Memory Storage (Continued)


An alternative to warehouses. The Memory Unit can store an infinite amount of a single item type. The more items you store, the more power it will require! Continuation fork of notnotmelon's Memory Storage: Factorio 2.1 support and bug fixes only, no new features and no balance changes. Retires if the original updates.

Content
3 days ago
2.1
36
Storage

FAQ

Why does this fork exist?

The original has no Factorio 2.1 release — the last one was 1.6.8, in December 2024 — and it has an item duplication bug with three open reports against it. This fork is the 2.1 port plus that fix. That is the entire reason.

Is this endorsed by notnotmelon?

No. He has not been asked and has had no involvement. The mod is MIT licensed, which permits this, but permission under a license is not endorsement. All credit for the mod belongs to him; any bug in this build is the fork's fault, not his.

What happens when the original updates?

This fork gets marked deprecated and points back at the original, and you should switch. The page will stay up so existing saves and server mod lists keep resolving.

Can I run this and the original together?

No. Both define the same entities. They are declared incompatible so that Factorio gives you a clear message instead of a confusing prototype error.

Will my existing save work?

Yes. The prototypes are unchanged, so existing Memory Units carry straight over. Remove the original, add this, load the save. As always: back up first.

Why doesn't my blueprint carry the unit's contents any more?

That is the duplication fix, and it is the one deliberate behaviour change in this build.

Contents used to travel on the ghost. That is what made the exploit work — anything that filled the ghost with an ordinary empty unit (a blueprint, an undo, a super-force-build, construction robots, a repair turret) restored the contents into the new unit while the packed item stayed in your inventory. Free items, repeatable.

Ghosts no longer carry contents, so bots build an empty unit. Nothing is destroyed: mine a loaded unit and its contents are in the packed item in your inventory exactly as before, and placing that item by hand restores them. Only the automated relocate-a-full-unit-with-a-blueprint trick is gone.

I duplicated items with an older version. Is my save broken?

No — the extra items are just items, there is no corruption to clean up. Whether you delete them is between you and your conscience.

Do blueprints copy red and green wire connections?

No, and that is not fixed here. The wires attach to a hidden combinator that blueprints cannot capture (#22). It is understood and on the list, but it is a real feature, not a one-line fix.

Can I set the update rate or the buffer size?

Not yet (#29). They are constants in the code. Making them settings is on the list.

Does quality work?

The same as in the original, which is to say mostly — placing units above normal quality still has the problem described in #23. Not fixed in this release.

Does it work with Space Age, space platforms, Krastorio 2, PickerDollies?

Everything the original supported, unchanged: space platform build and clone events are handled, Krastorio 2 and PickerDollies are optional dependencies exactly as before.

Does it work with Space Exploration?

Not with this mod. The original declares itself incompatible with Space Exploration and this fork keeps that. For SE there is deep-storage-unit-se-fox by Upsidedownfoxxo, a full SE rework of the same mod — note that it is on Factorio 2.0 and has not been updated for 2.1 either.

What about spoilable items?

Blocked, as in the original. A Memory Unit will not accept anything that spoils.

Where do I report a bug?

https://github.com/restjack/deep-storage-unit/issues. Not on notnotmelon's tracker — he did not ship this build, and sending him this fork's bugs is unfair to him.