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Removed mods ​

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

  • AE2NoUltimatePatterns - It kept the Ultimate Patterns already in a world from turning into broken items after that item was removed. Applied Energistics 2 has the Ultimate Pattern again, so there is nothing left for it to do.
  • Automagy -> replaced by Automagy-GTNH
  • BrandonsCore - Folded into Draconic Evolution, which now carries its code.
  • CropLoadCore -> replaced by CropsNH - The library Crops++ loaded its crops through. CropsNH needs nothing of the sort.
  • Crops-plus-plus -> replaced by CropsNH - Its crops are in CropsNH, which carries the whole crop system now. Planted ones migrate; see the Crops NH chapter.
  • IC2 Crop-Breeding Plugin -> replaced by CropsNH - It guessed IC2 crop breeding for NEI. CropsNH names its mutations outright, so NEI shows the parents, the block under them and the odds without a plugin working it out.
  • Morpheus - Sleep voting is ServerUtilities' player sleeping percentage, which the pack ships turned on; the playersSleepingPercentage gamerule sets how much of the server has to be in bed.
  • NotEnoughIds -> replaced by EndlessIDs
  • Pam's Harvest the Nether -> replaced by Fether
  • TCNEIAdditions - Replaced by AspectRecipeIndex, which started from it.
  • Thaumcraft NEI Plugin - Replaced by AspectRecipeIndex, which carries its handlers; running both would have shown every recipe twice.
  • ae2stuff - Its contents moved into Applied Energistics 2: the Wireless Connector and Hub, and a Super Wireless Kit that binds and recolours them. The Pattern Encoder is gone, and the recipes that used it now use the Pattern Terminal.

Action needed on an existing world (104) ​

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

AE2FluidCraft-Rework ​

  • #377 The Fluid Discretizer block is removed. Placed Fluid Discretizers and any in inventories will disappear; nothing converts them. The creative tab icon changes to the Walrus.
    • What to do: Take Fluid Discretizers out of your networks and storage before updating, because the block and item are deleted.
  • #340 AE2FluidCraft now uses the standard AE2 GUIs and cell system instead of its own copies, so its fluid terminals, level emitter, monitors and wireless terminal give way to the AE2 ones, which handle fluids. Placed and stored ones are converted when the world loads. The Fluid Discretizer is removed without a conversion.
    • What to do: The Fluid Terminal, Fluid Pattern Terminal and Pattern Terminal Ex, Fluid Level Emitter, Fluid Storage Monitor, Fluid Conversion Monitor and Wireless Fluid Terminal are converted to their Applied Energistics counterparts when the world loads, placed ones included, and keep what they were configured to. The Fluid Discretizer is removed and not converted; it had nothing left to do, since fluid patterns are encoded in the normal Pattern Terminal now.

CropsNH ​

  • #4 Crop Rework 2.0 is a new crop system written from scratch, not a continuation of the rework started two years ago. All crops are re-added: vanilla crops and flowers, IC2, Crops++ (GregTech, BoP, Thaumcraft, Natura, TiC, Twilight Forest, Witchery), GregTech, Good Generator (Salty Root) and GT++ hemp. It adds seed item generation, deterministic breeding, AgriCraft-style spreading, Waila support, aspects on items and imported IC2 crop art.
    • What to do: Your IC2 crops, crop sticks and seeds are converted to CropsNH as your save loads, keeping their growth, gain and resistance stats along with their nutrient, water and weed-EX buffers, so do not break them beforehand. Planted crops restart from their first growth stage, so harvest ripe ones before updating; the GT crop machines are covered separately in the GregTech entry for this rework.

Et-Futurum-Requiem ​

  • #37 Lava now pushes players and mobs sideways the way flowing water does, and dropped items float to the top of water and lava instead of sinking. A current also carries items about four times faster than before. How hard a liquid pushes depends on how full the block is: a source block pushes at full strength, the thin edge of a flow at 0.4 of that.
    • What to do: Check your builds that move items on water or lava. Items that used to sink and sit on the bottom ride on the surface instead, and they travel faster, so a water stream feeding a hopper, an item elevator or a lava trash pit can overshoot or drop its load somewhere else. Check your lava builds too: lava drags players and mobs along now, which it did not do before. Two switches in config/etfuturum/mixins.cfg put it back: liquidItemFloat turns off the floating on its own, and adjustedLiquidPhysics turns off the lava push, the faster items and the scaling by how full the block is. Turn off both for exactly the old behaviour.

GT-New-Horizons-Modpack ​

  • #27113 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.
    • What to do: If a setup feeds sand into a SAG Mill, remove that step, since the recipe no longer exists.
  • #25266 The Ore Finder Wand config has new options: an Allowlist, a Blocklist, a Material Blocklist and a debug option that prints block info on right-click. Amethyst blocks and clusters can now be searched for, and chests are blocked. The scan range stays at 4 for X/Z and 60 for Y.

GT5-Unofficial ​

  • #8293 Extreme Industrial Greenhouse no longer has the IC2 mode, and its mode switch and no-humidity option are gone from the configuration UI. A greenhouse saved in IC2 mode loads in normal mode, and the IC2 crops stored in it are deleted. Kubatech multiblock tooltips (Extreme Entity Crusher, Mega Industrial Apiary, Extreme Industrial Greenhouse) were reworked.
    • What to do: Before updating, take every IC2 crop out of any Extreme Industrial Greenhouse in IC2 mode; on the first load they are deleted, not output. Refill the greenhouse with normal-mode seeds after the update.
  • #8277 Thaumcraft Warded Glass moved from HV to EV tier glass. A multiblock built only from Warded Glass now counts as EV glass. One that mixes Warded Glass with other HV glass no longer forms, because all tiered glass in one structure must be the same tier.
    • What to do: Check multiblocks that mix Warded Glass with other HV glass, such as HV borosilicate glass, and replace one or the other so the whole structure uses one glass tier.
  • #8227 Field Restriction Coils T1 to T3 now take one stack of 64 of the next thicker superconductor wire instead of two stacks of the old wire (T1 2x ZPM, T2 4x UV, T3 8x UHV), so patterns no longer need renaming for AAL. The wafers rise in tier across the coils, 32 of each: PPIC for T1, QPIC for T2 (was 48 PPIC) and FPIC for T3 (was 64 PPIC). The T4 coil is not part of this change.
    • What to do: Re-encode your Field Restriction Coil T1 to T3 patterns and supply the thicker wire and the QPIC and FPIC wafers. Existing data sticks keep working.
  • #8128 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.
    • 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.
  • #8069 The Reprecipitated Rhodium recipe no longer needs a circuit in the input slot. The recipe has no input conflicts, so the circuit did nothing. A setup that feeds it Programmed Circuit 2 will need adjusting.
    • What to do: Take the circuit out of any automation that feeds this recipe.
  • #8026 The Quantum Force Transformer rubber recipe now takes 32 sulfur dust and 32 carbon dust instead of 64 carbon dust. Setups that feed this recipe need sulfur added to their input.
    • What to do: Add 32 Sulfur dust to the Quantum Force Transformer rubber recipe's input, cut the Carbon dust from 64 to 32, and re-encode the pattern.
  • #8000 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.
    • What to do: Check any automated Enderium dust mixer setup, since the inputs and output per craft changed.
  • #7996 Battery Buffers no longer restrict item output, so automation can pull any item out of them, charged batteries and tools included. Before, only certain GT batteries could be taken out, and only when empty.
    • What to do: Check any pipe, conveyor or bus attached to a Battery Buffer, because it can now pull charged batteries and other items out.
  • #7990 The iodine recipe now takes 2000 L Seaweed Concentrate and 2000 L Chlorobenzene instead of a Benzene cell and 2000 L Seaweed Concentrate, runs in 30 s instead of 38 s, and works only in an Industrial Centrifuge or a Spinmatron, not in a single-block centrifuge. Smelting seaweed now gives a full Seaweed Ash dust instead of a small dust, and the mixer step takes 8 dust to match. A new UEV recipe turns seaweed byproducts into real byproducts, and with a heavy mode Spinmatron the line gives triple the iodine of a regular seaweed line.
    • What to do: Check any automated seaweed line: the furnace now outputs full Seaweed Ash dust and the mixer step takes 8 dust. The iodine step needs 2000 L Chlorobenzene in place of the Benzene cell and has to move from a single-block centrifuge to an Industrial Centrifuge or a Spinmatron.
  • #7901 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.
    • What to do: If you automate the UIV or UMV Energy Distributor, change the plate supply to Transcendent Metal (UIV) or Space Time (UMV).
  • #7808 The UEV and UIV multi-amp energy and dynamo hatch recipes use different plates. UEV hatches now take Infinity plates instead of Bedrockium, and UIV hatches take Transcendent Metal plates instead of Black Plutonium. This follows the hull metal change for those tiers.
    • What to do: Re-encode any crafting patterns for the UEV and UIV multi-amp energy and dynamo hatches: the plate input is Infinity on UEV and Transcendent Metal on UIV, where it was Bedrockium and Black Plutonium.
  • #7803 The UV Machine Hull recipes now use 4x Naquadah Alloy Cable instead of 4x Naquadah Alloy Wire. This applies to both the crafting table recipe and the assembler recipe.
    • What to do: Stock Naquadah Alloy Cable for UV Machine Hull crafting instead of wire, and update any automation that feeds wire into those recipes.
  • #7750 GT++ materials no longer get Double and Dense plate Bender recipes below MV. Dense plates need an MV Bender or better, and LV-tier GT++ materials had LV recipes for them. Those recipes now run at MV.
    • What to do: Check any automation that bends Double or Dense plates of low-tier GT++ materials, since those recipes now draw MV power.
  • #7635 The Mixer Dragonblood recipe now takes 2100 seconds, three times as long as before. The four Dragonblood recipes in the Draconic Evolution Fusion Crafter now need casing tier 2 instead of tier 3.
    • What to do: Nothing you built has to come down. The non-magic mixer route to molten dragonblood now takes 2100 seconds instead of 700, so an existing line produces a third as much per mixer; add mixers if you depend on it. The Draconic Evolution Fusion Crafter recipes for dragonblood now accept a tier 2 casing instead of tier 3, which only makes them easier.
  • #7576 The Dangote Distillus speed bonus in distillation tower mode drops from 3.5x to 3x. The new Mega Distillation Tower controller runs at 2x speed in distillery mode and 1.5x in tower mode. The 2.8.4 Mega Distillation Tower, kept as the legacy controller, has no speed bonus.
    • What to do: Dangote (the Advanced Distillation Tower) is about 14% slower in distillation-tower mode, a 3.5x speed bonus dropping to 3x. Check your Dangote lines: they keep running, just at reduced throughput.
  • #7569 Unstable ingots can no longer be sawed into 8 nuggets. You now make either a full ingot for 1 diamond or 9 nuggets for 9 diamonds. Stable ingots can still be made with the basic sigil.
    • What to do: After updating, the crafting table recipe that turned one unstable ingot into 8 unstable nuggets with a saw is gone. If you had that recipe encoded in an autocrafting pattern, delete or re-encode it. An alloy smelter with a nugget mold splits one unstable ingot into 9 nuggets as before.
  • #7562 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.
    • 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.
  • #7468 Photolithographic masks no longer have durability and now stack to 64. The Target Chamber takes a regular Input Bus instead of a Focus Input Bus, so a stocking input bus can feed it masks. Each Target Chamber recipe uses up one mask, and its wafer or target input, its output and its particle amount were multiplied by that mask's old durability, so masks are used up at the same rate as before.
    • What to do: Your Target Chamber will not re-form until you rebuild one block: break the Focus Input Bus in the top centre casing and put a normal Input Bus there, so the machine has two. The Focus Input Bus is now unused. Masks no longer wear out and stack to 64, but a part-used mask matches no recipe after updating. Recipes are batched per mask now: one run takes a mask plus as many wafers or target items as that mask used to have uses, from 50 (QBIT, PPIC, QPIC, FPIC) to 200 (RAM, NAND, ULPIC).
  • #7428 Eternity nanites now cost 2 Universium nanites per nanite, where 2.8.4 took one Transcendent Metal nanite per four. The recipe outputs 1 nanite instead of 4 from the same 8 Eternity blocks and 64000 L of Primordial Matter, with timepieces, spatially enlarged fluid, catalyst fluid and recipe time quartered. Magmatter nanites go from 1 to 4 Universium nanites per nanite.

MHDCSM V2 now takes 1 Eternity nanite and 4 stacks of Raw Star Matter and makes 72 ingots in 2 seconds. Forming press Nanite Framework, the EOH recipe and a Godforge recipe use different nanite inputs.

  • What to do: Nothing you built has to come down. If you produce Eternity or MagMatter nanites, re-plan the cost: one Eternity nanite per run instead of four, using two Universium nanites (instead of one Transcendent Metal nanite), eight Eternity blocks and 64000 L of primordial matter each; MagMatter nanites now take four Universium nanites instead of one. Re-encode any autocrafting patterns for those two nanites, for the Nanite Framework and for the MHDCSM implosion recipe, which all changed inputs.
  • #7373 Shirabon mass is cut from 750 to 128, which makes the autogenerated Shirabon recipes about 6x shorter. Those recipes now need 60% of a UMV recipe amp. Superdense plate amounts in EOH blocks go up to offset the shorter Shirabon superdense time.

Crafting table recipes for components (foils, gears and similar) are removed from the BartWorks and GoodGenerator materials above IV, to match GT and GT++. Anything you crafted by hand from those now needs a machine.

  • What to do: Crafting table recipes are gone for High Durability Compound Steel, Extremely Unstable Naquadah, Adamantium Alloy, Tairitsu, Enriched Naquadah Alloy, Precious Metals Alloy, Metastable Oganesson and Shirabon: plate from ingot, foil from plate, sticks, rings, screws, gears, small gears, rotors, crushed ore to dust, dust to and from small and tiny dust, and gem splitting; GT materials above IV also lose the hammer foil recipe. Re-encode any autocrafting pattern that used a hammer, file, saw or wrench on those materials.
  • #7305 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).
    • 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.
  • #7299 Multiblock construction tooltips are reworked. Dimensions now read LxWxH. Casing and hatch lines always give an amount or a range, in the order Energy, Maintenance, Muffler, Input Bus, Input Hatch, Output Bus, Output Hatch. Structure errors follow the same order. TecTech mentions are removed from tooltips, and master channel names now appear next to subchannel lines. A few structures also get different hatch hints, such as the Circuit Assembly Line.
    • What to do: Check any Eye of Harmony with two or more output buses: it now allows exactly one, and stops forming until the extras are removed. GT Fusion Reactors Mk1-3 now need at least one energy, input and output hatch, and the DTPF needs energy, input and output but no longer a maintenance hatch; working ones already have these.
  • #7178 Removes the BartWorks material casings and rebolted casings made from GT materials, such as Aluminium, Copper, Steel, Stainless Steel, Tungstensteel and HSS-G. Carbon, Silver, Iridium, Naquadah, Naquadah Alloy, Osmiridium, Black Steel and Wood keep theirs, and casings of BartWorks' own materials stay. Removed casings are not converted: placed ones and ones in a chest lose their material.
    • What to do: Break any BartWorks material casings and rebolted casings made from GT materials before updating, except the Carbon, Silver, Iridium, Naquadah, Naquadah Alloy, Osmiridium, Black Steel and Wood ones; casings of BartWorks' own materials, such as Ruridit, are not affected.
  • #7074 Adds autogenerated Superdense Plates for BartWorks materials that have Dense Plates, and for a selection of late-game GT++ materials. Only Shirabon Superdense Plates are used in recipes so far, replacing Shirabon Large Plates in EOH recipes. Shirabon, Metastable Og, Hypogen and Quantum Superdense Plates need a Black Hole Compressor. Recipes for Ruthenium, Rhodium, Ruridit, MAR-M200, Ademic Steel, High Durability Compound Steel, Adamantium Alloy, Tairitsu, Precious Metals Alloy, Metastable Oganesson, Shirabon and other BartWorks and GoodGenerator materials now run at the material's own tier, EV to UMV, instead of LV or MV.
    • What to do: Check automation that processes those materials on low-tier machines. Making a block from 9 ingots of any BartWorks metal also changed: it takes 9x longer in the Extruder and 18x longer in the Alloy Smelter, at 120 or 480 EU/t and 60 or 240 EU/t.
  • #7029 Symmetry fixes change a few blocks in the Antimatter Forge, the Antimatter Generator and the third ring of the Forge of Gods.
    • What to do: Symmetry fixes unform your existing Antimatter Forge, Antimatter Generator and Forge of Gods rings - a few casings moved or changed type, so rebuild those sections against the new structure hologram.
  • #7025 Borosilicate glass is reworked. It has new textures and MCPatcher connected textures that no longer connect to other glass types. The in-world glass is no longer tinted by the material color, and Borosilicate to Osmium keep the dirty background.

The new UXV glass tier is Universium, and the tiers run HV through UXV with Hexanite at UMV. The old glass blocks are deprecated and hidden in NEI. Thorium Yttrium glass stays IV. RPP glass is no longer called LuV tier material.

  • What to do: Every borosilicate block already placed, and every one sitting in a chest, is converted when the world loads, so none of it has to be crafted or put back by hand. Cosmic Neutronium glass becomes Infinity glass, old Infinity becomes Transcendent and old Transcendent becomes Hexanite; each keeps its glass tier, so the extra material only shows when you recycle it. Coloured borosilicate is gone: those blocks come back as plain borosilicate. Multis that stopped checking glass above a cap now check every energy hatch against the glass: the Extreme Industrial Greenhouse (above UV), the Mega Industrial Apiary (above UEV) and the UMV-capped mega multis, so for example an EIG with Osmium glass and a UHV hatch stops forming. The Antimatter Containment Casing now counts as UIV glass instead of UMV.
  • #6963 The Eye of Harmony recipes are now made through the BEC. The BEC metamaterials replace the tiering bolts, and the on-tier amount of EoH material is kept equal to before. Many of the old Dyson-related recipes are replaced with tier-appropriate ones that do not need auto dire tables.

Cosmic Neutronium moves from the tier 2 to the tier 1 single-step Godforge plasma recipes. The Inactive Cosmic Solder recipe now takes 25 L of Raw Star Matter instead of 1000 L. MHDCSM gets a borderless condensate texture.

  • What to do: Every Eye of Harmony component recipe, the reinforced temporal and spatial casings, the infinite spacetime boundary casing and all tiers of the three field generators, has moved off the Research Station assembly line into the Bose-Einstein Condensate assembler. An existing assembly line for these parts finds no recipe, so build the BEC first.
  • #6908 The Windmill multiblock has a new interface and reworked mechanics. Wind speed now sets the number of parallels, and recipe speed is fixed at the normal recipe time. The machine shows a maintenance error when the wind is too strong or too weak, and the progress bar shows real recipe progress. Rotor tooltips no longer list the diameter, efficiency, speed and rotor stats.
    • What to do: Your windmill keeps its shape and stays formed. Check your build only for where it stands: wind speed now sets the parallel count instead of the recipe speed, and the machine stops with a maintenance error when the wind is non-existent or too strong, so a windmill in a very windy or dead-calm spot may sit idle where it used to run.
  • #6807 White Metal is removed from the game, along with its dust, ingot, nugget, plate, double plate, bolt, rod, long rod, ring, screw, rotor, gear, cell, foil, spring, fine wire, block and frame box. The metal had no real use. Any of these items left in a world will be deleted.
    • What to do: White Metal is deleted. Any ingots, dusts, plates, springs, fine wire or foil you hold disappear on first load, and nothing converts them.
  • #6765 Hypogen processing voltage drops from UIV to UEV, and the Eye of Harmony materials White Dwarf Matter and Black Dwarf Matter (from UEV) and Universium (from UMV) now process at UXV. This lets the Exofoundry process hypogen without any modules. Every GT++ fluid solidifier recipe takes about twice as long: 3 seconds for ingot and plate (was 1.6), 3 seconds for nugget (was 0.8), 12 seconds for gear (was 6.4) and 25 seconds for block (was 14.4).
    • What to do: GT++ fluid solidifier lines run at about half speed, and White Dwarf Matter, Black Dwarf Matter and Universium now need UXV machines.
  • #6691 PTMEG and the chemicals used only to make it are removed: Tetrahydrofuran, Acidicised 1,4-Butanediol, Polytetrahydrofuran, Tungstophosphoric Acid and related materials. Their recipes are removed too. Existing items of these materials turn into dirt on load, and placed blocks become dirt blocks.
    • What to do: PTMEG Elastomer, Polytetrahydrofuran, Tetrahydrofuran, Acidicised 1,4-Butanediol, Tungstophosphoric Acid, Toluene Diisocyanate and Toluene Tetramethyl Diisocyanate are all removed, with no recipe to convert them. Their cells, dusts, ingots and blocks turn into dirt on first load, and any of their fluids left in tanks or pipes is lost.
  • #6602 TecTech multiblock parameters were redesigned for ModularUI2, and the parametrizer card was ported to the new system.
    • What to do: OpenComputers programs that set TecTech parameters have to be rewritten. The calls are now setParameter(name, value) and getParameters() (a table by name) on the machine's gt_machine component; 2.8.4's tt_machine component with setParameters(hatch, id, value) is gone, and getParameters(hatch, id) returns the whole table. Only the Space Elevator modules, the Tesla Tower and the BEC machines have parameters a program can reach; the Quantum Computer, Microwave Grinder, Network Switch, YOTTank, Compact Fusion Computers and Neutron Activator have none. On the Space Miner the names are distance, parallel, cycle, cycleDistance, range and step; mode became cycle and overdrive can no longer be set.
  • #6481 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.
    • What to do: Add programmed circuit 1 to any automated assembler or AE2 pattern that makes Clean Stainless Steel Machine Casings.
  • #6342 Completely reworks Industrial Arc Furnace with three operating modes (Normal, Blast, Ore), new electrode system, and recipe adjustments. Plasma Arc Furnace is fully deprecated.
    • What to do: Put a programmed circuit 1 in every arc furnace for the plain arc recipe, which no longer takes oxygen, and circuit 11 for the gas and plasma variants; this hits single-block Arc Furnaces, Plasma Arc Furnaces (which now run the same arc recipes) and your existing Industrial Arc Furnace, which keeps forming as the deprecated Legacy controller. Wrought Iron is now Cast Iron: items convert in place, but the ore dictionary names change from WroughtIron to CastIron, molten wrought iron left in tanks is lost, and arcing iron into cast iron now takes 1 carbon dust per 3 iron.
  • #6301 GregTech's own material capsules have been removed: the per-material capsule and molten capsule items are no longer registered, and their GT recipes and NEI entries are gone. Forestry's wax and refractory capsules keep working and stay craftable, now at three wax each to match Magic Capsule cost.
    • What to do: The four GT capsule and molten-capsule item types are unregistered with no replacement, so a GT-fluid-filled wax or refractory capsule you were holding disappears on first load. Almost nobody has these; they were hidden from NEI in 2.8.4. Forestry's own capsules keep working, you just cannot fill them with GT fluids.
  • #6263 The Railcraft Water Tank assembler recipes are removed from GT5-Unofficial. The water pump makes the tank obsolete in the Late Steam Age and early LV, and the recipe is being changed to make it more useful. The new recipe lives in a companion NewHorizonsCoreMod PR.
    • What to do: You do not have to touch anything you built, and water tanks you have already placed go on working. The GT assembler recipes for the Railcraft water tank block are gone, so an AE2 pattern or an automated line feeding that assembler recipe stops producing until you point it at the new recipe.
  • #6191 Fixes the Mega Industrial Apiary structure so its flower layer is symmetric, which is needed for 2 block tall flowers. The layer now has one more flower block position on one side. Existing Mega Industrial Apiary builds may need a change to match the new layer.
    • What to do: Rebuild the Mega Apiary: three symmetry fixes (#6153, #6183, #6191) changed its structure layout, and the shape in this release is the final one.
  • #6166 The Compact Cyclotron is deprecated. Its controller crafting recipe is gone and its tooltip shows DEPRECATED in red. Beamcrafting replacement recipes were added for some items that used cyclotron particle items. The Unknown Particles and Rare Particles quantum force transformer recipes are removed, and the Particle Acceleration Catalyst and Synchrotron Capable Catalyst can no longer be crafted or used. The old cyclotron recipes stay until 2.10. One Assembly Line recipe with a UEV scan and Abyssal plates now takes 2 Stable Boson Containment Units instead of 16.
    • What to do: Check your Compact Cyclotrons: they keep running and their recipes stay registered for this cycle, but the COMET controller can no longer be crafted, so plan the move to the Large Hadron Collider before 2.10. A quantum force transformer making Unknown Particles or Rare Particles stops, since both recipes and their two catalysts are gone; Beamcrafting recipes replace them.
  • #5860 GT5-Unofficial now depends on ChunkAPI and EndlessIDs, and NotEnoughIds is removed. The heating coil active-state rendering now goes through ChunkAPI. This needs the matching ChunkAPI, EndlessIDs and FalsePatternLib versions in the pack, and the PR says it breaks dailies until DAXXL is updated.
    • What to do: Back up the world, then remove NotEnoughIds and install the newest ChunkAPI, EndlessIDs and FalsePatternLib together with this version.
  • #5833 Machine scanner output is rewritten: the owner and MetaTileEntity id lines now come first, and a line is emitted only when it applies. Later pull requests in this release (#7105 and its follow-ups) also send some lines, such as efficiency and pollution, as translation keys for the client to show in the reader's own language.
    • What to do: OpenComputers programs that read a GregTech machine's getSensorInformation() through an Adapter have to be checked: a line appears only when it applies, so indexes shift; on a multiblock the owner and Meta-ID lines come first; some lines (efficiency, pollution, and single-block machine lines) arrive as a translation key with its arguments, separated by two backslashes; numbers follow the system locale and switch to 1.23e12 form from a trillion up. getEUStored, getEUMaxStored, getWorkProgress and getWorkMaxProgress still return plain numbers.
  • #5821 Removes the Pest Killer block and its assembler recipe. Existing Pest Killers disappear from worlds.
    • What to do: The Pest Killer no longer exists: placed machines disappear from an existing world.
  • #5820 Removes the Poo Collector machines and the poop line: Raw Animal Waste, Manure Slurry and Fertile Manure Slurry fluids, and the Manure Byproduct, Organic Fertilizer and Dried Earth dusts. Existing collectors, fluids and dusts disappear from worlds. The coal tar recipes no longer output small Dirt dust.
    • What to do: Remove Poo Collectors and any poop line items or fluids from your base before updating.
  • #5819 The GT++ Project Table is removed. It was unfinished, and its crafting recipe and name are gone too. Any Project Table already placed or held in a world will disappear.
    • What to do: Take any Project Table out of your machines and storage before updating, because placed blocks and stacks are deleted.
  • #5669 The Wire extruder mold and the White Dwarf Wire extruder mold are deprecated. Their tooltips now say they will be removed in the next major update, and no new one of either kind can be made: the White Dwarf Wire mold fluid solidifier recipe is gone, and NewHorizonsCoreMod removes the plain wire mold's recipes. The Kevlar Spinneret assembler recipe now takes a Rod extruder mold instead of a Wire mold.
    • What to do: The Kevlar Spinneret assembler recipe now takes 16 Extruder Shape (Rod) instead of 16 Extruder Shape (Wire) - fix that pattern. Wire molds you already own still work in the Extruder, but no new wire mold of either kind can be made, so keep the ones you have.
  • #5668 The Space-Time to Space and Time molten fluid recipe moves from the Forge Hammer to the Spinmatron heavy mode. It still takes a Tesseract and a Special Laser Lens at UXV for 10 seconds. In heavy mode the Spinmatron uses 16x the power.
    • What to do: The Forge Hammer recipe that splits molten SpaceTime into Space and Time is gone. It moved to the Spinmatron (new in 2.9.0) in Heavy mode, which needs Biocatalyzed Propulsion Fluid and 16x the EU of the other modes. Any Forge Hammer line feeding SpaceTime stalls until you build one.
  • #5667 Void Miners no longer accept the old deprecated structure. A Void Miner of any tier still built to the old layout will stop forming and has to be rebuilt to its current structure.
    • What to do: Rebuild any Void Miner that still uses the old structure to the current one, following the controller's structure hologram.
  • #5665 Adds 256A dynamo hatches for UV through UXV, so an Active Transformer no longer needs a wall of 64A hatches to get its power out. The existing multi-amp energy and dynamo hatches keep their recipe shape but swap their Silver, Electrum or Tungsten fluid for a tier-appropriate molten metal, EV through UXV.
    • What to do: The 256A dynamo hatches are new, so nothing to do there. The change to watch is the fluid swap on the existing 4A, 16A and 64A energy and dynamo hatches, EV through UXV: every stored crafting pattern for one of them now asks for the wrong fluid. Re-scan or re-make those patterns before you queue any.
  • #5652 Crop and fertilizer content moves to CropsNH. IC2 Fertilizer references, the liquid fertilizer, the unused GT++ UN Fertilizers and the GT Crop Manager are removed. The Crop Manager is migrated automatically to the CropsNH one. The liquid fertilizer ID changes, so back up your world.
    • What to do: Crop Harvestors and the EV and higher Crop Gene Extractors, Synthesizers and Seed Replicators are converted to their CropsNH equivalents in place as your save loads. The LV, MV and HV Crop Gene Extractors and Crop Gene Synthesizers are deleted - placed ones turn to air and stacks turn to stone, so break and scrap them before you update.
  • #5651 The deprecated Laser Source and Target Hatches are removed instead of just hidden. A placed one stays as a dead block, and a stored one becomes an unusable item.
    • What to do: The deprecated laser source and target hatches are removed from the game; any you have placed stay as dead blocks and any multiblock that used one will unform. Swap them for the current laser hatches before you update.
  • #5650 The single-amp Wireless Dynamos are removed, ULV through MAX. They were deprecated in 2.8 and their crafting recipes were already gone. A placed one stays as a dead block, so a multiblock using it as its dynamo loses that output, and a stored one becomes an unusable item.
    • What to do: Replace any single-amp Wireless Dynamos with the multi-amp wireless dynamo hatches before updating; old ones stop working.
  • #5648 The Slicing Machine is removed in every tier, LV to IV and LuV to UMV, and the Industrial Cutting Factory loses its slicing mode. All slicing recipes, cheese included, now run in the Cutting Machine with the same slicer blades. A placed Slicing Machine stays as a dead block, and a stored one becomes an unusable item.
    • What to do: Replace Slicing Machines with Cutting Machines before updating, since a placed one stays behind as a dead block. The Cutting Machine and the Industrial Cutting Factory now run the slicing recipes.
  • #5646 The Basic, Advanced and Master Tool Casting Machines (MV, HV, EV) are removed from the game. They were deprecated in 2.8 and their recipes already moved to the Fluid Solidifier. A placed one stays as a dead block that does nothing, and a stored one becomes an unusable item.
    • What to do: Empty any Tool Casting Machines and replace them with a Fluid Solidifier before updating; afterwards whatever is left inside one can no longer be taken out.
  • #5608 The Algae Pond has its own NEI recipe page now, and the tier shows in the scanner. The in-world casing texture and the sterile casing count shown in the structure hint (exactly 64) are fixed. The minimum casing count went from 64 to 75 and parallels went from 2 to 1, so check existing ponds still form and produce as expected.
    • What to do: The Algae Pond floor now needs at least 75 machine casings, up from 64, and that applies to the old controller you already have standing. The floor has only 80 usable positions and hatches do not count, so a pond with more than five hatches or buses unforms on load; take the extras out or rebuild it. Parallels also drop from 2 to 1. Both controllers are called Algae Farm in game.
  • #5595 Removes the duplicate Zirconium material registered by the lanthanides addon. Old worlds that still hold this Zirconium lose it. The author expects the quantities to be small.
    • What to do: This only matters if your world is very old. The deprecated duplicate Zirconium material is gone; it could not be obtained at all in 2.8.4, so only worlds carried over from several versions back can hold any. Those dusts and ingots become nameless unusable stacks rather than being cleanly removed. The real Zirconium is untouched.
  • #5278 The Electrolyzed Water Cell is no longer made or used in any GT recipe. A Water Cell and 2 Empty Cells now electrolyze directly into 2 Hydrogen Cells and 1 Oxygen Cell in 1 minute 40 seconds at 30 EU/t.
    • What to do: Remove any setup that makes Electrolyzed Water Cells and feed Water Cells straight into the Electrolyzer.
  • #5248 The deprecated EV, IV, LuV, ZPM and UV Radio Hatches, which had no crafting recipe left, are removed. A placed one stays as a dead block, and any radioactive material inside it can no longer be taken out. The HV Radio Hatch stays and keeps its recipe.
    • What to do: Empty any EV, IV, LuV, ZPM or UV Radio Hatch and replace it with the HV Radio Hatch before updating. After the update a multiblock using one loses that hatch, and held ones become unusable items.
  • #5247 The Deprecated ULV Simple Washer is removed. It had been deprecated for 2 years and had no recipe, and the Simple Washer I replaces it. Its achievement is also removed.
    • What to do: Replace any ULV Simple Washer with a Simple Washer I before updating.
  • #5244 Sir Mixalot [Jukebox] is removed. It had been deprecated for 6 years, so any left in a world will disappear.
    • What to do: Pick up any Sir Mixalot [Jukebox] and its contents before updating.
  • #5137 IV components in the Component Assembly Line now need an integrated circuit, as LuV and above already did. Field Generators now use circuit 8 instead of no circuit, so they no longer conflict with other recipes in the machine. Running setups need the right circuit in their input.
    • What to do: In the Component Assembly Line, IV component setups now need the same programmed circuit as LuV and above: 1 Motor, 2 Piston, 3 Pump, 4 Robot Arm, 5 Conveyor, 6 Emitter, 7 Sensor. Field Generators of every tier now need circuit 8.
  • #4982 The High Temperature Gas-Cooled Reactor (HTGR) is reworked and retiered to IV. It runs slower the more pellets are inside, needs at least 10% of its helium capacity, and uses between 0.2A and 8A IV depending on helium level. It can now breed osmium, indium, fissile materials, promethium, praseodymium and lanthanum. Promethium is now only available from the HTGR, and gates new alternative Europium and Americium fusion recipes. The Extreme Heat Exchanger controller now shows MarCe200 instead of MAR200.
    • What to do: You have to rebuild your old HTGR. The reactor is a completely new and much larger structure made from casings that did not exist in 2.8.4, so take the old one down and build the new one from the NEI preview when you get there. It now runs at IV instead of LuV, needs a helium loop that slowly leaks, and takes new TRISO fuel. Your old pebbles stay in your inventories, but only Burned out TRISO Pebbles can still be centrifuged back down; fresh TRISO and BISO fuel has no recipe left, and fuel left inside the old controller cannot be emptied back out.
  • #4970 PCB Factory upgrades are now separate multiblocks, the PCB Bio Chamber and the PCB Cooling Tower. Each one is linked to a PCB Factory with a data stick, like the waterline modules. Both are crafted in the Assembly Line at UV.
    • What to do: Your PCB Factory keeps its shape and does not have to come down, and a bio upgrade or cooling tower that was working in 2.8.4 goes on working in a compatibility mode. The old cooling tower is still checked as part of the factory, so tearing it down stops the whole factory from forming; to switch to the standalone Cooling Tower and Bio Chamber, break and replace the controller first, which ends compatibility mode and the old bio upgrade, then link the new multiblocks with a data stick.
  • #4769 The Slicer machines are removed. Their recipes (cookies, sliced bun, bread and baguette, chips, fries, sliced lemon, tomato and cheese) now run in the Cutting Machine, still with the Slicer Blade shape. The LV Cutting Machine gets a second slot, and the Industrial Cutting Machine no longer has a separate mode GUI.
    • What to do: A placed Slicer becomes a dead block and a held one an unusable item. Replace every Slicer with a Cutting Machine, and take its Slicer Blade out, before updating.

GTNH-TC-Wands ​

  • #31 Crafting a wand, staff or sceptre now needs the Thaumonomicon research for both the rod and the caps you are using. One general wand research used to be enough. The recipes are also built on the spot instead of sitting in the recipe list as over a thousand pre-made entries that Thaumcraft walked through on every arcane craft.
    • What to do: If a wand recipe will not complete in the arcane workbench after the update, nothing is broken: you are missing research. Look up the rod you are using and the caps you are using in the Thaumonomicon and finish both. With Salis Arcana installed the workbench shows you which of the two is missing. Wands you already own are untouched and keep working.

NewHorizonsCoreMod ​

  • #1981 Each of the five Malisis wooden doors is now assembled from 4 matching planks, the Malisis trapdoor of the same wood and 16 L of molten iron or copper, where it took the vanilla oak trapdoor. The vanilla oak door takes 4 oak planks in place of 4 wood plates. The shaped door recipes also use the matching Malisis trapdoor, and the duplicates with saw and screwdriver swapped are removed.
    • What to do: Update automated door assemblers to supply the Malisis trapdoor of the matching wood, and oak planks instead of wood plates for the oak door.
  • #1978 The assembler recipes for upgrading lootbags are removed. They are being replaced with Vending Machine trades.
    • What to do: Use the Vending Machine trades for lootbag upgrades instead of automating the assembler recipes.
  • #1977 The assembler bookshelf recipe now accepts any plank from the ore dictionary, so bookshelves can be made with Biomes O' Plenty wood. It needs circuit 1 configured. The Natura bookshelf recipes now need circuit 2 so their outputs stay separate.
    • What to do: Set circuit 1 in the assembler for vanilla bookshelves and circuit 2 for Natura bookshelves in any automation.
  • #1963 The UIV Superconducting Magnet Solenoid recipe did not use any coolant. It used 32 ingots of molten Transcendent Metal instead. It now takes 1,024,000 L of Super Coolant in their place, which is 4x the UEV amount; the 2 Double Transcendent Metal Plates stay.
    • What to do: Update any automated UIV Superconducting Magnet Solenoid patterns or supply lines to send 1,024,000 L of Super Coolant in place of the molten Transcendent Metal.
  • #1959 The Reinforced Watering Can moves to HV. It now needs a stainless steel ring, four stainless steel plates, one stainless steel rod and one stainless steel screw, in place of the neutronium and bedrockium parts. The Extra Utilities recipes for the reinforced watering can and for turning the Etheric Sword into a Soul Fragment are removed.
    • What to do: Automated Reinforced Watering Can crafting needs the new stainless steel ingredients.
  • #1951 The Remote Orderer Logistics Pipe assembler recipe now uses circuit 1 instead of circuit 18. This stops it conflicting with the Request Logistics Pipe Mk2 recipe when a Remote Orderer is in the assembler. Automation set to circuit 18 for this pipe needs to be changed to 1.
    • What to do: Change the programmed circuit to 1 in any setup that makes the Remote Orderer Logistics Pipe in the assembler.
  • #1944 The Mixer recipe for Enderium Base Dust now takes 2 Tin, 2 Silver and 2 Platinum dust and gives 6 Enderium Base Dust. It used to take 2 Tin, 1 Silver and 1 Platinum for 4 dust, which let you duplicate platinum.
    • What to do: The Enderium Base Dust mixer recipe now takes 2 Silver and 2 Platinum (was 1 and 1) for 6 output (was 4). Update the AE2 pattern or the dust feed ratio; the old 2:1:1 recipe is gone and the line will stall until you do.
  • #1921 Bare Black Plutonium wire now loses 32 EU per meter instead of 8; the Black Plutonium cable, new in 2.9, loses 8. UXV hulls, energy distributors and diodes, the UXV-UMV and MAX-UXV transformers and the MAX-UXV wet transformer now take Black Plutonium cable. The UEV hull's crafting-table recipe takes an Infinity plate where it took Bedrockium, and the UIV hull a Transcendent Metal plate where it took Black Plutonium.
    • What to do: Bare Black Plutonium wire now carries 32 EU/m of loss instead of 8, so a UXV run on it burns four times the power; replace it with the new Black Plutonium cable, which has 8. UXV hulls, energy distributors, diodes and the UXV transformers now take that cable, and the UEV and UIV hulls take an Infinity or Transcendent Metal plate in place of Bedrockium or Black Plutonium.
  • #1920 The Dyson Swarm Module has a new assembly-line recipe built from 4 Solar Sails, a Drone Case, a Femtocontroller, an RTG, a Fuel Pellet, 4 FPIC and 16,000 L of Cryotheum. Dyson blocks now use twice as many UIV (optical) circuits in place of UMV (pico) circuits, with Radox Polymer added. SPASS gets recipes for the drone case 3, microcontroller 3 and APU OpenComputers items, and the Solar Sail gets a Solar Factory recipe.
    • What to do: Check Dyson module and block costs and adjust supply lines for the new circuit and material requirements.
  • #1916 The UEV and UIV casings now use Infinity and Transcendent Metal plates instead of Bedrockium and Black Plutonium. The UEV-UHV, UIV-UEV, UMV-UIV and UXV-UMV transformers and related transformer recipes now take cables instead of wires. The UMV-UIV, UXV-UMV and MAX-UXV wet transformers are now assembler-only, with 2,000, 8,000 and 32,000 L of Dimensionally Shifted Superfluid in place of 2 coolant cells, at UEV, UIV and UMV voltage.
    • What to do: Re-encode any patterns for UEV and UIV casings and for the transformers built on them: the plate is Infinity on UEV and Transcendent Metal on UIV, and the recipes take cable where they took bare wire. Make the UMV-UIV, UXV-UMV and MAX-UXV wet transformers in an assembler with Dimensionally Shifted Superfluid.
  • #1911 Duplicate vanilla music discs can now be traded for other discs, and the modern Et Futurum music discs get recipes too. Every vanilla and EFR disc is broken into Avaritia record fragments in the Forge Hammer, and discs are made from fragments, thematic materials and dyes in an HV Forming Press. The Sweet Dreams disc now uses the blank record, adds clouds, and costs less Universium with lower voltage and time.
    • What to do: Turning music discs into Avaritia record fragments moved from the Macerator to the Forge Hammer and is now one recipe covering every disc - repoint any automated fragment line. New forming-press recipes let you trade duplicate vanilla and EFR discs for the disc you want.
  • #1871 Project Red logic gates can no longer be made with Project Red's own crafting-table recipes. Every gate is now an Assembler recipe built from Project Red parts and solder. The Light Sensor takes a daylight detector, the Bus Input Panel 16 illumar buttons of any color, and the Segment Display 3 GT Glass Plates.
    • What to do: Craft Project Red gates in the Assembler and look up the new inputs in NEI.
  • #1833 Stargate gate components cost more for 2.9, with much of the added cost in circuits to put load on the Nanochip Assembly Complex. The goal is to stretch out the new BEC and NAC mechanisms that replace AAL spam, along with Nano Forge T4, Solar Factory, Exo Foundry and LHC. The 2.7.0 legacy gate components come back under the name "Heavenly Fire", and a new BEC recipe set is added.
    • What to do: The Stargate Radiation Containment Plate, Stargate Chevron and Stargate Frame Part are no longer Research Station assembly-line recipes but BEC Condensate Assembling recipes, so old research data and patterns for them are dead. Gate parts already made and gates already built keep working.
  • #1756 Three recipes are updated to use the reworked multiblock items: the Clarifier Purification Unit research item, the Antimatter Generator research item and an ingredient in a nanochip recipe. The new items are the Large Sifter, Large Naquadah Reactor and Cryogenic Freezer.
    • What to do: The Clarifier Purification Unit and Antimatter Generator assembly-line research items, and one Nanochip recipe, now call for the new Large Sifter, Large Naquadah Reactor and Cryogenic Freezer controllers. Convert the old controllers with the NEI migration recipe first, or the research will not scan.
  • #1755 The Antimatter Generator (SLAM) controller recipe now needs UIV superconductor base instead of UMV. This follows a dev vote to move antimatter power down to UIV.
    • What to do: The SLAM controller recipe now takes a UIV superconductor instead of a UMV one. Nothing you have already built or crafted changes; update the assembling-line pattern if you have one saved.
  • #1739 Fixes a dupe in the Potassium Hydroxide to Rock Salt chemical reactor recipe, which gained potassium and lost chlorine. The recipe now takes 3 Potassium Hydroxide Dust and 1000 L of hydrochloric acid and outputs 2 Rock Salt Dust and 1000 L of water.
    • What to do: The LCR recipe turning potassium hydroxide into rock salt was corrected to 3 KOH = 2 KCl, closing a dupe. Re-check any automation balanced around the old output amount.
  • #1719 Recipes that asked for the old multiblock controllers now ask for the new ones after the structure rework. The Advanced Implosion Compressor, Electric Implosion Compressor, Naquadah Fuel Refinery, Industrial Chemical Bath and Industrial Forming Press replace their old versions in assembling line and nanochip recipes.
    • What to do: The Black Hole Compressor assembly-line recipe now takes the new Advanced and Electric Implosion Compressors, the Antimatter Forge's research item is the new Naquadah Fuel Refinery, and the Nanochip Assembly Complex recipes take the new Industrial Chemical Bath and Industrial Forming Press. Convert old controllers in the crafting grid: the AIC, EIC and NFR conversions are shapeless, while the old GT++ Wash Plant and Plate Press have to sit in the top-middle slot to become the Chemical Bath and Forming Press.
  • #1713 The new power ICs replace QPICs and pico wafers in UIV+ transformers, some Dyson blocks (not the ones used in EoH) and UV solar panels. UIV, UMV and UXV transformers now use FPIC, APIC and ZPIC chips, and the Dyson recipes shown take 32 FPIC instead of 64 QPIC. A new Arc Furnace recipe makes Dimensionally Transcendent Residue from 64 Radioactive Waste and 1000 L of Excited DTEC, for players who want Fusion 5 before DTPF. The Infinity wafer EBF recipe needs 22kK heat.
    • What to do: Check automated UIV+ transformer, Dyson block and UV solar panel crafting and change the inputs to the new power IC chips.
  • #1705 Plasma arc furnace recipes now use the normal arc furnace recipe map. The Chronic Singularity recipe needs UMV instead of UXV, because the arc furnace can no longer skip tiers. The sand to glass arc furnace recipes now take 2 seconds at MV instead of 1 second at half HV, and recipes that used Wrought Iron now use Cast Iron.
    • What to do: Check setups that run plasma arc furnace, arc furnace glass or Wrought Iron recipes, and switch machines and inputs to the new map, tier and Cast Iron.
  • #1684 Removes the fluid blocks and buckets NHCoreMod added for Sodium Potassium, Enriched and Fermented Bacterial Sludge, Nitric Acid, Ammonia, Compressed Oxygen, Compressed Nitrogen and Pollution. Placed fluid blocks and buckets of these are deleted from existing worlds. Recipes that used them now use the GregTech fluids. Concrete keeps its fluid block because Iguana Tinker Tweaks needs it for its buckets.
    • What to do: The bucket items and the placeable liquid blocks for Sodium Potassium, Nitric Acid, Ammonia, Pollution and the Bacterial Sludges are removed - any you are holding or have placed disappear silently. The fluids themselves are unchanged, since GregTech now registers them under the same names, so tanks, pipes and recipes keep working. Compressed Oxygen and Compressed Nitrogen are gone outright.
  • #1667 The Aluminium, Chrome, Iridium, Neutronium, Osmium, Stainless Steel, Steel, Titanium and Tungsten Steel bars are now placeable blocks. The unused bars and their textures are removed: Conductive Iron, Electrical Steel, Energetic Alloy, Enderium, Enderium Base, Pulsating Iron, Redstone Alloy, Soularium, Tungsten and Vibrant Alloy. Stacks of the removed bars are deleted from existing worlds.
    • What to do: Conductive Iron, Electrical Steel, Enderium, Enderium Base, Energetic Alloy, Pulsating Iron, Redstone Alloy, Soularium, Tungsten and Vibrant Alloy Bars are deleted and their stacks disappear silently on first load. All ten were decorative and no recipe used them, so nothing else breaks; for Soularium, EnderIO's own bars take over the ore dictionary entry. The nine other bars (Aluminium, Chrome, Iridium, Neutronium, Osmium, Stainless Steel, Steel, Titanium, Tungstensteel) become placeable blocks and convert on load.
  • #1604 IC2 crop items and recipes are removed from the core mod and moved to CropsNH, with the food crop products that came from Pam's now taken by ore dictionary entry. Every core mod recipe that made IC2 Fertilizer is gone: the Natura sapling, leaf and log recipes, the dirt, wood dust and sand mixer recipe, and the Liquid Fertilizer to Fertilizer recipe. Adds the Certificate of not being a noob anymore, made in the Extruder from 128 Neutronium Blocks in a 29826 hour recipe.
    • What to do: Check setups that used the removed IC2 Fertilizer recipes or IC2 crop items; the crop recipes now come from CropsNH.
  • #1589 Adds the core mod's Nanochip Assembly Complex recipes. Also cuts the Circuit Assembly Line's optical processor recipe from 16 outputs to 4 for the same inputs.
    • What to do: Rebalance circuit production: Piko and Quantum circuits are no longer made in the Assembly Line, and the Optical Processor yield from the Circuit Assembly Line is 4.
  • #1553 The Fluid Shaper recipe now makes a Mass Solidifier, and the Exo-Foundry Controller research and assembly line recipe uses the Mass Solidifier. A shapeless crafting recipe turns a Fluid Shaper into a Mass Solidifier.
    • What to do: The Fluid Shaper can no longer be crafted; that crafting recipe now makes the Mass Solidifier, and a shapeless recipe converts a Fluid Shaper into one. A placed Fluid Shaper keeps running, but the controller is deprecated and goes away after 2.9.

NotEnoughItems ​

  • #957 NEI keybindings moved from the NEI settings screen to the vanilla Controls screen. They are now registered as normal Minecraft key bindings under the nei.options.keys names.
    • What to do: After updating, set your NEI keys again in the vanilla Controls screen; custom binds from the old NEI settings screen are not carried over.

OpenComputers ​

  • #222 OpenComputers can now control the Stocking Input Bus (ME), Advanced Stocking Input Bus (ME), Stocking Input Hatch (ME) and Advanced Stocking Input Hatch (ME). Computers can read and set slot configuration, auto-pull, minimum auto-pull stack size and refresh time, among other settings.
    • What to do: Programs that looked up a Stocking Input Bus or Hatch (ME) as gt_machine find it as me_inputbus or me_inputhatch now.
  • #179 The Lapotronic Supercapacitor reports correct stored and capacity figures to OpenComputers; its getStoredEU, getEUCapacity and String calls come from the bank itself.
    • What to do: Programs that read a Lapotronic Supercapacitor through an Adapter keep finding it as gt_machine. getStoredEU and getEUCapacity return the real figures now (2.8.4 returned a wrapped number on large banks), and getStoredEUString and getEUCapacityString hand back the full figure as a string for banks past the long limit.
  • #175 Geolyzer scans of GregTech machines now add machineType, metaId (the meta tile class name) and gtMetaId (the GregTech meta tile ID); the block's metadata field is unchanged. sensorInformation now comes from the GregTech machine itself, so a block that is not a GregTech tile entity, such as the BartWorks Heated Water Pump, no longer returns it.
    • What to do: Check programs that call geolyzer.analyze on a GregTech machine: the result gained machineType, metaId and gtMetaId, and sensorInformation now comes from the GregTech machine itself, so a block that is not a GregTech machine, such as the BartWorks Heated Water Pump, no longer returns it. Its lines follow the scanner format described under the scanner change.
  • #169 OpenComputers AE2 integration now supports fluids and essentia the same way it supports items. It adds drivers for AE2 Fluid Crafting fluid interfaces, import and export buses and storage buses, plus Storage Bus and Ore Filter support and a network_changed event. setPatternSlot has a new argument order: slot, index, then the optional database, entry and size. It fixes the crashes from allItems and the ticking grid node crash on servers.
    • What to do: OpenComputers programs that use the AE2 interface or network calls have to change three things: setInterfacePatternInput and setInterfacePatternOutput take the pattern index as the second argument (slot, index, database, entry, size) instead of the last; craftables from getCraftables() have getStack() in place of getItemStack(); getEssentiaInNetwork() names each essentia by its aspect tag, such as aer, instead of the gaseous essentia fluid name.

ProjectRed ​

  • #60 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.
    • 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.

Railcraft ​

  • #100 The Blast Furnace no longer pulls fuel out of an adjacent inventory on its own. Any setup that relied on a chest or other inventory with 27 or more slots next to the furnace to feed it fuel will stop working. Feed fuel with hoppers, pipes or another method instead.
    • What to do: Feed fuel into Railcraft Blast Furnaces with a hopper, pipe or other inserter instead of relying on a large chest placed next to them.

SGCraft ​

  • #27 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.
    • 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 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.
    • 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.

ThaumicEnergistics ​

  • #98 Essentia is now stored and moved natively by the ME system instead of through fluids and fake items. The Essentia Terminal, Essentia Level Emitter, Essentia Storage and Conversion Monitors, Wireless Essentia Terminal and Essentia Cell Workbench are replaced by the regular AE2 versions, and placed or stored ones convert on load. Encoded patterns for Essentia must be re-encoded by hand, and this needs the matching Applied Energistics 2 Unofficial build.
    • What to do: Every "Gaseous <Aspect>" fluid is gone, so empty tanks, fluid cells and fluid interfaces into an Essentia Cell first (essentia already in a cell carries over), and re-encode Essentia patterns by hand. The Wireless Essentia Terminal, Essentia Cell Workbench, Essentia Terminal, Level Emitter and Storage/Conversion Monitors convert to their AE2 versions on load, keeping their cell and settings.

TinkersConstruct ​

  • #279 Adds a config option that hides the Tinkers inventory tab. With the tab off, Heart Canisters, the Travel Belt and the Travel Glove go in Baubles slots, and their effects work from there. Items already in the tab are moved to Baubles slots, then to the inventory, then dropped on the ground. A Heart Canister stack is cut to 1 in the bauble slot and the rest goes to the inventory. A Heart Canister in a bauble slot drops on death.
    • What to do: The pack now ships with the Tinkers inventory tab switched off, so on first login each item in it moves into a free matching Baubles slot, one per slot, and the rest of a Heart Canister stack goes to your inventory, or onto the ground if it is full. Put those canisters back into their Baubles slot, which holds 10, to get all your hearts back; per Baubles rules they now drop on death.

Optional upgrades (45) ​

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

GT5-Unofficial ​

  • #7013 The Mega Oil Cracker has a reworked structure that is symmetric and uses the new casings. The scaling factor changes so coils matter more than they do with HSS-G. The old controller keeps working and is deprecated. An assembler recipe at LuV turns an old controller into the new one, which is otherwise made on an LuV Assembly Line, and the old assembler recipe for the old controller is removed.
  • #6868 The Mega Distillation Tower has a new structure, taken from the structure contest. Besides stat buffs, it now also runs distillery recipes through a second machine mode. The old tower keeps working and is deprecated, and an LuV Assembler recipe converts it; the new tower is otherwise made on an LuV Assembly Line, and the old Assembler recipe from 64 Distillation Towers is removed.
  • #6714 The Mega Vacuum Freezer is replaced by the Endothermic Fridge, which has a new structure from the structure contest. It cools down while running recipes and gains speed bonus over time, up to 1.5x after about 5 minutes of continuous running. It uses a new Fridge Casing made in the Precise Assembler. The old controller keeps working and is deprecated, a ZPM Assembler recipe converts it into the Fridge, and the old Assembler recipe for the Mega Vacuum Freezer is removed.
  • #6633 The Industrial Cutting Factory has a new structure from the structure contest. The cutter casing now uses one texture on every side and has a new recipe. The new controller does not run without one of four new sawblades (T1 to T4) in its controller slot, and the blade tier sets its stats and the highest energy hatch tier. The old controller keeps working, is deprecated, and a conversion recipe turns it into the new one.
  • #6562 The XL Turbines (Steam, HP Steam, Gas, Plasma, SC Steam) have a new structure from the structure contest. It has no rotor assembly. The turbines go into a GUI inside the controller instead. The old controllers are deprecated with a Legacy name, and a shapeless conversion recipe turns each old controller into the new one.
  • #6548 The Mega Blast Furnace is replaced by the Exothermic Hearth, with a new structure that is ZPM tiered. While it runs recipes the hearth heats up and raises its parallels up to 2x, over about 30 minutes, or 5 minutes with Pyrotheum. The old Mega Blast Furnace controller keeps working and is deprecated, its assembler recipe is removed, and a ZPM Assembler recipe converts it into the Hearth. The new Hearth Casing is made in the Precise Assembler at ZPM.
  • #6546 The Large Steam, HP Steam, Gas and Plasma Turbines and the Supercritical Steam Turbine have new structures. The author says behaviour is the same as before. The old controllers are now Legacy versions and marked deprecated.
  • #6545 The Steam Squasher (compressor) has a new structure by PCGMatt. It adds no new features. The old structure is still kept as a separate layout in the code.
  • #6533 The Large Sifter has a new structure from the structure contest (author VorTex). Only the structure changes. The old controller is now the Legacy version and marked deprecated, and a shapeless crafting recipe converts it to the new controller.
  • #6530 The Industrial Sledgehammer has a new structure from the structure contest (author PCGMatt) and a new casing texture. Anvil scaling is gone. Parallels now scale with the solenoid coil tier, at 6 per tier instead of 8. The old controller is now the Legacy version and marked deprecated, and a shapeless crafting recipe converts it to the new controller.
  • #6519 The Industrial 3D Copying Machine has a new structure and casing texture; parallels, speed and EU usage are unchanged. The new controller picks its output differently: a programmed circuit in a regular bus selects the variant (listed in NEI), a CRIB uses its pattern output, and ArchitectureCraft shapes work as targets. The old controller keeps working with its target in the controller slot, is deprecated, and can be converted with a shapeless recipe.
  • #6511 The Tree Grow Simulator has a new structure by EvgenWarGold, with no mechanics changes. Dirt or grass can be placed, and dirt turns into grass. Oak log and leaves can be placed, and are placed automatically if missing. The old controller is renamed Legacy and can be converted with a shapeless recipe.
  • #6510 The Drone Centre has a new structure, and any hempcrete block can be used. The old and the new controller each accept both the old and the new structure, so an existing Drone Centre keeps working; the old one is deprecated, and a conversion recipe turns it into the new one. The tooltip now lists the added-by and structure author on separate lines, and the production panel machine list is now a scrolling list that skips empty machine entries.
  • #6508 The Infinite Fluid Drilling Rig has a new structure by Pix3lated. It no longer needs mining pipes. It adds 2 parallels per energy hatch tier above UHV, and any tiered glass can be used. The old controller is kept as Legacy and can be converted with a shapeless recipe.
  • #6478 The Cryogenic Freezer is now a new controller with a new structure and a new casing texture with connected textures. It runs 16 parallels at 300% speed and 90% EU, up from 8 parallels at 220% speed. Both the old and the new controller now use the regular Vacuum Freezer recipe map; the GT++ map it replaces held cell-free copies of those recipes. The old controller keeps working, is deprecated, and a shapeless recipe converts it.
  • #6473 The Thermal Boiler has a new structure by ArsinXArscosX. No mechanics changed. The old controller is renamed Legacy and can be converted to the new one with a shapeless crafting recipe.
  • #6471 The Steam Grinder has a new structure. It has no new mechanics and no recipe changes, and the same controller still accepts the old shape.
  • #6391 The Industrial Coke Oven has a new structure from the structure contest. It can take extra coil slices, up to 15 more for 16 in total, and Eternal coils remove that cap. Parallels are 16 plus 8 per extra slice with Heat Resistant Casing, or 32 plus 16 per extra slice with Heat Proof Casing, and each coil tier gives a 2% EU discount, multiplicative. The old controller keeps working, is deprecated, and can be converted to the new one with a shapeless crafting recipe.
  • #6371 The Industrial Wash Plant is split into the Ore Washing Plant, by ya9yu, and the Industrial Chemical Bath, by PCGMatt. Both have new structures from the structure contest, and mechanics are unchanged. The Wash Plant texture is updated. Shaped conversion recipes turn the old controller into either new machine. The Ore Washing Plant crafting recipe no longer needs the EV Chemical Bath, and the Chemical Bath has its own recipe.
  • #6359 The Large Naquadah Reactor has a new structure from the structure contest, by N7Paddy. Hatches can go on any casing now, and internal mechanics are unchanged. It uses a new Naquadah Reactor Casing, made in an assembler from 2 Radiation Protection Plates, 2 Prismatic Naquadah plates, 1 Naquadah frame and 4 ingots of molten Enriched Naquadah at LuV for 20 seconds. The old controller is renamed Legacy, and a shapeless conversion recipe is added.
  • #6356 The Industrial Material Press is split into the Industrial Bending Machine, by cauchemard, and the Industrial Forming Press, by barnac. Both have new structures from the structure contest and get 6 parallels per tier, up from 4, because they are bigger and share walls worse. Two shaped conversion recipes turn the old controller into either new machine. The old controller is renamed Legacy and keeps working.
  • #6349 The Extreme Combustion Engine has a new structure from the structure contest, by N7Paddy. It now extends the same extended power multiblock base as the Large Combustion Engine. The old controller is renamed Legacy, gets a deprecated line in its tooltip, and keeps working. A shapeless conversion recipe is added, and the crafting recipes now output the new controller.
  • #6340 The Large Combustion Engine has a new structure from the structure contest, by N7Paddy. Muffler and Maintenance hatches can go on any Titanium Casing. Input hatches still have to sit next to Gearboxes, and the Dynamo is still limited to 1 block. Internal mechanics are unchanged. The old controller is renamed Legacy, and a shapeless conversion recipe turns it into the new one.
  • #6339 The Electric Implosion Compressor has a new structure from the structure contest. It uses 24 containment blocks instead of 27, and the piston animation is gone, which removed about 20 dupes. Energy, maintenance, input and output hatches go on any Naquadah Reinforced Block, and the glass does not limit the energy hatch tier. The old controller keeps working and is deprecated, and a conversion recipe is added.
  • #6326 The Industrial Extruder has a new structure, taken from the contest. Parallels go from 4 to 6 per voltage tier on the new controller. The old controller keeps working with 4 per tier and is deprecated. A shapeless recipe converts an old controller into the new one, which needs the new structure.
  • #6319 The Boldarnator has a new structure, taken from the contest. The old controller keeps working and is deprecated. A shapeless recipe converts an old controller into the new one, which needs the new structure, and the crafting recipe now makes the new one.
  • #6317 The Advanced Implosion Compressor (Density^2) has a new structure, taken from the contest. The old controller keeps working and is deprecated. A shapeless recipe converts an old controller into the new one, which needs the new structure, and the crafting recipe now makes the new one. Internal mechanics are unchanged.
  • #6313 The Pyrolyse Oven has a new structure, taken from the contest. The old controller keeps working and is deprecated. A shapeless recipe converts an old controller into the new one, which needs the new structure, and the crafting recipe now makes the new one. Internal mechanics are unchanged.
  • #6312 The Universal Chemical Fuel Engine has a new structure, taken from the contest. The old controller keeps working and is deprecated. A shapeless recipe converts an old controller into the new one, which needs the new structure, and the crafting recipe now makes the new one. Internal mechanics are unchanged.
  • #6310 The Planetary Gas Siphon has a new structure, taken from the contest. The old controller keeps working and is deprecated. The new controller has its own ID, and the recipes that used the old one (Pump Module MK-I to MK-III and the crafting recipe) now use the new one. A shapeless conversion recipe turns an old controller into the new one, which needs the new structure.
  • #6271 Industrial Maceration Stack gets a new structure by VorTex and a new controller. The tier 2 structure is bigger and gets a 4x speed buff to compensate. Parallel scaling is unchanged. The old controller becomes a Legacy controller, and a shapeless conversion recipe turns it into the new one.
  • #6257 Zhuhai - Fishing Port gets a new structure by VorTex and a new controller. No mechanics changed. Water auto-placement was adjusted for the new structure. The Aquatic Casing now has a separate top texture. The old controller becomes a Legacy controller, and a shapeless conversion recipe turns it into the new one.
  • #6252 The Naquadah Fuel Refinery gets a new structure from GT Odyssey and a new controller. The old one becomes a Legacy controller. A shapeless conversion recipe turns the old controller into the new one. Hatch placement is no longer tied to being adjacent to the field restriction glass.
  • #6251 The Large Bronze, Steel, Titanium and Tungstensteel Boilers get a new structure and a new controller. The old controllers are kept as Legacy versions and show a deprecated structure line in the tooltip. Existing boilers keep working as Legacy, but new crafts use the new controller and structure. A conversion recipe turns an old controller into the new one.
  • #6182 The Molecular Transformer has a new structure from the contest, by Fox. The old controller is now the Legacy version and is deprecated. The Assembly Line and quantum force transformer recipes use the new controller, and a shapeless recipe converts the old one.
  • #6176 The Flotation Cell has a new structure from the contest, by nockyx. The old controller is now the Legacy version and is deprecated. The Assembly Line recipe gives the new controller, and a shapeless recipe converts the old one.
  • #6171 The Large Thermal Refinery has a new structure from the contest. Base stats stay at 250% speed and 80% EU usage. Each coil tier adds 5% speed and a 5% EU discount, multiplicative, and each solenoid tier adds 2 parallels. The old controller keeps working and is deprecated. The controller recipe gives the new one, and a shapeless recipe converts the old controller.
  • #6062 The Integrated Ore Factory has a new controller with a new structure. The old controller becomes the Legacy version, and a shapeless conversion recipe turns the old Ore Processor into the new one. The Assembly Line recipe now outputs the new controller.
  • #5963 The Industrial Mixing Machine has a new controller with a new structure and its own Mixer Casing, which has a new texture. The old controller becomes the Legacy version, and a shapeless conversion recipe turns it into the new one. The PR also changes the speed formula.
  • #5908 The Industrial Electrolyzer has a new controller with a new structure. The old controller becomes the Legacy version, and a shapeless conversion recipe turns it into the new one. Parallels go from 2 per tier to 4 per tier. The crafting recipe moves to the new controller and is unchanged.
  • #5893 The Mega Chemical Reactor is now a new controller with the structure from the contest. Hatches can go anywhere on it, one or more energy hatches included, and the glass tier limits the energy hatch tier. The flavor text was reworded. The controller is now made on an LuV Assembly Line instead of from 64 Large Chemical Reactors in an Assembler; the old controller keeps working, is deprecated, and a shapeless recipe converts it.
  • #5888 The Amazon Warehousing Depot, the Industrial Packager, is now a new controller with the structure from the contest. Item pipe casings set its speed: 200% with the lowest tier, up to 900% with the highest. The old controller is deprecated, the crafting recipe gives the new one, and a shapeless recipe converts the old one. The tooltip was cleaned up.
  • #5885 The Industrial Centrifuge is now a new controller with the structure from the contest. The old controller is deprecated and shows a DEPRECATED line in its tooltip. The crafting recipe gives the new controller, and a shapeless recipe converts the old one.
  • #5877 The Industrial Wire Factory is now a new controller with a reworked structure. Its speed depends on the item pipe casing tier: 50% at tier 1, then +50% for each tier up to 400% at the highest. The old controller is deprecated, the crafting recipe now gives the new controller, and a shapeless recipe converts the old one.
  • #5875 The Extreme Industrial Greenhouse has a new structure, made by HydroCN. Greenhouses placed before this change still check the old structure. If you break the controller and place it again, only the new structure is checked. Fertilized dirt is now tilled and water is placed automatically when the structure completes, and autoplace works.

API changes for addon developers (71) ​

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

  • Angelica #1734: The dynamic light producer interface for modded items now passes the ItemStack when asking for a light level. Items can return a different light level depending on the stack.
    • What to do: Addon developers implementing IDynamicLightProducer must change getLuminance() to getLuminance(ItemStack stack).
  • Applied-Energistics-2-Unofficial #968: The GUI field sync system behind AE2 containers was rewritten, backporting the modern AE2 version. Synced fields can now be private or protected and can be any class that supports writing itself to a packet. The Formation Plane's synced place mode field got a new sync id.
    • What to do: Addon containers that extend AE2 containers must give each @GuiSync field an id not used anywhere else in their class hierarchy, because a duplicate id now throws an IllegalStateException instead of logging a warning. AEBaseContainer.stringSync and updateFullProgressBar are removed; synced fields go through DataSynchronization and PacketGuiDataSync, and onUpdate(String, Object, Object) still fires on a change.
  • Applied-Energistics-2-Unofficial #958: Adds an API for addons to register new stack types. Storage, crafting and GUIs are generalised to work with any stack type. Fixes the Tree Display mode bugs and a server crash with a subnetwork using a storage bus and an interface.
    • What to do: Settings.TYPE_FILTER is removed, and StorageChannel and the methods that take it still work but are deprecated in favour of IAEStackType, registered through AEStackTypeRegistry. Classes that implement IAEStack directly must add the new abstract methods, including getStackType(), getAmountPerUnit() and drawOnBlockFace(World).
  • Applied-Energistics-2-Unofficial #752: The crafting calculator, crafting CPU and patterns now handle fluids directly instead of converting them to items through the discretizer. Interfaces and machines should work as before, because fluids are still converted to and from drops at the boundary. This is the first step toward moving fluid support from AE2 Fluid Crafting into AE2.
    • What to do: ICraftingJob now takes a stack type parameter: populatePlan takes IItemList<IAEStack<?>> and getOutput returns that type, and CraftCompleteListener.apply takes an IAEStack<?> instead of an ItemStack. Classes that implement IAEStack or IItemList must add the new abstract methods, and the IAEItemStack methods on ICraftingGrid and ICraftingCPU still work but are deprecated in favour of IAEStack<?> ones such as getCraftingMultiPatterns and getFinalMultiOutput.
  • BetterBuildersWands #25: Custom mappings in the builder's wands can now use more than one item per placed block. The preview and the placement both count the stack size, which allows placing double-crop sticks for cropsNH. Existing mappings behave as before.
    • What to do: CustomMapping subclasses must override getItems(IWorldShim, IPlayerShim, Point3d) instead of getItems(IWorldShim, Point3d), and the stack size it returns is the number of items one placement uses. CustomMappingManager.getMapping and setMapping now use the new ICustomMapping interface instead of CustomMapping.
  • BetterQuesting #215: Readability cleanup of the network handlers and GUI code, with no logic changes. Unused test screen and vertical bar panel classes are removed.
    • What to do: GuiScreenTest, PanelVBarFill, BQ_CommandDebug, PresetTexture.METER_V_0 and METER_V_1 and the BQLivingUpdateEvent.entity field are removed, and BQLivingUpdateEvent.entityLiving is now an EntityPlayerMP, so addons that read it must be recompiled. NetQuestAction.requestClaimForced is now requestClaimForceChoice, forceClaimQuest is now claimQuestForceChoice, and BQ_CopyProgress.getPlayerAdvanced takes a UUID.
  • CodeChickenCore #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.
    • What to do: Code that read the static field SimpleBrightnessModel.instance must call SimpleBrightnessModel.instance(), which returns a per-thread instance.
  • Draconic-Evolution #86: BrandonsCore is merged into Draconic Evolution, so the mod no longer needs BrandonsCore installed. The PR also moves GUI numbers to the shared number formatting and adds localisation. It was tested in singleplayer and multiplayer.
    • What to do: Addons that use BrandonsCore or the old utills packages from Draconic Evolution must switch to the com.brandon3055.draconicevolution utils packages.
  • Gadomancy #41: Gadomancy's internal ASM code moved to mixins, and dependencies were updated. Golem type registration for addons changed.
    • What to do: The AdditionalGolemType constructor now takes the EnumGolemType as its first argument, and setEnumEntry is gone. GadomancyApi.registerAdditionalGolemType no longer adds a value to Thaumcraft's EnumGolemType, so an addon must add its own enum value (Gadomancy uses a mixin on EnumGolemType) and pass it in.
  • GT5-Unofficial #7998: Ore dictionary handling is reworked and some recycling recipes change as a result. The Booster now recycles into Meteoric Iron, Ledox or Mythryl by tier, where it always gave Meteoric Iron before. The UIV energy distributor and some forge hammer recycling recipes, such as the Enchanting Table and Ender Chest, also changed.
    • What to do: GTOreDictUnificator.addAssociation lost its boolean argument, and the ItemData(OrePrefixes, Materials, boolean) constructor is gone; use the two-argument one. ToolDictNames.craftingToolSolderingMetal, the 'j' shorthand in GTModHandler.addCraftingRecipe, GregTechAPI.sUnificationEntriesRegistered, OrePrefixes.mPrefixInto, ItemData.mBlackListed, ItemData.mExtraData and the class gregtech.api.enums.ManualOreDictTweaks are removed.
  • GT5-Unofficial #7821: Hatches send less data to the client. Texture page and index go over as plain integers instead of named strings, which takes most hatches from 106 bytes to 70 bytes.
    • What to do: Addons overriding getDescriptionData or onDescriptionPacket must move to writeToStream(ByteBuf) and readFromStream(ByteBuf); old overrides without @Override still compile but are never called. Calls to the six-argument CoverRegistry.cover must use cover(coverable, direction, coverID).
  • GT5-Unofficial #7563: GregTech machines and pipes no longer run client ticks unless they need them. The profile in the PR shows World.updateEntities dropping from 36.21 to 12.91 in total time. Machine sounds now update when their state changes instead of being checked every tick.
    • What to do: Addon multiblocks, tanks, hatches, buffers, cables, pipes and frames no longer get onPreTick/onPostTick on the client unless they override needsClientTick() to return true. setBaseMetaTileEntity is now final in MetaTileEntity and MetaPipeEntity, and classes implementing IMetaTileEntity directly must add needsClientTick() and onClientSoundStateChanged().
  • GT5-Unofficial #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.
    • What to do: 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.
  • GT5-Unofficial #7365: The public fields of the GT++ Material class were renamed to standard Java naming. Nothing changes in game.
    • What to do: The public fields of gtPlusPlus.core.material.Material lost their v prefix: vTier, vVoltageMultiplier, vChemicalFormula, vChemicalSymbol, vDurability, vRadiationLevel, vSmallestRatio and vComponentCount are now tier, voltageMultiplier, chemicalFormula, chemicalSymbol, durability, radiationLevel, smallestRatio and componentCount.
  • GT5-Unofficial #7314: Material textures are now defined through a new registry instead of two parallel arrays, which makes adding material icons simpler. Copper, Iron, Gold, Diamond and Emerald get new ore and small ore textures, and Copper, Iron and Gold new raw ore textures.
    • What to do: TextureSet.INDEX_* constants and TextureSet.withBlockTextures(String) are removed; use MaterialIconRegistry.IconType and TextureSet.withCustomTextures(String, IconType...). TextureSet.mTextures is now sized and indexed by IconType.
  • GT5-Unofficial #7227: GT++ recipe maps and their NEI frontends now live in core GregTech. The author tested the frontends and recipe maps in a dev environment and says they show up correctly. Players should see no difference.
    • What to do: gtPlusPlus.api.recipe.GTPPRecipeMaps is removed; use gregtech.api.recipe.RecipeMaps, which has the same field names. The GT++ NEI frontend classes moved from gtPlusPlus.api.recipe to gregtech.api.recipe.maps.
  • GT5-Unofficial #6998: Fluid outputs of multiblocks now go through a shared helper modelled on the item ejection helper. The author notes a known issue with ME outputs that is fixed in a separate dependent PR.
    • What to do: Addons implementing IVoidable directly must add getOutputHatches(), and overrides of MTEMultiBlockBase.addFluidOutputs(FluidStack[]) must return boolean. The protected static MTEMultiBlockBase.dumpFluid is removed; use addOutputPartial(FluidStack) or addOutputAtomic(FluidStack).
  • GT5-Unofficial #6893: Multiblocks no longer check every proxy hatch on each tick to decide whether to run a recipe check. Input hatches and busses now notify the controller when their contents change. This reduces lag in large bases that use many proxy hatches.
    • What to do: Hatches implementing ISmartInputHatch or IDualInputHatch must replace justUpdated() and doFastRecipeCheck() with addWatcher and removeWatcher, which MTEHatch subclasses inherit, and call notifyWatchers() when their contents change outside the normal inventory path. MTEMultiBlockBase.mSmartInputHatches is no longer public.
  • GT5-Unofficial #6802: GregTech's tile entity network code was cleaned up. Machines send texture and initial data packets only when something changes, and one player loading a chunk no longer sends that machine's data to other players.
    • What to do: Replace IGregTechTileEntity.issueClientUpdate() with issueTileUpdate(). ITemporaryTE and GTPacketCreateTE are removed, and BaseTileEntity.getCoords, isInvalidTileEntity, getRandomNumber and isDead are now final.
  • GT5-Unofficial #6758: Basic machines now get their initial rotation when they are placed, instead of having it corrected every tick. This removes the extra rotation code added in an earlier change.
    • What to do: MTEBasicMachine.mHasBeenUpdated and MTEBasicMachine.doDisplayThings() are removed, so subclasses that called or overrode doDisplayThings must drop it.
  • GT5-Unofficial #6693: Dye colours are now stored as RGB instead of RGBA. Nothing changes in game.
    • What to do: Dyes.rgba (0xrrggbbaa) is now Dyes.rgb (0xrrggbb), so code reading rgba fails with NoSuchFieldError. Code that unpacked the colour with shifts of 24, 16 and 8 must shift by 16, 8 and 0.
  • GT5-Unofficial #6647: Internal cleanup of how Bartworks materials are referenced in recipes. Nothing changes in game.
    • What to do: WerkstoffLoader.LuVTierMaterial is now WerkstoffLoader.RhodiumPlatedPalladium, and gregtech.api.util.ExternalMaterials is removed, so reference the Werkstoff materials directly.
  • GT5-Unofficial #6532: Multiblock structure error diagnostics are ported to the MUI2 interface. The controller GUI now lists structure problems such as a wrong block, missing hatches, too many hatches or too few casings.
    • What to do: Multiblocks that overrode validateStructure or localizeStructureErrors, or used the StructureError enum, StructureErrorSyncer or getStructureErrors(), must move to the gregtech.api.structure.error.StructureError interface. Errors are now added in checkMachine(IGregTechTileEntity, ItemStack, List<StructureError>) through the StructureErrors factory methods; the two-argument checkMachine still works but is deprecated.
  • GT5-Unofficial #6341: Removes unused GT++ classes and methods. The PR author reports it works in the full pack with no crashes and no missing items.
    • What to do: Addons that referenced the removed GT++ classes need to stop using them.
  • GT5-Unofficial #6338: The GT++ logger wrapper and its verbose info and debug log lines are gone. GT++ logs through a standard logger named GT++ instead. The GT++ ASM config class is also removed.
    • What to do: Addons that used the GT++ Logger or other removed GT++ classes need their own logger or a replacement.
  • GT5-Unofficial #6297: NEI recipe handlers changed. Catalyst is now the default handler icon. Not-consumed, NC, NC(P) and chance markers use NEI's badge display. The Large Hadron Collider handler shows its dynamic progress bar without a separate handler class.
    • What to do: Addon frontends must change createNEITemplate overrides to take a GTNEIDefaultHandler.NEITemplateContext and addProgressBar overrides to take (ModularWindow.Builder, NEITemplateContext). FixedPositionedStack.mChance, chanceFormat and LHCNEIHandler are removed; setDisplayStack in neiHandlerInfo still works but is no longer needed for the icon.
  • GT5-Unofficial #6160: Internal rework of the base class used by the steam multiblocks. Players see no change.
    • What to do: Addons extending MTESteamMultiBase must extend MTESteamMultiBlockBase, which now extends MTEExtendedPowerMultiBlockBase, replace getFrontOverlay and getFrontOverlayActive with getActiveOverlay, getInactiveOverlay and their glow variants, and implement isHighPressure. The steam multis such as MTESteamMacerator moved to gregtech.common.tileentities.machines.multi.steam.
  • GT5-Unofficial #5957: CRIB recipe cache handling is simpler. The cache still clears when patterns change.
    • What to do: IDualInputHatchWithPattern.setProcessingLogic is removed, so custom dual input hatches drop it; the recipe cache now clears on its own. ProcessingLogic.dualInvWithPatternToRecipeCache is now a WeakHashMap, so ProcessingLogic subclasses that use it must be recompiled.
  • GT5-Unofficial #5952: Internal rework of how basic machines with recipes are registered. Machines are unchanged for players.
    • What to do: Every 2.8.4 MTEBasicMachineWithRecipe constructor is gone: the remaining ones take a String[] description, a SoundResource and hasInputFluidSlot and hasOutputFluidSlot booleans. Addons can instead register basic machines through MTEBasicMachineWithRecipeBuilder, which GT itself now uses.
  • GT5-Unofficial #5923: Internal change to how multi-texture renderers are created. No gameplay change.
    • What to do: Addons that call new GTMultiTextureRender directly must use TextureFactory.of or GTMultiTextureRender.create.
  • GT5-Unofficial #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.
    • What to do: 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.
  • GT5-Unofficial #5812: The Implosion Compressor and the Vacuum Freezer now build their structure themselves instead of using a shared cubic multiblock base. Nothing about how they work is meant to change.
    • What to do: Addons that extend MTECubicMultiBlockBase need to move to another multiblock base class and define their own structure.
  • GT5-Unofficial #5747: The dimension list used by the NEI ore plugin and the wormhole display was rewritten to keep each dimension's names and tier in one place. Order in the CSV and UI stays the same. Wormhole blocks in existing worlds still load.
    • What to do: Addon code that reads the DimensionHelper name arrays must use the new lookup methods such as getIndex and getAllDisplayedNames.
  • GT5-Unofficial #5735: Recipes can now put a chance on input items, input fluids and output fluids, the way item outputs already could. A chance of 0 on an input means the input is not consumed, and chances now run from 0 to 10000 instead of 1 to 10000. No existing recipe changes.
    • What to do: Addon code that calls the GTRecipe or GTRecipe_WithAlt constructors must pass four chance arrays (input, output, fluid input, fluid output) instead of one. Code that read GTRecipe.mChances must use mOutputChances or getOutputChance(int).
  • GT5-Unofficial #5534: Texture building code was reorganised to cut allocations. No visible change is expected.
    • What to do: ITextureBuilder lost setFromBlock, setFromSide, useWorldCoord and noWorldCoord, which moved to TextureFactory.blockBuilder(), and addLayer, setAllowAlpha and the varargs addIcon, so layers go through TextureFactory.of(ITexture...). TextureFactory.of(icon, rgba, allowAlpha) is removed; use of(icon, rgba).
  • GT5-Unofficial #5261: GregTech.lang is smaller and line breaks in GT texts, including GT++ books, now use one format. Thaumcraft research still uses the old break. GT++ materials that had different names from their GT versions now use the GT names, and material lore text can be translated.
    • What to do: Addons should call getLocalizedName(), getDefaultLocalName() and getChemicalFormula() instead of reading mLocalizedName or mChemicalFormula. GTLanguageManager.addStringLocalization now returns void and lost its three-argument overload, so every addon that calls it must be recompiled, and code that used the returned string must look the translation up separately.
  • GT5-Unofficial #5121: Internal rework of how ore prefixes are defined. Nothing changes in game.
    • What to do: Addon code must use the OrePrefixes getters and the VALUES array instead of the old fields and values().
  • GT5-Unofficial #5114: Removes 43 GT materials that did not exist in game, among them the Metallurgy and Underground Biomes placeholders such as Angmallen, Chert and Greywacke. None were used. This frees some ids and resolves one id conflict.
    • What to do: Addons that reference the removed Materials fields (for example Materials.Angmallen, Materials.Chert or Materials.Greywacke) need to stop using them.
  • GT5-Unofficial #5110: Material ids are now kept in one list instead of being set on each material. Greywacke had the same id as Complexity Catalyst, so it was moved. No Greywacke items show up in game.
    • What to do: Addons can no longer pass a meta item id to MaterialBuilder or to a Materials constructor, because GT assigns material ids in its own MaterialsIDMap. A material that needs generated items has to be added there in GT5-Unofficial.
  • GT5-Unofficial #5109: All ModularUI2 code in GT5-Unofficial now lives under one directory, with subfolders for adapters, covers, hatches, items, multiblocks, singleblocks, sync handlers and widgets. Nothing changes in game.
    • What to do: Addons that import moved MUI2 classes, such as MTEMultiBlockBaseGui or SelectItemUIFactory, need to update to the new gregtech.common.gui.modularui packages and names.
  • GT5-Unofficial #5108: Internal cleanup of how GTNH-specific materials are defined, such as Signalum, Lumium and Prismarine. Nothing changes in game.
    • What to do: Addon code must use Materials.<Name> instead of MaterialsGTNH.<Name>.
  • GT5-Unofficial #5107: Internal cleanup of how UEV+ materials are defined. A duplicate Protomatter and an Antimatter entry that were not used are also removed. Nothing changes in game.
    • What to do: Addon code must use Materials.<Name> instead of MaterialsUEVplus.<Name>. The Dimensionally Transcendent catalysts and residue and Magnetohydrodynamically Constrained Star Matter are now Materials.DTCC, DTPC, DTRC, DTEC, DTSC, DTR and MHDCSM.
  • GT5-Unofficial #5105: The aluminium ore materials (Bauxite Slurry, Heated Bauxite Slurry, Sluice Juice, Sluice Sand, Bauxite Slag, Ilmenite Slag, and the Green Sapphire, Sapphire and Ruby Juices) are now part of the main materials list. Nothing changes in game.
    • What to do: Addons that use MaterialsOreAlum.X should use Materials.X instead.
  • GT5-Unofficial #5085: Removes the old names for tier materials such as Primitive, Basic, Ultimate and Transcendent. Recipes that used them now use the tier names, for example ZPM for Ultimate. Nothing changes in game.
    • What to do: Addon code must use the tier names (ULV to MAX) instead of the deprecated aliases.
  • GT5-Unofficial #5084: Internal cleanup of how Kevlar line materials are defined. Nothing changes in game.
    • What to do: Addon code must use Materials.<Name> instead of MaterialsKevlar.<Name>.
  • GT5-Unofficial #5083: Internal cleanup of how Botania materials are defined. Nothing changes in game.
    • What to do: Addon code must use Materials.<Name> instead of MaterialsBotania.<Name>; MaterialsBotania.BotaniaDragonstone is now Materials.Dragonstone.
  • GT5-Unofficial #5027: GT machines now move items through a shared item transfer system, GTItemTransfer, built on GTNHLib's IItemSource and IItemSink; item pipes join it in a follow-up PR. The GTUtility item moving helpers are removed.
    • What to do: Addon code that called the GTUtility item moving helpers (moveMultipleItemStacks, moveOneItemStack, moveOneItemStackIntoSlot, moveFromSlotToSlot, moveFromSlotToSide, moveStackIntoPipe, moveStackFromSlotAToSlotB, isAllowedToTakeFromSlot, isAllowedToPutIntoSlot) must move to gregtech.api.util.GTItemTransfer; those helpers are removed.
  • GT5-Unofficial #4984: All GT vein generation now lives in GT, asteroid generation moved to GalactiGreg, and the GT++ and BartWorks veins are now Oremixes. The BartWorks ore page in NEI is gone, and finding recipes for an ore processing item now lists the veins it comes from. The Detrav scanner no longer blocks the server thread, and asteroid generation is faster.
    • What to do: The GT and BartWorks ore tile entities, BlockOres, BlockOresAbstract, ItemOres and the BartWorks and GalactiGreg ore generators are removed. Place, mine and inspect ores through gregtech.common.ores.OreManager.
  • GT5-Unofficial #4686: Materials are now loaded through a builder instead of long constructor calls. Nothing changes in game.
    • What to do: Addons can no longer call new Materials(...), since its constructor is now protected. MaterialBuilder(id, iconSet, name) is replaced by MaterialBuilder() with setName, setDefaultLocalName and setIconSet, and setTypes, setRGB and setRGBA are gone in favour of setARGB.
  • GT5-Unofficial #4671: Item void protection is reworked. Output busses are no longer filled in structure check order, and the ejection order now follows bus type: void, filtered, ME filtered, unfiltered, ME unfiltered. The multi smelter and decay warehouse use the new item ejection logic.
    • What to do: Addon multiblocks must call addOutputAtomic(ItemStack) instead of addOutput(ItemStack) and addOutputPartial(ItemStack) instead of addOutputPartial(ItemStack, boolean); addItemOutputs now returns a boolean and getStoredOutputs() is removed. IVoidable implementers replace getItemOutputSlots and getVoidOutputSlots with getOutputBusses() and implement canDumpItemToME(List<ItemId>), and custom output busses implement IOutputBus.
  • GTNHLib #438: JSON models can now use any texture, not just block textures. GTNHLib adds the texture to the block atlas when a model needs it. Texture paths now resolve from the textures folder, as in modern Minecraft.
    • What to do: Model JSON files must now give full texture paths relative to the textures folder, for example domain:blocks/name.
  • GTNHLib #349: GTNHLib's network packets now go through a new packet channel. The existing packets (config sync, key down, titles, above-hotbar messages, view distance, player data and team sync) were moved over to it. Nothing changes in how they behave in game.
    • What to do: Only GTNHLib's own channel changed: NetworkHandler.instance is now a NetworkChannel whose send methods take an IPacket, and PacketMessageAboveHotbar, PacketSyncConfig, PacketKeyDown and PacketViewDistance no longer implement IMessage or carry nested Handler classes. An addon's own IMessage packets on its own SimpleNetworkWrapper are unaffected.
  • GTNHLib #288: Addon code can no longer add search strings to the constant pool parser after it is created. The parser stays fixed so it does not slow down at runtime.
  • GTNHLib #261: Adds a Direct Tessellator and a VBO/VAO API, and moves GTNHLib's own rendering code onto it. Part of the old quad writer and vertex API is removed outright; the remaining old tessellator classes are deprecated.
    • What to do: The classes in client.renderer.quad.writers (IWriteQuads, ItemVBOQuadWriter and the Position*QuadWriter classes) are removed, and VertexFormat is now built only from VertexFormatElement... or taken from DefaultVertexFormat. VertexBuffer.draw(FloatBuffer) and render() are removed; move to DirectTessellator and the new VertexBuffer draw methods.
  • GTNHLib #100: The JSON block model backport in GTNHLib was reworked so that mods can use it, and it replaces the model API GTNHLib shipped in 2.8.4. It adds a config option for the model cache size.
    • What to do: The 0.7.10 model API is removed: ModelLoader, Variant, json.JsonModel, the template models (BlockStaticCube, BlockColoredCube, ColumnModel), the client.renderer.quad classes (Quad, QuadBuilder, QuadProvider, QuadView, ModelQuad) and client.renderer.util (DirectionUtil, WorldUtil, MathUtil, ModelQuadUtil). Move to the new loader (blockstate and model JSON in assets, ModelRegistry, IBlockModelProvider) and the quad classes in client.renderer.cel.model.quad.
  • LittleTiles #40: Each tile now stores one bounding box instead of a list of them. The author says the logic and the save format are the same.
    • What to do: Addons that read LittleTile.boundingBoxes must use the single boundingBox field instead.
  • ModularUI2 #121: Sync handlers in ModularUI2 no longer accept client-to-server packets unless the addon asks for it. Nothing changes for players directly.
    • What to do: Addon developers must check whether each sync handler needs client-to-server packets, call the setter to enable it where it does, and add the new generic type to custom sync handler classes.
  • ModularUI2 #95: ModularUI2 is synced with upstream, which reworks the widget sizing API. Custom cursors are turned off when LWJGL 3 is in use.
    • What to do: Flex is renamed StandardResizer, and widget.flex() is replaced by resizer(), which returns a StandardResizer on widgets while IWidget.resizer() returns a ResizeNode. IUnResizeable, PopupMenu and DelegatingSingleChildWidget are removed, most WidgetTree helpers are gone, and GuiError.throwNew and getReference use IWidget instead of IGuiElement.
  • ModularUI2 #69: Internal sync of ModularUI2 with upstream. Adds float value and float sync value support for GUI code. Nothing changes for players.
    • What to do: IValueSyncHandler now requires notifyUpdate(), which updates the cached value from its source and syncs it, so addon classes that implement IValueSyncHandler or extend ValueSyncHandler directly must implement it.
  • ModularUI2 #66: ModularUI2 is synced with upstream, which adds FlowDrawable, NamedDrawableRow, ListWidget features and ByteBuf adapters to the library and changes some existing API. A toggle button hover theme now uses no disabled texture.
    • What to do: WidgetTheme.withColor(int) is removed. ScrollData.drawScrollbar and ScrollArea.drawScrollbar take an IDrawable texture argument, so custom ScrollData subclasses must override drawScrollbar(ScrollArea, ModularGuiContext, WidgetTheme, IDrawable).
  • ModularUI2 #48: ModularUI2 is synced with upstream. Code that used certain WidgetTree methods may stop working, and the widget debug name is replaced by a widget name.
    • What to do: Addon developers should replace debugName with name and check any WidgetTree calls they make.
  • ModularUI2 #47: ModularUI2 is synced with upstream. Custom widgets that implement the layout widget interface stop working until they are updated.
    • What to do: Addon developers with a custom ILayoutWidget must return a boolean from layoutWidgets() and from any postLayoutWidgets() override (true when layout is done), and call one of the IResizeable setResized methods or updateResized() on each child.
  • ModularUI2 #44: ModularUI2 is synced with upstream, which brings mostly fixes and the WidgetTheme refactor. The author says fakeworld rendering does not work in this version and should not be used.
    • What to do: Addon code using WidgetTheme must port to the new theme API: WidgetThemeKey and WidgetThemeEntry, SlotTheme and TextFieldTheme in place of WidgetSlotTheme and WidgetTextFieldTheme, AbstractDefaultTheme removed, and widget draw methods that receive a WidgetThemeEntry<?> instead of a WidgetTheme. See CleanroomMC/ModularUI PR 162.
  • nei-custom-diagram #75: Diagram colors (line color, overlay white and the debug ruler colors) are now registered as named colors through GTNHLib. This lets them be changed with color themes instead of being fixed in the code.
    • What to do: Addon code using the diagram API must pass a GTNHLib ColorResource (for example Draw.CustomColor.guiLines) to Lines.Builder.setColour instead of an int, and read Lines.colour() as a ColorResource. Draw.Colour.OVERLAY_WHITE is replaced by Draw.CustomColor.guiOverlayWhite.
  • NewHorizonsCoreMod #1576: The core mod's own blocks now have sounds and hardnesses that match what they are. Zinc Gravel Ore is registered with the rest of the blocks. Two lang keys and texture names changed as part of this.
    • What to do: Every NewHorizonsCoreMod block loses the tile. prefix in its registry name, so dreamcraft:tile.X becomes dreamcraft:X, and the Mysterious Crystal block becomes MysteriousCrystalBlock. FML remaps placed blocks and stacks; addons, scripts and quest files that hardcode dreamcraft:tile.X must use the new names.
  • NewHorizonsCoreMod #1570: Internal cleanup of how the core mod refers to its own items in recipes. The author states behavior is identical to before.
    • What to do: Addons that used CustomItemList or NHItemList.getIS must switch to NHItemList and its get method.
  • NewHorizonsCoreMod #1557: Item registration in NewHorizonsCoreMod is simplified. Item tooltips are now localized, and one unused creative tab is removed.
    • What to do: Every NewHorizonsCoreMod item registry name changes from dreamcraft:item.X to dreamcraft:X. FML remaps existing stacks; addons and scripts that look items up with getModItem or GameRegistry.findItem under the old names must use the new ones.
  • NotEnoughItems #990: Internal NEI container class renamed. There is no change for players.
    • What to do: Addons that reference ContainerRecipe or GuiRecipe.slotcontainer should use codechicken.nei.util.EmptyContainer.
  • NotEnoughItems #892: Internal change to how NEI panels work out their bounds. Nothing changes in play.
    • What to do: Addon developers who extend PanelWidget must change their calculateBounds override to take a GuiContainer argument.
  • Postea #18: Postea can now take more than one remapping handler for the same item, block or tile entity. This lets several mods migrate the same thing, such as splitting one Crops++ item between CropsNH and the GTNH core mod.
    • What to do: addBlockReplacement and addItemReplacement are removed: register block and item handlers with addTransformationHandler and return true when the handler changed the block or stack, false otherwise. Tile entity transformers (TileEntityReplacementManager.tileEntityTransformer) return null when they do not match, and do NBT conversion through the returned BlockInfo's tile transformer.
  • ServerUtilities #280: Removes a large number of unused classes, most left over from the FTB Lib backport, and some 1.12.2 Forge code that never worked. The mod's config GUI factory is removed as well.