polymerization
Polymerization now requires Titaniumtetrachloride instead of Titanium
Dust; Can only be performed in a LCM.
Adjusted the visual representation of LCM recipes in NEI
Fluid cracking can be done with either Steam or Hydrogen and at 3
different severities for a total of six different recipes.
Cracking severity is controlled with a programmed circuit.
Removed the previously used liquids for cracked light fuel/heavy fuel
Changed the Distillation Tower recipes so they can utilize up to 11
fluid outputs
NEI stack positioning.
Refactored the name of the Large Boiler Fake Fuels so they're in line
with other names.
Fixed a bug where the LCM was checking for the wrong casing type.
Added a new plastic: Polyvinyl Chloride, currently only used for item
pipes
Added Polytetrafluoroethylene Fluid Pipes
Fixed the number of fluid cells for polymerization, Fixed the default
alpha value for the MaterialBuilder class
Acid,added utility methods to get Material cells or integrated circuits,
it's now possible to declare a temperature for automatically created
fluids / gases
production
Expanded the GregTech API: There is now a convenience method for
automatically creating polymerization recipes.
Disabled recipes for the Salty Water Potion in favor of a new Salt Water
fluid.
Slightly nerfed Sulfuric Acid production from Sulfur and Water to make
them align with other acids and bases (1 Dust / 1000L Chemical + 1000L
Water -> 1000L acid/base)
Created an adapter class for creating materials.
Materials now have bit flags for automatic gas/fluid creation.
Added a new convenience method for adding distillery recipes.
Recipes now show the exact recipe duration instead of the duration
rounded down to the nearest int.
Added new Materials with relevant recipes:
Acetic Acid, Acetone, Calcium Acetate, Charcoal Byproducts, Carbon
Monoxide, Ethanol, Ethylene, Methanol, Methyl Acetate, Polyvinyl
Acetate, Propene, Sulfuric Ethylene, Vinyl Acetate
Made vinegar visible.