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LOGISTICS

Item logistics overview

Move, filter, distribute and store physical goods.

Create logistics makes item movement visible. Rather than teleporting stacks between boxes, belts, funnels, chutes, arms and vaults turn a factory into a readable transport system.

Basic vocabulary

  • Belts form horizontal item routes and processing lines.
  • Chutes provide vertical movement.
  • Funnels insert or extract; Tunnels distribute and sort along belts.
  • Mechanical Arms transfer selected items among valid targets.
  • Item Vaults provide large connected bulk storage.

Network design

  • Label outputs, leave maintenance access, and use filters as soon as a line branches.
  • Rail freight feels valuable when a station feeds real storage and factory input lines.

Flow design

  • Give materials one clear route from input storage to processing and from output to storage or dispatch.
  • Filters prevent the most expensive failures once multiple goods share a line.

Multiplayer design

  • Expose labelled inputs and outputs so other players can restock or diagnose shared factories.
  • Avoid building systems that require one owner to explain every hidden route.

Making item flow legible

Create logistics is most rewarding when goods can be watched moving through a working site. Separate raw-material intake from finished-goods dispatch, label shared buffers and provide overflow storage before a popular factory fills its belts.

Filtering becomes essential as soon as two goods use the same route. A wrongly routed valuable component is not merely inconvenient in a shared economy; it can halt production and confuse the shop that expected delivery.

Warehouse thinking

A warehouse beside a station can bridge player commerce and industrial automation: bulk goods arrive, get processed or repacked and move onward to shops or new building projects.

Components covered

Further reading

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