Logistica is an item transport, distribution and storage mod. It is somewhat inspried and shares similarities to logistics networks in Factorio.
The core principle behind this mod is that item transportation is demand-driven: no item is moved unless it is needed somewhere.
This mod does not use entities to move items, and an effort has been made to cache many lookups as to produce as little lag as possible.
A full guide is here: https://github.com/ZenonSeth/logistica/wiki
This mod does not introduce any new ores, so it can be used in any existing world (so long as the world has Silver Sand, or a way to make Silver Sand)
How is this different than other transport mods?
There's a few major points that make this mod different:
- Access all your Storage remotely via Wireless Access Pad
- Portable liquid storage: Reservoirs - also acceessable wirelessly!
- On-demand transportation lets you equally distribute items across multiple machines without complex splitting logic
- Storage is part of the network, it can both accumulate items and supply them to any machines
- No entities at all
- On-demand, recursive crafting: Using Crafting Suppliers can craft from your stored items only when you need it!
This mod uses a generic system to take or put items from other nodes' inventories, even allowing the user to pick from target in most cases. Thus Logistica attempts to be universally compatible, and requires no special functions to be implemented in other mods for them to be compatible.
There are two limitations:
- Logistica intentionally restricts which inventories its machines are allowed to take or put into, to avoid breaking special inventories. If you find a node with inventory that you believe should be accessible via Logistica, message me and I will update it, if it makes sense.
- Some machines from other mods will start doing something when an item is inserted. Due to API limitations it's impossible to automatically trigger their code, so Logistica attempts to do so manually for known nodes. For example, Logistica can insert items into a Furnace or a Sieve, and will start their cooking/sieving process. This works fine because Logistica explicitly knows those nodes will do something with the inserted item. I've tried to cover the common nodes from popular mods, but there are many, many mods out there - if you find an issue with using Logistica not "starting" a machine, let me know, I will look into adding compatibility.
- 0.9.0: Added portable liquid Reservoirs - also accessable remotely via Wireless Access Pad
- 0.8.5: Added cable size setting. Fixed minor mass storage and supplier behavior bugs.
- 0.8.4: Fixes a few crashes when running on Minetest 5.4.0
- 0.8.3: Fixes settings loading compatibility issue due to usage of new API
- 0.8.2: Fixes and improvements to Access Point/Pad logic due to detached inventory
- 0.8.1: Increase inter-mod compatibility (specifically with some TA machines)
- 0.8.0: Wireless Access Pad added! Access your storage from potentially anywhere!
- 0.7.3: Added Cobble Generator Suppler. Greatly improved network lookup with multiple networks.
- 0.7.2: Improve Toggleable cable appearance; Improve older nodes' text
- 0.7.1: Added Crafting Suppliers; Added Autocrafters; Added Toggleable Cables (also prevent infinite recursive search in network)
- 0.6.4: Fixes for Mass Storage crash and not removing display item properly in some cases
- 0.6.3: Added Vaccuum Chest and Trashcan; fixed network consistency issues
- 0.6.2: Fix crash in Tool Box when trying to take an item out
- 0.6.1: Added Crafting grid to Access Point, Fixes lots of bugs, Full info on github
- 0.6 : Initial release with functioning base machines