- Crafts tab
- Pins and notifications
- Webhooks
- Server status
- Pattern check
- Power tab
- Network tab
- Requesting and cancelling crafts
- Stock rules
- Limitations
One card per crafting CPU, updated within a second of each report from the
game. A CPU's card is titled with its name. One that nobody has named in AE2
is shown by its storage, such as 68k #1, and CPUs that share a name get
their size added, such as Main 64k #1, each with a ? that says so (see
Crafting CPUs). A busy card shows:
-
Output item — needs an AE2 Crafting Monitor block in that CPU's multiblock. Without one, the card shows "Unknown output" and a link to Crafting CPUs, which lists what else a CPU without one loses. For a job's first few seconds the card can say "Starting job…" until the CPU reports what it's making.
-
Progress — each item or fluid type the job still has to make counts as one step, and the bar is the average of how far along each step is. It never moves backwards. It counts steps done, not time left.
-
Run time — how long the job has been running ("≥" for one that was already running when the server started). After two minutes and 10% of progress, a rough time left follows: what's left at the pace so far. Since steps can take very different times, take it as a guess.
-
Ingredients (N) — opens a grid of everything the job holds, is crafting and is waiting on, laid out like AE2's crafting status screen. It stays live while open. Click an item to open its stock history over the grid; the browser's Back button closes the top dialog. With an ME Interface Terminal connected, switch it to Tree to see the job step by step: each step shows how much of it is made, steps being crafted are green as in the grid, and finished branches fold away. A step held up at its machine turns amber as stuck, and says why and where the machine is:
- can't be sent to its machine: the CPU has the step's inputs, but
nothing has gone out for
CRAFT_BLOCK_GRACE_SECONDS(1 minute by default). The machine won't take it: its inventory is full, the interface is in blocking mode, or a pattern hatch is full. - machine busy with ...: what was sent there hasn't come back for that long, while the same machine finished another step in that time, of this job or another CPU's. Two interfaces with the same name that touch one block count as one machine.
- nothing back from its machine: what was sent hasn't come back for
CRAFT_STALL_SECONDS(10 minutes by default), and nothing else there is moving. The machine may be stopped (power, maintenance, its output full, the output not reaching the network), or the recipe is just long: the game doesn't say which.
A folded branch says what's under it ("1 stuck · 2 active"). Stuck steps are also listed above the tree; click one to jump to it.
The tree needs the network's patterns (see The craft tree for how it's rebuilt).
- can't be sent to its machine: the CPU has the step's inputs, but
nothing has gone out for
Below the cards, Recent crafts lists every job that ended on any CPU,
newest first and grouped by day. Each row shows the CPU, how long the job ran,
and an Incomplete badge if it stopped early. Click an item's name to open its
stock history without leaving the Crafts tab. Jobs that were already running when the server started show no
duration, since their start wasn't seen. The list is kept permanently in
data/app.db. The filter box above it takes the same syntax as the
Network tab's search, and Incomplete and Auto show only
those jobs; both look through the whole list, not just the rows loaded so
far.
Statistics, below it, adds up the jobs that ended in the last day, week, month or ever: how many, how many stopped early or were auto-crafts, the most crafted items with how long one usually takes, and how much of the range each CPU spent busy. A job counts once it ends, and its time only from when the server saw it start, so jobs already running at a restart add no busy time. Held up at lists the machines running jobs' steps were held up at, as in the live tree, with their coordinates. They're ranked by how long whole jobs waited on them, with nothing else in the job moving, and then by how long steps were held up there, split by why. A step that could have come from several interfaces gives each of them a share. Unlike the rest, this counts jobs still running.
Pasted into Discord, a link to the Crafts tab previews the busy CPUs, each with what it's crafting and that item's icon, and an Open button.
The page follows your system's light or dark setting. To pick one for this browser instead, use Theme in the settings (⚙) menu: sun for light, moon for dark, the half circle to follow the system again. It's there signed out too.
Click the pin icon on a card to pin its job to the top of the page. When a pinned job finishes, it shows as a completion to acknowledge and, if you've turned notifications on, triggers a notification. Pins and completions are saved per user on the server, so they follow you across devices.
Turn notifications on with the Notifications switch in the settings (⚙) menu. Each browser you turn it on in gets them, delivered through the browser's push service (Web Push), so they arrive even with the page closed. Signing out stops them for that browser.
Browsers allow notifications only on a secure origin: https:// or
http://localhost. Opened over plain HTTP from another device, the switch is
disabled with a "Needs HTTPS" note. Use a TLS reverse proxy (see
Exposing it beyond your LAN) or
open the page on the server machine itself.
On phones: Android Chrome works as-is. On iPhone and iPad (iOS 16.4+), notifications only work after Share → Add to Home Screen, opening the page from that icon, and turning the switch on there.
For push, the server needs outbound HTTPS to the push services
(fcm.googleapis.com for Chrome and Android, *.push.services.mozilla.com
for Firefox, *.push.apple.com for Safari and iOS, *.notify.windows.com for
Edge on Windows). Without it, notifications still show while the page is open.
The server signs pushes with a key it generates on first start,
data/vapid_private.pem. Keep it with your backups:
if it's lost, every browser has to turn the switch off and on again.
To also post notifications to a Discord channel (or Slack, or anything that
takes a JSON POST), an admin adds one or more webhook URLs under
Settings (⚙) → Webhooks, one per line, and picks the events. A Discord
webhook (Channel settings → Integrations → Webhooks) gets an embed with
the item's icon; any other URL gets a JSON body with event, title,
body, icon and url, plus a text line that Slack-style incoming webhooks
show as is.
Unlike push notifications, webhook posts are for the whole base, so the dialog picks what's sent:
| Event | Sent when |
|---|---|
crafts |
a pinned job finishes or stops (anyone's pin; one post per job) |
autocraft |
a keep-in-stock target's auto-craft fails |
stock |
a low-stock alert fires. Off by default, since alerts are each user's own; on, it posts once per item, without saying whose alert it was. |
Icons and the link to the item's page need PUBLIC_URL, the address the page
is reached at from outside; without it, posts are text only. Send test in
the dialog saves it and posts a test message to every URL.
On the server, WEBHOOK_URLS (and WEBHOOK_EVENTS, with the event names
above) set them in the environment instead: the dialog then only shows how
many there are and can't change them. WEBHOOK_HOSTS limits the URLs set on
the page to a list of hostnames; see Configuration.
Admins get a Status dialog (Settings (⚙) → Status). The in-game computers are listed under it (see From the web page), and above them a Server section shows:
- each feed from the game (crafting CPUs, the ME network scan, patterns,
each power machine), with how long ago it last reported. A green dot
means it's current; amber means it's late (crafts after
STALE_AFTER_SECONDS, power after 5 minutes, the network after an hour or a scan running over 30 minutes, or after three of the script's own intervals if it's set to report less often), crashed, or had its last scan turned away as incomplete. A turned-away scan says how many of its chunks arrived, how many errors the scanner hit, and the last of those errors (older scripts don't send it), so a scan that keeps being turned away can usually be explained from here, without the in-game debug log. A grey dot on Patterns means there's no ME Interface Terminal, which is optional. - the size of each database and the free space where they're kept.
- when stock history was last thinned, and how many rows that removed.
- how many browsers get push notifications, and how the last webhook post went.
- how long the server has been up, its release, and the game data version. When a newer release is out, it says so, with a link to what's new; a dot on Settings (⚙) and a line under Status in its menu point here. Updating the server is done where it runs (see the README). Anyone signed in sees the release in the settings menu.
Until a tab's script first reports, the Crafts, Power and Network tabs say which script they're waiting for. Admins get a Connect a computer button there that opens this dialog at Connect a computer.
GTNH doesn't publish its recipe changes, so after an update a processing pattern made for the old recipe can quietly stall a machine. The pattern check compares two GTNH versions' GregTech recipes and lists the patterns a change affects. It needs your patterns, so an ME Interface Terminal.
- Before updating (admins): Settings (⚙) → Game data, pick the new version in the list, then Check patterns under Pattern check. Only that version's recipes are downloaded (about 2 MB); the icons in use don't change.
- After updating: if you forget to switch the game data, admins get a notice once your patterns or crafting jobs use items only a newer version has (see When the game updates). Once an admin switches the game data to the new version, operators and admins get a notice at the top of the page if the update affects any pattern. Show patterns opens the list, and Settings (⚙) → Pattern check shows it again later. The notice's × hides it for that update, for every operator and admin.
Operators see only the last update's check (the game data in use against the version before it): checking another version downloads its recipes, which is an admin's call. Viewers don't see the check.
Each pattern lands in one of these:
- Broken: nothing makes the pattern's output from its inputs any more, or not in those amounts. The check shows the old recipe and what makes the output now. When no GregTech recipe makes it at all, it says so: an item nothing makes or uses any more was removed (GTNH often leaves an Unpackager recipe to take your stock of it apart); one that's still used may be made outside GregTech now, at a crafting table or in another mod's machine.
- Moved to another machine: the same recipe, now in another machine (its pattern needs to move).
- Changed outside the pattern: the pattern still matches, but something it leaves out changed: a gas or fluid supplied separately, the programmed circuit, a catalyst, the voltage tier, the coil heat, or a new byproduct that will fill the machine's output.
- Not checked: it matched no GregTech recipe in the older version either: another mod's machine (Thaumcraft, Botania and the like), or a setup the check can't follow.
Patterns don't have to list everything. An EBF pattern without its gas or circuit matches, and so does one scaled up (16 dust to 16 ingots). An EBF pattern can also output the cooled ingot and leave the hot one to a vacuum freezer. The pattern's machine comes from the name the ME Interface Terminal shows for its interface or hatch, when that's a GregTech machine's name (or starts with one), or else from the other patterns on the same interface. When neither tells, the check takes any machine that made the recipe before, and says so. Crafting-table patterns aren't checked: AE2 already marks those invalid itself.
Stored EU over time. The Hour, Day, Week, Month, and Lifetime
ranges are downsampled on the server to at most 800 points, so long ranges
stay fast. Readings are kept in data/power.db.
Above the chart, an arrow shows the machine's net EU/s over the last 5 seconds (hover it for input and output separately), and a line gives the rate over the past hour with the time until the machine is full or empty at that rate. The estimate needs at least 10 minutes of readings.
With several machines (MACHINES in
power_monitor.lua's settings), buttons above
the readout switch between them, and the page's URL
(/power?machine=Batteries) keeps the choice for links and link previews.
In Discord, a link to the tab previews the latest reading and the day's
chart.
The unnamed machine shows as Main, and the tab badge follows it.
With an LSC reporting and EU in your wireless network, there's also a Wireless entry. The network has no capacity, so it shows only stored EU and its rate, with no fill. It doesn't count toward the fill on the tab button.
Every item and fluid in the ME network, with icon, name, and amount (fluids in mB), and its essentia with Thaumic Energistics installed. It refreshes every minute, but its data changes only when a scan finishes.
- Click an item to open its stock history chart. Each item has its own URL
(
/network/item/<mod:internal:damage>,/network/item/@<aspect>for essentia) that can be shared; link previews include the item's icon, the current amount and a chart. Discord reuses its preview of a link for about half an hour; to get a current one, post the link with a query string added (?v=2). Discord's Embed Debugger shows how it reads a link. Under the amount, the popup shows how fast it changed over the chosen range and, if it's falling, when it runs out at that rate. - Pin items to keep them at the top of the list.
- Sort by Change to see what's being used up: items are ordered by how much of their stock went over the last Day or Week, emptied ones first and the ones that grew last, each labelled with the change ("−80%"). Comparing shares rather than amounts lets items and fluids sit side by side. The tooltip gives the amount at the start, the rate, and when it runs out at that rate. An item whose history starts inside the range is measured from its first recorded amount.
- The last scan is saved to
data/item_history.dband restored when the server restarts. Until the next scan completes, the page marks the data as restored rather than live. - Stock history keeps every change for 30 days. Older history keeps the last
value of each hour, and after a year of each day, so charts over long
ranges look the same while the file stops growing quickly (a base with
~8,000 items records about 20,000 changes a day). A background job does
this daily;
HISTORY_HOURLY_AFTER_DAYSandHISTORY_DAILY_AFTER_DAYSset the ages, and0keeps everything.
Hovering an item shows its description, with the name in its rarity's colour and its mod's name below; hold Shift to see what the game shows with Shift held, such as a multiblock's structure. The item's dialog shows the same, with a Shift button, and its ore-dictionary names: click one to search for it. Descriptions are the items' in-game tooltips below their name (a GregTech machine's type and info lines, a material's formula, a fluid's temperature), from the game data, starting with the item's or fluid's GregTech formula where the tooltip doesn't have it.
The search box takes NEI's syntax, matched against item names and ignoring
case. Press / on any tab to jump to it.
| Query | Matches |
|---|---|
molten neutronium |
items with both words, in any order, each in the name, description or an ore-dictionary name |
copper|tin |
items with either |
"air shard" |
items with that exact phrase |
@gregtech |
items from mods whose id or name contains gregtech (@industrialcraft and @ic2 both work) |
#dtpf |
only the description, not the name, as NEI's # does |
$ingotiron |
only the ore-dictionary names |
=sio2 |
items whose chemical formula contains sio2, sub- and superscripts read as digits (GregTech's =) |
-dust |
items without dust; - also works before @mod, #, $, =, a|b and "phrase" |
Plain words match descriptions and ore-dictionary names as well as names, as
NEI's default search modes and AE2's terminal do: boundaries finds the
Dimensionally Transcendent Plasma Forge by its tooltip. #, $ and = take
a|b and "a phrase" too. Game data built before descriptions existed has
none of them, so #, $ and = match nothing, and @ matches mod ids
only.
The grid works from the keyboard too: ↓ from the search box (or Tab) goes into it, the arrow keys, Home/End and Page Up/Page Down move, and the focused item shows its tooltip. Enter opens the item, C opens the craft dialog (as middle-click does), P pins it, and Escape (or ↑ from the top row) goes back to the search box. Closing a dialog with Escape returns to the item it was opened from.
Elsewhere, item names on the Crafts tab and the cells in a CPU's ingredients are reached with Tab and open with Enter. Tab stays inside an open dialog, and closing one puts focus back where it was.
Requires an operator or admin account. Craftable items and fluids in the Network tab have a small Blank Pattern icon in the corner.
- Left-click a craftable item that has no stock, or middle-click any craftable item, to open the request dialog. This matches AE2's terminal.
- Left-clicking an item that is in stock does nothing, since the page can't extract items.
The amount can be written as 10k, 1.5M or 2G, or as arithmetic such as
4*64+10 or (10k-2k)/2; the dialog shows the result before you submit. The
stock rule fields below take the same forms.
With an ME Interface Terminal connected, the dialog also shows the crafting plan for the amount you've typed, before you submit, built from your patterns (see Reading patterns). Without one, it says a terminal is needed and links to how to connect one. Like AE2's own Request Craft screen, it has two views:
- List: every item the plan touches, missing ones first. As in the game, an item taken from stock shows how much the plan takes ("Available") and what share of the stock that is ("Used", red for all of it, then orange, green and blue). An item that's crafted shows how many.
- Tree: the recipes step by step, as a collapsible outline. Each step says how much it needs, how much comes from stock, how much is crafted and on which machine. A closed step with something short under it says how many steps are short there. Hide all available shows only the way to what's missing, already opened. Where several patterns make the same item, pick another one to see that plan instead. Endgame plans can run past 100,000 steps; they're planned in full, so the list and the missing items cover all of it, and the tree loads deeper steps as you open them.
Above both views is everything the plan is short of. Click an item there to jump to where it's short in the tree; click it again for the next place. If the plan would take an item from at or above your low-stock alert or a keep-in-stock target to below it, a stock rules button beside the views lists those items. An item that was already below its rule isn't listed, since the plan didn't cause it.
The plan is the server's estimate from your patterns and the last network scan, worked out the way GTNH's AE2 plans (see The crafting plan). AE2 may still differ, and the Request button works whatever the plan says.
Items that differ only in NBT (GregTech turbines of each material, seeds, bees) are separate entries in the grid, and requesting one crafts that variant. A variant that hasn't been scanned since the server started fails rather than crafting the wrong item.
After you submit, a pending card appears. Planning a large craft can take from under a second to several minutes, and the request survives closing the tab.
- Accepted — the pending card is replaced by a pin on the CPU that AE2 assigned, and the job is tracked like any other pinned craft.
- Failed — the card turns red with AE2's reason (usually
request failed (missing resources?)) until you dismiss it.
To cancel a running job, click × on its card in the Crafts tab.
Set them in an item's popup on the Network tab. Every rule is checked after
each full network scan, and after a quicker check of just the rules' items
that network_browser.lua makes every WATCH_INTERVAL_SECONDS (1 minute by
default) in between.
- Alert me below N — any signed-in user. You get one notification when the item drops below N, and another only after it has been back at or above N. Alerts are your own; other users don't see them.
- Keep at least N, refill to M — operators and admins, craftable items only (so not essentia, which OpenComputers can't ask AE2 to make). When the item drops below N, the server requests a craft of (M − current) and AE2 plans it like any other request. There's one target per item for the whole base.
A target holds off while a craft for it is already under way: its own request
waiting on the game, a CPU busy making the item, or a job that finished making
it during the scan. It only starts a craft while more than
AUTOCRAFT_KEEP_IDLE_CPUS crafting CPUs are idle, so some stay free for
requests made by hand. When CPUs are short, the emptiest items go first. If a
craft fails (usually missing ingredients), the target waits
AUTOCRAFT_RETRY_SECONDS before asking again, and anyone with an alert on
that item is notified.
Auto-crafts aren't pinned for anyone. They show with an Auto badge on their CPU card and in Recent crafts, and as "Auto request" in an admin's view of the user who last saved the target.
When any rules exist, a Stock rules list sits above the Network tab's item grid. It shows each rule with the item's current amount and status (ok, low, craft requested, crafting, waiting for a free CPU, craft failed). Click a row to open that item. Grid cells with a rule carry a bell (alert) or circular-arrows (target) badge, tinted red while low, and the item's chart draws each threshold as a dashed line.
The server is also an MCP server, so an AI
assistant can answer questions about the base ("what's been draining fastest
this week?", "why is the craft on M00 slow?", "what's missing to make 64 of
these?") and act on them ("craft 64 of those", "keep 4k of every circuit up
to IV"). Its address is your page's address with
/mcp on the end, e.g. https://monitor.example.com/mcp.
The assistant acts as you: it signs in with your account, sees what you see, and can only change what your role can.
claude.ai, the Claude apps, or another app that connects by URL: add a
custom connector with the /mcp address. The app sends you to this server's
Connect page: sign in with your access token if you aren't already,
check which app is asking, and click Allow. The server must be reachable
from the internet over HTTPS for claude.ai (see
Exposing it beyond your LAN); one
on your LAN only works with apps running on your own computer.
Claude Code: add the server, then run
/mcp in Claude Code and pick it to sign in the same way:
claude mcp add --transport http gtnh https://monitor.example.com/mcpOr skip the sign-in page and give it your access token, as with any MCP client that can send a header:
claude mcp add --transport http gtnh https://monitor.example.com/mcp \
--header "Authorization: Bearer gcm_tok-..."Anyone holding the token can use it as you, so keep it out of shared config files, and use New token in Manage users if it leaks.
An app connected through the Connect page shows under its user in Manage users ("App: Claude · connected Nov 4 · used 5 minutes ago"), where an admin can Disconnect it. Revoking the token you signed in with, or New token, disconnects it too.
What it can look at:
| Tool | What it answers |
|---|---|
search_items |
Items, fluids and essentia by name (NEI-style search), with amounts |
get_item |
One item: amount, trend, tooltip, stock rules, the CPUs making it |
item_history |
An item's amount over the last hour to its whole history |
inventory_changes |
What's being used up or piling up over a day or a week |
current_crafts |
Each CPU's job and progress, and which are idle |
craft_job |
A running job's steps, held-up ones first, with the machines holding them up |
craft_history |
Jobs that ended |
craft_stats |
Totals, most crafted items, CPU use, slowest machines |
plan_craft |
The crafting plan for an amount of an item |
stock_rules |
Keep-in-stock targets and your alerts |
power |
Stored EU over time and its trend |
find_recipes |
How the game makes an item: GregTech machine recipes for your GTNH version, cheapest first |
game_item |
Any item's tooltip, including a multiblock's structure (its shift tooltip) |
base_patterns |
How your base makes an item: its patterns and the machines they're in |
pattern_check |
After a GTNH update, the patterns it broke (operators, as on the page) |
| request_status | Whether a craft request or cancel went through, and on which CPU |
What it can change:
| Tool | What it does | Who |
|---|---|---|
set_stock_alert, remove_stock_alert |
Your own low-stock alerts | Anyone signed in |
set_stock_target, remove_stock_target |
The base's keep-in-stock targets | Operators, admins |
request_craft |
Asks AE2 for an amount of an item, like Craft on the page | Operators, admins |
cancel_craft |
Cancels a CPU's job, like Cancel on the page | Operators, admins |
request_craft works out the crafting plan first. If ingredients are
missing it doesn't start, and tells the assistant what's missing; it only
starts anyway when asked to again with force. It also doesn't start when
the base is already getting the item (a request waiting for the game, a CPU
making it, a keep-in-stock refill on its way), unless asked again with
allow_duplicate, so a retry can't make a second craft. There's no fixed
limit on the amount, since what's sensible depends on the item. Instead, the
tools tell the assistant to confirm the item and amount with you, and apps
such as Claude ask before running anything that changes the game.
cancel_craft only cancels the job the assistant saw: if the CPU has
started another one since, nothing happens. current_crafts says who asked
for each job the server started (a user, or a keep-in-stock target), so the
assistant can ask before cancelling someone else's. While craft_monitor.lua
isn't reporting, both refuse, since the game would never see them.
Requests and cancels show in your history like ones made on the page, marked Assistant, and an accepted request pins its CPU for you.
search_items uses the search syntax. When a plain query finds
nothing, it tries again allowing for words joined or split differently
("inconel625") and small typos ("tungstenstel"), and says the results are
approximate.
find_recipes and game_item read the game data of the GTNH version set on
the Game data page, so they need one set. They cover GregTech machine
recipes, not crafting-table ones.
Answers are only as fresh as the game's last report, the same as the page's.
The server also offers prompts: requests worded to get a thorough answer to
a common question, which you pick instead of typing. In Claude Code they're
slash commands (/mcp__gtnh__base_report, with your server's name in place
of gtnh). Other apps that support MCP prompts list them with the
connector.
| Prompt | What you get |
|---|---|
base_report |
Power, crafting, what's running low and what needs attention |
slow_craft |
Why a job is slow: the machine holding it up and where it is (give a CPU, or leave it out for the longest-running job) |
restock_check |
What's running low, how each item is kept up now, and what the assistant would do, without changing anything |
update_check |
After a GTNH update: the patterns it broke, by machine, with what to change (operators) |
When an assistant connects, the server gives it instructions, which apps such as Claude add to what the model is told:
- how to use the tools well: find items first, plan before crafting, read a plan's rows, confirm before changing anything
- what GTNH's units and tiers mean
- that AE2 picks the CPU for a craft, so there's nothing to choose
- that much of a base is kept stocked by things this server can't see (Level Maintainers, passive production), so it checks how an item is made before suggesting a keep-in-stock target
- a snapshot of the base as it connects: who's signed in and what their role can change, the GTNH version, how many CPUs are busy, when the network was last scanned, whether patterns and power are reporting
House rules. Admins can add their own, in Settings (⚙) → AI assistant. Every assistant that connects afterwards gets them, so use them for what's true of this base. For example:
- "Plasmas and the Infinity Catalyst are kept by Level Maintainers: never add keep-in-stock targets for them."
- "CPU M00 is for fusion crafts: don't cancel jobs on it."
- "Ask in Discord before requesting anything over 1M EU/t."
House rules can't give an assistant more than its user's role allows: the tools check the role either way. The same dialog shows the latest tool calls assistants made (who, which tool, with what), which helps when an assistant does something odd.
- Crafting status is only as fresh as
POLL_SECONDS(5 s by default) plus the page's 1 s refresh. Requests and cancellations wait for the next poll from the game. - Progress counts steps, not crafting time, since recipe durations aren't available. A job with one slow step and 63 quick ones shows as nearly done once the 63 are made, and its time left is as far off.
- The game doesn't show OpenComputers inside a machine, so "nothing back from its machine" can't tell a stopped machine from a long recipe, and which interface holds a step's items is a guess when several have its pattern. Two interfaces on one machine are only taken as one when they share a name and touch a common block.
- On a CPU without a Crafting Monitor, a job that starts right after another ends looks like the same job, so a pin carries over to it. The same goes for two back-to-back jobs making the same item on any CPU.
- Stock rules react within
WATCH_INTERVAL_SECONDS(1 minute by default). AE2 picks the CPU for each craft itself, so the idle-CPU limit is checked when a craft is requested, not enforced while it runs. - The pattern check only knows GregTech's recipe maps (GT++, bartworks and the other GregTech addons included). It compares what a pattern matched before with what matches now, so a pattern that never matched a GregTech recipe isn't checked, and a new, cheaper way to make something your patterns make doesn't show. It also needs game data built with recipes: versions built before that can't be compared until they're rebuilt.
- With HTTP disabled in the Minecraft server's OpenComputers config, nothing works. The only alternative is an in-game display.