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No tunnels #609
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- added21.1Relates to CM7 for MC 21.1Relates to CM7 for MC 21.1unverifiedIssue needs to be verified beyond initial report, or due to an old version.Issue needs to be verified beyond initial report, or due to an old version.
on Feb 2, 2025 - added and removedunverifiedIssue needs to be verified beyond initial report, or due to an old version.Issue needs to be verified beyond initial report, or due to an old version.
on Feb 4, 2025 Not currently aside from other mods that do wireless (between dimensions) energy, item and fluid travel. The Dev had removed the tunnels in favor of a different system that has yet to be implemented
Not currently aside from other mods that do wireless (between dimensions) energy, item and fluid travel. The Dev had removed the tunnels in favor of a different system that has yet to be implemented
removing a system before adding in it's replacement is dumb
Reacted by kiwi, Kull, Alan Iberra, Thiago Fernandes, arlight1, Wes, thd14, ZeePePe, Marco, Xiarno and 19 moreReacted by TractoBoy, Ghostsky1, nerdman0 and FoxTheUnicornremoving a system before adding in it's replacement is dumb
Please mind your tone and remember this is a hobby project. The reason I ended up choosing to remove tunnels during CM4's lifecycle was the replacement (trying to buffer the resources and keep stuff loaded) was highly prone to issues.
Now that the new transfer API is in Neoforge and things like room upgrade chunkloaders and dimensions are far more stable, I've begun working on the replacement feature.
Reacted by Luuuk, Yorick1234, nerdman0, Bradley BARBIER, Thomas Schultz, ZeePePe, cdmullen, Abraham Engebretson, Gácsi László, Ghostsky1 and 15 moreReacted by Wes, Xiarno and TemarThank you so much for making this mod available again in 1.21.1 and (hopefully) someday with working tunnels again (maybe even capable of AE2 dense cable connections) :-D !!! Great job, huge endorsements!
removing a system before adding in it's replacement is dumb
Please mind your tone and remember this is a hobby project. The reason I ended up choosing to remove tunnels during CM4's lifecycle was the replacement (trying to buffer the resources and keep stuff loaded) was highly prone to issues.
Now that the new transfer API is in Neoforge and things like room upgrade chunkloaders and dimensions are far more stable, I've begun working on the replacement feature.
I apologize for the harsh reply, I was getting pretty annoyed at things not working with kubejs and so the loss of tunnels had sent me over. This mod is really neat and I'm excited for the addition of tunnels.
I'm going to assume the tunnels use the upgrade system, which has me excited for what other kinds of upgrades will be possible (my only idea is an upgrade that changes the biome inside a cm)
Reacted by Alan Iberra, ZeePePe, Xiarno, cdmullen, Abraham Engebretson, Puppydaze, Rony Kordahi, Lukix, Andrea Maria Castronovo, Dom and 3 moreNow that the new transfer API is in Neoforge and things like room upgrade chunkloaders and dimensions are far more stable, I've begun working on the replacement feature.
I am a dev who loved the tunnels system back then, and I am interested in the status of the replacement. Need extra hands in develping this feature (since it seems like it's stuck in backlog hell)? On a technical level, what is left over to be done?
Reacted by LukixI would phrase it differently, but I do agree with the concern being raised here. The idea of a new tunnel system sounds great, but removing the existing one without providing any replacement is a serious problem.
I’m currently playing Stoneblock 4, a relatively recent modpack that includes Compact Machines, and I’ve also played Compact Claustrophobia before. In practice, CM7 feels less like an upgrade and more like a downgrade overall. Features that were not an issue in modpacks from 2020 have now become major limitations. Many useful machine sizes are also gone, with players instead having to rely on pack or addon developers to add them back. However, the issue I run into most often is the removal of tunnels. Every compact machine needs some reliable way to handle input and output, and without that, it loses a large part of its practical value.
Relying on other mods for transfer is often acceptable, but more often than not it's unpractical and there are still important cases where tunnels are the only viable solution. A good example is nuclear waste and polonium from Mekanism. These cannot be stored or transported in most common systems such as Refined Storage, Fluid Drawers, Ender Tanks, Tesseracts, or Quantum Entangloporters. In practice, they can only be handled through waste barrels, which cannot even be moved once placed. That means there is currently no way to move these materials into or out of a compact machine.
As a result, if someone (me) builds a fission reactor inside a compact machine and later discovers there is not enough room for an SPS and the rest of the antimatter setup, they are effectively stuck. At that point, the only options are to tear everything down and rebuild it in a larger machine, or abandon the idea of using Compact Machines for that setup entirely and move it far away into the overworld. That feels like a major step backward, and I really think this needs a temporary solution until the new system is ready.
Reacted by Lukix, nerdman0, Dom, Bob Frank, kawashirov, Visteus, Xiarno, TakeruDavis and trieutriduclc2012-debugI would phrase it differently, but I do agree with the concern being raised here. The idea of a new tunnel system sounds great, but removing the existing one without providing any replacement is a serious problem.
This is not something I simply decided to do for giggles. There were several attempts at building tunnels against Forge capabilities from 1.16 through 1.19, and every single attempt failed due to quirks or bad API design with the transfer capabilities.
Pipes would not connect, people got confused by the buffer system (the only way to FIX said pipe issue), things got lost in the transfer network, capability APIs changed constantly... it was an absolute mess. In 20.x I decided enough was enough and cut the feature until things stabilized. You can even see this by looking at the MANY bug tickets opened against tunnels.
Features that were not an issue in modpacks from 2020 have now become major limitations. Many useful machine sizes are also gone, with players instead having to rely on pack or addon developers to add them back.
There isn't a single missing room size. They've moved to Room Templates, which the community has been begging me for since I took over the project. Templates are a built-in datapack and take 2 clicks to enable in a new world, or a single click and a restart in an existing world if pack makers don't have other templates added via Kube or some global datapack system.
The feature was designed so that puzzle and map makers didn't have the basic room sizes getting in the way or being craftable in customized modpacks.
[rant about Mekanism waste and dangerous chemicals]
Did you notice a pattern here? All the mods are balancing against Mekanism's wishes for Nuclear Waste. It's specifically tagged to make it easier.
When Compact Machines 9 comes out with the planned resource network system, chemical tunnels will also almost certainly ALSO have this limitation. The room system allows plenty of space to build giant reactors inside; you can easily dedicate a couple of floors to dealing with waste properly.
Reacted by Bob Frank, kawashirov, Andrii Shved, trieutriduclc2012-debug and JHammond144- moved this to Feature Parity in Compact Machines 9.x Series (26.1)
on Mar 31, 2026 - moved this from Feature Parity to Room Upgrades: "Tunnels" Revamped in Compact Machines 9.x Series (26.1)
on Mar 31, 2026
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- StatusShow more project fieldsBacklog
- StatusShow more project fieldsRoom Upgrades: "Tunnels" Revamped
I am not using performance mods.
Description
Hey. I saw u removed the tunnels from the mod. But there is any other method to transfer energy or items between the compact machine and overworld?
Mod Version
7.0.22
Forge Version
Neo 21.1.114
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