## 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](https://github.com/BuildCraft/BuildCraft/issues/4609)] Added a config option "oilIsSticky" to configure whether oil acts like cobwebs.
* [[#4700](https://github.com/BuildCraft/BuildCraft/issues/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](https://github.com/BuildCraft/BuildCraft/issues/4656)] Fix a NullPointerException in PipeFlowFluids (anonyco)
* [[#4707](https://github.com/BuildCraft/BuildCraft/issues/4707)] The distiller's "Has Work" condition is true even if the input tank doesn't have enough fluid to process.
* [[#4708](https://github.com/BuildCraft/BuildCraft/issues/4708)] The distiller's "Has Work" condition is true even if there's not enough room in the output tanks.
* [[#4521](https://github.com/BuildCraft/BuildCraft/issues/4521)] Fixed engines missing particle textures.
* [[#4727](https://github.com/BuildCraft/BuildCraft/issues/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.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }