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Create: Pipes'n Physics

Adds simple siphon logic to pipes

File Details

pipesnphysics-1.0.0.jar

  • B
  • May 17, 2026
  • 144.29 KB
  • 100
  • 1.21.1
  • NeoForge

File Name

pipesnphysics-1.0.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-pipesn-physics-1526086:8104758"
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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).