Adds two configurable pipes with an independent above-ground and underground connection per direction. Click a pipe to open its GUI and toggle each connection, or enable circuit control to drive the connections with signals (a hidden wireable anchor lets you connect wires to the pipe). Set the underground reach in the mod settings.
Mods introducing new content into the game.
Version: 1.2.0
Date: 2026-08-02
Changes:
- First Factorio 2.1 version.
- Migrated pipe fluid handling to the 2.1 API (LuaEntity.fluidbox removed); swaps use get/set_fluid_segment_fluid.
- Replaced LuaEntity.neighbours with the fluidbox_neighbours property for underground pairing.
- Moved hide_connection_info from the fluid_box onto each pipe connection.
- Migrated the foundry casting recipe to the 2.1 categories format.
Version: 1.1.0
Date: 2026-08-02
Changes:
- Last Factorio 2.0 version.
Version: 1.0.0
Date: 2026-06-14
Features:
- Advanced pipe: a full-collision pipe with an independent above-ground AND underground
connection per direction (8 toggles), click to open its GUI.
- Advanced underground pipe: a walk-through (no collision) underground pipe with an above-ground
marker; an underground connection per direction. The marker is a metal cap with arrows
showing which directions are currently active (updates live as connections are toggled).
- Circuit control: enable "Control with circuit network" in the GUI to drive the connections
with two virtual signals (Above-ground / Underground), each a per-direction bitmask
(N=1, E=2, S=4, W=8). The GUI shows live signal values and updates state in real time.
Pipes behave as normal pipes (fluid shows on hover, pipette works) until circuit control is
enabled; doing so adds a small green wire-anchor marker in the pipe's corner that you connect
the red/green wire to (the pipe still shows its fluid on hover).
- Advanced underground pump: a 1x1 powered pump whose input and output are both underground
connections, boosting fluid between two underground pipe runs. Circuit-controllable (wire it
to enable/disable).
- Advanced underground heat pipe: carries heat underground between two ends that pair like an
underground pipe (face them toward each other within range). The buried run heats the
surface like a normal heat pipe but does NOT block building on the tiles between the ends.
One per belt tier (like the linked belts): all vanilla belts except turbo, plus the More
Belts tiers when present. Each tier's reach matches its belt tier's underground belt, and
it uses that underground belt's graphics plus a heat-pipe overlay for the icon and entity.
- Advanced linked belts: decoupled belts matched by a CHANNEL SIGNAL. Click a belt to set its
role (input or output) and a channel signal; every input connects to the nearest output that
has the same channel signal within its tier's range. Change a signal to re-route on the fly;
blueprints and construction bots keep each belt's role + channel and reconnect automatically.
Each tier's max range matches the underground reach of its own belt tier. Items take a transit
delay based on distance and belt speed, pass through a per-lane strict first-in-first-out
buffer (by belt position, lanes kept separate) holding 8 items per tile of distance, and keep
their stack size (so stacked items from belt-stacking / ore-belt mods come out stacked).
- One linked belt per belt tier: all vanilla belts except the turbo belt, plus every tier from
the More Belts mod when it is installed.
- Copy-paste settings (like an assembler's recipe): shift-right-click an Advanced pipe or
underground pipe to copy its connection setup (which directions/channels are on, or whether
it is circuit-controlled), then shift-left-click others to apply it -- works across the two
pipe types (only shared channels transfer). Linked belts copy their role + channel signal
the same way, then re-match automatically.
- Frozen state (Space Age): the Advanced undergrounds, the underground pump, and the linked-belt
tunnels now freeze on Aquilo when left unheated, just like their vanilla counterparts --
provide heat (e.g. a heat pipe) to keep them running. A frozen tunnel holds its buffered
items until it thaws. Heat pipes themselves do not freeze.