Item Network SA

by djmalk

This mod adds a network for transporting items and fluids. Now with QUALITY support.

Tweaks
2 months ago
2.0
830
Logistics Fluids Logistic network Storage Cheats

g Thank you very much !!

3 months ago

I didn't play this game for a while because I didn't have it, and you brought me back!

3 months ago

My pleasure… I accept cookies as thanks.

3 months ago

After I set the chest data, saved the blueprint and then read it, but the data is gone. Can you save all the data to the blueprint?

3 months ago

Umm what data are u talking about?Do u mean parametrise option.

3 months ago

I mean Request & Provide

e.g. Chest A : Request 100 buffer & 10000 limited
Chest B: Provide 50 buffer & 100 limited

After I save it to blueprint, but these number is gone when I load this blueprint. I need to re-do it again.

3 months ago

Got it, I see what I can do.

3 months ago

Thanks for help

3 months ago

In my experience this problem comes up if you edit the blueprint after saving it once.

For example: CTRL + C with holding "shift" over the entitys you want to save in a blueprint works if you save the created blueprint in your blueprintbook. But if you then edit this blueprint and save it afterwars, the stored information in the storage network boxes are gone.

Same happens if you use the function "select new entities" via the blueprint menu.

Maybe this helps figuring stuff out. (:

3 months ago

Thanks for the explanation. Now that localization is done, I'm going to tackle this problem next.

3 months ago

Hey guys,
I'm unable to replicate this bug — my chest data is always intact, even when editing a blueprint.
Could you please try disabling all other mods and run only my mod to see if the issue still occurs? I have reason to believe this might be caused by a conflict with another mod.
If the bug is still present with only my mod loaded, please provide a step-by-step guide on how to reproduce it.
Thanks a lot!

3 months ago

Okay. Tried it out with only your mod installed:

Steps to reproduce:

  1. Placed 3 Storage Network Boxes and set some request/provides. I placed 3 - one requesting iron ore, B providing iron plates and C does nothing.
  2. Pressed CTRL + C to copy the placed boxes.
  3. Put the blueprint from my hand in the blueprint book (in my example the "game blueprints")
  4. Right clicked the created blueprint and pressed "select new content for the blueprint"
  5. Selected the same boxes as before.
  6. Placed the "new" blueprint on the ground (at this moment the ghosts showed the correct filter when left clicking them)
  7. Placed the blueprinted boxes via "q-pick"

After placing with or without q-pick the configuration was lost.

Tried the second method (editing a blueprint in the blueprint menu). Couldn't reproduce the error. The boxes safed the config I set up before.

So the problems seems only to occur when u try to edit the blueprint via the function "select new content for the blueprint".

3 months ago

Hey guys,
I'm unable to replicate this bug — my chest data is always intact, even when editing a blueprint.
Could you please try disabling all other mods and run only my mod to see if the issue still occurs? I have reason to believe this might be caused by a conflict with another mod.
If the bug is still present with only my mod loaded, please provide a step-by-step guide on how to reproduce it.
Thanks a lot!

Man, you're so lucky! My damn computer just died a day ago, and I had to reinstall Win11. Now I don't have any mods left. You were right, bro. Now when I load the blueprint, the data is still there.

3 months ago

@MiRu__ OK, I finally got it to reproduce.
My only question is: why the hell are you using that button?!
I’ve never touched it in my life, just make a new blueprint like a normal person. 😄

My guess is that button uses different logic than my custom blueprint code, so it doesn’t grab the relevant data. This is low priority to fix — if ever — unless it turns out everyone is using that button.
So far, it’s just you two who ran into this bug. 😆

3 months ago

Just reinstall the mods and make sure mine takes priority. 😆

3 months ago

My only question is: why the hell are you using that button?!
I’ve never touched it in my life, just make a new blueprint like a normal person. 😄

Because I don't want to create a new one and delete the old one. For me (and I guess many others, because why should the function otherwise be there :P) it's much more convenient this way :D. I like to style the blueprints up (like giving them symbols etc.). This data is lost if I'm always deleting the blueprints to create other ones :D. ^^

3 months ago

Fair enough, that’s a good reason to use it. I’ll take a proper look at it later.

3 months ago

Bad news — I've been trying to get this to work for hours, but no luck.
The "Select New Contents for Blueprint" button is one of the most inconsistent things I've seen in the Factorio API. While it does trigger on_player_setup_blueprint, the blueprint data isn't reliably available at that point — the entity list doesn't populate until the player manually interacts with the blueprint again (like clicking or building it). This makes it impossible to cleanly support without resorting to hacky workarounds or unreliable guesswork.
For the sake of consistency and maintainability, I'm only supporting blueprints created through normal area selection (like manual dragging or copy/paste), where the entity data is available immediately and reliably.
That said, the Factorio API is constantly evolving, and I might revisit this in the future if a clean solution becomes possible. But for now, please use the regular blueprint method when working with my mod's items.

3 months ago

Thx for your time spending on that matter. Really sad that there are so much differences in both variants. But it's fine. (:

3 months ago

Actually, I'm still messing with it—reading the Factorio API, trying different calls—nothing works. I love a good challenge, but this thing just won't budge. If by some miracle I manage to get something working, I'll let you know, but it’s unlikely.

3 months ago

I got it working. Turns out the issue was caused by old code, specifically old logic that relied on player.cursor_stack, blueprint_to_setup. That approach completely broke under the newer blueprint system (Factorio likely updated its blueprint API, but the Item Network mod hasn’t been updated in over a year, so it no longer works correctly with the new system.), especially when using features like "Select New Contents".
The real fix was stupidly clean:
Factorio now passes the fully initialized blueprint item directly in event.stack during on_player_setup_blueprint, complete with entity data and everything else you need.
Once I switched to using event.stack directly and dumped the outdated lookup logic, everything just started working flawlessly — entity tags, config injection, all of it. One more challenge completed.

3 months ago

Sounds great! Looking forward to test it (: Thx for the great work on that! (:

3 months ago

Happy gaming! I'm going to take a break from coding now and play some games too.

3 months ago

Thanks for your hard work!

2 months ago

Hello, I hope you're doing well. I encountered an issue where, upon reaching the third planet—before visiting Aquilo—the game started to lag. When I checked show-time-usage, I noticed that the Script update for this mod was unusually high. Could you kindly advise on how I might resolve this? Thank you for your time!

2 months ago

Hmm, the only thing I can think of is that you might have too many network chests or network sensors in the world. They run constantly and can cause lag if too many are present. Try deleting some and see if the lag improves. The FIFO queue logic has its limits, and it's already optimized very well by year, there's unfortunately nothing to improve there.

2 months ago

Thanks! I'll do this.

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