Our own mod — not a fork, not published. Four Memory Unit variants that sit directly on the logistic network, colour-matched to the vanilla logistic chests.
Current version: 0.1.0. Portal: not published. GitHub: not created yet.
| Variant | Colour | Visible inventory kept at | For |
|---|---|---|---|
| Passive Provider | red | ~90% | bots always have stock to take |
| Storage | yellow | ~10% | bots always have somewhere to put things |
| Buffer | green | ~50% | requests to a level, provides the rest |
| Requester | blue | ~25% | pulls in, absorbs the excess |
active-provider is deliberately absent: it pushes contents into storage chests, and unlimited contents
would push forever.
| Path | What |
|---|---|
logistic-memory-unit/ |
The mod source — canonical copy, edit here |
releases/ |
Built zips |
tools/build.py |
Build + verify + install |
docs/ |
Design notes and the play-test record |
Publishing fixes the internal mod name in every save that ever loads it, so these are cheap now and expensive or impossible afterwards.
- Circuit output — this is insurance, not a feature. A mod's
storageis keyed to its internal mod name, so a rename orphans every unit in every save. Memory Storage and Fluid Memory Storage survived exactly that only because each unit mirrors its total into a hidden constant combinator, which is a world entity the new name can still read. This mod has no such mirror. Without one, a future rename or fork destroys every stored amount with no recovery path. Do not let this get cut as "nice to have" during a backlog tidy. - It cannot be used with our own forks. It hard-depends on
deep-storage-unitand references that mod's graphics by path, so a player running Memory Storage (Continued) cannot run this. Ship its own copy of the graphics (MIT, with attribution) and loosen the dependency. - Three of four variants have never been played. Only the passive provider has been tested, under real bot load. Storage as a deconstruction sink, and buffer/requester logistic requests, are unproven.
Passive provider under real bot load: the visible buffer holds while deep storage drains — the core
design works. Footprint, panel, split readout, bulk arrows, softened tints and the non-flashing count all
confirmed in play. Full record and the geometry bug that came out of it: docs/.
Factorio (Memory Storage Continued)andFactorio (Fluid Memory Storage Continued)— the two forks this is built on top of, both published.Factorio (Memory Storage)— upstream research, the PRs to notnotmelon, verification run sheet.