This melds well with the way stuff currently works (no physical items moving, just cables connecting things) and was inspired by one of my favorite minecraft mods of all time.
Essentially, physical items are transformed into energy and transported to different devices including storage modules with specific capacity. They may then be accessed from multiple locations throughout the structure or transferred to and from docked structures.
The basic concept requires these modules:
It might be better to split the storage terminal into three blocks: basic, intermediate and advanced. Basic would only allow adding and removing items by hand, while intermediate allows adding an removing by machine and remote crafting by hand. Advanced would allow machines to send crafting requests as well (for example a factory producing advanced armor could request the components it needs but doesn't have to be crafted by other factories in the system). Only intermediate and advanced would need to interact with logic.
The Applied Energistics mode goes well with any big technology mod or mod pack. All your storage-juggling woes are gone at the cost of some power draw. http://ae-mod.info/
Essentially, physical items are transformed into energy and transported to different devices including storage modules with specific capacity. They may then be accessed from multiple locations throughout the structure or transferred to and from docked structures.
The basic concept requires these modules:
- Storage server: The heart and soul of the system. All other components are slaved to it. It has the capabilities of one Storage Module and Storage Terminal built into it for convenience. If it is destroyed, items stored in the system become inaccessible.
- Storage module: Adds storage capacity to the system. Each block has a set capacity in blocks determined by server configs.
- Storage terminal: Allows access to the items stored in the system from another location. It has several uses and includes filters like current storage blocks.
- Simple access point: Press 'R' in astronaut mode to access the items stored in the system. You may add or remove items.
- Factory access point: Slaving it to a factory allows the factory to draw materials directly from the system! Slaving a factory to it automatically pulls items from the factory into the storage system. Pulled items may be filtered.
- Cross-entity item transfer: Place this device next to a rail docker or rail basic. If the two blocks docked together have Storage Terminals next to them, items may be transferred. Logic controls transfer. No ON signals to the Storage Terminal prevents all transfer. One ON signal allows receiving items only. Two ON signals allows sending items only. Three ON signals allows either sending or receiving depending on the other module's settings (if the other module also has three ON signals nothing will happen).
- Remote crafting: If a factory is slaved to the storage server, you may set its recipe from the server or a terminal.
- Shipyard item supply: Once shipyards are implemented, whatever controls them would be slaved to a terminal to draw materials directly from the system. The terminal would require and ON logic signal (or manual activation from within its UI) to transfer items to the shipyard. This should reduce resource depletion accidents.
It might be better to split the storage terminal into three blocks: basic, intermediate and advanced. Basic would only allow adding and removing items by hand, while intermediate allows adding an removing by machine and remote crafting by hand. Advanced would allow machines to send crafting requests as well (for example a factory producing advanced armor could request the components it needs but doesn't have to be crafted by other factories in the system). Only intermediate and advanced would need to interact with logic.