Major Changes: * Engines have been changed from sending power on each pulse, to sending power on each tick. * In retrospect, I think this was a mistake - pulsed power works a lot better with axles (now BC 9.x) than with Kinesis Pipes (BC 8.x) * Added kinesis pipe limits * Cobblestone Kinesis Pipes have a limit of 4 MJ/t * Stone Kinesis Pipes have a limit of 8 MJ/t * Wooden Kinesis Pipes have a limit of 16 MJ/t * Sandstone Kinesis Pipes have a limit of 16 MJ/t * Quartz Kinesis Pipes have a limit of 32 MJ/t * Gold Kinesis Pipes have a limit of 128 MJ/t * These limits are nearly identical to the previously unenforced limits, except Gold pipes have been buffed from 64 MJ/t * Added the Diamond Kinesis Pipe * This is a limiter pipe, and can be switched between 256, 128, 64, 32, 16, 8, and 0 MJ/t. * Added the Iron Kinesis Pipe * This is a limiter pipe, and can be switched between 32, 16, 8, 4, 2, 1, and 0 MJ/t * Both Iron and Diamond Kinesis Pipes have gate actions to control them. * Added a new Timer pluggable * This provides triggers for gates: 5 seconds, 10 seconds, and 15 seconds. (These are identical to their 1.7.10 counterparts) * This is made in an assembly table from a Clock * Added a GUI to the tank. * Changed Kinesis pipe texture to have a cyan inner border, rather than bright red. * There's also a configuration option to revert this, if you also disable the new RF pipes. * Changed Creative Engine texture to be based on the command block * Added optional (default enabled) Redstone Flux pipes * These are exact copies of regular kinesis pipes, but transmit Redstone Flux instead of Minecraft Joules. * These use a dark red inner border, somewhat similar to the previous kinesis pipe texture. * Crafted by adding redstone dust to a regular Kinesis pipe * Added a configuration option to change the Minecraft Joules per Redstone Flux conversion rate * This has a default of 0.1 (1 MJ = 10 RF), a maximum value of 0.2 (1 MJ = 5 RF), and a minimum value of 0.0001 (1 MJ = 10,000 RF) * Added optional (default disabled) MJ Dynamo * This converts MJ to RF using the above conversion rate * Default rate of consuming 4 MJ / tick, but this can be increased by adding up to 4 Iron and/or Gold Gears * Added optional (default disabled) RF Engine * This converts RF to MJ using the above conversion rate * Default rate of producing 4 MJ / tick, but this can be increased by adding up to 4 Iron and/or Gold Gears * Added a "Power Mode" configuration option, with 3 possible values: * "MJ_ONLY" - the current behaviour (and default). All BuildCraft machines and engines consume / produce Minecraft Joules, and the only conversion mechanism is the MJ Dynamo and RF Engine * "MJ_AUTOCONVERT_RF" allows all BuildCraft machines to accept RF, and makes engines produce MJ or RF depending on what they are powering * "DISPLAY_RF" is the same as MJ_AUTOCONVERT_RF but also displays (nearly) all power amounts in RF. Changes: * Changed minimum version of forge from 14.23.0.2544 to 14.23.1.2593 * [#4609] Added a config option "oilIsSticky" to configure whether oil acts like cobwebs. * [#4700] Optimised wires (DaMatrix) * Kinesis pipes now have a transfer delay of exactly 1 tick per block, rather than sometimes 0 or 1 ticks. * Item Models for all Wooden, Iron, Diamond, Dazuli, and Emzuli pipes now use the filled texture on the bottom side. * Added CraftTweaker compatibility for heatable and coolable fluids * Use `mods.buildcraft.Refinery.addHeatable` (or `addCoolable`) with parameters: <ILiquidStack> input <ILiquidStack> output int heatFrom int heatTo * Heat values should be between -10 and +20 (BuildCraft uses 0 ~ 3) * Fluid amounts are ignored (1 millibucket of input always produces 1 millibucket of output) Bug Fixes: * [#4656] Fix a NullPointerException in PipeFlowFluids (anonyco) * [#4707] The distiller's "Has Work" condition is true even if the input tank doesn't have enough fluid to process. * [#4708] The distiller's "Has Work" condition is true even if there's not enough room in the output tanks. * [#4521] Fixed engines missing particle textures. * [#4727] Fixed item pipes not keeping the "Items Traversing" trigger on during the same tick that they eject items into the next pipe. * Fixed engines voiding power they couldn't send. * Fixed fragile fluid shard items that contain a buildcraft heatable fluid having an extra "%s". * Fixed not being able to place a pipe when a player is in the same block as the pipe (but not in the same bounding box as a pipe) * Fixed pipes not having running particles.