LogisticsNetwork in All the Mods 10: To the Sky
All the Mods 10: To the Sky 2.1.0 ships version 1.16.4 · First seen in 2.0.0
LogisticsNetwork is a mod in All the Mods 10: To the Sky 2.1.0, where it is version 1.16.4. A high level, efficient resource transporting mod (Summary from the mod's Modrinth page.)
LogisticsNetwork guide for All the Mods 10: To the Sky
Last verified for All the Mods 10: To the Sky v2.1.0 on Oct 17, 2026 · text last changed Oct 17, 2026
Also applies to:All the Mods 10 8.2 to 8.3All the Mons 1.3.0FTB Skies 2: Aero 1.7.1 to 1.10.0
- Sections
- 6
- Recipes shown
- 11
- Items named
- 15
2 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10: To the Sky 2.1.0, read from the running game on Oct 15, 2026.
What is LogisticsNetwork?
3 parts
Same as in the All the Mons 1.3.0 guide
Logistics Network is a wireless transport mod for items, fluids, FE (energy) and Mekanism chemicals. Instead of running pipes or cables, you stick a node onto a block that has storage, like a chest, tank or machine, and the node moves resources to and from it. This pack includes version 1.14.2.[1][2][3][4]
How it works
Nodes are entities, not blocks. They sit on the face of the block you place them on, like an item frame or painting, so they take up no block space. That also means your automation can be hidden, even suspended in mid-air.[1][4]
A node does nothing until you assign it to a network and configure at least one channel. Every node has 9 channels, and each channel is its own transfer rule. A Sender channel pulls resources out of the attached block, and a Receiver channel pushes them in. A Sender only talks to Receivers on the same channel number across the network, so matching numbers act like labelled pipes.[3][4]
Who it's for
This mod is for you if you want automation that is fast, highly configurable and invisible if you like. Each channel has its own set of 6 filter buttons, so one node can run several very different filtered transfers at once. The mod also supports a special upgrade for cross-dimensional transfer, and there are performance upgrades too.[1][3][5]
If you run a bigger network, the Computer block gives you a terminal to list your networks, watch live throughput per channel and jump straight to any node's config. Networks are not owner-locked, so every Computer on a server can see every network on that server.[6]
Where it fits in the pack
Unverified The sources do not place this mod at any specific point in the pack's progression. It is not on the ATM Star path, and no quests in this pack involve it. Nothing shows the pack changing the mod's recipes or values in this overview, so check the recipe and config sections for specifics.
How do you get started with LogisticsNetwork?
4 parts
Same as in the All the Mons 1.3.0 guide
Logistics Network is an item, fluid, energy and chemical transfer mod built around nodes and channels. Every recipe for this mod in the pack is changed from the mod's default, so use the recipe blocks below rather than any recipe you remember from elsewhere.[3][7]
Step 1: The Wrench
Start with the Wrench. The guide's own getting started steps tell you to craft it together with a node. A node config can be pasted onto another node with Shift + Right Click by default, and nodes you have hidden only draw in the world while you hold a wrench.[3][8][9]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
This is the pack's own Wrench recipe, changed from the mod default.
Step 2: Your first Logistics Node
Next, make a Logistics Node. A node is a small entity you place on a block with storage capabilities, such as a chest, a tank or a machine. Each node has 9 channels, so one node can run several different transfers at once.[1][3]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
This is the pack's own Logistics Node recipe, changed from the mod default.
Place a node on your source block and another on your destination, then configure their channels. A filter on a sender decides what is pulled out, and a filter on a receiver decides what is accepted. Without any filter, a channel transfers everything that matches its type.[3][5]
Step 3: The Computer
Once you have a few nodes, craft a Computer. It is a placeable block with a Network Manager screen. From there you can list the networks on the server, watch live throughput per channel, and open any node's settings remotely. If you carry a Wrench, the Computer borrows one copy of it into its drive bay slot when you open it.[6][8][10]
Crafting Shaped
| any iron ingot | any iron ingot | any iron ingot |
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:computer
This is the pack's own Computer recipe, changed from the mod default.
Step 4: Upgrades when you need them
Upgrades come after the basics. Start by looking at the Iron Upgrade, then at the channel upgrades below. Each one has its own in-pack recipe block.[7]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
This is the pack's own Iron Upgrade recipe, changed from the mod default.
- Ars Source Upgrade unlocks Source channel transfer.[7][11]
- Mekanism Chemical Upgrade unlocks Chemical channel transfer.[11]
- Dimensional Upgrade enables cross-dimension transfers.[1][7][11]
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
This is the pack's own Ars Source Upgrade recipe, changed from the mod default.
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
This is the pack's own Mekanism Chemical Upgrade recipe, changed from the mod default.
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
This is the pack's own Dimensional Upgrade recipe, changed from the mod default.
How does LogisticsNetwork work?
7 parts
Same as in the All the Mons 1.3.0 guide
Logistics Network works differently from pipe or cable mods. You place a Logistics Node on a block that has storage, such as a chest, tank or machine, and the node moves resources to and from that block. Nodes are entities, not blocks, so they sit on the face of the block like an item frame and take up no space. Every node has 9 channels, and each channel is its own transfer rule, so one node can run up to 9 transfers at once.[3][4]
How a transfer works
A node does nothing by itself. The work happens in its channels, and each channel is either a Sender or a Receiver. A Sender pulls resources out of the attached block. A Receiver pushes resources into the attached block. A Sender only talks to Receivers on the same channel number anywhere on the network, so matching channel numbers act like labelled pipes.[3]
Senders drive the transfer, and Receivers wait passively. A network with only Senders or only Receivers does nothing, so you need at least one of each on the same channel number.[12]
The classic example is a node on a chest with channel 1 set to Sender (Items) and a node on a furnace with channel 1 set to Receiver (Items), both on the same network. The Sender pulls iron out of the chest and the Receiver pushes it into the furnace.[3]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
This is the pack's recipe, which the pack changed from the mod's default.
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
You use the wrench to open a node's configuration. The pack also changed this recipe.
Channel settings
Each of the 9 channels keeps its own independent copy of every setting. You pick which channel you are editing with the channel buttons in the node screen's header, and the settings below apply to the channel you currently have selected. A disabled channel is skipped completely by the transfer engine, but it keeps all its other settings, so you can pause it without losing anything.[12][13]
- Mode: the selected channel is a Sender or a Receiver, as described above.[12]
- Type: the selected channel moves Item, Fluid or Energy (Forge Energy / RF) by default. If the attached block has no matching capability on the chosen side, the channel silently does nothing. Chemical (Mekanism) and Source (Ars Nouveau) channel types need specific upgrades to unlock.[12][14]
- Side: on the selected channel, Up, Down, North, East, South or West probes only that face of the block. All merges every face into one combined handler, and duplicate handlers are removed so nothing is counted twice.[12]
- Redstone: the selected channel can be set to Always On, Always Off, High Signal or Low Signal. The signal is read at the block the node is attached to. This row is greyed out on Receivers, because only Senders are gated by redstone.[12]
- Distribution: on the selected channel, this decides how a Sender serves several matching Receivers. Priority serves higher Priority numbers first. Nearest First and Farthest First order by straight-line distance. Round Robin splits each operation's batch as evenly as possible, and any unused share flows to Receivers that still have space.[12]
Filters
With no filters, a channel moves everything that matches its Type. Each channel has its own independent set of 6 filter buttons. An Any / All button decides how they combine: Match Any lets a resource through if at least one filter accepts it, and Match All requires every filter to accept it.[5]
Filters work on both sides of a transfer. On a Sender, a filter decides what gets pulled out of the source block. On a Receiver, it decides what gets accepted into the destination block. Every filter can run as a Whitelist (only listed things move) or a Blacklist (everything except the listed things moves).[5]
- Small, Medium and Big filters all use exact-match behavior with the same 45-slot entry grid. Each entry has a Detail page for tag matching, Batch overrides, Stock thresholds, NBT rules and attached-inventory slot restrictions.[5]
- Mod filters match everything from one mod id. To cover several mods, put several Mod filters in the same channel and use Match Any.[5]
- Regex filters match display names with a restricted, case-insensitive syntax and a maximum pattern length of 128 characters. Groups, lookarounds and repetition operators are not supported. Unsafe or malformed patterns match nothing.[5]
- Slot filters limit which slot indices the channel reads from or writes to, using values such as 0-8 or 0-3,5, from 0 through 53.[5]
Stock swaps meaning depending on the side. On a Sender it keeps a reserve in the source, so only items above the limit can leave. On a Receiver it caps the destination, so the channel stops inserting once the destination is at or above the limit. Leaving Batch or Stock at 0 falls back to the channel settings or disables the threshold.[5][11]
Upgrades
In the right-hand panel of the node screen, each node has a 2x2 grid of 4 upgrade slots. Unlike filters, upgrades are per-node, so they apply to all 9 channels at once. They raise the batch caps, lower the minimum tick delay and unlock special capabilities. You cannot install two of the same upgrade in one node.[14]
- Performance tiers that fit the upgrade slots: Iron Upgrade, Gold Upgrade, Diamond Upgrade and Netherite Upgrade.[7][14]
- Dimensional Upgrade enables cross-dimension transfers.[7][11]
- Mekanism Chemical Upgrade unlocks Chemical channel transfer.[11]
- Ars Source Upgrade unlocks Source channel transfer.[7][11]
The pack changed the recipes for all of these upgrades, so check each one in the recipe viewer rather than relying on the mod's defaults.[7]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
Needed for cross-dimension transfers. The pack changed this recipe.
Networks and labels
The header of the node screen shows the network the node is currently attached to. Its Change button lets you move the node to another network, create a new one by typing a name of up to 32 characters, or leave its network. A freshly created network has the default name Network until it is renamed. A node that is not assigned to a network does nothing: all 9 of its channels stay inactive until you pick a network.[13]
Labels group identical nodes. When nodes on the same network share a label, a change to one is copied to the rest, including channel modes, types, filters, batch sizes and delays. Upgrades stay per-node, and batch sizes are clamped to what each node's upgrades allow. Labels can be up to 48 characters.[13]
Nodes can be hidden, which is only cosmetic. Hidden nodes still transfer exactly like visible ones. They only draw while you hold a wrench, at about one-third opacity.[13]
Monitoring with the Computer
The Computer is a placeable block. Right-click it to open the Network Manager, where you can see every network on the server. Networks are not owner-locked. You pick a network from the directory, mount it, then open the I/O Monitor or the Node Table. You can pin networks with a star, and the pins are stored on that Computer block.[6][10]
Crafting Shaped
| any iron ingot | any iron ingot | any iron ingot |
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:computer
This is the pack's changed recipe.
- I/O Monitor: this lists each active channel index with its type and node count, aggregated across the network. Opening a channel shows a live throughput graph of 120 data points, updated roughly once per second.[15]
- Node Table: this lists every node with its block, dimension and coordinates. Highlight puts a glowing outline on a node in the world. Settings opens that node's full configuration remotely from wherever you are. SHOW and HIDE toggle visibility for all nodes on the network.[8]
Saving and restoring setups
The Computer can export a mounted network to a .lnet file in config/logistics-network/networks/. The file stores each node's label, visibility and full clipboard config, but not block positions. The export only works if every node on the network has a label.[9]
Loading does not rebuild a network for you. You pick one label from a saved file and copy its config to the Computer's wrench. Then you paste it onto a real node with Shift + Right Click, and repeat for each node. If you carry a Wrench, the Computer auto-loads a copy of it into its drive bay. The wrench is borrowed, not consumed.[6][9]
Unverified The mod's project page advertises per-channel transfer limits (up to 10k items, 1000b of fluid, 2.1b FE/t or 1000b of chemicals). This pack has no config files for the mod, so the sources here do not show whether these figures, or the batch and delay values of each upgrade tier, match what you get in this pack.
How do you progress through LogisticsNetwork?
4 parts
Same as in the All the Mons 1.3.0 guide
Progression for this mod is driven by crafting. The pack changed every recipe the mod adds, so use the recipe blocks below rather than any recipe you remember from the mod's defaults. The path runs from your first node to the performance tiers, then to the special capability upgrades.[7]
Unverified The sources here show no quests involving this mod, and it is not shown on the ATM Star quest path. Treat the order below as a suggested crafting path, not a quest order.
Step 1: The basics
Everything starts with the Logistics Node. Its configuration screen has filter slots and a 2x2 grid of upgrade slots, which is where the rest of this progression happens.[7][14]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
Next, craft the Computer. It is a placeable block that gives you a dashboard to list your networks, watch live throughput and jump to any node's config. If you carry a Wrench, the Computer borrows one copy of it into its drive bay when you open it.[6][7]
Crafting Shaped
| any iron ingot | any iron ingot | any iron ingot |
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:computer
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Step 2: Performance tiers
Performance upgrades raise a node's batch caps and lower its minimum delay. They apply to every channel on the node. The node uses only the highest tier installed, so an Iron, Gold and Diamond upgrade together behave as Diamond. The tiers, in order, are Iron, Gold, Diamond and Netherite.[16]
- Iron Upgrade (tier 1): 16 items, 1,000 mB and 10,000 RF per batch, with a minimum delay of 10 ticks.[16]
- Gold Upgrade (tier 2): 32 items, 5,000 mB and 50,000 RF per batch, with a minimum delay of 5 ticks.[16]
- Diamond Upgrade (tier 3): 64 items, 20,000 mB and 250,000 RF per batch, with a minimum delay of 1 tick.[16]
- Netherite Upgrade (tier 4): 10,000 items and 1,000,000 mB per batch, unlimited energy, and a minimum delay of 1 tick.[16]
These numbers are ceilings. A channel's Batch and Delay settings are clamped to them, so an Iron-tier node will only move 16 items per operation however high you set the Batch field. The in-game guide says the caps come from the mod's server config, so if your node behaves differently, check the config.[16]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
Crafting Shaped
| any gold ingot | any gold ingot | |
| any gold ingot | any gold ingot |
Recipe id: logisticsnetworks:gold_upgrade
Crafting Shaped
| any diamond gem | any diamond gem | |
| any diamond gem | any diamond gem |
Recipe id: logisticsnetworks:diamond_upgrade
Crafting Shaped
| any netherite ingot | any netherite ingot | |
| any netherite ingot | any netherite ingot |
Recipe id: logisticsnetworks:netherite_upgrade
Step 3: Special upgrades
Special upgrades do not change throughput. They unlock new abilities and can sit alongside a performance upgrade on the same node.[17]
- Dimensional Upgrade allows transfers between dimensions. Both the sending and the receiving node need one. Within a single dimension it does nothing extra.[17]
- Mekanism Chemical Upgrade unlocks the Chemical channel type for Mekanism chemicals. Both the Sender and the Receiver node need it, and it requires Mekanism to craft and use. In this pack its recipe builds on the Iron Upgrade.[7][17]
- Ars Source Upgrade unlocks the Source channel type for Ars Nouveau source. Each node that sends or receives source needs its own. In this pack its recipe also builds on the Iron Upgrade.[7][17]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
Extra tool
The pack also has a recipe for the Pattern Setter, which is crafted from an AE2 Blank Pattern.[7]
Crafting Shaped
| any quartz gem | any quartz gem | |
| any redstone dust | any redstone dust | |
| any quartz gem | any iron ingot | any quartz gem |
Recipe id: logisticsnetworks:pattern_setter
How does LogisticsNetwork work with other mods?
3 parts
LogisticsNetwork connects to other mods through three upgrade and tool recipes. Each one needs an item from another mod, and the pack changed all three recipes from the mod's own versions. So if you've seen a different recipe elsewhere, trust the ones below.[18]
Mekanism: chemical transfer
The mod can move Mekanism chemicals as well as items, fluids and FE. In the I/O Monitor, a channel moving chemicals is listed as the Chemicals type and measured in millibuckets per second. The Mekanism Chemical Upgrade is the in-pack recipe that links the two mods. It builds on the Iron Upgrade and needs Mekanism parts.[1][18][19]
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
The pack changed this recipe.
Ars Nouveau: Source
The Ars Source Upgrade is the link to Ars Nouveau. It also starts from the Iron Upgrade and adds Ars Nouveau's Source Gem and Source Jar. The Computer's I/O Monitor can show a channel as the Source type, measured in source per second.[18][19]
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
The pack changed this recipe.
Applied Energistics 2: Pattern Setter
The Pattern Setter is the connection to Applied Energistics 2. Its recipe uses AE2's Blank Pattern along with an Ender Pearl and a few common materials.[18]
Crafting Shaped
| any quartz gem | any quartz gem | |
| any redstone dust | any redstone dust | |
| any quartz gem | any iron ingot | any quartz gem |
Recipe id: logisticsnetworks:pattern_setter
The pack changed this recipe.
What changed in LogisticsNetwork between versions?
2 parts
All the Mods 10: To the Sky 2.0.4 ships LogisticsNetwork 1.15.0. The mod has been in the pack since version 2.0.0 or earlier.[20]
1.6.0
This was the initial release of the mod on Modrinth.[21]
1.15.0 (the version in this pack)
This is the version you are playing with, and it added a lot of visual and quality of life features:[20][22]
- New flow lines that show the movement of resources.[22]
- A new "Graph Editor" screen on the computer, so you can visualise your nodes.[22]
- Previews for filters while you hover over the filter.[22]
- Random network colors, plus the ability to recolor a network.[22]
- Color customisation for wrenches, with a default keybinding of G.[22]
This release also updated the mod's dependencies:[22]
- NeoForge 21.1.250[22]
- JEI 19.53.0.426[22]
- Ars Nouveau 5.13.1.1403[22]
- FTB Teams 2101.1.11[22]
- Sophisticated Core 1.21.1-1.5.0.2322[22]
- Create 6.0.11-300[22]
- Ponder 1.0.87+mc1.21.1[22]
Unverified There are no pack changelog entries for this mod, and the mod changelogs available here only cover 1.6.0 and 1.15.0. What changed in the versions in between is unverified.
Sources
- LogisticsNetwork project page (modrinth) · official mod data
- All the Mons 1.3.0 mod list · pack file
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- In-game guide: Nodes (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- In-game guide: Computer (logisticsnetworks) · official docs
- All the Mons 1.3.0 recipe dump: recipes making LogisticsNetwork items · pack recipe dump
- In-game guide: Node Table (logisticsnetworks) · official docs
- In-game guide: Save & Load Networks (logisticsnetworks) · official docs
- In-game guide: Network Directory (logisticsnetworks) · official docs
- logisticsnetworks tooltips and descriptions (English lang file) · official mod data
- In-game guide: Channel Settings (logisticsnetworks) · official docs
- In-game guide: Header (logisticsnetworks) · official docs
- In-game guide: Filters & Upgrades (logisticsnetworks) · official docs
- In-game guide: I/O Monitor (logisticsnetworks) · official docs
- In-game guide: Performance Upgrades (logisticsnetworks) · official docs
- In-game guide: Special Upgrades (logisticsnetworks) · official docs
- All the Mods 10: To the Sky 2.0.4 recipe dump: recipes connecting LogisticsNetwork with other mods · pack recipe dump
- In-game guide: I/O Monitor (logisticsnetworks) · official docs
- All the Mods 10: To the Sky 2.0.4 mod list · pack file
- LogisticsNetwork 1.6.0 changelog · changelog
- LogisticsNetwork 1.15.0 changelog · changelog
Where this guide comes from
Written from what All the Mods 10: To the Sky itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
Guides for other versions: 2.0.1 to 2.0.2 · 2.0.0
Report wrong info
Version in each release
9 releases, first in 2.0.0
| All the Mods 10: To the Sky | Version | Jar | Where it came from |
|---|---|---|---|
| 2.1.0 Oct 15, 2026 | 1.16.4 | logisticsnetworks-1.21.1-1.16.4.jar | From the published release |
| 2.0.7 Oct 5, 2026 | 1.16.4 | logisticsnetworks-1.21.1-1.16.4.jar | From the published release |
| 2.0.6 Sep 21, 2026 | 1.15.0 | logisticsnetworks-1.21.1-1.15.0.jar | From the published release |
| 2.0.5 Sep 21, 2026 | 1.15.0 | logisticsnetworks-1.21.1-1.15.0.jar | From the published release |
| 2.0.4 Sep 11, 2026 | 1.15.0 | logisticsnetworks-1.21.1-1.15.0.jar | From the published release |
| 2.0.3 Sep 9, 2026 | 1.15.0 | logisticsnetworks-1.21.1-1.15.0.jar | From the published release |
| 2.0.2 Apr 1, 2026 | 1.6.0 | logisticsnetworks-1.21.1-1.6.0.jar | From the published release |
| 2.0.1 Mar 27, 2026 | 1.6.0 | logisticsnetworks-1.21.1-1.6.0.jar | From the published release |
| 2.0.0 Feb 24, 2026 | 1.1.0 | logisticsnetworks-1.21.1-1.1.0.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
21 items from the 2.1.0 recipe dump.
Which All the Mods 10: To the Sky mods work with LogisticsNetwork?
The All the Mods 10: To the Sky mods that share the most recipes with LogisticsNetwork. Highlighted ones have a guide.
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