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TerminalQuest Storage

TerminalQuest Storage

MOD
A complete storage network: one searchable inventory, item and fluid drives, import/export buses, autocrafting and wireless access — designed for zero tick lag.
by TerminalQuest
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Updated Oct 14, 2026
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Applied Energistics 2 Automation Energy, Fluid, and Item Transport Performance Storage
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TerminalQuest Storage

A complete storage network for NeoForge 1.21.1: one searchable inventory for your whole base, with item and fluid storage, buses, autocrafting and wireless access.

One rule above all: the network must not cost tick time

Inserting and extracting are lookups in a table held in memory, not a walk through the cable graph. A network with ten thousand cables costs the same per operation as one with ten. Cables are free in both senses: they draw no power and count against no limit, so route them however you like.

The same rule runs through everything else. A storage monitor only sends an update when its number actually changes. A bus pointed at nothing gives up immediately instead of searching every tick. An autocrafting job is planned once when you place it, not re-planned every tick, so a job with a thousand steps costs almost nothing while it runs. A controller with no devices attached draws no power at all.

No channels. Instead, every controller carries a device budget — 8, 20, 48, 112 or 256 by tier — and several controllers in one network add theirs together. Cables never count. You will never re-route a wall of cables because of a channel.

Four blocks to start

Controller, Quantum Cable, Drive Rack, Access Terminal. Power comes from any FE mod, or from the solar panels, burners and energy cells included here.

Storage

  • Storage cells 1k to 256k, measured in storage units — one item is one unit, so 64 cobblestone take 64 units. 63 distinct types per cell.
  • Fluid cells 16 to 4096 buckets, 8 fluids per cell, in the same drive racks.
  • Drive racks T1–T5 hold one cell per tier.
  • Storage bus hangs a chest, a barrel or another mod's machine into the network. The contents appear in the terminal and cost no storage units at all.
  • IO port empties a full cell into the network, or fills one from it — the way to move from small cells to large ones without losing anything.
  • Cell workbench partitions a cell to chosen item types. It works in both directions: foreign types are rejected, and the chosen types are stored there first, even if they already sit somewhere else.
  • Storage monitor shows how much of one type the network holds.
  • Insertion priority — five steps on every drive rack and storage bus, so the cobblestone chest fills last and the good cell fills first.

Automation

  • Import, export, storage and repair buses, T1–T5.
  • Repair bus restores damaged tools directly in storage. No anvil, no XP cost.
  • Suction plane pulls in whatever drops in front of it — for farms and mob grinders, with no hopper and no chest that fills up.
  • Formation plane gives items back to the world: blocks are placed, everything else is dropped gently so it lands in the hopper below.
  • Fluid import and export buses for other mods' tanks. The filter is a bucket, held as a ghost item and never consumed.
  • Interface — nine slots that a machine treats as an ordinary inventory, kept stocked from the network. A furnace next to it feeds itself and pushes its output back into storage.
  • Upgrade cards: speed, filter, fuzzy and crafting.
  • Side configuration — sneak and right-click any face with the wrench to cycle it between all, closed, energy, items and fluid. A closed face is not there at all: no cable connects to it, no hopper pulls from it, in either direction.
  • Every bus has a side selector and shows live how many slots it reaches from there. A vanilla furnace takes fuel from the side and gives its output below — when a bus shows 0 slots, you picked the wrong face, and it tells you so.

Autocrafting

Pattern encoder, pattern provider, crafting core, assembler (sets the speed) and crafting storage (sets how large a job may be). Order from the terminal at tier 3. Items the network can craft but has none of still appear in the grid, marked "Craft".

Intermediate results stay inside the job and never enter the network, so an export bus cannot carry off the half-finished planks while the job is still running. When a job finishes you get a toast with the item and amount, wherever you happen to be.

The crafting card turns an export bus into a line that feeds itself: when the network runs out of its type, the bus places the order on its own.

Wireless, and across dimensions

Wireless access points T1–T5 reach 16, 32, 64, 128 and 256 blocks, measured as a straight line, so height counts too. The tier of the point is the tier of the window: a T1 point gives the plain terminal, T3 adds the network overview, T4 the bus list.

The dimension access point has no range limit and works from the Nether or the End. It pays for that twice: in power, and by keeping its network's chunks loaded — a store that only answers when someone happens to stand next to it would be worse than no store at all. The wrench tells you how many chunks that currently is.

Power, machines and materials

FE, the same unit as the big tech mods, so any generator works. Solar panels, burners and energy cells T1–T5; energy cells placed next to each other form a bank and share their charge.

  • Quantum Smelter — a powered furnace that doubles the yield of raw ore and ore blocks.
  • Quantum Press — 3x to 8x dust per ore by tier. It reads item tags instead of keeping a recipe list, so it handles other mods' ores without either side knowing about the other.
  • Quantum Tank — part of the network as soon as it touches a cable with an item strand.

Four ores of its own (Silika, Titanit, Voltit, Quantit) lead to silicon, silicate glass, a circuit board and three processors. From vanilla, the recipes use only iron, gold, redstone and diamond — everything else comes from this chain.

Redstone

  • Programmable redstone clock T1–T5, from a 5-second cycle down to a 2-tick pulse.
  • Level emitter watches one item type in the network and switches redstone above or below a threshold. Without power or without a filter it stays silent, so a switched-off emitter never reports "everything is missing" and starts the whole base.

Quality of life

  • Wrench — right-click any block for its state. Sneak with it in hand and every cable nearby shows through walls, coloured by what it carries.
  • In-game handbook with twelve chapters, including build plans to copy. Every number in it is read from the running config, so it cannot drift from the game.
  • Tier cards raise a placed machine one tier where it stands, with everything still inside — no tearing down, no putting back.
  • Muffle cards make a noisy machine quieter in three steps, down to silent.
  • Security terminal — four rights for guests: insert, extract, craft, configure. Without one in the network, everything is open, exactly as before.
  • JEI and EMI are both supported. The "+" button on a recipe fills the crafting grid from the network first and from your own inventory second.

Config

One server config file per world: ore frequency and height bands, energy use, device limits, press yield, transfer rates and more. Energy can be switched off entirely for servers that do not want a power game.

tq_storage-1.0.0.jar
MC Client, 1.21.1, NeoForge
Release 2026-10-06 Get
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