Integrated Tunnels Mod Guide: Item, Fluid & Energy Transfer for Integrated Dynamics
Integrated Tunnels extends Integrated Dynamics with powerful item, fluid, energy, and block transfer capabilities. Using importers, exporters, and interfaces attached to your Integrated Dynamics cable network, you can build highly configurable logistics systems that move resources exactly where you need them, with precision filtering powered by the Integrated Dynamics variable system.
Overview
Integrated Tunnels is an addon for Integrated Dynamics that adds the ability to transfer items, fluids, energy, and even physical blocks over your Integrated Dynamics cable network. While Integrated Dynamics itself provides a powerful logic and variable system for reading data from the world, it doesn't include any way to actually move resources around. That's where Integrated Tunnels comes in.
The mod adds three core part types for each transfer category: Interfaces, Importers, and Exporters. Combined with Variable Cards and Integrated Dynamics operators, you can build incredibly precise logistics systems. Want to send exactly 3 enchantable Pickaxes with less than 10 damage to a specific Chest every tick? Or fill a tank to exactly 1000mB of a fluid, but only when your machine is running? Integrated Tunnels handles all of that. You can browse every item this mod adds using the Items tab above, and check the Recipes tab for all crafting recipes.
Prerequisites
Integrated Tunnels requires Integrated Dynamics to be installed and cannot function without it. Before you start using tunnels, you need a working Integrated Dynamics cable network with at least one Menril Tree harvested for Crystalized Menril Chunks. You should be familiar with the basics of Integrated Dynamics: placing Cables, using Variable Cards, and understanding how parts attach to cable networks. You'll also need access to Variable Transformers (both Input and Output variants) and Logic Directors, which are Integrated Dynamics items used in tunnel part recipes.
Getting Started
- 1
Set Up Your Cable Network
Before any transfers can happen, you need an Integrated Dynamics cable network connecting your machines, chests, and tanks. Place Cables between the blocks you want to move resources between. Make sure you have a supply of Crystalized Menril Chunks from squeezing Menril Logs.
- 2
Craft Your First Interface
Interfaces are the foundation. An Item Interface is crafted with 5 Crystalized Menril Chunks and a Chest in a 3x2 grid, yielding 4 interfaces. Place an Item Interface on a Cable next to an inventory (like a Chest) to connect that inventory to the network. Fluid Interfaces use a Bucket instead of a Chest, and Energy Interfaces use an Energy Battery.
- 3
Create Importers and Exporters
Combine an Interface with a Variable Transformer to create Importers and Exporters. An Interface plus an Output Variable Transformer (orange) makes an Exporter. An Interface plus an Input Variable Transformer (blue) makes an Importer. Importers pull from the target block into the network's Interfaces. Exporters push from the network's Interfaces into the target block.
- 4
Insert a Variable Card to Start Transfers
Place your Importer or Exporter on a Cable facing the target inventory. Then right-click it and insert a Variable Card. An empty (blank) Variable Card will transfer everything. To filter specific items, write an item value or predicate to the Variable Card using Integrated Dynamics' logic system first. The transfer begins immediately once a valid variable is inserted.
- 5
Scale Up with Priorities and Channels
As your network grows, use priority settings on Interfaces to control which inventories get filled or emptied first. You can also assign channels to separate different transfer systems on the same cable network. Add multiple Importers and Exporters for parallel transfer operations.
Core Concepts: Interfaces, Importers & Exporters
Every transfer in Integrated Tunnels revolves around three part types that each come in Item, Fluid, and Energy variants. Understanding how they interact is essential to building effective logistics.
Interfaces
Interfaces (white parts) are passive connectors that expose an inventory, tank, or energy buffer to the network. Place an Item Interface on a Cable adjacent to a Chest, and that Chest's contents become accessible to every Importer and Exporter on the network. Interfaces don't move anything on their own; they simply make storage visible. You can attach multiple Interfaces to different inventories across your network, and assign priorities to control which Interfaces are used first when Importers pull or Exporters push.
Importers
Importers (blue parts) pull resources from their target block and distribute them to Interfaces on the network. For example, an Item Importer facing a Furnace will pull finished items out of the Furnace and place them into whichever Chest has an Item Interface connected, respecting priority order. The Variable Card you insert determines what gets imported: blank imports everything, while a specific item value or predicate filters the transfer.
Exporters
Exporters (orange parts) do the opposite: they take resources from the network's Interfaces and push them into the target block. An Item Exporter facing a Furnace can feed raw materials into it from any connected inventory. Like Importers, the Variable Card controls what gets exported.
For simple setups where you want to move everything without filtering, just insert an empty Variable Card. This activates the "transfer all" mode, which is the quickest way to get started. You can always swap in a more specific variable later.
Item Transfer
The Item Importer, Item Exporter, and Item Interface are the most commonly used tunnel parts. They handle all inventory-to-inventory transfers across your cable network.
Item transfers support several write aspect modes. The simplest is the Boolean mode ("Export All Items" or "Import All Items"), which moves everything when the Variable Card evaluates to true. The Integer mode lets you specify an exact number of items to transfer per tick. The ItemStack mode transfers a specific item type. The List mode accepts a list of items. The Predicate mode lets you use an Integrated Dynamics operator to create complex filters, like "all items that are enchantable" or "all items with damage below 50%." The NBT mode matches items by their NBT data.
Each item aspect has configurable properties including Item Transfer Rate (how many items per tick), Item Slot (target a specific inventory slot, -1 for any), Check Damage, Check NBT, Check Stack Size, and the Blacklist toggle which inverts your filter. The Round-Robin property distributes items evenly across multiple Interfaces instead of filling by priority order.
Fluid Transfer
The Fluid Interface, Fluid Importer, and Fluid Exporter work identically to their item counterparts but handle fluids. Connect a Fluid Interface to a tank, then use Fluid Importers and Exporters to move fluids between tanks across the network.
Fluid aspects include a Fluid Transfer Rate property that controls the amount of fluid (in mB) moved per tick. The configurable fluid rate limit defaults to the maximum integer value, meaning effectively unlimited throughput unless you change it in the mod's config file. Like items, fluid transfers support Boolean, Integer, FluidStack, List, Predicate, and NBT filtering modes. You can filter by specific fluid type, match NBT data, or use custom predicates.
Energy Transfer
Energy Interfaces, Energy Importers, and Energy Exporters move Forge Energy (RF/FE) across your network. Attach an Energy Interface to a machine or energy storage block, then use Importers to pull energy in and Exporters to push energy out. The Energy Transfer Rate property controls how much energy moves per tick.
Energy transfer has two modes: Boolean (transfer at the configured rate when true) and Integer (transfer the exact specified amount). The mod also includes Tesla compatibility for modpacks that use that energy API alongside Forge Energy.
All tunnel parts follow a consistent crafting pattern. Start with the Interface (5 Crystalized Menril Chunks + a type-specific item: Chest for items, Bucket for fluids, Energy Battery for energy). Combine an Interface with an Output Variable Transformer to get an Exporter, or with an Input Variable Transformer to get an Importer. Add a Logic Director to any Importer or Exporter to create the World variant. See the Recipes tab for the full list.
World Interaction Parts
Beyond inventory-to-inventory transfers, Integrated Tunnels can interact directly with the world. World variants of each part type let you pick up and place items, fluids, blocks, and even interact with entities. These are crafted by combining a regular Importer or Exporter with a Logic Director.
World Item Importer & Exporter
The World Item Importer picks up dropped item entities from the block space in front of it and feeds them into Item Interfaces on the network. The World Item Exporter drops items from the network into the world as item entities. These parts support additional properties like Offset X/Y/Z (position offset between 0 and 1), Lifespan (in ticks), Pickup Delay (in ticks before the item can be picked up), Velocity (entity speed, 0 to 25), Yaw and Pitch (directional control, -180 to 180 degrees), and a Dispense toggle. When Dispense is enabled, the exporter uses Minecraft's built-in dispenser behavior for items that have special dispense actions, like Arrows, Fire Charges, or Spawn Eggs.
World Item parts can also interact with entities that have inventories, such as dropped Shulker Boxes and Donkeys. This lets you automate loading and unloading of mobile storage.
World Fluid Importer & Exporter
These parts can place and pick up fluid source blocks in the world. The World Fluid Exporter places fluid source blocks, while the World Fluid Importer picks them up. They also interact with entities that act as fluid tanks, such as certain dropped tank items. A "Cause Block Update" property controls whether placing or removing fluid triggers neighbor block updates.
World Energy Importer & Exporter
These interact with entities in the world that have energy buffers, such as dropped energy storage items. They allow you to charge or drain energy from entities sitting in front of the part.
World Block Importer & Exporter
These are among the most powerful world interaction parts. The World Block Importer breaks blocks in front of it and feeds the drops into the network. The World Block Exporter places blocks from the network into the world. The Block Importer supports Silk Touch (via a property toggle), which lets you mine blocks without converting them to drops. It also has an "Ignore Replaceable" option and "Break Block When No Drops" which controls whether blocks that produce no drops should still be broken. Block World parts are crafted by combining an Item Exporter or Importer with a Logic Director and a Diamond Pickaxe.
World interaction parts consume 32 RF/t when active (with a variable inserted), compared to the base rate of regular Importers and Exporters. The Player Simulator is even more expensive at 64 RF/t. Make sure your Integrated Dynamics network has sufficient energy generation to support multiple world-interaction parts.
Player Simulator
The Player Simulator is the most advanced part in Integrated Tunnels. It simulates player click actions, effectively automating any right-click or left-click interaction. You can use it to automate attacking mobs with swords, right-clicking with tools, activating blocks, and more.
The Player Simulator supports seven aspect modes. "Click Empty" clicks with an empty hand. "Click" clicks with any item from the network. "Click Amount" clicks with a specified number of items. "Click Item" clicks with a specific item. "Click Items" clicks with items from a list. "Click Item Predicate" uses an operator to filter which items to click with. "Click Item NBT" matches items by NBT tag.
Additional properties let you control whether it's a Right Click or left click (the "Right Click" toggle), whether the player is Sneaking (holding shift), and whether the click is Continuous. Continuous clicking simulates holding down the mouse button rather than clicking once per tick, which is important for actions like mining blocks that require sustained clicking. The Player Simulator consumes 64 RF/t when active, making it the most energy-hungry part in the mod.
Crafting a Player Simulator requires a World Item Exporter, a World Item Importer, a World Block Importer, a World Block Exporter, and an Emerald, making it a late-game item that requires you to have already crafted most other tunnel parts.
Advanced Filtering with Variables
The real power of Integrated Tunnels comes from combining it with Integrated Dynamics' variable and operator system. Every Importer and Exporter accepts a Variable Card that determines what gets transferred. Here are the filtering approaches available, from simplest to most complex.
Boolean Mode
The simplest mode. Write a boolean value (true/false) to the Variable Card, or use a blank card. When true, items transfer at the configured rate. Use this with an Inventory Reader to create conditional transfers, such as "only import when the target chest has more than 10 items."
Integer Mode
Specify an exact amount to transfer per tick. This lets you throttle throughput or create precise ratios in multi-machine setups.
ItemStack / FluidStack Mode
Specify a single item or fluid type to transfer. Only that exact type will be moved. This mode also supports the Craft property: if Integrated Crafting is installed and the item isn't available in the network, the system will automatically request a craft.
List Mode
Pass a list of items or fluids. Only items matching the list will transfer. Create lists using Inventory Readers or manually via Integrated Dynamics operators. The Blacklist property inverts this: everything except items in the list will transfer.
Predicate Mode
The most powerful mode. Supply an Integrated Dynamics operator that returns true or false for each item. Use the "Enchantable" operator to export only enchantable items, combine operators with AND/OR logic, or build completely custom filters based on item properties like damage, NBT data, or stack size.
Part Types Comparison
| Item Interface | Item Importer | Item Exporter | World Block Importer | Player Simulator | |
|---|---|---|---|---|---|
| Function | Connects inventory | Pulls from target | Pushes to target | Breaks blocks | Simulates clicks |
| Energy (Active) | Base rate | Base rate | Base rate | 32 RF/t | 64 RF/t |
| Category | Items | Items | Items | Blocks | Player Actions |
| World Interaction | No | No | No | Yes | Yes |
| Recipe Key Item | Chest | Interface + Input Transformer | Interface + Output Transformer | Item Importer + Logic Director + Diamond Pickaxe | All 4 World parts + Emerald |
Aspect Properties Reference
Every tunnel aspect has configurable properties accessible through the part's GUI. Understanding these properties is key to getting the exact behavior you want.
Item Transfer Rate controls how many items move per tick. Item Slot targets a specific inventory slot (-1 for any, -2 or less for none). Round-Robin distributes items evenly across Interfaces in circular order, ignoring priority settings. Exact Amount only allows the transfer if the full requested quantity is available. Blacklist inverts the filter so everything except the specified items/fluids is transferred. Empty is Wildcard makes an empty value match everything (enabled by default).
For item matching specifically, you can toggle Check Damage, Check NBT, Check Stack Size, NBT Subset/Superset (whether the tag must be a subset or superset), Require Item NBT (excludes items without NBT), and Check NBT Recursively for deep nested tag comparison. The Craft property integrates with Integrated Crafting to auto-craft missing items.
Configuration
Integrated Tunnels has a small but important set of configuration options. The inventoryUnchangedTickTimeout setting (default: 10) controls how many ticks Importers and Exporters sleep before re-checking targets that were previously unchanged. Lowering this makes transfers more responsive but increases server load. Raising it improves performance in large networks with many idle tunnel parts.
The fluidRateLimit setting controls the maximum fluid transfer rate across the entire network. It defaults to the maximum integer value (effectively unlimited), but server administrators may want to cap this for performance reasons.
The worldInteractionEvents setting (default: true) controls whether particles and sounds play when tunnel parts interact with the world. Disabling this can reduce visual noise in busy automation setups.
Frequently Asked Questions
Why aren't my items transferring?
Check three things: First, make sure you have at least one Interface of the same type (Item, Fluid, or Energy) on the network. Importers push to Interfaces, and Exporters pull from Interfaces. Second, confirm a Variable Card is inserted into the Importer or Exporter. Third, check that the network has enough energy to power the parts.
What's the difference between an Importer and an Exporter?
Importers pull resources FROM the block they face INTO the network's Interfaces. Exporters push resources FROM the network's Interfaces INTO the block they face. Think of the direction relative to the network: import = into the network, export = out of the network.
Can I use Integrated Tunnels without Integrated Dynamics?
No. Integrated Tunnels is a required addon that depends on Integrated Dynamics. All tunnel parts attach to Integrated Dynamics cable networks and use the variable system for configuration. You must have Integrated Dynamics installed and understand its basics before using Integrated Tunnels.
How do I set up autocrafting with Integrated Tunnels?
You need the separate Integrated Crafting addon. Once installed, Exporters using ItemStack or FluidStack mode gain a "Craft" property. When enabled, if the requested item isn't available in the network, the system will automatically trigger a crafting request through Integrated Crafting's crafting network.
Can World Block Importers silk touch blocks?
Yes. The World Block Importer has a "Silk Touch" property that can be toggled on. When enabled, blocks are harvested with silk touch, giving you the block itself rather than its normal drops. This is useful for collecting Stone without it turning into Cobblestone, or harvesting Glass without breaking it.
How do priorities work with multiple Interfaces?
When you have multiple Interfaces on the network, priorities determine which ones get filled or emptied first. Higher priority Interfaces are used first by Importers (for depositing) and Exporters (for pulling). If you want even distribution instead, enable the Round-Robin property on the Importer or Exporter, which cycles through Interfaces in circular order regardless of priority.