Advanced Undergrounds


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.

Content
5 days ago
2.0
10
Logistics Fluids Circuit network Cheats

Changelog

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. Each tier's max link distance 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). Input and output can face any
      direction. Place one, then a second within range, and they auto-link. Blueprints remember
      which ends are paired, so stamping a blueprint or having construction bots build it
      places and reconnects the tunnels automatically. If one end of a tunnel is destroyed,
      rebuilding it -- by hand or with construction bots -- reconnects it to the surviving end.
    - 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.
    - 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.