<feed xmlns='http://www.w3.org/2005/Atom'>
<title>github/GT5-Unofficial.git/src/main/resources/assets/gregtech/textures/gui, branch master</title>
<subtitle>Unnamed repository; edit this file 'description' to name the repository.</subtitle>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/'/>
<entry>
<title>Godforge hangover (#3396)</title>
<updated>2024-11-28T18:01:03+00:00</updated>
<author>
<name>Maya</name>
<email>10861407+serenibyss@users.noreply.github.com</email>
</author>
<published>2024-11-28T18:01:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=e41a0889c5f498252691180b143c97b570b2fc6b'/>
<id>e41a0889c5f498252691180b143c97b570b2fc6b</id>
<content type='text'>
Co-authored-by: GDCloud &lt;gdcloudstrike@gmail.com&gt;
Co-authored-by: GDCloud &lt;93287602+GDCloudstrike@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Co-authored-by: GDCloud &lt;gdcloudstrike@gmail.com&gt;
Co-authored-by: GDCloud &lt;93287602+GDCloudstrike@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Fixes for Deep Earth Heating Pump (#3434)</title>
<updated>2024-11-01T19:48:31+00:00</updated>
<author>
<name>Noc</name>
<email>95299389+Nockyx@users.noreply.github.com</email>
</author>
<published>2024-11-01T19:48:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=6b0467685b833db1282dde5c22a2cd9230fda376'/>
<id>6b0467685b833db1282dde5c22a2cd9230fda376</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Waterline tweaks (#3256)</title>
<updated>2024-09-22T17:47:29+00:00</updated>
<author>
<name>NotAPenguin</name>
<email>michiel.vandeginste@gmail.com</email>
</author>
<published>2024-09-22T17:47:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=e14fd93609659e983caa3353c1de4c8e2f034f01'/>
<id>e14fd93609659e983caa3353c1de4c8e2f034f01</id>
<content type='text'>
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Add support to disable pattern optimization in CRIBs (#3043)</title>
<updated>2024-09-04T11:27:10+00:00</updated>
<author>
<name>kstvr32</name>
<email>109012629+kstvr32@users.noreply.github.com</email>
</author>
<published>2024-09-04T11:27:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=c54c6573b993e31e8f2e0c06d001ea12d9eea245'/>
<id>c54c6573b993e31e8f2e0c06d001ea12d9eea245</id>
<content type='text'>
* add button to disable optimizing patterns in CRIBs

* spotless

---------

Co-authored-by: kstvr32 &lt;kstvr32@gmail.com&gt;
Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* add button to disable optimizing patterns in CRIBs

* spotless

---------

Co-authored-by: kstvr32 &lt;kstvr32@gmail.com&gt;
Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>merge sources and fix dependencies</title>
<updated>2024-08-30T15:16:57+00:00</updated>
<author>
<name>BlueWeabo</name>
<email>ilia.iliev@tuta.com</email>
</author>
<published>2024-08-30T15:16:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=3ed88dde64660e29c3f318d2c61b76082cc52ed9'/>
<id>3ed88dde64660e29c3f318d2c61b76082cc52ed9</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Compressor Multiblock (#2861)</title>
<updated>2024-08-29T15:15:21+00:00</updated>
<author>
<name>Mary</name>
<email>33456283+FourIsTheNumber@users.noreply.github.com</email>
</author>
<published>2024-08-29T15:15:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=03f8ac57b99f8fa26975151ad39cb1a78667db73'/>
<id>03f8ac57b99f8fa26975151ad39cb1a78667db73</id>
<content type='text'>
* Compressor boilerplate

* Getting test structure working

* Structure fixes

* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics

* Cooling glow, also HIP cools much slower than it heats

* Got blue cooling texture working

* spotless :3

* Force structure checks every 10 seconds like nano forge

* Neutronium compressor recipemap created

* Various strange changes attempting to get a neutronium compressor map working. Shelved for now

* Absolutely going hog wild with neutronium testing

* BIG RECIPE

* Added Ollie author tag

* Added a bunch of neutronium compressor recipes

* Deeply cursed recipemap combining

* Neutronium compressor structure

* Black hole requirement for recipes established

* Black hole implementation changed

* Added black hole catalyzation

* spotless

* Removed neutronium compressor recipes from gt5u

* Made eternal singularity work somehow

* Boilerplate for new hatches

* Tinkering

* Split the multi in 4

* Fix refactor

* Implemented the new black hole mechanic with catalysts.

* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around

* Imported real structures

* Proper HIP implementation with heat sensor

* Cut HIP mechanics from Neutronium

* Restore Gangue for use in a black hole recipe

* Made Gangue blocks load

* sa+update deps

* Added t1/t2 casings

* Temporary casings for neutronium

* SA from merge

* Temporary HIP Textures

* Temporary Black Hole textures

* Support machinemode for black hole, support special value for compression

* Don't let neutronium compressor do black hole recipes

* Get all of the numbers in

* Tooltip adjustments for readability

* Casing fix and more tooltips

* Correct structure tooltips

* Improve legibility of HIP tooltip

* 1 parallel per tier when overheated

* Lost my privates

* Fixed modern cast and imported the new textures

* Removed very unnecessary logic

* Nerf HIP parallels to 4 to make black hole better

* Change all special value stuff to proper metadata

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Compressor boilerplate

* Getting test structure working

* Structure fixes

* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics

* Cooling glow, also HIP cools much slower than it heats

* Got blue cooling texture working

* spotless :3

* Force structure checks every 10 seconds like nano forge

* Neutronium compressor recipemap created

* Various strange changes attempting to get a neutronium compressor map working. Shelved for now

* Absolutely going hog wild with neutronium testing

* BIG RECIPE

* Added Ollie author tag

* Added a bunch of neutronium compressor recipes

* Deeply cursed recipemap combining

* Neutronium compressor structure

* Black hole requirement for recipes established

* Black hole implementation changed

* Added black hole catalyzation

* spotless

* Removed neutronium compressor recipes from gt5u

* Made eternal singularity work somehow

* Boilerplate for new hatches

* Tinkering

* Split the multi in 4

* Fix refactor

* Implemented the new black hole mechanic with catalysts.

* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around

* Imported real structures

* Proper HIP implementation with heat sensor

* Cut HIP mechanics from Neutronium

* Restore Gangue for use in a black hole recipe

* Made Gangue blocks load

* sa+update deps

* Added t1/t2 casings

* Temporary casings for neutronium

* SA from merge

* Temporary HIP Textures

* Temporary Black Hole textures

* Support machinemode for black hole, support special value for compression

* Don't let neutronium compressor do black hole recipes

* Get all of the numbers in

* Tooltip adjustments for readability

* Casing fix and more tooltips

* Correct structure tooltips

* Improve legibility of HIP tooltip

* 1 parallel per tier when overheated

* Lost my privates

* Fixed modern cast and imported the new textures

* Removed very unnecessary logic

* Nerf HIP parallels to 4 to make black hole better

* Change all special value stuff to proper metadata

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Add Structure Update button (#2941)</title>
<updated>2024-08-23T16:28:22+00:00</updated>
<author>
<name>HoleFish</name>
<email>48403212+HoleFish@users.noreply.github.com</email>
</author>
<published>2024-08-23T16:28:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=eb34e71e22177fb2d8072522eb7f3e5401b84eea'/>
<id>eb34e71e22177fb2d8072522eb7f3e5401b84eea</id>
<content type='text'>
* trigger

* structure update button

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* trigger

* structure update button

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup (#2904)</title>
<updated>2024-08-16T13:26:16+00:00</updated>
<author>
<name>miozune</name>
<email>miozune@gmail.com</email>
</author>
<published>2024-08-16T13:26:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=83ebeadd3b867f45914972f4573211b3324ca433'/>
<id>83ebeadd3b867f45914972f4573211b3324ca433</id>
<content type='text'>
* Remove redundant inputSeparation=true call

* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription

* Always use ModularUI

* Remove useModularUI

* Remove unused GUI features

* Remove IGlobalWirelessEnergy

* Remove CommonValues.V &amp; CommonValues.VN

* More deprecation cleanup

---------

Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Remove redundant inputSeparation=true call

* Remove deprecated MetaTileEntity#isDisplaySecondaryDescription

* Always use ModularUI

* Remove useModularUI

* Remove unused GUI features

* Remove IGlobalWirelessEnergy

* Remove CommonValues.V &amp; CommonValues.VN

* More deprecation cleanup

---------

Co-authored-by: boubou19 &lt;miisterunknown@gmail.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Electric jukebox (#2827)</title>
<updated>2024-08-15T21:44:13+00:00</updated>
<author>
<name>Raven Szewczyk</name>
<email>git@eigenraven.me</email>
</author>
<published>2024-08-15T21:44:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=5decfda1dd1b3bbfdb1098f409aa50162ea32dc2'/>
<id>5decfda1dd1b3bbfdb1098f409aa50162ea32dc2</id>
<content type='text'>
* GT music system

* Minor fix for some glitches when switching dimensions with P2Ps on both sides

* Most features implemented except headphones

* Implement wireless headphones

* Disable debug mode

* Spotless

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* GT music system

* Minor fix for some glitches when switching dimensions with P2Ps on both sides

* Most features implemented except headphones

* Implement wireless headphones

* Disable debug mode

* Spotless

---------

Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Waterline rework (#2577)</title>
<updated>2024-08-03T21:21:44+00:00</updated>
<author>
<name>NotAPenguin</name>
<email>michiel.vandeginste@gmail.com</email>
</author>
<published>2024-08-03T21:21:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.nea.moe/github/GT5-Unofficial.git/commit/?id=b65ace37de4f585b8089ad413ee877b792da11ca'/>
<id>b65ace37de4f585b8089ad413ee877b792da11ca</id>
<content type='text'>
* Add barebones PurificationPlant class

* Make simple 3x3 structure to form purification plant

* Add base purification unit class and dummy sifter unit MTE

* Make sifter unit form

* Fix accidental wildcard import

* Implement basic linking of units to controller using data stick

* Make linking more robust, save bidirectional links, add scanner output

* add linking range, error message and unregister old controller when re-linking

* Add link status of purification units to waila body

* Disable maintenance issues on purification plant units

* spotless

* Check structure of linked purification units in main controller

* Remove all star imports

* Small refactor to avoid updating status from main controller

* spotless

* Attempt to document current code

* Convert some comments to javadoc

* Implement basic processing cycle, sync it with linked purification units

* Make water purification plant drain power

* Calculate power drain from active units and remove controller power drain

* spotless

* Add very barebones recipemap

* Fix recipemap name in lang file

* spotless

* Fix purification unit recipemap name

* spotless

* more sane amount of max fluid outputs

* add some item outputs to sifter unit

* Very simple recipe processing, may be buggy

* spotless

* Implement recipe failure

* Implement void protection for purification units

* spotless

* buff item output odds slightly

* Add WIP grade 1 structure

* spotless

* Store base success chance in recipe metadata and display it in NEI

* Fill sifter plant with water

* Add comment

* Allow construction sifter unit in survival

* Implement water boost

* Fix water boost allowing output chance to go over 100%

* Implement failed recipes outputting lower tier water

* Fix typo

* Fix deformed purification unit still drawing power

* Slightly refactor recipe check so base class can read result

* Create empty ModularUI container for purification plant

* The great gui struggle part 1

* More gui struggles, we have a button now

* Adjust button text and size

* gui wars: the rise of the sync

* gui wars: a new hope

* fix the sync

* is pengu old enough to know exceeder?

* Fix being able to link the same unit multiple times

* Sync status string to client

* Sign sifter with my name

* Show status somewhat properly

* Adjust sifter base chance and structure

* Fully implement sifter unit

* More tooltip refactoring

* Add structure info to sifter tooltip.

* nitpicking tooltips

* Adding sound to Purification Plant Main Unit.

* fix star imports

* Add basic coagulator unit, add recipemap for it

* Write coagulator tooltip

* comma nitpicking

* more tooltip work

* small refactor to purification plant controller

* start work on custom recipemap frontend

* Fully implement coagulator

* Update structure requirements in tooltips

* Move controller text in structure tooltips to be consistent

* fix NPE on world load

* Add base ph adjustment unit MTE

* Add info to main controller and energy hatch check

* Fixing tooltip of Main Controller &amp; Energy/Exotic Hatch check.

* Create full pH adjustment structure

* disallow any voiding on purification unit

* Small custom RecipeMap frontend for ph adjustment

* Generate random initial pH value

* Implement inserting NaOH and HCl to adjust pH

* Add easter egg

* Implement pH sensor hatch

* Properly consume HCl and round pH value to 2 digits

* Write ph adjustment unit tooltip

* Tooltip nitpicking

* Try to fix some structurelib hints

* More trying to fix hints

* Add industrial strength concrete casing block

* Add water loop sound to the game

* Document random initial pH in tooltip

* Add glass material base

* Fix spotless formatting in Textures docs because I cannot take it anymore

* Add glass texture

* Try adding transparent glass

* Transparent glass working

* Create pH resistant glass and update pH structure to use it

* Create full structure for main purification plant

* Create custom water purification casing block

* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10

* Add pH factor to NEI tooltip and fix coagulator structure

* Structure tooltip for Purification Plant base

* Add GT_Block_Glass2 and properly set maxMeta

* Add Tinted Industrial Glass blocks

* Fix BlockCasing9 not showing custom tooltip

* Register tinted glass as EV glass

* Add sterile water plant casing and revert tooltip change

* Mention required water in sifter tooltip

* Add more textures and casings

* Add more textures, sounds and add structure info for pH adjustment

* Rename sifter unit to clarifier

* Rename coagulation unit to flocculation unit

* Add activated carbon line

* Fix unintended activated carbon recipe

* Add activated carbon filter

* Add polyaluminium chloride + solution

* Add new custom textures by @BlueHero233

* Wip recipe page with new background for flocculation

* Fix flocculation background image mostly

* Finally aligned the slots

* angery mumbles

* Finish flocculation recipe page

* All the recipe pages!

* Add new reworked textures

* Fix ph adjustment being t3 instead of t4

* Fix invisible casing

* apply chembalance to polyaluminium chloride properly

* Fix ferrous wastewater -&gt; flocculation waste liquid

* Move flocculation to grade 3

* create ozonation unit with placeholder blocks

* add new blocks for ozonation with placeholder textures

* Add water to ozonation structure

* Create ozone gas material

* Add ozone recipe

* Add textures for ozone unit

* Add sound loop for ozonation

* fix

* implement ozonation mechanics

* Finalize ozonation tooltip

* Create dummy plasma heater multi

* Update textures for plasma heater

* Add grade 5 recipemap

* Add hatches to plasma heater multi

* Add basic plasma heating unit variables

* Implement plasma heating unit mechanics

* Add plasma heater tooltip

* Add structure info to plasma heater tooltip

* fix ozonation tooltip, add frontend

* Fix positioning on ozonation tooltip and fix plasma heater crash

* Add UV treatment MTE and structure without textures

* Revert accidental addition of debug dependencies

* Add initial version of uv unit textures

* update naquadria casing, add water color gradient

* Some minor cleanup and added docs

* Create lens housing bus

* Add lens bus to UV treatment unit

* Add lens indicator hatch

* Merge GT_MetaGeneratedItem_03.java

* Add lens indicator hatch

* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe

* Implement lens swapping mechanic

* Clean up first lens swap

* Fix uv recipemap lang and move lens cycle to recipe

* Write uv treatment tooltip

* Add sounds for uv and plasma steps

* Create empty degasifier class

* Create temporary debug structure for degasifier

* set temp casing index for degasifier

* create degasifier control hatch

* create slightly less temporary but still temporary structure for degasifier

* Start impl of degasifier

* fix fluid consumption and nbt loading of degasifier

* Degasifier implementation should work now

* Rename and reformat some things and start work on degasser tooltiop

* give last bit much lower chance of being on to avoid cheesing

* Finish degasifier tooltip

* Integrate some deleno lore

* hopefully fix all moved casing meta ids after merge

* Create finalized degasser structure

* Integrate more deleno lore

* Add even more lore

* Create placeholder particle catalysts and fetch particle items from gt++

* Fix wrong casing and recipemap localization

* Create parallel config menu

* refactor purification recipecheck slightly

* implement parallel amount on water i/o and power

* add tooltip info about parallel config

* fix text

* update block names in structure tooltips

* create structure tooltip for degasser

* create textureless quark catalyst items

* add the purple glass

* fix lore typos

* fix some casing indices

* remove concrete floor from water plant and reword tooltip

* fix main plant structure and add placeholder structure for t8 step

* fix structurecheck for main plant and add random catalyst generation for t8

* implement basic mechanics for particle extractor (wip)

* Create plasma heater frontend

* implement final mechanics and bugfixes for particle extractor

* add recipes for re-aligning quark catalysts

* add simple recipes for catalyst alignment

* initial replacement of purified water in engraver recipes

* add purified water to all wafer cutting recipes

* fix purified water amounts

* buff quark cyclotron recipe again

* extract t8 unit casings into their own icons

* Write initial tooltip for t8 module

* add purified water to mask recipes

* Add recipe comparator to show low tier purified water recipes first

* add min casing check to waterline multis

* buff ozone production

* update t8 structure

* make purified water optional again for naq wafers

* Fix blockrenderer for purification plant

* fix nei previews

* fix nei

* really fix nei this time

* add t8 lore

* fix hatch recipe locking blocking automation on some steps

* try to solve weirdness with grade 3 recipe

* fix issues with recipecheck

* fix missing null check

* make ph sensor use a strict inequality check

* fix min casings on t5

* significantly nerf purified water usage for beamline masks

* disable void protection for waterline

* small adjustments to t6 unit

* more small adjustments to t6 unit to prevent easy automation cheese

* fix degasser redstone output and missing return statement

* remove water QFT catalyst recipes

---------

Co-authored-by: Tianyou Mei &lt;meitianyou94@gmail.com&gt;
Co-authored-by: OlliedeLeeuw &lt;ollie.riemersma@xs4all.nl&gt;
Co-authored-by: Ollie_de_Leeuw &lt;154506304+OlliedeLeeuw@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Add barebones PurificationPlant class

* Make simple 3x3 structure to form purification plant

* Add base purification unit class and dummy sifter unit MTE

* Make sifter unit form

* Fix accidental wildcard import

* Implement basic linking of units to controller using data stick

* Make linking more robust, save bidirectional links, add scanner output

* add linking range, error message and unregister old controller when re-linking

* Add link status of purification units to waila body

* Disable maintenance issues on purification plant units

* spotless

* Check structure of linked purification units in main controller

* Remove all star imports

* Small refactor to avoid updating status from main controller

* spotless

* Attempt to document current code

* Convert some comments to javadoc

* Implement basic processing cycle, sync it with linked purification units

* Make water purification plant drain power

* Calculate power drain from active units and remove controller power drain

* spotless

* Add very barebones recipemap

* Fix recipemap name in lang file

* spotless

* Fix purification unit recipemap name

* spotless

* more sane amount of max fluid outputs

* add some item outputs to sifter unit

* Very simple recipe processing, may be buggy

* spotless

* Implement recipe failure

* Implement void protection for purification units

* spotless

* buff item output odds slightly

* Add WIP grade 1 structure

* spotless

* Store base success chance in recipe metadata and display it in NEI

* Fill sifter plant with water

* Add comment

* Allow construction sifter unit in survival

* Implement water boost

* Fix water boost allowing output chance to go over 100%

* Implement failed recipes outputting lower tier water

* Fix typo

* Fix deformed purification unit still drawing power

* Slightly refactor recipe check so base class can read result

* Create empty ModularUI container for purification plant

* The great gui struggle part 1

* More gui struggles, we have a button now

* Adjust button text and size

* gui wars: the rise of the sync

* gui wars: a new hope

* fix the sync

* is pengu old enough to know exceeder?

* Fix being able to link the same unit multiple times

* Sync status string to client

* Sign sifter with my name

* Show status somewhat properly

* Adjust sifter base chance and structure

* Fully implement sifter unit

* More tooltip refactoring

* Add structure info to sifter tooltip.

* nitpicking tooltips

* Adding sound to Purification Plant Main Unit.

* fix star imports

* Add basic coagulator unit, add recipemap for it

* Write coagulator tooltip

* comma nitpicking

* more tooltip work

* small refactor to purification plant controller

* start work on custom recipemap frontend

* Fully implement coagulator

* Update structure requirements in tooltips

* Move controller text in structure tooltips to be consistent

* fix NPE on world load

* Add base ph adjustment unit MTE

* Add info to main controller and energy hatch check

* Fixing tooltip of Main Controller &amp; Energy/Exotic Hatch check.

* Create full pH adjustment structure

* disallow any voiding on purification unit

* Small custom RecipeMap frontend for ph adjustment

* Generate random initial pH value

* Implement inserting NaOH and HCl to adjust pH

* Add easter egg

* Implement pH sensor hatch

* Properly consume HCl and round pH value to 2 digits

* Write ph adjustment unit tooltip

* Tooltip nitpicking

* Try to fix some structurelib hints

* More trying to fix hints

* Add industrial strength concrete casing block

* Add water loop sound to the game

* Document random initial pH in tooltip

* Add glass material base

* Fix spotless formatting in Textures docs because I cannot take it anymore

* Add glass texture

* Try adding transparent glass

* Transparent glass working

* Create pH resistant glass and update pH structure to use it

* Create full structure for main purification plant

* Create custom water purification casing block

* Properly balance ferrous wastewater reprocessing and reduce input by a factor 10

* Add pH factor to NEI tooltip and fix coagulator structure

* Structure tooltip for Purification Plant base

* Add GT_Block_Glass2 and properly set maxMeta

* Add Tinted Industrial Glass blocks

* Fix BlockCasing9 not showing custom tooltip

* Register tinted glass as EV glass

* Add sterile water plant casing and revert tooltip change

* Mention required water in sifter tooltip

* Add more textures and casings

* Add more textures, sounds and add structure info for pH adjustment

* Rename sifter unit to clarifier

* Rename coagulation unit to flocculation unit

* Add activated carbon line

* Fix unintended activated carbon recipe

* Add activated carbon filter

* Add polyaluminium chloride + solution

* Add new custom textures by @BlueHero233

* Wip recipe page with new background for flocculation

* Fix flocculation background image mostly

* Finally aligned the slots

* angery mumbles

* Finish flocculation recipe page

* All the recipe pages!

* Add new reworked textures

* Fix ph adjustment being t3 instead of t4

* Fix invisible casing

* apply chembalance to polyaluminium chloride properly

* Fix ferrous wastewater -&gt; flocculation waste liquid

* Move flocculation to grade 3

* create ozonation unit with placeholder blocks

* add new blocks for ozonation with placeholder textures

* Add water to ozonation structure

* Create ozone gas material

* Add ozone recipe

* Add textures for ozone unit

* Add sound loop for ozonation

* fix

* implement ozonation mechanics

* Finalize ozonation tooltip

* Create dummy plasma heater multi

* Update textures for plasma heater

* Add grade 5 recipemap

* Add hatches to plasma heater multi

* Add basic plasma heating unit variables

* Implement plasma heating unit mechanics

* Add plasma heater tooltip

* Add structure info to plasma heater tooltip

* fix ozonation tooltip, add frontend

* Fix positioning on ozonation tooltip and fix plasma heater crash

* Add UV treatment MTE and structure without textures

* Revert accidental addition of debug dependencies

* Add initial version of uv unit textures

* update naquadria casing, add water color gradient

* Some minor cleanup and added docs

* Create lens housing bus

* Add lens bus to UV treatment unit

* Add lens indicator hatch

* Merge GT_MetaGeneratedItem_03.java

* Add lens indicator hatch

* Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe

* Implement lens swapping mechanic

* Clean up first lens swap

* Fix uv recipemap lang and move lens cycle to recipe

* Write uv treatment tooltip

* Add sounds for uv and plasma steps

* Create empty degasifier class

* Create temporary debug structure for degasifier

* set temp casing index for degasifier

* create degasifier control hatch

* create slightly less temporary but still temporary structure for degasifier

* Start impl of degasifier

* fix fluid consumption and nbt loading of degasifier

* Degasifier implementation should work now

* Rename and reformat some things and start work on degasser tooltiop

* give last bit much lower chance of being on to avoid cheesing

* Finish degasifier tooltip

* Integrate some deleno lore

* hopefully fix all moved casing meta ids after merge

* Create finalized degasser structure

* Integrate more deleno lore

* Add even more lore

* Create placeholder particle catalysts and fetch particle items from gt++

* Fix wrong casing and recipemap localization

* Create parallel config menu

* refactor purification recipecheck slightly

* implement parallel amount on water i/o and power

* add tooltip info about parallel config

* fix text

* update block names in structure tooltips

* create structure tooltip for degasser

* create textureless quark catalyst items

* add the purple glass

* fix lore typos

* fix some casing indices

* remove concrete floor from water plant and reword tooltip

* fix main plant structure and add placeholder structure for t8 step

* fix structurecheck for main plant and add random catalyst generation for t8

* implement basic mechanics for particle extractor (wip)

* Create plasma heater frontend

* implement final mechanics and bugfixes for particle extractor

* add recipes for re-aligning quark catalysts

* add simple recipes for catalyst alignment

* initial replacement of purified water in engraver recipes

* add purified water to all wafer cutting recipes

* fix purified water amounts

* buff quark cyclotron recipe again

* extract t8 unit casings into their own icons

* Write initial tooltip for t8 module

* add purified water to mask recipes

* Add recipe comparator to show low tier purified water recipes first

* add min casing check to waterline multis

* buff ozone production

* update t8 structure

* make purified water optional again for naq wafers

* Fix blockrenderer for purification plant

* fix nei previews

* fix nei

* really fix nei this time

* add t8 lore

* fix hatch recipe locking blocking automation on some steps

* try to solve weirdness with grade 3 recipe

* fix issues with recipecheck

* fix missing null check

* make ph sensor use a strict inequality check

* fix min casings on t5

* significantly nerf purified water usage for beamline masks

* disable void protection for waterline

* small adjustments to t6 unit

* more small adjustments to t6 unit to prevent easy automation cheese

* fix degasser redstone output and missing return statement

* remove water QFT catalyst recipes

---------

Co-authored-by: Tianyou Mei &lt;meitianyou94@gmail.com&gt;
Co-authored-by: OlliedeLeeuw &lt;ollie.riemersma@xs4all.nl&gt;
Co-authored-by: Ollie_de_Leeuw &lt;154506304+OlliedeLeeuw@users.noreply.github.com&gt;
Co-authored-by: Martin Robertz &lt;dream-master@gmx.net&gt;</pre>
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