Refined Network Storage


Store, access, and transfer items/fluids digitally.

Content
5 days ago
1.1
687
Logistics Logistic network Circuit network Storage
Owner:
NindyBun
Source:
https://github.com/NindyBun/RefinedNe...
Homepage:
https://mods.factorio.com/mod/Refined...
License:
MIT
Created:
4 months ago
Latest Version:
1.0.38 (5 days ago)
Factorio version:
1.1
Downloaded by:
687 users

Refined Network Storage (RNS) is a storage mod that introduces ways to manage items and fluids which is primarily inspired by the Minecraft mod Refined Storage and the Matter Serialization from Mobile Factory.

The mod includes:
Priority: Each component allows players to prioritize certain components in the network between 5 and -5.
Item Drives and Fluid Drives: These drives allow items to be stored at a maximum capacity of 4k, 16k, 64k, and 256k units; and fluids to be stored up to 16k, 64k, 256k, 1024k units.
Cables and Undergrounds: There are 10 different colored cables and undergrounds that do not connect. Allowing multiple networks to run side by side. The Undergrounds have a maximum reach of 9 tiles, the same as the Express Underground Belts.
Personal Player Port and Wireless Terminals: RNS includes a Wireless Terminal which paired with something like a Personal Player Port, allows the network to transfer items to and from the player's inventory based on their logistic slots.
Item and Fluid IO Buses: The Item Bus transfers items at a base rate of 1 item per 4 ticks (15 items/s) and the Fluid Bus transfers fluids at a base rate of 100 units per 5 ticks (1200/s). Both rates can be further increased with research and have adjustable sliders to fine-tune the transfer rate.
Network Transmitters: Includes a Network Transmitter and a Network Receiver that allows the network to link across long distances as well as other surfaces.

Mod overview:

https://youtu.be/QYzp07v-5GE

To-Do:

  • Add a bunch of fail-safes
  • Fleshout custom Itemstack Class so that ANY item can be put into drives
  • Find ways to optimize ups usage

Current Task

  • Continue fleshing out the custom Itemstack class to be used by the mod

Idea queue:

  • Add ability to IO buses allowing circuits to set filter slots
  • Add logistic settings similar to player logistics for the Network Controller so using Detectors isn't necessary in order to limit how much goes into the Network
  • Add Disk Drives as a better alternative to Storage Drives for better space efficiency
  • Add option in startup setting to allow the mod to be available at the start of the game. Will adjust recipes as well.
  • Rework the Transmitter and Reciever so it's easier to identify, similar to AAI Signal Transmission
  • Add a cable disconnector block that disconnects connections between two cables based on a signal(the Detector now includes the functionality)

Personal Notes

Based on my playthrough, I was able to reach 3 science per second while hovering around 45 UPS as of v1.0.3, most likely because interacting with WideChests is laggy. Some sample images are provided from that playthrough above. The mod is sort of UPS-heavy due to its nature as much as I have tried to optimize on my end, either way, this is a decent mod for a decently sized factory.

Some tips if you plan on using the IO Buses with trains, I highly encourage using circuits to control them because they will try to input/output into moving trains. Also, they happen to only work on the middle portion of the wagons as seen in the images; I do not know why that is but I assume it has something to do with how the game registers the hitboxes.

When crafting the next tier of drives, do not have any drives in your inventory that already have stuff because it will not transfer over.

The Item Drives do not store any items that are damaged or have been modified, you need to use an External Storage Bus for that. But try not to use too much of the External Storages because it is very UPS intensive.