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8.0.12+1.19.2+forge
Compatibility
Changes
Release 8.0.12 — Rebuilt to Last
Changes:
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Added a new in-game Guide Book that brings together information about BuildCraft mechanics, machines, pipes, robots, and construction systems. The guide now includes hints and improved navigation, remembers the last opened page, and supports scrolling for long names.
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Expanded compatibility with Forestry Community Edition: added the Propolis Item Pipe, restored the related recipes and JEI interfaces, and improved how BuildCraft lists and filters handle Forestry items.
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Robots and automated machines now perform actions on behalf of their owner. This allows them to interact more reliably with server-side area protection systems and respect the player’s access permissions.
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Improved robot behavior when they run out of power: they can now return to their station instead of remaining idle. A station can also be cleared by using a wrench while holding
Shift + RMB. -
Reworked recipe display in JEI: restored interfaces styled after the original BuildCraft, while the many variants of facades, lenses, filters, and gate components are now grouped for easier browsing. Built-in recipe books have also been added to the Advanced Crafting Table and Auto Workbench.
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Rebalanced energy costs for laser table recipes: Assembly Table operations now require half as much energy, while Integration Table costs have been reduced by a factor of five. This makes laser-based progression less time-consuming.
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Combustion Engine heating now depends on biome temperature, making the surrounding environment more relevant to the engine’s cooling requirements.
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Reworked the configuration system: settings are now applied correctly, while obsolete and unused options have been removed.
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Moved additional translations into the separate BuildCraft Localization Addon, allowing localizations to be developed and updated independently from the main mod.
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Updated the BuildCraft network protocol. The client and server must use the same 8.0.12 build.
Fixes:
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Zone Planner now operates only within generated and currently available chunks, without loading or generating new ones. Selected zones and imported maps are automatically trimmed to the available chunks, after which the server validates the result again to prevent modified clients from bypassing these restrictions.
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Significantly improved power pipe stability: fixed energy loss, incorrect distribution between multiple consumers, numeric overflows, and division by zero. The number of unnecessary network updates has also been reduced.
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Improved item pipes: identical item stacks are merged more efficiently, the number of network packets has been reduced, and internal numeric overflows have been eliminated. This reduces network load and improves the stability of large transport systems.
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Fixed fluid pipes: their contents are now saved correctly, volumes above 32,767 mB no longer overflow, and interactions with fluid storage from other mods once again use the correct interface.
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Fluid transfers in pipes, pumps, robots, and construction systems are now transactional: fluid is first extracted from the source, and any amount that cannot be accepted is returned. This prevents the main causes of fluid duplication and loss.
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Data belonging to unknown pipes and pluggable components is no longer deleted when the add-on responsible for them is temporarily unavailable. Saved components are restored after the add-on is installed again.
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Engines now transfer stored energy continuously and no longer depend on the piston reaching the midpoint of its animation. Double energy consumption has been eliminated, while temperature, direction, operation progress, and internal energy storage are now preserved correctly when the world is reloaded.
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Fixed Combustion Engine behavior with coolant and in non-standard biomes. The engine once again explodes upon reaching a critical temperature; other engine types are not affected by this change.
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Builders, Fillers, and construction robots no longer destroy collected items. Resources are first returned to the machine, then transferred into an adjacent inventory or pipe, while any remaining excess is dropped nearby.
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Construction machines now correctly preserve active tasks across restarts and return unused items, fluids, and energy when a task is cancelled. Blueprint handling for pipes, fluids, and waterlogged blocks has also been fixed.
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Builder and Filler now reach full speed at approximately 50% battery charge. The Filler circle pattern has been fixed, Builder rendering has been optimized, and clear error messages have been added for blueprints containing invalid registry identifiers.
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Quarry now correctly restores chunk loading and its current task after a restart, and properly handles coordinates, lava, viscous fluids, and waterlogged blocks. The Quarry also no longer collects items that were already lying nearby before a block was broken.
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Mining Well no longer gets stuck on water sources or flowing water and can continue drilling through them.
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Fluid searches performed by the Pump and Flood Gate are now distributed across multiple ticks, preventing large lakes and oil deposits from causing prolonged freezes or excessive memory usage. Changing the active sides of a Flood Gate now resets its previous route, and the new state is saved correctly.
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Pump and Mining Well searches through pipe columns are now limited by world height and require an uninterrupted pipe chain. This prevents potentially infinite world scanning.
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Robots no longer destroy reusable tools with infinite durability after using them. Their filters, permission checks, and fluid transfers have also been fixed for situations where the world state changes between operation simulation and actual execution.
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Fixed oil generation: corrected the minimum deposit height and the handling of chunk borders, neighboring areas, and non-standard biomes. Unsafe shared caches that could cause freezes during world generation have been removed.
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Water no longer replaces oil or fuel during fluid updates in oceans and reservoirs. Pumps now fill their tanks only with the amount of fluid that was actually removed from the world, except for intentionally infinite water sources.
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Using an empty container in Creative Mode no longer removes fluid from a tank.
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Closed a vulnerability that allowed blocks belonging to other players to be modified remotely through network packets. The server now validates the distance to the block, chunk availability, and the player’s permission to interact with it.
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Added limits for large packets, construction snapshots, NBT data, and network caches. Netty buffer leaks, network messages registered on the wrong side, and stack trace spam caused by malformed packets have also been fixed.
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Heat Exchanger now synchronizes all parameters, displays the actual tank capacities, and correctly handles clicks on each individual tank.
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Auto Workbench and Distiller now correctly preserve stored energy and operation progress. When an operation is interrupted, resources are returned without loss or duplication, and the machines no longer trigger unnecessary chunk saves every tick.
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Filter Lens now reliably blocks items of the wrong color, while fluid filters, gate components, and robot station filters correctly respect their configured conditions.
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Improved Guide Book stability when handling invalid and dynamically generated recipes from other mods.
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Facade scanning is no longer interrupted by a single invalid block state. Invalid states are safely excluded, while repeated messages are combined into a single warning.
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Fixed texture atlas reloading issues and improved compatibility with Oculus, as well as with IC2 Classic versions used in older modpacks.
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Fixed the Quarry frame and drill models and textures, drill collision, and the Construction Marker model. Old “ghost” marker frames are now removed correctly.
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Fixed slot positioning in the Filler interface, middle-click copying and selection of pipe components, duplicate drops from wires and pluggable components, and excessive fluid network cache spam in the log.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:z3Aj5eOl:b9DVjO2u"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:z3Aj5eOl:b9DVjO2u"
}

