LogisticsNetwork guide for All the Mods 11 0.1.0 to 0.10.0-beta
LogisticsNetwork guide for All the Mods 11
Last verified for All the Mods 11 v0.8.0-beta on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (0.12.0-beta) is out Guide for the current version
- Sections
- 5
- Recipes shown
- 9
- Items named
- 9
Every recipe and number here was checked against All the Mods 11 0.8.0-beta's own files.
What is LogisticsNetwork?
2 parts
LogisticsNetwork is a wireless transport mod. Instead of running pipes or cables, you stick a node on the block you want to pull from or push into, and it just works. It can move items, fluids, FE and Mekanism's chemicals. This pack ships version 1.10.0.[1][2]
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 block space. The mod's own description says automation built with them can be fully hidden or even suspended in the air. If you want clean, invisible, lag-friendly automation, this mod is for you.[1][3]
How it works
- 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]
- A channel is either a Sender, which pulls resources out of the attached block, or a Receiver, which pushes them in. A Sender only talks to Receivers on the same channel number across the whole network.[4]
- A node does nothing until you assign it to a network and configure at least one channel.[3]
- Filters decide exactly what a channel moves. Without any filters, a channel transfers everything that matches its type.[5]
- The Computer is a placeable block that works as a dashboard. It lists your networks and shows live throughput for each active channel.[6]
Good to know
The project page also lists redstone control on all nodes, a choice of any side for input or output, and cross-dimensional transfer with a special upgrade.[1]
On multiplayer, the server's Node Access setting decides who can use another player's nodes. The default is Teams, which follows FTB Teams membership when that mod is available.[4]
The project page advertises per-channel throughput of up to 10k items, 1000b of fluid, 2.1b FE/t or 1000b of chemicals. Those are the mod's own listed figures.[1]
Unverified The sources do not confirm whether this pack changes those throughput limits, so treat them as the mod's advertised figures rather than pack-verified values. They also show no quests and no ATM Star path for this mod, so where it fits in the pack's progression is unverified.
How do you get started with LogisticsNetwork?
4 parts
Logistics Network moves items, fluids and energy between blocks using small nodes you stick onto them. There are no cables or pipes to run. You only need two items to get started, and everything else can wait until your first setup works.[1][4]
Step 1: Craft a Wrench and a Logistics Node
The Wrench is your configuration tool, and the Logistics Node is what actually connects to your chests, tanks and machines. Make both first.[4]
Crafting Shaped
| Redstone Torch | Empty slot | Redstone Torch |
| Stone Button | any glass panes | Stone Button |
| Polished Blackstone | Polished Blackstone | Polished Blackstone |
Recipe id: logisticsnetworks:wrench
Crafting Shaped
| Deepslate | Redstone | Deepslate |
| Iron Bars | Hopper | Iron Bars |
| Deepslate | Ender Pearl | Deepslate |
Recipe id: logisticsnetworks:logistics_node
Step 2: Place and configure your first node
- Place the node on any block that has an inventory, tank or energy storage, such as a chest or a machine.[4]
- Use Secondary Interaction (default: Right Click) on the node with the wrench to open its configuration.[4]
- Assign the node to a network, or create a new one.[4]
- Configure its channels to import or export resources. Each node has 9 channels, so one node can run 9 different transfers at once.[1][4]
Do this on two nodes in the same network, one exporting and one importing, and you have a working link. If you add no filters, a channel moves everything that matches its type. Add filters once the basic link works and you want to narrow it down.[4][5]
Step 3: Craft a Computer to keep an eye on things
Once you have more than a couple of networks, the Computer is worth making. Right-click it to see every network you can access, watch live throughput for each active channel, and open any node's settings remotely, so you don't have to walk over to it.[6][7][8]
Crafting Shaped
| Iron Ingot | Iron Ingot | Iron Ingot |
| Iron Ingot | Glass | Iron Ingot |
| Iron Ingot | Comparator | Iron Ingot |
Recipe id: logisticsnetworks:computer
Keep a Wrench in your inventory when you open it. The Computer borrows the wrench for its drive bay slot and returns it when you close the screen.[6]
Later: upgrades
The pack also has the Iron Upgrade, Gold Upgrade, Diamond Upgrade and Netherite Upgrade. The in-game tooltip only calls them node performance upgrades. The Dimensional Upgrade enables cross-dimension transfers, so you only need it when a link has to cross dimensions.[9][10]
Crafting Shaped
| Crying Obsidian | End Crystal | Crying Obsidian |
| Dragon Breath | Nether Star | Dragon Breath |
| Crying Obsidian | End Crystal | Crying Obsidian |
Recipe id: logisticsnetworks:dimensional_upgrade
Unverified The recipe dump for this pack lists no item inputs for any of this mod's recipes, so check the recipe blocks above or in-game recipe viewer for the exact crafting. The sources also don't say what the Pattern Setter is for, and no quests in this pack cover the mod. This site does hold All the Mods 11's own recipes, read from the pack itself: look the item up in the item browser.
How does LogisticsNetwork work?
8 parts
Logistics Network moves items, fluids and energy without any pipes or cables. You stick a Logistics Node on a block that has storage, and the node handles the transfers. Because there is no physical connection, a setup can be hidden completely or even float in the air.[1][3][4]
Nodes, networks and channels
A node does nothing by itself. The work happens in its channels, and every node has 9 of them, so one node can run up to 9 transfers at the same time. A node also has to belong to a network. If it isn't assigned to one, all of its channels stay inactive.[3][4][11]
Each channel is currently set to either Sender or Receiver. A Sender pulls resources out of the block its node is attached to. A Receiver pushes resources into its block. A Sender only talks to Receivers on the same channel number anywhere in the network, so matching numbers act like labelled pipes.[4][12]
- Put a node on a chest full of iron and set one channel to Sender with the Items type.[4]
- Put a node on a furnace and set the same channel number to Receiver with the Items type.[4]
- Put both nodes on the same network. The Sender pulls iron from the chest and the Receiver pushes it into the furnace.[4]
Open a node's configuration by using Right Click on it with the Wrench. The header at the top of the screen shows the name of the network the node is currently attached to, lets you change or create a network, and holds the channel selector. The selector's buttons are numbered 0 through 8 and a green dot marks an enabled channel. The welcome page numbers the channels 1 through 9 instead, so go by what you see on the node screen.[4][11]
Per-channel settings
Every channel keeps its own independent copy of these settings. Changing one only affects the channel you currently have selected.[12]
- Status: a disabled channel is skipped completely, but it keeps all its other settings so you can pick up where you left off.[12]
- Mode: the currently selected channel is either a Sender or a Receiver. Senders drive the transfer, and Receivers wait passively.[12]
- Type: Item, Fluid or Energy. If the attached block has no matching capability, the channel silently does nothing. The Chemical (Mekanism) and Source (Ars Nouveau) options are currently unavailable.[12]
- Side: the currently selected channel can use one face of the attached block or All. Side-aware blocks like furnaces expose different slots on each face, so choosing the specific face keeps your filters on the slots you care about. All merges every face into one combined handler.[12]
- Redstone: for the currently selected channel you can pick Always On, Always Off, High Signal or Low Signal, checked at the block the node is attached to. This row is greyed out on Receivers.[12]
- Distribution: when several Receivers match, the currently selected Sender channel serves them by Priority, Nearest First, Farthest First or Round Robin. Round Robin splits each batch as evenly as possible, so a batch of 8 ordinary items going to two empty Receivers becomes 4 and 4.[12]
Filters
Each channel has its own 6 filter slots. If all 6 slots are empty, the channel moves anything that matches its Type. On a Sender, a filter decides what gets pulled out. On a Receiver, it decides what gets accepted. Each filter can be a whitelist or a blacklist, and the Any/All button sets whether a resource must pass at least one filter or every filter.[5][13]
- Normal filters (Small, Medium and Big all behave the same) match exact item and fluid ids in a 45-entry grid. Each entry can also use tags, batch overrides, stock thresholds, NBT rules and slot restrictions.[5][13]
- Mod filters match everything from one mod id. To cover several mods, use several Mod filters with Match Any.[5]
- Regex filters match display names, are case-insensitive, and are limited to 128 characters. They support literals, character classes, anchors and top-level | alternatives, but not groups or repetition operators.[5]
- Slot filters limit which slots a channel reads from or writes to. Valid indices are 0 through 53.[5]
Stock thresholds mean different things on each side. On a Sender, only items above the limit can leave, so the limit works as a reserve. On a Receiver, the limit caps how much of that item the destination can hold.[5][10]
Upgrades
A node has a 2x2 grid of 4 upgrade slots, and the upgrades apply to all 9 channels at once. You can't install two of the same upgrade in one node. Performance upgrades raise batch caps and lower the minimum tick delay, and the Diamond Upgrade is one of them. The Dimensional Upgrade enables transfers across dimensions.[10][13]
Labels and network access
Nodes currently on the same network that share a label stay in sync. A channel change on one is copied to the others in the group, including modes, types, filters, batch sizes and delays. Joining an existing label also tries to match that group's upgrade layout, pulling the required upgrades from your inventory. If the full set isn't available, no upgrades move, but the label and channel settings still apply.[11]
Server owners control who can use another player's nodes with the Node Access setting. The default is Teams, which follows FTB Teams membership when that mod is available. Without FTB Teams it stays owner-only.[4]
Monitoring with the Computer
The Computer gives you a Network Manager screen. You pick a network from the directory and mount it, then open either the I/O Monitor or the Node Table. If you carry a wrench, the Computer temporarily takes it into a drive bay slot and returns it when you close the screen.[6][14]
The I/O Monitor groups activity by channel index. Ten nodes running Item transfers on one channel show up as a single row. Opening a row shows a live graph with 120 data points, updating roughly once per second, in items per second, mB/s or RF per second depending on the type.[7]
The Node Table lists every node on the network with its block and location. You can highlight a node in the world, or open its full settings remotely without walking over to it. SHOW and HIDE toggle render visibility for the whole network in one click.[8]
Saving and loading setups
The Computer can export a network's node setup to a .lnet file in the config/logistics-network/networks folder. Every node must have a label or the export fails. The file stores labels, visibility and each node's full config, but not block positions.[15]
Loading doesn't rebuild a network for you. You copy one labelled node config onto the Computer's wrench, close the Computer, then use Shift and Right Click to paste it onto a real node. You repeat this for each label.[15]
Crafting the essentials
Crafting Shaped
| Deepslate | Redstone | Deepslate |
| Iron Bars | Hopper | Iron Bars |
| Deepslate | Ender Pearl | Deepslate |
Recipe id: logisticsnetworks:logistics_node
Crafting Shaped
| Redstone Torch | Empty slot | Redstone Torch |
| Stone Button | any glass panes | Stone Button |
| Polished Blackstone | Polished Blackstone | Polished Blackstone |
Recipe id: logisticsnetworks:wrench
Crafting Shaped
| Iron Ingot | Iron Ingot | Iron Ingot |
| Iron Ingot | Glass | Iron Ingot |
| Iron Ingot | Comparator | Iron Ingot |
Recipe id: logisticsnetworks:computer
Unverified The pack ships no config files for this mod, so exact batch caps and minimum delays for each upgrade tier are not confirmed here. The mod's project page also advertises per-channel transfer caps and tags that let pack developers blacklist blocks, items and fluids. Whether this pack uses those tags is unconfirmed.
How do you progress through LogisticsNetwork?
4 parts
Progression with this mod is all about your nodes. You start with a bare Logistics Node and move it up through four performance tiers, then add a special upgrade if you need to cross dimensions. Each tier raises how much a node can move per operation and how often it can fire.[9][16][17]
Upgrades are per-node, not per-channel. A node has 4 upgrade slots, and whatever you put in them applies to all 9 of its channels.[13]
Getting set up
Before you worry about tiers, you need the basics. The node is the block that does the moving, and it has its own recipe in the pack.[9][13]
Crafting Shaped
| Deepslate | Redstone | Deepslate |
| Iron Bars | Hopper | Iron Bars |
| Deepslate | Ender Pearl | Deepslate |
Recipe id: logisticsnetworks:logistics_node
The Wrench has its own recipe too. It also matters for the Computer, a placeable terminal for watching and managing your networks. If you carry a wrench, the Computer temporarily takes one into its drive bay and gives it back when you close the screen.[6][9]
Crafting Shaped
| Redstone Torch | Empty slot | Redstone Torch |
| Stone Button | any glass panes | Stone Button |
| Polished Blackstone | Polished Blackstone | Polished Blackstone |
Recipe id: logisticsnetworks:wrench
Crafting Shaped
| Iron Ingot | Iron Ingot | Iron Ingot |
| Iron Ingot | Glass | Iron Ingot |
| Iron Ingot | Comparator | Iron Ingot |
Recipe id: logisticsnetworks:computer
There is also a Pattern Setter with its own in-pack recipe. The sources I have don't explain what it does, so I'm only pointing you to the recipe.[9]
Crafting Shaped
| Quartz | Blank Pattern | Quartz |
| Redstone | Ender Pearl | Redstone |
| Quartz | Iron Ingot | Quartz |
Recipe id: logisticsnetworks:pattern_setter
The four performance tiers
A node's effective tier is the highest performance upgrade installed. Iron is tier 1, Gold is 2, Diamond is 3 and Netherite is 4. They don't stack, so a node holding Iron, Gold and Diamond uses only the Diamond caps. Go straight for the tier you need.[16]
- Iron Upgrade (tier 1): 16 items, 1,000 mB of fluid and 10,000 RF of energy per operation, with a minimum delay of 10 ticks.[16]
- Gold Upgrade (tier 2): 32 items, 5,000 mB and 50,000 RF per operation, with a minimum delay of 5 ticks.[16]
- Diamond Upgrade (tier 3): 64 items, 20,000 mB and 250,000 RF per operation, with a minimum delay of 1 tick, so channels can fire every tick.[16]
- Netherite Upgrade (tier 4): 10,000 items and 1,000,000 mB per operation, unlimited energy, and the same 1-tick minimum delay. Save it for hub chests, your main fluid distributor and big power buffers.[16]
These numbers are ceilings. Each channel's Batch and Delay settings are clamped to them, so typing 100,000 into Batch on an Iron-tier node still moves only 16 items. Without any upgrade, the node uses the values you configured.[16]
Crafting each tier
Each upgrade has its own crafting recipe in the pack. The recipes below show the exact in-pack ingredients.[9]
Crafting Shaped
| Iron Ingot | Hopper | Iron Ingot |
| Chest | Smooth Stone | Chest |
| Iron Ingot | Hopper | Iron Ingot |
Recipe id: logisticsnetworks:iron_upgrade
Crafting Shaped
| Gold Ingot | Hopper | Gold Ingot |
| Chest | Smooth Stone | Chest |
| Gold Ingot | Hopper | Gold Ingot |
Recipe id: logisticsnetworks:gold_upgrade
Crafting Shaped
| Diamond | Hopper | Diamond |
| Chest | Smooth Stone | Chest |
| Diamond | Hopper | Diamond |
Recipe id: logisticsnetworks:diamond_upgrade
Crafting Shaped
| Netherite Ingot | Hopper | Netherite Ingot |
| Chest | Smooth Stone | Chest |
| Netherite Ingot | Hopper | Netherite Ingot |
Recipe id: logisticsnetworks:netherite_upgrade
Special upgrade: crossing dimensions
The Dimensional Upgrade doesn't change throughput. It lets a node transfer to and from nodes in other dimensions, such as the Overworld, the Nether, the End or a modded dimension. Without it, a node can only talk to nodes in its own dimension.[17]
Crafting Shaped
| Crying Obsidian | End Crystal | Crying Obsidian |
| Dragon Breath | Nether Star | Dragon Breath |
| Crying Obsidian | End Crystal | Crying Obsidian |
Recipe id: logisticsnetworks:dimensional_upgrade
You may also see Mekanism Chemical and Ars Source upgrade items. They are kept for future compatibility and don't currently enable those integrations, so don't build progression around them.[13][17]
Unverified I found no quests in the sources that involve this mod, so I can't describe a quest-driven path. Treat progression as crafting through the upgrade tiers above.
What changed in LogisticsNetwork between versions?
2 parts
All the Mods 11 0.8.0-beta ships LogisticsNetwork 1.10.0, and the mod was first included in All the Mods 11 0.0.11 or earlier. The pack changelogs have no entries for this mod, so everything below comes from the mod's own changelogs.[2]
1.10.0 (the version in this pack)
This changelog is a combined one. It rolls up applicable updates from the 1.21.1 releases 1.10.0 through 1.14.2, so it covers a lot. These are the highlights.[18]
- Item transfer planning is now multithreaded, with bounded queues, stale-plan checks and a synchronous fallback.[18]
- Nodes and networks can have configurable team, ally or public access.[18]
- A "Scan attached storage" button fills filters with items or fluids from the connected storage.[18]
- Hardcoded interaction controls were replaced with remappable keybinds.[18]
- Round Robin distribution now shares items between destinations instead of behaving like Priority mode.[18]
- Transfers between nodes attached to the same storage work, including opposite halves of a double chest, and nodes with equal priority are ordered consistently.[18]
- Tag-based filters no longer ignore NBT, durability or enchantment constraints in some matching and amount checks.[18]
- Filter configuration and wrench state moved to data components, with migration for existing data.[18]
- Sophisticated Core compatibility improved, including bulk insertion, partial acceptance and upgraded storage slots.[18]
Earlier releases
- 1.9.0: themes work in all of the mod's GUIs, and the computer uses the computer theme by default (changeable in the client config). Particles now show resources moving between nodes, and wrench colors can be changed with the G key by default. Configs and local data moved under the config/logistics-network directory.[19]
- 1.8.4: fixed a bug where items were dropped into the world, added several performance improvements, and the mod's messages are now configured and only sent once.[20]
- 1.8.3: a Round Robin fix.[21]
- 1.7.1: a hotfix that added strict NBT matching for filter item entries by default, plus a Strict toggle on the filter detail page. It also fixed pasting node configuration requiring physical filters.[22]
- 1.5.0: MassPlacement was reworked so you can select an area and choose blocks from within it. The mod also moved to the NeoForge transaction API.[23]
- 1.4.0: nodes now fit the blocks they are placed on and have connected textures, which you can toggle in the client config. AE2 and FTB Teams integrations were re-enabled.[24]
- 1.3.1: improved redstone controls and reintroduced them for import channels. It also fixed visual issues with the brutality theme.[25]
Sources
- LogisticsNetwork project page (modrinth) · official mod data
- All the Mods 11 0.8.0-beta mod list · pack file
- In-game guide: Nodes (logisticsnetworks) · official docs
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- In-game guide: Computer (logisticsnetworks) · official docs
- In-game guide: I/O Monitor (logisticsnetworks) · official docs
- In-game guide: Node Table (logisticsnetworks) · official docs
- All the Mods 11 0.8.0-beta recipe dump: recipes making LogisticsNetwork items · pack recipe dump
- 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: Network Directory (logisticsnetworks) · official docs
- In-game guide: Save & Load Networks (logisticsnetworks) · official docs
- In-game guide: Performance Upgrades (logisticsnetworks) · official docs
- In-game guide: Special Upgrades (logisticsnetworks) · official docs
- LogisticsNetwork 1.10.0 changelog · changelog
- LogisticsNetwork 1.9.0 changelog · changelog
- LogisticsNetwork 1.8.4 changelog · changelog
- LogisticsNetwork 1.8.3 changelog · changelog
- LogisticsNetwork 1.7.1 changelog · changelog
- LogisticsNetwork 1.5.0 changelog · changelog
- LogisticsNetwork 1.4.0 changelog · changelog
- LogisticsNetwork 1.3.1 changelog · changelog
Where this guide comes from
Written from what All the Mods 11 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 16, 2026.
Guides for other versions: 0.12.0-beta