Why does this fork exist?
The original has no Factorio 2.1 release — the last one was 1.7.9, in August 2025 — and 2.1 deleted the fluid API the mod was written against, so it cannot simply be flagged as compatible. This fork is that port, plus fixes for the duplication bug and the never-unpacks bug. 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.
Do I need Memory Storage (the item mod) as well?
No. This mod stands alone. If you do have the item mod — original or fork — they sit side by side, and this one simply loads after it.
Will my existing save work?
Yes. The prototypes are unchanged, so existing Fluid Memory Units carry straight over. Remove the original, add this, load the save. As always: back up first, and this one especially — the fluid API port touches every fluid path in the mod.
Why doesn't my blueprint carry the unit's fluid 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 fluid into the new unit while the packed item stayed in your inventory. Free fluid, repeatable.
Ghosts no longer carry contents, so bots build an empty unit. Nothing is destroyed: mine a loaded unit and its fluid is in the packed item in your inventory exactly as before, and placing that item by hand restores it, at the right temperature. Only the automated relocate-a-full-unit-with-a-blueprint trick is gone.
My drained unit used to stay "packed" forever. Fixed?
Yes. Fluid amounts are floating point and a unit you had emptied was really holding a billionth of a unit, while the code only accepted exactly zero as empty. Anything under 0.001 now counts as empty, so a drained unit mines as a normal Fluid Memory Unit and can be reused for a different fluid.
The flow rate oscillates when I put a lot of pumps on it.
Known, not fixed here (#12). The unit's internal buffer is 120,000 and it refills on a fixed timer, so enough pumps drain the buffer faster than it is topped up. Making both of those configurable is on the list.
It says 120k — I thought storage was unlimited?
Both are true. 120,000 is the buffer: the working tank the unit exposes to pipes and pumps. The unit's actual storage behind that buffer is unlimited, and the real total is what the unit displays and what it puts on the circuit network. If you saw a number stop at 120k, you were watching the buffer.
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 (#10). It is understood and on the list, but it is a real feature, not a one-line fix.
What happens to temperature when I mix fluids?
The unit keeps a single weighted-average temperature, as the original did. This build additionally guards the case where that average was computed against an empty unit, which could otherwise have poisoned the stored temperature permanently.
Does it work with Space Age, space platforms, PickerDollies?
Everything the original supported, unchanged: space platform build and clone events are handled, PickerDollies is an optional dependency exactly as before.
Where do I report a bug?
https://github.com/restjack/fluid-memory-storage/issues. Not on notnotmelon's tracker — he did not ship this build, and sending him this fork's bugs is unfair to him. The 2.1 fluid API port is the least-tested part of this mod; reports about temperature, filters or capacity are the most useful thing you can send.