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logistic-container
Factorio-style logistics — items flow automatically between containers
Full skill instructions
"The factory grows. Items flow. The world runs itself."
The Logistic Container skill brings Factorio-style logistics to MOOLLM adventures. Containers participate in a network where items flow automatically between providers and requesters.
Like Factorio's colored logistic chests:
| Mode | Color | Emoji | Behavior |
|---|---|---|---|
| passive-provider | Yellow | 📦🟡 | "Take from me if you need" |
| active-provider | Red | 📦🔴 | "I'm pushing these OUT" |
| requester | Blue | 📦🔵 | "I WANT these items" |
| storage | White | 📦⬜ | "General overflow" |
| buffer | Green | 📦🟢 | "Hold until condition met" |
Containers can manage grids of cells, each holding one item type:
warehouse/
LOGISTIC-CONTAINER.yml # The config
iron-ore/ # Auto-created
CELL.yml # count: 2500
copper-ore/
CELL.yml # count: 1800
magic-sword/
CELL.yml # instances: [{...}, {...}]
When you toss a new item type into a grid container, a new cell directory is created automatically. Like mkdir -p for items!
grid:
enabled: true
auto_create_cells: true
cell_naming: item-id # iron-ore/ from iron-ore item
Identical items — store as a count:
# 500 iron ore, all the same
{ item: "iron-ore", count: 500 }
Tags that trigger fungible mode:
raw-material, currency, ammo, commodity, stackableItems with individual properties — store as array:
# 3 swords, each different
{ item: "magic-sword", count: 3, instances: [
{ id: "sword-001", durability: 85, enchant: "fire" },
{ id: "sword-002", durability: 100, enchant: null },
{ id: "sword-003", durability: 50, enchant: "ice" }
]}
Tags that trigger instance mode:
unique, named, enchanted, damaged, configuredlogistic-container:
id: pantry
name: "Kitchen Pantry"
mode: passive-provider
provides:
- tags: ["food", "ingredient"]
reserve: 1 # Always keep 1 of each
filters:
allow: [{ tags: ["food"] }]
logistic-container:
id: assembly-output
name: "Assembly Line Output"
mode: active-provider
push_to:
- match: { tags: ["finished"] }
destination: "../warehouse/"
- match: { tags: ["scrap"] }
destination: "../recycling/"
- default: "../overflow/"
logistic-container:
id: workbench
name: "Crafting Workbench"
mode: requester
request_list:
- item: "iron-plate"
count: 20
min: 5 # Request more when below 5
- tags: ["fuel"]
count: 10
logistic-container:
id: main-warehouse
name: "Central Warehouse"
mode: passive-provider
grid:
enabled: true
auto_create_cells: true
stack_limit: 10000
navigable: true # Players can walk between cells
item_handling:
default_mode: auto
fungible_tags: ["ore", "ingot", "plate"]
instance_tags: ["weapon", "armor"]
logistic-container:
id: dock
name: "Ship Loading Dock"
mode: buffer
buffer_for:
- destination: "../ship/cargo/"
when: "world.ship.docked == true"
Containers only exchange items with others in the same network:
network: factory-a # Only connects to factory-a
# Or multiple networks:
network: [factory, emergency]
Emit signals about contents for automation:
signals:
enabled: true
emit:
- signal: "iron-count"
value: "count of iron-plate"
- signal: "is-full"
value: "total_items >= capacity"
Other objects can read these signals:
# Door that only opens when warehouse has iron
exit:
signal_control:
open_when:
signal: "iron-count"
operator: ">"
value: 100
Characters with behavior.type: logistic-bot move items between containers:
character:
id: courier-kitten
behavior:
type: logistic-bot
roboport: warehouse/#charging-station
cargo_slots: 5
range: 10
Bots:
Exits can have flow for automatic item transport:
exit:
direction: EAST
destination: ../warehouse/
flow:
enabled: true
allow: [{ tags: ["finished"] }]
This creates a "conveyor belt" between rooms!
See factorio-logistics-protocol.md for the full design.
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