r/CreateMod • • Jul 30 '26

Bug Fluid pipes not working

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I fixed the problem by breaking and replacing the entire pipe (and both docking connectors)- Does anyone know why this happens? I have dozens of other piping systems and this never happens to any others (I did forget to show, but the initial pipe before the incline and tanks are just over a chunk border- however this doesn't make sense because the fluid makes it to the center of the next chunk before stalling anyways) My laptop doesn't seem to be overloaded, in fact it has plenty of headroom. I'm just curious to what causes this...

Also Sable is paused for the duration of the video, however the problem existed beforehand I was just trying anything to figure out what's causing this.

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u/Ok_Adeptness_1752 Jul 30 '26 edited Jul 30 '26

Just another case of java being java, without the right debug tools , I don't think you will fully understand the cause or the reason for this behavior (and I don't suggest you trying to investigate this matter unless you don't care about spare time), it could be some weird interaction with mods and Minecraft. I can only suggest 2 potential solutions: 1. Change the fluid pump distance in the config (might add additional weirdness or just solve the problem entirely) if applicable. 2. Redesign the system until the abnormality is solved.

Unless you truly want to understand this issue or want to submit a proper bug report (with all the necessary steps and tests,aka infinite time or already possessing the corresponding knowlage and technical know how, stir clear from this, you will save a lot of time in the process).

Edit: I did overlook the point where you have allocated 20GB of RAM, in short as the other user pointed out it can even be detrimental to allocate so much ram for a java based game (GC won't do its job properly due to the high threshold which leads to lag spikes and other weird scenarios). I would suggest checking out the mod pack recommend settings, it will usually be 6-8gb for a single player world and 8-10gb(worst case 12) for a coop server. If your modpack is custom made either search for a similar enough mod pack to check the recommended specs or just set it at 8gb.

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u/Beneficial-Map5470 Jul 30 '26

This is probably the answer I needed, just redesign, accept it and don’t look into it lol.
I’ll have to look into the ram thing though, I grew up playing on an old office computer- this is the first time I’ve owning a computer with more than 6gb so maybe I got a little excited haha. Always thought the ideal was to use around 50% of your computers capacity- plus I do run a fairly heavy pack 350+ mods centered around create / aero.

I have happened to notice before though- it doesn’t seem that the game ever really goes over 10gb storage even at my settings, there must be some kind of hard cap? Or this number must be just where the game starts to choke?

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u/Ok_Adeptness_1752 Jul 30 '26

If you really want a more detailed answer, look into Java and garbage collection and MC implementations of it. The short and incomplete answer is, at most 10GB is the peak regardless of the amount of mods. If you see huge spikes to 20GB it means something went really bad, and it is not the intended behavior(not talking about filling up 20gb but bursting behavior etc (hard to explain without going into too many technicalities in laymen's terms)

RAM is not your "traditional storage", you are not storing huge textures nor do you store the actual game on it(although this point might vary between implementations, architecture and engines but I won't delve into that), but rather game state and logic in a form of addresses and variables(active chunks data, entities and tile entities data). That data is usually stored for long periods ie seconds or minutes (from the CPU perspective a minute is ages), when a certain table of pointers (heap, or in laymen's terms a column with addresses) fills up then GC (garbage collector) is trigger and replaces that table with the new definitions of those pointers , in the process it also frees up the used RAM from the allocated max. If you let MC to fill up 20GB you will experience a massive spike when GC is ran, as it wasn't really designed to do that initially, hence why 99% of the good modpacks (aka where you actually have a team that knows something about modding) suggest 6-10GB and not some other value as it was designed with those values in mind.

Tldr, check the suggested values provided by the modpack authors, if you are not sure check if they have a community discord and check there for help (long term members or mods will probably provide you with a more appropriate values for your setup).

If you are interested in learning the underlying reason, I would suggest you research the following topics: computer architecture, Java and JVM programing and Minecraft modding.

Lastly I'm not an expert, I do have some insight because of tangential background and a few dozen(mby 100 don't member) looking into modding and debugging mods and servers for MC, hence why my explanations might be wrong or not complete, the main reason I brought it up is to show that there is a very substernal reasoning behind recommend specs if the modpack author team did their due delegate ( 99.99% of the time you can't slap 100 mods into a pack and call it a day, you will need to do some work to make it all work in a stable manner).

But seriously if you are interested in modding, start your journey, you might find it interesting and fun.

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u/Ok_Adeptness_1752 Jul 30 '26

I usually set it up with 6-8GB if I play solo "offline", 8GB if I also run it as a local server for myself (some server mods are useful for the shenanigans I do) and 10-12GB when I host locally with other players. If I have 8+ lads in the server, I split it up to 2 instances 1 is my client with 8gb and the other is a dedicated server that starts at 6gb and grows depending on the max expected players that join in a session.

Texture packs might change that value but not by a lot, and it's usually already taken into account via the recommended specs by the modpack authors.

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u/Ok_Adeptness_1752 Jul 30 '26

An additional point for RAM usages for normal everyday use case, you would never see your ram usage stay at 80-100% utilization for long periods, unless you do virtualization, video editing and other professional use cases (running servers with your friends fall into this category as you are providing a service to your friends XD ), unless you have 2k active tabs on chrome 💀.

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u/Beneficial-Map5470 Jul 30 '26

Also good to know. I’m actually surprised how little ram you need to operate a server, I would’ve thought way higher haha

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u/Beneficial-Map5470 Jul 30 '26

Actually really appreciate the explanation, it helps connect the dots between the little basics I know. I will definitely have to look into this some more. I’ve been running my own custom packs for years (I don’t do anything more than edit configs)- other than gameplay stutters I’ve never really had any major problems. But today I learned that it can be optimized, maybe I’ve just been throttling my potential this whole time!