Downloads for previous versions of Minecraft can be found here.
(edit) There’s a couple of outsanding bugs in this release at the moment. Gathering feedback from the various forums. The blocking issues already gathered can be found on the BuildCraft 2.2.7 ticket list. Sorry for the inconveniences.
Special thanks to OutOfBounds, and Flex, who provided help on porting both BuildCraft and the Forge.
Yes I know, Minecraft 1.0.0 is out. BuildCraft 2.2.x and 3.0.x will get ported in due time. Don’t expect anything to happen before two weeks though. I’m currently in vacation and will not have time to put together the required development and validation time required for supporting this new version before coming back. Also, Notch tends to make minor releases after a major one, although this is probably the result of the 1.9 stabilization, it’s better to wait and see.
So here we go. After a couple of days and before the end of the week-end, I’m happy to release an alpha version of the work I made on the gates. But this is really an alpha version, please bare with it! I strongly advise to stay with BuildCraft 2.2.x for any regular game. Downloads are available from here. Video is on the way.
Anyway, here’s a changelog. Note that tickets now refer to the track ticket, not sourceforge anymore.
#2 implement signal on pipes
There is now 4 signals that can be carried on pipes, and converted back and forth to redstone.
#20 improve power loss computation
Power loss computation is now using floating point numbers instead of integers, improving a lot efficiency of conductive pipes, and in particular golden conductive pipes.
#29 implement gates
Detectors, or gates, allow to send and combine signal.
#30 do not open engine interface with pipes
Engine interface is not opened anymore if a pipe is in the player hand.
#37 add a penalty to combustion engine switched off
When an combustion engine is switched off, it needs to cool all the way down and wait a little bit before being able to be restarted again. Shutting down a combustion engine is an emergency procedure to avoid explosion.
#38 review ILiquidContainer
The interface ILiquidContainer has been improved.
#42 implement assembly tables and lasers
A new crafting system based on assembly tables and lasers has been implemented, used to craft new items implemented for BC 3.0.0.
#43 implement gate upgrades
4 level of gates have been implemented, single, iron, gold and diamond, with increasing capabilities.
#45 optimize pipes
Pipes have been optimize in general, buffering world data, and in particular tile accesses.
A couple of tickets from 2.2.6 development have been merged with 3.0.0 as well:
#14 fix items display in pipes
Pipes used not to be able to display certain items, or stack of items. This is now fixed.
#24 can’t load SMP worlds in SSP
Worlds that have been made in SMP can now be safely loaded in SSP.
So after a long time dedicated to fixing bugs and SMP, I finally reserved some time to new feature implementations. While initially planning to give additional work at the Builders part of the package, I got hooked playing with various requests that have been made about detector pipes and such.
But detector pipes are boring. So what I did instead is a flexible generalized detection platform, able to detect all kind of events (including items passing through pipes of course, but also chests state, tanks, machines) supported by a comprehensive multiplexed signal system. Here comes BuildCraft 3.0.0!
That is going to be a SSP beta released hopefully in a few days. Please note that this is gonna be highly beta. In particular, performances may need to be improved, API may need to be revised (modders, let me know if you need more interfaces ) and the terrible, horrifying, nightmare of SMP is set for a further step.
BuildCraft 2.2.5 IS the stable release now. There will be additional bug fixes on that branch of the technology as well. BuildCraft 3.0.0 will be unstable, beta, SSP only until things converge there. Try it out when it comes out, but don’t migrate your whole environment yet!
The changelog is available here. The most notable thing is the reduced amount of SMP data transfer. There are places where more than 70% of the bandwidth could be saved! That doesn’t mean that you will not get disconnections, in particular for very complex worlds, but it’s much less likely. Also, have a look at the new configuration variable network.updateFactor. It’s set to 10 by default, increasing it will increase the latency factory for BuildCraft update messages, and may help in case of overloaded servers.
Now that this is out, I’ll take some time to finish the reviews of the worlds submitted for the world contest. Enjoy!