NeroLogistics 0.1.0-alpha.1 - Forge 26.1.2
Curse Maven Snippet
What's new
First release with a native digital storage network, rule-based logistics programming and shipping quality-of-service lanes.
Added
Storage network
- Storage cells — four item tiers (1k / 8k / 64k / 512k total items) and four fluid tiers (16 / 128 / 1024 / 8192 buckets). Pure count-based capacity, no byte/type math.
- Cell contents live on the cell item, so cells stay portable between bays.
- Per-cell 9-slot partition filter and signed priority, edited via a sneak-use config menu.
- Drive Bay — six-slot block with comparator fill output. Digital-only: never exposed as a vanilla container, so ducts and hoppers cannot vacuum cells out of it.
- Storage index — lazily built and hard-capped per network, aggregating drive bays, read-through vanilla containers and Core fluid storages with priority-honouring insert/extract routing.
Terminals
- Storage Terminal — duct-attached block opening a live, scrollable window onto the whole
index: abbreviated counts (
1.2k), instant client-side search by name or mod id, count/name/mod sorting, click / right-click / shift-click extraction, carried-stack and shift-click insertion, and a fluids tab with bucket fill/drain. All transfers are server-validated against the exact item, never client slot indices. Re-syncs are change-driven and throttled toterminalResyncTicks. - Wireless Terminal — sneak-use a Network Controller to bind, then open the same screen
anywhere within
wirelessTerminalRangeof that controller (default 64, same dimension,-1= unlimited). Clear feedback when unbound, out of range or networkless.
Logistics programming
- Logistics Processor — duct-attached block holding up to 8 rule-based supply policies. Each
rule pairs a ghost item (exact item + components), a BELOW/ABOVE comparator and a 1–1,000,000
threshold with one of three actions:
- keep the adjacent inventory stocked from the storage index,
- export network excess into the adjacent inventory,
- ship network excess via the nearest rocket cargo port on the same network.
- Threshold steppers support shift ×10, ctrl ×100 and shift+ctrl ×1000 increments.
- Evaluation is server-side on a staggered interval (never per-tick), with per-rule status dots (idle / acted / no network / no target / no port / no fuel / no energy / blocked), an NE cost per executed action, and rules persisted in block NBT.
Shipping QoS
- Every rocket cargo port now carries a shipping class, cycled by right-clicking with the
Configurator:
- STANDARD — unchanged.
- EXPRESS — transit ×0.25 (min 20 ticks), fuel ×3.
- BULK — transit ×2, fuel ×0.5 rounded up (min 1).
- Applied where the route's transit and fuel are priced, so Nerospace's per-route costs scale too.
- Manifests and pre-QoS worlds load unchanged (missing class = STANDARD).
Interop & tooling
- Energized Power interop — live Forge-Energy interop through Neroland Core's shared energy tags. Energized Power already targets MC 26.1+, so this integration is active rather than dormant.
- Wiki sync workflow — the in-repo
wiki/folder now publishes automatically to the GitHub wiki.
New config keys
enableStorageNetwork, per-tier cell capacities, storageIndexRefreshTicks,
enableStorageTerminal, terminalResyncTicks, wirelessTerminalRange,
enableLogisticsProcessor, logisticsRuleIntervalTicks, logisticsActionCapPerCycle,
logisticsEnergyPerAction, enableShippingQos, expressTransitFactor, expressFuelFactor,
bulkTransitFactor, bulkFuelFactor.
Changed
/nerologistics gallerynow teaches usage — every showcased block and item carries a one-line usage hint, the new storage blocks and items are included, and two new live demos show the digital storage network (Drive Bay with a preloaded cell + Storage Terminal) and the Logistics Processor with its adjacent target chest.- Gallery labels are now
text_displayholograms (one two-line display per exhibit) instead of armor-stand name tags. Name tags rendered every label as a full LivingEntity with a two-pass text draw each frame regardless of distance; with usage hints doubling the count to ~60 that dropped clients to ~12 FPS (render-thread CPU-bound, GPU idle).gallery clearremoves both the new displays and legacy armor-stand labels. - CurseForge upload split into per-file direct uploads with client/server environment metadata, serialized with retry on transient 5xx responses.
- Bumped the Neroland Core dependency to 1.9.0.
Fixed
- Core dependency version range now floors at the compiled Core version instead of a broad
[1.0,2.0), preventing loads against a too-old Core. - Audit remediation across the network core:
SavedDatareads routed through a recovery guard — corrupt saves no longer crash the server.- Server-stop registry clearing — no state leaks between world loads.
- Controller cache invalidation on network topology changes.
- Filter persistence across save/reload.
- Transfer anti-ping-pong — items no longer oscillate between equivalent endpoints.
- Endpoint-cache reuse plus interval staggering — no synchronized full rescans.
- Drone counter bookkeeping instead of per-dispatch AABB entity scans.
- POPIA/GDPR owner-UUID erasure coverage — all owner records honour Core's
data.PlayerDataErasurehook. - All menu-open sites routed through the
MenuOpenerguard (Paper-hybrid safety). - Chunk force-load correctness for cross-dimension arrivals — momentary loads only, always released.
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