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Networks and Compatibility

JohnBraham edited this page Nov 2, 2026 · 1 revision

Networks And Compatibility

Network Rules

  • Fluid, steam, electricity, greenhouse and quantum are separate types. Touching unlike conduits does not convert them.
  • Compatible face-to-face machines conduct the same service onward.
  • Distribution is every eight game ticks, about 0.4 seconds at 20 TPS; machines spend local buffers on their own schedules.
  • No pipe-distance pressure or voltage loss.
  • Unloaded pipe sections do not bridge networks or keep chunks loaded. Reconnection requires the relevant chunks to load.
  • Requests have priorities; active loads can receive supply before backup storage.
  • GUIs show the selected machine's local state, not the total network reserve.

Fluid, steam and electric switches all conduct without redstone and disconnect with redstone. Stores and machines have additional component-specific controls.

Optional Converters

Path in basepower: Service
converter_rf_steam Redstone Flux / steam
converter_rf_electricity Redstone Flux / electricity
converter_rf_quantum Redstone Flux / quantum
converter_tr_electricity Tech Reborn / electricity

Availability depends on external APIs/mods and configuration. Do not assume any mod advertising energy support works with every converter. Back up before removing providers from a world containing their converter blocks.

Base Metals supplies materials/crushing; OreSpawn controls terrain generation. Mineralogy oils work through fluid categories without registry renaming. Optional Additional Loot Tables integration cannot operate when that mod is absent.

The public cyano.poweradvantage.api remains. Arbitrary implementation imports are not supported contracts. Iron Age Furniture's old provider check needs updating for basepower; see Developer API.

Creative infinite steam/electricity/quantum blocks are test instruments, not survival generators. Hidden pipe terminals are managed helpers.

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