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Quick Link (Wireless Logistics)

A lightweight mod that adds Quick Link blocks for early-game wireless item, energy, Mekanism chemical and fluid transfer with color channels and side configuration.

Автор: rofumer1,6 тыс.2обновлён 24 сент. 2026 г.
Механики игрыТехнологии

Описание

Quick Link

Quick Link adds a lightweight and intuitive wireless item, fluid, energy, and chemical transfer system to Minecraft.

What's New

Cross-Dimension & Unloaded Chunks

  • Networks survive chunk unloading – plugs stay registered in their network even when their chunk is unloaded
  • Works across dimensions – including setups where the target chunk is almost never loaded and no chunkloader can reach it
  • Verified with Compact Machines rooms

Jade & WTHIT Integration

  • Native Jade and WTHIT support – look at any Plug block to see live transfer information
  • View the current upgrade tier and speed multiplier
  • See the configured maximum transfer rate
  • Monitor actual incoming and outgoing transfer amounts
  • Idle plugs are clearly marked as Idle

FTB Teams & FTB Chunks Integration

  • Team-isolated networks – with FTB Teams installed, matching colors only connect blocks belonging to the same team
  • Claim-aware networks – with FTB Chunks installed, a plug inside a claimed chunk takes its network from the claim's owning team instead of from whoever placed it
  • Claims make blocks permanently the team's – a plug inside your team's claim keeps serving the team even after the player who placed it leaves it, while plugs outside any claim drop out of the network with their owner. The same applies to plugs with no recorded owner and to plugs placed by guests
  • Claims do not split networks – a claim and plain team membership form one and the same network
  • A plug placed inside another team's claim joins that team's network — check whose claim you are building in
  • Perfect for multiplayer servers and shared bases, preventing accidental connections to another team's network

Note: Installing FTB Chunks on an existing world normally changes nothing — plugs inside your own team's claims keep the network they already had. Only plugs sitting inside another team's claim will move.

Color Removal

  • Clear individual network colors – hold Shift + RMB with any dye on a quadrant to remove its color
  • Easily reconfigure networks without breaking or replacing the Plug block

New Block Design

  • Chemical Plug support – added a new Chemical Plug block for Mekanism chemical transfer
  • Completely redesigned visuals – a fully modeled 3D block with legs and side cones
  • Concrete-style textures with colored quadrant insets on every face
  • Matching particles – block breaking and mining particles now reflect the block's color

Inventory Icons

  • Proper 3D item models – all plug blocks now display their full 3D appearance in the inventory and hotbar

Upgrade System

  • Four upgrade tiers – insert upgrade items directly into the Plug block
  • Higher throughput – each tier increases transfer speed by ×2 / ×4 / ×8 / ×16
  • Non-destructive removal – Shift + RMB with an empty hand pulls the upgrade back out

HUD Overlay

  • On-screen upgrade indicator – when looking at a Plug block, the current upgrade tier is displayed

Item Tooltips

  • Multilingual tooltips – all items now include helpful descriptions in English, Russian, and Chinese

Bug Fixes

  • Fixed round-robin distribution when a single Plug has multiple POINT sides — all destinations are now cycled evenly
  • Fixed several fluid transfer edge cases for improved robustness
  • Improved Chemical Plug compatibility with Mekanism Pressurized Tubes
  • Fixed plugs being permanently dropped from their saved network after a chunk unload
  • Fixed stale network entries left behind when a Plug was reloaded

Main Features

  • Instant wireless item, fluid, energy, and chemical transfer between compatible containers at any distance, across dimensions, even into unloaded chunks
  • Color-based networks – paint quadrants to link blocks together
  • Team and claim-aware networks with FTB Teams and FTB Chunks
  • Live transfer statistics through Jade and WTHIT
  • Easy color editing – use Shift + RMB with any dye to clear an individual quadrant color
  • Per-side configuration – each face can act as sender or receiver (RMB + empty hand, Shift + RMB + empty hand to disable a side)
  • Visual role indicators – easy to understand at a glance
  • Configurable transfer speed – adjust item, energy, fluid, and chemical throughput via the config file
  • Infinite Fluid Source – right-click a Plug side of a Fluid Plug with a water bucket to turn it into an infinite water source
  • Settings survive relocation – breaking a Plug keeps its quadrant colors on the dropped item, and installed upgrades drop alongside it
  • No cables, no pipes, no clutter

Compatibility

Tested and works alongside Pipez and Mekanism transport pipes and logistics systems without conflicts.

Jade / WTHIT

When Jade or WTHIT is installed, looking at a Plug displays:

  • Current upgrade tier and multiplier
  • Maximum transfer rate
  • Last outgoing transfer amount
  • Last incoming transfer amount
  • Current idle status

Supports Item, Fluid, Energy, and Chemical Plugs.

FTB Teams / FTB Chunks

  • With FTB Teams installed, networks additionally require matching team membership, not just matching colors.
  • With FTB Chunks also installed, a block inside a claimed chunk takes its network from the claim's owning team instead of from its placer. Outside any claim, a block follows its owner's current team.
  • Why claim: claiming is how a block becomes the team's permanently — it keeps serving the team network even if the player who placed it leaves the team.
  • Claim-based and membership-based networks of the same team are one network, not two.

How It Works

  1. Craft the Quick Link block.
  2. Place it next to a container, tank, energy storage, or compatible chemical handler.
  3. Paint quadrants to assign it to a network.
  4. Set each side as Plug (output) or Point (input).
  5. Items, fluids, energy, or chemicals will automatically transfer between linked blocks.
  6. To remove a quadrant color, hold Shift and right-click it with any dye.

Design Goals

  • Simple to learn
  • Minimal setup
  • High performance
  • Vanilla-friendly aesthetics

Perfect for compact bases, automation builds, multiplayer servers, and long-distance logistics without messy pipe systems.

Download

Галерея

energyfluiditemsConnected to pipes

Последние версии

Все версии →
release

Quick Link (Wireless Logistics) 1.1.18-26.3

1.1.18-26.3
24 сент. 2026 г.114Minecraft: 26.3neoforge
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Что нового
## Quick Link 1.1.18 — Forge 1.20.1 ### Fixed - **Crash (`StackOverflowError`) when plugs were wired into a loop.** If a plug routed items, fluid or energy back into its own network — two plugs placed face to face, or a pipe leading from one plug back to another with the same colours — the game crashed instead of doing nothing. Affected the **Item**, **Fluid** and **Energy** plugs. ### Notes - A network is now traversed at most once per transfer, and a plug no longer treats a same-network plug (or the side it was just fed through) as a destination. Loops simply move nothing. - Item, fluid and energy networks are tracked independently, so a busy fluid network never delays an item transfer. - **Chemical plugs were never affected** — no change in behaviour there. - Normal transfers, round-robin distribution, cross-dimension links and Infinite Water are unchanged. No world or config migration needed — drop in the new jar.
release

Quick Link (Wireless Logistics) 1.1.18-26.2.0

1.1.18-26.2.0
24 сент. 2026 г.30Minecraft: 26.2neoforge
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Что нового
## Quick Link 1.1.18 — Forge 1.20.1 ### Fixed - **Crash (`StackOverflowError`) when plugs were wired into a loop.** If a plug routed items, fluid or energy back into its own network — two plugs placed face to face, or a pipe leading from one plug back to another with the same colours — the game crashed instead of doing nothing. Affected the **Item**, **Fluid** and **Energy** plugs. ### Notes - A network is now traversed at most once per transfer, and a plug no longer treats a same-network plug (or the side it was just fed through) as a destination. Loops simply move nothing. - Item, fluid and energy networks are tracked independently, so a busy fluid network never delays an item transfer. - **Chemical plugs were never affected** — no change in behaviour there. - Normal transfers, round-robin distribution, cross-dimension links and Infinite Water are unchanged. No world or config migration needed — drop in the new jar.
release

Quick Link (Wireless Logistics) 1.1.18-26.1.2

1.1.18-26.1.2
24 сент. 2026 г.30Minecraft: 26.1.2neoforge
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Что нового
## Quick Link 1.1.18 — Forge 1.20.1 ### Fixed - **Crash (`StackOverflowError`) when plugs were wired into a loop.** If a plug routed items, fluid or energy back into its own network — two plugs placed face to face, or a pipe leading from one plug back to another with the same colours — the game crashed instead of doing nothing. Affected the **Item**, **Fluid** and **Energy** plugs. ### Notes - A network is now traversed at most once per transfer, and a plug no longer treats a same-network plug (or the side it was just fed through) as a destination. Loops simply move nothing. - Item, fluid and energy networks are tracked independently, so a busy fluid network never delays an item transfer. - **Chemical plugs were never affected** — no change in behaviour there. - Normal transfers, round-robin distribution, cross-dimension links and Infinite Water are unchanged. No world or config migration needed — drop in the new jar.
release

Quick Link (Wireless Logistics) 1.1.18-1.21.1

1.1.18-1.21.1
24 сент. 2026 г.54Minecraft: 1.21.1neoforge
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Что нового
## Quick Link 1.1.18 — Forge 1.20.1 ### Fixed - **Crash (`StackOverflowError`) when plugs were wired into a loop.** If a plug routed items, fluid or energy back into its own network — two plugs placed face to face, or a pipe leading from one plug back to another with the same colours — the game crashed instead of doing nothing. Affected the **Item**, **Fluid** and **Energy** plugs. ### Notes - A network is now traversed at most once per transfer, and a plug no longer treats a same-network plug (or the side it was just fed through) as a destination. Loops simply move nothing. - Item, fluid and energy networks are tracked independently, so a busy fluid network never delays an item transfer. - **Chemical plugs were never affected** — no change in behaviour there. - Normal transfers, round-robin distribution, cross-dimension links and Infinite Water are unchanged. No world or config migration needed — drop in the new jar.
release

Quick Link (Wireless Logistics) 1.1.18-1.20.1

1.1.18-1.20.1
23 сент. 2026 г.60Minecraft: 1.20.1forge
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Что нового
## Quick Link 1.1.18 — Forge 1.20.1 ### Fixed - **Crash (`StackOverflowError`) when plugs were wired into a loop.** If a plug routed items, fluid or energy back into its own network — two plugs placed face to face, or a pipe leading from one plug back to another with the same colours — the game crashed instead of doing nothing. Affected the **Item**, **Fluid** and **Energy** plugs. ### Notes - A network is now traversed at most once per transfer, and a plug no longer treats a same-network plug (or the side it was just fed through) as a destination. Loops simply move nothing. - Item, fluid and energy networks are tracked independently, so a busy fluid network never delays an item transfer. - **Chemical plugs were never affected** — no change in behaviour there. - Normal transfers, round-robin distribution, cross-dimension links and Infinite Water are unchanged. No world or config migration needed — drop in the new jar.
release

Quick Link (Wireless Logistics) 1.1.17-26.2.0

1.1.17-26.2.0
9 авг. 2026 г.61Minecraft: 26.2neoforge
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Что нового
## Fixed - **Plugs no longer go dead when their chunk unloads.** A plug in an unloaded chunk was silently dropped from its network for good — nothing could ever bring it back, because the network only looks up positions it still knows about. This is what broke cross-dimension transfer with **Compact Machines**, where the room chunk is unloaded almost all the time and no chunkloader can reach it. Verified against compactmachines-neoforge 7.0.81. - **Plugs no longer lose their network on world reload.** A reloaded plug re-registered under a fresh entry while its old one stayed behind, slowly filling the save with dead network members. Registrations now persist with the block. ## Changed - **FTB Chunks: claim networks and team networks are now one network.** Previously a plug inside a claim was always kept separate from a teammate's plug standing outside any claim, even for the same team. They now connect. Claiming still does what it is for: a plug inside a claim keeps serving the claim's team even after the player who placed it leaves that team, and a plug placed inside *another* team's claim joins that team's network. *Only affects worlds running FTB Chunks — without it, every network key is unchanged.* Old claim-only networks are cleaned up automatically on first load; re-check plugs sitting in claims after updating. - **Faster transfers on large networks.** Each transfer attempt used to force-load one chunk per network member, across every dimension involved, before moving anything. Members are now resolved one at a time and the attempt stops at the first successful move. ## Internal - Built against the WTHIT API for MC 26.2 (neo-20.0.0). Jade and WTHIT tooltips unchanged otherwise.
release

Quick Link (Wireless Logistics) 1.1.17-26.1.2

1.1.17-26.1.2
9 авг. 2026 г.34Minecraft: 26.1.2neoforge
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Что нового
## Fixed - **Plugs no longer go dead when their chunk unloads.** A plug in an unloaded chunk was silently dropped from its network for good — nothing could ever bring it back, because the network only looks up positions it still knows about. This is what broke cross-dimension transfer with **Compact Machines**, where the room chunk is unloaded almost all the time and no chunkloader can reach it. Verified against compactmachines-neoforge 7.0.81. - **Plugs no longer lose their network on world reload.** A reloaded plug re-registered under a fresh entry while its old one stayed behind, slowly filling the save with dead network members. Registrations now persist with the block. ## Changed - **FTB Chunks: claim networks and team networks are now one network.** Previously a plug inside a claim was always kept separate from a teammate's plug standing outside any claim, even for the same team. They now connect. Claiming still does what it is for: a plug inside a claim keeps serving the claim's team even after the player who placed it leaves that team, and a plug placed inside *another* team's claim joins that team's network. *Only affects worlds running FTB Chunks — without it, every network key is unchanged.* Old claim-only networks are cleaned up automatically on first load; re-check plugs sitting in claims after updating. - **Faster transfers on large networks.** Each transfer attempt used to force-load one chunk per network member, across every dimension involved, before moving anything. Members are now resolved one at a time and the attempt stops at the first successful move.
release

Quick Link (Wireless Logistics) 1.1.17-1.21.1

1.1.17-1.21.1
8 авг. 2026 г.71Minecraft: 1.21.1neoforge
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Что нового
--- QuickLink 1.1.17 for 1.21.1 (Beta) Beta release. The main fix here is hard to hit in short tests but easy to hit in a real world, so it needs testing on live setups before it goes stable. Please report anything odd. Fixed: networks silently dying when the other end unloads A block would drop out of its network the moment its chunk unloaded, and it never came back until a player physically walked up to it. The block looked fine, the colors looked fine, nothing moved. This is why Compact Machines never worked: the room lives in its own dimension where a player is almost never standing, and you cannot put a chunkloader in there. Now blocks stay in the network across unloads, and transfer between the overworld and a Compact Machines room works without anyone being inside. Verified against Compact Machines 7.0.81 for NeoForge 1.21.1. The same bug hit any remote base, mining outpost, or nether setup that was not force-loaded. If your networks only ever worked while you stood next to them, this was why. Note that pulling into an unloaded room still needs that room to tick — that part depends on Compact Machines' own chunkloading settings, not on QuickLink. Changed: FTB Chunks claimed and unclaimed blocks now share a network This changes existing worlds. Read this if you use FTB Chunks. Previously, blocks inside a claim were always kept in a separate network from blocks of the same team standing outside any claim, even with identical colors. That separation was never the point — it was a side effect — and it is what made overworld-to-Compact-Machines links impossible. Now a claim and plain team membership produce the same network. What this means: - Blocks of one team with one color now link up whether they sit inside your claims or outside them. - Claiming still does what it is for: a block inside a claim belongs to the claim's team permanently. If the player who placed it leaves the team, it keeps working for the team, while their blocks outside any claim drop out. This is unchanged. - A block placed inside another team's claim still joins that team's network, not its owner's. - Installing FTB Chunks on an existing world no longer splits your networks. If you were relying on "inside claim" and "outside claim" as two separate networks, they will merge on update. Use different colors to keep them apart. Performance Every transfer attempt used to load a chunk for each member of the network, in every dimension involved, even when the very first one it tried had the goods. It now checks members one at a time and stops as soon as something moves. Large or cross-dimensional networks should be noticeably lighter on the server. Housekeeping - Network registrations are now stored per block, so changing teams, claims, or installing/removing FTB Chunks no longer leaves dead entries piling up in the world's save data. - Dead entries left by 1.1.16 are cleaned out automatically the first time the world loads. Before you update Back up your world — normal advice for a beta, and this version rewrites QuickLink's saved network data. Downgrading back to 1.1.16 is safe; you will simply get the old behavior back, including the bug above.
release

Quick Link (Wireless Logistics) 1.1.17-1.20.1

1.1.17-1.20.1
7 авг. 2026 г.68Minecraft: 1.20.1forge
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Что нового
--- QuickLink 1.1.17 for 1.20.1 (Beta) Beta release. The main fix here is hard to hit in short tests but easy to hit in a real world, so it needs testing on live setups before it goes stable. Please report anything odd. Fixed: networks silently dying when the other end unloads A block would drop out of its network the moment its chunk unloaded, and it never came back until a player physically walked up to it. The block looked fine, the colors looked fine, nothing moved. This is why Compact Machines never worked: the room lives in its own dimension where a player is almost never standing, and you cannot put a chunkloader in there. Now blocks stay in the network across unloads, and transfer between the overworld and a Compact Machines room works without anyone being inside. The same bug hit any remote base, mining outpost, or nether setup that was not force-loaded. If your networks only ever worked while you stood next to them, this was why. Note that pulling into an unloaded room still needs that room to tick — that part depends on Compact Machines' own chunkloading settings, not on QuickLink. Changed: FTB Chunks claimed and unclaimed blocks now share a network This changes existing worlds. Read this if you use FTB Chunks. Previously, blocks inside a claim were always kept in a separate network from blocks of the same team standing outside any claim, even with identical colors. That separation was never the point — it was a side effect — and it is what made overworld-to-Compact-Machines links impossible. Now a claim and plain team membership produce the same network. What this means: - Blocks of one team with one color now link up whether they sit inside your claims or outside them. - Claiming still does what it is for: a block inside a claim belongs to the claim's team permanently. If the player who placed it leaves the team, it keeps working for the team, while their blocks outside any claim drop out. This is unchanged. - A block placed inside another team's claim still joins that team's network, not its owner's. - Installing FTB Chunks on an existing world no longer splits your networks. If you were relying on "inside claim" and "outside claim" as two separate networks, they will merge on update. Use different colors to keep them apart. Performance Every transfer attempt used to load a chunk for each member of the network, in every dimension involved, even when the very first one it tried had the goods. It now checks members one at a time and stops as soon as something moves. Large or cross-dimensional networks should be noticeably lighter on the server. Housekeeping - Network registrations are now stored per block, so changing teams, claims, or installing/removing FTB Chunks no longer leaves dead entries piling up in the world's save data. - Dead entries left by 1.1.16 are cleaned out automatically the first time the world loads. Before you update Back up your world — normal advice for a beta, and this version rewrites QuickLink's saved network data. Downgrading back to 1.1.16 is safe; you will simply get the old behavior back, including the bug above.
release

Quick Link (Wireless Logistics) 1.1.16-26.2.0

1.1.16-26.2.0
3 июл. 2026 г.75Minecraft: 26.2neoforge
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Что нового
1.1.16 New: FTB Teams / FTB Chunks support - Plug networks now respect FTB Teams membership, not just color — plugs owned by different teams no longer connect even if they share a color. - If FTB Chunks is installed, plugs inside a claimed chunk connect based on the claim's owning team instead of the placer's current team, so claimed and unclaimed networks never mix. - Both integrations are fully optional — nothing changes if you don't have FTB Teams/FTB Chunks installed. Fixed - Energy Plug tooltip (Jade/WTHIT) now correctly updates its Out/In FE stats when energy is pushed or pulled by a neighboring block's own capability, not just when the plug initiates the transfer itself.