# Conduits > **Redesign note:** the **[Universal Duct](Universal-Duct-and-Storage.md)** 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](Controller.md)**. 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 *(Superseded by the Universal Duct.)* - **Fluid Duct** — moves fluids between adjacent Nero fluid tanks/machines. *(Superseded by the Universal Duct.)* - **Energy Cable** — moves Nero energy (NE) between adjacent machines and batteries.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](Configuration.md). ## 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 - [Universal Duct & Native Storage](Universal-Duct-and-Storage.md) · [Network Controller](Controller.md) · [Terminals](Terminals.md) · [Dashboard & Privacy](Dashboard-and-Privacy.md) · [Configuration](Configuration.md)