GregTech 6 for NeoForge
A port of GregTech 6 — Gregorius Techneticies' mod for Minecraft 1.7.10 — to Minecraft 26.1.2 / NeoForge.
This is an unofficial port. It is not affiliated with, endorsed by or supported by Gregorius Techneticies or the GregTech 6 team. Report problems with it here, never upstream — the bugs are
⚠️ Alpha
The mod builds, boots on client and dedicated server, generates its world and is playable end to end. It is not finished. Expect bugs, expect saves to break between builds, and do not use a world you care about. What is known to be unfinished is listed in Current state rather than left for you to discover.
What GregTech 6 is
GregTech 6 turns Minecraft into an industrial process game. Ore is not "iron ore that smelts into iron" — it is a material with a chemical composition, a hardness, a melting point, a set of by-products and a place in a processing chain that runs from a hand-cranked hammer up through furnaces, crushers, centrifuges, boilers, engines, multiblock reactors and pressurized fluid logistics. Wood, stone, rubber, alloys and dozens of fluids each have their own chains, and the vanilla ones are replaced rather than sitting beside GT6's.
The technically unusual part is that almost none of this is written out by hand. GT6 is built on a material × prefix matrix: it knows several hundred materials and several hundred item shapes ("ingot", "dust", "small gear", "double plate"…) and generates the resulting items, blocks, ore dictionary entries, textures, names, recipes and machine behaviour at load time from the rules for each combination. The mod is, in essence, one large generator plus the data it consumes.
For a port this matters more than any single feature. Porting the generator's output would be pointless — the thing that has to survive the move is the generator itself, together with the exact order in which it runs, because everything else in the mod is derived from it.
Scale, for context: about 200 000 lines of Java in ~1 230 classes, plus roughly 20 000 asset files.
Current state
Working and exercised in play
- Client and dedicated server boot; worlds generate and are playable.
- The material/prefix generator, ore processing chains, ore dictionary and recipe generation.
- World generation: ores, veins, rock layers, trees and plants, fluid springs, dungeons.
- Machines, energy (electric, steam, kinetic), pipes and wires, multiblocks, item and fluid logistics.
- Crafting, both the vanilla workbench and GT6's own crafting behaviour.
- Rendering, creative tabs, JEI integration, tooltips, item and block models, fluid rendering.
- Vanilla replacement behaviour: GT6 water, tool rules, harvest tiers, block hardness.
- Covers — filters, detectors, shutters, texture covers, pumps.
Known differences from the original
- A small number of workbench recipes differ from the original in ore-list composition.
Alpha warnings
- Worlds do not reliably survive updates. Some fixes apply only to newly generated chunks — data that an earlier build destroyed cannot be reconstructed.
- Dedicated-server play is the newest and least exercised part of the project.

