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Create: Pipes'n physics

Create: Pipes'n physics

by StaticFX • Downloads: 0 • Followers: 0
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🪠 Create Pipes'n Physics

Sable physics

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⚠️ Known Issues There is an issues with the CROWNS mod blocking some of the physics this mod adds. A compat is work in progress

Pipes'n Physics overhauls Create's pipe and pump system with a new physics based engine. Flow is calculated based on the pipe networks structure. Pumps dont have ranges anymore, but supply head to your network and can lift fluid blocks.

Physics

  • Pressure and gravity. Fluids in tanks now produce pressure when connected to a pipe. Therefore naturally 2 connected pipes level out in fluid level, and fluid can flow downhill without a pump.
  • Pumps act as boosters. Pumps can lift your fluid by a given amount of blocks.
  • Viscosity and density of the fluid determine how fast it can flow and how hard it is to lift.
  • Siphon physics emerges naturally.

Full sable support

  • Custom fluid renderer which always show the fluid parallel to the flow.
  • Angle of the vessel determines fluid flow. So a titled tank with an open ended pipe will lose its fluid
  • Dynamic weight of fluid tanks. Density of the fluid will affect this. Also center of gravity of your vessel shifts.
  • Cross level piping. You can suck in fluids from the overworld into a sublevel, or vise versa.

Better goggles

  • Finally figure out how much fluid actually flows through your network.

Other features

  • Custom pipe renderer, half full pipes actually show as half full
  • Finetunable valves. Adjust exactly how much flow should go through a pipe.
  • Everything is configurable. Dont like the new physics, just turn them off.

Support

Join the Discord for support, bug reports, and suggestions: Discord

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
1mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Neoforge
5mo ago 1
1.21.1
Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
[3.2.1] 3.2.1 by StaticFX on Sep 10, 2026
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# 3.2.1

## Bug Fixes
  • Fixed interaction bug with TFMG setups
  • Fixed some issues with the flow solver
  • Fixed an issue where vertical pipes would render the fluid wrongly.
[3.2.0] 3.2.0 by StaticFX on Aug 30, 2026
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# 3.2.0

## Features
  • Added compat with pumps from other mods (power grid, tfmg etc.)
  • Added compat for other tanks in other mods (fluid vessels etc.)

## Bug Fixes
  • Fixed fluid and range renderer on sublevels
  • Fixed bad fluid equalization in horizontal pipes
[3.1.1] 3.1.1 by StaticFX on Aug 26, 2026
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# 3.1.1

## Bug Fixes

  • Fixes broken Smart Pipes, they finally work now
  • Fixed bad performance when looking at a pump with a lot of pipes connected
  • Fixed a mixin bug that was caused due to legacy code

## QoL Upgrades

  • When hovering over a pump with a cog or similar the menu is hidden from the pump
  • Fluids inside a pipe are now always shown
[3.1.0] 3.1.0 by StaticFX on Aug 16, 2026
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# 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
[3.0.1] 3.0.1 by StaticFX on Jul 28, 2026
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# 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
[3.0.0] 3.0.0 by StaticFX on Jul 27, 2026
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# 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.
[2.1.1] 2.1.1 by StaticFX on Jul 06, 2026
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# 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.
[2.1.0] 2.1.0 by StaticFX on Jul 04, 2026
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# 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
[2.0.4] 2.0.4 by StaticFX on Jun 28, 2026
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# 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
[2.0.3] 2.0.3 by StaticFX on Jun 27, 2026
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# 2.0.3

## Bug fixes

  • Added support for multi fluids in basins and partial refills
[2.0.2] 2.0.2 by StaticFX on Jun 27, 2026
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# 2.0.2

## Bug fixes

  • Improved messages when networks are stuck
  • Improved basin interop
[2.0.1] 2.0.1 by StaticFX on Jun 26, 2026
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# 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!
[2.0.0] 2.0.0 by StaticFX on Jun 25, 2026
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# 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
[1.0.4] 1.0.4 by StaticFX on May 20, 2026
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# Bug fixes
  • Fixed a bug where accessing blocks on the sublevel made the game crash. (#6)
[1.0.3] 1.0.3 by StaticFX on May 20, 2026
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# 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
# New Features
  • Open-ended pipes on Sable sub-levels now place fluid blocks in the real world at the projected world-space position instead of inside the sub-level (configurable: enableOpenEndWorldPlacement)
  • Hydrostatic pressure: tank fill level now affects gravity flow pressure (fuller tanks = more head pressure, based on fluid surface height)
  • Gravity goggle breakdown now works for partial-reach networks (pipes with flow but no reachable sink)
  • Clear caches and cooldowns on server stop to fix gravity inversion after relog on rotated sub-levels

# Bug Fixes
  • Fixed gravity goggle breakdown missing on partial-reach networks (0 valid sinks)
  • Fixed experimentalTankCenterOfGravity default changed to true
  • isSubLevelReady check before processing gravity flow to prevent stale data on uninitialized sub-levels
# Bug Fixes
  • Fixed a bug where a tank tilded on its side drifted away
  • Fixed a bug that pipes were not updating correctly

# Experimental
  • Added a new mode to affect Center of Gravity of a sable contraption
Gravity-Driven Fluid Flow

  • Fluid now flows downhill through pipes without a pump. Connect a tank at a higher point to one below, and gravity does the rest.
  • The flow rate is determined by the height difference between source and destination. More height = more pressure = faster flow.
  • Siphon physics: Fluid can travel uphill through a pipe and back down, as long as the destination is lower than the source. The path shape doesn't matter, only the endpoint heights.

Pipe Friction System

  • Horizontal pipes create friction, which reduces how far fluid can travel.
  • Vertical pipes have zero friction. Gravity drives the flow for free.
  • Pipes at slight angles (above 5°) are also friction-free. Only truly flat pipes cost friction.
  • The friction model uses diminishing returns for pump networks. The first few horizontal pipes matter most, additional ones barely reduce flow.

Pump Gravity Assist

  • Pumps now interact with gravity. Pushing fluid downhill extends the pump's reach. Pushing uphill costs extra pressure.
  • Siphon paths through a pump network cancel out. Going down 3 blocks and up 3 blocks costs nothing, only horizontal segments add friction.
  • Two pumps in series work correctly. One pump pushes into the next pump's pull side.

Goggle Information

  • Looking at any pipe with goggles now shows a detailed breakdown:
  • Gravity-driven: Head pressure, friction, net pressure, flow rate, and remaining range
  • Pump-driven: Pump RPM, gravity assist/penalty, friction used, and remaining reach in blocks
  • Shows "(capped at max)" when gravity pressure hits the configured ceiling

Dynamic Tank Mass (Sable Integration)

  • Fluid tanks on Sable sub-levels now have dynamic weight based on how full they are.
  • Heavier fluids (like lava) weigh more than lighter ones (like water), using the fluid's actual density.
  • The weight creates realistic torque when tanks are off-center on a structure, shifting the center of gravity.
  • Requires Sable (full) to be installed. Has no effect with only Sable Companion or without Sable.

Tilted Fluid Rendering (Sable Integration)

  • Fluid in tanks on Sable sub-levels renders with a tilted surface matching the structure's rotation.
  • Includes a wave simulation that reacts to rotation changes, landing impacts, centrifugal force, and ambient ripples.
  • Fluid viscosity affects wave speed and damping. Lava waves are slower and heavier than water.

Sable Sub-Level Awareness

  • All pipe physics (gravity flow, friction, pump assist) work correctly on rotating Sable sub-levels.
  • Pipe elevation angles are computed in world-space, so a "horizontal" pipe on a tilted structure has proportional friction.
  • Gravity flow automatically recalculates when a sub-level rotates.

Arrow Visualizations

  • Animated flow arrows appear on pipes when wearing goggles and looking at a pump or flowing pipe.
  • Pump arrows show the full reach of the pump network with color-coded distance.
  • Gravity arrows trace the flow path from source to destination.
  • Two render modes: per-segment (arrows on every pipe) or traveling (single arrow moving along the path).
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