LogisticsNetwork in Project Infinity 0.1
Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 1.3.4 · First seen in 0.0.48.0
LogisticsNetwork is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 1.3.4. A high level, efficient resource transporting mod (Summary from the mod's Modrinth page.)
LogisticsNetwork guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 17, 2026 · text last changed Oct 17, 2026
Also applies to:All the Mons 1.0.0-rc.7 to 1.2.0
- Sections
- 6
- Recipes shown
- 15
- Items named
- 20
5 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.
What is LogisticsNetwork?
2 parts
Same as in the All the Mons 1.2.0 guide
LogisticsNetwork is a wireless transport mod for items, fluids, FE and Mekanism chemicals. Instead of running pipes or cables, you stick a node on the block you want to pull from or push into, and the network handles the rest. This pack ships version 1.10.1.[1][2][3]
How it works
Nodes are entities, not blocks. They sit on the face of a chest, tank or machine like an item frame would, so they take up no block space. The mod's own page says this lets you hide the automation completely, even suspended in mid-air.[1][4]
Every node has 9 channels, and each channel is one transfer rule. A Sender channel pulls resources out of the block, and a Receiver channel pushes them in. A Sender only talks to Receivers on the same channel number anywhere on the network, so matching numbers act like labelled pipes.[3][4]
You configure nodes with a Wrench. Filters narrow down what a channel moves, and the Computer block gives you a terminal to watch your networks and their throughput.[5][6][7]
Who it's for
This mod is for you if you want automation that is fast, highly configurable and lag friendly, and you would rather go wireless than run pipes. The project page also lists redstone control on all nodes, a choice of input or output side, and cross-dimensional transfer with a special upgrade.[1]
Unverified The sources do not place this mod on a progression path. 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
LogisticsNetwork is wireless logistics with no cables or pipes. You stick a node on the block you want to move things from or to, and it just works. One node has 9 channels, so it can run 9 different processes at once. Here is the order I'd make things in this pack.[1]
Step one: the Logistics Node
Everything starts with the Logistics Node. You place it on the block you want to pull from or push into. This is the mod's own recipe, and the pack hasn't changed it.[1][8]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
Step two: the Wrench
Next, make the Wrench. Nodes can be set to draw only while you hold a wrench, so it helps you spot them in the world. It also has copy and paste for node settings. This is also the mod's own recipe.[8][9]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
Step three: a Small Filter
Filters tell a channel exactly which resources it may move. The Small Filter holds 9 entries and is the simplest place to start. Right-click a filter in your hand to open it, and choose whitelist or blacklist. Each channel can also be set to Sender or Receiver, so one node pulls from a block and another delivers into one.[8][10][11][12]
Crafting Shaped
| any plank | any string | any plank |
| any plank | any string | any plank |
Recipe id: logisticsnetworks:small_filter
When 9 entries aren't enough, the Medium Filter holds 18 and the Big Filter holds 27. You can also make a Mod Filter, which matches by mod namespace, or a Regex Filter, which is shown in-game as the Regex Filter and matches names with Java regex patterns.[8][10][13][14]
Step four: the Computer
Once you have a few networks running, craft the Computer. Right-click it to open the Network Manager, where you can list every network, watch live throughput per channel, and open any node's settings remotely. The pack changed this recipe from the mod's default, so use the one below.[8][9][15]
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, the Computer loads one into its drive bay slot automatically. It's borrowed, not consumed, and it stays in the Computer until you take it back.[15]
Step five: upgrades, later
The Iron Upgrade, Gold Upgrade, Diamond Upgrade and Netherite Upgrade all have recipes changed by the pack, so don't trust the mod's default recipes for them. Here is the first tier.[8]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
The pack also adds its own recipe for the Mekanism Chemical Upgrade. The mod can move Mekanism chemicals, and this is the pack's recipe for that upgrade.[1][8]
Crafting Shaped
Recipe id: minecraft:kjs/logisticsnetworks_mekanism_chemical_upgrade
How does LogisticsNetwork work?
5 parts
Logistics Network is built around nodes and channels, not pipes or machines. A Logistics Node is a small entity that sticks to a block with an inventory, tank or energy storage. It does nothing on its own. All the real work happens in its channels.[16]
Networks and channels
Every node has 9 channel slots. Each channel is either a Sender, which pulls resources out of the attached block, or a Receiver, which pushes resources into it. A Sender only talks to Receivers on the same channel number anywhere on the network, so matching numbers act like labelled pipes.[16][17]
A network is just a group of nodes, and transfers only happen inside one network. You pick or create the network in the node screen, opened with the Wrench. A node with no network transfers nothing, and empty networks are deleted automatically.[18]
- Put a node on a chest full of iron and set channel 1 to Sender, type Items.[16]
- Put a node on a furnace and set channel 1 to Receiver, type Items.[16]
- Put both nodes on the same network. The Sender pulls iron from the chest and the Receiver pushes it into the furnace.[16]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
Channel settings
Each channel keeps its own independent copy of these settings: Status, Mode, Type, Side, Redstone, Distribution, Priority, Batch, Delay and Name. Status pauses a channel without deleting its other settings. Side picks which face of the attached block is used, which matters for things like furnaces. Redstone sets the run condition. Name is a custom label.[17][19]
Type cycles through Item, Fluid, Energy, Chemical and Source. Chemical (Mekanism) and Source (Ars Nouveau) need specific upgrades to unlock. If the attached block has no matching capability on the chosen side, the channel silently does nothing, so an item node on a fluid tank won't transfer.[17][19]
Distribution decides how a Sender orders its targets. The modes are Nearest First, Farthest First, Round Robin and Priority. Priority is only used by the Priority mode.[12][19]
- Priority is clamped from minus 99 to plus 99.[19]
- Batch, the maximum amount per operation, is clamped to the cap of the current upgrade tier.[19]
- Delay, the ticks between runs, has a minimum that comes from the upgrade tier config.[19]
- The Energy type forces the delay to 1 tick.[19]
- In Receiver mode the Distribution, Batch and Delay rows are disabled, because the Sender drives the transfer.[17][19]
Upgrade slots are shared by the whole node, not per channel. The node has one 2 by 2 upgrade grid. The upgrade tiers shown in the mod's config screen are Iron, Gold, Diamond and Netherite, and the pack changed the crafting of several of those upgrades. The Mekanism Chemical Upgrade below was added by the pack itself.[8][12][19]
Crafting Shaped
Recipe id: minecraft:kjs/logisticsnetworks_mekanism_chemical_upgrade
This recipe was added by the pack, it is not part of the mod itself.
If a network has nodes in different dimensions, the mod warns you that a Dimensional Upgrade is required on both nodes for inter-dimensional transfers.[12]
The mod's project page advertises top-end figures of up to 10k items, 1000b of fluid, 2.1b FE/t or 1000b of chemicals per channel. Those are the mod's own claims, and in the pack Batch is clamped to the cap of the upgrade tier in use.[1][19]
Filters
Without filters, a channel moves everything that matches its Type. Each channel has its own 3 by 3 filter grid, so one node can run 9 different filter setups at once. The Any / All button decides whether a resource must pass at least one filter or every filter.[19][20]
Filters work differently on each side. On a Sender, the filter decides what is pulled out of the source block. On a Receiver, it decides what is accepted into the destination, and everything else keeps flowing to other Receivers. Every filter can be flipped between Whitelist and Blacklist by right-clicking it in hand.[20]
- Small Filter, Medium Filter and Big Filter hold 9, 18 and 27 entries. Each entry can target an item, a fluid or a chemical. An empty Small Filter matches nothing in Whitelist mode and everything in Blacklist mode.[10][21]
- Mod Filter matches by mod namespace, the part before the colon. Typing minecraft:stone is normalized to minecraft. Stack several in one channel and set it to Match Any to cover several mods.[13][22]
- Regex Filter is the Regex Filter. It tests a Java regex against the display name, the tooltip lines, or both. Every resource the channel moves runs through the regex, so keep patterns simple on busy channels.[14][23]
Per-entry detail page
Ctrl + left-click a filled entry slot to open its Detail page. Older separate filters for amount, durability, NBT, slot and tag are marked deprecated, because those options now live here per entry.[24][25][26][27][28][29]
- Item or #tag: an exact item id, or a tag prefixed with #, which matches everything in that tag.[29]
- Batch: caps how much of this entry a Sender moves per operation. Leave it at 0 to use the channel's Batch. Receivers ignore it.[29]
- Stock: on a Sender it is a reserve that is never pulled below. On a Receiver it is a cap, and insertion stops once the destination holds that much.[29]
- NBT rules: up to 6 rules per entry in Table mode, or a raw SNBT snippet. Each rule has to be ticked to be active.[29]
- Slots: restricts the entry to certain slot indices, such as 0-8 or 0,3,5. Valid indices run from 0 to 53, and a blank field uses every slot.[29]
The Computer
The Computer is a placeable block that opens the Network Manager screen for watching your networks. Networks are not owner-locked, so every Computer on a server sees every network. The pack changed its recipe.[8][12][15]
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 from the mod's own version.
- Network Directory: lists networks with their node counts, with search and star pinning. Pins are stored on that Computer block. Click an entry, then RUN, to mount it.[15][30]
- I/O Monitor: shows one row per active channel index, with a live throughput graph of 120 data points that updates roughly once per second.[31]
- Node Table: lists every node with its device, dimension and coordinates. Highlight outlines a node in the world. Settings opens that node's full config remotely. SHOW and HIDE toggle render visibility for the whole network.[9]
If you carry a Wrench, the Computer borrows one copy into its drive bay slot when you open it. It is not consumed, but it stays on the Computer until you take it back.[15]
How do you progress through LogisticsNetwork?
4 parts
Progression with Logistics Network comes down to two things: the node you build first, and the upgrades you slot into it later. Filters are an optional extra you can add whenever you need finer control.[32][33]
Getting started: the node and your tools
Everything begins with the Logistics Node. Its recipe is the mod's own, so it is unchanged in this pack.[8]
Crafting Shaped
Recipe id: logisticsnetworks:logistics_node
This is the mod's own recipe, not changed by the pack.
The Wrench also uses the mod's own recipe. The Computer is different: the pack changed its recipe, so check the one below rather than relying on what you remember from other packs.[8]
Crafting Shaped
| Empty slot | ||
| any glass panes | ||
Recipe id: logisticsnetworks:wrench
The mod's own recipe, not changed by the pack.
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
Changed by the pack.
Crafting Shaped
| any iron ingot |
Recipe id: logisticsnetworks:pattern_setter
The Pattern Setter recipe, changed by the pack.
Filters
Filters are optional. If all 9 filter slots on a channel are empty, the channel passes every matching resource. Each channel has its own set of 9 filter slots, so a single node can run 9 different filter setups.[32]
The Small Filter, Medium Filter and Big Filter hold 9, 18 and 27 entry slots respectively. All three use the mod's own recipes, shown below.[8][29]
Crafting Shaped
| any plank | any string | any plank |
| any plank | any string | any plank |
Recipe id: logisticsnetworks:small_filter
The mod's own recipe, not changed by the pack.
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: logisticsnetworks:medium_filter
The mod's own recipe, built from a Small Filter.
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: logisticsnetworks:big_filter
The mod's own recipe, built from a Medium Filter.
The Mod Filter and the Regex Filter (shown in game as Regex Filter) are also made from a Small Filter, with shapeless recipes.[8][32]
The mod's own shapeless recipe, built from a Small Filter.
The mod's own shapeless recipe, built from a Small Filter.
Performance upgrade tiers
Upgrades go in the node's 4 upgrade slots and apply to all 9 channels at once. The performance upgrades raise batch caps and lower the minimum delay. In this pack all four tier recipes are changed, and the Gold, Diamond and Netherite upgrades each use the previous tier's upgrade as an ingredient, so you climb them in order.[8][32][33]
- Tier 1, Iron Upgrade: 16 items, 1,000 mB and 10,000 RF per batch, with a minimum delay of 10 ticks.[8][33]
- Tier 2, Gold Upgrade: 32 items, 5,000 mB and 50,000 RF per batch, with a minimum delay of 5 ticks.[8][33]
- Tier 3, Diamond Upgrade.[8][33]
- Tier 4, Netherite Upgrade.[8][33]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
Tier 1, changed by the pack.
Crafting Shaped
| any gold ingot | any gold ingot | |
| any gold ingot | any gold ingot |
Recipe id: logisticsnetworks:gold_upgrade
Tier 2, changed by the pack.
Crafting Shaped
| any diamond gem | any diamond gem | |
| any diamond gem | any diamond gem |
Recipe id: logisticsnetworks:diamond_upgrade
Tier 3, changed by the pack.
Crafting Shaped
| any netherite ingot | any netherite ingot | |
| any netherite ingot | any netherite ingot |
Recipe id: logisticsnetworks:netherite_upgrade
Tier 4, changed by the pack.
Special upgrades
Special upgrades unlock extra capabilities, such as the Chemical and Source channel types, and they sit alongside your performance tier in the other slots. The Dimensional Upgrade uses the mod's own recipe.[8][32]
Crafting Shaped
Recipe id: logisticsnetworks:dimensional_upgrade
The mod's own recipe, not changed by the pack.
The Mekanism Chemical Upgrade recipe is added by the pack itself, and it uses the Diamond Upgrade as an ingredient, so it comes after the Tier 3 step.[8][33]
Crafting Shaped
Recipe id: minecraft:kjs/logisticsnetworks_mekanism_chemical_upgrade
Added by the pack.
How does LogisticsNetwork work with other mods?
3 parts
LogisticsNetwork links up with other mods in two ways in this pack: through crafting recipes that use items from other mods, and through the resources its nodes can move. The pack's recipe data shows four recipes that cross over. No pack quests, loot tables or worldgen entries for this mod are covered here.[1][8]
Mekanism
On its own, the mod can transfer items, fluids, FE and Mekanism's chemicals. The pack adds its own recipe for the Mekanism Chemical Upgrade, so you will not find it in the mod by default. The Mekanism items to look for are Atomic Alloy and Basic Chemical Tank, and the mod's own Diamond Upgrade comes into it too. The recipe below shows the exact layout and amounts.[1][8]
Crafting Shaped
Recipe id: minecraft:kjs/logisticsnetworks_mekanism_chemical_upgrade
Applied Energistics 2
The Pattern Setter is the link to AE2, since its recipe uses an Blank Pattern. The pack changed this recipe.[8]
Crafting Shaped
| any iron ingot |
Recipe id: logisticsnetworks:pattern_setter
Upgrade tiers and other ore mods
The pack also changed the recipes for two of the upgrades so that they pull in materials from other mods. The Iron Upgrade uses a Cobalt Ingot.[8]
Crafting Shaped
| any iron ingot | any iron ingot | |
| any iron ingot | any iron ingot |
Recipe id: logisticsnetworks:iron_upgrade
The Netherite Upgrade uses an Allthemodium Ingot on top of the Diamond Upgrade.[8]
Crafting Shaped
| any netherite ingot | any netherite ingot | |
| any netherite ingot | any netherite ingot |
Recipe id: logisticsnetworks:netherite_upgrade
What changed in LogisticsNetwork between versions?
4 parts
Project Infinity 0.1 0.0.51.4-hotfix-2 ships LogisticsNetwork 1.3.4. The mod has been in the pack since 0.0.48.0 or earlier, so the exact version it first arrived in is not confirmed. Below are the notable changes from the mod's own changelogs, newest first.[34]
1.3.4 (the version in this pack)
- Tooltip regex matching was removed to fix an error/crash.[35]
- A new command removes invalid or unassigned logistics nodes, handy for cleaning up stray nodes in a world.[35]
- The zh_cn translations were updated.[35]
1.3.2
- Fixed a bug where continuous logging caused major lag.[36]
- Fixed a Mekanism bug so that all chemical types now work.[36]
1.3.0
This was the biggest update in the list, with changes to how nodes work and how you learn them.[37]
- Added node UI themes, and your client remembers the theme you pick.[37]
- Reworked the node "All" side mode so it uses all unique sided handlers.[37]
- Removed the recipe round robin mode. Old saved values fall back to priority.[37]
- Improved fluid and chemical transfer performance with cached filter reads.[37]
- Improved handling of AE2 linked clipboard and filter items.[37]
- Added a node docs button with optional GuideMe integration, and rewrote and expanded the in-game guide content.[37]
- Added missing localization keys and did some cleanup. The Forge version was updated to 47.4.20.[37]
1.2.1
A hotfix release. It fixed a documentation error caused by mdx parsing, redid some documentation pages, and fixed missing filter actions for fluids and chemicals.[38]
Sources
- LogisticsNetwork project page (modrinth) · official mod data
- All the Mons 1.2.0 mod list · pack file
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- In-game guide: Nodes (logisticsnetworks) · official docs
- In-game guide: Computer (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- In-game guide: Wrench (logisticsnetworks) · official docs
- Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making LogisticsNetwork items · pack recipe dump
- In-game guide: Node Table (logisticsnetworks) · official docs
- In-game guide: Item Filters (logisticsnetworks) · official docs
- In-game guide: Big Filter (logisticsnetworks) · official docs
- logisticsnetworks names, screen text and descriptions (English lang file) · official mod data
- In-game guide: Mod Filter (logisticsnetworks) · official docs
- In-game guide: Regex Filter (logisticsnetworks) · official docs
- In-game guide: Computer (logisticsnetworks) · official docs
- In-game guide: Welcome to Logistics Network (logisticsnetworks) · official docs
- In-game guide: Channel Settings (logisticsnetworks) · official docs
- In-game guide: Networks (logisticsnetworks) · official docs
- In-game guide: Node Details (logisticsnetworks) · official docs
- In-game guide: Filters (logisticsnetworks) · official docs
- In-game guide: Small Filter (logisticsnetworks) · official docs
- In-game guide: Mod Filter (logisticsnetworks) · official docs
- In-game guide: Regex Filter (logisticsnetworks) · official docs
- In-game guide: Amount Filter (logisticsnetworks) · official docs
- In-game guide: Durability Filter (logisticsnetworks) · official docs
- In-game guide: NBT Filter (logisticsnetworks) · official docs
- In-game guide: Slot Filter (logisticsnetworks) · official docs
- In-game guide: Tag Filter (logisticsnetworks) · official docs
- In-game guide: Advanced Filtering (logisticsnetworks) · official docs
- In-game guide: Network Directory (logisticsnetworks) · official docs
- In-game guide: I/O Monitor (logisticsnetworks) · official docs
- In-game guide: Filters & Upgrades (logisticsnetworks) · official docs
- In-game guide: Performance Upgrades (logisticsnetworks) · official docs
- Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
- LogisticsNetwork 1.3.4 changelog · changelog
- LogisticsNetwork 1.3.2 changelog · changelog
- LogisticsNetwork 1.3.0 changelog · changelog
- LogisticsNetwork 1.2.1 changelog · changelog
Where this guide comes from
Written from what Project Infinity 0.1 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
17 releases, first in 0.0.48.0
| Project Infinity 0.1 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.0.51.4-hotfix-2 Sep 16, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.4-hotfix-1 Sep 15, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.4 Sep 14, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.3-HOTFIX Aug 16, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.3 Aug 15, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.2 Aug 11, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.51.1 Jul 31, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.50.2-hotfix Jun 22, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.50.1 Jun 18, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.50.0 Jun 16, 2026 | 1.3.4 | logisticsnetworks-1.20.1-1.3.4.jar | From the published release |
| 0.0.49.3 May 17, 2026 | 1.3.2 | logisticsnetworks-1.20.1-1.3.2.jar | From the published release |
| 0.0.49.2 May 13, 2026 | 1.3.2 | logisticsnetworks-1.20.1-1.3.2.jar | From the published release |
| 0.0.49.1 May 11, 2026 | 1.3.2 | logisticsnetworks-1.20.1-1.3.2.jar | From the published release |
| 0.0.49.0 May 10, 2026 | 1.3.2 | logisticsnetworks-1.20.1-1.3.2.jar | From the published release |
| 0.0.48.2 Apr 23, 2026 | 1.3.0 | logisticsnetworks-1.20.1-1.3.0.jar | From the published release |
| 0.0.48.1 Apr 12, 2026 | 1.2.1 | logisticsnetworks-1.20.1-1.2.1.jar | From the published release |
| 0.0.48.0 Apr 11, 2026 | 1.2.1 | logisticsnetworks-1.20.1-1.2.1.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 0.0.51.4-hotfix-2 recipe dump.
Which Project Infinity 0.1 mods work with LogisticsNetwork?
The Project Infinity 0.1 mods that share the most recipes with LogisticsNetwork. Highlighted ones have a guide.
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