For the Most Part this thread is a placeholder. Post bugs and whatnot here or on github, but Minecraft Forums emails me new posts and Github does not...just saying.
Those that have looked at the previous thread for ABO would know that Flow86 is MIA, and that I have taken over the project. ABO finally has so little left of Flow86's code that I can call the technical side of this mod mine at least, even though the mod is still his. So try to contact him about code he didn't write, and wait...for a long time, or post here to the person who still puts in the effort so you can complain about a very stable mod you managed to mess up.
Please note: I have a full time job. As in I work at least 40 hours a week, and become a remarkably unpleasant person without 8 hours of sleep. If I fix whatever you're complaining about right away, you sir or madam are very lucky, because don't expect it.
Finally here's the stuff you people actually care about:
Please note that are currently 2 versions on github. One is for BC7.0 and the other is for BC7.1.
GitHub:
https://github.com/da3dsoul/Additional-Buildcraft-Objects
Downloads:
Current Release: 4.0.6
https://github.com/da3dsoul/Additional-Buildcraft-Objects/releases
Straight from my readme.md on GitHub:
"
License
This is originally by Flow86, but I have at this point rewritten the entire mod.
My license is: unless you are Flow86, don't say it is yours. Other than that, I don't care. If I see it, I'd like to at least see a shoutout in at least 4pt font. If you download it, make sure you trust the source. If you post an error, the first response if given at all will be to first re-download from me.
"
The downloads for this mod will be kept (mostly) up to date on GitHub's release section because I have a grudge against MediaFire for past issues when their TOS changed often several years ago....
The source will always be the most up to date version. Learn to click the build.bat file I spent 15 seconds making for you people.
Now for some quoting of partially updated and still mostly deprecated readme.
For recipes: I made some pictures, but minecraft forums broke the links and I can't get them to work. It's best to use NEI. (They are also mostly the same if you've used the mod before)
Items
Acclerators
- Place the blocks as the vertices/corners of a rectangular prism. If placed correctly, they will connect with lasers. They cost 1 rf per object updated, whether it is a block, entity, or tile entity, and regardless of whether it actually did anything. For example, a furnace will waste power when idle.
Windmills
-
Recipe:

Placement rules: Must be placed on 2 fence posts (or nether fence). Must not have any opaque blocks within 2 blocks at its height or 1 below. Can NOT push energy to the east (over the blades, they don't rotate).
Windmill energy rules are grouped into two sections: Plains and Hills.
Windmills gain two types of boosts: Biome and Height.
Plains Rules: If a windmill is placed in a biome with low height variation (flat), it will follow the Plains rule set.
**Bonuses:
-
Biome: Windmills gain a bonus for simply being placed in the plains section, the amount of bonus depends on the biome. Flatter is better.
Height: Windmills placed as close as possible to sea level will provide the maximum height boost. Sea level assumed 64 -> + 2 for fence posts -> the windmill block should be at 66.
Hills Rules:
-
Biome: Windmills gain no bonus from biome placement in hills, but can make up for it and still achieve maximum output with Height.
Height: The higher a windmill is placed in hills, the greater the bonus, capping at a height of 124 meters.
All windmills gain an extra a boost in the rain.
The maximum output for windmills is 13.75 RF/t without rain and 15 RF/t with rain.
Waterwheels
Waterwheels are far cheaper than windmills. They are also much bigger and need more setup.
Recipe:
XAX
ABA
XAX
X = Stick
A = Stone (smooth)
B = Iron Gear
Waterwheels produce less energy than windmills, but some may find them to still be OP. Config.
In case you absolutely can't figure out how to place them (seriously, they're easier than windmills).
As for how to set one up...
http://en.wikipedia.org/wiki/Water_wheel
Ender Storage
Simply an Ender Chest for Buildcraft. Adding an insertion pipe to an ender chest allows putting items in. Right-clicking on the insertion pipe when connected opens the bc Ender Chest for easy of use and debugging purposes, for that "where'd all my items go?" moment.
-
Insertion: The Insertion Pipe will choose to add items to the ender chest before anything else. If you don't like that, don't put an ender chest next to an insertion pipe. It is the only pipe that will connect to them now.
Ender Extraction Pipe
- Recipe:
- *The Pipe is an Extraction Pipe
- Usage: Stole/borrowed the gui from the emerald pipe in buildcraft, along with all the logic and everything but the item extraction, which only pulls from the ender storage. I doubt BC will sue me, and they can have it. I just wanted a way to transport items 6000 blocks without making all that pipe and then keeping it loaded. Yes, this works across dimensions.
Power it with an engine, it'll extract just like an emerald but connects to an ender chest.
Pipes
Division Pipe
Splits stacks into a specified size 1-8, incremented with a wrench. If the stack has a remainder, the moving item will be reversed.
Round Robin Transport Pipe
will change output per item(stack)
Insertion Transport Pipe
Insertion Pipes given the choice between putting a item in the pipe in to an inventory (A chest or a furnace) and passing it along to another pipe, the Insertion Pipe will always try to add the item to the inventory.
This pipe is very useful for feedback loops as it forces the item to go in to the last machine if it can.
Fluid Insertion Pipe
Same as insertion pipe but for fluids. With the way the fluid system is set up in Buildcraft, the fluids will distribute equally to all attached tank blocks.
Extraction Transport Pipe
Extraction Pipe is the opposite of the Insertion Pipe. If the pipe can choose between an inventory and another pipe the pipe will always go with the next pipe. Also this pipe behaves the same as a wood pipe where it will pull items out of an inventory if the pipe has an active redstone engine applied to it.
This pipe is useful for tight spaces where you do not want a pipe to accidentally fill a chest or machine.
Crossover Transport Pipe
This pipe will direct material entering it to the pipe (or something accepting material, like chests) directly across from it. If no such pipe exists, a random direction is chosen.
Compactor Transport Pipe
Combines items(tacks) to larger itemstacks (currently to itemstacks >= 16 items)
can be toggled/switched by ABO-Actions and Redstone
Valve Pipe
acts like a (golden) wooden pipe (without need of wooden engine)
can be toggled/switched by ABO-Actions and Redstone
can empty a full tank with enough (=full) pressure for two golden pipes in seconds!
Pressure behavior: Will empty down to half of tank valve pipe is connected to or entire tank if placed on bottom tank.
Config option to disable pressure behavior.
Golden Iron Fluid Pipe
acts like a iron pipe with speed of a golden pipe
Balancing Fluid Pipe
balances liquid of connected tanks
Thanks to Oxygene13 for his idea.
Kinesis Switch Pipe
acts as lever for power pipes
can be toggled/switched by ABO-Actions and Redstone
Diode Kinesis Pipe
acts as a diode/iron pipe for kinesis pipes
Actions
Switch On Pipe
activates the pipe as long as the action is active (On/Off via Signal)
a pipe toggled "on" will be set to off if switch-on is deactivated
Toggle On Pipe
activates the pipe and keeps it activated until a ToggleOff/SwitchOn occurs (On via Signal)
Toggle Off Pipe
deactivates the pipe (Off via Signal)
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Just so people are aware, I've made my own patcher to use ASM to fix Binnie's code directly rather than decompile and fork it like (I presume) vSkyD1 did. It should also be noted that by doing so, there's no licence issues if you wanted to include it in a modpack. Download + more information here: http://forum.feed-the-beast.com/threads/1-7-10-binnie-patcher.143722/
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I tried installing it as you instructed, and alone Alpha 1.2.6 loads and plays fine, but trying to add Fycraft results in this java crash:
Exception in thread "main" java.lang.UnsupportedClassVersionError: net/minecraft/client/Minecraft : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at org.multimc.legacy.LegacyLauncher.launch(LegacyLauncher.java:124)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
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Loving the new fences and doors, especially the autumn wood ones