FastPipes

Fast item, fluid & energy pipes with smart sorting, pipe terminal, tiered barrels, and waterlogging. Supports JEI & Jade. NeoForge 1.21.1 / Forge 1.20.1.

File Details

fastpipes-1.21.1-1.3.3

  • R
  • May 22, 2026
  • 600.75 KB
  • 217
  • 1.21.1
  • NeoForge

File Name

fastpipes-1.21.1-1.3.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:fast-pipes-1329310:8127617"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Added

  • Jade integration for attachments and terminal — pipe attachments (Extractor / Inserter / Sensor / Void) now appear in Jade's WAILA tooltip with tier, side, redstone mode, blacklist/whitelist, routing mode, stack size, exact mode, and fluid mode. Pipe Terminal shows network status (unique stacks, total items, active user).
  • Mixed-tier Energy Pipe networks — energy pipes of any tier now connect into a single network. Capacity is summed across all tiers; transfer rate is bottlenecked by the slowest tier in the network (no free upgrade — a single Ultimate pipe in a Basic network won't accelerate the whole network).
  • Terminal sort mode persistence — the selected sort (Name / Count / Mod) is saved per-terminal and restored after closing and reopening the GUI.
  • Terminal single-user lock — only one player can have a given terminal open at a time; others see "Terminal is in use by ". Auto-recovers from stale locks (crashed/offline holder or menu already closed).

Fixed

  • Items no longer dropped in world on full destination — extractor now pre-checks destination capacity before pulling; items stay in source if target inventory is full. Bounce-back and orphaned-transport fallbacks scan the entire network for space before resorting to a world drop.
  • Removed attachment didn't appear in inventory — the dropped item used to spawn as an ItemEntity, which produced a client-side desync where the pickup sound played but the inventory didn't update until another container was opened. Items are now given directly via ItemHandlerHelper.giveItemToPlayer with proper sync.
  • Energy flow stopped after adding a second power source — adjacent energy generators / consumers cached the pipe's energy capability handle which bound to a specific network instance; after a network rescan their cache pointed at an orphaned network and all flow stopped, with pipe energy appearing to reset to 0. The pipe now exposes a stable delegating storage that always queries the current network.
  • Wrench shift+right-click not breaking pipes — wrench item now bypasses sneak-use suppression (doesSneakBypassUse), so shift+right-clicking a pipe with the wrench correctly breaks and drops it.
  • Barrel upgrade item duplication — applying a barrel upgrade no longer drops a duplicate copy of the barrel's contents into the world while preserving them in the upgraded barrel. The old block entity is cleared before the block is replaced so onRemove has nothing to drop.
  • GUI dead zones on attachment edges — clicking near the edge of an attachment now reliably opens its GUI (falls back to the clicked face when the bounding-box hit misses).
  • Terminal cursor sync delay — items now appear on the cursor immediately after extraction instead of after a tick.
  • NPE on pipe network tick — Pipe.leaveNetwork and ItemTransport.update are now defensive against transient null-network states during rescans.

Changed

  • Wrench right-click on an attachment opens the attachment GUI instead of toggling disconnect on that side. Toggle disconnect still works on bare pipe sides.
  • Removing an attachment now clears a stale "disconnected" flag on that side so the pipe reconnects normally to the adjacent inventory.

Notes

  • Existing worlds with tier-specific energy networks load fine — legacy network IDs are mapped to the unified energy network type, and pipes merge on the next scan. Pre-existing buffered energy in those networks is not persisted (was never persisted) so it resets once after the update.