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Controller

Dario Maselli edited this page Jul 1, 2026 · 1 revision

Network Controller

The Network Controller is the single brain of a NeroLogistics network. It is optional — ducts, cables, terminals, drone ports and storage all work on their own with zero config — but attaching one controller to a conduit line manages that network and scales its throughput.

What it does

  • One controller per network. A network may have exactly one controller. If two controllers end up touching the same conduit network, neither manages it: the network falls back to base throughput and both controllers report a conflict. To run several networks, give each its own controller and move goods between them with drones (export from one network's drone port, import on another's).
  • Governs throughput. While powered, the controller multiplies its network's per-tick transfer budget for items, fluids and energy. An unpowered controller still manages the network, but at the base (unboosted) rate.
  • Modular capacity — expands as you build. Place Network Modules next to the controller (they chain — any module connected to the cluster counts). Each module adds throughput. The bonus per module, the module cap and the maximum multiplier are all server-config values.

Using it

  1. Craft a Network Controller (expensive — it does the heavy lifting) and place it touching a duct/cable line.
  2. Power it with an Energy Cable (it draws a small upkeep each tick to stay boosted).
  3. Build a Network Module cluster against the controller to raise throughput.
  4. Right-click the controller to read its status: active, idle (not on a network) or conflict, along with the module count and the current throughput percentage.

Standalone behaviour

Without a controller, conduits still move resources at the configured base budget — NeroLogistics never requires a controller. The controller is the upgrade that unifies and accelerates a network, not a gate in front of basic transport.

Configuration

Key Default Meaning
enableController true Master toggle for the controller's managed throughput boost.
controllerUpkeepPerTick 8 NE/tick to keep a controller powered (below this it manages at base speed).
controllerModuleBonusPercent 25 Throughput bonus (%) each connected module adds to a powered controller.
controllerMaxModules 16 Max modules a controller counts (bounds the flood-fill).
controllerMaxPercent 500 Cap on the managed throughput multiplier (100 = no boost).

See Configuration for the full list.

See also

  • Conduits — how networks form and how faces route.
  • Drones — bridging goods between separate controllers/networks.

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