UtilityConnect:Networks
A network is a group of blocks that are connected to each other. Utility Connect keeps track of which blocks belong together. What a network is used for, for example sharing the contents of storage units, is decided by the mod that adds the blocks.
Network blocks
Only blocks that a mod registers with Utility Connect take part in networks. Every such block, a node, has one of two roles:
| Role | Examples | Connects to |
|---|---|---|
| Device | storage unit, terminal, machine | connectors only |
| Connector | pipe, cable | everything next to it: devices and other connectors |
The mod that adds a block decides which role it has.
Connection rules
- Two network blocks are connected when they share a face and at least one of them is a connector.
- All six directions count: north, south, east, west, up and down. Blocks that only touch at an edge or corner (diagonally) do not connect.
- Two devices side by side are not connected. Placing two storage units next to each other gives you two separate networks. Put a pipe between them, or next to both, to link them.
- A single network block with nothing attached is a network of its own.
- Connections work across chunk borders.
| Layout (side view) | Result |
|---|---|
[Device][Device] |
two networks |
[Device][Pipe][Device] |
one network |
[Device][Pipe][Pipe][Pipe][Device] |
one network |
[Device][Pipe] gap [Pipe][Device] |
two networks |
Building and breaking
Changes apply immediately:
- Placing a block next to a network joins it. A block that touches two networks merges them into one.
- Breaking a block can split a network. If the broken pipe was the only link between two parts, you now have two networks.
Worlds
Each world has its own networks. Blocks in different worlds never belong to the same network, even at the same coordinates.
Unloaded chunks
Only blocks in loaded chunks count. When a chunk unloads, its blocks leave their networks for the time being, and a network that ran through that chunk can fall apart into pieces. Nothing is lost: when the chunk loads again, the exact same network comes back. Long pipelines that run far away from players therefore only work as far as their chunks are loaded.
More on saving and loading is on Persistence.
| Utility Connect |
|---|
| Installation · Networks · Persistence · Version History |
| For modders: Modding API · Registering Nodes · Transport API |
| Project page on mutigeraffe.com · Download on CurseForge |