Stop building loader spaghetti
Every Factorio base has the same ugly corner: a chest, a ring of inserters or loaders around it, and a tangle of belts
fighting for the few tiles left over. OmniDepot replaces all of it with a single building.
OmniDepot is a family of storage depots with a built-in belt loader on every tile of the perimeter. Set each port to
Input, Output or Disabled and the depot takes care of the rest. No inserters. No loaders. No extra tiles.
No other mods required.
Why you'll want it
- Ports everywhere, each one independent. A 3x3 depot has 12 ports, an 8x8 has 32. Mix inputs and outputs freely on
any side. - Belt-speed throughput. Ports keep up with the belt next to them: 15 / 30 / 45 items/s per port on yellow / red /
blue belts, in and out. - Three tiers, 108 buildings. Yellow, Fast and Express depots, each in every footprint from 1x1 to 8x8
(36 sizes per tier), with up to 1,024 inventory slots in a single yellow 8x8. - Feeds machines with no belt at all. Put a depot next to a furnace, assembler, turret, boiler, lab or chest and a
port inserts into it or pulls the products out.Depot -> furnace -> depotneeds zero belts. - A smart output balancer. All output lanes share one ring, so scarce items are spread evenly across every lane
instead of piling onto the first port. - Lane filters. Give each output lane up to two item filters, sent alternately. Sort a mixed chest onto separate
belts from one building. - Stack and unstack items. Compress any stackable item into a single "stack item" and unpack it later, so you can
pack away huge amounts of items and ship them as a few. - Blueprint-perfect. Port modes, filters and stacking settings are saved in blueprints, rotate with the
building, and survive ghosts, copy/paste and cloning. - A real chest underneath. It is a vanilla
containerwith a real inventory: inserters, bots, bar limits and
manual access all work as usual. Item quality, durability, ammo and spoilage metadata are preserved. - UPS-friendly. Idle depots cost nothing, and active ones are time-sliced. 1000 depots each moving 30 items/s were
measured in headless Factorio 2.1.24; see STATUS.md. - Speaks your language. Translated into the 30 languages listed on Factorio's Steam page.
Tiers at a glance
| Tier | Technology | Research cost | Saturates | Per-port speed |
|---|---|---|---|---|
| Yellow | OmniDepot | 30 x red science | yellow belt | 15 items/s |
| Fast | Fast OmniDepot | 100 x red + green science | red belt | 30 items/s |
| Express | Express OmniDepot | 150 x red + green + chemical science | blue belt | 45 items/s |
Recipes only need iron chests, iron gear wheels and the transport belt of the matching tier, so you can have a depot
in the early game and scale up as your factory grows.
| Example (yellow tier) | Ports | Inventory slots | Power |
|---|---|---|---|
| OmniDepot 1x1 | 4 | 16 | 100 W |
| OmniDepot 3x3 | 12 | 144 | 900 W |
| OmniDepot 5x5 | 20 | 400 | 2.5 kW |
| OmniDepot 8x8 | 32 | 1,024 | 6.4 kW |
Fast and Express tiers have more slots and draw more power (+20 % and +44 %). Depots need electric power; a map
setting turns that requirement off.
How it works in 30 seconds
- Research OmniDepot (needs only Logistics) and craft a depot.
- Place it like a chest, then put a belt next to any port.
A belt pointing at the depot fills it; a belt pointing away empties it. - Open the depot and click the ports on the port map: Input (green), Output (blue) or Disabled (red).
Add lane filters or a stacking job if you want them. - Connect power and you're done.
Install
- Download
omnidepot_1.0.0.zip(do not unzip it) and put it in your Factoriomodsfolder
(%APPDATA%\Factorio\modson Windows). Or install it from the in-game mod portal once published. - Start Factorio 2.1 and enable Omni Depot.
The Space Age expansion is not required.
Known limitations
OmniDepot is upfront about what it is: scripted ports, not native loaders.
- Supported belt partners are transport belts (yellow, red, blue and modded belts of that type). Underground belts and
splitters are not supported yet. - Items move in 8-tick steps, so spacing differs slightly from a native loader.
- Depots do not pass items directly to each other; put a belt between them.
- Blueprint flip is not translated into port modes (rotation is).
- Mining a depot does not keep its port settings; use blueprints.
The full details are in the mod documentation and the development status,
which lists exactly what was tested and what could not be.
Documentation
| Document | What's inside |
|---|---|
| OmniDepot/README.md | Full guide: sizes, crafting menu, ports, filters, stacking, power, technical design |
| OmniDepot/STATUS.md | Verification record, UPS measurements, known gaps, roadmap |
| OmniDepot/changelog.txt | Release notes |
Built for reliability
OmniDepot ships with an in-engine test suite that runs in headless Factorio: 164 functional tests (11,743
assertions) covering all 36 sizes, belt tiers, direct machine ports, balancing, filters, stacking, power and
blueprints, plus a save/reload persistence check. Run it yourself:
cd OmniDepot
.\tests\run-tests.ps1 # functional + persistence
.\tests\run-tests.ps1 -Suite all # also prints UPS measurements (1000 depots)
Roadmap
- Underground belt and splitter support
- Flip-aware blueprints and circuit-network control of port modes
- A visual polish pass with in-game screenshots
Contributing
Bug reports, ideas and pull requests are welcome. Please open an issue on
GitHub.