Technology · Item
Item logistics
Conveyors, splitters, diverters, detectors, blowers, grids and silos: items that move and sort themselves.
In the game
How to get it
Lay conveyors between chests, machines, grids and silos (outputs push, inputs take), then add a diverter, an item detector and a blower where a line must choose, count or climb.
What it is for
A factory that serves itself: ore to the Furnace, ingots to the mill, a mob farm's loot to its silos, sorted without a player.
Why it exists
Carrying stacks by hand stops being fun after a while: logistics turns a workshop into a factory.
The same text the game shows in its progress tree and on the item's sheet (I).
Items move along conveyors between nodes that hold them: chests, storage furniture, machines with slots, Grids and Silos.
The pieces
| Piece | Role |
|---|---|
| Conveyor | moves items from an output to an input, 4 or 64 a second |
| Splitter (a conveyor Junction) | sends items to each output in turn; skips for 2 s an output that refused |
| Diverter | left, right or shut, by hand or by a signal |
| Item detector | counts a store, or signals when a chosen item passes |
| Booster blower | lifts items up a line, or throws them through the air |
| Grid | catches what falls on it: a mob farm's floor |
| Silo | 128 stacks of a single item |
Sorting without a sorter
- Splitters towards silos locked on their item: a silo refuses the wrong item, so it goes on to the next one, and the surplus loops back.
- Or an in-line item detector driving a diverter.
What works far away
Silos and machines run everywhere, even when nobody is near; chests, storage furniture and grids only while their land is loaded.
The goal
Automated factory: conveyors, a diverter, a detector and a mob farm feeding them.