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{
"homepage": "https://github.com/legoj15/BuildCraft",
"1.21.1": {
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Fixed missing texture in the advancements window background\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- Fixed a crash when breaking a Distiller. Thank you for your report, Ryk7039!\n- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"1.21.10": {
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"1.21.11": {
"2026.1.0-rc3": "- Fixed the Builder looping forever on tall grass and other two-tall plants\n- You can now check engine fuels in JEI\n- JEI's \"+\" button now loads recipes into the Assembly Table, Distiller, and Heat Exchanger\n- Fixed flowing fluids pushing entities with way too much force\n- Fixed the Builder listing every pipe as the same type\n- Fixed the Builder placing pipe add-ons for free",
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"26.1": {
"2026.1.0-rc1": "First release candidate with new versioning. See changelog.md.",
"2026.1.0-rc2": "Fixed critical server crash oversight",
"2026.1.0-rc3": "- Fixed the Builder looping forever on tall grass and other two-tall plants\n- You can now check engine fuels in JEI\n- JEI's \"+\" button now loads recipes into the Assembly Table, Distiller, and Heat Exchanger\n- Fixed flowing fluids pushing entities with way too much force\n- Fixed the Builder listing every pipe as the same type\n- Fixed the Builder placing pipe add-ons for free",
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"26.1.1": {
"2026.1.0-rc1": "First release candidate with new versioning. See changelog.md.",
"2026.1.0-rc2": "Fixed critical server crash oversight",
"2026.1.0-rc3": "- Fixed the Builder looping forever on tall grass and other two-tall plants\n- You can now check engine fuels in JEI\n- JEI's \"+\" button now loads recipes into the Assembly Table, Distiller, and Heat Exchanger\n- Fixed flowing fluids pushing entities with way too much force\n- Fixed the Builder listing every pipe as the same type\n- Fixed the Builder placing pipe add-ons for free",
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"26.1.2": {
"2026.1.0-rc1": "First release candidate with new versioning. See changelog.md.",
"2026.1.0-rc2": "Fixed critical server crash oversight",
"2026.1.0-rc3": "- Fixed the Builder looping forever on tall grass and other two-tall plants\n- You can now check engine fuels in JEI\n- JEI's \"+\" button now loads recipes into the Assembly Table, Distiller, and Heat Exchanger\n- Fixed flowing fluids pushing entities with way too much force\n- Fixed the Builder listing every pipe as the same type\n- Fixed the Builder placing pipe add-ons for free",
"2026.1.0-rc4": "- \u00a7lAdded support for Minecraft 1.21.10 and 1.21.1\u00a7r\n- FE Pipes now power AE2's Energy Acceptor, not just the ME Controller\n- Added support for the Iron Tanks \"Glass Tank\", thank you for your report, Romz24!\n- Also made it so the Auto Workbench and Advanced Crafting Table can switch between conflicting recipes with a newly added button\n- Updated fluid tank GUI UX\n- Large numbers are now abbreviated by default, matching how 1.12.2 BuildCraft looked\n- Blueprint and template 3D previews now also render the pluggables on captured pipes (gates, plugs, lenses, filters, facades), not just the pipe body\n- Fixed the Architect Table's scan-progress arrow never filling for large scan areas\n- Filter lenses now actually block items whose colour doesn't match\n- Eroded Badlands now counts as a rich oil-generation biome, like the other badlands variants\n- Lots of bug fixes for the quarry's drilling rig entity\n- Fixed fluids clinging to the side of an adjacent pipe they aren't connected to appearing to flow into the non-connection\n- Fixed a server freeze during world generation caused by oil generating near the edge of a newly-loaded chunk (could strike when creating a new world or exploring at high render/simulation distances)\n- Fixed quarry frames being washed away and being dropped as items",
"2026.1.0": "- \u00a7lLarge/long pipe networks no longer drag down the server tick\u00a7r (aka huge performance improvement)\n- Stone Pipes now actually require a traditional \"stone\" block instead of also counting granite and the other easy non-cobble blocks\n- Fixed the Distiller and Heat Exchanger output tanks showing a \"0 millibuckets\" capacity (e.g. \"4,000 / 0\") and rendering their fluid as empty in the GUI gauge and the block itself \u2014 the tanks held and processed fluid correctly, only the displayed capacity and fill level were wrong\n- Pipes and machines destroyed by non-player action drops themselves and their contents now\n- Pipes can now be waterlogged\n- The Combustion Engine is now a JEI recipe block\n- Unbroke the block atlas again\n- Adjusted pipe mipmaps so that they're not invisible at a distance anymore\n- Fixed an edgecase where MJ within a kinesis pipe would be invisible\n- Stirling Engine can now be crafted from the same materials as a pickaxe\n- Engines now deliver their stored power continuously, instead of freezing the buffer between fuel items\n- Fixed bugs in regards to engine overheating\n- Combustion engines now obey the laws of thermodynamics\n- A quarry that has finished mining no longer requests further power\n- Mining Well ignores water completely now (prevents it cycling on flowing water)\n- Guide book now shows crafting and smelting recipes on multiplayer servers (they were silently missing), and keeps them up to date after a datapack /reload or server switch\n- Guide book can now be closed with the inventory key if you haven't opened the cover yet\n- Lots of minor fixes to pipe crafting recipes and their presentation within the recipe book and JEI\n- Pipes can now be recoloured in the crafting grid with a paintbrush or directly crafted as colored pipes by using stained glass blocks\n- The three ways to make Pipe Sealant (slimeball, green dye, or an oil residue bucket) are now grouped into a single recipe-book entry\n- Facades can be toggled between their solid and hollow forms by crafting one on its own\n- The \"List\" filtering item: fixed false matches in Accept Variations / Accept Equivalents mode\n- Made the Wooden Diamond Fluid pipe actually filter\n- Fixed the quarry pretending stuff like lava didn't exist\n- Made the Emzuli pipe rotatable again\n- Removed the power storing feature of the Advanced Crafting Table since it would just take power without a recipe\n- Fixed the pipe wire and Gate Copier recipes\n- Basic, Iron and Nether Brick gates got their original recipes added back\n- The \"disable RF pipes\" config option now attempts to make RF pipes hidden and unobtainable\n- Fixed the mining time multiplier config setting being able to be set below 1\n- Pipe pulsar now obeys power config settings\n- An engine's piston phase now survives a chunk reload without a one-tick animation hiccup\n- The Mining Well reacts immediately when an adjacent block changes, rather than waiting for its periodic re-scan",
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"26.2": {
"2026.1.1": "- Added support for Minecraft 26.2\n- The paintbrush can now recolour glazed terracotta, candles, and beds\n- Searing fluids now emit steam particles in the world (config option available)\n- Wrenches from other mods (anything tagged c:tools/wrench) now can wrench BuildCraft blocks. In addition, the BuildCraft wrench should now be able to wrench other mod's blocks. Thank you for the suggestion, MapperTV!\n- Fixed the DISPLAY_RF option so that it now actually displays machine power readouts in RF/FE instead of MJ. Thank you for the report, MapperTV!\n- The Laser's hitbox now matches its model (a base plate plus the emitter), so you can click and walk between closely-packed lasers instead of bumping an invisible full cube. Thank you, MapperTV!\n- Added a \"Laser Targeting Behavior\" config option to allow for switching between 8.0.x (1.11/1.12) and 7.1.x (1.7.10) laser handling. And one last thank you to MapperTV for bringing this up.\n- Fixed BuildCraft's facade scanner flooding the log with errors when other mods register custom block models on Minecraft 1.21.1. Thank you for the report, RickWeek!",
"2026.2.0-br1": "- \u00a7lItems travelling through pipes no longer lose their enchantments, custom names, or damage when the chunk is saved and reloaded\u00a7r\n- Builders and Fillers now reach their full building speed once their internal power buffer is half full, instead of permanently topping out at half speed even on a completely full buffer\n- Fixed three of BuildCraft's four JEI plugins sharing one identifier, which could cause JEI to drop some of the mod's recipes\n- Fixed FE/RF pipes not rendering their power sometimes (MJ was fixed the same way previous update)\n- Fixed engines occasionally forgetting their recorded owner if they were placed and then never interacted with before their area unloaded\n- Fixed the collapsible info/help ledgers flying up off the top of the screen when collapsed\n- Fixed a \"Network Protocol Error\" disconnect when right-clicking certain machines while in spectator mode\n- Blocks with status lights now stop rendering those lights when obscured by another block\n- Improvements to the 3D preview of blueprints\n- \"Map Location\" item and \"Zone Planner\" block are now available in survival. They don't really do all that much yet.\n- Idle quarries no longer are a performance hog",
"2026.2.0-br2": "- Fixed a crash when opening certain guide pages. Thank you for your crash log, Ryk7039!\n- Machines now update chunks a lot less often (this should improve performance)\n- Updated code relating to how spectators can view machine GUIs\n- Auto Workbench now correctly accepts FE when the BuildCraft config is set for machines to use FE\n- RF/FE and MJ pipes now share the same rendering code, so any visual bugs that were exclusive to RF/FE pipes should be gone\n- Editing a volume defined by a volume box or land markers now only updates that volume instead of every single one in the loaded dimension\n- Items ejected from pipes into an inventory now top up partially-filled stacks before starting new ones, matching every other BuildCraft item output.\n- Made the Oil generation code far more sensible; fixes multiple sources of freezes/server hangs on 1.21.1. Thank you for investigation, MapperTV!\n- \u00a7lUpdated the NeoForge minimums:\u00a7r 1.21.1 is now 21.1.151+, 1.21.10 is now 21.10.63+"
},
"promos": {
"1.21.1-recommended": "2026.2.0-br2",
"1.21.1-latest": "2026.2.0-br2",
"1.21.10-recommended": "2026.2.0-br2",
"1.21.10-latest": "2026.2.0-br2",
"1.21.11-recommended": "2026.2.0-br2",
"1.21.11-latest": "2026.2.0-br2",
"26.1-recommended": "2026.1.0-rc3",
"26.1-latest": "2026.2.0-br2",
"26.1.1-recommended": "2026.1.0-rc3",
"26.1.1-latest": "2026.2.0-br2",
"26.1.2-recommended": "2026.2.0-br2",
"26.1.2-latest": "2026.2.0-br2",
"26.2-recommended": "2026.2.0-br2",
"26.2-latest": "2026.2.0-br2"
}
}