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Gateway Routing

A Gateway Core can bind up to 16 destinations (“channels”). Normally a Gateway Port or Storage Bridge only talks to the active channel. Turn on route mode and each item fans out to whichever channel’s filter accepts it — one Core can sort iron to one base, gold to another, and everything else to a third.

  1. Right-click the Core to open the destination picker.
  2. Toggle Items: Active / Items: Route (hidden if the server sets gateway.allowFanOut = false).
  3. Route mode is a property of the Core and applies to every Port and Bridge on that ring.

Defaults off with empty filters, so existing 1.0 worlds behave unchanged until you opt in.

In the picker, right-click a channel to open its filter editor: nine ghost slots plus a Whitelist / Blacklist toggle. Click a slot with an item to add a filter copy (nothing is consumed); empty-handed click clears a slot.

Mode Empty filter means
Whitelist Accepts nothing — an unconfigured channel receives nothing
Blacklist Accepts everything — useful as a catch-all

For each item, the Core walks channels in order (1 → 16) and sends it to the first bound channel whose filter accepts it. Routing is deterministic — a given item type always lands on the same channel, so items never bounce between destinations. An item that no channel accepts is not moved (it stays in the Port’s send buffer or the local storage network).

Gateway Port. Items funneled into the Port are sorted to the matching channel’s partner ring. Fluids have independent routing controls in 1.2.0; they follow the active channel unless fluid routing is enabled. With route off, the Port behaves exactly as in 1.0.

Storage Bridge. Passive push pulls from the local network only items some channel accepts, and delivers each to that channel’s partner network. In route mode the channel filters are the only gate — the Bridge’s own push filter is ignored. Passive pull and the terminal Partner tab still use the active channel; fan-out is a send concern only.

Unchanged by route mode:

  • Player travel
  • Fluid transfer when fluid routing is off
  • Manual / terminal item moves
  • Bridge pull

Item route mode only changes where pushed / sent items go. Fluid routing is controlled separately.

Routed transfers pay the same per-flush fuel as normal and are gated by a Gateway Flux Battery reserve the same way. A channel whose partner chunk is unloaded holds its share (buffered, retried) while other channels keep flowing — no dupe, no loss.

The picker has independent Items and Fluids routing controls. Both respect the server’s gateway.allowFanOut setting. Fluid routing defaults to Fluids: Active, including existing worlds.

Enable Fluids: Route, right-click a channel, and switch the filter editor from Items to Fluids. Click a ghost slot with a filled fluid container to select its fluid without consuming the container. An empty cursor clears the slot; empty containers and other items leave the selection unchanged.

Fluid filters have their own whitelist/blacklist setting. Matching compares fluid identity and components, ignoring container and amount. Channels are checked in order 1 to 16; the first matching bound channel wins. An empty whitelist accepts nothing; an empty blacklist is a catch-all, so put it after specific routes.

Unmatched fluids remain buffered. A full, incompatible, missing or unloaded selected destination does not fall through to a later channel. Routing does not load every destination chunk. Player travel, manual terminal transfers and Bridge pull continue using the active channel.

Ports charge the fuel appropriate to the selected destination, protecting the battery travel reserve. Items and fluids share one per-flush budget: each fuel type that actually moves cargo is charged once, and a blocked move does not spend fuel.