Compatibility
Minecraft: Java Edition
Platforms
Supported environments
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Links
Creators
Details
Changelog
This update is quite big, so brace yourselves! I'd also like to introduce Merp, who made the new textures, sounds, and block models for this update!
What's New:
Updated to 1.18.2.
Added 66 new blocks!
Added the corroded pipe and fitting. You can get them by smelting a fully oxidized pipe or fitting- this works even if it's waxed!
Corroded pipes and fittings can be dyed to any color. Please note that ONLY corroded pipes/fittings can be dyed.
The recipe for dying them requires three corroded pipes/fittings and one dye.
Added Glowing variations of each colored pipe and fitting, including the normal corroded variant.
Simply drop in a Glow Ink Sac and one dyed/corroded pipe in a crafting grid, and now it'll glow!
Glowing pipes and fittings will glow when they have an item inside. You can watch your items move through pipelines!
Items will move slower through colored and glowing pipes than normal Copper Pipes.
When a Colored Pipe shoots out ink particles, the ink's color will match the pipe's color.
Items, Particles, and Projectiles shooting out of a Corroded Pipe (or if the pipe has a Corroded Fitting behind it) will have less accuracy in where they shoot.
Note Blocks
Pipes can now pick up sounds from Note Blocks within a 16-block radius!
The note will play at the pipe's output. If the exit pipe is over 36 pipes from the first, you'll have to use a fitting to renew the sound and carry it across the pipeline. Keep in mind that the sound can get lost at turns. Please use fittings at each turn and at every 35 blocks in your pipelines to get the best results with this feature.
This still works even if the Note Block has another block on top of it.
Corroded Pipes/Fittings will make Note Block sounds play louder!
LIGHTNING AND DE-OXIDIZATION
Copper Pipes and Copper Fittings can now de-oxidize from lightning, but you'll have to set them up properly for it to work.
When a Lightning Rod is triggered on top of (or directly next to) a pipe or fitting, electricity will surge through the entire pipeline.
Each time a pipe or fitting receives electricity they'll de-oxidize by one stage, and glowing pipes/fittings will glow. You can even take the normally permanent corrosion off of corroded pipes and fittings this way!
Quality-Of-Life Improvements And Other Changes
Alternate-Clicking on a pipe with a hoe will rotate it! You no longer have to waste time while trying to get a pipe to face a specific direction.
Smoking pipes can now be properly used alongside Beehives and Bee Nests. Just place a campfire behind the entrance pipe, and carefully route the smoke through the pipeline!
Vibrations and Sounds can now be outputted through multiple pipes. This, of course, includes the new features with Note Blocks as well!
Pipes can now shoot out Fire Charges while powered by Redstone!
If a Pipe isn't colored but the fitting it's connected to is, the ink the pipe shoots out will be based on the fitting's color.
If a pipe is connected to a fitting, the pipe's Dispense Cooldown will be based on the fitting's cooldown. The fastest case will be with any waxed fitting, and the slowest will be with a corroded fitting. If no fitting is present, the pipe will use it's Transfer Cooldown divided by 2.
Added new textures and models for pipes and fittings (thanks Merp!)
Added new sounds for pipes: launch, powerful launch, rotating a pipe, as well as new Block sounds for Corroded Pipes and Fittings (thanks Merp!)
Pipes now bubble underwater.
Bug Fixes
Fittings now properly hold water and smoke instead of sometimes checking the wrong block.
Pipes can no longer instantly transport items as they'll properly utilize their cooldowns from now on. Note that this WILL NOT break any contraptions.
Copper Pipes no longer destroy particle-emitting items when powered.
PERFORMANCE
Significantly improved server-side performance.
Pipes and Fittings used to check if they could hold water and by getting the opposite direction of a pipe (or all directions of a fitting,) then checking the opposite direction of that pipe, and so on, until it's reached a length of twelve. This would be fine if there were only 20 pipes in a world, but there clearly aren't. This would cause quite a bit of lag. Now, pipes will only check the pipe/fitting directly behind them, and that's it. Their BlockEntities now have two new values controlling their water and smoke levels, ranging between 0 and 12. Each pipe after the first that has a level of 12 will decrease that value by one, but adding a fitting will reset it to 12, allowing players to carry smoke and water further without being limited in what they build. The algorithms for water/smoke in pipes has also been significantly optimized as a side-effect of this, so larger amounts of pipes and fittings won't cause lag.
Significantly improved client-side performance.
Pipes and Fittings never actually had a BlockState to dictate whether or not they were carrying smoke, as they instead would check the entire pipeline randomly and frequently client-side in order to display the smoke particles. With fittings this could easily reach up to hundreds of checks, so now that's been significantly optimized, and now only checks if the has_smoke BlockState is true.
Files
Metadata
Release channel
ReleaseVersion number
1.9Loaders
Game versions
1.18.2Downloads
385Publication date
March 15, 2022 at 12:10 AMPublisher
Lunade
Owner