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TDEnderPipes Changelog

Mit BuildUp ausgelieferte Version: 0.22.0

0.22.0 · 0.21.0 · 0.20.0 · 0.19.0 · 0.18.0 · 0.17.0 · 0.16.0 · 0.15.0 · 0.14.0 · 0.13.0 · 0.12.0 · 0.11.2 · 0.11.1 · 0.11.0 · 0.10.8 · 0.10.7 · 0.10.6 · 0.10.5 · 0.10.4 · 0.10.3 · 0.10.2 · 0.10.1 · 0.10.0 · 0.9.1 · 0.9.0 · 0.8.0 · 0.7.3 · 0.7.2 · 0.7.1 · 0.7.0 · 0.6.0 · 0.5.1 · 0.5.0 · 0.4.1 · 0.4.0 · 0.3.6 · 0.3.5 · 0.3.4 · 0.3.3 · 0.3.2 · 0.3.1 · 0.3.0 · 0.2.4 · 0.2.2 · 0.2.1 · 0.2.0 · 0.1.1 · 0.1.0

0.22.0​

  • Bind replacement networks to an attached node's existing owner before assignment. Reuse that ownership invariant to avoid duplicate network-thread checks on every node operation, while retaining world, attachment, chunk and capability validation.
  • Item, fluid and chemical filters accept a shift-click from the player inventory. The stack stays in the inventory. The next empty slot records one item, the fluid in a container, or the chemical in a container. Limited item filters keep the clicked stack count as the stock limit.
  • Fluids and chemicals dragged from EMI fill the filter slot they are dropped on. The drop covers the whole slot, including the dragged icon, and the stored fluid or chemical is drawn across the slot.
  • Conduit network protocol is now 4. Chemical filter entries dragged from EMI use that channel, so this release cannot connect to older protocol versions.

0.21.0​

  • Carry simulated acceptance as a quantity beside a private item snapshot, removing one stack copy from successful item transfers. Destination simulations and filters may mutate or retain their offers without changing the reserved item identity. Real extraction still refreshes the destination and filter before insertion; rejected reservations remain recoverable.
  • Use TDLibrary 0.25.0's optional occupied-slot bridge directly when available. Older libraries and absent optional indexes retain the existing AE2 or scan fallback, with live source capability checks and unchanged routing limits.

0.20.0​

  • Query the next occupied source slot directly with newer AE2 Reforged indexes instead of rebuilding full bitmaps. Keep older index support, live capability replacement, rotating source order and all transfer limits.
  • Avoid copying item offers for missing destinations; retain defensive copies before foreign filters and handlers.
  • Reuse common path-prefix speed reductions when rebuilding native item-conduit routes. Keep custom property callbacks and mutable contexts on the original ordered evaluation path.

0.19.0​

  • Requires TDLibrary 0.19.0 or newer on both sides. Detached item-route and topology-comparison jobs use its bounded CPU pool and fair tick-budgeted result delivery, with per-consumer diagnostics under /tdlibrary compute. Local retained-result limits remain four and sixteen; world access, stale-result checks, transfer rates and synchronous fallback stay with TDEnderPipes. Results may be adopted on the following tick.

0.18.0​

  • Use optional AE2 Reforged occupied-slot hints to skip empty source slots in large supported inventories. Preserve rotating source order, transfer budgets, filters and outer capability checks; refresh hints after every attempt so callback changes remain visible. Unsupported inventories keep the normal scan.

0.17.0​

  • Prevent Design n' Decor container comparator and controller lookups from synchronously loading chunks during pipe item transfers. Skip unavailable chunks, including comparator reads beyond a conducting neighbor, while preserving normal container access outside pipe transfers. The compatibility fix is optional and requires no Design n' Decor installation when that mod is absent.
  • Check destination filters and simulated item acceptance before extracting from the source in every item routing mode. Full or filtered destinations no longer repeatedly remove and return items, avoiding unnecessary inventory changes and comparator updates; partially filled destinations only extract the amount they can accept. Recheck the destination and filter after real extraction to preserve callback safety and rejected-item recovery.
  • Adds an Insert Channel Order card for item conduit insert slots. The card lists colors from earliest to latest, so a list of red, green and blue moves green items after red and before blue. A listed color is used only when that insert also has the color selected; other entries are skipped. Cards on the same network combine into one service order, and a conflicting step keeps the existing channel order. Crouch-use the card, or use the conduit configure button, to edit the list. The card occupies the insert filter slot.

0.16.0​

  • Finish transfer accounting before serializing conduit removal drops, preventing accepted items, fluids or chemicals from also remaining in the drop. Safely finish the network tick when callbacks remove or split networks.
  • Prevent nested chemical transfers from replaying the same retained chemical twice, and apply replaced item extraction filters before the next stack in the same transfer cycle.
  • Preserve malformed legacy type entries, missing conduit types and invalid network contexts in recovery data without blocking healthy graphs.
  • Bind all redstone filter editors to the card and hand that opened them, support the offhand, and reject edits from stale, mismatched or spectator menus. Keep timer progress and counter runtime state server-owned; conduit network protocol is now 3.
  • Require and build against NeoForge 21.1.256, aligning the declared minimum with the build baseline.
  • Reserve actually extracted items before destination callbacks, preventing source changes or nested transfers from duplicating items or consuming a replacement stack. Return rejected items to the source when possible and persist remaining items through saves, conduit drops, placement and upgrades.
  • Preserve fluid rejected after simulated acceptance in a persistent recovery queue, including its components. Retry retained fluid before fresh extraction and carry it through conduit drops, placement and upgrades.
  • Skip fluid and chemical extraction when a refreshed source capability has disappeared instead of failing the network tick.
  • Check each network-upgrade target against player build rights, world protection and interaction-event vetoes before replacing conduits or consuming items.
  • Close embedded filter access when the original conduit, port inventory or player access becomes invalid. Support editing filters in the offhand without writing to the main hand.
  • Count bulk item stocks with wide arithmetic so limited filters remain correct above the signed integer range.
  • Reject invalid saved graph edges without uncaught index errors. Load healthy networks independently and preserve rejected current and legacy graph data on subsequent saves for recovery.

0.15.0​

  • Replace the item transfer execution core and balanced offer scheduler while retaining source fairness, routing modes, live endpoint checks and existing saved progress.
  • Store conduit topology in a purpose-built stable adjacency structure, preserving network queries, routing order and world serialization.
  • Replace network merge/split execution with one live component traversal, retaining node ownership updates and lifecycle callback order. Build node indices once when encoding edges instead of repeatedly scanning the node list during saves.
  • Replace fluid transfer execution with an invocation-owned source/tank/offer engine. Allocate route-budget maps only after a nonzero transfer, while retaining filters, fluid components, partial transfers and current capability resolution.
  • Avoid creating energy simulation counters for rejected offers and chemical route counters for zero transfers. Preserve live per-node reservations/refunds, pending-chemical recovery order, partial rejection retention and existing helper/world-data compatibility in the replacement transfer engines.
  • Reuse the fixed connection-side enumeration during route rebuilding instead of cloning it for each activated node. Preserve channel and priority ordering, live route views and callback visibility in the replacement cache controller and tick-phase schedule.
  • Avoid creating a network-removal stream and list on normal world ticks when every network remains valid and nonempty. Retain chunk activation notifications, per-type cache/tick order, detached-node recovery and both existing world-data formats in the replacement world registry.

0.14.0​

  • Reuse item-route caches during redstone changes when every connected port is signal-independent. Signal-controlled ports, config changes and unloaded or non-ticking nodes still refresh before transfer.
  • Refresh route distances and bottlenecks when adding or removing an edge inside a connected network, including rings. Repeated existing connections and missing disconnections no longer invalidate unchanged routes or trigger connectivity scans.
  • Avoid a repeated destination chunk lookup between an already-cached item capability and its port-filter read. Keep the proof local to one transfer attempt, consume it before filter callbacks, and revalidate after provider refreshes, invalidation, failures or attachment changes. Do not retain loading or permission decisions across attempts.
  • Prepare reusable item-network route distances and transfer bottlenecks on two bounded background workers. Keep live inventory, filter and permission callbacks on the server thread; reject obsolete results after topology, rate or world-lifecycle changes and use synchronous routing whenever no valid snapshot is ready.
  • Reduce route-cache rebuild work by capturing item-port priorities once per sort pass and comparing connected-block distances without temporary position objects. Preserve priority, distance and stable tie ordering.
  • Avoid allocating an item-transfer budget map for idle, rejected and single-route network ticks. Keep the first accepted route in a direct counter and allocate additional route counters only when needed, preserving shared channel budgets, routing order and callback-driven changes.

0.13.0​

  • Consolidate source, binaries and included resources under All Rights Reserved, as agreed with the authors. Replace the previous license declarations and packaged license files with one authoritative license.

0.12.0​

  • Prevent water and other fluids, including Create hose pulley filling, from replacing conduit bundles and dropping their contents. Protect every conduit type and tier without changing bundle collision shapes or enabling waterlogging.

0.11.2​

  • Prevent a server crash during conduit cache updates when a route-comparison snapshot references a node outside the captured network. Discard the incomplete comparison and continue synchronous routing.
  • Rework item transport around one invocation-owned transfer cycle. Reuse balanced destination, speed and retry buffers across sources and channels instead of allocating them for every stack. Preserve destination order, remainder retries, live filters, capability refreshes and nested network calls.
  • Reduce component-filter allocation by comparing effective component keys and values directly, retaining separate damage handling and detection of added or removed components.
  • Store item distribution cursors and batch progress in primitive directional counters, avoiding boxed counter updates while preserving existing saved-data fields, explicit zero entries and older world data.
  • Prepare tag and mod filter capabilities once per immutable configuration instead of parsing tag names and creating filter functions on every lookup. Keep item/fluid tag membership live, including after tag reloads and filter-card edits.
  • Reduce work while rebuilding routes by tracking search layers and keeping parent links and lazily collected properties together. Reconstruct paths through direct links and reuse the path workspace, avoiding repeated parent/property map lookups and per-target path queues. Preserve shortest paths, tie order and live property-callback effects on later traversal.
  • Reduce transfer-budget bookkeeping work by reusing immutable path hashes and using primitive counters for fluid and chemical transport.
  • Avoid repeated conduit-key map lookups when a bundle accesses the same capability cache or connection settings repeatedly. Keep live capability invalidation and release direct references when conduits are removed, upgraded or reloaded.
  • Stop bundling the unused GraphLib library. Conduit networks continue to use their existing graph implementation without requiring a separate GraphLib installation.
  • Reduce temporary route-cache allocations by creating a reverse route once when checking and adding it to an I/O mapping, and simplify path registration without changing channels, priorities or routing updates.
  • Reuse directly indexed tick-phase lists instead of allocating a multimap view on every schedule lookup. Preserve tick cadence, ordering and schedule refresh across network changes, and reuse the stateless saved-data factory during world lookups.
  • Use the existing bounded background worker to analyze whether removing a connection or node can split a sampled network. A current, single-use result avoids the full server-thread connectivity scan when the network is proven to remain connected. Stale, unavailable, mismatched or unloaded results retain the original synchronous behavior; transfers and world access remain on the server thread.
  • Rework redstone signal state around fixed channel arrays and the two strongest distinct-source contributions per channel. Source-excluding queries no longer scan every input, and ticking no longer rebuilds per-source signal maps. Preserve signal history, feedback exclusion, copy/reset behavior and output-change detection.
  • Avoid boxed per-node counters during energy simulation and allocate simulation bookkeeping only when a destination is tried. Shared path capacity, execution reservations and reentrant transfers keep their existing behavior.

0.11.1​

  • Fix untranslated conduit names in probe copy/paste messages and tooltips, and translate them in the client's language.
  • Translate copied port settings, color lists and boolean values, and add missing probe labels for insert batch size and batch round robin in English and German.

0.11.0​

  • Reduce repeated map lookups for sided item, fluid and energy capabilities during transport. Keep NeoForge capability invalidation, per-access node validation, filter decisions and transfer budgets intact.
  • Resolve the current destination handler and filter on every balanced insertion attempt, including remainder retries after callbacks replace a handler or filter.

0.10.8​

  • Reduces repeated path-property hashing when tracking conduit transfer budgets, while preserving separate budgets for paths with different properties and shared budgets for equal paths.

0.10.7​

  • Skips item filter capability queries for empty filter slots during transport, while retaining per-attempt checks for populated filters and destination capabilities.

0.10.6​

  • Reuses existing conduit port inventories without constructing an inventory factory on each lookup, reducing repeated lookup work during transport while retaining capability invalidation and unloaded-node checks.

0.10.5​

  • Adds conduits.debug, disabled by default, to control route comparison totals and conduit cache metrics in the log. Warnings and errors remain visible regardless of this setting.

0.10.4​

  • Stores the common config directly in config/tdenderpipes-common.toml without creating a mod subdirectory. Existing settings can be retained by moving and renaming the old config/tdenderpipes/conduits-common.toml file before startup.
  • Chemical conduits retain amounts rejected after simulated acceptance and retry them before fresh extraction, preserving them across saves, upgrades and survival removal/replacement.
  • Path-property callbacks reject foreign-thread access and nodes outside their network before invoking conduit code.
  • Route comparisons attempt at most one snapshot every 20 server ticks across all dimensions, bounding the added snapshot work. Cost tests use the same real network access for baseline searches and snapshots, including nearby targets in large graphs.
  • Conduit networks check world-thread ownership and compare route searches with a bounded background worker using detached graph data. Transfers, filters, redstone updates and saves retain their synchronous execution; the worker does not drive gameplay and requires no Tessellate installation.
  • Route comparison results are discarded after network changes or unload, and the comparison worker stops with the server. Comparison failures and resource limits are reported without delaying conduit transfers.
  • Builds and integration tests resolve exactly one local Mekanism main-mod JAR, with a separate base-mod test run available without Mekanism and Little Big Redstone.

0.10.3​

  • Fluid conduits preserve fluid components when selecting and draining source tanks, allowing fluids with additional data to transfer correctly.
  • The offline PipIO migration tool preserves original files when replacement fails, refuses to overwrite existing backups, validates external chunk files against the scan plan, and rejects colliding JSON keys. Existing scan plans require a fresh scan.
  • Filter updates now require a valid open menu, preventing delayed or forged edits from restoring removed filters or overwriting replacement items.
  • Rejects invalid conduit configuration updates before they reach block entities, avoiding exceptions from mismatched configuration types.
  • Removes an unused client-to-server block-entity write channel that accepted arbitrary positions and unchecked slot data. Server and clients must update together.
  • Energy conduits share their per-tick transfer budget across calls, sides and sources along each route, including shared bottleneck conduits. Simulated transfers do not consume the budget.
  • Reduce temporary allocations in item transfer counters and connection-path hashing while retaining shared channel limits and routing behavior.
  • Reuses existing neighboring capability cache entries without rebuilding lookup callbacks on each conduit access, while retaining capability invalidation and chunk checks.
  • Fluid transport reads each source tank once when selecting its fluid, avoiding duplicate tank queries without changing transfer limits or simulation.

0.10.2​

  • Conduit bundles can no longer be waterlogged by buckets, flowing water or placement in water. Previously waterlogged bundles load without water, retaining their existing contents. Updating the same conduit block no longer clears its conduits, port contents or facade.

0.10.1​

  • Item extraction resumes after the last successfully served source slot, preventing continuously replenished ingredients from starving later slots in standard, round-robin, batch and balanced routing. The source position survives saves and restarts.
  • Balanced item distribution retries rejected destinations with the remaining items when a smaller share was insufficient, while retaining filters and path transfer limits.
  • Batch routing abandons a rejected partial portion instead of repeatedly offering the same unusable remainder. Other destinations can receive items immediately; a lone destination starts a fresh portion on a later transfer attempt.

0.10.0​

  • Limits every conduit port's filter/card slot to one item. Existing stacks remain available for removal without losing cards.
  • Adds the input-only Sensor Delay card. It reads the connected block's comparator signal immediately and holds its last nonzero strength for a configurable time after the block becomes empty. New items cancel the countdown; the next empty reading starts the full delay again. Crouch-use the card to set 1–72000 ticks (20 by default). Craft it from a Sensor Filter and a Delay Filter.

0.9.1​

  • Fixes a client disconnect when opening an Ender Pipe I/O component's configuration inside a microchip. Little Big Redstone initializes button values immediately; opening or rebuilding the menu now waits until its dependent controls exist before updating them.

0.9.0​

  • Hovering an Ender Pipe I/O component on a microchip now shows its color, side, live raw strength, logic or conduit output and a written connection status in the existing tooltip. Unavailable readings are distinguished from a connected zero; disconnected outputs show zero sent strength.

  • AND, OR, NAND, NOR, XOR and XNOR filter cards now support two to six input colors. Add or remove colors in the filter menu; existing cards retain their original two colors. XOR emits a signal for an odd number of active inputs, and XNOR for an even number.

  • Filter color edits apply only to the card in the matching open menu. Server and clients must update together because the expanded color list uses a new network protocol.

  • Adds optional Little Big Redstone integration with a craftable Ender Pipe I/O component inside microchips. Select input or output, a side and any of the 16 conduit colors. Outputs emit a fixed strength from 0 to 15 or pass through the incoming logic signal; an inactive input emits zero. Inputs read the chosen network color at strength 0 to 15 or emit 15 when a positive signal reaches the configured threshold.

  • Microchips can read and send several colors through the same conduit connection when Insert and Extract are enabled. Colored inputs exclude signals sourced from the same microchip, preventing its own outputs from holding the input on while retaining weaker signals from other sources. Inputs read raw network colors before conduit output filters.

  • I/O components display live strength and distinguish a missing conduit, disabled port and a network that has not loaded yet. The display follows Little Big Redstone's batched board rendering so its textures do not cover the reading. Configuration retains the original component identifiers and defaults older saved outputs to output mode. Live signals and status reset on world load and synchronize through Little Big Redstone.

  • A single microchip connection can send several independent colored signals into a redstone conduit. Outputs targeting the same side and color combine using the highest strength. Normal microchip redstone output and conduit input filters remain available on the port's configured input color.

  • Builds and integration tests now use NeoForge 21.1.228 to match Little Big Redstone 1.9.12's requirements. The optional integration also needs Little Big Redstone's Tesseract API and GuideME dependencies.

0.8.0​

  • Redstone input and output ports each accept up to three filter cards, processed from left to right. Existing cards remain in the first slot on their original side when loading older worlds.
  • The Delay Filter now also works on output ports and processes the preceding card's result, allowing combinations such as NOT followed by Delay. Delayed outputs continue to advance while the network signal is unchanged and notify connected blocks when they change.
  • Output cards are evaluated once per conduit network tick, so redstone queries no longer advance counting or toggle cards. Card state remains saved in the port inventory.

0.7.3​

  • Reduces conduit network tick overhead by checking chunk availability once per node access and reusing the resolved destination handler for item filters.
  • Avoids unnecessary destination lookups for blocked self-feeding and exhausted balanced-transfer paths, and removes repeated scans of remaining source slots during item transfers. Item slot order, filters and transfer budgets are preserved.

0.7.2​

  • Rechecks energy connections when neighboring blocks change, allowing machines placed after the conduit to connect on every available side.
  • Ctrl + right-click with the Conduit Probe copies every conduit type on the targeted connection side. Right-click in Copy/Paste mode applies all copied compatible types, including port settings and filters.

0.7.1​

  • Fixes item-list tooltips appearing behind items while conduit or filter menus are open. Menu overlays no longer change the depth used by other mods, and slot tooltips render after the menu contents.

0.7.0​

  • Adds a craftable Time Sensor configured by normal right-click. Up to 15 free time windows have editable hours, minutes and Off/On redstone values from 0 to 15, including windows crossing midnight. The screen shows the local Minecraft time and combined output.
  • Time windows use the sensor dimension's day time, including fixed-time dimensions, and work indoors. Overlapping active windows emit the highest On value; otherwise the highest Off value applies. Settings survive chunk reloads and restarts. Separate model and texture copies allow later visual changes.

0.6.0​

  • Replaces the Weather Sensor's output modes with independently editable inactive and active redstone values from 0 to 15 for each selected weather type. Initial active values are distinct where possible: rain/snow 1, clear/sun 2 and thunderstorms 3, with inactive values of 0. Players may deliberately assign matching values.
  • Combines rain and snow into one biome-dependent precipitation type, preserving old snow selections as rain/snow. Clear weather remains available, including at night. Selected active thunderstorms take priority over rain even when their configured signal is lower or zero.
  • Saves each weather type's signal settings, including deselected types. Only selected types show value controls in the screen. The alternate sensor top now indicates a nonzero output.

0.5.1​

  • Updates the Weather Sensor's top, intensity-mode top and side textures with its own visual design.

0.5.0​

  • Adds a craftable Weather Sensor with temporary daylight-detector models and textures. It emits redstone for selected clear weather, rain, snow or thunderstorms at its exposed location in its own dimension.
  • Right-clicking opens a configuration screen without a wrench. Multiple weather types can be selected from a paged list; only selected types show their current signal and the meaning of their signal strengths. The screen switches between on/off and intensity output. The sensor emits the highest matching selected signal, or zero with no selection. Settings survive chunk reloads and world restarts.
  • Weather mods can dynamically offer additional selectable weather types and local intensities through the server-side WeatherQueryEvent, including weather in dimensions without vanilla weather. Unavailable weather types output zero.

0.4.1​

  • Prevents item duplication when a destination changes the stack passed to it during standard, round-robin or batch transfers.
  • Rejects invalid filter-slot packets and attempts to open a filter on a conduit without a filter inventory.
  • Corrects fluid and chemical transfer limits to match their configured per-tick rates, and keeps transfers across multiple destinations within the source budget.
  • Makes limited item filters preserve the configured stock when used on extract ports.
  • Keeps batch round-robin transfers moving when the destination batch size is reduced below the already transferred portion.

0.4.0​

  • Reworks conduit tier recipes into an upgrade path. Every tier above the base conduit is now crafted from conduits of the previous tier of the same type, and higher tiers cost noticeably more: Enhanced and Pressurized take eight lower-tier conduits around a gold ingot, Ender takes four conduits with ender pearls and a diamond, Absolute takes four conduits with obsidian and a netherite ingot, and Supreme takes four conduits with diamond blocks and a nether star. Ender, Absolute and Supreme recipes return four conduits instead of eight.
  • With Mekanism installed, the Enhanced, Pressurized, Ender and Absolute recipes use Mekanism alloys instead: an infused alloy replaces the gold ingot, a reinforced alloy replaces the diamond, and atomic alloys replace the obsidian. Chemical conduits always use these alloy recipes.
  • Adds tag filters for items, fluids and, with Mekanism installed, chemicals. Each filter holds up to five tags such as c:ingots and works as an allow or deny list.
  • Adds the Mod Item Filter, which allows or denies items by the mod that adds them, using up to five mod IDs.
  • Adds the Advanced Fluid Filter and, with Mekanism installed, the Advanced Chemical Filter. Both offer two rows of filter slots instead of one.
  • Adds the Redstone Threshold Filter. It outputs a full signal only while the watched signal reaches a configurable strength from 1 to 15, and works on both input and output ports.
  • Adds the Redstone Pulse Filter for input ports. Every time the connected signal turns on, it sends a pulse of configurable length into the network.
  • Adds the Redstone Delay Filter for input ports. A signal change is passed on only after it has lasted for the configured number of ticks, so shorter changes are ignored.
  • Fixes balanced item distribution stalling when some destinations are full or can only take part of their share. Items a destination cannot accept are now split again across the destinations that still have room, so partially filled and empty targets such as Create deployers keep receiving items.

0.3.6​

  • Redstone conduit output ports now update the connected block directly when a port is switched, connected or removed. Blocks that only read redstone on neighbor updates, such as Create Diesel Generators engines, now react without waiting for the network signal to change.

0.3.5​

  • Moves the item batch controls clear of the filter slots so the settings remain readable and clickable.

0.3.4​

  • Adds a configurable item batch size to each insert port and a batch round-robin mode to extract ports. Transfers stay on one destination until its batch is complete, even when source items arrive over multiple ticks. If a destination cannot accept more items, routing continues to the next port.

0.3.3​

  • Adds missing English and German filter-slot tooltips and German names for Absolute and Supreme conduits.

0.3.2​

  • Makes the conduit probe copy and paste only the precisely targeted port on multi-conduit bundles.
  • Copies empty port inventory slots so removed filters, upgrades and modules are also reproduced.
  • Replaces configured port items with matching items from the player's inventory and returns the old items.
  • Applies every available setting and port item when some required filters, upgrades or modules are missing.
  • Makes probe mode report the precisely targeted port's status, settings, filters, upgrades and modules without changing it.
  • Corrects the probe mode labels and removes its unimplemented-feature chat message.

0.3.1​

  • Fixes the conduit probe losing a port's enabled state, insert and extract modes, and redstone signal configuration.
  • Applies copied filter data to an unconfigured matching filter in the target port or player inventory.

0.3.0​

  • Makes the conduit probe copy and paste complete port settings across compatible conduit tiers, including insert and extract modes, channels, priorities and redstone control.
  • Copies configured port filters when the player's inventory contains an exact matching filter, while still applying the remaining settings and reporting any missing filter.
  • Adds the missing conduit-selection icons for Absolute and Supreme conduit tiers.

0.2.4​

  • Gives the conduit inspector and network upgrader distinct TDEnderPipes item textures.
  • Makes the network upgrader follow the precisely targeted conduit when bundles contain multiple conduit types.
  • Allows partial network upgrades when the inventory cannot supply every replacement and highlights the missing conduit tier.
  • Fixes timer filters saving the configured interval as their elapsed time.
  • Fixes toggle filters losing their active state when saved and loaded.
  • Preserves timer, counting and toggle filter state across chunk unloads and restarts.
  • Rejects zero or negative timer intervals and counting thresholds.

0.2.2​

  • Adds a conduit-network upgrader that consumes the matching next-tier conduits and returns the replaced conduits.
  • Adds a conduit inspector that lists every conduit and tier in a clicked bundle.
  • Allows conduit tiers to be replaced even when a bundle already contains the maximum number of conduit types.
  • Fixes item conduits underusing their transfer budget when extracting from modded inventories with oversized slots.
  • Removes unused upstream infrastructure and build configuration without changing conduit behavior.

0.2.1​

  • Fixes bundled conduit ports not always reacting when their configured redstone channel changes.
  • Allows item and fluid filter entries to be dragged from JEI or EMI through its JEI compatibility layer without owning the ingredient.

0.2.0​

  • Allows item-conduit insert connections to accept items from multiple color channels.
  • Adds an opt-in item-conduit mode that distributes each extracted stack as evenly as possible across available outputs.
  • Adds visually distinct Absolute and Supreme tiers above Ultimate for item, fluid, energy and optional Mekanism chemical conduits.
  • Adds configurable transfer rates for both new tiers.
  • Applies the documented transfer-rate configuration to item, fluid and energy conduits as well as chemical conduits.
  • Fixes the PiPio wrench recipe category and supplies a real fallback texture for map integrations.
  • Removes a misleading warning when no unloaded network exists for a conduit type.
  • Makes the item-conduit output texture compatible with the configured mipmap level.
  • Restores the checkmark sprite used by enabled conduit options.

0.1.1​

  • Reduces unnecessary conduit cache rebuilds caused by unchanged neighboring redstone updates.
  • Reuses paths already calculated while rebuilding endpoint and input/output caches.
  • Resolves all targets from an endpoint with one breadth-first traversal instead of one traversal per target.
  • Removes disconnected endpoint paths with one pass per cache instead of one pass per conduit side.
  • Adds compact debug metrics for conduit cache rebuilds, dirty nodes, path searches, path targets, reused paths and sorting passes.
  • Renames inherited internal APIs, registries, GUI bases and filter implementations to TDEnderPipes-owned names.
  • Removes unused upstream build modules and resets API version annotations to the TDEnderPipes version line.
  • Keeps the saved-data filename expected by the external PipIO migration tool.

0.1.0​

  • Adds the first standalone TDEnderPipes conduit baseline for Minecraft 1.21.1 and NeoForge.
  • Moves the Java package, mod identity, resources, registries and configuration to de.taker.tdenderpipes and tdenderpipes.
  • Includes item, fluid, energy and redstone conduits, filters, facades, probe and wrench behavior.
  • Includes optional Mekanism chemical conduit support and bundles GraphLib in the distribution JAR.
  • Keeps world migration external and retains registry paths needed by namespace-only migration.
  • Adds dedicated-server startup verification and project provenance records.

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