// Management · RimWorld Mod

RimIOT - Logistic Matrix

A tribute to the legendary mods: Applied Energistics 2 or Refined Storage.

A tribute to the legendary mods: Applied Energistics 2 or Refined Storage.

Supported Languages: 简体中文, 繁體中文, English, Japanese (日本語), Russian (Русский)


This mod adds three logistics buildings that form a logistics network via cables, highly efficiently boosting the storage and logistics capabilities of your base. IOT Cable: When at least 1 IOT input connector and at least 1 IOT interface terminal are linked via IOT cables, they form a functional logistics network. IOT Input Connector: A floor-level building. You can place storage containers (like shelves) or designate stockpile zones over it. The containers or zones above it will be registered into the network for unified management. Only one input connector is allowed per container/stockpile zone, and connectors cannot be placed adjacent to each other. IOT Interface Terminal: A building that can ONLY be mounted on walls. Once connected to the network, this interface allows colonists to quickly access all items stored within.

Features Showcase

• Auto-Sorting • Items within the network are automatically sorted based on priority and availability, saving your pawns the time needed to organize things manually. • Remote Deposit / Withdraw • Colonists can directly deposit and withdraw network items right from the interface terminal, significantly reducing hauling workloads. It can also be accessed through walls. !! NOTE: Containers within the network MUST be reachable on foot by colonists. A storage zone or container completely walled off or inaccessible due to forbidden doors cannot be accessed properly, even if connected to the network !! • Power Consumption • The network comes with a massive power burden that grows rapidly as it scales up. Properly planning and arranging the various nodes of the network can effectively save power. The network in the screenshot below has 6 input connectors and 3 interface terminals, drawing a total of 1340W of power.

Q&A

Q: Can it be added mid-save? A: Yes. Q: Can it be removed mid-save? A: Yes, just destroy/remove all buildings related to this mod from your map, and you can safely uninstall the mod. Q: What about performance impact? A: I summoned the Five AI Deities—Gemini, Claude, ChatGPT, DeepSeek, and Grok—to repeatedly inspect the performance. They told me the only way to optimize it further is to challenge Tynan to Mortal Kombat and force him to rewrite the vanilla hauling and storage logic in 1.7, effectively blowing up every mod on the Workshop. More specifically, with a total of 800 storage cells, 40 input connectors, 50 interface terminals, 30 colonists, split into 3 separate logistics networks, this mod introduces a baseline overhead of about 0.5ms/tick. This is completely acceptable for a logistics mod. As shown in the uploaded preview images, the performance cost of this mod's Harmony Patches is far lower than typical mods—you'd even have to scroll to the next page just to find it. Simply having Vanilla Expanded Framework (VEF) active generates more overhead than this mod. Additionally, the MapComponent responsible for network management has an incredibly low performance impact. But more importantly, this mod drastically reduces the hauling pathfinding of your colonists—and hauling is one of the biggest performance hogs in vanilla RimWorld. In simpler terms, as long as your network setup saves a colonist 5 tiles of walking per hauling job, the performance cost of this mod is fully offset. And that is extremely easy to achieve. Q: I get all that, but why can we build all these advanced things just by unlocking basic 'Electricity'? A: That's what we call artistic license.

Compatibility

Due to the way this mod is implemented, it fundamentally alters various hauling jobs. Because of this, some mods that modify hauling logic might not behave exactly as expected. This doesn't mean there will be game-breaking conflicts that destroy the world—it just means those hauling mods might not function at their intended maximum efficiency. For example, a specific hauling mod might allow pawns to haul items rapidly in a customized way, but when interacting with the interface terminal, this custom method might result in them depositing only 1 item before reverting to vanilla behavior to store the rest. But rest assured, this mod is currently compatible with Pick Up And Haul, as well as container mods that depend on the ASF (Adaptive Storage Framework). I believe this should cover the vast majority of scenarios.

Feel free to report any bugs/conflicts. If you enjoy this mod, a thumbs-up would be highly appreciated! ~


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