LogisticsNetwork in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 1.16.4 · First seen in 1.7.1
LogisticsNetwork is a mod in FTB Skies 2: Aero 1.13.0, where it is version 1.16.4. A high level, efficient resource transporting mod (Summary from the mod's Modrinth page.)
LogisticsNetwork guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 17, 2026 · text last changed Oct 16, 2026
This is the newest guide. It hasn't been checked against 1.13.0 yet.
Also applies to:All the Mods 10 8.2 to 8.3All the Mods 10: To the Sky 2.0.3 to 2.1.0All the Mons 1.3.0
- Sections
- 6
- Recipes shown
- 11
- Items named
- 14
5 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2: Aero 1.10.0, read from the running game on Sep 22, 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
Logistics Network moves items, fluids, energy and chemicals between blocks using small nodes that you stick onto them. Each node has 9 configurable channels, so one node can run several jobs at once. Here is what to make first, in order.[1][7]
Step 1: The Wrench
The mod's own starter steps begin with crafting a Wrench and a Logistics Node. Start with the wrench, since it is the tool you use with nodes and it is also what the Computer borrows later.[7]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Step 2: The Logistics Node
The Logistics Node is the heart of the mod. There is no real block to build: you place the node on a block that has an inventory, tank or energy storage, and that block becomes part of your network.[1][7]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
Make at least two, because a transfer needs a block to take from and a block to give to. Each node's channel can act as a Sender or a Receiver.[1][8]
Step 3: The Computer
Once you have a few nodes down, craft a Computer. Place it in your base and use Right Click on it (the default Secondary Interaction) to open the Network Manager. From there you can list your networks, watch live throughput per channel, and jump straight into any node's settings without walking over to it.[8][9][10][11]
Crafting Shaped
Recipe id: logisticsnetworks:computer
If you carry a Wrench in your inventory, the Computer loads one copy into its drive bay slot when you open it. It is borrowed, not consumed, so it stays on the Computer until you take it back.[9]
Good habits from the start
- A channel with no filters moves everything that matches its type, so add filters once you want to be picky about what moves.[12]
- Label your nodes early. Saving a network to a file only works when every node on it has a label.[13]
- If you hide your nodes from the Node Table, they only draw in the world while you hold a wrench.[11]
The mod also has upgrade items such as the Iron Upgrade, which you can look at once your basic setup is running. The recipes in this pack for all of these items are the mod's own recipes.[14]
How does LogisticsNetwork work?
8 parts
Here is how Logistics Networks moves things. A Logistics Node sticks to a block, and all the real work happens in the node's channels.[7][15]
Nodes, channels and networks
Nodes are entities, not blocks. They sit on the face of a block (a chest, tank, machine and so on) like an item frame or painting, so you can still place, break and interact with the block underneath. Every node has 9 channels, and each channel is its own transfer rule, so one node can run up to 9 transfers at once.[7][15]
A network is a group of nodes that can talk to each other. A node that is not assigned to a network does nothing, so pick or create a network from the Change button in the node's header. You can type a new network name of up to 32 characters, move the node to another network, or leave the network entirely.[7][16]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Use Secondary Interaction on a placed node while holding the wrench to open its configuration.
Senders and Receivers
In a node's channel settings, each channel is set to either Sender or Receiver. A Sender takes resources out of the block its node is attached to. A Receiver puts resources into its block. A Sender only talks to Receivers on the same channel number, anywhere on the network, so matching numbers act like labelled pipes.[7][17]
In the channel settings, Senders are the side that drives the transfer: they look for matching Receivers and push resources to them. Receivers are passive and wait for a delivery. Classic example: one node on a chest of iron set to Sender (Items), another on a furnace set to Receiver (Items), same channel number, same network. The iron flows from chest to furnace.[7][17]
Channel settings
Each channel keeps its own independent copy of these settings, and you pick the channel you are currently editing with the channel selector in the header. Here are the ones that shape how a transfer behaves:[16][17]
- Status: on the selected channel, Enabled or Disabled. A disabled channel is skipped completely, but it keeps all its other settings, so it works as a pause button.[17]
- Type: on the selected channel, Item, Fluid or Energy by default. The node looks for that capability on the attached block, and if the block has none on the chosen side, the channel silently does nothing. Chemical (Mekanism) and Source (Ars Nouveau) also exist but need specific upgrades to unlock.[17]
- Side: Up, Down, North, East, South, West or All. All merges every face into one combined handler and removes duplicates. On side-aware blocks like furnaces, All shows the input, fuel and output slots at once, which is usually not what you want, so pick the specific face.[17]
- Redstone: on the selected channel, 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, because redstone gating only applies to Senders.[17]
- Distribution: on the selected channel, how a Sender picks between several Receivers on the same channel. Options are Priority (higher numbers first), Nearest First, Farthest First and Round Robin, which splits each operation's batch as evenly as possible.[17]
Filters
Filters decide exactly what a channel may move. Each channel has its own 6 filter slots in a 3x2 grid, and if all 6 slots are empty the channel moves anything that matches its Type. An Any / All button sets whether a resource must pass at least one filter or every filter.[12][18]
Where you put a filter matters. On a Sender it controls what gets pulled out of the source block. On a Receiver it controls what the destination accepts. Each filter can be a whitelist (only listed things move) or a blacklist (everything except listed things moves). A common pattern is one Sender pulling a wide range from a dump chest, with several Receivers each filtering a narrow subset.[12]
The filter picker on an empty slot creates Normal, Mod or Regex filters. Mod filters match everything from one mod id, so use several Mod filters with Match Any to cover several mods. Regex filters match display names with a restricted, case-insensitive syntax and a maximum pattern length of 128 characters. Entries in a Normal filter can also carry rules like batch, stock, NBT and slot restrictions. Slot filters use indices 0 through 53.[12][18]
Upgrades
In the node configuration screen, upgrades work the opposite way to filters: they live in a 2x2 grid of 4 slots and apply to the whole node, so all 9 channels share them. They raise the batch caps, lower the minimum tick delay and unlock special capabilities like the Chemical and Source channel types. You cannot install two of the same upgrade in one node.[18]
In the node screen, the upgrade items are the Iron Upgrade, Gold Upgrade, Diamond Upgrade, Netherite Upgrade, Dimensional Upgrade, Mekanism Chemical Upgrade and Ars Source Upgrade. Regular items are rejected by the slots. The Mekanism Chemical and Ars Source upgrades are the ones tied to the Chemical and Source types.[14][17][18]
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
Labels and visibility
The Set Label button groups identical nodes. When nodes on the same network share a label, any change to one is copied to the others, 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, so you can label all your furnace nodes the same and configure just one.[16]
In the node's header, the Visible toggle is cosmetic only. A hidden node still transfers exactly like a visible one, and it only shows (at about one-third opacity) while you hold a wrench.[16]
Monitoring with the Computer
The Computer is a placeable block that opens the Network Manager screen. Networks are not owner-locked: every Computer on a server can see every network on that server. Pick a network from the directory, mount it, and you can open the I/O Monitor or the Node Table.[9][10]
Crafting Shaped
Recipe id: logisticsnetworks:computer
- I/O Monitor: aggregates by channel index, so 10 nodes running Items on the same channel show up as one row. Click a row for a live throughput graph with 120 data points, updating roughly once per second.[19]
- Node Table: lists every node with its block, dimension and coordinates. The lamp button toggles a glowing outline only you can see, and the gear button opens that node's full config remotely. SHOW and HIDE flip visibility for every node on the network at once.[11]
- Directory: you can star networks to pin them to the top. The star state is stored on the Computer block itself.[9][10]
If the I/O Monitor graph is empty, the channel exists but nothing is transferring. The guide suggests checking filters, status and whether the source block actually has the resource.[19]
Saving and loading setups
The Computer can export a mounted network's node setup to a .lnet file in config/logistics-network/networks/ inside your instance folder. The file stores each node's label, visibility and full clipboard config, but not block positions. It is a recipe for configuring nodes, not a copy of the world.[13]
Loading does not rebuild the network for you. You pick a file and a label on the FILES page, use COPY TO WRENCH, then take the Wrench and paste onto a real node with Shift + Right Click (the default keys). Repeat for each label.[13]
How do you progress through LogisticsNetwork?
3 parts
Progression with this mod is all about the node and its upgrades. You build a Logistics Node, climb a four-step performance ladder, then add special upgrades for extra abilities like cross-dimension transfers.[18][20][21]
Getting started
Everything begins with the Logistics Node. Each node has 9 channels, and the upgrades in its 4 upgrade slots are shared by all 9 of those channels.[14][18]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
Once you have a few nodes, the Computer is a placeable terminal for watching and managing your networks. If you carry a Wrench in your inventory, the Computer loads one copy of it into its drive bay slot when you open it.[9]
Crafting Shaped
Recipe id: logisticsnetworks:computer
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Performance tiers
Four upgrades raise a node's batch caps and lower its minimum delay. Every channel on the node benefits, and the node uses the highest tier you have installed. Here is what each tier gives you:[20]
- Tier 1, Iron Upgrade: 16 items, 1,000 mB of fluid and 10,000 RF per batch, with a minimum delay of 10 ticks.[20]
- Tier 2, Gold Upgrade: 32 items, 5,000 mB and 50,000 RF per batch, with a minimum delay of 5 ticks.[20]
- Tier 3, Diamond Upgrade: 64 items, 20,000 mB and 250,000 RF per batch, with a minimum delay of 1 tick.[20]
- Tier 4, Netherite Upgrade: 10,000 items and 1,000,000 mB per batch, unlimited energy, and a minimum delay of 1 tick.[20]
Crafting Shaped
Recipe id: logisticsnetworks:iron_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:gold_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:diamond_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:netherite_upgrade
These numbers are ceilings. A channel's Batch and Delay settings are clamped to them, so typing 100,000 into Batch on an Iron-tier node still only moves 16. The caps come from the mod's server config (UpgradeLimitsConfig), so if your node behaves differently from the list above, check the config.[20]
Special upgrades
Special upgrades do not change throughput. They unlock new capabilities and can sit alongside a performance upgrade on the same node.[21]
- Dimensional Upgrade: lets a node transfer to and from nodes in other dimensions. Within one dimension it does nothing extra.[21]
- Mekanism Chemical Upgrade: unlocks the Chemical channel type for Mekanism chemicals. It needs Mekanism to craft and use.[21]
- Ars Source Upgrade: unlocks the Source channel type for Ars Nouveau source. It needs Ars Nouveau to craft and use.[21]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
You cannot install two of the same upgrade in one node, but different upgrades mix freely. A typical high-end node holds one Netherite, one Dimensional, one Mekanism Chemical and one Ars Source, which fills all 4 slots.[18][21]
How does LogisticsNetwork work with other mods?
3 parts
LogisticsNetwork has three upgrade items in this pack that are crafted with items from other mods. They link it to Ars Nouveau, Mekanism and Applied Energistics 2. All three are shaped crafting recipes, and the Ars Nouveau and Mekanism upgrades both build on the Iron Upgrade.[1][14]
Ars Nouveau: source transfer
The Ars Source Upgrade uses Ars Nouveau items, a Source Gem and a Source Jar, on top of the Iron Upgrade. The mod's Computer screen lists Source as one of the resource types a channel can move, next to items, fluids, energy and chemicals. Its I/O Monitor graph shows Source throughput in source per second.[14][19]
Crafting Shaped
Recipe id: logisticsnetworks:ars_source_upgrade
Mekanism: chemical transfer
The Mekanism Chemical Upgrade ties into Mekanism. The mod's project page lists Mekanism's chemicals among the things it can transfer, and the I/O Monitor shows Chemicals channels in millibuckets per second.[1][14][19]
Crafting Shaped
Recipe id: logisticsnetworks:mekanism_chemical_upgrade
Built on the Iron Upgrade, with Mekanism's Infused Alloy, a Basic Chemical Tank and a Chest.
Applied Energistics 2: Pattern Setter
The Pattern Setter is the link to Applied Energistics 2, because its recipe takes an Blank Pattern. The sources I have don't say what the Pattern Setter does, so check it in game before you build around it.[14]
Crafting Shaped
Recipe id: logisticsnetworks:pattern_setter
What changed in LogisticsNetwork between versions?
3 parts
FTB Skies 2: Aero 1.10.0 ships LogisticsNetwork 1.15.0. The mod was already in the pack by version 1.7.1 or earlier, so the changes below from 1.13.0 onward are the ones you get to use. Here is what the mod's own changelogs say.[22]
1.15.0 (the version in this pack)
- New flow lines show the movement of resources.[23]
- A new "Graph Editor" screen on the computer lets you visualise nodes.[23]
- Hovering over a filter now shows a preview of it.[23]
- Networks get random colors, and you can recolor them.[23]
- Wrenches now have color customisation, with a default keybind of 'G'.[23]
- Dependencies were updated for NeoForge, JEI, Ars Nouveau, FTB Teams, Sophisticated Core, Create and Ponder.[23]
1.14.0: major internal rework
- Multithreaded planning gives a major performance boost.[24]
- The mass placement system was backported.[24]
- The mod now uses keybinds instead of hardcoded keys, which helps accessibility. You can rebind them in your controls.[24]
- Saving and loading networks with .lnet files was backported.[24]
1.13.0
- Nodes and networks got configurable team, ally or public access.[25]
- More Sophisticated Core performance work and bulk transfer performance improvements.[25]
- A "scan attached storage" button in the filter screen pulls items, fluids or chemicals in storage directly into the filter.[25]
- Icons in the filter UI were recolored for better visibility.[25]
- Nodes can now work on basic Create contraptions, as well as Aeronautics ones.[25]
- A chat message now appears when Alt + i slot numbering is toggled on.[25]
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
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- logisticsnetworks names, screen text and descriptions (English lang file) · official mod data
- In-game guide: Computer (logisticsnetworks) · official docs
- In-game guide: Network Directory (logisticsnetworks) · official docs
- In-game guide: Node Table (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- In-game guide: Save & Load Networks (logisticsnetworks) · official docs
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making LogisticsNetwork items · pack recipe dump
- In-game guide: Nodes (logisticsnetworks) · official docs
- 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: I/O Monitor (logisticsnetworks) · official docs
- In-game guide: Performance Upgrades (logisticsnetworks) · official docs
- In-game guide: Special Upgrades (logisticsnetworks) · official docs
- FTB Skies 2: Aero 1.10.0 mod list · pack file
- LogisticsNetwork 1.15.0 changelog · changelog
- LogisticsNetwork 1.14.0 changelog · changelog
- LogisticsNetwork 1.13.0 changelog · changelog
Where this guide comes from
Written from what FTB Skies 2: Aero 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.
Report wrong info
Version in each release
10 releases, first in 1.7.1
| FTB Skies 2: Aero | Version | Jar | Where it came from |
|---|---|---|---|
| 1.13.0 Sep 28, 2026 | 1.16.4 | logisticsnetworks-1.21.1-1.16.4.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 1.16.3 | logisticsnetworks-1.21.1-1.16.3.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 1.16.3 | logisticsnetworks-1.21.1-1.16.3.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 1.15.0 | logisticsnetworks-1.21.1-1.15.0.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 1.14.0 | logisticsnetworks-1.21.1-1.14.0.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 1.14.0 | logisticsnetworks-1.21.1-1.14.0.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 1.13.0 | logisticsnetworks-1.21.1-1.13.0.jar | From the published release |
| 1.7.3 Aug 19, 2026 | 1.12.0 | logisticsnetworks-1.21.1-1.12.0.jar | From the published release |
| 1.7.2 Aug 18, 2026 | 1.12.0 | logisticsnetworks-1.21.1-1.12.0.jar | From the published release |
| 1.7.1 Aug 18, 2026 | 1.12.0 | logisticsnetworks-1.21.1-1.12.0.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 1.10.0 recipe dump.
Which FTB Skies 2: Aero mods work with LogisticsNetwork?
The FTB Skies 2: Aero mods that share the most recipes with LogisticsNetwork. Highlighted ones have a guide.
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