hatch (ME) accepts items again. Only the pattern slots are limited to patterns. - @TheYoingLad
#7154 Shift-click cable swapping now replaces wires and cables of the same type. The check compares the actual cable in hand with the placed one instead of comparing their specs. - @AnsonYeung
- Fixes GTNH#25306
#7152 Fixes a crash that shut down Maceration Stacks. The recipe cache lookup could use a negative index, and now it does not. - @AnsonYeung
- Fixes GTNH#25302
#7151 The Apiarist augment on Mechanical Armor now works on any armor slot. A single piece with the augment protects you, whatever is in the other slots. Before, it only worked on leggings. - @FourIsTheNumber
#7150 Using the portable scanner on a multiblock no longer crashes the game when the multiblock has pollution or efficiency output. The percent sign in the finished text was being translated a second time. - @MassAnarchyy
- Fixes GTNH#25324
#7146 The debug energy hatch now works correctly with the glass tier check on multiblocks. The glass check for energy hatches now uses the tier meant for structure checks instead of the raw hatch tier. This covers the Mega Blast Furnace, Mega Chemical Reactor, Mega Oil Cracker, Exothermic Hearth, Extreme Industrial Greenhouse and Mega Industrial Apiary, including the legacy mega versions. - @FourIsTheNumber
#7143 Fixes a load order problem with the inflection language feature. GT classes were loaded too early, which broke late mixins that target them. Only affects setups using inflection. - @zyf051520

#7137 Compact fusions no longer unform when a single player world restarts. A crafting input buffer proxy is now always accepted as an input hatch, so the brief startup delay before it connects no longer fails the structure check. - @AnsonYeung
- Fixes GTNH#25275
#7136 Swapping a cable in multiplayer no longer leaves the client showing the old cable. The server now sends a tile update after the swap. - @AnsonYeung
- Fixes GTNH#25208
#7133 Stone made by compressing stone plates can be used to craft mortar again. The canonical stone item now has metadata 0, the only variant with the full set of ore dictionary entries. - @AnsonYeung
- Fixes GTNH#25151
#7132 Fixes phantom slots that could be duplicated from or could not be interacted with. This affects the Regulator, Filter, Electric Auto Workbench and Auto Chisel. It was a regression from an earlier GUI change. - @TheYoingLad
#7131 Fixes blocks on the client getting random metadata overwritten when a block change packet arrives. This could change how some blocks looked. - @AnsonYeung
#7127 The WAILA tooltip for transformers now shows the correct amperage. A transformer shows 16A to 64A instead of the 20A input, which is an internal figure. The Wet Transformer and the HiAmp transformer (including half mode) are covered too. - @AnsonYeung
- Fixes GTNH#25127

#7120 Scanners now refuse Assembly Line research recipes that need a higher voltage than the scanner's tier. This fixes a regression where a scanner could run such a recipe, including the self clocking scanner case. - @AnsonYeung
- Fixes GTNH#25077
#7101 Machines no longer void fluid output once the total goes above the int limit. The full amount is now ejected. - @Marsietiss
#7088 Fixes a crash that happened when experimenting with the new Mechanical Armor. The knockback resistance modifier now gets a random ID instead of a fixed one. - @FourIsTheNumber
- Fixes GTNH#25221
#7087 Turbine blades in the new turbines lost no durability. They take damage again, as does any other part in a controller slot of a multiblock built on the extended power base. - @Yoshy2002

#7085 The Extrusion Hatch now works like a normal input bus, plus the extra ghost extrusion slot. The 1 item per slot limit and the shape filter on the item slots are gone. - @TheYoingLad
- Fixes GTNH#25190
#7081 Removed the unused inventory hunger config option. The code behind it was still running and drained the food bar while idle or AFK. The player tick handler was also cleaned up. - @koolkrafter5
- Fixes GTNH#25078
#7080 Plantball recipes are back. A Compressor turns 8 crops into 1 Compressed Plantball in 15 seconds at 2 EU/t. The questbook already described this recipe, and it had been lost in the OreDict rework. - @UltraProdigy
- Fixes GTNH#25171

#7079 The Arc Furnace Electrode tooltip now lists overclock as Speed/Power instead of Power/Speed. The Helioflux Melting Core upgrade text now reads 2/4 OCs to 2.3/4 OCs to use the same order. - @Pxx500
#7078 GT++ animated block textures are now only set up when Angelica is installed. Before this, GT5 needed Angelica at runtime by accident. Animations still cycle without Angelica, but they look worse. - @Ruling-0
#7070 Fixed corrupt chunk data on the client when more than one client meta tracker was active or when a tracked block had no client meta. This was the cause of a reported Discord issue. Ghost blocks no longer trigger it either. - @AnsonYeung
#7068 Machines and pipes with strong redstone output on a side no longer send block updates every tick. They now send one only when the strong output actually changes. This removes the constant update spam that a piston block update detector picked up. - @AnsonYeung
#7064 The Flocculation Purification Unit now forms when it has a cover on it. CoFH water and GT tile entities kept sending block updates to each other, and flowing CoFH water is now detected from its metadata. - @AnsonYeung
- Fixes GTNH#25192
#7050 Holding the toolbox no longer forces a full-block hitbox on GT blocks. This fixes not being able to use a screwdriver on TecTech Laser and Data hatches when a cable faces them. The toolbox also stops drawing its grid on pipes and wires when no tool is selected. - @querns
- Fixes GTNH#25149
#7036 The End asteroids config is back. It has options for the minimum size (5), maximum size (15), probability weight (4) and whether End asteroids generate at all (on by default). The shipped WorldGeneration config will need updating to match. - @LazyFlesh
#7032 Circuit chips no longer share the generic chip ore dictionary entry. AE2 pattern substitution could swap one chip type for another and break crafting patterns. Each chip keeps its own entry, such as chipRAM, chipNAND and chipSoC. - @Eldrinn-Elantey
#7030 Fixed the Tesla Tower power pass button and its panel not reflecting the actual state correctly. - @Luca-Guettinger
#7028 The Assembly Line Reception Connector and the Wireless Assembly Line Reception Connector now have "Line" capitalized in their names. This also applies to the achievement text for the wireless one. - @Yoshy2002
#7007 Hatches on the Industrial Coke Oven can now go on any casing of the base structure without breaking the slices. Before, a hatch on the end of the first slice stopped every later slice from counting. - @Yoshy2002
- Fixes GTNH#24879

#7004 Asteroids no longer spawn on top of HEE islands because of a corrupted lookup cache. The ones on the Chaos Guardian island still can.
Asteroid size now comes from the configured minimum and maximum size the right way round. The extra and subtracted ellipsoids that shape an asteroid were also swapped and are now fixed. Stone boulder generation had wrong coordinates and now moves on after a seed is marked empty. - @Algent
#7003 Fixes colour codes in the beamline tooltips. Parts of the equations in the Source Chamber and Synchrotron tooltips showed gray and now show white. - @DylanTaylor1
#7002 The forcefield augment (Energy Grid Defense) now needs a minimum core tier of 2, lowered from 3 in the previous change. - @FourIsTheNumber
#7000 The spacesuit augment now protects against atmospheric pressure. Before, GalaxySpace did not count it as a valid spacesuit piece, so it had no effect. - @Eldrinn-Elantey
- Fixes GTNH#25082
#6992 The Energy Grid Defense augment now has a minimum core requirement. The PR text says Living Core, replacing Nano Core. - @Spaghetti-OberNub
#6991 The Mega Distillation Tower research now uses the Dangote Distillation Tower instead of the Distillation Tower. This stops the Distillation Tower scan from also counting for the Flotation Cell. - @chrombread
- Fixes GTNH#25072
#6988 The Reworked Industrial Mixing Machine tooltip no longer calls the glass requirement tiered. The machine now enforces the UIV glass requirement that the tooltip states for multi-amp energy hatches. - @LunaDziaba
- Fixes GTNH#25068

#6977 Shift-clicking items into single block machines no longer puts them in the storage slot as a fallback destination. - @AnsonYeung
- Fixes GTNH#25004

#6976 The last vein in a filtered list could never be picked during vein selection. It can be picked now, so that vein will start to show up in worldgen. - @Tuxprogrammer

#6973 Tungstensteel is now spelled that way in the Pipe Casing channel text, the Tungstensteel Electrode name, the Chemical Plant tier name and the Modular Baubles book. - @Yoshy2002
#6968 Wearing a modular helmet no longer stops HoloInventory glasses worn as a bauble from working. If the helmet has no HoloInventory augment, the bauble glasses are used. - @Eldrinn-Elantey
#6967 Arc Furnace recipes that took an ingot and gave back the same ingot are no longer registered. Those recipes no longer show up. - @Pxx500
- Fixes GTNH#25045
#6966 Inserting Infused Seeds into the Extreme Industrial Greenhouse no longer crashes the client or machine. The seeds still cannot be used in the greenhouse. - @tiffit
- Fixes GTNH#23998
#6965 The T.F.F.T tooltip now says it takes 1x Multi I/O Hatch. Before, it read "Multi I/O Hatches" although only one can be installed. - @jude123412
- Fixes GTNH#21110

#6961 The recipe background in NEI is moved to sit correctly in GregTech recipe handlers. The Eye of Harmony recipe page is also adjusted to fit. - @slprime

#6960 The Ichorium Electric Wire Cutters and Ichorium Angle Grinder had each other's textures. The two texture files are renamed so each tool shows its own. - @KwazziAus
#6956 The Eye of Harmony render block and the Forge of the Gods render block no longer show missing textures. Both blocks now use the invisible render type that their own renderer expects. - @tiffit
#6952 The Large Essentia Smeltery works again. Its parallel count was always zero, so it did not run recipes. It now gets its normal parallels from its length and tier. - @Krakenrek
- Note: The zero-parallel bug existed only in 2.9 daily builds; the Large Essentia Smeltery worked in 2.8.4 and works now.
- Fixes GTNH#25020

#6948 Fixed a missing texture on blocks that use the custom block renderer. - @tiffit

#6947 The proxy GUI now opens even when the client has not loaded the buffer's tile entity. The proxy can be millions of blocks from the buffer, as long as the buffer is chunk-loaded on the server. Covers on the buffer do not show in the proxy GUI. - @AnsonYeung
- Fixes GTNH#23564
#6925 Nano and Hazmat suits, and the Advanced Solar Helmet, no longer count as space suits. This was a regression from moving the space suit to the hazard system. Their hazmat tooltips show the same protections as before. - @FourIsTheNumber
#6923 The NEI preview for the God Forge modules now shows the casing blocks that were missing before. - @Yoshy2002
- Fixes GTNH#25010

#6922 The Industrial Chemical Bath and Ore Washing Plant detect distilled water again. Before, they did not see it in existing builds. The Flocculation Unit and Purification Plant now place water automatically like the other water multiblocks. The NEI preview of the wash plant, clarifier and flocculation unit now shows water. - @Yoshy2002
- Note: The distilled-water detection bug existed only in 2.9 daily builds. These multiblocks now also fill their own water pool.
- Fixes GTNH#25042

#6914 The Energy Infuser now moves charged Draconium Blocks to the output bus. Before, the machine kept trying to charge the block and never output it. - @czqwq
#6911 Fixed a tile entity crash with the Legacy Industrial Chisel when it is used with a Stocking Input Bus. - @AnsonYeung
- Fixes GTNH#24892
#6901 Wireless redstone transmitter covers now clear their old frequency when the block they sit on is broken. They also clear it when you change the frequency or the private channel setting in the cover GUI. Before, the old frequency kept its signal after either action. - @FrostyFire1
#6900 Newly placed GregTech machines now have their owner set before they are rotated. Before this, ME output buses and other ME hatches on subnets could get an owner of -1. That left items stuck in the ME output buffer, stopped Stocking Input Hatches from pulling fluid from a subnet, and broke ME output buses next to a storage bus on a network with a security terminal. - @AnsonYeung
- Fixes GTNH#24924, GTNH#24925, GTNH#24931, GTNH#24973
#6898 Oredict inputs now work in the generated fluid-instead-of-cells recipes for the multis that use them, such as the Centrifuge, Electrolyzer and Mixer. Possibly other multis too. - @tiffit

#6891 Augment tooltips show the description once. It was being listed twice. - @Eldrinn-Elantey

#6889 Multiblocks with a multi-amp hatch or laser hatch now show their internal stored energy. Before, only normal energy hatches were counted. - @evgengoldwar
#6878 Fixes a server crash when a multiblock is broken while a player has its GUI open. - @tiffit
#6870 Fixed a bug where players could toggle wireless mode and manually rebalance the Lapotronic Super Capacitor's EU without installing required UHV+ tier capacitors. The fix adds validation checks to both GUI buttons. - @Luca-Guettinger
- Fixes GTNH#24950
#6859 Fixed exception in singleblock machine GUIs caused by sync handler map corruption during initialization. - @Luca-Guettinger
#6856 Reverts the earlier boiler fix from #6798. It stopped working after the boiler logic changed in #6836. The Thermal Boiler and its legacy version work again. - @Yoshy2002
#6854 NEI showed only input hatches for the new Fish Pond. It now shows the full hatch list: input bus, output bus, maintenance, energy, muffler and input hatch. - @Yoshy2002

#6853 The multiblock preview shows hatches again. Survival autobuild had been placing casings first every time, which made the hatch option useless. Both work as before now. - @AnsonYeung
#6845 Sheetmetal blocks get their icon from the right material again. A recent change had made the block look up the wrong material for its texture. - @tiffit
#6839 The debug scanner shows proper names for pipes instead of Unknown. The wireless controller cover shows machine names instead of raw keys like multimachine.vacuumfreezer. The scanner also prints a Meta ID line for GT machines. - @Luca-Guettinger

#6836 The Digital Tesseract Pre-Fabricator (DTPF) runs the spacetime recipe again without a catalyst when using convergence. The bug came from an earlier change to parallel calculation. - @AnsonYeung
- Fixes GTNH#24912
#6833 Fixes a NullPointerException on the ME Input Hatch for fluids. It happened when a slot config failed to load or was pasted from copied data. - @lc-1337
- Fixes GTNH#24338
#6826 Void Miners now output the stone type of the dimension they are built in. Before, they always produced overworld stone variants, even on modded dimensions and Galacticraft, GalaxySpace and AmunRa planets. The ore voiding selection shows the same stone types. - @jude123412
- Fixes GTNH#21921
#6824 Vein names no longer list the primary ore twice. This fixes the names of the Terra Aqua (Infused Water), Terra Aer and Perditio Ordo veins. - @tiffit

#6819 Dragon Blood no longer uses the GTPP flashing animation. It now shows only its custom Hypogen-style animation. - @Ruling-0
#6818 A programmed circuit in the controller slot is now read when input separation is on and the multiblock has no input buses. Before this, the machine reported no valid recipe for circuit-gated recipes. This affects about 60 multiblocks that support input separation. - @dipo33
- Fixes GTNH#24304
#6811 Toggling night vision with the key now saves its state properly, like the other armor behaviors. - @Eldrinn-Elantey
#6799 The Mass Fabricator no longer requires an input to form. The check for any input is gone from its structure check. - @Yoshy2002
#6794 Restored GT++ fluid rendering. - @Luca-Guettinger

#6790 GT sheetmetal blocks no longer show a missing texture in their break particles. They also now show up in the StructureLib hint preview. - @tiffit
#6783 Fixes the structure check of the Legacy Fluid Shaper. The check now stops at the first width where the structure piece does not match, instead of continuing. - @Luca-Guettinger
#6780 Fixes mistakes in the multiblock structure diagnostics. Steam multiblocks now show the proper names for their steam input bus and steam output bus. The hatch list in diagnostics now also lists the listed elements in the correct order. - @Luca-Guettinger

#6775 Machine sounds are back to normal volume. They had been very quiet since an earlier sound change. - @tiffit
#6772 The toolbox no longer uses up far too much tool durability when rotating ProjectRed gates. Durability use is back to the expected amount. - @querns
- Fixes GTNH#24610
#6766 Research station and Godforge recipes that still asked for the old Mega EBF now ask for the Exothermic Hearth. This covers the Smelting Module Controller recipes and the recipe that took 16 of the old machine. - @chrombread
#6753 The QOS Network Switch (Advanced) no longer requires a maintenance hatch to form. - @czqwq

#6750 The Auto-Taping Maintenance Hatch no longer flashes facing down and then turns to the right direction when placed. - @AnsonYeung
#6746 Fixes a dupe where waterline multis did not consume their primary input water when the water was spread over several input hatches. The multi now drains the requested fluid from each hatch. - @Caedis
- Fixes Dupes-Exploits-GTNH#301
#6745 GT++ fluid and plasma cells now show the material colour for their contents. Before, the contents were always white. - @GDCloudstrike

#6744 Ores get their minimum mining levels back. An earlier change had reset many of them to 0. - @tiffit
- Fixes GTNH#23769
#6738 Output hatches now lock their fluid when you set it in the fluid lock slot, including in the default mode. Before, the lock only worked if the hatch was set to a specific-fluid output mode. - @Angry3vilbot
- Fixes GTNH#24739
#6736 Machines with the same name now get their own tooltips. The New Algae Farm no longer says it is deprecated when a GregTech lang file is present. - @iouter
- Fixes GTNH#24756
#6732 Removes stray pixels from the ypic item texture. - @Auynonymous
#6730 The Fiery Steel molten cell now uses the standard molten cell name instead of a Fiery Blood name. The wrong language key showed up in the item name before. - @Eldrinn-Elantey

#6722 Battery Buffer slots hold one battery per slot again. The GUI port had let empty batteries stack in them. - @TheYoingLad
#6721 The steam gauge on steam multiblock GUIs now follows the GUI theme, so it uses the steel gauge picture with the steel theme. - @YannickMG

#6711 Fixes crashes from a null pointer error in GregTech machine tile entities. It was introduced by an earlier change. - @Caedis

#6709 TecTech multiblocks now pick up multi-amp energy and dynamo hatches as laser hatches first. This fixes the Active Transformer not transforming. - @Sanduhr32
- Fixes GTNH#24731
#6705 The Infinite Spray Can shows its current color in brackets after its name again. It had stopped changing its name. - @TheYoingLad
- Fixes GTNH#24716
#6698 Output Hatches now save and load their locked fluid and mode correctly. Before, the locked fluid could be lost when the world was saved and reloaded. - @TheYoingLad
#6696 Basic machines no longer flicker their front face when you place them. The front face was briefly reset to an unknown direction after placement before the server corrected it. - @tiffit
- Fixes GTNH#24664
#6684 Holding a Volumetric Flask in the main hand no longer makes items in the offhand render opaque. The flask renderer was leaving its render state changed after drawing. - @NeutronSelector
- Fixes GTNH#23127

#6683 Fixed the ME Output Bus voiding items when several transactions happen in the same tick. This caused the Eye of Harmony output to be limited by the bus buffer size. - @hinyb
- Fixes GTNH#24652
#6675 Fixed machines using more power than expected with UV dual hatches, as reported for the LEC. The overclock calculation no longer rounds the recipe power down before working out the tiers above. - @Nana-Sakura
- Fixes GTNH#24686

#6670 Fixed a crash that occurred when using a Forge of Gods with a matter manipulator in copy mode. - @Luca-Guettinger
#6666 The 1-volt Solar Panel now outputs EU. Before, it generated power but never sent it out of its output face. - @Junyan721113
#6651 The NEI cauldron washing recipes for impure and pure naquadah dust now show the oxide dusts as outputs. Before, NEI listed the already processed dusts, which did not match what the cauldron gives. - @loenaaaa
- Fixes GTNH#24493

#6644 Stocking Input Hatch and Stocking Input Bus now keep pulling from the ME network after the owner changes nickname with the nick command. They now look up the owner by UUID instead of by display name. - @Lyfts
- Fixes GTNH#24237
#6641 Breaking ice with a saw no longer places water, which fixed infinite water and ice. The ice block drops as an item and the tool takes its drop conversion durability cost. - @DarkShadow44
- Fixes GTNH#24424
#6640 The MV Rock Cutter can be crafted again. The MV and HV Rock Cutter recipes now accept any battery of the matching tier. - @Algent
- Fixes GTNH#24103

#6632 Callisto Ice ore is now processed as a normal ore. Its name had been matched as a Callisto planet ore. - @tiffit
#6631 Plutonium ore, Plutonium 241 ore and Titanium ore were being treated as planet-specific ores because of their names, which broke their processing. They are now handled as normal ores. This fixes the broken ore map reported in the latest dailies. - @tiffit
- Fixes GTNH#24516
#6629 Fixed Space Pump button positioning after scrolling, making sure buttons remain correctly aligned when the parameter list is scrolled. - @Luca-Guettinger

#6627 Grass and similar blocks now render with their color when held in the hand. GT renderers were leaving the inventory tint turned off after drawing. - @tiffit
- Fixes GTNH#24132
#6617 The Extreme Combustion Engine keeps its efficiency and fuel state across world reloads. Efficiency can now go above 100% when boosted, up to 300%. The power panel is disabled on this machine. - @Yoshy2002
- Fixes GTNH#24576
#6616 Fixes solenoid detection in the new Industrial Sledgehammer structure. The multiblock had trouble detecting its solenoid after the structure change. - @Yoshy2002
- Fixes GTNH#24599
#6615 The Uncertainty Hatch matrix now recalculates the moment a position in it changes. Before, the red/green status only updated on the 16 second refresh. - @czqwq
#6607 Alumina and Soapstone Milling Balls made in the crafting recipes now carry the same NBT as the ones taken from NEI. Before this, the crafted ball did not match the one marked in the container. - @czqwq

#6590 The jetpack no longer moves you up or down while a GUI is open. Creative flight on modular armor now cancels fall damage, which fixes taking damage when descending slowly while sneaking. The change also adds a Milk Infusion augment for helmets that removes negative potion effects. - @Spaghetti-OberNub
#6584 Opening the Redstone Sniffer no longer crashes a dedicated server. - @Yoshy2002
- Fixes GTNH#24528

#6583 Ore veins that came out with no ores, for example veins placed below their allowed y level, are now retried. Fewer empty veins generate, mostly in Twilight Forest. This applies to newly generated chunks only. - @arisado
- Fixes GTNH#23727

#6582 Recipe locked machines no longer fail to save chunks when the locked recipe has chanced outputs. This showed up on recipe locked Centrifuges. - @Yoshy2002
- Fixes GTNH#24545
#6579 The fluid slot in the Basic Tank and Digital Tank GUIs now has a slot texture. It was see-through before. The fluid slot in the Digital Tank filter screen uses the same texture, and its text no longer has a hardcoded white color, so the theme color applies. - @Ranzuu

#6573 Using a void bus on a steam multiblock no longer throws a ClassCastException. - @tiffit
- Fixes GTNH#24526
#6569 The text in the Digital Tank filter screen now uses the ModularUI 2 display text theme. Before this it used the default widget look. - @Ranzuu

#6566 Fixes a server crash from the structure error highlight button on multiblock GUIs, added in an earlier change. - @czqwq
#6553 You can insert HV circuits into the auto-maintenance hatch by hand again. The hatch GUI uses the same item check as the hatch itself. - @tiffit
- Fixes GTNH#24415
#6552 Recipes that used the NewHorizonsCoreMod Potassium Hydroxide Dust now use the GregTech Potassium Hydroxide Dust. Old dust in existing worlds is converted to the GregTech one. This needs the matching NewHorizonsCoreMod PR merged together with it. - @loenaaaa
#6541 Changing a fluid pipe to another pipe type no longer voids fluid. The fluid in the old pipe is kept, up to the capacity of the new pipe. - @Nana-Sakura
- Fixes GTNH#24454
#6525 Waila no longer shows both a fluid input and a fluid output slot on machines that only have one of them. Bronze and steam machines now show their steam contents in Waila. - @danyadev
- Fixes GTNH#23580

#6521 The textures for the two bio circuit boards were swapped. They now show on the right items. - @jude123412
#6518 The Max circuit wrap had no recipe, and UXV field generators now use it. The assembler recipe for it is added, and the wrap recipes for every circuit tier up to Transcendent are generated the same way. - @GDCloudstrike

#6505 Multiblocks now take a fluid cost that is split across several input hatches. Before this, a hatch had to hold the full amount on its own, or the multiblock failed to draw it. The Electric Heat Exchanger explosion detection with multiple input hatches is one case. - @54M44R
- Fixes GTNH#19308
#6499 Overworld ores can be smelted in the Tinkers' Construct smeltery again. NEI no longer shows every ore in the macerator giving crushed ice. - @tiffit
#6492 The game no longer crashes at load when some ore stone variants, such as marble, red granite or basalt, are disabled in the config. - @tiffit
#6484 Steam multiblocks can change their void protection mode again. They had been stuck on the void excess items and fluids mode. - @jamiehu427
- Fixes GTNH#24376
#6482 The cauldron page in NEI now lists purified dusts, crushed ores and wheat washing. Before this, it only showed impure dust becoming dust. - @Luca-Guettinger
- Fixes GTNH#24357
#6472 HTGR recycling now respects the output chances instead of always returning every material. In NEI, the HTGR page no longer lists recycled materials with zero return and shows the chances on the correct outputs. Shell material recycling rates are still not shown in NEI. - @6C-C6

#6464 The Extreme Combustion Engine produced no EU and now generates power again. The scanner no longer reports negative power output. - @tiffit
#6461 The Large Combustion Engine produced no EU and now generates power again. The scanner output reading also uses the correct value. - @tiffit
- Fixes GTNH#24354
#6453 The Void Metal pipe had no name and now shows one. The Void material is renamed Void Metal. - @iouter

#6452 Machines with recipe locking now check for non-consumables such as molds, circuits and lenses. Before, you could remove them and the machine kept running. This also fixes recipe locking breaking input hatch separation on the Fluid Shaper. - @54M44R
- Fixes GTNH#17868
#6443 Coal tar recipes work in the Industrial Coke Oven again. - @TotallyNotOndre

#6420 NEI no longer shows bogus crafting recipes for Oak Slab and buggy planks from Twilight Forest and other mods. These came from wildcard plank metadata being iterated when the slab recipes were generated. - @Luca-Guettinger
- Fixes GTNH#24154

#6417 In the Godforge statistics panel, the module headers are now centered over their columns. The tooltips for each stat show again. - @GDCloudstrike

#6398 The Assembly Line Reception Connector and the Wireless Assembly Line Reception Connector no longer open a GUI on right click. Their inventory size is 0, so the GUI had nothing to show. - @ABKQPO
#6388 Opening the inventory of a fresh toolbox no longer crashes the game. A toolbox with no NBT data triggered the crash after the earlier optimizations in #6335. - @querns
#6387 Tooltips of several multiblocks now list the structure channels used when building with a projector. Borosilicate glass is added to the Circuit Assembly Line, Neutron Activator, Integrated Ore Factory, Mass Solidifier, Solar Factory and HIP Compressor. Distillation Tower and Mega Distillation Tower get structure height, Industrial Latex gets item pipe casing, and Exo Foundry gets magnetic chassis. - @DylanTaylor1
#6382 The chest buffer tooltip now says stacks instead of items. It reads like '1 stack of 64 items every second' instead of claiming a number of items moved. - @Alexdoru

#6380 The Steam Purifier tooltip now lists the correct structure size of 9x6x5. It used to say 5x5x5. - @Alexdoru
#6379 Fixed the Primitive Wooden Casing texture. The top and side textures were swapped, and they now show on the correct faces. - @slprime

#6365 Fixed the Precise Assembler controller turning transparent when built with Imprecise Electronic Unit Casings. It happened after joining or loading a world. - @czqwq
#6357 Fixes GUI rendering issues with hovered buttons/slots and fluid overlays in ModularUI2 GUIs. - @TheYoingLad
#6352 Fixed the debug input hatch crashing some multiblocks, such as the High Temperature Gas-Cooled Reactor. These multiblocks drain fluid by amount only, and the hatch returned nothing for that call. - @kuba6000
#6333 Using a Drone Remote Interface linked to a Drone Centre that has been broken no longer crashes the game. A chat message now shows the coordinates and dimension of the Drone Centre that was not found. - @TheYoingLad

#6332 Hammer and Jackhammer now behave the same on machines. Both muffle on hit, both swap auto input/output on sneak, and both change the cover metric on hit. - @UltraProdigy
#6331 Fixed the Extrusion Bus giving out real extruder shapes from its ghost shape display. The shape slots now stay ghost items. The one-stack limit option still voids extra items in the bus without a refund when switched on. - @TheYoingLad
- Fixes GTNH#24034
#6324 Fixed a crash (NPE) when something queried the accessible slots of a Coke Oven hatch that was in a mode with no item slots. - @Vlamonster
#6316 The toolbox select GUI now opens even if the scroll wheel moved the hotbar slot at the same moment as the middle click. If there is no toolbox in the current slot or the offhand, it uses the first toolbox it finds in the hotbar. - @querns
#6315 Some labels in the conveyor, pump and fluid detector cover GUIs were inverted, and they now show the right text. This covers the redstone invert row and the allow and block input or output button, tooltip and label. - @kuba6000

#6311 The Oil Drill tooltip no longer says the pillar needs only 2 blocks minimum. The pillar is 1x3x1 and uses 3 blocks. - @Yoshy2002
#6295 The Naquadah Fuel Refinery no longer uses 2 amps when it has a single energy hatch. - @Alexdoru
#6293 GT++ cells, such as fermium plasma, are registered as GT++ again instead of as GT cells. The Froth Flotation Cell had caused this. - @Yoshy2002

#6276 Filtering an ME output hatch or bus from a cell now sends the right chat message. Fluid and item filter messages were swapped, and the message was sent twice. Each one now shows up once. - @TheYoingLad

#6274 Five fluid name entries that were missing from the language file are back. These are Oil, fluidBlockSludge, sludge, oilgc and fuelgc. Only the Oil entry has a readable name. The other four show their raw names. - @iouter
#6267 The Mega Blast Furnace now limits its energy hatches by glass tier. Hatches above the glass tier stop the machine from forming, unless the glass is UMV or higher. The tooltip now shows UMV as the limit. - @khaskelbergTAU
- Fixes GTNH#24123
#6261 The auto-taping maintenance hatch now repairs both machines when it sits on a shared wall and was copied with the matter manipulator. Before this, one of the two machines was left unrepaired. - @AnsonYeung
#6260 BartWorks fluids no longer fall back to a temperature of 1123K when their melting point is not set. Their temperatures now follow their actual melting and boiling points. - @Nana-Sakura
- Fixes GTNH#24112
#6245 Eye of Harmony now has recipes for Ross128b, Ross128ba and the Everglades. The Deep Dark Eye of Harmony recipe now includes the ores that Deep Dark void miners give, including BartWorks and GT++ ores. Stone dust in Eye of Harmony outputs is merged into one entry, which fixes the low Netherrack dust output. - @SST-03
- Note: Check Eye of Harmony setups: the Deep Dark recipe and the stone dust output changed, so rebalance any running setup.
- Fixes GTNH#19935, GTNH#20962

#6231 Fixed tooltips that showed errors or raw keys on some items and machines. The Wireless Energy Cover tooltip gets two extra lines, and the stable containment units get names and tooltips. The multi-slot input hatch shows its own description. - @iouter

#6228 Fixed a fluid dupe with GT fluid tanks. An empty result from draining a container no longer counts as a successful emptying, so the tank no longer gives fluid without taking the container's contents. - @danyadev
- Fixes Dupes-Exploits-GTNH#273
#6227 Filling and draining GT++ Tank and GT++ Super Tank items with fluid containers now works. The fluid stored in the item is read from the right place for these tanks. - @Kogepan229
#6219 GT++ plasma fluids now show the correct name. The name is built from the translated material name and the plasma format, where before it came out wrong. - @iouter

#6214 Fixes the GT++ Tungsten Carbide having null components when its name was changed. It now uses the GregTech Tungsten Carbide. - @iouter
#6213 UUM recipes in the Mass Fabricator now have consistent durations of 160s, 80s and 40s. The duration multiplier default changes from 3215 to 3200. Higher tier EU values were not adjusted. - @loenaaaa
- Fixes GTNH#23956

#6209 Research Station recipes now show an output of 1 data stick. They used to show the same count as the matching Assembly Line recipe output. - @UltraProdigy
#6208 Removes the automatically generated molten fluids for Magnetic Iron, Magnetic Neodymium, Magnetic Samarium and Magnetic Steel. Their molten cells are no longer generated. - @UltraProdigy
#6205 Fixed fluid name display to use localization keys when available, ensuring proper language support for fluid names in inventory and AE2 displays. - @Eldrinn-Elantey

#6197 Fixed Toolbox tooltip localization to show both base item information and toolbox-specific details, using consistent GTUtility translation methods. - @Eldrinn-Elantey

#6194 Naquadah wafers now engrave with every lens in the oredict. Before, they only accepted one type of lens. - @LooseEthics
- Fixes GTNH#23897
#6193 Follow-up fix for the ME output hatches. Fluid checks for dumping into ME output hatches had been swapped, and this is corrected. The hatch's cache is now marked for saving whenever something is added to it, so its contents persist. - @hinyb
- Fixes GTNH#24011
#6192 Fixes a duplication and voiding bug in the Field Engineer's Toolbox. It happened when the toolbox was moved out of its slot with the 1-9 number keys while its inventory was open. Also fixes a few crashes from missing data when the toolbox is used or rendered, and a console warning when the radial menu opens. - @querns
- Fixes GTNH#24003
#6155 Fixed the scanner info output for several multiblocks, including the Bio Vat, Mega Blast Furnace, Electric Blast Furnace, Plasma Forge, Antimatter Forge, Antimatter Generator and Active Transformer. They now build their info from a shared base, with the machine-specific lines added on top. - @evgengoldwar
#6143 Fixed GT cables passing energy through covers that block energy when the cable was not visually connected on that side. This could burn cables or cause explosions. A small edge case remains: placing a cover does not update the energy network until something else changes it. - @couref
- Fixes GTNH#23931

#6140 Fixed batch mode on the Infinite Fluid Drilling Rig. Batch mode now only applies the x128 multiplier when the rig is reaching void or bedrock, and the drills check the batched fluid amounts even when voiding is off. The batch mode line was removed from the drill tooltips. - @boubou19
#6138 Fixed dedicated server crashes from GT++ items and machines that checked keyboard keys on the server. This covers the Personal Healing Nanobooster, the custom cover item, the Infinite Item Holder and the Turbine Hatch Provider. Shift-click actions now use sneaking, and the Turbine Hatch Provider's Ctrl check is synced from the client. - @DarkShadow44
- Fixes GTNH#23902
#6135 The centrifuge recipe that turns Oilsands into an Oil Cell and sand now accepts Oilsands ore directly. Before, it asked for an ore dictionary entry that showed the wrong input. - @czqwq

#6134 Fixes translated format strings with parameters not rendering correctly, and the incorrect status display in the cleanroom controller machine UI. The en_US, ru_RU and zh_CN language files were changed. - @evgengoldwar
- Fixes GTNH#23615, GTNH#23943
#6131 Fixes the Extreme Entity Crusher (EEC) rotation bug that showed up consistently with some controller facings, for example facing up with the bottom side pointing south. - @Ruling-0

#6129 Three powerfail problems are fixed. A server crash caused by machines with an invalid player UUID no longer happens. Powerfail notifications from one dimension, such as the personal dimension, no longer show up in another, such as the overworld. The alert icons are also drawn with explicit blending settings, which targets the incorrect blending some players saw. - @RecursivePineapple
- Fixes GTNH#22547

#6127 The average values computed for incomplete tick data were wrong, and OpenComputers read those wrong values through the sensor information of GT machines. They are now calculated correctly. - @hinyb
- Fixes GTNH#23081
#6125 This is an attempted fix for the Extreme Entity Crusher (EEC) bug where all displayed entities end up rotated in the same default direction. The author is not certain it fixes the bug. - @Ruling-0
#6116 The WAILA tooltip on input hatches no longer flashes "Color channel: Black" for a split second. It now shows the color channel only when one is set. - @Alexdoru
#6115 The tooltip delay on the fluid input and fluid output slots of singleblock machine GUIs is gone. The tooltips show up right away again, as they did in the old ModularUI 1 GUIs. - @chrombread
- Fixes GTNH#23893
#6112 Radox Polymer, Polybenzimidazole and Polyphenylene Sulfide now show as bar and sheet instead of ingot and plate. The Polybenzimidazole Wrapper Spool name is also spelled correctly now. - @Alexdoru
#6109 The Volumetric Flask GUI goes back to the old ModularUI version. The newer version did not work on servers in some cases. - @chrombread
#6107 The Personal Nanobooster tooltip spacing is fixed. The EU per operation line now has correct spaces around the number. - @Yoshy2002

#6101 The wirecutter no longer overrides normal ME Drive and ME Chest behaviour. Renaming a drive or chest with the wirecutter now requires sneaking, as with CRIBs. - @UltraProdigy
#6099 Shift-clicking no longer moves items into the slot next to the ghost circuit slot in single block machines. - @Caedis
#6094 The Dissolution Tank now counts every input hatch when it checks the fluid ratio. One fluid can be spread across several hatches, for example a 128k and a 32k hatch for one input and a 16k hatch for the other to get a 10:1 ratio. The ratio check also no longer accepts imprecise ratios caused by integer truncation. - @LooseEthics
- Fixes GTNH#22482
#6093 The Stone Plate compression recipe was registered twice. The duplicate is removed, and the recipe now lives in the core mod with the other stone plate recipes. - @UltraProdigy
#6092 The Purification Unit Degasser no longer outputs more Grade 7 Water than it should when using a SuperconductorUIVBase. The bonus output amount is now calculated correctly. - @SST-03
- Fixes GTNH#23827
#6091 The circuit slot on machines now triggers a recipe check when you change the circuit. It had stopped doing so. - @chrombread
#6089 The Stargate Radiation Containment Plate recipe works again and has all its items. It was missing items because the Chronic Singularity was looked up too early. - @UltraProdigy
- Fixes GTNH#23815

#6083 The tooltips of the Miner multiblocks (MBMs) now state the correct working area. The screwdriver chat message shows the area in chunks with the block size in brackets. - @UltraProdigy
#6071 Fluid slots in singleblock machines now request a recipe check when they change. The side check that stopped this from working was wrong, at least in singleplayer. - @chrombread
#6068 You can open a chest cover again after opening another one on a block with more than one chest cover. Before, the second cover would not open. - @glektarssza
#6058 Fluid and ghost circuit slots in singleblock machines respond reliably again. Before, they only took effect once the GUI was closed. - @Caedis
- Fixes GTNH#23749
#6056 The Solar Tower can be built with the projector again. The Solar Tower in NEI also shows all its tiers again, where it had only shown max tier 1 since 2.8. - @riggzh

#6054 ME Output Hatch and ME Output Bus now load their cached contents correctly from saved data. Items and fluids held in the cache come back with the right stack size after a reload. - @lc-1337
#6053 The Algae Pond accepts distilled water again. This stopped working after the algae pond refactor. - @GDCloudstrike
#6049 The coils on the Industrial Molecular Transformer now light up when the machine is running. - @NeutronSelector
- Fixes GTNH#23713

#6048 Single block machines with the new UI now start a recipe check when any slot changes. This covers item input and output, fluid input and output, the circuit slot and the special slot. This was missed when the machine GUIs were ported to ModularUI 2. - @chrombread
#6046 The rebalance button on the Lapotronic Super Capacitor GUI works again. - @kx08
- Fixes GTNH#23181
#6039 The Component Assembly Line and the Assembly Matrix module now show a space between "Casing Tier:" and the tier value in their scanner info. The Component Assembly Line coal casing line had the same problem and is fixed too. - @chrombread
#6036 The titanium gearbox casing texture now has the same shading as the other gearboxes. - @seventh-june
#6034 Fixes a server crash in the Ross128b invalid ruins machine generation. The default machine ID lists for the ruins now leave out the old slicer IDs. - @NeutronSelector
- Fixes GTNH#23669
#6026 The data orb duplication recipe shown in NEI now lists the missing source orb. The recipe display had only the orb to overwrite. - @C0bra5

#6021 Fixes the Large Essentia Smeltery structure preview: hatch orientations are correct, and tier 3 and 4 previews are built at the right length. Adds a tier slider for the Essentia Diffusion Cell. The essentia output hatch is still missing from the preview. - @TheYoingLad
- Fixes GTNH#17962

#6015 The UHV Item Distributor and UHV Energy Buffer were named MAX Voltage. They are now called Highly Ultimate Voltage, which is their actual tier. - @UltraProdigy
#6014 ME Output Buses and Hatches no longer lose their stored content on server restart. The content was not being saved when items were added to their cache. - @lc-1337
- Fixes GTNH#23631
#6007 Fixes a few wrong pixels in the redstone-on button texture. - @Yoshy2002

#5999 Moves the Stocking Input Bus GUI 5 pixels to the right so it is centered. The tooltip now lists the base tier as EV, matching the EV bus needed to craft it. - @chrombread

#5998 Fixes IC2 mode in the Extreme Industrial Greenhouse with the new structure. The IC2 crop check now looks for the casing the current structure uses, so the new structure is no longer flagged as cheating. - @kuba6000
#5983 Fixes a crash when the Sparge Tower checks its structure. The crash happened when the structure check reached a layer before any output hatch list existed for it. - @seventh-june
#5977 The insufficient voltage message shows the original recipe EU/t instead of the discounted one. Before, a player could supply enough power for the discounted cost and still see a failure message. - @youkoaona
#5967 The Sturdy Printer Casing recipe now takes molten Eglin Steel instead of molten Eglin Steel Base, which could not be obtained. The amount stays at 2 ingots. - @UltraProdigy
#5960 Fixes a crash when NEI autocrafting in a Tinkers Construct Crafting Station, reported with 64 LV motors. - @noah-cope-dev
- Fixes GTNH#23618
#5959 Singleblock machines now show as active when running 1 tick recipes. This fixes the Basic Distillery not displaying its EU usage. - @Sinerum
- Fixes GTNH#23594
#5943 The Neutronium Compressor accepts input hatches now. The water singularity recipe needs a fluid input. - @UltraProdigy
#5940 The Mega Chemical Reactor accepts more than one energy hatch again. The limit of one was a mistake, since only maintenance hatches are limited to one. There is no cap at 8 hatches. - @chrombread
#5934 Fixes overflow protection on the ME output hatches, which could fail. Fixes the cell filter not updating when you swap the cell in the hatch. - @hinyb
#5920 The ME crafting input hatch (crib) now checks every pattern slot for unsupported stack types before it accepts a pattern. Fluid patterns sent to a hatch without fluid support are refused, and so are any other non-item stacks. The hatch also reports why it refused. - @Kogepan229
#5917 Reverts the earlier move of the Fluxed Electrum textures to the main texture, so the textures are back in their previous overlay layout. The earlier change had broken them. - @Auynonymous
#5916 Fixes a crash in the Fluid Regulator cover GUI when the tick rate field held text that could not be evaluated. The field now falls back to 20 in that case. - @chrombread
- Fixes GTNH#23554
#5913 Fluxed Electrum items and blocks now use the main texture instead of the overlay texture, the same way the Netherite set does. This also brings back the missing arrow and insulation on Fluxed Electrum pipes and cables. - @Auynonymous
#5879 Fixes the output overlay for the Bacterial Vat recipes in NEI. Item outputs get the normal overlay, and fluid outputs get a yellow plus sign on top of it. - @ABKQPO
#5878 Fixes a client crash on startup caused by a null pointer error when GregTech registered its world unload handler. - @Alexdoru
#5876 Tooltips that show the MAX voltage tier now display the tier name. Before, they showed "Invalid Voltage Tier". - @Ruling-0

#5861 Fixed the circuit selection menu in singleblock machines that still use the old interface. The CRIB circuit slot select panel works again, and the Solidifier Hatch mold select panel does too. - @zyf051520
- Fixes GTNH#23432
#5858 Fixed certain machine interfaces that could not be opened on recent daily builds. Phantom item slots also work again. - @chrombread
- Fixes GTNH#23466
#5851 Sheetmetal blocks now render alpha overlays, though the author could not test it with a real overlay. Sheetmetal also no longer causes redstone conductance problems. - @RecursivePineapple

#5843 Fixed the Industrial Coke Oven tooltip. It said at least 8 Heat Resistant/Proof Coke Oven Casings were needed, and it now says exactly 8. - @UltraProdigy
- Fixes GTNH#23445
#5816 Fixed the Screwdriver texture. The head and handle textures and colors were swapped, and they now show on the correct parts for every Screwdriver material. - @jude123412
#5814 Some recipes were being rewritten when they loaded, with their item and fluid amounts and their duration divided by a common factor. That rewriting is gone, so those recipes now use the numbers they were written with. It affects the BartWorks cell and dust electrolysis, centrifuge and mixer recipes, the rocket fuel recipes and a few GT++ recipes. - @StaffiX
- Note: The leading aOptimize boolean of the GTRecipe and GTRecipe_WithAlt constructors is still there but ignored, so a recipe an addon builds with it set to true is no longer scaled down.

#5801 Fixed the stocking input bus not draining items from its slot 1 while a multiblock was processing a recipe. The bus now extracts from that slot correctly. - @serenibyss
#5800 Fixes typos in English text across BartWorks, GGFab, Intergalactic, Lanthanides, KekzTech, KubaTech, GT++ and TecTech. Examples are "busses" now "buses", "accidentially" now "accidentally", and "Need exactly Sievert" now "Needs exactly Sievert". - @Yoshy2002
#5795 Fixes typos in tooltips and descriptions in the GregTech, GT++ and Good Generator lang files. Examples are "Bathe with neutrons in a hot reactor", "Be wary of your neighbours" and "Temperature Tolerance" on algae. The algae tooltips now look up the same keys that the lang file defines. - @Yoshy2002
#5794 The Cauldron recipe page in NEI is now aligned correctly. The background was offset and sized wrong before. - @Ranzuu
- Fixes GTNH#23369

#5787 Improved Primitive Kinetic Shaftbox visual appearance by moving GL overlay rendering into the texture asset. - @Ranzuu

#5784 Attempts to fix a crash on Thermos servers. Thermos ships an old commons-lang3 that lacks some methods GregTech called when compacting inventories. - @Florexiz
#5782 The Advanced Assembly Line recipe counter now counts every parallel recipe in batch mode. Before this, each finished batch added only 1 to the counter. - @StaffiX
#5779 Fixes a crash reported in #5746 in the Heated Water Pump. It happened when the pump used up a fuel item that leaves a container item behind. - @Taskeren
#5778 The Large Diesel Engine and the Large Semifluid Generator keep their efficiency, boost state and fuel state when the world is reloaded. Before this, a boosted engine dropped back to base efficiency after a restart. The obstruction warning in both tooltips now sits in the same place. - @Yoshy2002
- Fixes GTNH#20271
#5777 The single-block Canning Machines are now set up to use fluids. The author forgot to enable this when the machines were registered. - @FourIsTheNumber
#5766 The Vajra now updates neighboring blocks when you break a block with right-click. Before this, blocks next to the broken one did not react to it. - @michaeldoylecs
#5760 Redstone wire now connects to pipes that have a cover on the side facing it. Before, this only worked for machines. - @Engineer12798

#5756 The Thaumcraft infusion recipes for the Energy Converter and Absorber no longer list 2 sensors per stack. They now list 1. The recipes worked the same before, so this only fixes what was displayed. - @UltraProdigy
#5746 Hoppers and other automation can now pull leftover containers, such as empty buckets, out of the Stirling water pump. Before, those buckets stayed stuck in the fuel slot. If the fuel slot still holds more fuel when a fuel item is used up, the container drops into the world. - @Taskeren
- Fixes GTNH#23282

#5743 Fixed a bug where looking at glowing coil block recipe would always show the cupronickel coil recipe instead of the correct coil type. - @danyadev
#5733 The padding in GregTech recipe handlers in NEI is restored. The recipe layout is shifted by 2 pixels horizontally. - @slprime
#5715 The 128 and 512 Graphene dust recipes that use Ethyl Cyanoacrylate are restored. They were broken and did not produce their full output. - @UltraProdigy
- Fixes GTNH#23205

#5712 The Hypercooler ExoFoundry module cost now lists an LV Input Hatch in place of one Advanced Vacuum Casing. The cost shows 19 casings and 1 hatch. - @chrombread
#5708 Placing the Dyson Swarm controller no longer crashes the game when Galacticraft is not installed. It now uses a power factor of 1 in that case. - @UltraProdigy
- Fixes GTNH#23173
#5701 The Windmill multiblock preview in NEI now shows the dispenser. The hologram and auto placement still use hardened clay only. - @UltraProdigy
- Fixes GTNH#22956
#5691 The ME Input Bus, ME Output Bus and ME Output Hatch now show tier 4 (EV) instead of tier 3 (HV). Their recipe already uses EV hatches. The ME Input Bus with auto-pull stays at tier 6. - @chrombread
#5663 The Raw Styrene Butadiene Rubber chemical reactor recipe uses the correct fluid amounts again. Styrene goes from 36 to 72 L and Butadiene from 108 to 216 L, with Oxygen unchanged at 2000 L. A refactor had broken these values. - @chochem
#5659 Galacticraft rockets now add pollution once a second instead of every tick. Before, they produced 20 times the listed amount. - @wlhlm
- Fixes GTNH#23141
#5657 GT++ quad cell batteries are no longer tinted the wrong colour. The Lithium, Cadmium and Sodium batteries were picking up a colour they should not have. - @serenibyss

#5655 Promethium plasma now exists as a proper plasma cell. Before, there was no cell version of it. - @chochem
- Fixes GTNH#23107
#5654 Aqua Regia no longer has a chemical formula. The 2.8 change that tried to correct its composition broke platline setups and still left the formula wrong, so the formula is dropped and the recipes stay as they are. - @chochem
#5644 The Steam Input Hatch recipe works again. It broke in the last refactor. - @Ableytner
#5642 The Detrav Scanner creative tab now has its proper name. Its icon is now the Tool Scanner in place of a stick. - @Worive
- Fixes GTNH#21351

#5639 Fortune can now apply to GT ores mined by hand with non-default mining tools. The Bound Pickaxe right click now gets fortune on GT ores. Before, it only worked on small GT ores and vanilla ores, so this is a buff to the Bound Pickaxe. - @Miklebe
#5638 Fixes a loading crash caused by rare earth ore materials being defined too late in startup. The ore definitions now run with the other GT++ ore materials. - @chrombread
#5637 The Boldarnator now has its own NEI page. The page shows the correct circuit it needs, and it marks water and lava as not consumed. - @Faotik
- Fixes GTNH#22199

#5633 Several GT++ crafting recipes that were broken or missing work again: the Tesseract Terminal, the Air Intake Hatch, Extreme Air Intake Hatch and Atmospheric Intake Hatch, the Large Semifluid Burner controller, and the Steam Output Bus. The Steam Output Bus recipe had been giving a Steam Input Bus. - @serenibyss
- Fixes GTNH#23105
#5632 The LV, MV and HV Fluid Tank recipes use electric pumps again. They had been changed to oil pumps by an earlier PR (#5621), which was a mistake. - @chochem

#5631 The steam gauge on steam singleblock machines now shows the real amount of steam. It used to show half of it, so a full machine read 16000/16000 when it held 32000 L. The display now matches what recipes consume. - @chochem
- Fixes GTNH#23102

#5629 Netherite no longer has a molten form. A tag change in an earlier PR had added the smelting-to-fluid tag instead of removing it. - @chochem

#5620 Botania flowers can no longer be used in the Extreme Industrial Greenhouse. Normal flowers, reeds and cactus still work. - @C0bra5
#5615 Items with a meta id of 32000 or higher, such as the Wireless Needs Maintenance Cover, no longer show the flavor text of an unrelated material. The Wireless Needs Maintenance Cover was showing the Magnetohydrodynamically Constrained Star Matter text. Flavor text still shows on the items where it belongs. - @danyadev

#5614 The Precise Assembler tooltip line listing the Mk levels now shows a gray slash instead of a purple one between the Mk3 and Mk4 entries. - @chrombread

#5602 The Ore Drilling Plant uses the correct amount of drilling fluid again. A refactor had made it use 2 buckets for every single block mined. It now consumes fluid only when it moves down a layer. - @Spicierspace153
#5599 Multiblocks with several modes, such as the Industrial Wash Plant, no longer crash when a CRIB is attached and you switch modes. Before, a pattern mixing recipes for two machine types could leave one recipe unfinished, and switching mode then crashed the multiblock when it looked for that recipe. - @zyf051520
#5594 Molten hypogen and hypogen plasma now have textures, and hypogen and rhugnor blocks render with their own textures. Molten hypogen is animated. - @serenibyss
- Fixes GTNH#22967
#5592 Quantum chests and the infinite item holder now support simulated insertion through item IO. Pipes and other inserters can check what a chest will accept before moving items. - @hiroscho
#5586 The Stargate-related assembly line recipe no longer needs many more infusions than intended. An EFR integration recipe was gating one of its inputs. - @serenibyss
#5574 ME crafting input hatches placed before the Show Pattern option existed now show their patterns in the interface terminal by default. Before, they were hidden. - @ABKQPO
- Fixes GTNH#23034
#5572 The background in GregTech NEI recipe pages is moved 2 pixels so it lines up with the recipe layout. - @slprime

#5569 The debug input hatch now only drains fluids that are in its filtered fluid list. Before, it returned any fluid asked of it. - @chrombread
#5563 Right-clicking a purification unit with a data stick now prints the waterline message in chat once. Before, it showed up twice. - @Spicierspace153
#5562 GT++ materials now apply their tint colour to the base texture only, not to the overlay as well. Some missing outline textures are also restored, including for Hypogen, Fiery and other Nuclear iconset materials. - @serenibyss

#5541 The heat bar on steam boilers now has a tooltip showing the heat as a percentage, from 0% to 100%. - @Spicierspace153

#5536 Beamline multiblock tooltips are corrected. The LINAC and Synchrotron now list Liquid Nitrogen, Liquid Oxygen, Coolant at 60 and Super Coolant at 1 as valid coolants, and the LINAC tooltip calls the value Maximum Particle Energy. The Source Chamber energy formula and the Target Chamber mask durability line are also corrected, and the Synchrotron tooltip now shows TecTech hatch info. - @Ruling-0
- Fixes GTNH#22857
#5532 Fixes a crash when Galacticraft causes block updates while the server is starting. GregTech loads after Galacticraft, so its machine update thread pool was either missing or left over from the previous world. - @DarkShadow44
#5531 The BartWorks materials loading screen bar now runs from 0% to 100%. Before, it stopped at about 4% before moving on. - @DarkShadow44
#5523 Several GregTech achievement descriptions now say "Pick up" instead of "Produce" or "Cool down", for example Blue Steel Ingot, Aluminium Ingot, Titanium Ingot and Tungsten Ingot. The Artificial Diamond achievement now reads "Pick up an Industrial Diamond" and no longer mentions the Implosion Compressor. - @chochem
#5514 The Fluid Shaper tooltip now says its parallels scale with voltage tier instead of listing a static parallel count. The per-width line now reads "Parallels per Voltage Tier per width expansion". - @StaffiX

#5509 The bee that shared the name Essentia Bee with another bee is now called Reanimus. Existing saves are not affected, because the internal bee entry keeps its old id. - @SST-03
- Fixes GTNH#22746
#5507 Fixes a null pointer error in the digital chest that came from the ME count change in #5500. It happened when the chest's input slot was empty. - @Caedis
#5503 XL turbines no longer get maintenance issues when maintenance is disabled in the config. On servers with maintenance off, these turbines used to develop issues that could not be fixed. - @NovanOfLowat
- Fixes GTNH#22642
#5500 This bundles three fixes. Breaking a machine next to a laser or data pipe now only disconnects the pipe if the machine was actually connected to it. Digital chests now report their item count correctly to ME networks, including the contents of the input slot. The Tesla Coil cover no longer errors when removed from a tile that is not a GregTech machine. - @Glease
#5497 The achievements generated from the Assembly Line recipes now have proper names and descriptions. Before, many showed raw lang keys. The achievement page now sizes its number of columns from the number of achievements, so they no longer run off screen in 5 columns. - @boubou19

#5493 Crafting an electric item no longer gives it the charge of electric tools used in the recipe. Soldering irons crafted with an electric tool in the grid used to come out charged. - @captainjolt
- Fixes GTNH#22348
#5488 The MV Electric Screwdriver recipes now use Small Aluminium Gears instead of Small Titanium Gears. The other Electric Screwdriver recipes already used the gear that fits their tier. About 60 had not been changed yet. - @UltraProdigy
- Fixes GTNH#22745
#5485 The UMV and UXV 4k Target Hatch recipes now take 4 Diamond Lenses instead of 1. This matches the other 4k Target Hatch recipes. - @UltraProdigy
- Fixes GTNH#22742
#5483 GT++ Cactus Charcoal, Cactus Coke, Sugar Charcoal and Sugar Coke blocks no longer break instantly. They now have hardness 5 and resistance 20 and need a pickaxe of harvest level 1, the same values as the Railcraft blocks. They also drop the same variant that was mined. - @DarkShadow44
#5477 Some Chemical Reactor and LCR recipes, such as the Platinum Sludge Overhaul ones, no longer get two integrated circuits in their inputs. Recipes that only have a circuit as an item input were affected. - @UltraProdigy
#5467 Recipes with many overclocks past one tick no longer end up with 0 parallels. This caused the internal error on the Helioflare Power Forge, and it mostly shows up on the godforge EBF. The overclock speedup past one tick was overflowing for all recipes. - @Sopel97
- Fixes GTNH#22375
#5465 The item threshold text fields on the Item Meter cover and the Wireless Item Detector cover no longer crash the game on bad input. The threshold is limited to 0 and above, and the slot field is formatted as a whole number. - @chrombread
#5462 The PCB trace size setting now saves. This comes from a ModularUI2 update. - @chrombread
- Fixes GTNH#22706
#5458 The WAILA tooltip for the GT Turbo Charger now shows its stored EU. The Turbo Charger did not update the counter that WAILA reads. - @PLASMAchicken
- Fixes GTNH#22701
#5456 Sulfuric Apatite Mix has an LCR recipe again. The recipe had ended up with circuit 21 after the GT++ circuits were removed, and nothing above circuit 10 gets LCR recipes. It now uses circuit 2. - @chochem
- Fixes GTNH#22696

#5452 The GT++ Tier 2 air filter now shows its own name. Both the T1 and T2 filters used to show the T1 name. - @6C-C6
#5451 The cell for Radox Polymer is removed, since a non-molten cell is useless. Only the fluid form remains useful. - @chrombread
#5450 Fixes item aspects that came out wrong after the ore prefix refactor. Every aspect added through that path was Machina x1, and it now uses the intended aspect and amount. - @chochem
#5445 The Bacterial Vat no longer runs recipes that need radiation when it has no radio hatch. Previously the last known sievert value stayed set after the hatch was gone. - @StaffiX
- Fixes GTNH#22652
#5444 Proto Halkonite and Exo Halkonite no longer get recycling recipes. Fluid extracting them used to work, which was wrong. - @chrombread
#5441 The Data Stick in Assembly Line recipes is now shown as not consumed. It appears with a stack size of 0 in the recipe display, so it is clear the stick stays. - @Kogepan229

#5428 Turning a machine back on with a Soft Mallet now clears the powerfail event if the machine had shut down from power loss. Before this, the stale powerfail event stayed on record after the machine was re-enabled. - @CN132DAS
#5425 Superchests no longer spill items on the ground when a conveyor pushes or pulls on a full machine. The conveyor used to take items out of the output slot that it could not put back. Excess items inserted into the output slot now fall through to the chest's internal storage if they fit. - @RecursivePineapple
#5420 Fixed the L.E.S.U. storage jumping to the maximum long value with 107 Lapotronic Supercapacitor casings. Its capacity now follows the number of connected cells. - @OmdaCZ
#5405 Fixed a crash on world load with ME stocking input hatches and buses. The hatch could try to reach its ME network before it had finished starting up. - @lc-1337
#5404 The Universal Chemical Fuel Engine tooltip now lists 14 Titanium Pipe Casings instead of 93. The number was wrong. - @chrombread
#5400 Scrolling over the ghost circuit slot now goes the opposite way, matching the circuit slot in the old GUI. Shift-clicking in the circuit selector now closes the panel without the crash noted in the code. - @chrombread
#5399 Fixed an error that came up when looking at a Crafting Input Hatch (ME) with holo glasses while it held an invalid pattern. The hologram now shows up instead of failing with a server warning. - @Alexdoru
#5393 GT++ no longer generates dust recycling recipes for materials that need more than 64 items in a stack to process. This removes the infinite Indalloy 140 recycling exploit that returned free resources. - @chochem
- Fixes GTNH#22580
#5384 Several GregTech achievements can be earned again by picking up the matching item. This covers Aluminium, Titanium, Tungsten, Osmium, Tungstensteel, HSS-G and the later alloy achievements, plus the two Industrial Diamond ones. The Aluminium achievement from the EBF was not being granted. - @Florexiz
- Fixes GTNH#18712
#5376 Bartworks electrolysis recipes get back their oxygen and hydrogen gas outputs. Some of these recipes had lost them after earlier reworks. - @UltraProdigy

#5375 Fixes a crash when replacing Input Buses on machines. Item moving into singleblock machines also got a second round of fixes, so the count of stored items is now reported correctly to item sources. - @RecursivePineapple
- Fixes GTNH#22560
#5372 Input bus sorting and restacking now show up live in the bus GUI. Before, the change in the inventory was not visible while the GUI was open. - @Spicierspace153
#5368 The Focus Input Bus accepts items correctly again. It takes only items that can be focused when empty, and after that only the same item as the first stored one. - @RecursivePineapple
#5363 The Volumetric Flask now keeps its NBT data when you drag it around in the inventory after setting the capacity. Closing the capacity GUI with the confirm button now writes the capacity value back. - @chrombread
#5355 The recipe info widget in multiblock GUIs has fixed spacing and size. Rows are taller, icons have more space to their right, rows align to the left, and item names are truncated a bit shorter. - @chrombread
#5352 The Lapotronic Supercapacitor GUI now shows the average EU input and output over the 5 second window instead of the 5 minute one. The output figure used to show the passive discharge amount and now shows the real average output. - @Spicierspace153
#5350 The steam input bus GUI now shows 4 slots instead of 1, matching the bus itself. - @chrombread
#5349 Stocking input buses (ME) open their UI again. The new ModularUI 2 interface is disabled on them until they get a proper one, so the old GUI shows instead. - @Spicierspace153
- Fixes GTNH#22522
#5329 Fixed a crash with covers coming from upstream. The cover GUI panel is now created with the cover's GUI id as its name. - @chrombread
#5324 The debug input hatch now returns the exact fluid stack it was asked to drain. Machines and mods that relied on the returned stack being precise now work with it. - @chrombread
#5315 BartWorks no longer overrides the HTGR recipes. The HTGR item is now on the platinum sludge overhaul blacklist. - @Pxx500

#5312 The information icon in ModularUI 1 GUIs loads again. A previous rename had left it pointing at a texture that no longer exists. - @chrombread
#5311 EnderIO fluid conduits now connect to the T.F.F.T hatch correctly. Before, the conduit connection was broken. - @zyf051520

#5302 The Decay Warehouse no longer runs out of power when it turns on with item I/O waiting, and no longer gets stuck in a Not Enough Energy loop. Decay rates are 8 times higher than before. The recipe display now shows half-life and production per stack per second as plain numbers. - @RecursivePineapple
- Fixes GTNH#21412, GTNH#22070

#5279 All six Fused Quartz Glass variants from EnderIO now count as tiered glass. Before, only one of them did. They are HV-tier glass. Warded Glass from Thaumcraft moved to a higher tier slot in the glass tier ordering. - @chochem
- Fixes GTNH#22406
#5267 Fixes an index out of bounds error on the data repository's Elemental Data Orb Holder hatch. The circuit slot was wrong after the bigger buses change. - @chrombread
#5266 Magnetic iron, magnetic steel and magnetic neodymium no longer take slightly longer than their unmagnetized versions to shape, bend and solidify. Their density was set to 51/50 and is back to the default. - @loenaaaa
- Fixes GTNH#22384
#5262 Garnierite ore and dust can now be smelted in the EBF. Raw ore and ore blocks burn with calcite or quicklime for extra nickel. Garnierite dust burns with carbon. - @loenaaaa
- Fixes GTNH#22359
#5241 Power Goggles keep their enchantments when you link them to a Lapotronic Supercapacitor or unlink them. Before, linking or unlinking wiped the enchantments. - @serenibyss
- Fixes GTNH#22156
#5237 The hologram projector now has a heating coil channel for the EBF, Multi Smelter, Oil Cracker, DTPF, Pyrolyse Oven, HIP Compressor, Multi Alloy Smelter, Utupu-Tanuri, Vulcanus and Digester. The Mega Oil Cracker and Mega Alloy Blast Smelter tooltips now list the coil channel. The multis that gained a channel also show it in their tooltip, except the EBF, which only gained the channel. - @serenibyss
- Fixes GTNH#22320
#5229 Multiblocks that do not support batch mode no longer start with it switched on. This was introduced by an earlier change to batch mode defaults. - @VortexSo4
#5228 The seconds per item value in the new multiblock GUI recipe info now rounds to 2 decimals. Before, it showed the full unrounded number. - @chrombread
#5221 Scanners no longer start research recipes that need a higher voltage than the scanner's tier. For example, an IV Scanner no longer starts LuV recipes. - @chochem
- Fixes GTNH#22315
#5216 Marble and marble cobblestone can be macerated into marble dust again. The macerator recipe now covers every block registered as marble. - @chochem
- Fixes GTNH#22172
#5214 Scanning a Large Essentia Smeltery no longer errors. The parallel line is added to the end of the scanner info. - @Glease
#5211 The multiblock GUI recipe output list now tells apart items that share an ID and damage but have different NBT. Before, such items were merged and shown as the wrong item. - @FrostyFire1

#5205 Bacterial Vat recipe pages in NEI now show the correct sievert text. This fixes the Mutagen recipe showing the wrong sievert value, along with other biovat recipes. - @chochem
- Fixes GTNH#22232
#5203 The single recipe info text in the new multiblock GUI now shows time per item, written as seconds per item, when the rate is 1 per second or lower. Before, it showed a rate under 1 that was hard to read. - @chrombread

#5201 Opening the debug energy hatch GUI on a dedicated server no longer crashes. The voltage tier label in that GUI now uses the server-safe translation call. - @chrombread
#5200 Fixed a server crash when opening the Fluid Regulator cover GUI. - @FrostyFire1
- Fixes GTNH#22274
#5198 Regular gems can be macerated into dust again. The recipe had gone missing. - @chochem
- Fixes GTNH#22251
#5196 Text that contains a percent sign no longer shows "Format error:" when it has nothing to fill in. - @ChromaPIE
#5193 Fixed a crash when breaking a machine, such as the void miner, that has more than one Metrics cover attached. - @Worive
- Fixes GTNH#19367
#5191 Fixed incorrect rotor OrePrefixBuilder configuration that was introduced in the recent OrePrefixes enum-to-class conversion. - @Vlamonster
#5185 The lit furnace block is no longer registered in the ore dictionary as a crafting furnace. It no longer cycles with the normal furnace in the steam alloy furnace recipe and others. It also no longer produces extra recycling recipes. - @chochem

#5178 GT digital tanks show the fluid in the Waila tooltip again, with the real capacity. The earlier change to the fancy fluid tooltip broke this, because tanks with voiding mode enabled have an integer limit on capacity. An empty tank shows "Tank Empty". - @SuperSoupr
#5174 Fixed occasional display of incorrect shutdown reason messages in multiblock GUIs. Now properly shows the correct reason for machine shutdown. - @FrostyFire1
#5170 The non-wireless maintenance cover no longer shows a format error in its rotor labels. - @FrostyFire1
#5169 The maintenance cover's rotor labels now show a proper percent sign. The two labels read Rotor < 20% and Rotor ≈ 0%. - @FrostyFire1
#5160 Circuits can be sliced again in the Cutting Machine. The recipes now show up correctly in NEI. - @chochem
- Fixes GTNH#22153

#5148 Machine sound loops now play at negative coordinates and far from the world origin. Before, they could fail to start or stop at random, and the TecTec sound loop was hit most often. TecTec sounds are also now centred on the block. - @leagris
#5140 Machine sound loops now play from the centre of the block instead of a corner. Sound position is correct again for looping machine sounds. - @leagris
#5138 The tooltip on BartWorks crushed ores now says to throw them into a Cauldron to get clean crushed Ore. It used to show the Enriched Naquadah Fuel Substitute line by mistake. - @chochem
- Fixes GTNH#22114
#5136 Some multiblocks no longer crash when their GUI is opened. This comes from a ModularUI2 update. - @FrostyFire1
#5134 Fixes Ender Fluid Link covers swapping between import and export when an old cover is migrated to the new GUI. Covers placed before the GUI change now keep their original mode. - @FrostyFire1
- Note: The inverted import/export state affected only people who had already loaded a 2.9 daily build in October 2025. Coming from 2.8.4 the conversion runs with the corrected code and covers keep their direction.
- Fixes GTNH#22099
#5131 Fixed the layout of the Item Holder cover GUI. Items disappearing from or duplicating in the holder should also be fixed, such as extruder shapes vanishing from the good item holder. - @FrostyFire1
- Fixes GTNH#22091
#5129 Stocking Input Buses can change their phantom circuit by mouse clicks again. A refactor had broken this. - @Miklebe
#5128 Fixed broken textures on several GT++ fluids: Industrial Strength Hydrofluoric Acid, Sulfurous Acid, Sulfuric Apatite Mix, Industrial Strength Hydrogen Chloride, Sulfuric Lithium Mix and Lithium Hydroxide. The bug came from an earlier change. - @jude123412
#5127 Fixed the speed tooltips on the Pyrolyse Oven and Chemical Plant. They now read as an absolute speed (speed is X times tier) instead of a bonus on top of 100%. - @chochem

#5122 Fixed a crash when opening the GUI of a multiblock that has null output items or fluids. - @FrostyFire1
#5115 The default list for diesel generator pollution by tier now has entries for EV and IV (0.7 and 0.6). The old list was too short, which threw an error in the log and left the config non-functional. - @chochem
#5112 Fixed a crash caused by null values in recipes when adding the Prismarine material. GregTech no longer generates dust and gem items for it, since it had no item ID and produced nothing. The Botania prismarine gem is still picked up through the ore dictionary. - @chochem
#5098 Corrected the spelling of the Nether Semifluid name, which was shown as Nether SemiFluid. - @JustACasualDay
- Fixes GTNH#22027
#5090 Added the missing glowstone nanite and glowstone cell textures. The nanite texture is animated. - @jude123412
#5086 Fixed a client crash when an ore block had an invalid or negative meta value. This was seen when a Special Mobs ninja skeleton disguised itself as an ore block. Such values now fall back to safe defaults instead of crashing. - @RecursivePineapple
#5081 The Fluid Canner no longer outputs a fluid stack when the drained amount is zero or negative. This fixes the empty-fluid output seen in a linked issue comment. - @chochem
#5078 Netherite no longer gets automatically generated recycle recipes. - @chrombread

#5075 Fixed a crash on dedicated servers caused by the ModularUI 2 cover GUIs. The wireless activity detector cover and the other covers with mode buttons (filter direction, filter type, machine processing condition, transfer mode, advanced redstone gate mode) are affected. - @chrombread
#5074 Fixed a crash that could happen when items were thrown into a cauldron to be cleaned or washed. Dust washing, crushed ore washing and dough making in a cauldron now reset the item's movement and position through one shared routine. - @querns
#5073 Carbon ore items are back. They were removed in a bad merge, which caused error spam in daily 187. - @chochem
#5071 Gas ice ores no longer produce dusts. Ice ores of Hydrogen, Nitrogen, Oxygen, Methane, Carbon Dioxide, Sulfur Dioxide and Ammonia only get ore and raw ore items, and their fluid extraction recipe is kept. - @Miklebe
- Fixes GTNH#21971

#5062 Ice ores for the gases (Hydrogen, Nitrogen, Oxygen, Ammonia and others) get ore support again in the new material builder. They are set up with ore items and an ore multiplier of 4. - @Miklebe
#5060 Klein bottles in fluid canners no longer stay stuck at the capacity from their first run. Their capacity is now worked out each time, including in the Turbocan Pro. - @Bjdufre1
- Fixes GTNH#20404
#5057 Some long rods in the Radio Hatch had the same mass as their normal rod. The normal rod of those materials now has a mass of 1 instead of 2, so the long rod is heavier again. - @chochem
- Fixes GTNH#21274
#5051 Tooltip fixes for three multiblocks. The Elemental Duplicator now says the limit of 1 applies only to the Data Orb Repository, and that the programmed circuit (1-16) selects which Data Orb to use. The HIP Compressor structure height is now 10 instead of 8. The Void Miner tooltip now marks the input bus and input hatch as optional and says what each is for. - @DylanTaylor1
#5045 The Alkalus Disk item texture now renders its transparency correctly. - @ABKQPO
#5040 Fixes the title bar rendering issue in MUI2 multiblock GUIs that only occurred when the maintenance hoverable was present. - @FrostyFire1
#5032 Multiblock controllers using the new ModularUI2 screen now have cover tabs, like singleblocks. Opening a cover from a cover tab on a ModularUI2 singleblock no longer crashes. - @FrostyFire1
#5031 Fixed MUI2 multiblock GUIs resetting shutdown duration to zero every time the interface is opened. - @FrostyFire1
#5025 Fixed multiblocks with many parallels that could never eject one parallel of a recipe. This showed up on the Naqline Centrifuge with 72 parallels or in batch mode. It happened when a recipe makes a large amount of one output and a small amount of another. - @RecursivePineapple
#5020 ME Output Bus items no longer get stuck. If AE2 cannot take all of one stack, the bus now goes on to the next stack in its cache instead of stopping. Fluids already worked this way. - @hiroscho
#5018 Fluid canners empty volumetric flasks again. A misplaced curly bracket had stopped the empty step from running. - @couref
- Fixes GTNH#21865
#5015 Fixed the overclock correction used when a recipe runs in under one tick. The Mega Vacuum Freezer with Subspace Cooling now behaves the way its description says. The number of overclocks is now limited by the voltage tier or the power tier, depending on whether the machine uses amperage overclocks. - @Vlamonster
- Fixes GTNH#21657
#5007 The 5 minute and 1 hour difference lines on the power goggles now follow the reading type setting. They show EU and EU/t, EU only, or EU/t only, as configured. - @FrostyFire1
#5006 Fixes a crash that happened when a GregTech machine marked its chunk as changed while its data was still loading. - @SKProCH
#5004 A Block of Ichorium now macerates into 2 Ichorium dust, where the auto-generated recycling recipe gave 2 ingots. The Nether Quartz block recipes were also moved into the macerator recycling category. - @chochem
- Fixes GTNH#19870

#5002 Circuit imprint slicing recipes are registered in the Cutting Machine again. They had stayed in the Microwave Slicer recipe map after slicers were deprecated. - @VortexSo4
#4998 Forming Press outputs no longer get a coin mold timestamp when the recipe is not a coin recipe. This happened when a Credit Coin mold was sitting in the input bus next to another recipe's inputs, for example silicon. The timestamp stopped those outputs from stacking. - @zyf051520

#4994 The wrench overlay lines on blocks now scale with the window height. On 2K and 4K displays they were thinner than at 1920x1080. They now keep the same relative thickness at any resolution. - @Kynake

#4991 The Large Essentia Smeltery no longer power fails when pollution is enabled. It now vents pollution through its muffler hatches without checking that the space above the muffler is air. The smeltery places gas blocks there, so the old check failed with "Failed to output the pollution". - @kopatych3348
- Fixes GTNH#18214, GTNH#21556
#4990 Inserting Pam's Flesh Root seeds and other nether seeds into the Extreme Industrial Greenhouse no longer crashes the game. - @TheYoingLad
- Fixes GTNH#21414
#4979 The dynamism tablet can do maintenance on multiblocks again. The rewrite had caused the maintenance hatch to reject it as a fake player. - @sisyphussy
#4978 The Void Miner tooltips no longer list Mining Pipes for the input bus. The input hatch is now actually optional, matching the tooltip. In batch mode, the noble gas use now scales with the 16x batch multiplier instead of always using 1. - @chrombread
#4972 The Advanced Assembly Line no longer throws a divide by zero error. The cause was the output stack being reduced while it was being ejected. - @RecursivePineapple
- Fixes GTNH#21692
#4971 Pollution data is now cleared when a world unloads. Before this, the old data could be reused after logging out and back in, and the world stayed in memory. - @DarkShadow44
#4966 The GT++ Fish Catcher and Pest Killer interfaces open again. - @Bjdufre1
- Fixes GTNH#21633
#4964 Drone Downlink Hatches now connect to the Drone Centre when used in Good Generator and TecTech machines. This includes the Precise Assembler, Lapotronic Supercapacitor and Tesla Tower. Right-clicking an unconnected hatch now only prints the no connection message and no longer places a block against it. Shift-clicking with a block skips the message and places the block. - @guid118
- Fixes GTNH#21143
#4956 Steam output hatches no longer auto-output. An earlier change had turned it on by mistake. - @sisyphussy
#4955 Godforge Molten, Plasma and Smelting modules no longer overflow when they work out a recipe's total EU. High EU/t combined with a recipe longer than 1 tick could do this. The Molten and Smelting modules now show the startup power message when there is not enough energy. - @52871299hzy
#4951 Two default polymerization recipes now use 15 ingots worth of the base fluid instead of 14. One outputs 3,240 and the other 4,320 of polymer. The 14 came from an error made in an earlier large PR. - @chochem
#4947 Veinminer now drops the right item count for GregTech items. The fix changes the stack limit of removed placeholder prefixes from 1 to 64. - @Glease
#4944 The hot netherite ingot is disabled. It had no use and no texture. - @chochem

#4942 Stripped logs now count as valid logs in the Charcoal Pile Igniter. Any block that is a log type is accepted. - @Glease
- Fixes GTNH#21533
#4941 Reading the info data of a GT cable with no power path no longer crashes. The cable now shows the red failure message instead. - @chochem
#4935 The hologram projector now places the LSC capacitor that matches the capacitor channel tooltip. Before, the channel number and the placed capacitor did not line up, and channel 1 gave empty capacitors. The UHV and UEV capacitors now use their own storage values instead of the max long value. - @TheYoingLad

#4922 Loading a chunk with thousands of GregTech machines no longer causes a stack overflow. The overflow came from adjacent machines updating each other in a chain while the chunk loaded. - @RecursivePineapple
#4879 The TFFT Hatch now reports fluid changes to AE when fluid is injected through the TFFT Tank's input hatches. When the TFFT Tank is destroyed, the hatch no longer shows phantom fluid to AE. - @zyf051520
#4550 Fixed multiblock GUI titles that were not wrapping to new lines when long enough. Titles now properly break into multiple lines instead of overflowing the GUI bounds. - @chrombread

#4441 Previewing the decay warehouse structure no longer crashes. Machines placed by the structure preview now face south. The body says the fix is only needed in nightlies, where the decay warehouse PR clashed with the superchest rework. - @RecursivePineapple
- Fixes GTNH#20031
#8313 Fixes a formatting error in the Tier 3 wetware calibration line of the Nanochip Assembly Complex info screen. The percent sign in the catalyst medium line now displays correctly. - @chrombread
#8162 The Electric Blast Furnace structure tooltip no longer misleads about output hatch positions. It now says any bottom casing, or any top casing for fluid output. - @Nana-Sakura
- Fixes GTNH#26884
#7533 The Extreme Heat Exchanger tooltip goes back to its earlier max SC Steam output numbers. The previous change was made from a duplicate issue. Lava shows 640,000 per tick, Hot Coolant 1,280,000 and Hot Solar Salt 160,000. - @Sanduhr32
#7530 The structure size in the tooltips of the Manual Transformer and the legacy Larger Turbine was wrong. Both now list the dimensions in the right order. - @UltraProdigy
#7515 The GregTech loading screen message shown during post-init now uses the correct text key. Before, the raw key could show instead of the text. - @Ranzuu

#7512 The Precise Assembler structure preview no longer shows an output hatch. Neither of its modes has a fluid output slot, so the hatch could not be used. - @Ableytner
#7451 The Large Essentia Smeltery tooltip now has a blank line before the channel info. The line was missing a space. - @DylanTaylor1
#7410 The W boson symbol in the beamline now shows a superscript plus instead of a superscript minus, matching the W+ texture. - @xicoa
#7243 Foundry module tooltips now show the current numbers. Helio Cast Reinforcement lists an Overclock Factor increase of 0.08, Greater Fate lists 8 extra parallels per tier with Streamlined Casting, and Streamlined Casting lists an extra 80% base speed with Superdense Casting Basins. - @chrombread
#7061 Fixed a null pointer exception seen during gameplay when a machine's colour was read while it had no base tile entity. - @YannickMG
#7046 Fixed the spelling of "intelligence" in the Stemcells and Biocells tooltips. - @Shadowsoftime99
- Fixes GTNH#25143
#6805 Fixed MUI2 synchronization issues by adding debug mode and creative checks to setters, and corrected class name capitalization. - @TheYoingLad
#6507 The gray GUI theme had a doubled word in its internal name. It is now corrected. - @Ranzuu
#6285 Fixed typos in a Cleanroom error message and in the Refined Glue chemical formula text. The Industrial Sifter tooltip now puts the controller at Front bottom center instead of Bottom bottom center. - @Yoshy2002
#6279 Refactored filter update message localization in ME output hatch to centralize translation logic. - @hinyb
#6253 The UV Chemical Reactor name had a typo. It is now called Ultimate Chemical Performer instead of Ultimate Chemical Perforer. - @UltraProdigy
#6238 The auto-pull ME fluid input hatch description now says it is a fluid input. It said item input before. - @Eldrinn-Elantey
#6237 The Mining Drone MK-XII name was missing its closing bracket. It now reads Mining Drone MK-XII (UMV). - @Eldrinn-Elantey
#6217 Removes a few redundant material tooltips. These were the Flawed Crystal and Plate recipe hints on some BartWorks and GoodGenerator materials and a Godforge shard tooltip. - @iouter
#6179 Fixed the Universal Chemical Fuel Engine tooltip. Two sentences about the promoter were run together without a break, and they are now split into separate lines. - @Ranzuu
- Fixes GTNH#23916

#6106 Fixed spelling error and added proper shutdown reason localization for insufficient dynamo power state. Improves error message clarity for players. - @Yoshy2002
- Fixes GTNH#23904
#5418 The Antimatter Generator tooltip now says a cycle lasts 5 seconds instead of 1. The Antimatter Forge and Antimatter Generator tooltips also get small wording fixes, and the Forge's stabilization fluid note moves up next to the stabilization text. - @DylanTaylor1
#5348 The chemical formula of Diatomite is now correct. The brackets around the iron oxide part were missing, and it now matches the recipe. - @chochem

#5346 Bolts made of the Ender IO alloys and similar materials no longer face the wrong direction. The bolt textures were replaced for crystalline, darksteel, energetic, melodic, spacetime, stellar and vibrant, among others. - @ABKQPO
- Fixes GTNH#22478
#5339 The Industrial Laser Engraver tooltip now shows the energy hatch limit info for glass. The line was missing before. - @UltraProdigy

#5326 Fixed a spelling mistake in the sleep message. It now reads "The downsides of life no longer affect you." - @arch1t3cht
#5035 The Industrial Dehydrator (Vacuum Furnace) tooltip now says its parallel, speed and EU efficiency are fixed. It used to describe them as dynamic. - @chrombread
#5033 The muffler button on ModularUI2 multiblock GUIs moves one pixel to the right. This matches where it sits in the old GUI. - @chrombread

#5024 The Auto Crafter no longer shows a second max parallel line in its Waila tooltip. Only one line is shown now. - @Eldrinn-Elantey

#6686 Fixed GT++ cells being overwritten by GT cells during game startup. Materials now defer fluid and cell registration until explicitly called during preInit. - @Luca-Guettinger
#6664 Fixed ME Stocking Hatches spamming a Exception in the log every tick when the owner UUID is null. - @Luca-Guettinger
#5517 The cape list loader no longer downloads the old name-based cape list. The UUID cape list pattern had a stray regex suffix that kept it from matching, and that is removed. - @glowredman
#7870 Removed incorrect output hatch requirement from Source Chamber structure tooltip. The Source Chamber has no recipes that produce fluids, nor does it accept output hatches. - @Angry3vilbot
- Fixes GTNH#26474
ProjectRed
#82 Fixed ProjectRed Red Alloy wires not providing redstone power to machines or lamps. - @Luca-Guettinger
- Note: Red Alloy wire starts powering lamps and machines again, so anything wired to one may switch on the first time you load in.
- Fixes GTNH#24592, GTNH#24634
#60 [check your build] The Auto Crafting Bench now matches NBT when it checks and takes ingredients. It no longer crafts with items whose NBT differs from the recipe plan. Crafts that relied on mismatched NBT, such as renamed or enchanted items, will stop working. - @Worive
- 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.
#97 Flipped ProjectRed comparators now show the + and - signs on the correct sides. - @Algent
- Fixes GTNH#26991
#94 The name textbox in the integrated circuit redraw screen now has a full grey border. The right and bottom edges were missing before. - @Ranzuu
#86 The IC Workbench toolset label "Primatives" is now spelled "Primitives". - @PLASMAchicken
- Fixes GTNH#26150
#85 ProjectRed devices such as the Item Importer no longer lose the items in their internal buffer when the world or server is reloaded. The buffer contents are now read back correctly on load. - @ModularityEnjoyer
- Note: Items that ProjectRed devices dropped from their internal buffer on earlier world loads are gone for good. From now on items in an Item Importer survive a world load.
- Fixes GTNH#25041
#75 The Dynamic Item Responder Chip now accepts any item it finds in the inventory, including item types that a locked drawer is set to but holds none of. Before this, it would not route items into such a drawer. - @Dragovorn
#68 Fixes how array gates handle pulses. The AND Cell now reads its inputs and outputs on a scheduled tick. - @Engineer12798
#67 Lamps that are not full blocks render their glow effect again. The fix was tested with Sampsa's shaders. - @Worive
- Fixes GTNH#23112

#65 The Dynamic Item Responder Chip now sends items into locked Storage Drawers that are empty but still set to an item. Before this, the chip skipped those drawers. - @ModularityEnjoyer
- Fixes GTNH#23020
#62 Fixes two item duplication exploits in the Project Bench. One happened when crafting in it, the other when shift clicking the craft button with an item recipe plan. - @PLASMAchicken
#59 The Block Breaker and Diamond Block Breaker no longer crash the game when they break a block that looks up its tile entity from the position used for the break sound. The sound and particles now play at the broken block instead of at the breaker. - @DarkShadow44
BetterQuesting
#258 Fixed LAN syncing so that quest and task completion properly sync between the server host and other players, eliminating buggy repeated completion notifications. - @danyadev
- Fixes GTNH#19269

#263 Questbook scrollbars are now hidden when there is no more text or content to scroll. This applies to the description, task and reward panels. - @mattiasploesch-cpu
- Fixes GTNH#26769
#254 The quest button text now reads View Dependents instead of View Dependants, matching American English. - @fbfnysnshnsgnwg
#250 Quest file names are now stripped of the new colour formatting, including & codes, hex colours and gradients. Before, only the old section sign codes were removed. - @UltraProdigy

#234 Item names in the quest book reward and task panels no longer show their own colours and formatting. Names with rarity colours were hard to read on some themes. - @UltraProdigy
- Fixes GTNH#25108
#229 Copying a quest ID no longer crashes the game to the main menu on macOS. The quest lines and bookmarks screens now use the game's own clipboard call, which lwjgl3ify replaces with the SDL clipboard. - @danyadev
- Fixes GTNH#24492

#214 The Open Quests keybind now works when it is bound to a mouse button. Before, pressing it did nothing until you also pressed a keyboard key. - @fowdre

#204 The item selection list in the quest editor no longer drifts while items are still loading in. Your scroll position stays where you left it. - @sudojunior
#202 Fixed a crash when opening certain quests on a server. It happened with quests that have vending machine trades attached while rewards were disabled. - @cubefury
- Fixes GTNH#24324
#197 With monochrome text turned on, URLs in quests are clickable again and show an underline. They stay uncoloured. - @UltraProdigy
#190 Fixed a crash when a quest notice is posted for a quest that has no icon set. - @Alexdoru
- Fixes GTNH#23646
#188 Fixed a crash when searching quests that have an empty required item entry in a retrieval task. - @Alexdoru
#187 Quest notice popups now carry the quest name, so a mob kill quest no longer shows its raw UUID when the client has not yet synced the quest database. This happened on first join, or after a restart if the quest refreshed while you were offline. The fix is an attempt, per the PR. - @Eldrinn-Elantey
- Fixes GTNH#23296
#183 The text in the reward claim popup now uses the colour of the current quest book theme. Before, it was always white. - @UltraProdigy

#180 Boss bars no longer show up when you view a Mob Hunt task in the quest book. This was visible with the Twilight Forest bosses in the "Kill All the Things" quest. Boss bars for real bosses in the world still work with the panel open. - @ModularityEnjoyer
- Fixes GTNH#22849
#178 Fixed quest name notifications on the server to properly display localized text instead of showing raw keys. - @iouter
#175 Text in the quest GUI now breaks lines at the right place in languages that do not separate words with spaces, such as Chinese and Japanese. - @ghostflyby
#173 Opening a quest line no longer crashes the client when a quest has no icon set. Such quests now show a placeholder item instead. - @ah-OOG-ah
#172 Quest text width and line wrapping now use GTNHLib's string methods when GTNHLib is loaded. This fixes problems when used with the custom font PR and Angelica's custom fonts. Without GTNHLib the old code runs. - @DeathFuel
lwjgl3ify
- #244 Restored full-resolution Retina rendering on macOS, doubling the game's rendering resolution in both dimensions, while fixing the cursor position shift when the mouse is grabbed. - @danyadev
- Fixes #215
- #283 Fixes the crash on launch in lwjgl3ify 3.0.1. The loading progress hook now loads earlier through a class transformer instead of a mixin. The window loading progress option is now checked when the progress update runs. - @eigenraven
- Fixes #282
- #375 The Windows taskbar button now shows the game's window icon instead of the Java icon. The game window is created hidden and shown once the icon is set. - @Eldrinn-Elantey
- Fixes #347
- #374 On macOS, the view no longer jumps when you grab the cursor again after switching away from the game. LWJGL is also updated from 3.4.2 to 3.4.3. - @danyadev
- #364 Fixed the game not starting when the relauncher option to hide its settings on launch is on. The game exited with no window and no message. It now relaunches with the saved config. - @wufe8
- #363 Fixed scroll notches getting lost on high-resolution mouse wheels, mostly after changing scroll direction. Hotbar switching now registers every notch, and forced discrete scrolling no longer jumps 4-5 slots at a time. - @kevinrudde
- #362 Fixed the relaunch failing when the game paths contain non-ASCII characters. This hit Windows users with an accented or Cyrillic username, whose relaunched game died with a ClassNotFoundException. - @alppp
- #352 Fixes an occasional black screen at startup where the game never started rendering and had to be force-closed. The window size is now ignored when SDL reports it as zero or negative. - @Algent
- #346 Ctrl shortcuts now work on non-Latin keyboard layouts such as Russian. The shortcut goes by the physical key position, so Ctrl+V on a Russian layout pastes. Latin layouts like AZERTY, QWERTZ and Dvorak still trigger on the key that prints the letter. - @slprime
- Fixes GTNH#23315
- #344 Fixes keybind letters leaking into the next text box. Keys pressed in JourneyMap, such as the map keybind, no longer show up as the first letter in chat or in a new waypoint name. - @Algent
- Fixes GTNH#23831, #342, GTNH#25195
- #339 Fixes double typing in the Book and Quill screen. Text typed in a book now goes in once, and IME input works there. - @tiffit
- Fixes #326, GTNH#24910
- #336 Fixes a crash at startup when the class loader exclusion lists contained a null entry. This was reported with KaizPatchX and SwanSong. - @Kai-Z-JP
- #330 Fixes double hotbar scrolling on Linux under X11. A single scroll wheel notch no longer counts twice. - @Redderpears
- Fixes #328
- #321 The Chinese IME now activates on sign editing, book writing and Xaero's Minimap waypoint screens. Before this, those screens could not take Chinese input, while the chat box could. - @qiuxtao
- #290 Keyboard input in OpenComputers monitors works correctly again under lwjgl3ify. Keys are now reported using the keycode rather than the physical scancode. - @eigenraven
SGCraft
#27 [world data] The Stargate ring now forms fully when its blocks span a chunk boundary. Before, blocks in the neighbouring chunk could stay unformed until you logged out and back in. - @pierrei
- What to do: No step is needed before you update. 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.

#22 [check your build] The Stargate base block now faces you when placed, including in the east and west directions. Before, it was flipped 180 degrees when placed east or west, and so were DHDs and interface and power blocks. Blocks placed facing east or west before the update turn 180 degrees. - @Yoshy2002
- What to do: Check every Stargate base, DHD and interface or power block that faces east or west: it is turned 180 degrees after the update, and an east or west gate now takes travellers in and puts arrivals out on the opposite side, possibly into whatever was built behind it. To fix one, break it and place it again from the side you want it to face; ring formation and DHD links keep working.
- Fixes GTNH#19664

GT-New-Horizons-Modpack
#27113 [recipes changed] The SAG Mill recipes that turned sand and red sand back into sand with a 50% chance are disabled. They cost energy and returned the input. Sand-to-silicon processing in the SAG Mill stays disabled. - @DreamYao520
- What to do: If a setup feeds sand into a SAG Mill, remove that step, since the recipe no longer exists.
- Fixes #27108
#27079 The default OpenComputers signal queue size goes from 256 to 1024. Computers can now hold more queued signals before new ones are discarded, and clipboard pastes can be up to 1024 lines. - @hinyb
#27058 Mothership blocks show in NEI again. Only meta 0 and 1 of the Amun-Ra machine block were meant to be hidden, but the whole block was. - @Yoshy2002
#27051 Newly generated Ross 128 b ruins no longer pick the deprecated Fluid Canner or Plasma Arc Furnace in the LV to EV machine lists. The pack config still held these after the GT5 defaults changed. - @DreamYao520
#26946 Roguelike dungeon chests in Tundra biomes now get the GTNH ice dungeon loot tables. Tundra is not tagged as snowy, so these dungeons were missing them. - @ctierney123

#26897 Fixed a typo in the Personal Space config for the Chisel laboratory block. The block name now matches the real one, so it is accepted in the allowed block lists. - @ABKQPO
#26883 Small and tiny piles of lithium dust now have their own burn times. Before this, they burned inconsistently compared to each other. - @mattiasploesch-cpu
- Fixes #26872
#26582 Obzinite tools and tool parts now show Obzinite in their names. Before this they kept showing Alumite, because the Tinkers' Construct tool and part names were missing from the GTNH override file. - @Eldrinn-Elantey
#26287 NEI no longer hides the Reactor Chamber and a few other IC2 blocks that are still used. A wildcard in the hidden items list was catching every IC2 generator block, and it is now limited to the intended ones. - @Algent
#26230 The tooltips on Electric Boots of the Meteor and Electric Boots of the Comet now say they charge at MV. They used to say HV. - @chazzybearr

#26191 The Ore Finder can find Lootgames dungeon wall and light blocks again, so you can locate dungeons with it as the wiki describes. A recent change had stopped it from matching them. - @Algent
#26125 The Dimensionally Transcendent Plasma Forge trophy name is spelled correctly now. It was missing the doubled c fix and read "Transccendent" before. - @Angry3vilbot
- Fixes #26123
#25675 The in-game server list works again. A missing comma in the server list file had broken it. - @StoneLegion
#25597 Lootbags that were meant to give Borosilicate Glass now give it. The loot entries pointed at an old BartWorks glass block, and they now point at the tiered glass block with the same amounts and chances. - @UltraProdigy
#25509 Zombies from the Roguelike Zombie Spawner spawn with their armor again. The Village Names option that stripped armor from villagers and zombies is now off by default. The pack author could not reproduce the rendering bug the option was meant to avoid. - @tiffit
- Fixes #25085
#25494 Eating eggplant no longer makes chickens angry. Each animal now has an exclusion list for food keywords, and hamburger is excluded for pigs. Wing now triggers chickens, bacon and ham trigger pigs, and lamb triggers sheep. - @zaru-noodles
#25415 Several NEI collapsible item groups matched the wrong items and are fixed: GregTech Extrusion and Chisel Buses, DreamCraft dusts and rods, and Et Futurum stripped wood logs. GoodGenerator and Tinkers Defense ingots now collapse into the ingots group. Carpenter's Gate, Ice Door, Arcane Door and Ravaged Brick Fence also join their groups. - @zaru-noodles
#25322 JourneyMap entity icons are fixed. The GTNH icon folder and the 2D folder were merged, because having the GTNH folder as the default caused problems. - @UltraProdigy
#25141 End asteroid generation settings were updated to match a GT5-Unofficial change. The max range is 15, the min range is 5, and the probability weight is 4. Before, these were 200, 200 and 300. - @LazyFlesh
#25113 The default cleanroom config now allows the new borosilicate glass blocks. It replaces the deprecated glass block entry with the new tiered and extra glass entries. - @Auynonymous
#25084 Adds a default number formatting config. Fluid amounts shown through the shared formatter display in L again instead of mb. - @UltraProdigy
#25062 The tooltip on Tinkers Construct oreberries was wrong. It described IC2 crops and a low light requirement. It now says they can be placed on empty Crop Sticks and points to NEI for the growth requirements. - @koolkrafter5
- Fixes #25061
#24952 The questbook language file is now force-loaded, so quest text loads from it reliably. - @Eldrinn-Elantey
#24905 The loading screen tips about crops referred to IC2 crops, which no longer match the crop system. They now describe Crops NH: nutrient points from biome tags and high humidity, weeds spreading weeds and diseases, and what resistance, gain and growth do. The Oreberry tip now says crop sticks instead of Cropsticks. - @C0bra5
- Fixes #24880
#24772 Bone Binding can now be crafted in the Part Builder. It was blocked before, which looked unintentional. - @Luuccc
#24698 Fixes the default GT machine color. Newer GregTech versions split the GUI color into its own setting, so the machine color default is now 255, 255, 255. The GUI metal color keeps its old default of 255, 220, 210. - @ABKQPO
#24525 ThaumicHorizons potions now have fixed IDs from 135 to 139. After a change in effect loading order, some effects were being overridden by mods that load later. One result was the Well Fed effect from food being replaced by Cinder Coat. - @cxielumo
- Fixes #23616
#24343 Some lootbags were not giving items because of wrong item names. The Compressed Charcoal entry is one that was fixed. The diff is cut off, so the other corrected entries are not known. - @NotKaizul
#24314 A Crops lootbag was missing its whole battery group. It now has the group again, with three entries at 30 chance each: the charged battery (50000 EU), a GregTech item and a GregTech machine. - @Dynamiczbee

#24026 CropsNH seeds from LV, MV and HV lootbags now come out scanned. Before, they came out unscanned. - @C0bra5
#23959 Nether Gardens and Glow Flowers spawn in the Nether again. The Fether config conversion had set every generation rate to 0, so a fixed config file now ships with the pack. - @glowredman
- Fixes #23946
#23954 The Real Bottled Jaegermeister trophy now points at the correct item. It could not be earned before because the config named the wrong item id. - @C0bra5
#23949 Lootbags no longer drop the Crop Manager machines that were removed before CropsNH. The drops are gone from the loot tables. - @Yoshy2002

#23797 The Your Resources, Hand It Over blood magic meteor now uses a different GregTech machine as its focus item. The old id pointed at the wrong block. - @Dream-Master
#23771 The Real Bottled Jaegermeister trophy now uses the correct item id, so it shows the right item. - @C0bra5
#23755 Loot bag entries, the quartz tool mining levels and the nether wood microblock list pointed at the old Harvest the Nether names. They now use the Fether names, so the glow flower seeds, nether garden, quartz tools and nether logs, leaves and planks work as intended. - @UltraProdigy
#23743 The Real Bottled Jaegermeister achievement and trophy work again. They pointed at an item from Crops++, which was replaced by CropsNH, so the achievement failed to load. - @glowredman
#23620 Removes the error spam the texture loader wrote to the client log. Game loading is about 2 seconds faster on the author's machine. The author reports the main menu pictures and the planks texture still look right. - @danyadev

#23460 Fixes a crash on world creation caused by the removed slicer machine IDs in the BartWorks config. The LV to IV slicer entries are gone from the config. - @LazyFlesh
#23459 The BartWorks config no longer lists the metadata of the deleted EV Slicing Machine. This follows the removal of the slicer in GT5-Unofficial. - @UltraProdigy
#23338 The Legacy IronChest Textures resource pack now works. It was zipped with an extra folder around its contents, so the game could not read it. - @Caedis
- Fixes #23335
#23299 Tin Gear Bushing no longer appears in mineshaft corridor and Railcraft workshop loot. It has no use in the pack. - @UltraProdigy
- Fixes #23297
#23124 The Adventure Backpack tank overlay no longer covers the potion effect timers in the bottom right corner of the screen. The overlay moves left by 34 pixels, and effect times stay readable at different GUI scales. - @mazunki
#22889 The Draconic Evolution reactor goes back to the ^0.3 fuel usage formula. An earlier change had switched it to the linear formula by mistake, so reactors burned fuel at the wrong rate. - @StaffiX
#22438 The rolling pin found as dungeon loot is now an aluminium one with 12800 durability. The old steel pin was not craftable. - @chochem
- Fixes #22431
#22210 The IC2 reactor chamber is now on the Dislocation Focus blacklist, so the focus can no longer move it. - @SuperSoupr
#22162 Forestry backpacks now accept Et Futurum Requiem items. Sweet berries and glow berries go in the forester's backpack, rabbit foot and hide in the hunter's backpack, and blackstone, deepslate, tuff, smooth quartz and similar blocks in the builder's backpack. - @CN132DAS
- Fixes #21920
#22056 The diesel generator pollution config had too few entries. The wrong length logged an error and left the setting non-functional. EV and IV values (0.7 and 0.6) are added so the config works. - @chochem
#21930 The Forest dungeon from Roguelike Dungeons spawned incorrectly. It now generates properly. - @WanderingHero
#21586 Soulbound and Soul Tethered enchantments now work on items in bauble slots. Items worn there are kept on death. - @tomprince
#25116 Fixed several NEI collapsible groups. The Diamond Frame Box is now in the frame box group, and the Pellet Extruder shape is in the extruder shape group instead of the mold group. Some Et Futurum Requiem wood types were not in a group, and regular and stripped logs are now in separate groups. - @NotKaizul
#24292 The Dyson Swarm and Dimensionally Transcendent Plasma Forge achievements swap places on the achievement page. Dyson now comes after the Plasma Forge, as in the quest book. - @glowredman

#22426 The Blood Altar trophy now sits on the ground instead of floating. - @chochem
ThaumicEnergistics
#104 [recipes changed] Fixed the Arcane Terminal's contents showing up in other terminals after you used it. The deprecated Essentia Monitoring recipes and research are removed, because the AE2 terminals, level emitter, monitors and cell workbench handle essentia. The Essentia Cell Workbench recipe now turns into the AE2 Cell Workbench. - @lc-1337
#141 Vis Relay Interfaces connect to the ME network properly again. The Memory Card now works on them on servers. - @Kogepan229
- Note: An intra-cycle regression fix. Vis Relay Interfaces keep their memory card links across the update.
- Fixes GTNH#25891, GTNH#26385
#140 The Vis Relay Interface uses an ME channel again. Since an earlier rewrite it had been attaching to a cable and working without taking one. - @Mrnikbobjeff
- Note: A regression introduced and removed inside the 2.9.0 cycle. Vis Relay Interfaces used one ME channel before and use one now.
#139 Fixed stale essentia data staying in legacy essentia cells. Old cells that store stacks with gaps now have leftover entries cleared when the cell is saved. - @Kogepan229
#138 Essentia in cell tooltips and formatted cell filters now show their name in the aspect color. Before, they showed as null followed by the name. - @Sanduhr32
- Fixes GTNH#25916

#137 Fixed old essentia cells loading with wrong type and stack counts, which showed up as an overflowing essentia cell. Old cells do not store those counts in their data. - @Kogepan229
- Fixes GTNH#25653
#136 Fixed compatibility with Forge Multipart for AE2 cable buses and parts. Part GUIs, the AE wrench focus, vis source lookups and cable color detection now find parts inside multipart hosts. - @Kogepan229
#134 Fixed a crash that kicked the player from the game when opening the Arcane Assembler, Distillation Pattern Encoder or Knowledge Inscriber. The GUI titles now use the standard gray text color. - @Ranzuu
- Fixes GTNH#25047
#128 Fixed a client crash when an essentia storage cell is put into a Cell Workbench, for both normal and essentia workbenches. - @Kogepan229
- Fixes GTNH#24440
#127 The Cell Microscope now scans cells that sit inside ME Drives. Before, the scan did nothing for drive contents because the client cannot see those cells. - @Kogepan229
#122 Every slot in the Arcane Crafting Terminal was drawn 1 px off. The layout is now shifted back into place. - @koolkrafter5

#121 Fixed item transfer failing in the Arcane Crafting Terminal, so AE2 can now extract items into the crafting slots. Ctrl+click on the result slot now crafts a stack into your hand, like the regular AE2 terminal. Arcane NEI recipe filling also fills the crystal slots correctly. - @czqwq
#117 Fixed primordial pearls being consumed when crafting in the Arcane Terminal. Thaumcraft and Forbidden Magic recipes that keep the pearl now do so. Warp from crafted items should now apply too, but this was not tested. - @koolkrafter5
#114 Fixed the NEI overlay button for moving items into the Arcane Terminal, which broke after slot positions changed in Aspect Recipe Index. Vanilla, Thaumcraft NEI Plugin and Aspect Recipe Index recipes now have separate handlers. Each handler is only registered when its mod is present. - @koolkrafter5
#113 Fixed shift+click putting items into the Arcane Terminal's crafting grid slots instead of the terminal's storage. - @koolkrafter5
#109 Fixed the Arcane Assembler voiding items in some cases when it finished a craft. - @lc-1337
#106 Fixed a crash involving the Distillation Pattern Encoder. The crash came from client-only code being loaded on the server. - @Kogepan229
#101 Fixed a typo in the Infusion Provider research page. It said "infusion alter" and now says "infusion altar". - @Yoshy2002
- Fixes GTNH#23367
#97 Arcane Assembler crafting tasks now show up in the crafting status tree view. Pending Arcane Assembler tasks are no longer lost when the game is saved and loaded. - @zyf051520
- Note: Any Arcane Assembler job that was already in flight before the update is gone; queue it again after updating.

#95 Using the Cell Microscope on a drive that holds a fluid storage cell no longer crashes the game. The microscope now skips cells it cannot scan as item cells. - @PLASMAchicken
- Fixes GTNH#18455
#102 Fixes more typos in the Thaumic Energistics research text. For example, "principals" is now "principles" on the first research page. - @Yoshy2002
AdventureBackpack2
#57 Fixed backpack disappearing on death when using keepinventory, and fixed backpack desyncing when traveling between dimensions. The backpack will now properly persist across dimension changes and respawns. - @Worive
- Note: A backpack this bug destroyed was held in a memory-only map and is permanently gone. The dimension-travel half was only the client failing to draw the backpack.
- Fixes GTNH#5035
#62 Fixes a world memory leak when repairing Tinkers' Construct tools in the crafting grid of a Backpack. The crafting station helper is no longer kept forever. - @Alexdoru

#58 The Coal Jetpack no longer stops a fall instantly when it is activated above Y=135. Thrust now adds 0.1 to vertical speed while the player is below a cutoff speed. A player falling at -2.0 at Y=150 goes to -1.9 and slows down gradually. - @Worive
- Fixes GTNH#20238
#56 Fixes a crash when shift-clicking a Twilight Forest Giant Pickaxe into an Adventure Backpack, which needed a save rollback. Tools in the tool slots are now rendered through Forge's own item rendering. Their size on the worn Backpack is slightly larger: 0.8 and 0.9 instead of 0.6 and 0.7. - @FourIsTheNumber
- Fixes GTNH#25908
#53 Fixes a crash with mechanical armor, and GregTech tools not rendering in the Backpack GUI. Tools shown in the Backpack's tool slots are now drawn by each item's own renderer. - @FourIsTheNumber
#48 Fixes jetpacks not working. The Coal Jetpack now uses real steam, and falls back to water if steam is not registered, which mostly happens in a dev environment. - @Caedis
#47 Fixes an item dupe on death that came in with the Sleeping Bag spawn change. Also fixes dupes from using the crafting grid inside the Backpack. Part of the Sleeping Bag spawn restore code is reverted, and spawn data is kept in a simpler form. - @UltraProdigy
- Fixes Dupes-Exploits-GTNH#265
#42 The Adventure Backpack GUI no longer closes when you double-click to merge item stacks in the inventory. Middle-click picking a Backpack from a placed block in creative now gives a Backpack with correct data. The earlier exploit fix stays in place. - @devpikachu
- Fixes GTNH#22871
#39 The backpack crafting grid now syncs with the backpack inventory on every inventory update. This fixes the crafting result falling out of step with the grid contents. - @SuperSoupr
#37 Deploying the Sleeping Bag from a Backpack that is placed on the ground no longer overwrites your previous bed spawn. The old spawn is stored on the player and restored afterwards. Sleeping in the Sleeping Bag of a worn Backpack now uses the same stored data. - @wlhlm
Backhand
#189 Fixed item duplication and voiding exploits involving Backhand offhand interactions with containers, backpacks, and focus pouches. - @Algent
#196 Fixes several offhand problems: actions firing twice, inventories closing when using items with their own GUI, Dislocator shift right-click triggering twice, and the Matter Manipulator misbehaving with an item in the offhand. Thaumcraft vis orbs now charge a wand held in the offhand. A new config list, mainhandUseStopsOffhandFallback, names main hand items that block any offhand fallback. By default it covers the Matter Manipulators, several Forestry items and bags, the DraconicEvolution magnet, and the AE2 Network Tool and Advanced Network Tool. - @Algent
- Fixes GTNH#20627, GTNH#21886, GTNH#21923, GTNH#22157, #164
#194 Fixes a crash when using a Witchery brew bag from the offhand. - @Lyfts
- Fixes GTNH#25713
#192 Backhand no longer tries an offhand interaction after another mod has cancelled a right-click on a block. This stops the main hand item from firing twice, and fixes the AE2 memory card not working while a Healing Axe is in the offhand. - @Algent
- Fixes GTNH#25739
#180 The armor slots in the Galacticraft inventory screen are now lined up correctly. - @Ranzuu
- Fixes GTNH#24562

#178 Fixed offhand items visually clipping through custom armor models. - @Luca-Guettinger
- Fixes GTNH#24181
#175 The Destroy Item slot in the Creative inventory now clears the offhand slot too. It works in singleplayer and multiplayer. - @Ranzuu
- Fixes GTNH#20461
#174 A Healing Axe in the offhand no longer blocks right-clicking. It now only stops the click when the targeted block is one the axe would strip, such as a log. - @Caedis
- Fixes #171
#169 The offhand slot is no longer drawn when another mod hides the hotbar, such as spectator mode in Et Futurum Requiem. - @Eldrinn-Elantey

#161 Fixes first person animations when switching between an empty offhand and an item. The offhand arm no longer flashes briefly, and the offhand item fades out instead of vanishing. - @leumasme
- Fixes #159
Baubles-Expanded
#21 Baubles now sync correctly when players join, leave or change dimension. A player who joins no longer wipes everyone else's baubles on your client, and you now see the baubles of players who were already on the server. This fixes the terminal bauble keybind and the wireless crafting terminal stopping working after another player joined. - @Glease
- Fixes GTNH#21682, GTNH#21957, GTNH#24370

#36 Opening the baubles inventory no longer crashes the client when the player ID is large. The ID did not fit in the space the sync packet gave it. - @Lainiel
- Fixes GTNH#25752
#31 Clicks on bauble slots in the expanded inventory screen are now detected in the right place. Before, the clickable area did not line up with the slots by a band of 8 pixels vertically. - @Ranzuu
- Fixes GTNH#23880
#19 Shift-clicking an armor piece in the expanded baubles inventory no longer runs the armor slot transfer a second time after a bauble transfer was already handled. Items are moved once, as expected. - @Worive
#15 Baubles now work right after joining a game. Items like the Flugel Tiara were not taking effect on join. - @DarkShadow44
- Fixes GTNH#21671

BetterP2P
- #45 Fixed a crash that occurred when switching between lists in the Advanced Memory Card after re-entering a world. - @mllfjn
- Fixes GTNH#25307
- #46 Renaming an output P2P tunnel that has no input no longer throws a NullPointerException. - @Angry3vilbot
- Fixes GTNH#26494
- #44 The advanced memory card now draws P2P outlines only in the dimension you are in. Before, outlines for P2Ps in other dimensions showed up at the same coordinates. - @Kogepan229
- Fixes GTNH#25385
- #43 Fixed a crash caused by BetterP2P still referencing the old guicolors class after AE2 switched to colorutils. - @MassAnarchyy
- #41 Fixes how the Advanced Memory Card recognises P2P tunnel types. The old check only matched tunnels whose class sat at an exact depth in the class hierarchy, so some tunnel types could be missed or mishandled. The body gives no symptoms. - @hiroscho
- #40 Fixes the P2P type change in the advanced memory card when it involves a conversion. Converting to a static P2P now returns the replaced P2P to your inventory. Converting to a normal P2P now consumes one from your inventory. Drops now always go to the player and only fall on the ground when the inventory is full. - @hiroscho
- #39 Fixes several problems when binding P2P tunnels with the advanced memory card. The linking logic now goes through the memory card data handling in AE2 instead of BetterP2P's own copy. It needs the matching Applied Energistics 2 Unofficial update. - @hiroscho
BloodMagic
- #147 Fixed crash when applying high-level Drowning potion effect to entities. - @Angry3vilbot
- Note: If an entity with a high Drowning effect level exists in your world, this fix will prevent the crash on load; no action needed.
- Fixes GTNH#26399
- #141 The Bound Blade now drops Weak Blood Shards when it kills a mob in one hit. Before, the shard check ran before the weakness effect was applied, so a one-hit kill never dropped one. - @koolkrafter5
- #137 Reading a Blood Altar with a comparator no longer crashes the game with a division by zero. The crash could also make a world impossible to join. - @HectorHW
- Fixes GTNH#25627
- #136 Fixes broken demon city buildings. Renaming the coordinate fields in Int3 stopped the building config files being read correctly. A dedicated reader and writer now handles them. The Demon Portal debug right-click behaviour is back, and works only in creative. - @koolkrafter5
- #135 The Bound Pickaxe now respects claims and other block protection when it breaks blocks. Bound tools (Axe, Pickaxe, Shovel) now also mine blocks from other mods that they are the right tool for, such as Soul Soil from Et Futurum Requiem with the Bound Shovel. - @Algent
- Fixes GTNH#21821
- #131 Fixes a crash when Boulder Fist, Small Earth Golem or Winged Fire Demon entities are created. The crash came from an earlier change, Blood Magic PR 127. - @Alexdoru
- #121 The Lava Sigil no longer takes damage when used in a craft, the same as the Water Sigil. Crafting infinity armor or the final blood orb used to leave a damaged Lava Sigil that could not be used in crafting again. - @kopatych3348
- #113 Tier 6 and modded blood orbs now give a discount to Bound Armor upgrade costs. The discount follows the orb tier: 25% off for tier 1, 50% for tier 2, 75% for tier 3, and free for tiers 4 to 6. - @koolkrafter5
- #105 Blood orbs now cycle in the alchemy recipe and calcinator pages in NEI. Looking up recipes for an empty bell jar no longer causes a problem, and the calcinator page no longer shows stale state. Scrolling other stacks in these pages needs NotEnoughItems PR 698. - @koolkrafter5
BuildCraft
- #33 The option that let BuildCraft read the integrated server's data on the client in singleplayer is removed. The author says it caused a lot of problems and that this likely fixes the EBF infinite power, coke oven full chest of coke, cat duplication and Wiremill multiple output stack reports. Those four were closed as not reproducible, so they are not confirmed. - @tiffit
- Note: The removed option only affected how tanks, refineries and pipes were drawn on the client in singleplayer; it never moved items or power, so there is nothing in a 2.8.4 world to clean up.
- Fixes GTNH#24468, GTNH#24658, GTNH#24710, GTNH#24722, GTNH#25365
Hodgepodge
#1002 Fixes a race between background chunk saving and /save-all that could corrupt world data. External backup scripts must use /save-all flush and wait for it to succeed before copying, in the order /save-off, /save-all flush, copy, /save-on. Plain /save-all still does not guarantee that pending writes have finished. - @Algent
- Fixes GTNH#25520
#648 Entities with a NaN or infinite position, or more than 1000 chunks away from the chunk they are being added to, are now dropped and logged. This fixes the server not starting on 2.8.1 and thrown potions and arrows showing up in the wrong place. A new config option, on by default, turns the check off. - @sisyphussy
- Fixes GTNH#22129, GTNH#22198
#637 Fixes getPlant method returning null in Pam's Nether, preventing crashes when accessing nether crops. Consolidated from GT5-Unofficial to apply across multiple affected mods. - @TheYoingLad
#635 Fixes Last Millenium mixin configuration mix-up where configs were switched, restoring correct feature control. - @wlhlm
- Fixes #633
#618 Extra Utilities enchanted spikes now preserve all NBT data when placed or picked up, preventing loss of enchantments, rename tags, and anvil repair costs. This prevents exploits involving spike-enchantment interactions. - @Kynake

MatterManipulator
#56 Fixed crash when replacing CRIBs with Proxies if the original CRIB had a ghost circuit configured. - @Luca-Guettinger
- Fixes GTNH#25050
#52 Fixed client crash or server kick when copying GT Pipes after IFluidLockable API was removed. - @Luca-Guettinger
- Fixes GTNH#24736
#41 Fixed server disconnect when attempting to create a plan with Matter Manipulator. - @Luca-Guettinger
- Fixes GTNH#24223
#37 Matter Manipulator now correctly moves wireless hubs and wireless connectors. - @Luca-Guettinger
- Fixes GTNH#24269
#85 Fixes the Matter Manipulator preview and the registered coordinates disagreeing in survival mode. The client targets 4.5 blocks in survival and 5 in creative, but the server always used 5. The server now uses the reach for the player's game mode. - @Jesse-njx
#82 The Matter Manipulator no longer inserts more patterns into an AE interface than its Pattern Capacity Cards allow. Before, it bypassed the capacity limit. - @Azusfin
- Fixes Dupes-Exploits-GTNH#361
#77 AE upgrades are now copied by the Matter Manipulator in creative mode. When the upgrades cannot be found in survival, the missing-upgrade warning now shows correctly. - @Azusfin
#67 The Matter Manipulator no longer treats the pattern slots of the Arcane Assembler as real items. Before, removing an Arcane Assembler with it pulled the ghost patterns out as actual items, which duplicated Arcane Crafting outputs. - @tiffit
- Fixes Dupes-Exploits-GTNH#326
#63 Matter Manipulator block placement and move warnings now show in the player's own language on dedicated servers. Before, they stayed in English whatever the language was. Tested with ru_RU. - @Eldrinn-Elantey
#61 The Matter Manipulator can now connect to and use an ME network through an AE2 wireless access point. Before, it only worked when linked to a security terminal. - @LazyFlesh
- Fixes GTNH#25373

#59 Fixes an item duplication with the Matter Manipulator when moving blocks that have an inventory, on Iota / Thermos servers. The old tile entity was not removed properly when the block was picked up. - @Algent
- Fixes Dupes-Exploits-GTNH#307
#51 The Matter Manipulator now respects grief protection from other mods when placing and moving blocks. Spawn protection from Server Utilities could be bypassed before. Protected blocks are skipped and the player gets the protected block warning. - @Lyfts
- Fixes GTNH#22410
#49 Fixes a crash when copying energy tunnel hatches with the Matter Manipulator on servers running an older GT5-Unofficial. Dependency versions were also updated. - @RecursivePineapple
#43 Fixed error when copying Crafting Input Buffer manual slots with Matter Manipulator. - @Luca-Guettinger

#42 The Matter Manipulator now fills stacked fluid cells. Before, it only filled cells that were in stacks of 1. Each cell is split off the stack one at a time, filled, and put back in the inventory. - @Luca-Guettinger
#39 Fixed the Matter Manipulator voiding slabs: copying a single slab consumed two, and copying a double slab consumed both but only placed one. - @Luca-Guettinger
- Fixes GTNH#22781
#36 Fixed AE2 Fluid Storage Bus not detecting GT hatches after replacement with Matter Manipulator without a server restart. - @Luca-Guettinger
#31 The Matter Manipulator keeps its other item NBT data when you switch modes. Before, changing modes wiped any tags that came from outside the Matter Manipulator itself. - @WhyDoLogic2
- Fixes GTNH#23997
#28 Fixes a crash in the Matter Manipulator after the Integrated Ore Factory rework in GT5-Unofficial. The Matter Manipulator works with the Integrated Ore Factory again. - @LazyFlesh
- Fixes GTNH#23966
#27 Clicking the Quantum Uplink quest tab in the quest book no longer freezes or crashes the client. The fix moves how the Uplink's textures are loaded. - @UltraProdigy
- Fixes GTNH#23925
Minecraft-Backpack-Mod
- #37 Fixed item duplication exploit in backpacks by pressing F6. - @Luca-Guettinger
- Fixes Dupes-Exploits-GTNH#256
- #38 A backpack can no longer be opened while another player has a backpack with the same UUID open. The player trying to open it gets a chat message saying the backpack is already opened by another player. This stops two players from taking the same items out. The ender backpack is exempt because each player sees their own ender chest. - @Eldrinn-Elantey
- #35 Backpack data is now written to disk when the world saves, not on every change. After a hard kill, backpacks roll back together with the rest of the world instead of being out of sync. It also cuts disk writes when backpacks are moved around a lot. - @Algent
- #34 Fixes the client crash when opening a backpack on a dedicated server. Backpacks with invalid metadata are now repaired on save and open, and backpacks no longer disappear when closed. Several server-side checks were also added: NEI recipe packets, backpack save file names, slot-usage requests and personal backpack sync no longer trust client-provided data. - @Algent
- Fixes GTNH#25616
- #29 Items are no longer picked up into the personal backpack while it is open. This stops items from being deleted when you drop them out of a backpack that still has its filter on. - @Worive
- Fixes GTNH#24027
- #24 You can type in the backpack rename field again. The field now gets focus when the screen opens. - @ModularityEnjoyer
- Fixes GTNH#23109
- #16 The backpack tooltip now shows the real number of used slots instead of 0/0. The client asks the server for the count and caches it for 1 minute. In multiplayer, another player's backpack can show an out-of-date count for up to a minute while they change its contents. - @Worive
- Fixes GTNH#20998, GTNH#21700
Random-Things
- #21 Teleporting to the Spectre dimension works again. With the chunk scheduler changes in Hodgepodge the cube was not generated, so players fell into the void. The cube is now generated on every teleport, not only the first one. - @Alexdoru
- Note: If your Spectre dimension platform was missing or half built, it is repaired the next time you use a Spectre Key to go there. Anything you built inside the cube is left alone.
- #22 Fixes a game crash when Spectre Glass is placed in ArchitectureCraft blocks or Botania Abstruse Platforms. The glass looks and works the same as before. - @tiffit
- Fixes Angelica#1813, GTNH#25519
- #20 The Bloodmoon mob spawn limit multiplier works again with the current Hodgepodge. Hodgepodge changed how it reads the spawn limit, which stopped the multiplier from applying. - @Alexdoru
- #15 The Advanced Item Collector no longer picks up item entities that are already dead. Before this it could process items it should have skipped. - @Worive
ThaumicBases
#67 Inserting items into the Overchanter with automation no longer crashes the server. - @PLASMAchicken
- Fixes GTNH#24916
#68 Fixes Overchanter desyncs. Starting enchanting with a wand now works on the first click, essentia drain no longer differs between server and client, and the overchant levels shown on the item stay in sync. Enchant timing and essentia use are back to the original values, so it consumes 32 essentia instead of 33. - @vladislemon
#66 Quicksilver Bricks no longer draw over the Draconic Evolution reactor core effects. The block now renders as a normal opaque block. - @Eldrinn-Elantey

#58 Thaumic Bases leaves placed by players now show the right name in Waila. Before, all 4 leaf types showed up as Ender Leaves, including Nether Leaves. - @serenibyss
- Fixes GTNH#22079
amunra
- #47 Fixed a crash when switching between different worlds in single-player if you had used motherships in a previous world. - @PLASMAchicken
- Fixes GTNH#17362
- #44 Mothership travel time is now calculated correctly when the ship reaches light speed during a trip. Before, the distance already covered was thrown away, so trips came out longer than they should. For example, Overworld to RA with 2 ion thruster bases drops from about 1406 seconds to about 956 seconds. - @Morilli
- #43 Fixed a crash when right-clicking the Artificial Gravity Generator with a lunchbox. - @tiffit
- Fixes GTNH#20153
- #42 Fixed hard crashes when players obtain items or blocks with invalid metadata values, which could happen through creative mode give commands, inventory editors, or corrupted world data. The game will now handle these gracefully instead of soft-locking the world. - @tiffit
- Fixes GTNH#23684
Angelica
#2024 Fixes a crash with DragonAPI. Angelica no longer uses reflection to inspect tile entities for rendering. - @mitchej123
#1147 Raises the required GTNHLib version to 0.8.19. That version fixes a crash when Iris is disabled. The rest is internal cleanup. - @mitchej123
#1131 Fixed a memory leak in fluid block rendering that was holding references to world objects. - @Alexdoru
![[Memory-opti:fix leak] Fix world leak in MixinRenderBlockFluid](/assets/5ab78dbc2d24a58a21c6596bdf7bb4ac85a7045a83967d062a68cb250ad03f86.-mXEiAyI.png)
AngerMod
#19 Eating eggplant no longer makes nearby chickens angry. The egg keyword was matching inside the word eggplant. Bacon and ham now anger pigs, wing angers chickens, and lamb angers sheep. Hamburger is excluded from the pig triggers. - @zaru-noodles
- Fixes GTNH#24940
#16 Players in spectator mode no longer take damage from lava, void or drowning. Spawn protection was overriding the invulnerability that spectator mode from other mods gives. Spawn protection now ignores spectator players. - @Eldrinn-Elantey
- Fixes GTNH#19765

AppleCore
#41 The saturation bar no longer turns white when the inventory is open. The HUD overlay now sets its colour and blending every time it draws, including at full opacity. - @Ranzuu
- Fixes GTNH#26216

Applied-Energistics-2-Unofficial
- #881 P2P binding with the advanced memory card is reworked. Patterns in an input P2P Interface that gets bound as an output now drop on the ground instead of being voided. Binding a new P2P Interface output copies the input's settings, such as blocking mode, and updates it as an available interface. Changing a frequency rebuilds the tunnel once instead of twice. Some of these fixes need the matching BetterP2P change. - @hiroscho
ArchitectureCraft
#44 The bottom row of slots in the Sawbench GUI lined up 2 pixels too low against the texture. The hotbar slots now sit where the texture draws them. - @Eldrinn-Elantey
#41 The placement preview of ArchitectureCraft shapes now draws with the block texture and proper lighting. Before, it could show the wrong texture or turn invisible depending on camera angle and chunk lighting. It also stays visible in completely dark spaces. - @Eldrinn-Elantey
#40 Torches, levers and redstone can now be placed on ArchitectureCraft shape blocks. Their solid faces were never recognised before. Slab, Stairs, Stairs Outer Corner, Stairs Inner Corner, Square(Glow) and Slab(Glow) also had their occlusion values corrected. - @Eldrinn-Elantey
#34 Shaped blocks now show their real shape name, such as Slope B End, when a tooltip mod like ChromaticTooltips is installed. Before, they always showed Architectural Block. - @Eldrinn-Elantey

#29 Fixed a softlock crash when mixing opaque and translucent blocks on ArchitectureCraft slopes. Players can now safely apply tinted glass or other translucent cladding to slopes without the game freezing. - @DarkShadow44
- Fixes GTNH#22648
#27 Fixes flickering when ArchitectureCraft items are rendered in the inventory. The inventory item render no longer turns off face culling after drawing. - @sisyphussy
AspectRecipeIndex
#4 Fixes a null pointer crash in Aspect Recipe Index when the player's name was looked up while no player was loaded. - @Alexdoru

Avaritia
- #85 Infinity Armor flight vertical movement now follows the same calculation as Draconic Evolution. Up and down speed use the space and shift keys, and the effective-on-sprint option checks the ctrl key when Draconic Evolution is installed. - @ABKQPO
- #74 The Matter Cluster Opener now drops its contents through the normal block break handling, like vanilla blocks with inventories. It also no longer throws an error if the block has no tile entity when broken. - @Alexdoru
Avaritiaddons
- #23 Items with a container item, such as the Singularity CPU, are now consumed properly in Dire autocrafting recipes in the Extreme Auto Crafter. The container item is returned to the input slots, or dropped in the world if there is no room. - @fehling135
- #21 Fixes extraction from the Infinity Chest. Item transfer with GT conveyors and item conduits no longer creates overstacked item stacks, and AE2 can pull stacks larger than 64 from it. - @AnsonYeung
Battlegear2-for-Backhand
- #15 Sneak-shooting a block with an Ender Arrow now picks the block up correctly, with the roughly same effect as silk touch. GregTech machines no longer drop the wrong metadata when picked up this way. Blocks with hardness below 0 are not broken, and a blacklist was added. Some blocks still cannot be picked up, such as AE2 cables and the NASA workbench. - @ABKQPO
BeeBetterAtBees-GTNH
- #8 Fixes a crash when looking up a bee recipe in NEI. The bee mutation tree drawing and tooltips now work with the current NEI and Forestry. - @slprime
- Fixes GTNH#24654
- #6 Mutation requirement tooltips in the NEI bee breeding recipes now show for the recipe you are hovering. When a page had two recipes, the second recipe's tooltips replaced the first one's. The tooltips also now appear over the chance instead of at the top of the bee. - @Ruling-0
- Fixes GTNH#21256
BetterCrashes
#23 The Open Crash Report button and the browser links on the crash screen now work on macOS with lwjgl3ify. The buttons stay enabled after a failure, so you can retry. After an upload finishes, the button reads "Open uploaded report" and clicking it opens the uploaded report. - @danyadev
#20 The list of suspected mods on the crash screen now wraps to 310 pixels wide instead of running off the edge of the screen with many mods. The buttons move down to make room for the extra lines. - @Eldrinn-Elantey

#19 The game no longer hangs on the loading screen when a crash happens during loading. The crash screen now comes up as normal. - @tiffit
#17 The crash screen no longer fails itself when the renderer was left in the middle of drawing. The error is ignored and the screen shows up. - @czqwq
BetterLoadingScreen
- #45 Fixes several loading screen hangs and resource leaks. Background pictures are now freed from memory when the screen switches to another one, so memory use no longer keeps growing during load. The Imgur branch and the config preview screen also got fixes. - @Algent
- #31 Enabled resource packs are no longer reset on client startup. This affected symlink-based resource packs the most. Fonts also behave as expected again, because they were cached during the reset. - @Eldrinn-Elantey
Binnie
#120 Fixed the lighting on Binnie GUI screens. Item rendering in these screens now uses correct lighting. - @slprime

#117 GT Mechanical Armor now counts as apiarist protection against the Unstable bee effect. Binnie now uses Forestry's own armor check, which handles items that cover more than one protection slot. - @FourIsTheNumber
- Fixes GTNH#26407
#116 Fixed compartment inventory slots to work properly with shift-dragging and crafting stations. - @Pxx500
#115 Fixes a rendering glitch in the search grid of Binnie GUIs, where item drawing leaked graphics state and left the grid looking wrong. Items in the grid now draw correctly. - @Algent

#107 Binnie now detects GregTech correctly when deciding whether to use external fluids. The check looked for the wrong mod id before. - @felixfour
#103 Fixed several problems with liquid storage in the genetics machines that could be used to duplicate items or fluid. Clicking a tank with a held container now stops after one successful transfer, and any overflow is dropped to the player. - @jordanamr
#99 Fixes a client crash caused by liquid nitrogen from Extra Bees registering twice when GregTech is also loaded. Binnie now reuses a fluid that is already registered. - @Pxx500
- Fixes GTNH#25449
#98 Botany glass and ceramics blocks, and other Binnie blocks that use metadata subtypes, no longer combine into one stack when they are different variants. Stairs get the same fix. - @ArcadiaBlues
- Fixes GTNH#9512
#97 Binnie machine tanks now drain the fluid that was asked for. Before, they drained whatever was in the first tank, so AE2 storage buses could receive a different fluid than requested, which allowed dupe and loss exploits. - @dipo33
- Fixes GTNH#24843
#96 Fixes a client crash when opening the Field Kit. Also fixes a crash when closing the recipe viewer while in a Binnie Core compartment. - @Eldrinn-Elantey
- Fixes GTNH#24817, GTNH#24821
#93 The help tooltip on the Properties tab of the Compartment window now shows its text. Before, it displayed the raw translation key. - @Ranzuu
- Fixes GTNH#24625

#92 Fixes a concurrent modification crash in the Lumbermill that happened when another mod changed recipes while the Lumbermill was reading the recipe list. - @maxashen
#89 Genetics machine particle effects now show up on the machines instead of at the 0,0,0 world coordinates. The Isolator animation was also off-center and has been moved to sit correctly. - @TweksTY
#87 The Genetics Isolator now uses its bee consumption chance. The setting was never loaded before, so the chance was always 0 and the bee was never consumed. The option now lives in the Genetics config instead of the Extra Bees one. - @SmileYik
#85 Fixes very low fruit yields from Extra Trees fruit trees. Fruit trees that were not fully ripe gave no fruit, which showed up in a Forestry Multifarm as the harvest sound with nothing produced. - @Ameobea
#83 Fixes missing pixels and wrong rendering on ceramic tiles, and crashes when rendering or breaking them. Adds a config option that disables all compartment storage machines. It is off by default and needs a game restart. - @brandyyn

#80 Bees that need a certain block under the alveary can now mutate when the bottom center block of the alveary is an Extra Bees alveary block. Before, the block requirement was not found in that case. - @TweksTY
#79 Genetics sequences can no longer be repaired, so Thaumic Restorer leaves them alone. - @DarkShadow44
- Fixes GTNH#22791
#76 The Splicer now moves larvae to the output slot after the serum runs out, but only if the larvae were worked on. Before, larvae stayed in the middle slot once the serum was used up. - @DarkShadow44
- Fixes GTNH#22432
#74 Fixes Binnie GUI actions that were sent as a batch not reaching the open window and the machine. This was behind the Sequencer not recognising the user. - @Glease
- Fixes GTNH#21525
BlockRenderer6343
#59 GT hatch highlights in the NEI multiblock preview now update when you change the tier. Before, they stayed where they were on the first placement. - @Lyfts

#58 The Tier slider in the NEI multiblock preview now respects the maximum length and height of a multiblock. The Advanced Assembly Line goes to 16 slices instead of 15, the Lapotronic Supercapacitor to height 50 instead of 11, and the Substation to height 18 instead of 6. - @Yoshy2002
- Fixes GTNH#26117

#54 The glass tier slider in the NEI multiblock preview works again. - @AnsonYeung

#53 The NEI preview tier slider no longer applies the glass tier range to multiblocks that do not use glass. Those multiblocks use their own maximum tier again. - @AnsonYeung
#51 The Imprinted Circuit Assembly Line and other multiblocks whose controller item carries NBT now show their structure guide in NEI. The search for the matching multiblock no longer fails on NBT differences. - @AnsonYeung
- Fixes GTNH#25133
#45 Hatches in the NEI multiblock preview stay in their correct positions when you change tiers. The ingredient list for the preview is now sorted: controller first, then all blocks, then hatches. - @evgengoldwar

#44 The NEI multiblock preview no longer shifts the mouse position when you look at a recipe page other than the first. Dragging, rotating and clicking buttons now line up with the cursor on every page. - @Lyfts
- Fixes GTNH#24205
#39 Fixes the NEI multiblock preview for multiblocks with custom hatches. The hatch channel tier is now set after the multiblock loads. - @chrombread
#38 Part one of a fix for the multiblock structure preview in NEI. It follows a GT5-Unofficial change to how hatch placement hints are named. - @UltraProdigy
BloodArsenal
- #47 The Glass Sacrificial Dagger no longer sometimes leaves a bleeding effect with 0 seconds that never goes away. Bleeding also stops being reduced extra times within the same tick. - @ABKQPO
- #39 The Enchantress' Spell ritual no longer gets stuck when the LP cost of an enchant is at or above the integer maximum. The ritual now shuts off and forgets the failed enchant, so it can be used again. - @LazyFlesh
- Fixes GTNH#23434
- #38 The Enchantress' Spell ritual no longer gives negative enchantment levels, and the LP cost can no longer go negative or overflow. The LP cost formula was rewritten, so costs for the same enchantments are different now. Books that were already overenchanted by the old behaviour stay as they are in existing worlds. - @felixfour
- #36 The enchanting ritual no longer puts enchantments on an item above their maximum level. Levels are now capped at each enchantment's normal maximum, the same as the Botania mana enchanter. - @Caedis
Botania
- #157 The Ring of Far Reach no longer adds another 3.5 blocks of reach on the client every time you change dimension. Before this, far-away blocks broke only on your client and came back as ghost blocks, because the server never got the extra reach. Reach now stays at +3.5 per worn ring. - @micvog
- Fixes GTNH#26274
- #155 Mana spreaders keep their identity after you rejoin the world or the chunk reloads. Mana bursts already in flight can now find their spreader again. - @AlexSocol
- #151 Botania lightning and the skyblock sky now render from the camera entity's position instead of the player's. This fixes the visuals when the view is not from the player. - @Caedis
- #150 Fixed a crash when a ghast fireball explodes near an Entropinnyum. - @MLGfruitshoot
- #119 Fixed a crash on world load when IC2 is not installed and the Entropinnyum is used. - @ALongStringOfNumbers
- Fixes #118
- #95 Fixed the Ring of Far Reach increasing reach permanently and stacking each time it was re-equipped. The ring's effect is now applied on equip and on player load, and is removed on unequip. - @DarkShadow44
- Fixes GTNH#20484
- #120 Fixes typos in the Botania text. The Shift click to see recipe tooltip key was renamed, and some spellings in the update message jokes were corrected (Rumor, its). - @Yoshy2002
Botanic-horizons
- #55 The Wrench of Evolution and the related disassembly and selective wrenches no longer skip the first block of a multiblock. Before this, one casing was always left behind. - @tiffit
- Fixes GTNH#25336
- #50 Using the Disassembly Wrench on a multiblock that has frame blocks in its structure no longer crashes a dedicated server. The reported crash affected 39 GT5 multiblocks, including the Neutronium Compressor, Tesla Tower and Nano Forge. - @alppp
- #46 Fixes a recipe conflict in the Botania boots Assembler crafting. Botanic Horizons recipes now set their circuit through the recipe builder. - @chochem
CarpentersBlocks
- #19 Fixed the Carpenter's Safe GUI localization key being too long, which prevented the Safe from opening in multiplayer sessions. - @Yoshy2002
- Fixes GTNH#25294
Chisel
#104 Waterstone, Lavastone and chiseled Sand now follow the config option for mobs spawning on Chisel blocks. Before, Waterstone said mobs cannot spawn on it but they still could. - @PLASMAchicken
- Fixes GTNH#26703
#101 Futura circuit, hex plating and large hex plating blocks no longer show a wrong tint or brightness in some setups. The glow layer now renders at full brightness with its own colour. - @boubou19
#99 The Chisel Wrought Iron blocks are now Cast Iron blocks, matching the material rename. Existing Wrought Iron blocks are converted to Block of Cast Iron, and the block can be crafted again. - @UltraProdigy
- Fixes GTNH#25742
#96 The new road pieces now give the same speed boost as the old asphalt and concrete. They also break with a pickaxe instead of an axe, and make a stone sound when walked on instead of a wood sound. - @MellowArpeggiation
#91 Fixed the connected texture on concrete blocks. The block-ctm texture used a bordered image where it should have used an unbordered one. - @Deviouslrd

#89 Combining two chisels in the crafting grid now repairs them. Before, the result always came out with 1 durability. - @tiffit
- Fixes GTNH#23793
#82 Woolen clay can no longer be insta-mined without a tool. It now needs a pickaxe to break quickly, and its hardness drops from 2 to 1.5. - @flamingowrangler2869
#79 The Simple Iron Block texture is no longer misaligned. The side texture is replaced with the top texture. - @openblocki

#75 Chisel road line tiles keep their variant when they break because a neighbouring block changed. Before this, they dropped as the basic road tile. - @PLASMAchicken
- Fixes GTNH#22828
#74 Chisel stairs, including marble stairs, drop the right item again when broken. - @PLASMAchicken
- Fixes GTNH#22598
#71 Voidstone blocks no longer show their inner content when seen from a distance. The animated base texture is drawn first and the overlay texture on top of it. - @danyadev
- Fixes GTNH#21220

#67 Energised voidstone blocks render with the correct texture and flicker less. The offset between the base and overlay layers was increased. - @cambech
- Fixes GTNH#21219

#66 The second voidstone block now uses its own description keys for its variants. Before this, it showed the descriptions of the first voidstone. - @cambech
#80 Fixed a misspelling in the Neonite block variant name. "Deep Saphire" now reads "Deep Sapphire". - @seventh-june
ChromaticTooltips
- #13 Fixed the tooltip background rendering wrongly when Angelica 2.1.11 is installed. - @slprime
- Fixes ChromaticTooltips#23
- #10 Fixed the mod filter in tooltip rules. Items are now matched against their registry name properly. - @slprime
ChromaticTooltipsCompat
#14 ModularUI2 tooltips now detect their header line correctly. Text lines get a white base color, and the empty line is only added above the tooltip when the first line is not already a header. - @slprime
#13 The padding between Waila's content and its border is fixed. The text and icon now sit 1 pixel further in, and the box is 3 pixels wider and 2 pixels taller. - @slprime
#12 The NEI search tooltip filter no longer errors out on stacks whose tooltip can't be built. It fails safely instead. - @slprime
#11 Enchanted book descriptions from Wawla now work with Chromatic Tooltips and show when Shift is held. Analyzed Forestry bees and Adventure Backpacks also report which modifier keys they support. The Forestry hold-key tooltip line now shows Shift instead of Ctrl, and the other Forestry line is removed. - @slprime
- Fixes GTNH#24451
#10 Food tooltips no longer fail when there is no player in the world. The AppleCore food values are skipped in that case. - @slprime
#8 Fixes a crash when opening a Better Questing GUI with Chromatic Tooltips installed. The game failed with a missing class error in the Better Questing GUI handler. - @slprime
#7 The Botania mana bar on item tooltips now sits at the position of the Chromatic Tooltips tooltip. Before, the bar was drawn at the vanilla tooltip position and did not line up with the new tooltip. - @slprime

#6 Fixes a crash on launch tied to the creative tab lines in Chromatic Tooltips when NEI is loaded. The creative tab name display now reads the selected tab in a way that no longer trips on startup. - @slprime
- Fixes ChromaticTooltips#28
#5 Bookmark group tooltips in NEI show their contents again instead of only "0". - @slprime
- Fixes GTNH#24555
#4 Tooltips no longer error when an item stack can't be rebuilt from its saved data. The original tooltip target is used instead. - @slprime
#2 NEI and AE terminal searches such as "HV-" find circuits again. The search now matches against tooltip text with formatting codes removed, and dynamic tooltip lines are resolved to their text. - @slprime
- Fixes GTNH#24416
CodeChickenCore
- #51 Fixes a crash with a null pointer error when a chunk unloads. The cause could not be reproduced, so the fix skips the unload handling when the world has no registered extensions. - @DrParadox7
- #50 Adds thread safety to CodeChicken Lib rendering code. This addresses problems reported in beta testing when models are baked or rendered on different threads. - @mitchej123
- Note: Code that read the static field SimpleBrightnessModel.instance must call SimpleBrightnessModel.instance(), which returns a per-thread instance.
Computronics
#41 GregTech machine sensor information read through OpenComputers includes the extra info data again. That data stopped appearing after a GT5-Unofficial change. - @Yoshy2002

#37 The Ticket Machine GUI title shows its proper name again. A lang key from an earlier change was missing the tile prefix. - @Ranzuu

Controlling
- #13 Pressing Print Screen no longer opens the Baubles inventory. A key code of 0 was being matched against keybinds that are unbound. - @Caedis
- Fixes GTNH#23862
CookingForBlockheads
#67 The Cooking Oven no longer overflows its fuel burn time when you use a fuel with a very long burn time. The burn time now saves and loads correctly. - @FourIsTheNumber
#66 Fridges and kitchen counters now keep the hinge on the side you placed it. Before, the client and server could disagree, so the hinge flipped after a tick, most often when facing south. - @JustRomanBZK
- Fixes GTNH#23788
#65 The Tool Rack container now has a name in the English language file. Before this it showed the raw translation key as its GUI title. - @Ranzuu
- Fixes GTNH#24883

CoreTweaks
- #10 The LITE transformer cache no longer produces corrupt classes from bad cached diffs. If a rebuilt class does not match its stored hash, the entry is dropped and the real transformer runs instead. - @Luca-Guettinger
CosmeticArmorReworked
- #6 The cosmetic armor button tooltip is now drawn as a proper tooltip at the mouse. Before, the text was drawn under the button. The button and key binding names now have spaces: Open Cosmetic Armor Inventory and Cosmetic Armor. - @Elyspio
- #4 The cosmetic armor button and toggle buttons in the inventory no longer shift sideways when you have potion effects active. In GTNH the inventory does not move with potion effects, so the shift put them in the wrong place. - @Alexdoru
CropsNH
- #7 The oil berry item texture file is renamed from oilberry.png to oilBerry.png. This fixes the texture lookup on case-sensitive file systems. - @C0bra5
Draconic-Evolution
- #100 Fixes a dedicated server crash involving the Chaos Guardian fight. Chaos bolts, the chaos vortex and energy transceivers no longer touch client-only particle code on the server. - @Alexdoru
- Fixes GTNH#24552
- #87 Fixes a server crash caused by a Reactor Stabilizer whose reactor core had been removed. The stabilizer now reports a stack limit of 0 when it has no core. - @Georggi
- #89 Fixes line breaks and colour in the lore text of some Wyvern and Draconic items. The Wyvern Boots, Draconic Boots and Draconic Helmet lore lines were affected. - @tuodekun
DuraDisplay
- #24 DuraDisplay no longer crashes when IndustrialCraft 2 or other supported mods are missing, for example outside GTNH. Each overlay handler is only registered if its mod is loaded. - @system64MC
- ...and 1 smaller change(s) in DuraDisplay, listed in the by-mod files.
Electro-Magic-Tools
- #120 Fixes a crash when GregTech is not installed. The Thaumcraft aspects for the Iron Fence are now only registered when GregTech is loaded. - @LazyFlesh
- #116 Fixed EMT machines (Industrial Wand Charging Station, Ethereal Processor, Essentia Filler) dropping the wrong item when broken. - @Luca-Guettinger
- Fixes GTNH#20819, GTNH#23790, GTNH#24302
- #113 Typos and grammar are fixed in the English text for the Electro-Magic Tools research entries. One example is "desided" in the Electric Cloud entry, which now reads "decided". Double spaces after periods are also removed. - @Yoshy2002
- #108 The Vis Discount line is back in the tooltip of Nano and Quantum Wings. It had been replaced by the power tier line alone. - @Johnnycyan
- #105 The One Ring no longer generates in dungeon chests. It was meant to be removed from dungeon loot earlier but still spawned. - @WanderingHero
EnderCore
- #31 Stops the log spam and related bugs when running with Chisel 1, which Blightfall still uses. The Chisel durability tooltip check is disabled once the missing class is detected. - @koolkrafter5
EnderIO
#274 Clicking the Show Range button in the Vacuum Chest GUI no longer also toggles the whitelist setting. The button now only changes the range display. - @Angry3vilbot
- Fixes GTNH#27033
#270 The Soul Binder now accepts the SpecialMobs variants of Enderman, Zombie and Witch in the Ender, Precient, Reanimation and Sentient crystal recipes. The old single "special" entry did not stand in for every variant. Each variant is now listed by name. - @fehling135
- Fixes GTNH#26965
#268 EnderIO machines now only stack items into their output slots when the NBT matches exactly, the same as hoppers. This fixes Item Buffers being voided when a Painting Machine stacked a filled one into an empty one, and machine configuration being cleared or overwritten inside a Painting Machine. Identical Item Buffers now stack in the Painting Machine output. The Painting Machine no longer clears NBT on its output. - @Nikolay-Sitnikov
#255 The player inventory now shows in the fluid conduit GUI when the conduit is a lower tier than Ender. Before, the inventory slots stayed hidden for those tiers. - @vcwdfca

#253 The Telepad no longer gets its teleport packets rejected by the server's GUI check when nobody has the Telepad GUI open. Only the packet that starts a teleport from the GUI is checked against the open GUI now. The other packet types sent in the background are no longer flagged. - @Glease
#252 Placing a wireless powered light on a dedicated server no longer crashes the client. Rejoining near an existing wireless light also no longer crashes on chunk load, which made worlds look corrupted. - @Elyspio
#245 Fixes a dupe with the Enchanter. A mod such as AE2 that reads the output slot directly skipped the XP cost and the enchanting, and produced infinite items. Three new config options can restrict which blocks may pull from the Enchanter's output slot. The restriction is off by default, and the default list is the hopper and the conduit bundle. - @felixfour
#243 Removing an inventory from an Inventory Panel network no longer crashes the game. The crash happened while tearing down a network built from Compressed Chests. - @wlhlm
#240 The Dark Steel chestplate glider can no longer be used together with the Et Futurum Requiem elytra. Combining them gave huge speed and altitude. Turning the glider on is refused while elytra flying, and starting the glider while elytra flying stops the elytra. - @jordanamr
- Fixes GTNH#24479
#232 Fixes several EnderIO render problems. Holding an obelisk or Machine Chassis no longer breaks Backhand offhand transparency, for example a torch in the offhand. Held Soul Binder, Powered Spawner, Telepad, Travel Anchor and Slice'N'Splice now render in the right position, and the Zombie Generator model is centred in its block. - @NeutronSelector
- Fixes GTNH#23699

#228 The Inventory Panel now remembers its last three sort options after you close and reopen it. Those options are mod id descending, quantity ascending and quantity descending. - @ImaMapleTree
#222 Weather Obelisk rockets now apply the weather change in the dimension the rocket was fired in. Before, the change always went to the first loaded world, which is the Overworld. - @alppp
#217 When WAILA Plugins is installed, the Zombie Generator and the liquid conduit no longer show EnderIO's own fluid line in the WAILA tooltip. WAILA Plugins' fluid handler shows the fluid instead. - @danyadev

#216 Breaking an EnderIO wireless charger on a dedicated server no longer crashes the client. The crash came from an earlier change to the charger. - @PLASMAchicken
- Fixes GTNH#23035
EnderStorage
- #27 NEI recipe and usage lookup now works for Ender chests and Ender tanks with any colour setting. Before, only the white/white/white version gave results because the dye changes the item's meta value. - @tiffit
- Fixes GTNH#24628
- #23 Ender chest and Ender tank data sent from the server now always replaces the local copy on the client, even when the server data is empty. Before, an empty update was ignored and the client kept showing old contents. - @fengluo2
EnderZoo
- #15 The Concussion Creeper's portal screen effect now shows only for the player caught in the blast. Before, every player who saw the explosion got the effect. - @Eldrinn-Elantey
EnhancedLootBags
- #22 The Loot Bag GUI texture was cut off by 1 pixel on the right and bottom edges. It now draws in full. - @Ranzuu
Et-Futurum-Requiem
#125 Armor stands no longer drop two items when they are hit twice in the same tick. This happened with Tinkers' Construct projectiles and duplicated the armor stand. - @Chitak985
- Fixes GTNH#25140
#121 The world loading preview no longer shows a batch of randomly changed chunks right before you enter the world. The preview could also still have gaps along the way, which this change does not fix. - @danyadev

#113 The Smoker and Blast Furnace no longer overflow their burn time with fuels that burn longer than 32767 ticks, which includes many GregTech fuels. Before, the burn time went negative, which confused WAILA and the furnace rendering. The vanilla furnace is not fixed by this change. - @playfuldoggo
#101 A growing Cherry Sapling no longer turns the block under it into dirt. Fertilized Soil stays as it is. Only grass and mycelium are changed to dirt. - @Spaghetti-OberNub
- Fixes GTNH#25956
#90 Et Futurum Requiem boats now break Biomes O' Plenty lily pads as they move, like they do with vanilla lily pads. - @zaru-noodles
- Fixes GTNH#25425
#88 The HUD no longer disappears for about 2 frames every couple of minutes. The world icon is now captured only when the game starts or pauses, or when you quit. The autosave screenshot is gone. - @alppp
- Fixes GTNH#25404
#82 Fixes a crash when teleporting long distances, changing render distance or loading chunks. The client and server were both changing the same chunk data. - @Algent
- Fixes GTNH#25076
#78 Going into Spectator Mode while wearing a Thaumostatic Harness no longer drops you into the void. Spectator mode is treated the same as creative mode for the harness. - @tiffit
- Fixes GTNH#24957
#77 Stripped Biomes O' Plenty flower stem logs from Et Futurum Requiem now show their proper texture instead of the missing texture. - @tiffit

#76 Fixes entities being tracked twice after a chunk loads. This caused ghost or re-appearing entities and log spam, for example with vanilla zombie villagers after reloading a world. - @tiffit
- Fixes GTNH#24853
#74 Camera jitter in new boats is fixed. Turning the boat with A/D no longer makes the player model and hand jitter either. - @JackOfNoneTrades
#61 Stripped logs now work in the Railcraft coke oven and advanced coke oven. Railcraft builds its log list in postInit, and Et Futurum's ore dictionary entries were not registered by then. - @tiffit
- Fixes GTNH#24395

#58 Mining a double slab with a silk touch tool now drops 2 single slabs. Before, it dropped the double slab item. - @jamiehu427
#49 The step height fix works again when CoFH is installed. CoFH replaced the code the fix hooked into, so it was not applying in the latest daily. - @Caedis
#47 Stepping up blocks now works when you are rubbing against a block on the side. Stepping off soul sand or grass path into a 2 block tall space still works. Grass path height is back to its correct value. - @Caedis
- Fixes Et-Futurum-Requiem#210
#42 Copper doors no longer duplicate or overwrite the block under them when they oxidize. Before, a random tick on the bottom half could replace the block below the door with an opened door piece. Now only the matching other half of the door is updated. - @nwmqpa
#29 Players in spectator mode are no longer visible to non-spectator, non-creative players through their backpacks. Backpack and Adventure Backpack renders are hidden for them. Tinkers' Construct Travel Glove and Travel Belt are hidden as well. - @Eldrinn-Elantey

#27 Basalt, Blackstone, Deepslate and Tuff now have a pickaxe harvest level, and Basalt, Deepslate and Tuff are registered as stone in the ore dictionary. Other mods that check for these now accept the blocks, so the Primal Crusher crushes Deepslate. - @loenaaaa
- Fixes GTNH#23140
FindIt
#38 The block highlights from pressing T to locate items now show up in the right place above Y 255 when Cubic Chunks is installed. Without Cubic Chunks nothing changes. - @5-Esania
- Fixes CubicChunks1710#123
#35 Fixes FindIt leaving OpenGL state changed after drawing its highlights. This caused odd rendering interactions with other mods, such as Thaumcraft search. - @Algent

ForbiddenMagic
#29 Wand cores and caps with invalid metadata no longer crash the game. They now show the name and icon of metadata 0. - @koolkrafter5

#25 Wand metadata now equals the core cost times the cap cost, as intended. The wands shown in NEI and the creative menu, and the wand sold by the Heretic villager, use the corrected value. - @koolkrafter5
#23 The Chameleon Pickaxe with Impact now mines its area of effect on tuff and other EFR stone blocks. Before, it sometimes mined only the one block. The Chameleon Shovel got the same check. - @LazyFlesh
#19 The Profane Wand rod now has a vis cost of 12 instead of 1000. This makes a fully burnt out Profane Wand use the same cost as a normal one when you swap wand caps. - @PlayfulPiano
ForestryMC
- #134 Alvearies no longer drop the contents of their shared inventory when their chunk unloads. This fixes bees being duplicated inside an alveary in an unloaded chunk, for example in a personal dimension. Breaking the alveary blocks still drops the contents. - @Worive
- Fixes Dupes-Exploits-GTNH#346
- #129 Forestry double slabs now show the correct wood texture in NEI. Before, they all showed the larch texture. - @Cardinalstars
- #128 Japanese Forestry block names such as the Apiary no longer show up as raw keys like Apiary.name. The old-format entries in the bundled Japanese language file now use the .name format, so translation packs can override them. - @sivaDog
- Fixes GTNH#26145
- #127 Forestry slabs now return their own slab item as the stacked block instead of a vanilla wooden slab. Double slabs placed by building mods such as Matter Manipulator keep the correct wood type. - @vermz99
- #124 Filling the Forestry Worktable recipe from NEI works again whether or not shift is held when clicking the overlay button. The Carpenter and Fabricator overlays behave the same way. - @YannickMG
- #123 The Carpenter and Fabricator now have their own NEI recipe overlay. Filling the Diamond Compartment recipe in the Carpenter from NEI no longer freezes or crashes the game, because the slow fallback overlay is no longer used. - @tiffit
- Fixes GTNH#25009
- #121 Fixes a duplication exploit with Forestry backpacks under lag. A backpack GUI now remembers which inventory slot it was opened from and closes if that slot no longer holds the same backpack. - @Algent
- Fixes Dupes-Exploits-GTNH#96
- #119 Butterfly items now render the butterfly they actually hold. This replaces the default-butterfly fallback added in the previous creative tab crash fix. - @Alexdoru
- #118 Opening the Forestry tab in the creative inventory no longer crashes the game. A butterfly item that has no species data now renders as the default butterfly. - @Yoshy2002
- Fixes GTNH#24505
- #117 Fixed a rounding error in the apiary's secondary comb production chance. The apiary now matches the Industrial Apiary and the Mega Apiary. - @Faltsolph
- Fixes GTNH#24462
- #114 Fixed a server crash, and singleplayer world corruption after rejoining, when pick-blocking a Forestry wood block whose block was null. - @Alexdoru
- Fixes GTNH#24296
- #109 Alveary temperature and humidity are now rounded to two decimals when calculated. An alveary in an 80% temperature biome with 4 fans now reaches exactly 0% instead of a value near 6e-8, so server and client climate agree. - @TweksTY
- #103 Fixed a server crash when a bee mutation checked the block below a hive. It happened when GregTech 6 was installed. - @Teteros
ForgeMultipart
- #61 Crafting microblocks from Minecraft stone no longer produces a microblock with a missing purple and black texture. The recipe now picks the real stone material. - @Ressed
- Fixes GTNH#26848
- #58 Removing a ProjectRed gate no longer disconnects an AE2 cable left in the same block. The old tile kept sending updates to parts that had moved to the new tile. - @Pxx500
- #49 Multipart blocks such as cables and covers now load correctly in worlds that use CubicChunks. CubicChunks no longer stores tile entities in chunks, so the old loading hook did not apply to them. - @RecursivePineapple
- #47 Fixed a issue where microblocks were randomly transforming into Blood Rune slabs. - @Caedis
- Fixes GTNH#14921
ForgeRelocation
#9 Fixed a memory leak in ForgeRelocation where the client world reference was being retained after use. This prevents unnecessary memory retention when rendering relocated frames. - @Alexdoru
![[Memory-opti:fix leak] Fix WorldClient memory leak](/assets/0973947cc6fa8795bab91668eba7c8575d2ce5ee58f6637e458584f595ccf49e.BGOaZ3L5.png)
Freecam
- #24 The Freecam camera no longer moves while the game is paused. - @Caedis
- #23 Freecam fullbright now works together with EtFuturum Requiem's modern gamma option. Before, the two conflicted. - @Caedis
- #20 The Freecam camera is now clamped to a sphere around the player inside render distance, not a box. Fast camera movement is checked in smaller steps, so the camera no longer clips through thin blocks. Fullbright now applies only while rendering, so quitting the game in freecam cannot leave your gamma stuck on full bright. - @Caedis
- #18 Flight mods like Copter Pack and IC2 jetpacks no longer move the player character while freecam is active. - @Luca-Guettinger
- Fixes GTNH#24162
- #10 Freecam no longer crashes when AquaAcrobatics is installed. The camera is also kept inside your render distance, so it cannot fly out past the loaded chunks. - @Caedis
- Fixes #7
- #5 Freecam now blocks the perspective toggle by stopping the game from changing the third person view while freecam is active. The old check on the toggle key press is gone. - @Caedis
Gadomancy
- #62 Gadomancy no longer creates its own invisible copies of the Thaumcraft elemental tool and sword researches. Those copies collided with the originals. The research that needed them as parents now refers to them by name. - @Antaresque
- #49 Fixes a crash with Thaumcraft golem rendering, including on dedicated servers. Event handlers were cleaned up and split into client and server classes. - @Alexdoru
- Fixes GTNH#23000
- #43 Fixed crash when rendering nodes with DragonAPI integration after mixin migration. - @Alexdoru
- #42 Gadomancy potions are no longer given potion id 0, which
/effectdoes not accept. Potions that get an automatic id may end up with a different id than before. - @DarkShadow44
Galacticraft
- #144 Galacticraft no longer replaces Minecraft's music ticker, which could conflict with other mods such as Hardcore Ender Expansion. Galacticraft music still plays in its dimensions. - @Charsy89
- #142 Fixes a client crash involving liquid nitrogen from ExtraBees. Galacticraft now takes its fluids from GregTech instead of registering its own copies first. - @Pxx500
- Fixes GTNH#25449
- #137 Galacticraft chat messages sent by a server now show in your own language. Before, a dedicated server sent them in en_US regardless of your client language. - @Eldrinn-Elantey
- #135 The Galacticraft inventory screen now matches other GUIs. The player render box includes its border, and the vanilla and Galacticraft armor slots sit 1 pixel further right. - @Ranzuu
- #134 The Arc Lamp renders correctly again. The base, metal and light models had been swapped. - @Alexdoru
- #132 Fixed a game crash that occurred when minimizing the window during Galacticraft's celestial selection screen at startup. - @Luca-Guettinger
- Fixes GTNH#21199
- #125 Landing balloons no longer freeze in mid-air when the player leaves them before they touch the ground. An empty balloon keeps falling, bounces 2 to 4 times and can be destroyed, so the rocket inventory inside is reachable again. - @Eldrinn-Elantey
- #121 Oxygen tanks no longer drain when you only touch water. Oxygen is now used only when your head is under water. It is also not used while you already have the Water Breathing effect. - @Yoshy2002
- Fixes GTNH#20451
- #118 Arc Lamps now clean up their light properly when they are broken. Before, the lamp could leave bright air blocks behind because already-lit positions were not re-added to the lamp's list. - @mitchej123
- #117 Liquid Nitrogen now has a temperature of 77 instead of 90, matching its real-life boiling point and the GregTech fluid. - @Nana-Sakura
- #116 Fixes a crash caused by Galacticraft and DragonAPI both changing chunk population. Galacticraft now uses a separate mixin when DragonAPI is present. - @MalTeeez
- Fixes Reika_Mods_Issues#3458
Galaxy-Space-GTNH
- #153 Armor that fully protects against the space hazard now counts as a complete space suit. A spacesuit augment on a single piece now works for airless and low-pressure planets instead of still applying the missing-armor effects. - @FourIsTheNumber
- Fixes GTNH#25082
- #145 Launching a rocket no longer crashes a dedicated server. The rocket item's rarity lookup touched a client-only class, and that lookup is now client-side only. - @Alexdoru
- Fixes GTNH#23845
- #141 Planet surface blocks from Galaxy Space are no longer treated as ores by the Miner Bot Multiblock. The item metadata of terraformable blocks now matches the block's own metadata. - @Alexdoru
- Fixes GTNH#23487
Gravitation-Suite-Neo
- #36 GraviChestPlate flight no longer switches itself off under latency while the chestplate still has charge. Turning on the gravitation engine also shows the enabled message now, where before it showed the low energy message. - @Eldrinn-Elantey
- Fixes GTNH#24813
- #29 The Advanced NanoChestPlate and GraviChestPlate no longer put out fire, or spend energy doing it, while the player has Fire Resistance. The pigman backpack is the usual source of that effect. If Fire Resistance runs out while still burning, the fire is put out before damage starts. - @loenaaaa
- Fixes GTNH#22914
GregoryTweaksForCrafting
- #3 Dedicated servers no longer load the client-only GUI mixins from the crafting tweaks mod. The PR gives no crash report, but loading those mixins on a server is the problem it targets. - @Alexdoru
- #2 Crafting Tweaks buttons work again in the Twilight Forest uncrafting table. The addon failed to register because it looked for the wrong class. - @Alexdoru
GTNH-Credits
#24 Resizing the credits window now resets the category sidebar scroll position when needed. Before, the sidebar could end up stuck out of view after a resize. - @Worive
#21 Role text on the credits page now resets its formatting between roles. Before, role colors carried over to the next role in the list. - @Worive

#19 Fixes a crash when opening the credits page. The library the credits page needs was not packaged into the mod build. - @SuperSoupr
#5 The mod now shows its real name instead of the placeholder "MyMod" in the mod list. The credits logo texture folder was renamed from credis to credits, and the default logo path in the config now points at the new folder. The credits JSON checks moved from a Gradle task to unit tests. - @leagris
GTNHExtLib
- #1 Fixes two crashes. One happened on Java 8 with Angelica when records were used on the system class loader. The other happened with FalsePatternLib deploader 1.9.0. - @mitchej123
GuideNH
- #60 Guide search now finds file names. RecipeFor and RecipesFor accept NBT in item references. Ponder offset values can no longer get too large, and resource pack reload caching now notices file changes. Some error messages are clearer, including a warning for mixed indentation in block tags. - @ABKQPO
- #55 The GregTech integration in guides now checks for the GTNH GregTech mod id. The plain GregTech id is also used by GT6, so the old check could treat the wrong mod as loaded. - @felixfour
- #47 A guide with malformed frontmatter no longer aborts the resource reload and crashes client startup. The bad page is skipped for priority purposes and loading continues. - @Algent
- #12 GregTech covers in guide structures now work across saves. Cover ids are numeric and differ from save to save, so they are stored as string names and decoded again when loaded. - @ABKQPO
- #8 Fixes lang keys in the English and Chinese files so the config GUI labels and tooltips show their text. Keys such as the debug mode entry are now lowercase to match what the game looks up. - @ABKQPO
- #5 Fixes a batch of guide rendering and behaviour bugs. The navbar keeps its expand/collapse state while you browse in one game session. Tables keep inline formatting, GameScene inside ContentTabs works, and StructureLib tier and channel sliders render and rebuild correctly. GT multiblock hatch placement and active controller state are fixed. Function graph hover now prefers preset points, and the preset point hit radius goes from 8px to 6px. - @Windorain
- #2 Scene export and the AE2 preview requests now check permissions on the server. A player without permission level 3 can no longer get structure data through hand-made packets. The /guidenh reload command now needs the same permission level. Singleplayer servers are not restricted. - @ABKQPO
Hardcore-Ender-Expansion
- #42 Vanilla overworld music now goes through the real vanilla music ticker again when removeVanillaDelay is off. Other mods that change the music ticker, such as the configurable music delay, work again. - @Caedis
- Fixes Hodgepodge#915
- #41 Falling obsidian no longer destroys the block it lands on. It used to delete any block in its landing spot, including an OpenBlocks grave and everything inside it. It now only replaces air or replaceable blocks, and otherwise drops as an obsidian item. - @Eldrinn-Elantey
- #40 Hardcore Ender Expansion inventory blocks now close their GUI when the block is destroyed while it is open. This closes an item duplication exploit where a second player could keep using the GUI of a broken block. - @Kogepan229
- Fixes Dupes-Exploits-GTNH#318
- #35 The Spatial Dash Gem now gets extra uses from the Capacity Enhancement. Before, the use check ignored the enhancement, so the added durability could not be used. - @loenaaaa
- Fixes GTNH#23240
HelpFixer
- #3 The /help command no longer breaks when a command throws an exception while its name or usage is read. The command is skipped with a warning in the log, and /help works from the server console. - @Viptunbeqwfwew
- Fixes GTNH#3175, GTNH#13490
HoloInventory
- #62 Holo glasses now work when several glasses are worn and the first one found is switched off or has a condition that is not met, such as mechanical armor. All armor and bauble slots are checked, and the overlay shows if any of the glasses is active. - @FourIsTheNumber
HydroEnergy
- #47 Fixed several Hydro Dam crashes. They came from placing more dams than the config allows, from water spreading outside the world height, and from dimensions without skylight arrays. The maxDams config value is now capped at 1 to 16. - @5-Esania
- #38 Fixed several crashes around Hydro Dams. They happened when chunks load or unload near a dam, when a network packet arrives truncated, and when water spreads into unloaded chunks. - @rainbowjose
- #39 Fixed a typo in the Hydro Turbine Controller tooltip. It now says pressurized water instead of pressurize water. - @BroFaceMcgee
- Fixes GTNH#23439
IFU
#30 Fixes a crash when you mouse over the ore finder wand. GT5-Unofficial removed a translation helper that the wand's tooltip and search text used. - @Eldrinn-Elantey
- Fixes GTNH#26046
#28 The ore finder wand now finds ores that it missed before, such as Copper Ore. It compares ores by their internal name instead of by object, and the object comparison did not always match. - @Algent
- Fixes GTNH#25492
#24 The texture for the Ingenious Building Kit GUI was fixed. The PR gives no detail on what was wrong with the old texture. - @Ranzuu
IguanaTweaksTConstruct
- #41 Drinking a clay milk bucket now clears potion effects, the same as a vanilla milk bucket. Before this it used up the milk and removed nothing. - @Angry3vilbot
- Fixes GTNH#25962
- #39 Swapping magical wood parts on a Tinkers' Construct tool now adds or removes the right number of modifiers. A tool made entirely of magical wood gets the 8 bonus modifiers, and swapping a part so it is no longer uniform takes them away again. On a non-uniform tool each magical wood part gives one modifier. A new config option, HandleMagicalWood, turns this on and is enabled by default. - @tiffit
- Note: A tool you part-swapped on 2.8.4 may keep a slightly wrong free-modifier count. Do not re-craft it: a rebuilt Tinkers tool loses its level and its applied modifiers, and the update does not touch existing tools.
- Fixes GTNH#9452, GTNH#25825
- #30 Part replacement no longer swaps the parts of ammo weapons that only need their ammo refilled. A throwing knife with a bone head and a wooden stick used to turn into a bone head with a bone stick instead of getting its ammo back. Ammo weapons that are not at full ammo are now refused for part swapping. - @Krepyn
- #28 Tinkers' tools that are not weapons now gain XP from the damage they deal, not from the total damage of the hit. They get half of that XP, with a minimum of 1. Hitting animals still halves the XP again, with a minimum of 1. - @thehoblit
InGame-Info-XML
- #44 Fixed a rendering state leak from item icons in the InGame Info overlay. The icons left OpenGL settings changed after drawing, which affected what was drawn afterwards. - @Ranzuu
- #43 InGame-Info-XML now looks for GregTech 5 Unofficial under its own mod id when it decides whether to load the GregTech integration. The oregen info tags come from GT5, so they depend on this check passing. - @felixfour
- #38 Slime chunk info in In-Game Info now works on servers. Before this it did not show on a server. - @sbancuz
- Fixes GTNH#21773
InventoryBogoSorter
#230 The display name sort rule now ignores & color codes and hex colors. Items with those codes used to sort by the codes instead of their visible name. - @alppp
#214 Fixes the check for whether Applied Energistics 2 is installed. The old check used a wrong class path, so it could report AE2 as missing when it was there. It now asks the mod list instead. - @Kogepan229
#212 Middle-click inventory sorting works again. The keyboard sort key had stopped working too, and both work now. Keybinds that use Controlling modifiers still behave as they did. - @Algent
- Fixes GTNH#26019
#211 The drop off key no longer triggers while typing in chat or in some GUIs. Drop off and sort now respect modifiers, so a drop off key bound to Ctrl+G no longer fires on plain G. Custom combo shortcuts such as Ctrl+Alt+Q are unchanged. - @Algent
#204 Fixes a crash when the Controlling mod is installed alongside Bogosorter. - @MassAnarchyy
#203 Reverts the earlier Tinkers' Construct Crafting Station shortcut change. Alt+Click works again with the Crafting Station. - @MassAnarchyy
- Fixes #200

#202 The drop off key no longer fires when you type in the NEI search bar in the recipe GUI. The keybind settings screen also shows key names instead of raw key codes. - @MassAnarchyy
- Fixes #201
#198 AE2 tooltips no longer treat fluid containers such as buckets as fluids. - @MassAnarchyy
#197 Fixes Forestry backpack dupes where force drop, move-all and sort could act on an open bag. These actions now skip slots that are empty, dummy or crafting slots, or that the player cannot take from. - @Algent
#195 Fixes a food dupe with the Cooking table. Shortcut-moving items into a slot that already holds a matching stack now checks that the slot accepts the item first. - @Algent
- Fixes Dupes-Exploits-GTNH#239
#194 ALT+LMB no longer sometimes acts like a shift click or gets ignored. Shortcut moves no longer fail to move anything during rapid input. Shortcuts also work in the Tinkers' Crafting Station and push into the crafting table rather than the connected chest. - @MassAnarchyy
- Fixes #193
#192 Fixes a crash when logging out of a server that does not have AE2 installed. AE2 support is now only loaded when AE2 is present. - @MassAnarchyy
- Fixes #191
#188 Bogo Sorter works again with newer NTM versions (X5714 or newer), where the crate container class it relied on was removed. Older versions still get the crate compat. - @re7gog
#185 Bogo Sorter's server now validates the packets it receives from clients, so bad slot indexes or values are ignored. The debug clear and randomize inventory tools on numpad 1 and 2 are now off by default. They work only when a new server-synced config option is enabled, and then only for server operators. - @Caedis
- Fixes #124
#174 Drop-off now recognizes inventories from mods that use one block type for many different machines, such as GT6. Matching falls back to the inventory's own name. - @mikkerlo
#173 Items with very long names no longer crash Bogo Sorter when sort data is sent to the client. - @DarkShadow44
#172 Fixes a crash during the network handshake caused by a GregTech tool with no NBT data. Such tools now get an empty material name. - @WayneYam
- Fixes GTNH#23244
#169 Bogo Sorter no longer breaks when a shortcut keybind is left empty. Empty keybinds are skipped instead of being registered, and the shortcut checks ignore keybinds that do not exist. - @0hwx
- Fixes GTNH#23048
#167 Shortcut item moves no longer put items into the AE2 crafting slot. Doing that could freeze the server with an illegal craft. - @lc-1337
- Fixes GTNH#22963
#166 Fixes duplicate detection for drop-off. The scan now checks every inventory already found, so double chest halves are no longer counted twice after the list order changed. - @0hwx
#158 Shortcut moves now skip item stacks whose size is zero or less. - @Worive
#154 Fixes the crash when clicking the sort config button in the inventory or crafting table. The crash also happened when opening the config GUI. The mod now works with the newer ModularUI2. - @FrostyFire1
- Fixes GTNH#21998, #153
#149 Fixes auto-refill going out of sync between client and server. When a tool is about to break, the client now tells the server to swap in the replacement. A destroyed item is refilled without a swap. - @0hwx
#145 Fixes how the hotbar swap highlight is drawn. The texture height was wrong and is now correct. - @0hwx
#143 Fixes the keybindings. The config key and the drop-off key now respond to mouse buttons and other non-keyboard input, not only keyboard keys. Sorting with a keyboard key works again. - @0hwx
#140 Fixes four reported problems. The Multiblock Structure Hologram Projector crash and the AromaBackup backup screen crash are gone. The sort button no longer shows up when it is disabled in the config, and the sort button in the Draconic Evolution chest sits in the right place.
The Forestry Worktable also works with crafting tweak buttons again. - @0hwx
IronChestMinecarts
- #10 The Obsidian Chest Cart now has its full name. It was shown as Obsidian Chest, for both the item and the entity. - @2ndDerivative
JarJar
- #27 Mods that own an API now load before mods that repackage that same API. This fixes load order problems with jars that bundle copies of other mods' APIs. - @mitchej123
- #22 Mods packaged as multi-release jars are no longer added twice during mod discovery. This stopped the mod, client and proxy classes from being constructed twice. If the same mod id still shows up more than once inside one jar, loading now stops with an error that names the jar. - @mitchej123
- #8 Jars that contain only an API annotation and no mod are now loaded. This fixes DeepResonance not recognising McJtyLib. - @mitchej123
- Fixes #4
LogisticsPipes
#137 Fixed the crash and broken rendering on the Logistics Pipes crafting pipe sign. The sign now draws the item and its name without breaking. - @PLASMAchicken
- Fixes GTNH#22909
#129 Fixed Logistics Pipes models not loading correctly when Hodgepodge's async icon loading is enabled. The crash with the crafting sign is a separate issue and is not fixed here. - @tiffit
#128 Fixed a server error when Logistics Pipes runs together with RetroFuturaBootstrap and Thermal. The server tried to load a client-only rendering class and logged a NoClassDefFoundError. The old checksum-related class preloading is removed. - @mitchej123
#124 Fixed an occasional server crash with Logistics Pipes when OpenComputers or ComputerCraft computers send messages or broadcasts through a pipe. The crash was a null pointer error in the router's task queue. - @DerekChan65535
#123 Fixes the Logistics Pipe Fluid Supplier Mk2 GUI, which had client-to-server sync issues. Also updates the mod to work with newer ModularUI2 versions. - @tiffit
- Fixes GTNH#24967
#112 HUD Glasses now show the results of crafting pipes correctly after you relog. The Crafting Pipe MK3 and the standard crafting pipe now use the same HUD code. - @jude123412
#109 Fluids now go into the tank on the side the pipe routed them to, instead of being pushed into every adjacent tank. Fluid provider pipes also no longer provide fluid across a firewall. - @Glease
#107 Fixes the lighting on the Logistics Pipes request table and other solid blocks when they are shown as items in inventories and in hand. - @sisyphussy

#102 Fluids are now routed to basic fluid pipes that are connected to blocks that void fluids, such as a super tank set to void. Before, the pipe thought it had negative free space and accepted nothing. - @and-reas-se
LootGames
- #39 Fixed Loot Games not syncing to players when CC is installed. Players in view of a loot game now receive its updates. - @RecursivePineapple
- #35 The Sudoku weight config now accepts values from 0 to the integer maximum instead of 1 to 9. Setting it to 0 now turns Sudoku off, as the config description says, and weights above 9 work. - @PLASMAchicken
- Fixes GTNH#24160
- #27 Fixed the Sudoku stage complete message, which showed a raw translation key instead of text. - @ABKQPO
- #25 Fixed a Minesweeper bug in Loot Games where finishing level 4 could pay out the loot several times through a chain reaction. - @Worive
- Fixes GTNH#17740
- #24 Fixed Sudoku in Loot Games giving the wrong number of loot chests. The level counter now advances before the level-complete check, so the final level is counted correctly. - @ABKQPO
- Fixes GTNH#22532
MagicBees
#63 Right-clicking a magic apiary in a claimed chunk no longer puts your equipped armor into the apiary's produce slots. The same fix applies to the effect jar. - @Eldrinn-Elantey
#61 Fixed GUI layout issues in the Effect Jar and Magic Apiary GUIs, and added localization for the inventory title. The interface now displays correctly without visual cropping. - @Ranzuu

#56 The Apimancer's Drainer now works with essentia import busses after you change its essentia type. Before, an emptied aspect stayed in the drainer with an amount of 0 and blocked the new type. - @SST-03
- Fixes GTNH#20653
MalisisDoors
#32 Doors now remember manual opening and closing. A door you opened or closed by hand stays that way when nearby redstone power updates, until the power state itself changes. This matches modern Minecraft and stops doors flipping back after a world reload next to something like an EBF. - @Brownshome
- Note: If a door held open by a constant redstone signal refuses to close the first time you switch the signal off, switch it on and off once more and it behaves normally from then on.

#29 Doors and trapdoors now start in the open or closed state that matches their block data when they are created. This fixes village trapdoors whose hitbox did not line up with how they looked. - @tiffit
- Fixes GTNH#24401
#23 Fixes a rare crash from a null value when blocks such as the rusty ladder are rendered on several threads. It was found with FalseTweaks threaded rendering. - @Cleptomania
ModularUI
- #92 Fixes a client crash with a null pointer exception when the server asked to open and then close the same window in one tick. This kicked players out of the world, for example when using the sort and localise buttons in the Drone Centre machine list or opening the Electrolyzer GUI. - @TheYoingLad
- Fixes GTNH#16580, GTNH#19771
ModularUI2
#161 Fluid icons in GUIs no longer show only the top left quarter of the texture. This happened with Angelica's RGSS texture filtering and with HD resource packs. - @Eldrinn-Elantey

#160 Pressing a hotbar number key while hovering the matching hotbar slot in a fluid tank UI no longer voids the items. - @mcmlevi
- Fixes GTNH#26398
#153 In number fields with a maximum, typing 100% now gives the maximum instead of 1. 50% gives half the maximum, and a plain 1 stays 1. - @Worive
#152 Fluid display widgets no longer draw an empty fluid stack as a full tank. - @tiffit
#151 Some invalid numbers typed into ModularUI number fields no longer cause an unhandled error. They are now rejected the same way as other bad input. - @vnesterovskyi
#147 NEI items in GregTech machine GUIs no longer render white when the NEI Show Item Quantity Widget option is disabled. ModularUI now resets its drawing state after drawing plain colored shapes. - @Algent
- Fixes GTNH#25499

#145 Text fields no longer throw errors when you move the caret up or down between lines of different length, or type at the end of a line. Copying a selection that spans several lines now copies all of it. Pasting on the last line no longer errors. - @TheYoingLad
#138 Shift + drop now works on stacks in ModularUI inventory screens. It did not work before. - @AnsonYeung
- Fixes GTNH#25138

#136 Number fields no longer crash when given a value like 1E9.0, where a decimal point follows the exponent. Such a number is now read as 0. In a larger expression only that number becomes 0. - @Miklebe
#135 Shift double clicking a stack quickly no longer moves the stack inside the source inventory when the destination inventory is full. This applied to ModularUI inventory screens. - @AnsonYeung
- Fixes GTNH#25006
#133 Fixed crashes that occurred when closing GUIs during mouse events or editing text fields. - @Luca-Guettinger
#126 Item descriptions no longer show through cover windows while a window is being moved. Tooltips are hidden whenever something is being dragged. - @TheYoingLad
- Fixes GTNH#24612
#123 In world, the inventory key (E) closes only the top popup, such as the circuit selection window, and Escape closes everything. This fixes the circuit selection UI that could not be closed with the inventory key. Outside a world, the inventory key does nothing, and Escape closes the top panel only if it is not the main panel. - @brachy84
- Fixes GTNH#24648
#119 Fixed a crash when fluid icons are missing; a fallback display is shown instead. - @Luca-Guettinger

#113 Fixes a null pointer exception when a world unloads, for example when leaving a world. - @brachy84
#111 Each player now has their own set of open GUI screens on the server, and the screens are cleared when a player leaves. This may fix GUIs freezing from time to time in Gregtech machines, but the author was not sure. - @brachy84
- Fixes GTNH#24188
#102 Fixes red inventory slots in all ModularUI2 GUIs. - @Ranzuu
#101 Typing a non-numeric character into a number field no longer throws an exception when the field is set to integer format. - @NeutronSelector
#97 Slot groups are applied to slots again. The code that assigns them had been commented out by mistake. - @brachy84
#94 Slots no longer draw an amount number when the stack size is below 1. The number is now drawn only for amounts above 1, or when a format is set. - @chrombread
#88 Fixes a fluid duping bug with Super Tanks. A container that fails to drain is no longer treated as emptied. - @SuperSoupr
- Fixes GTNH#23153
#82 Slots in ModularUI2 GUIs now respect the item's max stack size. Before, they only used the slot's own limit and could take stacks larger than the item allows. - @brachy84
#81 Filling or draining a stack of cells or containers held on the cursor now updates the cursor stack count. Before, the fluid slot changed but the cell count stayed the same. This also fixes a crash when a container cannot hold the fluid, such as a bucket and Sulfuric Acid. - @chrombread
#79 Text fields set up with a named sync handler now pass their value through. Before this, the value was never called for those fields. - @chrombread
#77 Entity displays that follow the mouse now rotate correctly. The pre and post draw hooks now also work when the entity looks at the mouse. - @chrombread
#76 Fixes problems in ModularUI2 GUIs caused by the previous change. Cycle buttons, sliders, progress bars, item displays and text fields now keep their value when it is set directly and not through a sync handler. - @brachy84
#72 Text drawn with some alignments is no longer offset by a pixel. - @serenibyss
#59 Text fields no longer always show a tooltip. The tooltip now behaves as intended. - @chrombread
#52 Text that has an alignment set no longer changes colour. It now uses the theme's text colour instead of the general widget colour. - @DarkShadow44
#51 Clicking an entry in a drop down menu no longer also clicks the widget behind it. - @DarkShadow44
#50 Fixes dynamic widgets in ModularUI2 GUIs that are updated from the server. The author says it may or may not fix a reported issue. - @brachy84
#49 Player inventory slots in ModularUI2 GUIs are now recognised correctly as hotbar, main inventory or armor slots. The item held on the cursor is now drawn on top of other elements. - @brachy84
#137 A background overlay set on a toggle button no longer replaces the theme background. The overlay is now drawn on top of it for both the normal and selected states. - @TheYoingLad
#120 The ModularUI debug overlay now shows "Pos" instead of the misspelled "Post" in the position line. - @Ranzuu
#108 The ModularUI2 logo now uses the correct path in the mod info, so it can show in the mod list. - @JackOfNoneTrades
MouseTweaks
- #18 Fixes an extra shift-click on the slot under the cursor when returning from an NEI recipe while holding shift and the left mouse button. Dragging now waits until held mouse buttons are released after the screen changes. - @Pxx500
- #16 Mouse Tweaks no longer interferes while you drag-split a stack across slots. The left click tweak is skipped during a drag split, which is the same fix made in InventoryBogoSorter. - @0hwx
- #10 Scroll wheel transfers between inventories now check NBT as well as metadata. Items with the same metadata but different NBT, such as fluid cells, are no longer swapped. - @Caedis
- #9 Mouse Tweaks wheel tweak no longer acts on scroll input left over from before a GUI opened. That leftover input caused items to move at random. - @Caedis
- Fixes GTNH#15374
- #8 Mouse Tweaks no longer imports settings from old config files. If the existing config file is in the old format, it is deleted and a new one is generated, so old settings are lost. This removes config problems seen on a fresh dev-based pack. - @Caedis
- #3 Mouse Tweaks no longer crashes a dedicated server. It also stops logging an error about a missing field when Forestry is installed. - @eigenraven
Natura
#45 Natura overworld saplings can now be planted on fertilized soil, like the other saplings. Eucalyptus and willow trees also generate on any ground-material block, not only dirt and grass. - @zaru-noodles
- Fixes GTNH#25957

#44 Natura overworld saplings can no longer be placed in mid-air. They now follow the normal placement rules and still grow with bone meal. - @loenaaaa
- Fixes GTNH#25958
#43 Natura log and leaf items now show the right name for every metadata value. For example, a sideways maple log was shown as Tiger by Waila. - @tiffit
- Fixes GTNH#25561
#42 Fixes problems with Natura tree generation for redwood, sakura and white trees. The code no longer keeps a world reference between generations. - @DarkShadow44
#40 Breaking bloodwood with silk touch now drops the full bark bloodwood block. Before, the drop lost its metadata. This fixes Vajra breaking bloodwood. - @LooseEthics
- Fixes GTNH#23920
#47 The Berry Medley tooltip now spells "irresistible" correctly. - @UltraProdigy
- Fixes GTNH#26418
Navigator
#22 The top toolbar on the JourneyMap 5 fullscreen map stays centered when Navigator adds layer buttons. It also behaves a little better at the default GUI scale. - @Algent
- Fixes GTNH#26486

#21 Fixes map marker icon padding problems when texture filtering is enabled. Markers now adapt to the current anisotropic filtering setting. - @Algent

#19 The Topo button is back on the JourneyMap fullscreen map toolbar. Navigator's rebuilt toolbar had dropped it. - @Eldrinn-Elantey
#18 Navigator no longer crashes the game when JourneyMap 6 is installed. The JourneyMap integration is now only active with JourneyMap 5, and JourneyMap 6 support is still to come. - @Algent
#16 The search bar cursor on the JourneyMap fullscreen map now blinks at the normal speed. It was blinking about 3x too fast. - @Eldrinn-Elantey
#13 Fixes a crash when Mixins were applied to JourneyMap's waypoint beacon rendering. Navigator's waypoint beacons hook now targets the right method. - @Eldrinn-Elantey
neiaddons
#18 Viewing a bee recipe by product in NEI no longer lists the same bee species several times. For example, Iron Combs now show Iron, Steel and Manganese bees once each. - @Adowrath

NewHorizonsCoreMod
#1975 The Gardener Coin sprite was misaligned and defective. It is replaced with a fixed version made by Embri. - @YannickMG
#1907 Fixes Open to LAN warning display: now appends to vanilla message instead of overwriting it, and only shows when the button is actually enabled. - @boubou19
- Fixes GTNH#26066

#1875 The Armok Orb extreme crafting recipe is now centered in the grid. It used to sit at the top of the grid instead of the middle. - @UltraProdigy

#1611 Automatic dependency downloads at startup now send a browser user agent, so Cloudflare no longer blocks them. The user agent string can be changed in the coremod config with the downloadUA option. - @Glease
#1587 Fixes typos in the English text, including the Transparent Orb research page, which said Liefe instead of Life. - @Yoshy2002
Nodal-Mechanics
#13 NEI no longer shows four identical pages for the nodal matrix recipe. Only the one recipe that the Thaumonomicon also shows is registered. - @kopatych3348
#12 Renaming a Node Matrix in an anvil no longer makes it show up as attuned, with the enchanted glint and a wrong name. It also no longer crashes the game to the menu. A Node Matrix now counts as attuned only when it holds aspects. - @purebluez
- Fixes GTNH#23641

NoHotbarNeeded
- #2 NoHotbarNeeded now works on dedicated servers, where it did not work before. It now requires NotEnoughItems 2.8.93 or newer. An unbound activate key is no longer triggered. - @Alexdoru
- #1 Pressing the activate item key while the mouse is not over a slot no longer crashes the game. The crash happened when pressing the Tinkers belt key and the AE Universal Wireless Terminal key at the same time. - @lc-1337
- Fixes GTNH#24639
Nuclear-Control
#51 The howler alarm no longer stacks copies of its sound when you leave its range and come back. It also keeps its place in the sound instead of restarting the loop when the alarm is reloaded. - @boubou19
#50 Fixes the Information Panel's saved data growing without limit. The panel now saves its display settings in a fixed format instead of a value that kept getting longer. - @AnsonYeung
- Fixes GTNH#26688
#49 Fixed z-fighting on Information Panel and Advanced Information Panel displays, and text that was culled at some viewing angles. Multi-block screens now use their full size as the render bounds. - @boubou19
#42 The line configuration buttons in the Advanced Information Panel were invisible when the GUI scale was set to Auto. They show up again now. - @dipo33
- Fixes GTNH#23767

#37 The Reactor Info Panel card's tank input line now uses the correct text key, so it no longer shows a missing translation. - @Blubstr
#36 Fixed an overflow when reading display settings from a network packet. The length value is now read as unsigned, so large values no longer come out negative. - @MeiTianyou
#33 The Advanced Info Panel's line settings are stored as a BitSet internally, the settings list is 3 pixels taller so its buttons fit, and opening the line configuration GUI then minimising and restoring the window no longer duplicates its buttons. - @guid118
- Fixes GTNH#21154
Nutrition
- #30 The Witchery vampire compatibility now works. A vampire's nutrition is set from their vampire level and current blood amount, instead of having no lower floor. Config options set the minimum and maximum nutrition and can turn the compatibility off. - @YamiKami-Sama
- Fixes GTNH#22629
OCGlasses
- #25 Fixed a crash when the game window is resized too early, before a player exists. - @felixfour
- #21 Fixed the black screen when an item icon is drawn on OpenGlasses. Item icons now render with correct position, scale and rotation. - @SvineruS
OpenBlocks
#66 Emptying a grave in the same tick you die no longer loses the items. Grave interactions from a dead player are now ignored, so the grave keeps its contents. - @Eldrinn-Elantey
#58 Luggage now spawns with full health instead of half a heart. He is still invulnerable. The change shows in Waila. - @brandyyn
#57 The hang glider can no longer be used together with the Et Futurum Requiem elytra. Before, using both gave huge speed and altitude. - @jordanamr
- Fixes GTNH#24479
#53 Fall damage works again when you stop gliding while still holding the hang glider. Before, holding the glider in hand while falling gave no fall damage. - @MassAnarchyy
- Fixes GTNH#25168
#51 Fixed a client crash when using a hang glider near a Thaumcraft Hungry Node. The crash came from the glider list changing while the client was updating it. - @MassAnarchyy
- Fixes GTNH#24872
#45 The grave death message is no longer garbled when you use a compact chat mod. Clicking the grave now shows the message correctly. - @Alexdoru

#43 The hang glider no longer deploys while you are riding something. Before, holding a glider on a horse gave the wrong player model. Tested with a horse, a boat and a minecart. - @cargocats
- Fixes GTNH#23981
#35 Fixed a ConcurrentModificationException crash while using the Hang Glider. The author could not reproduce the crash, so the fix is untested against it. - @Worive
- Fixes GTNH#19263
#34 The Hang Glider sits in the right place on other players when it is not deployed. - @Worive

#33 The Hang Glider no longer renders upside-down for other players while they fly. - @Worive
- Fixes GTNH#19387

OpenComputers
#220 Building an OpenComputers computer no longer resets the AFK timer of players within a 4-5 chunk radius. Screen init packets and robot state requests do not count as player activity now. - @Niki4tap
#213 Fixes warnings in the server log when using the ME interface item event subscription. Stacks in the event signal are now sent as NBT data. - @hinyb
- Fixes GTNH#26028
#209 OpenComputers internet cards now block the NAT64 address range 64:ff9b::/96. Computers can no longer reach blocked local addresses through that range. - @Pxx500
#205 Fixes a duplication bug where a wrench with a container item, such as a screwdriver, could be duplicated with OpenComputers floppy drives. - @hinyb
- Fixes GTNH#23222
#193 Attempts to fix a sound leak on the client. Looping sounds from OpenComputers machines are no longer kept alive after their block is gone. - @Alexdoru
#190 Fixes a crash on startup when Applied Energistics 2 is not installed. The same guard is applied to the Thaumic Energistics integration. - @hinyb
#184 Text on OpenComputers screens is no longer garbled when Angelica 2.x is installed. The same fix applies to text in Drone and Robot GUIs and to code segments in the manual. - @PinkYuDeer

#168 coroutine.wrap in OpenOS now passes errors on to the caller. Before, a program using it ignored the error and got part of the error message back as a string. - @asquared31415
#158 The Transposer component inside a Microcontroller now finds its fluid transfer rate setting correctly. Before, the lookup for the Transposer item did not match. - @Vlamonster
OpenModularTurrets
- #13 Placing a turret base no longer crashes to the main menu when the owner or a trusted player name has non-ASCII characters. Names are now sent between server and client as UTF-8. - @Algent
- Fixes GTNH#26087
Opis
#17 The Tile Entity [Type] tab in Opis now shows the correct block names. Names were wrong for blocks whose metadata does not map directly to an item. - @AnsonYeung

PersonalSpace
#46 The book on the personal space portal now animates at the same speed as the vanilla enchanting table book. Its pages turn instead of staying at a fixed angle. - @Eldrinn-Elantey

#41 Picking a preset without extended settings now resets the chunk boundary, gap and center settings. Before, the old values stayed in place. - @ABKQPO
- Fixes GTNH#24849
#40 An empty Center Marker block no longer makes other presets fail to load. The center enabled toggle in the edit world screen now matches the config. - @ABKQPO
#36 Weather in a personal dimension is no longer shared with the overworld. Time and weather for each personal dimension are now saved in its own config and restored when the world loads. - @alppp
- Fixes GTNH#21508
Postea
- #27 Fixes a crash on world load when asjcore is installed alongside Postea. - @danyadev
- #22 Postea world migrations work again with ChunkAPI and EndlessIDs installed. Since those mods were added to the pack, migrations such as IC2 crops had stopped running. ChunkAPI and EndlessIDs dev dependencies were also updated. - @C0bra5
- #15 Postea now builds its list of replaced block ids after the world's id mappings are applied. Before, worlds that had mods removed and their items remapped could end up with shuffled ids and wrong replacements. - @SuperSoupr
ProjectBlue
- #10 Control panel labels now draw the first line above the control and the second line below it, instead of both lines stacked behind the lever, button or lamp. This applies to the 2x2, 3x3 and 4x4 panels. - @micvog
- Fixes GTNH#27029
Railcraft
#122 Fixed a server crash caused by Firestone burning items. Fire is now only placed in loaded chunks, and it is placed after all item checks are done. - @tiffit
- Fixes GTNH#24670, GTNH#25403
#121 Fixed a server crash that happened when another mod added its own inventory listener while a Railcraft GUI was open. - @ABKQPO
#119 Railcraft stairs now show the correct type in NEI and on pick block. All stairs with different metadata were shown as Sandy Brick Stairs. - @Ranzuu
- Fixes GTNH#24169

#117 Railcraft slabs now follow the config option that stops mobs spawning on decorative blocks. Before this, mobs could spawn on them regardless. - @NotKaizul
- Fixes GTNH#23894
#116 Linking a World Anchor to a Sentinel on a multiplayer server no longer disconnects the player. - @PLASMAchicken
#112 Using a crowbar on an Anchor Sentinel on a server no longer crashes the client to the main menu. - @PLASMAchicken
- Fixes GTNH#23527
#111 Railcraft slabs now give the correct slab when picked through NEI. They previously gave the wrong pick block. - @Cardinalstars
#109 Railcraft no longer crashes when IC2 is not installed. The steam turbine and the energy loader now skip the IC2 energy net when IC2 is missing. - @broscolotos
#107 Tracks that emit a redstone signal now strongly power the block beneath them, the same as the vanilla Detector Rail. Directional detection tracks work with redstone setups below them again. - @DrParadox7

#103 Tracks that had no name now show the name Track. - @brandyyn

RandomBoubles
- #5 Items returned by the RandomBoubles crafting handler no longer vanish the moment they spawn. They now get a longer lifespan instead of a raised age. - @Ethryan
- #4 RandomBoubles now detects GregTech when it is installed. The check used the wrong mod id before, so GregTech was never found. - @Ethryan
RemoteIO
- #31 Fixes a crash when a Remote Interface is connected to an AE2 network that it would link back to itself. The interface now skips that connection. - @Algent
- Fixes GTNH#25664
- #26 Fixes a crash when shift-right-clicking a Remote Interface with a Vajra on a dedicated server. - @Alexdoru
- Fixes GTNH#24236
ServerUtilities
- #342 Fake players with incomplete profiles, such as Thaumcraft golems, no longer cause a permission check error in claimed chunks. The console also stops filling with an exception on every tick they try to act. - @Niki4tap
- #338 Automatic backups no longer stop until you restart the game after a long session. A backup thread left over from an earlier world is now stopped on server start and stop. A cancelled backup deletes its partial archive. - @Algent
- Fixes GTNH#26529
- #337 Servers running Ultramine no longer load the pause-when-empty feature, which could not work there and caused crashes. - @SKProCH
- #330 Players with the serverutilities.bypass_player_limit permission can no longer join when they are banned or not on the whitelist. The permission now only bypasses a full server. - @Lyfts
- Fixes #329
- #313 Closing the rank editor no longer moves the mouse cursor to a mirrored position. The cursor stays where it was when you return to the previous screen. - @Eldrinn-Elantey
- #309 /rtp and other teleport commands work again when Hodgepodge's preventEntityChunkLoading is on. Before, players who teleported into unloaded chunks got stuck in the void and /rtp could not find a position. - @Lyfts
- Fixes GTNH#25025
- #308 The Brigadier command mixins in ServerUtilities load again. GTNHExtLib had added a transformer exception that stopped them from ever loading. - @Lyfts
- #305 The built-in backup now waits for pending world writes to finish before it copies files. Before this, a backup could hold stale data, including an out-of-date single-player host inventory, so items could dupe or vanish after a restore. - @Caedis
- Fixes GTNH#25008
- #301 /transfer now works from command blocks. It also accepts an address written as host:port, so /transfer @p mc.stonelegion.com:25585 goes to port 25585 instead of a broken address. - @alppp
- Fixes #300
- #294 Nick and chat stripping now recognizes the u format code (drop shadow), in both the & and section sign forms. This needs Angelica PR 1754. - @alppp
- #292 The Server Utilities sidebar buttons no longer go missing for one tick when you switch inventory tabs. The icons now draw on the first frame instead of flickering in. - @Lyfts
- Fixes GTNH#24572
- #290 Viewing too many claims in JourneyMap no longer kicks the player. Claim validation is now sent in batches of at most 2000 locations, so the packet stays small enough. - @Lyfts
- Fixes GTNH#24193
- #289 Mob spawn blocking in claims now works when set to TRUE. Every listed mob type is blocked, and the names in the config are no longer case sensitive. Chunks that are not claimed are left alone. - @Lyfts
- #286 The silent_backup config option now works. It hides the backup start and finish messages. Critical errors are still shown. - @Algent
- Fixes #285
- #281 Fixed the rank config handler sometimes not registering on servers. This could leave players unable to chunkload. - @Lyfts
- Fixes GTNH#24615
- #274 Nick and chat stripping now also recognizes the extended format codes X, G, Q, Z and V, in both the & and section sign forms. Names using those codes are cleaned the same way as names using the normal colour and style codes. - @alppp
- #269 The right click log now records the player's position when an item is clicked in the air. Before, it logged 0,0,0. - @StoneLegion
- Fixes GTNH#23932
- #265 Fixed a rare problem when merging offline accounts with teams. Merging now finds the existing player by name without regard to letter case. - @Caedis
- #263 The server watchdog no longer kills a dedicated server right after boot. It could trigger during the FML remap, before the server had really started. The watchdog now starts once the server has finished starting and logs a line with the max tick time when it does. - @Caedis
- Fixes GTNH#22107
- #262 The good morning message shown when a sleeping vote skips the night now displays its text. The lang key had a typo, so players saw the raw key instead. The Russian translation file was also updated. - @Eldrinn-Elantey
- #260 Fixes a server crash when two players use the inventory view command on each other at the same time. - @Lyfts
- Fixes #258
- #259 Fixes a startup crash on servers running Ultramine. The max tick time option is now skipped there, since Ultramine has its own watchdog. - @SKProCH
- #256 Fixed the Trash Can GUI to display localized text instead of a hardcoded string. - @Discreater
- #272 The /pregen usage text now shows <x> <z> instead of <x> <y>, since the values are chunk coordinates. The client usage also shows /pregen start <radius> instead of /pregen <radius>. - @aidenfarley
Share-Where-I-am
#12 The waypoint marker box now draws its bottom face. That face was missing because only 2 of its 4 vertices were specified. - @tiffit

#11 Share Where I Am now turns itself off when JourneyMap 6 is installed. The mod only works with JourneyMap 5, and trying to hook into JourneyMap 6 breaks. JourneyMap 6 already has the same features. - @Algent
#10 Waypoints you accept from a chat share are now saved to disk. Before, they were only kept in memory and disappeared when you relogged. - @Eldrinn-Elantey
- Note: Waypoints you saved from chat before updating were never written to disk and are already gone. From now on saving a shared waypoint keeps it after you log out.
- Fixes GTNH#20805
SpecialMobs
- #35 Witch Cave Spiders no longer duplicate a projectile endlessly when they deflect it. This was causing extreme lag with Tinkers' Construct crossbow bolts. - @Ressed
- Fixes GTNH#26782
- #29 Ender Creepers no longer teleport onto blocks that are not normal solid cubes. This stops them teleporting into Railcraft steam tanks and other tank blocks. - @loenaaaa
- Fixes GTNH#22925
- #28 The Witch Spider now deflects a projectile only once. Before, an area attack like the Draconic Bow's Shockwave made the deflected arrow explode and hit the spider again. That spawned another arrow and looped until the game softlocked. - @wlhlm
- Fixes GTNH#16062
- #27 Dark Creeper explosions now respect claimed chunks where explosions are turned off. Before, they still destroyed light-emitting blocks such as warded jars and Stone Hives there. - @dibbydoda
- Fixes GTNH#19888
SpiceOfLife
- #53 Fixed a crash when closing the Lunchbox GUI while another GUI such as NEI was opening, or when closing the Lunchbox and the inventory together. The item's ID was briefly missing during the client resync. - @UltraProdigy
- Fixes GTNH#23239
Steve-s-Factory-Manager
- #22 The SFM block breaker no longer crashes the game when it breaks Grow Lights. The block's break logic ran twice and the second run failed because the tile entity was already gone. - @DarkShadow44
- Fixes GTNH#24548
- #21 The SFM block breaker no longer crashes with a null pointer error when it breaks or places blocks in chunks claimed through ServerUtilities. The fake player it uses now has a real UUID. - @carbotaniuman
- #18 The Machine Inventory Manager timer now counts 1 second as 20 ticks. It used 21 ticks, so a 1 second timer ran 1.05 seconds and drifted out of sync with other 1 second timers. - @Yoshy2002
- Fixes GTNH#23275
StevesAddons
- #16 Fixes a crash with the AE2 connector when it is included in an SFM cluster cable. The crash also showed up as a null pointer error when joining a server. - @leumasme
- Fixes GTNH#22378
- #15 Labels from the SFM Factory Labeler now actually save and stay on tanks and chests. A new config option, persistent_labels, is false by default, so a label is removed when its block is broken. Set it to true to keep the label at those coordinates after the block is broken. - @alppp
- Fixes GTNH#5023
StorageDrawers
#78 Left-click extraction from a drawer now respects claims and personal protection. Other players can no longer pull items out of a protected drawer. Requests with invalid hit positions or from out of reach are rejected. - @Worive
- Fixes Dupes-Exploits-GTNH#366
#76 Short clicks on drawers now register more reliably when picking up items. This is a fix for a report of clicks sometimes being ignored, and the author could not confirm it for certain. - @Algent
- Fixes GTNH#25453
#73 Fixed issue where AE2 Import Bus would not recognize slots 2-4 of storage drawers after using JABBA dolly until world reload. - @Kogepan229
- Fixes GTNH#24867
#65 Items stored in drawers now go through the same conversions as other saved items. IC2 Crop Sticks inside a drawer now convert to CropsNH Crop Sticks when the world updates. - @Alexdoru
- Fixes GTNH#23867
#63 The fill level indicator now shows on drawers from other mods, not only on vanilla wood drawer types. Before, the overlay position was never set for them, so nothing was drawn. - @purebluez
- Fixes GTNH#23667

#59 Holding click to take items out of a drawer no longer voids them when your inventory is full. The items now drop on the ground. - @loenaaaa
- Fixes GTNH#23507

#58 The bottom face of drawers now follows the block's orientation and uses the correct texture mapping. Some other faces still have wrong texture mapping, with much less visual impact. - @leagris

#55 The Void Upgrade now voids items that arrive through a GregTech Item Pipe. Before this, those drawers acted like drawers without the upgrade. The fill order problem with Item Pipes and Hoppers is not fixed. - @ModularityEnjoyer
- Fixes GTNH#22621

#53 Conveyors no longer drop items out of drawers that have a creative upgrade. Any inserted stack that matches the drawer's contents is deleted. - @RecursivePineapple
StructureLib
#75 Hologram projectors whose channels have all been cleared now stack with freshly crafted projectors again. Before this, clearing left an empty data tag on the projector and it would not stack with new ones. - @Chitak985
- Fixes GTNH#26755
#68 The blocks-to-place list now respects the channel setting, such as glass tier. The NEI preview showed the wrong block when a glass tier was set, and this may be the cause. The author has not confirmed that. - @AnsonYeung

#63 Survival auto-placement of multiblocks no longer replaces blocks that are already valid with fallback alternatives. When a block is already in place, the remaining alternatives for that position are skipped. - @Yoshy2002

#51 The Add button in the channel configuration screen stays disabled while the channel key field is empty. Pressing it with an empty key used to crash the Multiblock Structure Hologram Projector. - @wlhlm
- Fixes GTNH#22838
Super-TiC
#12 Fixes the log spam and null pointer error when Super TiC tool part tooltips are written. Parts with no effect assigned now show no effect line. - @LazyFlesh
- Fixes GTNH#25792
#11 Super TiC now lists and applies the right potion effects on tools. Effects configured with a negative potion id no longer crash when they are added to a target. The PvP check now only applies to players on the server. - @LazyFlesh
- Fixes GTNH#21342
#10 Thaumic Augmentation works again. The research is now detected, the infusion recipes show up in Thaumcraft, and the modifier effect is no longer doubled. The Boneana is no longer in the list of tools that can be augmented. - @chochem
- Fixes GTNH#13746, GTNH#14268

Tainted-Magic
- #46 The Thaumic Disassembler can now break blocks it could not before, such as JABBA Barrels, ZTones Garden Soil and OpenBlocks Sponges. Its durability goes up from 500 to 3000. - @thenextelement
- Fixes GTNH#23873
- #44 Fixes spelling and wording mistakes in Tainted Magic text. The Vis Shard focus upgrade is now spelled Persistent instead of Persistant, and its description and the Disturbing Find research page are corrected. - @Yoshy2002
TCNodeTracker
- #13 In singleplayer, TCNodeTracker now stores node data under the original world folder name instead of one with spaces stripped. This lets SU backup include it. Existing data saved under the old sanitised name is renamed to the new folder on load, and multiplayer naming is unchanged. - @DarkShadow44
thaumcraft-research-tweaks
#23 Batch combine and derive in the research table no longer send more combine requests than your aspect stockpile can pay for. Before, the later requests in a batch could go out even when the aspects were already used up. - @Glease
#21 Dragging an aspect onto itself in the research table no longer wastes aspects. It does nothing, as in default Thaumcraft. A new client config option, allowCombiningSameAspect, defaults to false and restores the old behaviour when set to true. - @Goldenlion5648
#20 Fixes text at the bottom of the research table tutorial pages running off the page. The text is split differently across the pages so it fits. - @Goldenlion5648

Thaumic_Exploration
#65 The Everburn Urn now reports a tank capacity of 4000 mB, matching the 16 Ignis it can hold. WAILA used to show 4000 / 1000. The urn's own WAILA lava line is removed because it always showed 0 mB. The fluid bar from WAILA Plugins still shows the contents. - @Eldrinn-Elantey
#64 Fixes a client crash loop near the Soul Brazier on multiplayer servers. - @thehoblit
- Fixes GTNH#26388
#61 The Thaumic Replicator no longer crashes the game when an adjacent essentia container returns no aspects. - @zaru-noodles
- Fixes GTNH#25824
#60 The Disarming enchantment no longer works on the player-copied mobs from Witchery. This closes an item duplication exploit with the Witchery duplication grenade. - @thehoblit
- Fixes Dupes-Exploits-GTNH#147
#59 Spawning in a Talisman of Nutrition no longer throws a null pointer error. The durability update now only runs on the server after the talisman's tags are set. - @thehoblit
#57 The Soul Brazier can no longer be used to permanently delete your warp. If the owner is offline, the brazier now edits their Thaumcraft data to give the warp back. It also no longer crashes the client, block breaking particles load, and taint spawns evenly around the brazier. - @thehoblit
#52 Fixes spelling mistakes in the English text. The Enhanced Runic boots were named "Foodpiece" and are now "Footpiece". The Soul Brazier no-power message and several Thaumonomicon entries also had typos corrected. - @Yoshy2002
#47 Thaumic Exploration no longer turns off the unicode font flag on the client. Unicode languages now display correctly. - @Eldrinn-Elantey

ThaumicHorizons
#148 Synthskin no longer drains Nutrition while your hunger bar is full. It used to add hunger every 10 seconds in daylight even when full, which pulled every nutrient about 1.2% per minute towards 50% and slowly wore down Nutrition buffs. Synthskin now only feeds you when you are hungry. When it does feed you, Nutrition still normalises towards 50% as with other non-food hunger sources. - @micvog
#147 The liquefaction focus turns stone into lava again. Et Futurum adds a furnace recipe for stone into smooth stone, and the focus used that recipe first. Meltable blocks now take priority over furnace smelting. - @Edgaru089
#141 Fixed a crash that happened when an Ethereal Shard was jarred. The crash could stop worlds from reloading until the client was restarted. - @Angry3vilbot
- Fixes GTNH#26513
#137 The Warded Syringe now shows up in NEI with the correct damage value (2). Its recipe can now be found from NEI. - @Ableytner
- Fixes GTNH#26104
#126 Fixes a crash when placing or removing TC4 wand ingredients on the Arcane Workbench. The disposable crystal wand rod and cap now have a craft result item set instead of nothing. - @koolkrafter5
- Fixes GTNH#24871
#125 Fixes a dupe glitch with the Animation focus and golems. Golem death is now handled on the server only. - @thehoblit
- Fixes Dupes-Exploits-GTNH#274
#121 A Vortex Stabilizer no longer turns a hungry node back when it deactivates while a second stabilizer is still targeting that node. The node stays stabilized until the last stabilizer stops. - @Eldrinn-Elantey
#119 Gateway portal frame blocks showed wrong textures on some faces. Outer faces now show stone where they should, and the top face of the right upper corner block shows stone instead of lapis. - @Eldrinn-Elantey

#116 Vortexes no longer flicker after a chunk reload or when a stabilizer attaches or detaches. The vortex now gets its beam and count values from the server when the chunk loads, and it is not drawn until that data arrives. The vortex sprite also no longer jitters when the camera moves. - @Eldrinn-Elantey
- Fixes GTNH#24380
#111 Creating a pocket plane vortex no longer crashes the server with a null pointer error. The crash showed up on newer Java versions, where the vortex tile was not yet available during generation. - @ROBERT-PARKOURCIVILIZATIONGOD
- Fixes GTNH#24306
#109 The Case, Inspiratron and Soul Extractor GUIs were cut off on the right or bottom edge. Their sizes are now 1 pixel larger in width and, for two of them, in height, so the whole window shows. - @Ranzuu

#100 Exploding Alchemite no longer crashes the game with a null pointer error. Blocks that have no item form are now checked through what they drop, and skipped if they drop nothing. - @DarkShadow44
#93 Soul Beacon reincarnation now spawns its flux explosion in the world the player died in, not always in the Overworld. The death handling also works with all Baubles Expanded slots, not only the base 4. - @koolkrafter5
- Fixes GTNH#20562
#105 Fixes typos and wording in the English text, including the Creature Infusion research pages. - @Yoshy2002
ThaumicTinkerer
#104 Fixes the "Couldn't render entity" client error when a mob display item is drawn while no world is loaded. The item renderer now skips drawing when there is no world. - @mitchej123
#100 The electric hoe of growth now drains 250 EU per use on Infused Crops and does nothing when it lacks the charge. Before, it took durability damage and broke, which made it a more expensive version of the base hoe. - @koolkrafter5
#98 The slot holding the Bottomless Pouch can no longer be taken from while the pouch GUI is open. This closes a duplication exploit where dropping the pouch kept its GUI open. - @Algent
- Fixes Dupes-Exploits-GTNH#275
#96 The default ichor leggings recipe now uses golden leggings instead of a golden chestplate. The GTNH recipe is unchanged. - @koolkrafter5
#90 Infused crops now drop items at their intended weights and no longer drop nothing. The weighted pick was wrong for any entry with a weight above 1. Ore dictionary loot entries were added twice, and the Sano aspect dropped nothing because it used the cake block instead of the cake item. - @Tahkeh
#88 The ichor recipe now shows the correct stack sizes in NEI. It displayed 8 of two ingredients, but the recipe only ever needed 1 of each. The Thaumonomicon already showed it correctly. - @koolkrafter5

#86 The spellbinding cloth crucible recipe now shows the required amount of enchanted cloth when bookmarked in NEI. Before, the catalyst had a stack size of 0 and the amount was not shown. - @koolkrafter5
#84 The ichor cap item texture is realigned. - @koolkrafter5
#82 Infused seeds no longer pick up the aspect tendencies of the crop that was broken before them. This happened when a crop was broken by something other than a player, such as certain block breakers. The seeds now carry the data of the crop that was actually broken. - @Tahkeh
- Fixes GTNH#23570
#81 Magic hoes no longer lose durability on fully grown Infused Crops, which matches how they work on wheat and potatoes. They now also play the growth sound when they grow an Infused Crop. - @koolkrafter5
#79 Fixes typos in the English, French, German, Korean, Russian and Chinese lang files. The Offline share text for the Share Tome now shows up, because its lang key was misspelled. - @Yoshy2002
#76 Enchanted boots no longer lose their speed when Thaumic Boots is not installed. Speed and jump now fall back to 1.0 when the boots have no stored value for them. - @koolkrafter5
TiC-Tooltips
#9 The Crossbow Body part tooltip now shows the stats of a tool rod instead of a bow limb. The buildscript and the Tinkers' Construct dependency were also updated. - @koolkrafter5

twilightforest
- #164 The sorting tree no longer merges item stacks that have different NBT data. A possible crash from a missing inventory is fixed. The tree also searches for nearby chests faster. - @fehling135
- #163 Twilight Forest saplings now grow on modded soils such as RandomThings Fertilized Soil, Ztones Garden Soil and Botany soils. Before, bonemeal on a sapling planted on those soils did nothing. This applies to the hollow tree, large rainbow oak, large winter tree, small twilight oak and tree of time. - @Ressed
- Fixes GTNH#25955
- #145 The Twilight Forest has its own time and weather again, separate from the overworld. Rockets can set the weather there again. This had stopped working after an EnderIO change that copied the overworld's time and weather. - @koolkrafter5
- #140 Fixes a memory leak in the Twilight Forest that made the server run out of memory after long uptime. Crossing the Twilight portal repeatedly made the leak grow. - @Alexdoru
- Fixes GTNH#22708
- #138 Twilight Forest biome dirt and grass layers no longer generate with metadata 49. Silk Touch dirt from these biomes now stacks and gets tags like normal dirt. Newly generated terrain gets the fix. Chunks that already exist are unchanged. - @tiffit
- Fixes #57, GTNH#24206
- #128 The Naga no longer breaks unbreakable blocks such as Bedrock. - @ModularityEnjoyer
- Fixes GTNH#22990
- #127 Fireflies no longer delete chests, pipes and other blocks when they are placed under them. They also no longer cause the firefly crash. Fireflies now only place where the space is empty or replaceable. - @DarkShadow44
- Fixes GTNH#22373, GTNH#22520
VillageNames
- #16 Mobs named with a name tag now stay persistent and no longer despawn. This covers creative players naming mobs, and mobs on the spawn-with-name or receive-name-on-interaction lists, such as the pech. Using a name tag with the same name on a named mob that is not persistent also makes it persistent and uses up the tag outside creative. - @LazyFlesh
- #14 Stops the server log from filling up with a NullPointerException from Village Names. The error came from looking up which village a player is standing in when no village data file exists. - @koolkrafter5
- #13 Fixes a class cast crash in the entity monitor that handles newly spawned entities. The villager code now only runs for entities that are villagers. - @Alexdoru
- #10 Village generation no longer throws a null pointer error when placing a Bibliocraft lectern in a village and the tile entity is missing. The lectern placement is skipped in that case. - @Alexdoru
VisualProspecting
#101 Fixes Xaero's World Map only showing VisualProspecting ore icons in the lower-right area of the game window. The screen-edge culling that was added for JourneyMap no longer applies to Xaero's. - @Algent
- Fixes GTNH#25941
#99 Visual Prospecting now reads the ore generation pattern from GregTech directly, so veins are no longer placed at the wrong chunk in some cases. Saved prospecting data is repaired when it loads: misaligned vein coordinates are moved to the current pattern, and when two veins land on the same spot the one from the most trusted source is kept. Misaligned rescan entries are discarded and rescanned, and team prospecting data is corrected the same way. - @Algent
#80 Typing an invalid regex such as a backslash into the VisualProspecting ore search no longer crashes the client. The search just finds nothing for that input. - @Algent
- Fixes GTNH#21193, GTNH#24280
#78 Fixes ore veins in the spawn chunk radius sometimes not being scannable. Also fixes veins not being identified when a world is rescanned after the visualprospecting folder was deleted. - @C0bra5
- Note: The spawn-chunk problem existed only in the daily builds between 2.8.4 and this release. Rebuilding the Visual Prospecting server cache now identifies veins correctly.
#74 Fixes a ConcurrentModificationException crash when filling in a Prospector's Log in singleplayer. The client and the integrated server now each use their own task queue. - @wlhlm
#73 Fixes an IllegalArgumentException when creating a Prospector's Log. The prospecting data is split across packets, and the split did not count the length of the ore vein name. - @wlhlm
- Fixes GTNH#18377
waila
#68 Waila can now receive large entity data. Some entities, such as the Witch Spider, were too big and the data got cut off, which caused errors and FPS drops whenever one was on screen. - @Algent
- Fixes GTNH#24655
#66 Fluid and RF bars in the Waila tooltip no longer draw past the edge of the tooltip when the stored amount is higher than the capacity. - @MalTeeez

#54 Hid fluid container display when WailaPlugins is present for BuildCraft tanks, ExtraUtilities drums, OpenBlocks tanks, Railcraft tanks, Thermal Dynamics fluiducts, Thermal Expansion tanks. Fixed broken Waila support for Railcraft tanks and Thermal Dynamics fluiducts. - @danyadev

WailaHarvestability
#12 Natural GregTech ores now show the correct mining level in the Waila tooltip. The earlier fix only worked for ores placed by hand. - @tiffit
#11 GregTech blocks with a high metadata value no longer show the wrong harvest info in the Waila tooltip. For example, diamond ore held with a wooden pickaxe now correctly shows that it cannot be mined. - @tiffit

WAWLA
#9 The Waila tooltip for animals now accounts for the Hunger Overhaul breeding timeout multiplier. The child age and breeding cooldown times match the real timers instead of showing values that were too short. - @chochem
- Fixes GTNH#18461

WirelessCraftingTerminal
- #50 Magnet mode chat messages now show in your own language on multiplayer servers. Before, you could get a raw key or English text whatever your language setting. A Russian translation file was also added. - @Eldrinn-Elantey
- #48 Fixes the container interaction tooltip in the Wireless Crafting Terminal GUI. The terminal now uses the Applied Energistics 2 foreground drawing instead of its own copy. - @lc-1337
- #47 Fixes the Wireless Crafting Terminal's main GUI to match the updated Applied Energistics 2. The terminal is built against Applied Energistics 2 rv3-beta-762. - @Kogepan229
- #46 The Wireless Crafting Terminal is now found correctly when it sits in a Baubles slot. The slot index for baubles now uses the offset from Applied Energistics 2. The mod now needs a newer Applied Energistics 2 (rv3-beta-754 or later). - @lc-1337
- #45 The armor slots in the Wireless Crafting Terminal now map to the right inventory slots. The duplicated tooltip and the extra crafting status tab button are removed. - @Kogepan229
WirelessRedstone-CBE
- #20 Typing a frequency above 5000 into a Wireless Receiver or Transmitter no longer crashes the game. The value is clamped to the 0 to 5000 range. - @pxbhop
- #17 Players without permission in a claimed chunk can no longer open the transceiver GUI. The server now decides whether the GUI opens, so protection mods such as ServerUtilities work on it. - @Eldrinn-Elantey
- #16 Fixed a null pointer error on the client tick in Wireless Redstone. It happened when the client ether was not set up yet. - @Alexdoru
WitcheryExtras
#45 The NEI cauldron recipe page now shows the full altar power cost. It adds up the cost of every ingredient thrown in, the same way the cauldron charges it. Recipes like Mutandis Extremis, whose trigger item costs nothing, used to show no power line. That recipe now shows 50 altar power. - @Eldrinn-Elantey

#41 Witchery no longer syncs extended player data for fake players, which removes the log spam from issue 8520. The author says this may not fully fix the underlying issue. - @Viptunbeqwfwew
#40 Java 8 no longer crashes on launch. The client froze at 16% loading because Witchery was being looked up too early. - @tiffit
- Fixes GTNH#24553
#39 Fixes a null pointer error in Witchery++ that was introduced by the previous change. The error came from how the mod loaded its plugins at startup. - @Alexdoru
WitchingGadgets
#137 Standing near a player who wears a Cloak of Voluminous Pockets no longer lets you open its storage GUI with your own keypress. The same keypress also no longer toggles the Mantle of the Raven glide for nearby players. Items put into a cloak GUI opened without a cloak are dropped to the player instead of being lost. - @Eldrinn-Elantey
#136 The Bag of Tricks now saves its contents when you close its GUI. This keeps items in place when another mod, such as BogoSorter, rearranges the bag's contents without a click on the bag's slots. - @Edgaru089
#129 GT cluster sifter recipes now give the right stack sizes for plain gem outputs, which used to come out as a single item. The second output chance also goes from 400 to 800 in the recipes shown. - @NotKaizul
- Fixes GTNH#24288

#128 Transparent parts of the Witching Gadgets GUI textures now render as transparent. This covers the bags, Cloak bag, Void Bag, Cutting Table, Label Library, Spinning Wheel and Primordial Glove screens. - @Ranzuu

#118 Primordial gear crafted in the Infusion Altar gives back the powerless pearls again. The pearls are returned through the infusion recipe itself. - @LazyFlesh
- Fixes GTNH#23495

#110 The Mantle of the Raven no longer turns glide back on by itself when you equip it. It now defaults to disabled, switches off when unequipped, and its state is no longer overwritten. - @devpikachu
- Fixes GTNH#21701
#109 Blank jar labels no longer get an empty Aspects tag after going through the Aspect Library. They now stack with other blank labels again. - @devpikachu
- Fixes GTNH#20338
#107 Fixes a crash when closing the Kama GUI while it is worn in a bauble slot. The game now looks in the belt slot for the Kama and the cape slot for the cloak. It fixes the server crashes reported with Cloak of Voluminous Pockets and Kama of Voluminous Pockets. - @devpikachu
- Fixes GTNH#21562, GTNH#22417, GTNH#22900
#105 The Label Library now accepts only Thaumcraft labels, and only in its input slot. Before this it took any item, including from automation. - @PLASMAchicken
- Fixes GTNH#23039
#103 Fixes the Mantle of the Raven cloak and Kama glide toggle. The client now sends the glide state to the server, so the two stay in sync. The toggle key now triggers once per press. - @chochem
- Fixes GTNH#21378
#102 Fixes the infernal furnace cluster recipes that produced wrong results, including the SpNt and Infinity Catalyst recipe. Clusters of materials that already need an EBF no longer get an extra blast-tripling recipe. - @chochem
- Fixes GTNH#22615
#95 The earth infused gem effect now checks for GregTech the right way round. An earlier change had inverted the check, so the ore-finding effect ran in GTNH and not outside it. It now runs only when GregTech is not loaded. - @chochem
harvestcraft
- #76 Fixed two item name typos in Pam's HarvestCraft. Omelet is now Omelette and Marshmellows is now Marshmallows in the English language file. - @UltraProdigy
- Fixes GTNH#26419, GTNH#26421
Universal-Singularities
- #19 The UHV Computation Singularity now shows its name, Highly Ultimate Computation Singularity. Before, its name entry had a typo in the key. - @Auynonymous
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