Storage Network
The storage network turns a conduit network into digital bulk storage: portable storage cells slotted into drive bays, aggregated together with your ordinary chests and warehouses by a per-network storage index. It is deliberately not an AE2 clone — capacity is a plain item/bucket count with no byte or type math, and there are no channels.
Storage Cells
Cells are items; their contents live on the cell itself, so a cell pulled from one drive bay and slotted into another carries its inventory with it.
| Cell | Holds |
|---|---|
| 1k / 8k / 64k / 512k Item Cell | 1 000 / 8 000 / 64 000 / 512 000 items total |
| 16B / 128B / 1024B / 8192B Fluid Cell | 16 / 128 / 1 024 / 8 192 buckets total |
- Count-based capacity. A cell holds any mix of types up to its total — a 1k cell can hold 1 000 of one item or 10 each of 100 different items. Item lines are kept exact (a renamed or enchanted variant is its own line).
- Partition. Sneak-use a held cell to open its configuration: nine ghost slots. Stamp items into them (nothing is consumed) and the cell only accepts those items. For fluid cells, stamp buckets — the partition matches the bucket's fluid. All slots empty = accepts everything. Item partition matching is exact (item + components).
- Priority. The same screen sets a signed priority (default 0, −9999…9999). Higher-priority cells fill first — partition an ore cell at priority 10 and your ores sort themselves before anything falls through to general storage.
- Tooltip. Every cell shows its fill, type count, priority and whether it is partitioned.
- Cells never stack, and crafting a higher tier uses three of the lower tier (contents are kept on the ingredient cells' stacks — empty them first to be safe).
Drive Bay
The Drive Bay block holds six cells and joins the item and fluid networks of any adjacent duct (universal ducts join it to both at once).
- Right-click opens the bay GUI; drop cells in or out freely.
- The drive bay is not a vanilla inventory — ducts and hoppers can never pull the cell items out of it, because cells are digital media, not cargo. The network sees only the cells' contents.
- Insertion honours cell settings network-wide: the highest-priority accepting cell fills first; partitioned cells that match take the resource before unpartitioned ones.
- Comparator output reads the average cell fill (0–15).
The storage index
Every conduit network keeps a lazily-built storage index — the aggregated view of everything storable on it:
- Drive bays (native digital storage, priority-ordered),
- read-through inventories — Item Storage warehouses, chests, barrels and any other vanilla-compatible container on the network,
- fluid storages exposed through Neroland Core's fluid surface.
Items inserted into the network go to the best cell first and spill over into read-through inventories; extraction drains cells first. The index never scans per tick — it refreshes only when something actually changed (drives report changes precisely; plain chests are re-read on a short cooldown, default 20 ticks) and is hard-capped so megabases stay smooth. The Storage Terminal below is the player-facing window onto this index.
Storage Terminal
Place the Storage Terminal against any duct and right-click it to browse everything the index aggregates — cells, chests, warehouses — in one scrollable 9×4 grid.
- Counts are shown abbreviated (
1.2k,3.4M); hover an entry for the exact total and the owning mod. - Search (top right) filters by item name or mod id; the Sort button cycles count ↓ / name / mod. Both are instant and purely client-side.
- Take things out: click an entry with an empty cursor to pull up to a stack onto the cursor; right-click for half a stack; shift-click to send a stack straight to your inventory.
- Put things in: click the grid with a carried stack to push it into the network (right-click pushes a single item); shift-click any stack in your inventory to push it in too. Insertion follows the usual routing — best cell first, then chests.
- Fluids tab (appears when a fluid network is reachable, e.g. through a universal duct): lists every stored fluid with its mB total. Click a fluid with an empty bucket on the cursor to fill it (exactly 1 000 mB); click with a full bucket to drain it into the network. Fluids with no bucket item are display-only.
- Contents refresh live while the screen is open (default at most every 10 ticks, and only when something actually changed — an idle terminal costs nothing).
The terminal itself is passive: no power, no buffer. Cutting the duct while the screen is open simply drops it to "no network".
Wireless Terminal
The Wireless Terminal item is the same screen, portable:
- Sneak-use it on a Network Controller to bind it (the binding survives logout and shows in the tooltip).
- Use it anywhere within
wirelessTerminalRangeblocks of that controller (default 64, same dimension;-1removes the limit) to open the terminal against the networks on the controller's conduits.
If the controller is gone, out of range, in another dimension or has no network, the terminal tells you instead of opening a dead screen — and an open session re-checks the whole chain, so walking out of range closes it just like walking away from a chest. Crafted from a Storage Terminal, a Hyperspeed Card and an ender pearl.
Configuration
enableStorageNetwork(defaulttrue) — master toggle; off makes drive bays inert and the index empty.itemCellCapacity1k/8k/64k/512k— total items per item-cell tier.fluidCellCapacity16b/128b/1024b/8192b— total buckets per fluid-cell tier.storageIndexRefreshTicks(default20) — minimum ticks between read-through container re-reads.enableStorageTerminal(defaulttrue) — master toggle for the storage/wireless terminal GUIs; off leaves the blocks/items in place but they refuse to open.terminalResyncTicks(default10) — minimum ticks between content re-syncs to an open terminal (only sent when contents changed).wirelessTerminalRange(default64) — wireless terminal working radius from its bound controller, same dimension;-1= unlimited.
Drive bays always have exactly six slots. See Configuration for every key.