
FastPipes
A modern, high-performance pipe system for items, fluids, and energy—optimized for low overhead on servers and clients. Built for NeoForge 1.21.1 with optional JEI and Jade integration.
- Загрузки
- 3K
- Подписчики
- 22
- Обновлён
- 29 июля 2026 г.
- Лицензия
- MIT
Опубликован 17 августа 2025 г.
⚡ FastPipes — The Pipe Mod That Doesn't Lag Your Server
Tired of pipe mods that eat TPS for breakfast? FastPipes is a high-performance pipe system for items, fluids, and energy — built from the ground up for NeoForge 1.21.1. Zero unnecessary ticking, smart caching, minimal network traffic. Your server will thank you.
Originally forked from the abandoned Refined Pipes and completely rewritten for modern Minecraft.
🔧 Three Pipe Types. Zero Compromises.
Item Pipes (Basic, Improved, Advanced) — Smart priority routing, visual item animations flying through pipes, and machines can push items directly into the network. No extractors needed on the receiving end.
Fluid Pipes (Basic, Improved, Advanced, Elite, Ultimate) — Real fluid transport with animated fill levels you can actually see. Filter what flows. Scale from 1,000 mB to massive throughput.
Energy Pipes (Basic, Improved, Advanced, Elite, Ultimate) — FE/RF compatible. From early-game 1k FE/t to endgame 32k FE/t. Just connect and go.
🎯 Attachments That Actually Do Things
Extractors (5 tiers) — Pull items/fluids from inventories with whitelist/blacklist filters, redstone control, exact matching, and four routing modes: nearest, furthest, random, or round robin.
Inserters (5 tiers) — Mark where items should GO. Priority-based delivery means your storage system actually works. Items bounce back when destinations are full — no void, no loss.
Void — Destroys overflow items and fluids. Supports filtering by items/fluids.
Sensor — Emits redstone signal when matching items/fluids pass through.
👀 It Looks Good Too
- Pipes connect intelligently in all 6 directions with smooth 3D models
- Items visually fly through pipes with rotation animation
- Fluid levels animate in real-time inside fluid pipes
- All attachments render as proper 3D models on the pipe
- All pipes can be painted in any color by clicking on the pipe with a dye, they will be transferred to a separate network
- It comes with its own wrench! You can use it to disconnect and remove pipes. If you don't like the original, wrenches from other mods are supported thanks to NeoForge Itemabilites!
🧩 Plays Nice With Others
- Jade — hover over any pipe to see transfer rates, fluid contents, items in transit
- JEI — full info pages for every pipe, extractor, and inserter
⚙️ Fully Configurable
Every pipe tier's speed, capacity, and transfer rate is tweakable in the server config. Make it balanced for your modpack or crank everything to 11.
Ченджлог
2.0.3Релиз26.2 · 29 июля 2026 г.
Added
- Extractor Attachments can now pull energy — energy pipes used to be entirely passive: they only ever received what a machine chose to push into them. Any device that merely exposes a drainable buffer without pushing — a Sophisticated Backpack with an energy upgrade, most capacitors and accumulators — was therefore unreachable, and would sit permanently full while the pipe next to it stayed empty. Placing an Extractor Attachment on an energy pipe now actively drains the adjacent block into the network.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
energyToExtract,energyTickIntervalin the server config). - The pipe the extractor sits on still caps throughput, matching how the rest of the energy code treats boundary pipes — a Basic pipe never moves more than its own transfer rate no matter which extractor is attached.
- Energy has nothing to filter on, so in energy mode the extractor GUI offers no filter slots and the blacklist/whitelist, exact-match and routing controls are disabled. Redstone mode still works.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
2.0.3Релиз26.1.2 · 29 июля 2026 г.
Added
- Extractor Attachments can now pull energy — energy pipes used to be entirely passive: they only ever received what a machine chose to push into them. Any device that merely exposes a drainable buffer without pushing — a Sophisticated Backpack with an energy upgrade, most capacitors and accumulators — was therefore unreachable, and would sit permanently full while the pipe next to it stayed empty. Placing an Extractor Attachment on an energy pipe now actively drains the adjacent block into the network.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
energyToExtract,energyTickIntervalin the server config). - The pipe the extractor sits on still caps throughput, matching how the rest of the energy code treats boundary pipes — a Basic pipe never moves more than its own transfer rate no matter which extractor is attached.
- Energy has nothing to filter on, so in energy mode the extractor GUI offers no filter slots and the blacklist/whitelist, exact-match and routing controls are disabled. Redstone mode still works.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
1.3.7Релиз1.20.1 · 29 июля 2026 г.
Added
- Extractor Attachments can now pull energy — energy pipes used to be entirely passive: they only ever received what a machine chose to push into them. Any device that merely exposes a drainable buffer without pushing — a Sophisticated Backpack with an energy upgrade, most capacitors and accumulators — was therefore unreachable, and would sit permanently full while the pipe next to it stayed empty. Placing an Extractor Attachment on an energy pipe now actively drains the adjacent block into the network.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
energyToExtract,energyTickIntervalin the server config). - The pipe the extractor sits on still caps throughput, matching how the rest of the energy code treats boundary pipes — a Basic pipe never moves more than its own transfer rate no matter which extractor is attached.
- Energy has nothing to filter on, so in energy mode the extractor GUI offers no filter slots and the blacklist/whitelist, exact-match and routing controls are disabled. Redstone mode still works.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
1.3.7Релиз1.21.1 · 29 июля 2026 г.
Added
- Extractor Attachments can now pull energy — energy pipes used to be entirely passive: they only ever received what a machine chose to push into them. Any device that merely exposes a drainable buffer without pushing — a Sophisticated Backpack with an energy upgrade, most capacitors and accumulators — was therefore unreachable, and would sit permanently full while the pipe next to it stayed empty. Placing an Extractor Attachment on an energy pipe now actively drains the adjacent block into the network.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
energyToExtract,energyTickIntervalin the server config). - The pipe the extractor sits on still caps throughput, matching how the rest of the energy code treats boundary pipes — a Basic pipe never moves more than its own transfer rate no matter which extractor is attached.
- Energy has nothing to filter on, so in energy mode the extractor GUI offers no filter slots and the blacklist/whitelist, exact-match and routing controls are disabled. Redstone mode still works.
- Extraction rate per tier mirrors the energy pipe tiers: 1,000 / 4,000 / 8,000 / 16,000 / 32,000 FE per tick (
1.3.6Релиз1.21.1 · 29 июля 2026 г.
Fixed
- Items dropped into the world when the destination was nearly full — extractors sized their dispatch against a capability simulation, which reports the inventory as it is now and not as it will be once items already in transit land. With several ticks of travel time an extractor kept re-dispatching against the same free slot; the surplus arrived to a full inventory, bounced, was refused by output-only sources (farmer villagers, generators) and fell on the ground. Networks now track how many items are in flight toward each receiver and extractors subtract that from the free space they see. The count is rebuilt from the live transports every tick, so it cannot drift out of sync after a bounce, a broken pipe, a chunk unload, a world reload, or a network split.
- Extraction stalled once every destination was partially filled — a destination was only considered usable if it could accept the entire stack, so a chest with room for 3 was skipped when the extractor offered 5, and extraction stopped completely once no destination had full room. Partial room is now enough; the extractor sends exactly what fits.
- Void Attachments never received items — the full-destination pre-check added in 1.3.1 required an item-handler capability, but a void destination deliberately has no adjacent inventory and no capability, so every extraction toward one was skipped. Void destinations now bypass the capacity probe.
Changed
- Items arriving at a destination that filled up mid-transit are now inserted partially instead of bouncing the whole stack — only the remainder is returned or, as a last resort, dropped.
Notes
- This supersedes the partial fix shipped in 1.3.1 ("items no longer dropped in world when destination inventory is full"). That version pre-checked capacity but had no notion of items already in transit, so the drop could still happen under sustained throughput.
1.3.6Релиз1.20.1 · 29 июля 2026 г.
Fixed
- Items dropped into the world when the destination was nearly full — extractors sized their dispatch against a capability simulation, which reports the inventory as it is now and not as it will be once items already in transit land. With several ticks of travel time an extractor kept re-dispatching against the same free slot; the surplus arrived to a full inventory, bounced, was refused by output-only sources (farmer villagers, generators) and fell on the ground. Networks now track how many items are in flight toward each receiver and extractors subtract that from the free space they see. The count is rebuilt from the live transports every tick, so it cannot drift out of sync after a bounce, a broken pipe, a chunk unload, a world reload, or a network split.
- Extraction stalled once every destination was partially filled — a destination was only considered usable if it could accept the entire stack, so a chest with room for 3 was skipped when the extractor offered 5, and extraction stopped completely once no destination had full room. Partial room is now enough; the extractor sends exactly what fits.
- Void Attachments never received items — the full-destination pre-check added in 1.3.1 required an item-handler capability, but a void destination deliberately has no adjacent inventory and no capability, so every extraction toward one was skipped. Void destinations now bypass the capacity probe.
Changed
- Items arriving at a destination that filled up mid-transit are now inserted partially instead of bouncing the whole stack — only the remainder is returned or, as a last resort, dropped.
Notes
- This supersedes the partial fix shipped in 1.3.1 ("items no longer dropped in world when destination inventory is full"). That version pre-checked capacity but had no notion of items already in transit, so the drop could still happen under sustained throughput.
1.3.5Релиз1.20.1 · 13 июля 2026 г.
fix: ConcurrentModificationException on level tick when network splits mid-iteration
1.3.5Релиз1.21.1 · 13 июля 2026 г.
fix: ConcurrentModificationException on level tick when network splits mid-iteration
fix: server hangs / crashes on tick — guard chunk loads and network iteration
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