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Pipes'n Physics

Adds small physics to pipes

7 open 1 shipped

// Releases

12 releases RSS
  1. v3.1.0

    v3.1.0 latest August 16, 2026

    3.1.0

    Features

    • New gradient mode when looking at pumps showing how far it can reach
    • TURBINE MODE: Let your pump generate SU when fluid falls down
    • Pumps can pull in a bit further now, improving your gameplay.

    bug fixes

    • #36 [Bug]: mod doesn't work with VS Hose Connectors
    • #50 Valve dont split correctly
    • #58 [Bug]: pipe network sees hose pulleys as empty
    • #59 [Bug]: Cauldrons don't close pipes on sublevels.
    • #60 [Bug]: Filling basin with two liquids causes pipe to break

    Changes

    • #10 Fluid doesn't render in Sublevel tanks when using Fabulous graphics
    • #55 Fix pumps adjacent to tanks making issues
    • #56 Change display link refresh rate to 100
    • #61 Add in Turbine mode
  2. v3.0.1

    v3.0.1 July 28, 2026

    3.0.1

    Bug Fixes

    • Fixed a bug where fluid are stuck in pipes
    • Fixed a bug where pipes could not drain from a beehive
    • Fixed a bug with aeronautics and a render race condition
    • Fixed a bug where hose pulleys randomly stopped working
  3. v3.0.0

    v3.0.0 July 27, 2026

    Create: Pipes n Physics 3.0.0

    For Create 6.0.10 on NeoForge 1.21.1. Existing worlds load fine, but pipe networks behave differently.

    Features

    Fluid lives inside the pipes

    • Pipes are no longer instant wires: every pipe block holds real fluid (250 mB by default). Sources drain as the front advances, sinks fill when the column arrives, and nothing is duplicated or lost. Breaking a pipe spills its contents.

    • Rendering shows the actual pipe contents: trickles run shallow, pressurized lines pack full, idle runs settle to the tank's waterline. Works on dedicated servers.

    • Siphons must be primed once and then keep their prime. Pumps no longer self-prime a dry suction line (enablePumpSelfPriming restores it).

    • Two fluids forced together break the pipe, with Create's reaction (water + lava → cobblestone).

    • pipeVolumePerCell = 0 restores legacy instant transfers.

    Centrifuge (requires Sable)

    • Spinning contraptions fling fluid outward through the plumbing.
    • New centrifuge recipes: a fast-spinning tank separates a mixed fluid, products route to radial taps by density.
    • Public API

    Gases

    • Lighter-than-air fluids flow up through pipes, pool in the highest tank, and equalize correctly between tanks.
    • A tank of gas provides lift on a Sable contraption (enableGasBuoyancy).
    • Molten fluids flow 3× faster in ultrawarm dimensions (nether for example).

    Valves

    • One-way mode: a direction dial turns any fluid valve into a check valve, with in-world direction arrows for goggle/wrench holders.
    • The throttle is now cranked by shaft rotation or a Valve Handle; the scroll box is replaced by the direction dial.

    Displays, Ponder, readouts

    • Display link sources for pipe flow, pump output, and tank contents.
    • Ponder scenes for pump, pipes, valves, and the physics, running the live engine.
    • Pour particles at open mouths and into tanks.
    • /pipegraph: live overlay, per-pipe flow history, and an engine report for any machine block.

    Bug Fixes

    • TFMG: coke ovens serve a different fluid per face; blast stoves no longer crash the server and connect through their real ports.
    • Create Propulsion: chained burners fill as one network; a tank stacked on a burner no longer drains into it (thanks @SpyC0der77).
    • Create Diesel Generators: distillation tower inputs stay fillable.
    • CROWNS: fixed parallel pump transport that silently vanished fluid.
    • Broken fluid capabilities from other mods no longer crash the server.
    • Pipe and tank waterlines match on screen; gravity drains stop exactly at the pipe opening.
    • Basins drain from any level and separate multi-fluid contents completely.
    • Fixed oscillations: pipe↔tank ping-pong, gas churn between tanks, horizontal mouths drinking their own spill.
    • New pumpDrainAnyLevel option to ignore the connection height when pumping from tanks.

    Performance

    • Network layouts are cached between ticks instead of re-scanned every solve (enableNetworkCache).
    • Contraption pipe scans on Sable sub-levels are cached, cutting idle tick cost with ships present.
  4. v2.1.1

    v2.1.1 July 6, 2026

    v2.1.1

    Bug fixes

    • Fixed broken Docking connectors
    • Fixed Deadlocks in a system
    • Fixed wrong order of tanks filling up

    Sable Integration

    • Added in proper cross sublevel piping

    Features

    • Added new ConfigOption: VALVE_CHARACTERISTIC where the behavior of a valve can be defined to a more realistic approach.
  5. v2.1.0

    v2.1.0 July 4, 2026

    v2.1.0

    Features

    • Added mew custom pipe fluid renderer which renders the correct height of a fluid level inside a pipe.
    • Added in a way to adjust valves precisely on how much flow they should let through
    • Added in stored fluid fronts. This means when your flow is blocked by a full sink for example, and there is again enough room for the fluid to flow it will instantly flow again
    • Add cross sucking from sable sublevels

    Bug fixes

    • Different kind of performance fixes
    • Fixed hose pulleys
    • Fixed spilling water in the network
    • Fixed non ticking networks on sublevels
    • Fixed cauldron sucking
    • Fixed basin sucking
    • Fixed stuck networks not resolving correctly
  6. v2.0.4

    v2.0.4 June 28, 2026

    2.0.4

    Bug fixes

    • Fixed a bug which prevented gases from reverting gravity
    • Fixed a bug which prevented cauldrons from being detected as valid source
  7. v2.0.3

    v2.0.3 June 27, 2026

    2.0.3

    Bug fixes

    • Added support for multi fluids in basins and partial refills
  8. v2.0.2

    v2.0.2 June 27, 2026

    2.0.2

    Bug fixes

    • Improved messages when networks are stuck
    • Improved basin interop
  9. v2.0.1

    v2.0.1 June 26, 2026

    2.0.1 Bugfixes

    • Fixed a bug that pipes could not suck from fluid blocks
    • Fixed a bug that the network wrongly miscalculated when it needs to recharge
    • Add in a compat with create propulsion's liquid burner to work properly

    More bug fixes to come!

  10. v2.0.0

    v2.0.0 June 25, 2026

    2.0.0

    • 2.0.0 rewrites the full physics engine of this mod and integrated even more with creates system. Read the new mod page for more information
  11. v1.0.4

    v1.0.4 May 20, 2026

    Bug fixes

    • Fixed a bug where accessing blocks on the sublevel made the game crash. (#6)
  12. v1.0.3

    v1.0.3 May 20, 2026

    New Physics

    • Fluid viscosity: lava and other thick fluids flow slower through pipes. Lava has ~2.5x more friction than water. Configurable via viscosityScaling (set to 0 to disable)
    • Siphon effect: pumps can push fluid over hills. The pump only needs enough power to reach the peak — the descent is free
    • Flow splitting: when pipes branch, flow divides proportionally. A junction feeding two tanks splits the flow 50/50 instead of duplicating it

    Goggle Improvements

    • Fluid density and viscosity shown in the tooltip (e.g. 3000 kg/m³ · 6000 cP)
    • Viscosity penalty displayed when flowing thick fluids (e.g. 2.5x friction)
    • All pipes in a straight line now show the same flow rate — no more flickering between different values
    • Remaining range decreases as you look further from the source
    • Cleaner numbers throughout

    Bug Fixes

    • Fixed cauldron drain/fill not working with open-ended pipes
    • Fixed flow rate jumping around every few ticks when tanks are draining
    • Fixed crash during chunk generation with Sable tank mass
    • Fixed pump range arrows not showing past siphon peaks