LogisticsNetwork guide for All the Mods 10 8.1
LogisticsNetwork guide for All the Mods 10
Last verified for All the Mods 10 v8.1 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 6
- Recipes shown
- 11
- Items named
- 11
Every recipe and number here was checked against All the Mods 10 8.1's own files.
What is LogisticsNetwork?
2 parts
LogisticsNetwork is a wireless transport mod for moving items, fluids, energy and Mekanism chemicals between your machines and storage. Instead of running pipes or cables, you stick a node onto a block and tell it what to send or receive. This pack includes version 1.13.0.[1][2][3]
How it works
Nodes are entities, not blocks. They sit on the face of a block like an item frame or a painting, so they take up no space. That means your automation can be hidden, or even hang in mid-air. A node does nothing until you assign it to a network and configure at least one channel.[1][4]
Each node has 9 channels, and each channel is its own transfer rule. A Sender channel pulls resources out of the block the node is on. 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]
Filters let you control exactly what a channel moves, and they work on both the Sender and Receiver side. You configure nodes by right-clicking them with a Wrench. A Computer block gives you a terminal to watch your networks and their live throughput.[3][4][5][6]
Who it's for
If you want fast, configurable automation without pipe spaghetti, this is a good fit. It suits both small setups, like a chest feeding a furnace, and bigger multi-channel builds. The mod's own page also lists cross-dimensional transfer through a special upgrade.[1][3]
Unverified The sources don't confirm where this mod fits in the pack's progression. It is not on the ATM Star path, and no quests in this pack involve it.
How do you get started with LogisticsNetwork?
5 parts
Logistics Network is built around nodes and channels. A node is a small entity you stick onto a block that has storage, like a chest, tank or machine. The node does nothing on its own, because the real work happens in its channels. In this pack the recipes for the items below were changed, so use the recipe cards rather than any recipe you remember from elsewhere.[3][7]
Step one: craft the Wrench
Start with the Wrench. You right-click a placed node with it to open the node's configuration, so you need it before anything else.[3]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Step two: craft a Logistics Node
Next, make a Logistics Node. A node just sticks to a block, so you need one for each block you want to pull from or push into.[3]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
Step three: place it and set it up
- Place the node on any block with an inventory, tank or energy storage.[3]
- Right-click the node with the wrench to open its configuration.[3]
- Assign the node to a network, or create a new one.[3]
- Configure its channels to import or export resources.[3]
Every node has 9 channels, and each channel is either a Sender, which takes resources out of the attached block, or a Receiver, which puts them in. A Sender only talks to Receivers on the same channel number across the network.[3]
Step four: add a Computer once your base grows
The Computer is a placeable block that works as a dashboard. It lists your networks, shows live throughput for each active channel, and lets you open any node's config remotely. You do not need it for your first transfer, but it helps once you have several networks.[5][8][9]
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
If you carry a wrench when you right-click the Computer, it loads a copy into the drive bay slot. The wrench is borrowed, not consumed, and it stays on the Computer until you take it back out.[5]
Step five: upgrades
In this pack the Ars Source Upgrade and the Mekanism Chemical Upgrade are both crafted from an Iron Upgrade. The Source upgrade unlocks Source channel transfer, and the Chemical upgrade unlocks Chemical channel transfer. The Dimensional Upgrade enables cross-dimension transfers.[7][10]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
How does LogisticsNetwork work?
7 parts
At the moment, Logistics Network moves items, fluids, energy and chemicals with no pipes or cables. You stick a Logistics Node on a block that has storage, put the node on a network, and set up its channels. Everything below is how those pieces fit together.[1][3][4]
Nodes, networks and channels
A node is an entity, not a block. It sits on the face of the block you placed it on, like an item frame, so you can still place, break and interact with the block underneath. Placing a node does nothing by itself. It only transfers once you assign it to a network and configure at least one channel.[4][11]
Every node has 9 channels, and each channel is its own transfer rule. One node can therefore run up to 9 transfers at the same time. You right-click a placed node with the Wrench to open its configuration screen.[3][4]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
The pack changed this recipe, so use this one rather than the mod default.
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
The pack changed this recipe too.
Senders and receivers
A channel has a direction. A Sender takes resources out of the block its node is attached to. A Receiver puts resources into the block its node is attached to. A Sender only talks to Receivers on the same channel number, across the whole network, so matching numbers act like labelled pipes.[3]
Senders drive the transfer and Receivers are passive. A network with only Senders or only Receivers does nothing, so you need at least one of each on the same channel number.[12]
A node that is not assigned to a network does nothing, and all 9 of its channels stay inactive until you pick a network.[11]
The simplest setup is a Sender on a chest and a Receiver on a furnace, both set to Items on the same channel and the same network. The Sender pulls the items out and the network hands them to the Receiver, which pushes them into the furnace.[3]
Channel settings
Each of the 9 channels has its own independent copy of these settings. You pick which channel you are editing with the channel selector in the header, and the settings below apply to the channel you currently have selected.[11][12]
- Status: Enabled or Disabled for the selected channel. A disabled channel is skipped completely but keeps all its other settings, so it works as a pause button.[12]
- Mode: Sender or Receiver for the selected channel, as described above.[12]
- Type: Item, Fluid or Energy out of the box. If the attached block has no matching capability on the chosen side, the channel silently does nothing. Chemical (Mekanism) and Source (Ars Nouveau) channels need specific upgrades.[12]
- Side: one face of the block, or All, which merges every face into one combined handler. On side-aware blocks like furnaces, All exposes the input, fuel and output slots at once. That is usually not what you want, so pick a specific face.[12]
- Redstone: Always On, Always Off, High Signal or Low Signal, set per selected channel. The signal is read at the block the node is attached to. This row is greyed out on Receivers.[12]
- Distribution: how a Sender chooses between several matching Receivers on the selected channel. The options are Priority, Nearest First, Farthest First and Round Robin. The Round Robin pointer persists across ticks, so the rotation stays fair over long runtimes. This row is also greyed out on Receivers.[12]
Filters
Each channel has its own 3x2 grid of 6 filter slots. With all slots empty, the channel moves anything that matches its Type. Filters are an optional narrowing. A filter can be a Whitelist (only listed things move) or a Blacklist (everything except listed things moves). The Any / All button decides whether a resource must pass at least one filter or every filter.[6][13]
Where you put a filter matters. On a Sender, it decides what gets pulled out of the source block. On a Receiver, it decides what gets accepted into the destination block. A common pattern is one Sender pulling a wide range from a dump chest, with several Receivers each filtering a narrow subset.[6]
- Small, Medium and Big filters match exact item and fluid ids with a 45-slot entry grid. Each entry has a Detail page for tags, batch overrides, stock thresholds, NBT rules and attached-inventory slot restrictions.[6]
- Mod filters match everything from one mod id. To match several mods, use several Mod filters in the same channel with Match Any.[6]
- Regex filters match display names with a restricted, case-insensitive syntax and a maximum pattern length of 128 characters. Groups, lookarounds, backreferences and repetition operators are unsupported. Matching already searches the full name, so you don't need .* around a word.[6]
- Slot filters limit which slot indices the channel can read or write, from 0 through 53. You write them as comma-separated slots and ranges, like 0-3,5.[6]
Stock thresholds swap meaning between the two sides. On an export Sender, the amount rule keeps a reserve, so only items above the limit can leave. On an import Receiver, it caps the destination, so nothing more is inserted once the limit is reached.[6][10]
Labels and visibility
Nodes on the same network that share a label stay in sync. A change to one is copied to the others, covering channel modes, types, filters, batch sizes and delays. Upgrades stay per-node, and batch sizes are clamped to what each node's upgrades allow. So you can label 20 furnace nodes the same, configure one, and the rest follow.[11]
The Visible toggle is cosmetic only. A hidden node only renders while you hold a wrench, at about one-third opacity, and whichever state a node is currently in, it transfers exactly the same.[11]
Upgrades
Each node has 4 upgrade slots that are shared by all 9 channels. You can't install two of the same upgrade, and regular items are rejected. Performance upgrades raise the batch caps and lower the minimum delay. Special upgrades unlock new capabilities.[13][14][15]
Only the highest performance tier installed counts, and tiers don't stack. With Iron, Gold and Diamond all installed, the node uses Diamond's caps. Use the spare slots for special upgrades instead. A channel's Batch and Delay settings are clamped to these ceilings, so an Iron-tier node ignores a bigger Batch value.[14]
- Iron Upgrade: 16 items, 1,000 mB and 10,000 RF per operation, with a minimum delay of 10 ticks.[14]
- Gold Upgrade: 32 items, 5,000 mB and 50,000 RF, with a minimum delay of 5 ticks.[14]
- Diamond Upgrade: 64 items, 20,000 mB and 250,000 RF, with a minimum delay of 1 tick.[14]
- Netherite Upgrade: 10,000 items, 1,000,000 mB and unlimited energy, with a minimum delay of 1 tick.[14]
Unverified The in-game guide says these four tier caps come from the mod's server config, so an admin can tune them. The sources here do not show that config for this pack, so the table above is the mod's documented values and I can't confirm they are unchanged in the pack.
The special upgrades each unlock one capability. The Dimensional Upgrade allows transfers to and from nodes in other dimensions, which a node can't do without it. The Mekanism Chemical Upgrade unlocks Chemical channel transfer.[10][15]
The Ars Source Upgrade unlocks Source channel transfer.[7][10]
Special upgrades can be combined with a performance upgrade on the same node.[15]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
The pack changed this recipe.
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
The pack changed this recipe.
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
The pack changed this recipe.
Monitoring with the Computer
The Computer is a placeable block that gives you a dashboard for your networks. Right-click it to open the Network Manager. If you carry a wrench, the Computer borrows one copy into its drive bay slot, and the wrench stays there until you retrieve it. Networks are not owner-locked, so every Computer on a server can see every network.[5]
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
The pack changed this recipe.
The directory lists networks with their node counts. You can search by name, and star a network to pin it to the top. Pins are stored on that Computer block, so they reset if the block is broken. Select a network and press RUN to mount it, which unlocks the two subsystems.[5][16]
- I/O Monitor: shows one row per channel index with its type (Items, Fluids, Energy, Chemicals or Source) and how many nodes use it. Clicking a row opens a live graph of 120 data points, updated roughly once per second. A sudden drop to zero means the channel stopped, for example because the source drained or redstone turned it off.[8]
- Node Table: lists every node on the mounted network with its device, dimension and coordinates, grouped by label. The Highlight button draws a glowing outline in the world that only you can see. The Settings button opens that node's full configuration remotely, from wherever you are.[9]
- SHOW and HIDE: buttons in the Node Table that switch render visibility on or off for every node on the mounted network at once.[9]
How do you progress through LogisticsNetwork?
4 parts
Unverified No quests for this mod turned up in the pack data available for this guide, so there is no quest-guided order. The progression below follows the upgrade tiers and the in-pack recipes instead.
Every recipe for this mod is changed by the pack, so don't rely on what you remember from other packs. The recipe blocks below show the exact in-pack versions.[7]
Step 1: the basics
Everything starts with the Logistics Node. Its upgrade slots and filters are where all the progression happens.[7][13]
Crafting Shaped
| any redstone storage block | ||
Recipe id: logisticsnetworks:logistics_node
Next, grab the Wrench. The Computer is a placeable terminal for watching and managing your networks, and it auto-loads a Wrench from your inventory into its drive bay. It isn't required to get moving, but it gets very handy as your network grows.[5][7]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
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
Step 2: the performance tiers
A node has 4 upgrade slots, and the upgrades apply to all 9 channels on that node. Performance upgrades raise the batch caps and lower the minimum delay. Only the highest tier you install counts, so an Iron, Gold and Diamond upgrade in the same node behaves like just the Diamond one.[13][14]
- Iron Upgrade (tier 1): 16 items, 1,000 mB and 10,000 RF per operation, with a 10 tick minimum delay.[14]
- Gold Upgrade (tier 2): 32 items, 5,000 mB and 50,000 RF, with a 5 tick minimum delay.[14]
- Diamond Upgrade (tier 3): 64 items, 20,000 mB and 250,000 RF, with a 1 tick minimum delay.[14]
- Netherite Upgrade (tier 4): 10,000 items, 1,000,000 mB and unlimited energy, with a 1 tick minimum delay.[14]
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 at a time even if you type in a much bigger number.[14]
Unverified These ceilings come from the mod's documentation and its server config. The sources don't show whether this pack changed them, so check the config if your node behaves differently.
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 don't change throughput. They unlock new abilities and sit alongside a performance upgrade. You can't install two of the same upgrade in one node, but different ones mix freely.[13][15]
- Dimensional Upgrade allows transfers between dimensions. Both the Sender node and the Receiver node need one.[15]
- Mekanism Chemical Upgrade unlocks the Chemical channel type for Mekanism chemicals. Each node that sends or receives chemicals needs its own, and it needs Mekanism to craft and use.[15]
- Ars Source Upgrade unlocks the Source channel type for Ars Nouveau source. Each node that sends or receives source needs its own, and it needs Ars Nouveau to craft and use.[15]
Both the Mekanism Chemical and Ars Source upgrades build on an Iron Upgrade in this pack, so craft that first.[7]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
Optional extra
The pack also has a recipe for the Pattern Setter.[7]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any iron ingot |
Recipe id: logisticsnetworks:pattern_setter
How does LogisticsNetwork work with other mods?
3 parts
LogisticsNetwork connects to Ars Nouveau, Mekanism and Applied Energistics 2 through crafting. The recipes below were all changed by the pack, so they are the pack's versions and not the mod's defaults.[7]
Ars Nouveau
The Ars Source Upgrade is crafted with items from Ars Nouveau, so you need to have started on that mod before you can make it.[7]
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
In the Computer's I/O Monitor, a channel can be listed as moving Items, Fluids, Energy, Chemicals or Source. Source throughput is shown in source per second.[8]
Mekanism
The Mekanism Chemical Upgrade is the Mekanism link. The recipe uses Mekanism parts, and the mod's own description says it can move Mekanism's chemicals, up to 1,000 buckets per channel.[1][7]
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
The I/O Monitor shows chemical channels in millibuckets per second, so you can check a Mekanism setup the same way as an item or fluid one.[8]
Applied Energistics 2
The Pattern Setter is the link to Applied Energistics 2. Its recipe uses an AE2 blank pattern, so you'll need AE2 progress to craft it.[7]
Crafting Shaped
| any redstone dust | any redstone dust | |
| any iron ingot |
Recipe id: logisticsnetworks:pattern_setter
What changed in LogisticsNetwork between versions?
The pack changelog for All the Mods 10 8.1 lists LogisticsNetworks 1.13.0 as added in that release. That is the only pack-level change on record for this mod.[17]
The 8.1 mod list ships it as logisticsnetworks-1.21.1-1.13.0.jar, so version 1.13.0 is what you get in this pack. The mod list also says it was first included in 8.1 or earlier, so the exact first release is not pinned down beyond what the changelog says.[2]
Unverified There is no stored changelog for the shipped jar, so what changed inside LogisticsNetworks 1.13.0 compared with earlier versions is unverified. Check the mod's own release notes before relying on any specific change.
Sources
- LogisticsNetwork project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- In-game guide: Nodes (logisticsnetworks) · official docs
- In-game guide: Computer (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- All the Mods 10 8.1 recipe dump: recipes making LogisticsNetwork items · pack recipe dump
- In-game guide: I/O Monitor (logisticsnetworks) · official docs
- In-game guide: Node Table (logisticsnetworks) · official docs
- logisticsnetworks tooltips and descriptions (English lang file) · official mod data
- In-game guide: Header (logisticsnetworks) · official docs
- In-game guide: Channel Settings (logisticsnetworks) · official docs
- In-game guide: Filters & Upgrades (logisticsnetworks) · official docs
- In-game guide: Performance Upgrades (logisticsnetworks) · official docs
- In-game guide: Special Upgrades (logisticsnetworks) · official docs
- In-game guide: Network Directory (logisticsnetworks) · official docs
- All the Mods 10 changelog (All the Mods 10 8.1) · changelog
Where this guide comes from
Written from what All the Mods 10 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: 8.2 to 8.3