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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

How to Install Create: Pipes'n physics (Mod)

Create: Pipes'n physics by StaticFX is verified for Neoforge across Minecraft versions 1.21.1 (latest release: 3.2.1, file size: 816 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded Create: Pipes'n physics file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

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Name Game version Platforms Published Downloads Actions
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
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
6mo 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 c
...
[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
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