LogisticsNetworks - 26.1.2-1.13.0
Curse Maven Snippet
What's new
Feature Additions
- Added simple math (like
64*7,64+1) to batch, stock, priority and delay fields - Mod now supports Building Gadgets 2's copy paste, cut paste and schematic system
- Added distribution mode "Priority Robin": each send goes to the next receiver, cycling from highest to lowest priority
- The network picker now sorts New→Old by default. Networks from older worlds get a creation time the first time one of their nodes is opened
- Redesigned the Computer's I/O Monitor: every channel on one page with live rates, a modern bar chart (30s / 1m / 2m), and a breakdown of exactly which items and fluids are moving
- Added ComputerCraft support: a CC computer next to the Computer can read networks, channels, nodes, the node graph and live I/O telemetry. Computers placed before this update need to be broken and placed again to be used from ComputerCraft
- Regex filter can match tooltips again (Name / Tooltip / Both); tooltip text is built safely on the server so mods with client-only tooltip code no longer crash dedicated servers (#83)
- Flow line settings moved from the mod config onto the wrench (press G): every wrench has its own line colors per resource type, Routed or Direct lines, and filters for resource type, channel and network. Lines can now reach nodes that are off-screen or too far away to render. Flow line settings from the old config are not carried over
- Nodes can no longer be moved by
/tp,/teleport,/spreadplayersor other mods' teleporters, so/tp @eno longer breaks setups (#139) - New textures for upgrades and the wrench; the Computer is now a desktop
- Added the Logistics Server, crafted from echo shards, a crafter, crying obsidian, a Computer, netherite ingots and a nether star. It links up to three channels between two networks, in both directions, while its chunk is loaded. A red cross marks linked channels that have nothing to exchange; hover it to see why
- Holding a Computer or Logistics Server shows a white hologram where it will be placed
- Added the Network Upgrade, craftable with either AE2 or Refined Storage parts. Nodes on AE2 and Refined Storage Interfaces now need it to reach the whole storage network; existing nodes without it only see the Interface's own inventory
- Labels can be deleted from the label picker (node editor and clipboard) with the new X button. Deleting a label that nodes still use asks for confirmation and shows how many nodes will be unlabeled
- Logistics Nodes can be worn as a cosmetic helmet; drag one into the helmet slot
- Holding a wrench now shows a node's label under its network name
Bug Fixes
- Fixed nodes on multiblocks and other late-forming storages not transferring after world load until toggled
- Fixed node culling
- Labels now sync node visibility (visible/hidden) across all nodes sharing the label
- Renamed distribution mode "Round Robin" to "Equal Distribution"
- Channel names now show right after picking a network for a new node, without reopening it (#147)
- An open node screen now picks up new or deleted labels and renamed or recoloured networks from other players
- Fixed nodes not pulling from or pushing into an AE2 ME Interface when the ME network has a storage bus, which logged "A root transaction ... is already active on this thread" (#140)
- Fixed networks failing to save, and filters failing to sync, when a label template or filter contained enchanted items
Technicals
- Reworked internals to be component heavy
- World data is converted to a new format on first load; back up before updating, worlds opened with 1.13.0 can't go back to 1.12.x
- Updated zh_cn translations
This mod has no additional files

