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Conduits

Dario Maselli edited this page Jul 1, 2026 · 1 revision

Conduits

Redesign note: the Universal Duct is now the default conduit — one cheap duct that carries items and fluids on a single line. The separate item/fluid ducts below are kept for migration and still interoperate (a universal duct merges with either). Energy still travels on its own Energy Cable. For the managed network on top of conduits, see the Network Controller.

Conduits are the local transport backbone. The legacy line-up is three block types, one per medium.

  • Item Duct — moves items between adjacent inventories. (Superseded by the Universal Duct.)
  • Fluid Duct — moves fluids between adjacent Nero fluid tanks/machines. (Superseded by the Universal Duct.)
  • Energy Cable — moves Nero energy (NE) between adjacent machines and batteries. (Still the way to move energy — the universal duct does not carry power.)

All three are crafted cheaply (a row of iron around glass / copper / redstone, six at a time) and mined with a pickaxe.

Networks

Conduits of the same medium that touch each other form a single network. Networks are tracked per dimension and rebuilt incrementally: placing a conduit merges the adjacent same-medium networks, breaking one splits the survivors back into separate networks. The world is never re-scanned to find connections.

Networks work out of the box — no progression unlock or configuration required, whether you play NeroLogistics standalone or alongside the other Nero mods.

Per-face modes

Every conduit face carries a Core side-config mode for its medium's channel, exactly like a machine face:

  • Input — pull the resource from the neighbour into the network.
  • Output — push the resource to the neighbour.
  • IO — both (the default on a freshly placed conduit, so a line balances adjacent inventories out of the box).
  • Disabled — ignore that face.

Conduit-to-conduit connectivity is independent of these modes — the modes only govern how a face interacts with the external (non-conduit) block on it.

Filters

Item and fluid ducts carry a per-face filter:

  • Item filter — match by exact item, item tag (e.g. c:ingots), mod id, or full data-component (NBT) match. Whitelist or blacklist.
  • Fluid filter — match by fluid, fluid tag, or mod id. Whitelist or blacklist.

A face with no filter passes everything; a whitelist with no rules passes nothing.

Throughput & limits

Each network moves up to a configurable budget per network per tick (separate budgets for items, fluids and energy), and transport runs at most once per network per tick. A network that would grow past maxNodesPerNetwork refuses to connect the new conduit (it stays isolated) rather than costing tick time. See Configuration.

What it connects to

Item ducts move items via the vanilla Container / WorldlyContainer contract, which covers vanilla blocks (chests, barrels, furnaces) and every Nero machine. Energy uses Core's energy lookup; fluids use Core's fluid lookup. Loader-native transfer-API and AE2 discovery are a planned enhancement.

See also

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