Storage containers with integrated, individually configurable input/output ports on every perimeter tile. No inserters or loaders needed; ports can also feed machines and chests directly.
Mods introducing new content into the game.
Version: 1.0.0 Date: 2026-11-12 Features: - Red (fast) and blue (express) transport belts are supported next to a port. A belt port now runs at the speed of its belt: 15 / 30 / 45 items/s per port on a yellow / red / blue belt (1 / 2 / 3 items per lane every 8 ticks). The speed is read from the belt prototype, so modded belts of the transport-belt type work as well. - Fast and express depot tiers: all 36 sizes exist in three tiers (yellow = unchanged ids, omnidepot-fast-WxH, omnidepot-express-WxH). Each tier has its own crafting tab, recipe (with the belt of that tier) and technology (Fast OmniDepot: OmniDepot + Logistics 2; Express OmniDepot: Fast OmniDepot + Logistics 3). The tier caps the throughput of a depot: a yellow depot moves 1 item per lane per service even on a red or blue belt, fast 2, express 3. Direct machine ports scale in the same way. Fast and express artwork is tinted red and blue. Fast depots have 20 % more inventory slots and draw 20 % more power than yellow ones; express depots 20 % more than fast (x1.44 of yellow, slots rounded per building: 1x1 = 16 / 19 / 23 slots, 100 / 120 / 144 W). Info: - New test suite suite_belt_tiers.lua (throughput, compression, conservation, balancing and lane filters for every tier).
Version: 0.1.0
Date: 2026-11-10
Features:
- 36 container variants, every footprint from 1x1 to 8x8 (height <= width; vertical forms are rotations), with
16 inventory slots per tile.
- Own "OmniDepot" crafting menu tab: row = smaller side, column = larger side (1x3 is row 1 column 3, 2x6 is row 2
column 6; 3x1 is the same building as 1x3 and its cell is blank). Blank cells are uncraftable placeholder recipes.
- Every perimeter tile is an independent belt port with Input, Output and Disabled modes.
- Ports move items between the real chest inventory and adjacent yellow transport belts at yellow-belt
speed (15 items/s per port), handling both lanes.
- Output is balanced: all output lanes of a depot take turns, so a scarce supply is spread one item per lane
before any lane gets a second item.
- Every output belt lane (left and right of each port) can be restricted to up to two items; both are sent
alternately. Filters are kept by blueprints (tag omnidepot_filters), paste and clones.
- Ports also work without any belt: next to a furnace, assembler, turret, chest, etc. an Output port inserts
items into it and an Input port takes items out of its output slots (inserter-like limits, 15 items/s).
- Port configuration GUI attached to the container window, with Set all input/output, Disable all and Reset.
- Port modes are saved in blueprints (rotation aware), copied by entity settings paste and kept by clones and
ghosts.
- Technology "OmniDepot" (Logistics, 30 red science, 15 s) unlocks all variants.
- Remote interface "omnidepot" for scripting and tests.
- Stacking: a stacked version of every stackable inventory item (only an OmniDepot can build it), an "Unstack
Recipes" crafting tab, and a Stacking section in the depot GUI (one item type, Stack or Unstack mode). Jobs run
through a temporary queue and take items / 15 s / footprint area. The window shows the queue fill and a progress bar for the running
job. The opposite form never leaves the depot on belts.
- Power: every depot draws 100 W per tile (1x1 = 100 W, 2x3 = 600 W) and stops without electricity. A map
setting turns the requirement off; the depot window shows the draw and the state.
Info:
- Automated in-engine test scenarios and a PowerShell runner (tests/run-tests.ps1).