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diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/index.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/index.md
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+---
+item_ids: [logisticsnetworks:computer]
+navigation:
+ title: 电脑
+ icon: logisticsnetworks:computer
+ position: 5
+---
+
+# 电脑
+
+电脑是可放置的方块,也是监控和管理物流网络的终端接口。往基地里放一台,对它按下**次要交互键(默认:右键)**,就能打开一整块仪表盘:列出所有网络,查看所有活动频道的实时吞吐量,直接编辑任意节点的配置,还能批量切换节点的可见性。
+
+
+
+## 打开电脑
+
+对放置下来的电脑方块按下**次要交互键(默认:右键)**可打开**网络管理器**界面。只要物品栏内任意一处有[扳手](../wrench/index.md),电脑即会**自动加载**出一份副本,并置入右上角的磁盘槽。扳手只会被复制,不会被消耗——关闭界面后扳手会留在电脑中,直至手动取回。
+
+磁盘槽只在网络管理器界面下可用。切换至I/O监视器或节点表视图后,该槽位和其中扳手便不再可见,直至退出到管理器界面才会恢复。
+
+## 三个子系统
+
+在网络目录中选中网络后,即可前往两个子系统中的一个。详情见对应章节:
+
+- [网络目录](network-directory.md):左侧的网络列表,可供搜索、置顶、挂载网络。
+- [I/O监视器](io-monitor.md):频道吞吐量的汇总数据,配有实时图标(每频道120个采样点)。
+- [节点表](node-table.md):所挂载网络的所有节点,按标签分组,可按行执行操作。
+
+节点配置备份操作和载入电脑扳手操作的相关信息参见[保存与加载网络](save-load.md)。
+
+在挂载网络前,右侧界面只会显示**未挂载网络**。可从目录中挑选一个进行挂载,而后子系统按钮即会解锁。
+
+## 标星网络
+
+目录中各网络条目的右侧都有一个小型**星星**图标。对该图标按下**主要交互键(默认:左键)**可将网络置顶。置顶(标星)的网络会在排序中居于首位,未置顶的网络必然在置顶网络的下方。标星状态信息存储于电脑方块本身——每次会话间保留,不同电脑的状态可不同(两台电脑的置顶设置可以不同)。
+
+网络**不会仅限所有者访问**。服务端中的每一台电脑都能看见该服务端的所有网络,不受放置者限制。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/io-monitor.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/io-monitor.md
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--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/io-monitor.md
@@ -0,0 +1,51 @@
+---
+navigation:
+ title: I/O监视器
+ parent: computer/index.md
+ position: 2
+---
+
+# I/O监视器
+
+所挂载网络的实时遥测数据视图。其中会显示网络中的每一个活动频道——按频道索引聚合汇总——还可单独查看其中一个频道的吞吐量图表。
+
+该界面可在所挂载网络的子系统按钮处打开。点击左上角的**退出**可返回至网络目录。
+
+## 频道列表
+
+
+
+每一行都对应至少有一个运行中节点的频道索引:
+
+- **CH0** / **CH1** / ……:频道索引(0到8)。对应节点界面中的频道槽编号。
+- **类型**:频道正在传输的资源,**物品**、**流体**、**能量**、**化学品**、**魔源**。各个类型使用相应的颜色。
+- **节点计数**:该网络中已启用节点的个数。
+
+各行左侧还有一个匹配频道类型的**带色标记**——绿色为物品,蓝色为流体,以此类推。它可以用来快捷确定频道类型,无需查看右侧文本。
+
+聚合**按频道索引**进行,不按节点。若有10个节点同时在CH0上进行物品传输,那么列表内只会有一行`CH0 物品 10 个节点`,而不会分成10行。对其中一行按下**主要交互键(默认:左键)**可查看详细图表。
+
+## 吞吐量图表
+
+
+
+对频道行按下主要交互键可打开其图表。图表会显示该频道的**实时传输吞吐量时间线**:
+
+- 总计**120个采样点**。一个纵条对应一次采样,最右侧的最新。
+- 随着遥测数据抵达,大约每一秒更新一次。
+- 刻度自适应于峰值,表头会显示峰值(如`200.0K / s`),单位随类型选定:
+ - **物品**:物品每秒。
+ - **流体**:毫桶每秒(`mB/s`)。
+ - **能量**:Forge能量/RF每秒。
+ - **化学品**:毫桶每秒。
+ - **魔源**:魔源每秒。
+- 左下角的**实时**标记会在每次有新数据到达时亮起。
+
+## 读懂图表
+
+- 稳定出现高纵条 = 吞吐量恒定。设施正努力工作。
+- 空图表 = 存在频道,但未在进行运输。可检查过滤器、状态,以及来源方块实际有无存储资源。
+- 多有尖峰的图表 = 脉冲式传输。通常是有延迟频道(高延迟)或间歇式生产来源。
+- 突然跌落至零 = 频道停止工作(来源耗尽,受红石信号控制关闭,节点卸载于网络等)。
+
+点击图表界面上的**退出**可返回至频道列表。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md
new file mode 100644
index 000000000000..8406267a8204
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md
@@ -0,0 +1,51 @@
+---
+navigation:
+ title: 网络目录
+ parent: computer/index.md
+ position: 1
+---
+
+# 网络目录
+
+电脑界面的左侧面板。会列出服务端中的所有网络,可选择其中一个挂载。
+
+
+
+## 列表的内容
+
+目录中的每个条目均会显示网络的**名称**(默认值是`未命名`,显示其他文本代表已经过重命名)和**节点总数**。置顶的网络会在条目右上角显示一颗高亮的星星,未置顶的则是暗淡的星星。
+
+
+
+- 名称左侧的`>`前缀代表该条目已被**选中**——还未被挂载,只是高亮。再次按下**主要交互键(默认:左键)**(或对“RUN”按一次/对条目按两次)以挂载。
+- 黄色的星星代表该网络已置顶(见下)。
+
+## 搜索
+
+目录面板上方的文本框会根据子串匹配网络名称进行筛选。最多32个字符,大小写不敏感。清空即可再次查看所有网络。
+
+## 分页
+
+每页有4个条目。面板底部会显示`1-4 / 16`——当前显示的范围和网络总数。在目录上滚动滚轮可翻页。
+
+## 置顶(标星网络)
+
+对条目右侧的**星星**图标按下主要交互键可切换置顶与否。置顶的网络会排序至列表顶部——有大量网络又只需监视其中几个时很方便。
+
+置顶状态存储于电脑方块本身,与玩家和网络无关。不同的电脑可以有不同的置顶集,破坏方块即会重置置顶设置。
+
+## 空闲会话面板
+
+在挂载网络前,右侧的面板会显示几条帮助,其中有三项键盘提示:
+
+- **DIR**:浏览网络(当前所在界面,即目录)。
+- **TAB**:选择会话(挂载后在I/O监视器和节点表间选择)。
+- **RUN**:打开子系统(进入所选子系统)。
+
+该界面还会显示网络总数徽标(截图中的`16 个网络`)和状态徽标(`空闲` / `就绪`),它们会在操作过程中亮起。
+
+## 挂载网络
+
+单击条目以选择,再点击**RUN**(或再次点击条目)以挂载。空闲时的文本不再显示,同时会解锁子系统按钮。此处可以打开[I/O监视器](io-monitor.md)和[节点表](node-table.md)。
+
+如需切换网络,可点击子系统界面中的**退出**,再选择另一个网络。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md
new file mode 100644
index 000000000000..65cdab033c9f
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md
@@ -0,0 +1,64 @@
+---
+navigation:
+ title: 节点表
+ parent: computer/index.md
+ position: 3
+---
+
+# 节点表
+
+所挂载网络按节点归类的视图。其中会列出网络中的所有节点——同时显示其方块类型、位置,以及两个按钮,分别能在世界中高亮显示和远程编辑其配置。
+
+在挂载网络后即可打开该界面。点击左上角的**退出**可返回。
+
+## 节点表本身
+
+
+
+每一行都对应网络中的一个节点。各列为:
+
+- **设备**:节点所依附方块的物品图标,以及该方块的显示名称(`箱子`、`木桶`、`熔炉`等)。
+- **位置**:维度与方块坐标。维度按名称显示(自定义维度显示相应简称)。坐标顺序为`X, Y, Z`。
+- **操作**:每行右侧的两个带图标按钮。
+
+
+
+### 行操作
+
+- **高亮**(灯泡图标):可通过**主要交互键(默认:左键)**切换世界中节点是否显示发光边框,便于定位。发光边框会持续显示,直到再次按下主要交互键或关闭电脑界面。
+- **设置**(齿轮/终端图标):**远程**打开节点的完整配置界面,无需实际前去交互。不站在节点旁边也能直接编辑其频道和过滤器。
+
+编辑后可通过**返回节点表**以恢复包含所挂载网络、可滚动位置列表、可展开节点分组、节点选择、标签设置等的界面。在此处打开过滤器后返回的方式与前文所提相同。
+
+## 标签分组
+
+带有标签的节点会按标签归入同一个分组。标签的名称会显示为分组标题,对标题按下主要交互键可将整个分组收起为一行,再次按下可展开。未设置标签的节点会在列表最下方原样显示。
+
+收起状态可在会话中保存——展开当前正操作的分组,收起其他分组,即可保证大型网络的节点表清晰明了。
+
+标签可在节点的[标题 → 设置标签](../nodes/header.md)文本框中设置,使用[扳手 → 复制/粘贴](../wrench/copy-paste.md)会复制标签信息。
+
+## 选择节点和批量设置标签
+
+可通过勾选框选择节点。分组勾选框可用于选择所有成员;仅选择部分成员时会显示为部分选中形态。**同方块**会选择所有依附于同类型方块的节点。
+
+可输入标签并将其应用于所有所选节点。已有的标签会自动应用其设置。新建标签时,需在选中的节点中选取复制源。共享升级配置需要物品栏或相链接的存储设备中有相应的升级物品;物品不足时即不会改动节点。可用空标签解除分组。
+
+## 批量显示/隐藏
+
+节点表右上角有两个按钮:
+
+- **显示**:为所挂载网络中的所有节点**启用可见性渲染**。所有节点均会不透明地显示,无论是否手持扳手。
+- **隐藏**:为所挂载网络中的所有节点**禁用**可见性渲染。节点只会在手持扳手时显示,且不会完全不透明。
+
+如需要复习节点的可见性设置,参见[标题 → 可见性](../nodes/header.md)。
+
+## 分页
+
+可见行数由界面高度决定。位置新开一行以确保坐标完整显示。滚动滚轮可跳转分页。
+
+## 小小提示
+
+- 节点表使用实时信息。添加/移除节点,重设标签,可见/不可见状态的更改无需重新打开电脑。
+- 远程设置会打开完整的节点界面,和在世界中交互打开的一样——过滤器、升级、所有频道均会显示。更改的提交方式和同实物交互一致。
+- 高亮的边框仅客户端可见,且只有你可见,服务端中的其他玩家无法查看。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/save-load.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/save-load.md
new file mode 100644
index 000000000000..7f2f9dd472d5
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/computer/save-load.md
@@ -0,0 +1,59 @@
+---
+navigation:
+ title: 保存与加载网络
+ parent: computer/index.md
+ position: 4
+---
+
+# 保存与加载网络
+
+电脑可将整个网络的节点配置保存为磁盘中的`.lnet`文件,以供后续读取。可借此保存一份网络蓝图库——备份网络,复制到另一个世界,或是发给其他人。
+
+`.lnet`是网络的纯文本快照。对于网络中的每个节点,会保存各自的**标签**、**可见**与否,以及其完整**剪贴板配置**(所有9个频道,频道的模式、过滤器,升级)。此操作**不会**存储方块位置——文件只是配置节点时使用的参考,不是世界的副本。
+
+## 文件的保存位置
+
+网络保存于:游戏实例中的
+
+```
+config/logistics-network/networks/
+```
+
+各文件按照网络名称命名(经过简化——仅包含字母、数字、`.`、`_`、`-`;截断至48个字符)。你可以在实例间复制,也可像其他文件一样分享给他人。
+
+## 保存网络
+
+1. 从[网络目录](network-directory.md)中挂载网络。
+2. 在所挂载网络面板中,按下**保存网络**(`写入.lnet文件`)。
+3. 电脑会立即导出挂载的网络,并在面板中反馈结果。
+
+电脑会将其写入`<网络名称>.lnet`。再次保存同一个网络会**覆写**已有文件。
+
+### 每个节点都需要标签
+
+只有在**网络内所有节点都有标签**时,才可进行导出。标签是文件将已保存的配置加载回节点的判定标记。标签若空缺即会阻止导出,不会产生文件,且会报告错误:
+
+- `缺失标签:X个节点`:部分节点没有标签。需要为它们设置标签。
+
+标签重复不会阻止导出。导出时会保留遇到的首个标签条目,并跳过后续的同标签条目。
+
+保存前可在[节点表](node-table.md)或节点配置界面中设置标签。
+
+## 加载网络
+
+加载操作**不会**自动搭建网络。它只是会从所保存的节点配置中取出一份,存入电脑中的[扳手](../wrench/index.md),后续需要手动复制到节点实物中去。
+
+1. 在**未挂载网络**的[网络目录](network-directory.md)中点击**加载网络**(`读取.lnet文件`)以打开**文件**页面。
+2. 从**文件**列表中挑选一个文件。**标签**列表会显示其中的各个标签。
+3. 选择一个标签。**预览**列表中会显示该节点的总概——频道数、过滤器数、升级,以及所有所需物品。
+4. 点击**复制到扳手**。所需标签的配置会复制到电脑中的扳手。
+5. 取走扳手。通过**修饰键1+次要交互键**(默认:**Shift+右键**)将配置复制到节点中。粘贴操作参见[复制与粘贴](../wrench/copy-paste.md)。
+
+对各个标签重复此操作,以此重建整个网络。
+
+## 文件页面
+
+- **刷新**:重新扫描文件夹,以便同步游戏外的文件添加/移除。
+- **文件** / **标签** / **预览**:上方介绍的三个列表。在文件和标签列表上滚动滚轮可翻页。
+
+文件夹为空时,该页面会显示**无.lnet文件**。无法解析的文件会显示**无效的.lnet文件**:文件本身是文本,因此手动编辑文件后若出现标题或剪贴板数据损坏,该文件即会被拒绝。
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+---
+item_ids: [logisticsnetworks:small_filter, logisticsnetworks:medium_filter, logisticsnetworks:big_filter, logisticsnetworks:mod_filter, logisticsnetworks:name_filter]
+navigation:
+ title: 过滤器
+ position: 4
+---
+
+# 过滤器
+
+过滤器是限制频道的虚拟规则,能限定可传输资源种类。可在节点界面右侧的3x2的过滤器方格打开,参见[过滤器与升级](../nodes/filters-upgrades.md)。
+
+未设置过滤器时,频道会传输所有匹配其类型的资源。设置过滤器后,则只有通过过滤器规则判断的资源才会被传输。
+
+过滤器**按频道**设置。节点各频道都有独立的6个过滤器按钮,所以一个节点可以运行9套不同的过滤器配置。
+
+## 输入端与输出端
+
+过滤器在输出端和输入端都会生效,但在两端的行为不同,具体而言:
+
+- **输出**:过滤器限制输出端从所依附方块中**抽出什么**。只有通过过滤器判断的资源才会被抽出到网络。
+- **输入**:过滤器限制输入端会向所依附方块**送入什么**。网络中可以有许多种资源,但输入端只会接收通过其过滤器判断的那些。
+
+大多数设施会在两端都设置过滤器。输出端的决定了流出来源的资源类型,输入端的决定了流入目的地的资源类型。常见的惯例如下:单个输出端从存货箱里抽出许多种资源,多个输入端各自过滤出一个小子集。
+
+白名单/黑名单,匹配任一/匹配全部,以及所有条目独有规则在输入/输出端的表现都遵守上方的说明。特别地,库存量在两端的意义与上方相反——“保留一定量”和“限制接收量”和上方所说的并不是一回事。
+
+## 白名单与黑名单
+
+所有过滤器都有两个模式:
+
+- **白名单**:过滤器是频道**可**移动的资源列表。不在列表中的不允许移动。
+- **黑名单**:过滤器是频道**不可**移动的资源列表。不在列表中的都可移动。
+
+在节点的过滤器方格中打开虚拟过滤器,即可更改模式。
+
+## 匹配任一与匹配全部
+
+频道有多于一个过滤器时,过滤器面板上方的**匹配任一/匹配全部**按钮规定了它们的叠加方式:
+
+- **匹配任一**:**至少一个**过滤器判断通过即通过。
+- **匹配全部**:**所有**过滤器判断通过时才通过。
+
+完整说明参见[过滤器与升级](../nodes/filters-upgrades.md#过滤器).
+
+## 过滤器类型
+
+### 普通过滤器
+
+选择**普通过滤器**后可打开它的**45个条目槽**。
+
+- 精确匹配物品ID和流体ID。
+- 向条目槽放入物品或流体桶可将其加入过滤列表。
+- 从EMI或JEI中往槽位拖放物品或流体,即可新增虚影规则。
+- 移除物品即是移出列表。
+- 忽略空条目槽。
+
+每个条目都可打开详情页面,可在其中设置标签匹配、单次数量覆盖、库存量阈值、NBT规则,以及对所依附容器的槽位限制。
+
+### 模组
+
+模组过滤器会匹配所配置模组ID下的所有物品或流体。
+
+- 设置**模组ID**,如`minecraft`、`create`、`mekanism`、`ae2`。
+- 一个模组过滤器匹配一个模组。
+- 如需匹配多个模组,可在同一频道内设置多个模组过滤器,并使用**匹配任一**。
+
+### 正则表达式
+
+正则表达式过滤器使用受限、大小写不敏感的正则表达式语法匹配资源的显示名称。
+
+- 最大匹配模式长度为128个字符。
+- 支持:字面量、`.`、`[A-Z]`等字符集、`^`、`$`、标点转义、顶层的`|`运算符。
+- 不支持:分组、前后断言、反向引用、内联修饰符,重复运算符`*`、`+`、`?`、`{...}`。
+- 匹配资源的完整名称,`铁`已经能匹配`铁锭`;没有必要使用也不接受`.*铁.*`。
+- 不安全或有错误的匹配模式会保留在框内,以供后续修复,但它不会匹配任何资源。
+
+常见示例:
+
+| 模式 | 匹配对象 |
+| --------- | -------------------- |
+| `铁` | 所有包含“铁”的名称 |
+| `^铁` | 以“铁”开头的名称 |
+| `锭$` | 以“锭”结尾的名称 |
+| `^铁锭$` | 精确匹配“铁锭” |
+| `铁\|金` | 包含“铁”或“金”的文本 |
+| `[IG]ron` | “Iron”或“Gron” |
+
+传输操作会重复使用编译完成的匹配模式。在流量较大的频道中请使用简单的表达式。
+
+### 槽位
+
+槽位过滤器会限制频道读写所依附方块中哪些索引的槽位。
+
+- 使用以逗号分隔的槽位和范围,如`0`、`0-8`、`0-3,5`。
+- 有效槽位索引范围为`0`到`53`。
+- 在输出端中,仅从所列槽位中抽取。
+- 在输入端中,仅向所列槽位送入。
+
+## 条目详情
+
+普通过滤器主界面的所有槽位都不只是单个物品的匹配项。打开已配置条目的详情页面可配置条目独有的规则:
+
+- **物品或#标签**:精确匹配`minecraft:iron_ingot`等ID,或`#c:ores`等标签。
+- **单次数量**:在输出端中,为该条目覆盖频道的单次数量设置。
+- **库存量**:在输出端中维持库存量,在输入端中设置送入上限。
+- **NBT**:启用最多6条NBT/组件规则,在高级使用场景下也可粘贴原始SNBT。
+- **槽位**:限制该条目能访问所依附容器的哪些槽位索引。
+
+将单次数量或库存量设为`0`可回归到频道设置值或禁用该阈值。
+
+## 复制和粘贴过滤器
+
+过滤器界面中可以复制和粘贴过滤器的整套设置。使用**Ctrl+C**以复制,**Ctrl+V**以粘贴,或者也可对过滤器界面标题右上角的**复制**和**粘贴**图标按下**主要交互键(默认:左键)**。将鼠标悬停在两按钮上可显示提示文本;在剪贴板中有复制内容粘贴按钮会变暗。
+
+该剪贴板仅会在当前游戏会话中保存。它**不会**被保存到过滤器物品、配置,或是操作系统的剪贴板,且会在离开游戏时清除。它和扳手的[复制/粘贴](../wrench/copy-paste.md)剪贴板相独立。
+
+复制的内容取决于过滤器类型:
+
+- **普通**:所有条目与各条目独有的规则——物品、流体、化学品、`#标签`、单次数量和库存量、槽位映射、NBT(严格标记、原始SNBT、规则、匹配任一/全部模式)、耐久度、附魔状态,同时也会复制过滤器的白名单/黑名单模式和类型。
+- **模组**:白名单/黑名单模式、类型、所选模组ID。
+- **正则表达式**:白名单/黑名单模式、类型、正则表达式匹配模式、匹配范围。
+
+复制时会在叠加层中显示一条短消息(`过滤器已复制`、`过滤器已粘贴`等)。
+
+注意事项:
+
+- 粘贴操作会**完全覆盖**目标过滤器。普通过滤器槽会先被清空,随后使用剪贴板内容填充。
+- 若剪贴板中过滤器的条目数多于目标的容量,则只会将目标填充至满,并报告出现了截断,如`过滤器已粘贴:6/8 个槽位已复制`。
+- 向不同类型的过滤器进行的粘贴(如普通至正则表达式)会被拒绝,同时显示类型不兼容消息。
+- 聚焦于正则表达式、模组ID输入框等文本框时,Ctrl+C和Ctrl+V会被忽略,以免打断输入。
+
+## 在节点间复制过滤器
+
+过滤器配置也会随节点复制/粘贴、标签组节点同步、`.lnet`保存/加载工作流等同时复制/粘贴。如需清空虚拟过滤器,可在过滤器菜单内清除对应条目。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/index.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/index.md
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+---
+navigation:
+ title: 欢迎使用物流网络
+ position: 0
+---
+
+# 物流网络
+
+物流网络(Logistics Networks)是以节点和频道为基础的物品、流体、能量、化学品物流模组。
+
+## 核心概念
+
+- **节点**是放置在具备存储能力的方块(箱子、储罐、机器等)上的小实体
+- **网络**是共享资源的节点逻辑分组
+- **频道**规定了节点的行为——每个节点都有9个可配置的频道
+- **过滤器**控制了可传输资源的种类
+
+## 新手入门
+
+1. 合成一个[扳手](wrench/index.md)和一个[物流节点](nodes/index.md)
+2. 将节点放置在任意具有物品容器、流体容器、能量存储空间的方块上
+3. 用扳手对节点按下**次要交互(默认:右键)**打开配置
+4. 为节点指定网络(或新建网络)
+5. 配置频道,让它输入或输出资源
+
+## 理解传输
+
+节点本身不会传输任何东西,只会依附于方块存在。真正的功能件是节点内部的**频道**。
+
+每个频道都有一个方向设置:
+
+- **输出**:从所依附的方块中**抽出**资源。
+- **输入**:向所依附的方块**送入**资源。
+
+网络是可相互交流的节点组。每个节点都有9个频道槽,编号为1到9。**输出端只会和输入端同编号的频道交流**,范围为整个网络。
+
+因此,在频道3上的输出端只会向频道3上的各输入端发送资源,在频道7上的输出端也只会向频道7上的各输入端发送。频道编号和带标签的管道类似——编号相同的频道相互连通,不同的则不连通。
+
+### 简单示例
+
+1. 将节点放置在装满铁的箱子上。将**频道1**设为**输出、物品**。
+2. 再在熔炉上放置节点。将**频道1**设为**输入、物品**。
+3. 将两个节点纳入同一网络。
+
+两个节点都使用了频道1,因此两者相连。输出端会从箱子中抽出铁。网络将铁送至频道1上的输入端。输入端再将铁送入熔炉。
+
+输出端抽出,同频道的输入端送入,网络连接两者——这就是所谓的传输。
+
+## 指南
+
+- [节点](nodes/index.md):节点的放置、配置、标签
+- [过滤器](filters/index.md):控制可传输资源的种类
+- [电脑](computer/index.md):网络监控和遥测
+- [升级](nodes/upgrades-performance.md):性能等级和特种升级(在节点分类下)
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/links.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/links.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/links.md
@@ -0,0 +1,16 @@
+---
+navigation:
+ title: 链接与鸣谢
+ position: 10
+---
+
+# 链接与鸣谢
+
+感谢你使用物流网络!每次放置节点,每次搭建网络,每次配置频道——有此跬步才可行千里。如果你觉得本模组很好用,欢迎加入社区或给仓库标星,帮助本项目发展壮大。
+
+## 社区与源码
+
+- **Discord**:[discord.gg/xTeHR2tdYh](https://discord.gg/xTeHR2tdYh),寻求帮助、漏洞报告、特性建议、建筑展示,社区欢迎你的加入。
+- **GitHub**:[github.com/Almana-mc/LogisticsNetworks](https://github.com/Almana-mc/LogisticsNetworks),浏览源代码,发起议题,贡献拉取请求。
+
+如果你遇到了漏洞或者有了新点子,Discord和GitHub漏洞追踪器是最快能得到回应的地方。再次感谢你的游玩。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md
@@ -0,0 +1,185 @@
+---
+navigation:
+ title: 频道设置
+ parent: nodes/index.md
+ position: 2
+---
+
+# 频道设置
+
+此面板控制[标题](header.md)中所选频道的行为。每个节点都有9个频道,每个频道都有独立的一套设置——在面板内修改只会影响当前查看的那个频道。
+
+按住**修饰键3(默认:Alt)**再按下**主要交互键(默认:左键)**可设为最大值,或可再按下**次要交互键(默认:右键)**设为最小值。
+
+对界面顶部的频道编号按钮按下主要交互键可切换改动应用于哪一个频道。
+
+## 状态
+
+
+
+
+
+**它是什么:**频道的开关。
+
+**它的功能:**
+
+- **已启用**:频道正常运作。每刻进行一次处理(受延迟、红石等影响)。
+- **已禁用**:传输引擎会跳过该频道。不会抽出物品,不会送入物品,不进行红石条件检验。什么都不会做。
+
+**如何改动:**对值按钮按下主要交互键可在已启用和已禁用间切换。
+
+**小提示:**已禁用的频道会保留其他所有设置(过滤器、单次数量、延迟等)不变。禁用操作不会删除任何东西,只是暂停了频道。重新启用即可让频道恢复原样。
+
+## 模式
+
+
+
+
+
+**它是什么:**该频道的传输方向。
+
+**它的功能:**
+
+- **输出**:从节点所依附的方块中**抽取**资源。输出端是传输的驱动端:它们会检索网络中同频道下相匹配的输入端,并向它们输出资源。
+- **输入**:向节点所依附的方块**送入**资源。输入端是被动端:它们会等候同频道下的输出端输出资源。
+
+**如何改动:**对值按钮按下主要交互键可在输出和输入间切换。
+
+**小提示:**只有输入端(或只有输出端)的网络什么都不会做。同频道下两者都至少有一个才能传输资源。
+
+## 类型
+
+
+
+
+
+
+
+**它是什么:**频道所传输资源的类型。
+
+**它的功能:**让引擎检查所依附方块的什么能力:
+
+- **物品**:物品容器(箱子、熔炉、漏斗、AE2接口、精致存储接口等)中的物品堆叠。
+- **流体**:储罐中的流体,以毫桶(mB)计。
+- **能量**:能量存储空间中的Forge能量/RF。
+
+**如何改动:**对值按钮按下主要交互键可在可用类型间循环切换。
+
+**小提示:**不是所有方块都支持所有类型。若方块在对应面没有相应能力,频道便什么都不会做,且不会发出通知。把物品节点贴在流体储罐上便什么都不会传输,因为储罐没有物品存储空间。
+
+### AE2和精致存储接口
+
+依附于应用能源2接口和精致存储接口的节点会直接对相连的网络输入输出物品和流体。输出端能抽取的资源由接口的配置决定,也接受接口原生的模糊匹配,不过单次数量不受接口配置的暂存量限制。输入端可向网络输入节点频道过滤器指定的所有资源。
+
+对于物品输出端而言,直接发送时会首先取存储网络中的资源,之后才会取接口中暂存的资源。于是,后续的传输可使用缓存物品,从而排空接口。流体直接发送仍会忽略公开的流体容器。显式指定槽位映射会让物品频道切换回接口公开的物品容器。存储网络离线时,节点进入等待状态,不会消耗接口内容物;直接发送不会请求自动合成。
+
+节点还支持两种额外类型——化学品(通用机械)和魔源(新生魔艺),但都需要对应升级才可使用。详情见升级页面。
+
+## 面
+
+
+
+
+
+**它是什么:**频道与所依附方块的哪一面进行交互。
+
+**它的功能:**部分方块的行为会因交互面的不同而发生变化。经典的例子就是熔炉:顶面接受/取出待烧炼的物品,前面接受燃料,底面可取出产物。面设置可为频道指定交互面。
+
+- **上/下/北/东/南/西**:仅所选面。引擎会探测方块在该面上的物品容器(或流体容器、能量存储空间),并选用该面公开的槽位。
+- **所有**:使用同一个处理程序管理方块的每一面。频道会汇总方块每一面的存储能力,并将方块视作同一个物品槽位/流体容器/能量缓存组。若有多个面公开了同一个处理程序(很常见,大多数方块在所有面公开的都是同一个),还会进行去重。
+
+**如何改动:**按下主要交互键可循环切换至下一个面(顺序为上 → 下 → 北 → 东 → 南 → 西 → 所有 → 上……)。
+
+**小提示:**对于具有面敏感容器的方块(熔炉、酿造台、部分机器)而言,每一面公开的都可能会是*不同*的槽位组。在熔炉上使用**所有**会同时向频道公开输入、燃料、输出槽,通常而言并非希望达成的效果。可以选择特定面,以让过滤器的作用范围符合预期。
+
+## 红石
+
+
+
+
+
+**它是什么:**频道的红石控制。
+
+**它的功能:**引擎会检查**节点所依附方块**的红石信号(受拉杆、红石火把、红石粉、红石比较器等毗邻方块影响)。并根据该信号启用或禁用频道:
+
+- **高红石信号**:仅在有红石信号时运行(强度>0)。
+- **低红石信号**:仅在无红石信号时运行(强度=0)。
+
+**如何改动:**按下主要交互键以循环切换至下一模式。
+
+输出端和输入端均可设置红石控制行为。
+
+## 分配
+
+
+
+
+
+
+
+
+
+**它是什么:**输出端如何在同频道下多个匹配的输入端中进行挑选。
+
+**它的功能:**仅有一个输入端时,此设置什么都不会做。有多个输入端时,挑选顺序如下:
+
+- **优先级**:按输入端的**优先级**排序。数值较大者优先。数值相同时则随机选定。
+- **最近优先**:优先选择距离输出端最近的输入端(直线距离)。
+- **最远优先**:与最近优先相反,优先选择距离最远的。
+- **轮询分配**:在匹配的各输入端间尽可能均分每次操作运输的所有物品。
+
+**如何改动:**按下主要交互键以循环切换至下一模式。
+
+**小提示:**轮询分配不会存储轮转指针。此模式会均分单次操作送出的所有可用物品,未成功送出的部分会进入有空闲存储空间的输入端。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。分配设置只在输出端有实际意义。
+
+## 优先级
+
+
+
+**它是什么:**附加于该频道的较小整数值。范围:**–99到+99**。
+
+**它的功能:**供分配设置为**优先级**的输出端使用。输出端会按照此数为目标输入端排序,值大者优先,并按此顺序传输。高优先级输入端会先于低优先级输入端收到资源。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入在-99和99之间的数,然后按Enter。
+
+**小提示:**优先级仅在分配设置为优先级时有效。此值会在最近优先/最远优先/轮询分配模式下被忽略——输出端不会读取该值。可为希望优先传输的**输入端**设置优先级,不应在输出端设置。
+
+## 单次数量
+
+
+
+**它是什么:**单次传输操作最多可移动的资源量。
+
+**它的功能:**为单次传输量设置上限。单位随类型而定:
+
+- **物品**:物品数量(例如,单次数量为64 = 一次最多一整组)。
+- **流体**:毫桶(例如,单次数量为1000 = 一次最多一桶)。
+- **能量**:Forge能量/RF每操作。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入新值,然后按Enter。最小可为1。
+
+**小提示:**单次数量受节点升级的限制。若升级仅允许单次传输500,即便是输入了10,000,引擎也只会使用500。安装高等级的升级可增加上限,详情见[性能升级](upgrades-performance.md)。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。单次数量由输出端决定。
+
+## 延迟
+
+
+
+**它是什么:**该频道传输操作之间的冷却,以**刻**计。`20t`代表20刻,合1秒。
+
+**它的功能:**在成功传输之后,频道会等待所设刻,然后再次尝试传输。可用于限制频道,以免所有频道每时每刻都在传输。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入新值,然后按Enter。最小可为1刻。
+
+**小提示:**能量频道会**忽略延迟**。引擎会强制让能量频道每刻(换言之,立即)传输,而忽略该行的设置。因此能量类型频道的延迟行会被禁用。
+
+**小提示(升级):**延迟受升级等级的最小延迟限制。若升级仅允许10,即便是输入了1,引擎也只会使用10。高等级的升级可缩短最小延迟。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。输出端决定了发送的间隔。
+
+---
+
+本页的每一行都仅作用于所选频道。可在[标题](header.md)处切换频道,或者在[过滤器与升级](filters-upgrades.md)中设置共享过滤器/升级。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md
new file mode 100644
index 000000000000..07c8ca1133a5
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md
@@ -0,0 +1,93 @@
+---
+navigation:
+ title: 过滤器与升级
+ parent: nodes/index.md
+ position: 3
+---
+
+# 过滤器与升级
+
+
+
+节点配置的右侧面板有四个组件:3x2的过滤器槽,2x2的升级槽,**文档**按钮和**界面调整**按钮。详情见下。
+
+## 过滤器
+
+
+
+**它是什么:**由6个虚拟过滤器按钮组成的3x2方格,外加方格上方的切换按钮(**匹配任一**或**匹配全部**)。空按钮显示为**+**;经过配置的则按类型显示——**N**(普通)、**Mo**(模组)、**Rx**(正则表达式)。
+
+**它的功能:**过滤器按钮指定了该频道可移动的资源。
+
+- 对空按钮按下**主要交互键(默认:左键)**可打开一个小型选框,可在其中选择类型——**普通**、**模组**、**正则表达式**。此操作会创建过滤器并打开其配置。
+- 对经过配置的按钮按下主要交互键可编辑该过滤器。
+- 对经过配置的按钮按下**次要交互键(默认:右键)**可移除该过滤器(槽位变回**+**)。
+- **往按钮拖放物品**(即拿起物品后使用主要交互键)可将物品本身加入过滤器。
+
+过滤器**按频道设置,不按节点**。过滤器槽仅属于**单个频道**——[标题](header.md)中选择的频道。切换到其他频道后,过滤器槽会改为展示该频道的过滤器。也即,各频道都有独属于它们的6个过滤器槽,单个节点可接受9套过滤器配置。
+
+**可用的过滤器类型:**
+
+- 按钮挑选器可创建**普通**、**模组**、**正则表达式**过滤器。普通过滤器中可配置物品、流体、化学品、标签、NBT、耐久度、已附魔与否、槽位、单次数量、库存量规则,并调整其容量。
+- 有关各类过滤器及其配置方法的详细信息,参见[过滤器](../filters/index.md)。
+
+**空槽位 = 传输所有。**若6个槽位均为空,则频道会传输所有匹配的资源(受类型影响,物品频道显然只会传输物品)。过滤器只是可选的限制,而非必须的组件。
+
+### 匹配任一/匹配全部按钮
+
+对过滤器方格上方的按钮按下主要交互键可在两种匹配模式间切换:
+
+- **匹配任一**(默认):只要匹配**至少一个**过滤器,即允许传输。过滤器此时类似于判定列表;只要有一个通过就可以了。
+- **匹配全部**:仅在匹配**全部**过滤器时允许传输。过滤器此时类似于叠加条件,要求所有判断条件都为真。
+
+**简单示例:**比如说,你在某个频道的过滤器槽里放入了设为`c:ores`的**标签过滤器**,以及设为“在箱子中保留64个”的**数量过滤器**。
+
+- **匹配任一**:频道会传输所有带`c:ores`标签的资源,**或者**所有数量过滤器允许传输的资源。两者都会触发。
+- **匹配全部**:频道只会传输**既**带`c:ores`标签**也**通过数量过滤器判断的资源。
+
+**如何改动:**对按钮按下主要交互键可在匹配任一和匹配全部间切换。改动立即生效于当前频道。
+
+## 资源轮询调度
+
+在有过滤器的物品/流体输出端中,可通过过滤器槽旁的**RR**按钮启用资源轮询。此功能默认关闭。每次操作都会从所依附的存储设备中取出一种匹配且视作与其他资源不同的资源,下一次成功的传输会从该种资源后方开始。重复槽位视作同种资源,组件不同时则视作不同种。轮询会跳过被阻挡的类型,无资源传输时不会向后轮转。已有的单次数量、延迟、库存量、槽位、输入端分配规则效果不变。
+
+## 升级
+
+
+
+**它是什么:**由4个升级槽组成的2x2方格。
+
+**它的功能:**此处安装的升级物品作用于整个节点——它们能增加单次运输上限,减少最小延迟刻数,还能解锁特殊能力(如化学品和魔源类型)。
+
+升级**按节点设置,不按频道**。节点的**所有9个频道**共享升级。升级后会将各频道的单次数量设为升级后的最大值,同时允许继续减少延迟。非能量频道的延迟设置会在升级后保持不变,需要手动调整。
+
+**槽位接受什么物品:**
+
+- 仅接受升级物品(铁级、金级、钻石级、下界合金级、跨维度、通用机械化学品、新生魔艺魔源)。不接受普通物品。
+- 有关升级性能和功能的详细信息,参见[性能升级](upgrades-performance.md)和[特种升级](upgrades-special.md)。
+
+**不可重复安装。**同一节点内不可安装两个同种升级。槽位会拒绝已有的升级。可以混用以叠加效果,如使用一个钻石级、一个跨维度、一个通用机械化学品、一个新生魔艺魔源。
+
+**如何安装:**将升级物品左击放入空槽位,或在物品栏中Shift点击。再次左击(或Shift点击)以移除。
+
+## 文档
+
+
+
+**它是什么:**面板左下角的按钮。
+
+**它的功能:**打开物流网络指南,也就是你现在正在读的这本书。若是在编辑中途遇到问题,又不想退出到物品栏去找书,就可以使用这个按钮。
+
+**如何使用:**对其按下主要交互键可打开指南。关闭指南会返回到节点界面。
+
+## 界面调整
+
+
+
+**它是什么:**面板右下角的按钮。
+
+**它的功能:**打开一个小对话框,可在其中选择界面主题。主题会更改节点UI的颜色——过滤器、升级、标题、频道设置均会遵从主题的配色。
+
+**如何使用:**按下主要交互键可打开对话框。对任意选色卡按下主要交互键可应用对应主题。点击角落的×按钮,或在对话框外部按下主要交互键,均可关闭对话框。主题保存于客户端,且在不同会话间保持不变。
+
+界面调整只是视觉效果。主题不会影响传输、过滤器、升级。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/header.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/header.md
new file mode 100644
index 000000000000..fe918df25563
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/header.md
@@ -0,0 +1,105 @@
+---
+navigation:
+ title: 标题
+ parent: nodes/index.md
+ position: 1
+---
+
+# 标题
+
+
+
+标题位于节点配置界面的顶部。它有三项功能:管理节点在世界中的渲染方式、指定节点属于哪个网络、从9个频道中选取一个进行编辑。
+
+## 可见性
+
+
+
+**它是什么:**控制节点在世界中如何渲染的切换器。
+
+**它的功能:**
+
+- **可见**(默认):节点**始终**不透明渲染,无论手持扳手与否。
+- **隐藏**:节点平常**不**渲染。它们只会在手持扳手时出现,且不透明度约为可见模式的三分之一,以便查看和交互。
+
+可见性只是视觉效果。可见和隐藏的节点在传输资源上没有区别。
+
+**如何改动:**对按钮按下**主要交互键(默认:左键)**。文本会在**可见**和**隐藏**间切换,切换后立即生效。电脑节点表中的**显示**/**隐藏**按钮可用于批量切换网络中的所有节点。
+
+可在调试完毕后隐藏节点,以让观感更清晰;若需要再找出节点,拿起扳手即可。
+
+## 网络
+
+
+
+**它是什么:**标题中央的绿色药片形标记。它显示了节点所属网络的名称。
+
+**它的功能:**显示所属网络的名称。新节点的默认名称是**网络**,因此名称为“网络”代表当前网络为默认名称,为其他文本则代表网络已重命名。
+
+**如何改动:**标记不是按钮。如需更改节点所属网络,请使用旁边的**更改**按钮。
+
+未被分配网络的节点没有功能——在分配网络前所有9个频道都无法使用。
+
+## 更改
+
+
+
+**它是什么:**网络名称标记右侧的按钮。
+
+**它的功能:**打开网络挑选器界面。其中可以:
+
+- 挑选一个现有的网络,让节点加入其中。
+- 搜索已有网络;或通过**新建**输入新名称(最多32个字符),以让节点加入新网络。
+- 让节点离开当前网络。
+
+**如何更改网络:**对**更改**按下主要交互键,而后选择其中一个列出的网络,或是在**新建**中输入新名称并确认。节点会立刻加入网络,主界面也会回到频道配置视图。
+
+可以用它将节点分入多个网络,并入同一个网络,或是重命名节点所属的网络。
+
+## 频道选择器
+
+
+
+**它是什么:**一行从**0**到**8**的九个数字按钮。它们对应着节点的9个频道。
+
+**它的功能:**挑选下方设置界面中显示了哪个频道。标题下方的状态、模式、类型、过滤器、升级等设置仅作用于此处选择的频道。
+
+**指示视效:**
+
+- 数字外有**红色边框** = 当前选中该频道(你正在编辑该频道)。
+- 数字旁有**绿色点** = 该频道的状态不为已禁用(即已启用、正在运作)。
+- 无边框且无点 = 频道存在但未启用也未被选中。
+
+启用后,所有9个频道都会同时运作。选择器仅会选择你当前正*查看*哪个频道,而不会决定频道是否已*启用*。
+
+**如何更改频道:**
+
+- 对频道编号按一次主要交互键以选择。下方的设置界面改为显示该频道。
+- 对已选中的频道编号按两次主要交互键以重命名。此时会出现一个文本框,可在其中输入自定义名称(最多24个字符)。按Enter以保存,点击文本框外部以取消。
+
+**频道命名:**可以为每个频道单独取一个短名称,该名称与节点的标签相互独立。此名称只会在鼠标悬停于频道按钮时显示,显示形式为写有该名称的提示框。若尚未设置名称,提示框会给出按两次主要交互键以设置的提示。
+
+名称只是装饰效果——它们不会影响传输。可以用它给频道按目的取名,如`输入`、`输出`、`燃料`、`缓存`、`溢流`等,以免后续查看节点时忘记。
+
+## 设置标签
+
+
+
+**它是什么:**频道选择器下方的按钮。
+
+**它的功能:**为整个节点分配一个文本标签。标签与网络名称和频道名称相互独立——它们是组织相同设置节点的方式,能让这些节点的频道设置保持同步。
+
+**如何改动:**对**设置标签**按下主要交互键。此时会打开一个文本框,附带包含网络中已有标签的下拉列表。其中可以:
+
+- 从下拉列表中挑选一个标签,加入该分组。
+- 输入一个新标签(最多48个字符),按Enter以新建分组。
+
+留空文本框时确认可清空标签。
+
+**为何重要:**网络中标签相同的节点会共享频道模式、类型、过滤器、单次数量、延迟、资源轮询设置。同时也会消耗物品栏或相链接存储设备中的升级物品。单次数量受升级的限制。
+
+可用电脑节点表的勾选框或图表多选向多个节点应用标签。已有的标签会自动应用其设置。新建标签时,需在选中的节点中选取复制源。升级物品不足时不会改动所选节点的标签和设置。
+
+惯例使用方法:将20个熔炉上节点的标签均设为`熔炉`,配置其中一个,其他19个都将自动同步。后续对任意一个的微调也将同步给所有节点。
+
+标签也会在电脑的节点表中显示,同标签的节点会归入同一组,以便浏览查看。
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+---
+item_ids: [logisticsnetworks:logistics_node]
+navigation:
+ title: 节点
+ icon: logisticsnetworks:logistics_node
+ position: 1
+---
+
+# 节点
+
+节点是物流网络的核心。往方块(箱子、储罐、机器、线缆等任意有存储功能的方块)上放一个节点,传输资源的操作全部交给它来管理。
+
+## 基础内容
+
+- **每个节点都有9个频道。**每个频道都对应一套传输规则——方向、资源类型、单次传输数量、过滤器,等等。单个节点同一时刻最多可运行9个传输。
+- **节点是实体,不是方块。**它们不会占据方块的位置,而是只依附在方块上,与物品展示框和画类似。其下方的方块依然可以破坏、可以交互、可以作为放置基面。
+- **节点依附于方块存在,而不是依附于网络。**单独放置的节点没有任何功能——它只会在分配到网络、配置了至少一个频道后开始传输。
+
+## 配置节点
+
+用扳手对放置下来的节点按下**次要交互键(默认:右键)**可打开其配置界面。界面分为三个部分,每一个部分都有对应的指南章节:
+
+1. [标题](header.md):切换可见性、节点标签、频道选择器(用于选择当前编辑哪一个频道)。
+2. [频道设置](channel-settings.md):当前所选择频道的设置:状态、模式、类型、面、红石、分配、优先级、单次数量、延迟。
+3. [过滤器与升级](filters-upgrades.md):当前槽位的过滤器槽、节点的升级槽,以及高级功能的界面调整按钮。
+
+第一次使用节点时建议按此顺序阅读。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-performance.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-performance.md
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+---
+item_ids: [logisticsnetworks:iron_upgrade, logisticsnetworks:gold_upgrade, logisticsnetworks:diamond_upgrade, logisticsnetworks:netherite_upgrade]
+navigation:
+ title: 性能升级
+ parent: nodes/index.md
+ icon: logisticsnetworks:diamond_upgrade
+ position: 4
+---
+
+# 性能升级
+
+性能升级可增加节点的**单次数量上限**(单次传输可移动的资源量)并降低其**最小延迟**(发送资源的频率)。节点中的所有频道都能享受到升级的效果——升级按节点设置,不按频道。
+
+可在[过滤器与升级](filters-upgrades.md)面板中的4个升级槽安装升级。不允许重复安装。
+
+换用高等级升级时会将各频道的单次数量设为新的最大值。物品和流体频道的延迟不会变动,如需加速请自行修改。能量频道的延迟若锁定则不变。移除高等级升级时会根据移除后的等级限制各值。剪贴板和标签配置均不变。
+
+## 仅最高等级生效
+
+节点会选用**最高等级**的升级作为节点**等级**:
+
+| 等级 | 升级 |
+| ---- | ---------- |
+| 1 | 铁级 |
+| 2 | 金级 |
+| 3 | 钻石级 |
+| 4 | 下界合金级 |
+
+若同时安装了铁级、金级、钻石级升级,节点会选用**钻石级**的上下限。铁级和金级不会被使用——升级本身无法堆叠。可以往剩下的槽位里放入[特种升级](upgrades-special.md)(跨维度、通用机械化学品、新生魔艺魔源),增加剩余槽位的利用率。
+
+## 等级对比
+
+| 等级 | 物品单次数量 | 流体单次数量 | 能量单次数量 | 最小延迟 |
+| -------------- | ------------ | ------------ | ------------ | -------- |
+| **无升级** | 配置值 | 配置值 | 配置值 | 配置值 |
+| **铁级** | 16个物品 | 1,000 mB | 10,000 RF | 10刻 |
+| **金级** | 32个物品 | 5,000 mB | 50,000 RF | 5刻 |
+| **钻石级** | 64个物品 | 20,000 mB | 250,000 RF | 1刻 |
+| **下界合金级** | 10,000个物品 | 1,000,000 mB | 无限制 | 1刻 |
+
+表格中的值为**上限/下限**。[频道设置](channel-settings.md)面板中的单次数量和延迟会受其限制——单次数量行可以输入100,000,但铁级节点只会使用16。升级节点可提高上限/降低下限。
+
+这四个等级的上下限均取自模组的服务端配置(`UpgradeLimitsConfig`),服务器管理员可更改它们。如果你的节点行为和表格中的不同,请检查配置。
+
+## 铁级升级
+
+入门等级。将节点拉出未经升级的水平,让它在小型设施中具备实用性。
+
+
+
+## 金级升级
+
+中等等级。物品上限是铁级的2倍,流体和能量的则是5倍。
+
+
+
+## 钻石级升级
+
+高级等级。整组传输(每次操作64个),最小延迟可达1刻,即节点每一刻都能运作。
+
+
+
+## 下界合金级升级
+
+最强性能。物品单次数量为10,000,流体单次数量达一百万毫桶,能量单次则没有上限。可以用作网络中的枢纽节点——枢纽箱子、主要流体分配器、大型能量缓存等。
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md
new file mode 100644
index 000000000000..96de9f48ea53
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md
@@ -0,0 +1,44 @@
+---
+item_ids: [logisticsnetworks:dimensional_upgrade, logisticsnetworks:mekanism_chemical_upgrade, logisticsnetworks:ars_source_upgrade]
+navigation:
+ title: 特种升级
+ parent: nodes/index.md
+ icon: logisticsnetworks:dimensional_upgrade
+ position: 5
+---
+
+# 特种升级
+
+特种升级不会改动节点的吞吐量上限,而是会解锁**新能力**——跨维度传输、传输通用机械的化学品、传输新生魔艺的魔源。每一种都需占据一个升级槽,且可和同节点中的[性能升级](upgrades-performance.md)协同使用。
+
+升级槽位于[过滤器与升级](filters-upgrades.md)面板。它们不接受重复升级,但不重复的升级可以随意添加——通常来说,高端节点的配置如下:下界合金级、跨维度、通用机械化学品、新生魔艺魔源各一。
+
+## 跨维度升级
+
+**解锁跨维度传输。**若未安装此升级,节点便仅能与同维度的节点交流。安装跨维度升级之后,节点就可同其他维度的节点收发资源——主世界和下界、末地和下界,以及其他模组维度。
+
+**传输两端都需安装。**输出端和输入端都需安装跨维度升级。仅在其中一端安装无效——引擎会在跨维度传输前检查两端的节点。
+
+同维度内的传输不受此升级影响——未安装此升级也可进行此类传输。
+
+
+
+## 通用机械化学品升级
+
+**解锁化学品频道类型。**若未安装此升级,[频道设置](channel-settings.md)中的类型便无法设为化学品。安装后,节点即可通过化学品频道感知和传输通用机械的化学品(气体、灌注类型、颜料、浆液)。
+
+此升级仅会在经过配置的频道中生效。化学品输出端需要此升级,化学品输入端节点也需要。无需传输化学品的节点不用安装此升级。
+
+此升级需要安装**通用机械**模组才可合成和使用。下方配方仅会在加载有通用机械时出现。
+
+
+
+## 新生魔艺魔源升级
+
+**解锁魔源频道类型。**与通用机械化学品升级一致,只不过对应的是新生魔艺魔源。安装后,即可将频道类型设为魔源,并在新生魔艺魔源罐和其他接受魔源的方块间进行传输。
+
+需要传输魔源的所有节点(输出端和输入端)都需安装新生魔艺魔源升级。
+
+此升级需要安装**新生魔艺**模组才可合成和使用。下方配方仅会在加载有新生魔艺时出现。
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md
new file mode 100644
index 000000000000..001dea770cc1
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md
@@ -0,0 +1,69 @@
+---
+navigation:
+ title: 复制/粘贴
+ parent: wrench/index.md
+ position: 2
+---
+
+# 复制/粘贴模式
+
+此模式会将扳手变为剪贴板工具。你可以将经过配置的节点完整地复制进扳手,再将设置粘贴到其他节点——可以一一操作,也可以对所有相连的同类方块批量操作。复制/粘贴模式还有一个专用编辑器界面,若希望在不接触节点实物时新建剪贴板样板,可以使用该编辑器。
+
+可用**修饰键1(默认:Shift)+滚轮**切换至复制/粘贴模式。HUD叠加层会显示当前模式。
+
+## 复制节点
+
+用扳手对经过配置的节点按下**次要交互键(默认:右键)**。扳手的剪贴板即会被替换为该节点的完整副本:
+
+- 所有9个频道(状态、模式、类型、面、红石、分配、优先级、单次数量、延迟、频道名)。
+- 所有频道过滤器槽中的所有过滤器。
+- 节点中安装的所有升级。
+- 节点的标签。
+- 节点所属的网络。
+- 节点的渲染可见性。
+
+节点原件本身不会受到任何影响——复制不具破坏性。剪贴板存储于扳手物品本身,**会在游戏会话间保持**,因此你可以合成一个扳手,复制一份样板,放到箱子里去;过几个星期再回来,扳手也不会损失数据。
+
+## 粘贴至节点
+
+用扳手对节点按下**修饰键1+次要交互键**。扳手会尝试将其剪贴板应用至目标节点。粘贴成功时会发生三件事:
+
+1. 目标节点的频道、过滤器、升级会被剪贴板覆写。
+2. 目标需要但缺少的过滤器和升级会**自动取用于你的物品栏**。扳手会计算所需的物品。
+3. 节点**在粘贴前**拥有的所有过滤器和升级会返还至你的物品栏。若物品栏已满则掉落在地,不会损失物品。
+
+### 粘贴失败时会发生什么
+
+- **缺少物品**:你拥有的过滤器和升级无法满足剪贴板样板的所需。粘贴终止,目标节点维持原样。去拿些物品再试一遍。
+- **没有变化**:剪贴板为空或完全匹配目标;什么都不需要做。
+
+扳手会发送一条聊天栏信息,以报告具体发生了什么。
+
+### 复制/粘贴也会复制标签
+
+粘贴会**将剪贴板中的标签复制**到目标节点。也即,目标会立即加入来源的标签组,并与它们保持同步——将来对同组节点进行的任何微调都会同步到组内所有节点。
+
+如果不想要复制标签,可编辑剪贴板(见下),在粘贴前清空标签字段。
+
+## 批量粘贴至相连方块
+
+在复制/粘贴模式下对节点按下**修饰键2(默认:Ctrl)+次要交互键**。扳手会从目标节点处开始泛洪,向所有**相连的同类方块**(最多16,384个方块)粘贴剪贴板中的内容。
+
+惯用使用方法:有一排20个熔炉,每一个都已放置了节点。配置其中一个,复制,然后对任意一个熔炉按下修饰键2+次要交互键——其他的19个节点都会一次性更新。
+
+物品栏消耗规则对各节点单独判断:在粘贴中途耗尽过滤器或升级,则跳过剩余的节点,同时扳手会报告实际粘贴的数量。
+
+## 剪贴板编辑器
+
+若不想复制节点实物,也可以直接在扳手上编写样板。
+
+在复制/粘贴模式下对空气(即面前没有方块)按下**次要交互键**,即可打开剪贴板编辑器。菜单中可以:
+
+- 编辑各频道的设置(状态、模式、类型、面、红石、分配、优先级、单次数量、延迟、名称),操作与实物节点一致。
+- 从物品栏中向过滤器槽位拖放过滤器物品,拖出槽位可移出。
+- 从物品栏中向升级槽位拖放升级物品。
+- 使用**清空**按钮清空整个剪贴板。
+
+改动会在菜单关闭时保存至扳手的NBT,即样板会自动保存。
+
+剪贴板编辑器很适合用来设计设置,再批量放置到未经改动的方块上去,而无需先配置参照用的实物节点。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md
new file mode 100644
index 000000000000..d3ac5c77c098
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md
@@ -0,0 +1,46 @@
+---
+item_ids: [logisticsnetworks:wrench]
+navigation:
+ title: 扳手
+ icon: logisticsnetworks:wrench
+ position: 2
+---
+
+# 扳手
+
+扳手是用于与节点的一切信息交互的工具:打开节点配置、移除节点、在节点间复制设置,以及一次性批量放置多个节点。
+
+扳手有三个模式。手持扳手时按住**R**可打开模式轮盘菜单,指向某模式后松开键位即可切换至该模式。鼠标留在中间时松开,或按下Esc,均可取消。可在Minecraft的控制菜单中重新绑定轮盘菜单键位。
+
+也可通过**修饰键1(默认:Shift)+滚轮**循环切换模式。当前模式会在快捷栏旁以HUD叠加层显示:扳手模式为蓝色,复制/粘贴模式为绿色、批量放置模式为金色。
+
+## 模式概览
+
+- [扳手](wrench-mode.md):默认模式。打开节点配置,移除节点,以及链接至AE2或精致存储网络。
+- [复制/粘贴](copy-paste.md):复制节点的整套配置——频道、过滤器、升级、标签——再粘贴到其他节点中去。支持对依附于同种方块的相连节点进行批量粘贴。
+- [批量放置](mass-placement.md):选择两个角点,再选择目标方块类型,最后可通过**主要交互键(默认:左键)**一次性在所有匹配的方块上放置经过配置的节点。
+
+## 速查表
+
+| 模式 | 次要交互键(默认:右键) | 修饰键1+次要交互键 | 修饰键2(默认:Ctrl)+次要交互键 |
+| --------- | --------------------------------------------- | ------------------------------------ | -------------------------------- |
+| 扳手 | 打开节点配置 | 移除节点、放置节点、开关存储网络链接 | — |
+| 复制/粘贴 | 复制,节点 → 剪贴板(对空气交互时打开剪贴板) | 粘贴,剪贴板 → 节点 | 粘贴至相连所有同类方块上的节点 |
+| 批量放置 | 选择角点(对空气交互时打开放置菜单) | 打开放置菜单 | — |
+
+## 使用扳手操作标签
+
+标签和扳手之间配合良好。向节点粘贴设置时,来源的标签也会被粘贴——粘贴后的节点会加入标签组,并和其他使用同一标签的节点保持同步。
+
+惯用工作流:
+
+1. 按需配置一个节点。
+2. 为其设置标签(参见[标题 → 设置标签](../nodes/header.md))。
+3. 将其配置复制到扳手剪贴板。
+4. 粘贴(或批量放置)至其他应使用相同设置的节点。
+
+这之后,所有节点就将使用同一个标签。后续对其中一个的编辑操作会自动同步至整个标签组。微调时无需重新复制粘贴。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/mass-placement.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/mass-placement.md
new file mode 100644
index 000000000000..9f5ca3d071ef
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/mass-placement.md
@@ -0,0 +1,74 @@
+---
+navigation:
+ title: 批量放置
+ parent: wrench/index.md
+ position: 3
+---
+
+# 批量放置模式
+
+用于一次性放置大批量、高重复性的节点。可以使用两个角点标记长方体区域,选择其中哪种类型的方块需要放置,再为所有方块放置一个经过配置的节点。
+
+可用**修饰键1(默认:Shift)+滚轮**切换至批量放置模式。HUD叠加层会显示当前模式。
+
+## 选择区域
+
+对方块按下**次要交互键(默认:右键)**选择第一个角点。再对另一个方块重复操作以选择第二个角点。扳手会在所选区域周围画出绿色的长方体边界,以供查看。
+
+- 选区保存于扳手本身,直至手动清除或放置节点才会清空。
+- 选择按**维度**进行:在主世界选择的区域不会作用于下界。
+- 选区最多可包含**10,000个方块**。
+- 新选区域的操作很简单:选定两个角点后再次按下次要交互键选择,新选定的方块即会变为新的第一角点。
+
+## 打开放置菜单
+
+**修饰键1+次要交互键**可打开批量放置菜单。对方块和空气点击都有效,不需要挪开视角。
+
+选定两个角点后,菜单会列出区域内所有能接受节点的方块类型。选取希望放置节点的方块类型,如箱子、木桶、熔炉、机器等。不具备物品、流体、能量、化学品、魔源存储能力的方块不会显示。
+
+只有选定的方块会被放置节点。绿色长方体内的其他方块均忽略。
+
+## 放置限制
+
+区域的尺寸可以很大,但单次最多只可放置**2048个节点**。若区域内有对应能力的方块多于2048个,菜单内会显示上限,同时也只会放置2048个节点。
+
+菜单会显示:
+
+- 所选区域的尺寸。
+- 所选目标方块需要的节点。
+- 所需的物流节点物品。
+- 根据剪贴板样板计算的过滤器和升级。
+- 放置操作当前是否能开始。
+
+## 放置节点
+
+对**放置节点**按下**主要交互键(默认:左键)**,扳手就将:
+
+1. 使用你物品栏中的、或所链接AE2/精致存储网络中的物品支付需求。
+2. 在所有目标方块上放置一个节点,最多放置2048个。
+3. 向所有新放置的节点粘贴剪贴板样板——频道、过滤器、升级、标签、网络。
+
+若目标方块在放置节点前发生了改变,菜单也会重新检查。无效方块会被跳过,省去相应的节点消耗。
+
+若所需物品不足,扳手可通过相链接的存储设施自动合成。请求时会首先取用物品栏和网络中已有的物品,在放置无效时则会返还;请求的整个过程中扳手都会与原网络保持绑定。
+
+## 样板+标签同步
+
+批量放置的所有节点会继承剪贴板样板,**包括标签**。也即,整批节点都属于同一个标签组,无需后续编辑。
+
+惯用工作流:
+
+1. 在[剪贴板编辑器](copy-paste.md#剪贴板编辑器)中新建样板,或也可从节点处复制。
+2. 给样板设定标签,比如`熔炉组`。
+3. 切换至批量放置模式,通过次要交互键选择两个角点。
+4. 通过修饰键1+次要交互键打开菜单。
+5. 选择目标方块类型。
+6. 对**放置节点**按下主要交互键。
+
+所放置节点会拥有配置完善的九个频道、正确的过滤器、正确的升级,以及统一的标签。将来对其中一个进行的编辑会自动同步到所有其他节点中去。
+
+## 小小提示
+
+- 即便没有剪贴板样板辅助,批量放置模式也可以放置空节点,但样板能让此功能更有用。
+- 菜单中的**清除**按钮会清空选区和所选方块类型,不会放置任何东西。
+- 菜单打开时会重新根据当前状态重新计算所选目标方块,因此已被破坏和新放置的方块也会被纳入放置考量。
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/wrench-mode.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/wrench-mode.md
new file mode 100644
index 000000000000..bc022e23b297
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/_zh_cn/wrench/wrench-mode.md
@@ -0,0 +1,39 @@
+---
+navigation:
+ title: 扳手模式
+ parent: wrench/index.md
+ position: 1
+---
+
+# 扳手模式
+
+扳手的默认模式。新合成的扳手就处在这个模式。此模式下的扳手可以打开节点设置,移除和放置节点,以及链接至AE2/精致存储网络。
+
+## 打开节点配置
+
+用处于扳手模式的扳手对放置下来的节点按下**次要交互键(默认:右键)**。节点的配置界面便会打开,可在其中编辑所有9个频道、过滤器、升级、标签等。
+
+对未放置节点的兼容方块按下**修饰键1+次要交互键**,即可在其上放置节点。扳手会首先取用你物品栏中的物流节点,随后会检查相链接的存储网络,最后则会请求自动合成(若有样板)。
+
+## 移除节点
+
+用扳手对节点按下**修饰键1(默认:Shift)+次要交互键**。节点会被移除并掉落物流节点物品。节点中安装的所有过滤器和升级也会掉落在节点的位置,不会损失物品。
+
+这也是拾取节点的恰当方式。破坏节点所依附方块也能移除节点,但推荐使用修饰键1+次要交互键——此方法可以控制节点所在面,而且不需要在破坏之后重新放置方块。
+
+## 存储网络链接
+
+安装有AE2或精致存储时,对相应网络中在线的方块按下**修饰键1+次要交互键**,可开关扳手与网络的链接。
+
+- 扳手只能保有一条链接:可以是AE2的,也可以是精致存储的。
+- 对同一个接入点按下键位可断开链接。
+- 在已有链接的情况下,试图链接另一处接入点不会改动已有链接,且会通知你要先断开已有链接。
+- HUD和提示文本中会显示链接至了什么存储网络。
+- 相链接的存储网络能供应节点放置、批量放置、剪贴板和标签升级同步、升级挑选器的需求。若网络支持,还可自动合成缺少的物品。
+
+与精致存储网络的交互会遵守其输入、输出、自动合成权限配置。
+
+## 小小提示
+
+- 复制和选择区域功能仅在其他模式下可用。
+- 随时都可用**修饰键1+鼠标滚轮**切换至其他模式,HUD叠加层会相应进行更新。
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+---
+item_ids: [logisticsnetworks:computer]
+navigation:
+ title: Computer
+ icon: logisticsnetworks:computer
+ position: 5
+---
+
+# Computer
+
+The Computer is a placeable block that gives you a terminal interface for watching and managing your logistics networks. Drop one in your base, use **Secondary Interaction (default: Right Click)** on it, and you get a full dashboard: list every network, see live throughput for every active channel, jump directly to any node's config, and toggle node visibility in bulk.
+
+
+
+## Opening The Computer
+
+Use **Secondary Interaction** on a placed Computer block to open the **Network Manager** screen. If you have a [Wrench](../wrench/index.md) anywhere in your inventory, the Computer **auto-loads** one copy of it into the drive bay slot in the top-right corner. The wrench is borrowed, not consumed — close the screen and the wrench stays on the Computer until you retrieve it manually.
+
+The drive bay slot is only interactable on the Network Directory page. If you switch to the I/O Monitor or Node Table view you will not be able to touch the wrench slot until you back out.
+
+## The Three Subsystems
+
+Once you pick a network from the directory, you can jump into either of the two subsystems. Covered in their own chapters:
+
+- [Network Directory](network-directory.md) — the list of networks on the left; search, pinning, mounting a network.
+- [I/O Monitor](io-monitor.md) — aggregated channel throughput with live graphs (120 data points per channel).
+- [Node Table](node-table.md) — every node on the mounted network, grouped by label, with per-row actions.
+
+See [Saving & Loading Networks](save-load.md) to back up node configurations or load them onto the Computer's wrench.
+
+Until a network is mounted, the right-hand pane just says **No Network Mounted**. Pick one from the directory and the subsystem buttons unlock.
+
+## Starred Networks
+
+Every network entry in the directory has a small **star** icon on the right side. Use **Primary Interaction (default: Left Click)** on it to pin that network to the top of the list. Pinned (starred) networks sort first; unpinned networks follow. The star state is stored on the Computer block itself — it persists across sessions and is per-Computer (two Computers can have different favourites).
+
+Networks are **not owner-locked**. Every Computer on a server can see every network on that server, regardless of who placed it.
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/io-monitor.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/io-monitor.md
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+---
+navigation:
+ title: I/O Monitor
+ parent: computer/index.md
+ position: 2
+---
+
+# I/O Monitor
+
+The live telemetry view for a mounted network. Shows every active channel across the whole network — aggregated by channel index — and lets you drill into each one for a throughput graph.
+
+Open it from the mounted network's subsystem buttons. Hit **EXIT** in the top-left corner to return to the directory.
+
+## Channel List
+
+
+
+Each row shows one channel index that has at least one node on this network running something:
+
+- **CH0** / **CH1** / ... — the channel index (0 through 8). Matches the channel-slot numbers on the node screen.
+- **Type** — what the channel is moving: **Items**, **Fluids**, **Energy**, **Chemicals**, or **Source**. Colored to match the type.
+- **Node count** — how many nodes on this network have this channel enabled.
+
+The left edge of each row has a **colored bar** matching the channel type — green for items, blue for fluids, and so on. Handy for spotting the type at a glance without reading the right-hand text.
+
+Aggregation is **per channel index**, not per node. If you have 10 nodes all running an Item transfer on CH0, the list shows one `CH0 Items 10 nodes` row, not 10 rows. Use **Primary Interaction (default: Left Click)** on the row to drill into the graph.
+
+## Throughput Graph
+
+
+
+Using Primary Interaction on a channel row opens its graph. The graph shows a **live timeline of transfer throughput** for that channel:
+
+- **120 data points** total. Each bar is one sample; the rightmost bar is the newest.
+- Updates roughly once per second as telemetry streams in.
+- The scale adapts to the peak — the header shows the peak value (e.g. `200.0K /s`) with the unit appropriate for the type:
+ - **Items** — items per second.
+ - **Fluids** — millibuckets per second (`mB/s`).
+ - **Energy** — Forge Energy / RF per second.
+ - **Chemicals** — millibuckets per second.
+ - **Source** — source per second.
+- The **LIVE** indicator in the bottom-left lights up when new data is coming in.
+
+## Reading The Graph
+
+- Steady tall bars = constant throughput. Setup working hard.
+- Empty graph = channel exists but no transfers are happening. Check filters, status, and whether the source block actually has the resource.
+- Spiky pattern = bursty transfers. Usually delayed channels (high Delay) or intermittent producers.
+- Sudden drop to zero = the channel stopped (source drained, Redstone turned it off, network unmounted from the node, etc.).
+
+Hit **EXIT** on the graph page to return to the channel list.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/network-directory.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/network-directory.md
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+---
+navigation:
+ title: Network Directory
+ parent: computer/index.md
+ position: 1
+---
+
+# Network Directory
+
+The left panel of the Computer screen. Lists every network on the server and lets you pick which one to mount.
+
+
+
+## What The List Shows
+
+Each entry in the directory shows the **network name** (the default is literally `Network` — any other text means someone renamed it) and the **node count** for that network. Pinned networks get a highlighted star in the top-right corner of their entry; unpinned ones show a dim star.
+
+
+
+- The `>` prefix next to the name marks the entry as **selected** — it is not mounted yet, just highlighted. Use **Primary Interaction (default: Left Click)** again (or use it on **RUN**, or twice on the entry) to mount.
+- The yellow filled star means this network is pinned (see below).
+
+## Search
+
+The text field at the top of the directory filters the list by substring match on the network name. Up to 32 characters. Case-insensitive. Clear it to see every network again.
+
+## Pagination
+
+Only 4 entries fit per page. The footer shows `1-4 / 16` — the range currently shown and the total network count. Scroll the mouse wheel over the directory to page through the rest.
+
+## Pinning (Starred Networks)
+
+Use Primary Interaction on the **star** icon at the right edge of an entry to toggle the pin. Pinned networks sort to the top of the list — handy when you have dozens of networks and only care about a few.
+
+Pinning state is stored on the Computer block, not on your player or on the network itself. Different Computers can have different pinned sets, and if the block is ever broken the pins reset.
+
+## Idle Session Pane
+
+Until you mount a network, the right-hand pane shows a small help block with three keyboard hints:
+
+- **DIR** — Browse networks (this is where you already are, the directory).
+- **TAB** — Select session (pick between I/O Monitor and Node Table after mounting).
+- **RUN** — Open subsystem (jump into the selected subsystem).
+
+The pane also shows the total network count badge (`16 NETWORKS` in the screenshot) and status lights (`IDLE` / `READY`) that light up as you progress through the flow.
+
+## Mounting A Network
+
+Use Primary Interaction on an entry once to select it, then on **RUN** (or on the entry a second time) to mount. The idle text disappears and the subsystem buttons unlock. From here you can open the [I/O Monitor](io-monitor.md) or the [Node Table](node-table.md).
+
+To switch networks, hit **EXIT** on the subsystem page to return to the directory, then pick another one.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/node-table.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/node-table.md
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+---
+navigation:
+ title: Node Table
+ parent: computer/index.md
+ position: 3
+---
+
+# Node Table
+
+The per-node view for a mounted network. Lists every node that belongs to the network — with its block type, location, and a pair of action buttons for jumping to it in the world or remotely editing its config.
+
+Open it from the subsystem buttons after mounting a network. Hit **EXIT** in the top-left to return.
+
+## The Table
+
+
+
+Each row shows one node on the network. Columns:
+
+- **Device** — an item icon for the block the node is attached to, plus that block's display name (`Chest`, `Barrel`, `Furnace`, etc.).
+- **Location** — the dimension and block coordinates. Dimension uses a short code (`OVR` = Overworld, `NTH` = Nether, `END` = End, custom dims show their own short code). Coords follow as `X, Y, Z`.
+- **Actions** — two icon buttons on the right side of every row.
+
+
+
+### Row Actions
+
+- **Highlight** (the lamp icon) — use **Primary Interaction (default: Left Click)** to toggle a glowing outline on the node in the world, making it easy to find. The outline stays on until you use Primary Interaction on the lamp again or close the Computer screen.
+- **Settings** (the gear / terminal icon) — opens that node's full configuration screen **remotely**, from wherever you are. You do not have to go stand next to the node to edit its channels or filters.
+
+Use **Back to table** after editing to restore the mounted network, scroll position, expanded groups, selection, and pending label text. Opening a filter from these settings retains the same return path.
+
+## Label Grouping
+
+Nodes with a label are grouped together under that label. The label name shows as a header row; use Primary Interaction on the header to collapse the whole group into one line, then use it again to expand. Nodes without a label render flat at the bottom of the list.
+
+Collapse state is remembered for the session — expand the groups you are working on and collapse the rest to keep the table readable on big networks.
+
+Labels are set from the [Header → Set Label](../nodes/header.md) field on each node, or copied automatically when you paste with the [Wrench → Copy/Paste](../wrench/copy-paste.md).
+
+## Selection and Bulk Labels
+
+Use row checkboxes to select nodes. A group checkbox selects every member; its partial state means only some members are selected. **Same block** selects nodes attached to the exact same block type as the selected source.
+
+Enter a label and apply it to the selection. An existing label supplies its current group settings. For a new label, choose the settings source from your selection. Shared upgrade layouts require physical upgrades from your inventory or linked storage; missing supplies leave the selected nodes unchanged. Apply an empty label to ungroup them.
+
+## Bulk Show / Hide
+
+Two buttons in the top-right corner of the Node Table:
+
+- **SHOW** — turns **render visibility on** for every node on the mounted network. All nodes draw in the world at full opacity, whether you are holding a wrench or not.
+- **HIDE** — turns render visibility **off** for every node on the mounted network. Nodes only draw while you hold a wrench, at reduced opacity.
+
+For a refresher on what the Visible toggle does per node, see [Header → Visible](../nodes/header.md).
+
+## Pagination
+
+The visible row count adapts to the available height. Locations use a separate line to keep full coordinates readable. Scroll the mouse wheel to page through larger networks.
+
+## Good to Know
+
+- The Node Table is live. Nodes added, removed, or relabelled appear/disappear without having to reopen the Computer.
+- Remote Settings open the full node screen you would see in the world — filters, upgrades, every channel. Changes are committed the same way as if you were standing in front of the node.
+- Highlight outlines are client-side and only visible to you, not to other players on the server.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/save-load.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/computer/save-load.md
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+---
+navigation:
+ title: Save & Load Networks
+ parent: computer/index.md
+ position: 4
+---
+
+# Saving & Loading Networks
+
+The Computer can write a whole network's node setup to a `.lnet` file on disk and read it back later. This lets you keep a library of network blueprints — back up a working setup, copy it to another world, or hand it to someone else.
+
+A `.lnet` file is a plain-text snapshot. For every node on the network it stores the node's **label**, whether it is **visible**, and the node's full **clipboard config** (all 9 channels, their modes, filters, and upgrades). It does **not** store block positions — a file is a recipe for configuring nodes, not a copy of the world.
+
+## Where Files Live
+
+Saved networks go in:
+
+```
+config/logistics-network/networks/
+```
+
+inside your instance folder. Each file is named after the network (sanitised — only letters, numbers, `.`, `_`, `-`; trimmed to 48 characters). You can copy these files between instances or share them like any other file.
+
+## Saving A Network
+
+1. Mount a network from the [Network Directory](network-directory.md).
+2. On the mounted-network panel, use **SAVE NETWORK** (`Write .lnet file`).
+3. The Computer exports the mounted network immediately and reports the result on that panel.
+
+The Computer writes `.lnet`. Saving again with the same network name **overwrites** the existing file.
+
+### Every Node Needs A Label
+
+The export only works if **every node on the network has a label**. Labels are how a file matches a saved config back to a node. Missing labels block the export and produce this error instead of a file:
+
+- `Missing labels: X nodes` — that many nodes have no label. Open them and name them.
+
+Duplicate trimmed labels do not block export. The first encountered entry with a label is kept, and later entries with the same trimmed label are skipped.
+
+Set labels from the [Node Table](node-table.md) or the node config screen before saving.
+
+## Loading A Network
+
+Loading does **not** auto-build a network. It pulls one saved node config onto the Computer's [Wrench](../wrench/index.md), which you then paste onto a real node.
+
+1. From the [Network Directory](network-directory.md) with **no network mounted**, click **LOAD NETWORK** (`Read .lnet file`) to open the **FILES** page.
+2. Pick a file from the **FILES** column. Its node labels fill the **LABELS** column.
+3. Pick a label. The **PREVIEW** column shows that node's summary — channel count, filter count, upgrades, and any required items.
+4. Click **COPY TO WRENCH**. The selected label's config is loaded into the Computer's wrench slot.
+5. Take the wrench. Use **Modifier Key 1 + Secondary Interaction** (default: **Shift + Right Click**) to paste the config onto a node. See [Copy & Paste](../wrench/copy-paste.md) for how pasting works.
+
+Repeat per label to rebuild each node of the saved network.
+
+## The FILES Page
+
+- **REFRESH** — re-scan the folder if you added or removed files outside the game.
+- **FILES** / **LABELS** / **PREVIEW** — the three columns described above. Scroll the wheel over the file or label column to page through long lists.
+
+If the folder is empty the page reads **No .lnet files**. A file that can't be parsed reports **Invalid .lnet file** — the format is text, so a hand-edited file with a broken header or bad clipboard data will be rejected.
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+---
+item_ids: [logisticsnetworks:small_filter, logisticsnetworks:medium_filter, logisticsnetworks:big_filter, logisticsnetworks:mod_filter, logisticsnetworks:name_filter]
+navigation:
+ title: Filters
+ position: 4
+---
+
+# Filters
+
+Filters are virtual channel rules that decide exactly which resources a channel is allowed to move. Open them from the 3x2 filter grid on the right side of the node screen; see [Filters & Upgrades](../nodes/filters-upgrades.md).
+
+Without any filters the channel transfers everything that matches its Type. Add a filter and only resources that pass the filter's rules get through.
+
+Filter slots are **per-channel**. Every channel on a node keeps its own independent set of 6 filter buttons, so one node can run 6 totally different filter configurations at once.
+
+## Sender vs Receiver
+
+Filters live on both Senders and Receivers, but they do different jobs depending on which side of the transfer you put them on:
+
+- **Sender (exporter)**: the filter decides **what the Sender pulls out** of the block it is attached to. Only resources that pass the filter are extracted and offered to the network.
+- **Receiver (importer)**: the filter decides **what the Receiver accepts** into the block it is attached to. The network may be full of resources, but the Receiver only takes the ones that pass its filter.
+
+Most setups put filters on both sides. A Sender-side filter decides what leaves the source; a Receiver-side filter decides what lands at the destination. A common pattern is one Sender pulling a wide range of items from a dump chest, and several Receivers each filtering a narrow subset.
+
+Whitelist / Blacklist, Match Any / Match All, and every per-entry rule all honor this Sender-vs-Receiver split. Stock in particular swaps meaning between the two sides, since "keep a reserve" and "cap the destination" are not the same thing.
+
+## Whitelist vs Blacklist
+
+Every filter has two modes:
+
+- **Whitelist**: the filter is a list of things the channel is **allowed** to move. Anything not on the list is blocked.
+- **Blacklist**: the filter is a list of things the channel is **not** allowed to move. Everything else gets through.
+
+Open a virtual filter from the node filter grid to flip the mode.
+
+## Match Any vs Match All
+
+When a channel has more than one filter in its grid, the **Any / All** button at the top of the Filters panel decides how they combine:
+
+- **Match Any**: a resource passes if **at least one** filter accepts it.
+- **Match All**: a resource passes only if **every** filter accepts it.
+
+For a full walkthrough, see [Filters & Upgrades](../nodes/filters-upgrades.md#filters).
+
+## Filter Types
+
+### Normal Filter
+
+Choose **Normal Filter** from the channel's filter picker to open its **45-entry** grid.
+
+- Match exact item ids and fluid ids.
+- Put any item or fluid bucket into an entry slot to add it to the list.
+- Drag an item or fluid from EMI or JEI onto an entry to add a ghost rule.
+- Remove the entry to take it off the list.
+- Empty entry slots are ignored.
+
+Each entry can also open a Detail page for tag matching, batch overrides, stock thresholds, NBT rules, and attached-inventory slot restrictions.
+
+### Mod
+
+Mod filters match every item or fluid from one configured mod id.
+
+- Set the mod id, such as `minecraft`, `create`, `mekanism`, or `ae2`.
+- One Mod filter matches one mod.
+- To match several mods, put multiple Mod filters in the same channel and use **Match Any**.
+
+### Regex
+
+Regex filters match resource display names with restricted, case-insensitive regex syntax.
+
+- Maximum pattern length is 128 characters.
+- Supported: literals, `.`, character classes such as `[A-Z]`, `^`, `$`, escaped punctuation, and top-level `|` alternatives.
+- Unsupported: groups, lookarounds, backreferences, inline flags, and repetition operators `*`, `+`, `?`, or `{...}`.
+- Matching searches the full name, so `Iron` already matches `Iron Ingot`; `.*Iron.*` is unnecessary and rejected.
+- Unsafe or malformed patterns remain visible for repair but match nothing.
+
+Common examples:
+
+| Pattern | Matches |
+|---------|---------|
+| `Iron` | Anything containing "Iron" |
+| `^Iron` | Names starting with "Iron" |
+| `Ingot$` | Names ending with "Ingot" |
+| `^Iron Ingot$` | Exactly "Iron Ingot" |
+| `Iron|Gold` | Names containing "Iron" or "Gold" |
+| `[IG]ron` | "Iron" or "Gron" |
+
+Compiled patterns are reused during each transfer operation. Keep expressions narrow on high-traffic channels.
+
+### Slot
+
+Slot filters restrict which slot indices on the attached block the channel can read or write.
+
+- Use comma-separated slots and ranges, such as `0`, `0-8`, or `0-3,5`.
+- Valid slot indices are `0` through `53`.
+- On Senders, only the listed source slots are extracted from.
+- On Receivers, only the listed destination slots are inserted into.
+
+## Entry Details
+
+Every slot in a Normal Filter's main grid is more than a single-item check. Open the Detail page for a filled entry to configure these per-entry rules:
+
+- **Item or #tag**: match an exact id like `minecraft:iron_ingot`, or a tag like `#c:ores`.
+- **Batch**: override how many of this entry move per transfer on the Sender side.
+- **Stock**: reserve items on Senders, or cap destination stock on Receivers.
+- **NBT**: add up to 6 active NBT/component rules, or paste raw SNBT for advanced cases.
+- **Slots**: restrict this entry to specific attached-inventory slot indices.
+
+Leave Batch or Stock at `0` to fall back to the channel settings or disable the threshold.
+
+## Copy & Paste a Filter
+
+While a filter screen is open you can copy its whole configuration and paste it into another open filter. Use **Ctrl+C** to copy and **Ctrl+V** to paste, or use **Primary Interaction (default: Left Click)** on the **copy** and **paste** icon buttons in the top-right of the filter header. Hover either button for a tooltip; the paste button is dimmed until something has been copied.
+
+This clipboard lives only in your current game session. It is **not** saved to the filter item, to a config, or to your operating system clipboard, and it is cleared when you leave the game. It is separate from the wrench [Copy / Paste](../wrench/copy-paste.md) clipboard.
+
+What gets copied depends on the filter type:
+
+- **Normal Filter**: every entry plus its per-entry rules — item, fluid, chemical, or `#tag`, batch and stock amounts, slot mapping, NBT (strict flag, raw SNBT, rules, and Match Any/All mode), durability, and enchanted state — along with the filter's Whitelist/Blacklist mode and Type.
+- **Mod**: Whitelist/Blacklist mode, Type, and the selected mod id.
+- **Regex**: Whitelist/Blacklist mode, Type, the regex pattern, and the match scope.
+
+A short overlay message confirms each action (`Filter copied`, `Filter pasted`, and so on).
+
+Notes:
+
+- Pasting **replaces** the destination filter. Standard-filter slots are cleared first, then filled from the clipboard.
+- If the copied filter has more entries than the destination can hold, paste fills the destination to capacity and reports the truncation, for example `Filter pasted: 6/8 slots copied`.
+- Pasting into a different filter type (a standard filter into a Regex filter, for example) is rejected with an incompatible-type message.
+- Ctrl+C and Ctrl+V are ignored while a text box such as the regex or mod-id field is focused, so typing is never hijacked.
+
+## Copying Filters Between Nodes
+
+Filter configurations are also copied with node copy/paste, labelled-node sync, and `.lnet` save/load workflows. To clear a virtual filter, clear its entries inside the filter menu.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/index.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/index.md
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+---
+navigation:
+ title: Welcome to Logistics Network
+ position: 0
+---
+
+# Logistics Networks
+
+Logistics Networks is an item, fluid, energy, and chemical transfer mod built around nodes and channels.
+
+## Core Concepts
+
+- **Nodes** are small entities placed on blocks with storage capabilities (chests, tanks, machines, etc.)
+- **Networks** are logical groups of nodes that share resources
+- **Channels** define what a node does — each node has 9 configurable channels
+- **Filters** control exactly what gets transferred
+
+## Getting Started
+
+1. Craft a [Wrench](wrench/index.md) and a [Logistics Node](nodes/index.md)
+2. Place the node on any block with an inventory, tank, or energy storage
+3. Use **Secondary Interaction (default: Right Click)** on the node with the wrench to open configuration
+4. Assign the node to a network (or create a new one)
+5. Configure channels to import or export resources
+
+## Understanding Transfer
+
+Nodes do not transfer anything by themselves. A node just sticks to a block. The real work happens inside the node's **channels**.
+
+Every channel has a direction:
+
+- **Sender** — takes resources **out of** the block the node is attached to.
+- **Receiver** — puts resources **into** the block the node is attached to.
+
+A network is a group of nodes that can talk to each other. Each node has 9 channel slots, numbered 1 through 9. **A Sender only talks to a Receiver on the same channel number**, across the whole network.
+
+So a Sender on channel 3 only sends to Receivers on channel 3. A Sender on channel 7 only sends to Receivers on channel 7. Channel numbers act like labelled pipes — matching numbers are connected, different numbers are not.
+
+### Simple Example
+
+1. Place a node on a chest full of iron. Set **channel 1** to **Sender — Items**.
+2. Place a node on a furnace. Set **channel 1** to **Receiver — Items**.
+3. Put both nodes on the same network.
+
+Both nodes use channel 1, so they are linked. The Sender pulls iron out of the chest. The network hands it to the Receiver on channel 1. The Receiver pushes the iron into the furnace.
+
+That is all a transfer is: a Sender pulls out, a Receiver on the same channel number pushes in, and the network connects them.
+
+## Guides
+
+- [Nodes](nodes/index.md) — Placing, configuring, and labeling nodes
+- [Filters](filters/index.md) — Controlling what gets transferred
+- [Computer](computer/index.md) — Network monitoring and telemetry
+- [Upgrades](nodes/upgrades-performance.md) — Performance tiers and special upgrades (under Nodes)
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/links.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/links.md
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+---
+navigation:
+ title: Links & Thanks
+ position: 10
+---
+
+# Links & Thanks
+
+Thanks for using Logistics Networks! Every node placed, every network built, every channel configured — it genuinely means a lot. If you find this mod useful, help the project grow by joining the community or starring the repository.
+
+## Community & Source
+
+- **Discord** — [discord.gg/xTeHR2tdYh](https://discord.gg/xTeHR2tdYh) — join for help, bug reports, feature suggestions, and build showcases.
+- **GitHub** — [github.com/Almana-mc/LogisticsNetworks](https://github.com/Almana-mc/LogisticsNetworks) — browse the source, file issues, and contribute pull requests.
+
+If you hit a bug or have an idea, the Discord and GitHub issue tracker are the fastest places to get it looked at. Thanks again for playing.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/channel-settings.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/channel-settings.md
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+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/channel-settings.md
@@ -0,0 +1,185 @@
+---
+navigation:
+ title: Channel Settings
+ parent: nodes/index.md
+ position: 2
+---
+
+# Channel Settings
+
+This panel controls the channel you have currently selected in the [Header](header.md). Every node has 9 channels and each one has its own independent copy of all the settings below — changing a setting here only affects the one channel you are looking at.
+
+Hold **Modifier Key 3 (default: Alt)** and use **Primary Interaction (default: Left Click)** to set a setting to its maximum value, or **Secondary Interaction (default: Right Click)** to set it to its minimum value.
+
+Use Primary Interaction on the channel number buttons at the top of the screen to switch which channel these settings apply to.
+
+## Status
+
+
+
+
+
+**What it is:** on/off switch for the channel.
+
+**What it does:**
+
+- **Enabled** — the channel is live. It gets processed every tick (subject to Delay, Redstone, and so on).
+- **Disabled** — the channel is completely skipped by the transfer engine. No extraction, no insertion, no redstone check. Nothing.
+
+**How to change it:** use Primary Interaction on the value pill to toggle between Enabled and Disabled.
+
+**Gotcha:** a disabled channel keeps all its other settings (filters, batch, delay, etc.). You are not deleting anything — you are just pausing it. Re-enable to pick up right where you left off.
+
+## Mode
+
+
+
+
+
+**What it is:** the direction of this channel's transfer.
+
+**What it does:**
+
+- **Sender** — pulls resources **out of** the block this node is attached to. Senders are the ones that drive transfers: they look for matching Receivers on the same channel number across the network and push resources to them.
+- **Receiver** — accepts resources **into** the block this node is attached to. Receivers are passive — they wait for a Sender on the same channel number to deliver.
+
+**How to change it:** use Primary Interaction on the value pill to flip between Sender and Receiver.
+
+**Gotcha:** a network with only Receivers (or only Senders) does nothing. You need at least one of each on the same channel number for anything to move.
+
+## Type
+
+
+
+
+
+
+
+**What it is:** the kind of resource this channel moves.
+
+**What it does:** tells the engine which capability to look for on the attached block:
+
+- **Item** — stacks of items from an inventory (chests, furnaces, hoppers, AE2 interfaces, Refined Storage interfaces, etc.).
+- **Fluid** — millibuckets (mB) from a tank.
+- **Energy** — Forge Energy / RF from an energy buffer.
+
+**How to change it:** use Primary Interaction on the value pill to cycle through the available types.
+
+**Gotcha:** not every block supports every type. If the block has no matching capability on the chosen side, the channel will silently do nothing. Put an item node on a fluid tank and it won't transfer — because the tank has no item inventory.
+
+### AE2 and Refined Storage Interfaces
+
+Nodes on Applied Energistics 2 and Refined Storage Interfaces transfer items and fluids directly through the connected storage network. The Interface's configured export resources decide what a Sender may pull, including its native fuzzy setting, but the configured quantity does not limit the Logistics batch. Receivers may insert any resource accepted by their Logistics channel filters.
+
+For item Senders, the direct path pulls from the storage network first, then uses items stocked in that Interface to fill any remaining batch. Buffer-only items stay available to later transfers, allowing the Interface to empty. Direct fluid transfers still ignore exposed tanks. Adding an explicit Logistics slot mapping switches that item channel back to the exposed Interface inventory. A disconnected or inactive storage network waits without using the Interface buffer, and direct transfers never request autocrafting.
+
+Two extra types — Chemical (Mekanism) and Source (Ars Nouveau) — exist but require specific upgrades to unlock. They are covered on the Upgrades page.
+
+## Side
+
+
+
+
+
+**What it is:** which face of the attached block this channel interacts with.
+
+**What it does:** some blocks behave differently depending on which side you insert to or extract from. Furnaces are the classic example: top side takes fuel, front side takes/gives the smelted item, bottom side only gives output. Side lets you pick exactly which face to use.
+
+- **Up / Down / North / East / South / West** — only that one face. The engine probes the block's inventory (or tank, or energy buffer) on that specific side and uses whatever slots the block exposes there.
+- **All** — every face of the block is merged into one combined handler. The channel sees the block as a single pool of slots/tanks/buffers made up of every side's exposed storage. If two faces expose the exact same handler (common — most blocks expose one inventory on every side), the duplicate is removed so you do not double-count.
+
+**How to change it:** use Primary Interaction to cycle to the next face (order goes Up → Down → N → E → S → W → All → Up ...).
+
+**Gotcha:** on blocks with side-aware inventories (furnaces, brewing stands, some machines), each face exposes a *different* set of slots. Picking **All** on a furnace lets the channel see the input, fuel, and output slots all at once, which is usually not what you want. Pick the specific face so filters only apply to the slots you care about.
+
+## Redstone
+
+
+
+
+
+**What it is:** redstone control for this channel.
+
+**What it does:** the engine checks the redstone signal **at the block this node is attached to** (from any neighbor — lever, redstone torch, dust, comparator, whatever). Based on that signal, the channel either runs or is blocked:
+
+- **High Signal** — run only when a redstone signal is present (strength > 0).
+- **Low Signal** — run only when there is no redstone signal (strength = 0).
+
+**How to change it:** use Primary Interaction to cycle to the next mode.
+
+Redstone gating applies to both Senders and Receivers.
+
+## Distribution
+
+
+
+
+
+
+
+
+
+**What it is:** how a Sender picks between multiple matching Receivers on the same channel number.
+
+**What it does:** when there is only one Receiver, this setting does nothing. When there are several, it decides the order they are served in:
+
+- **Priority** — sort by each Receiver's **Priority** value. Higher numbers are served first. Ties are broken in no particular order.
+- **Nearest First** — serve the Receivers closest to the Sender first (by straight-line distance).
+- **Farthest First** — opposite of Nearest First: serve the furthest Receiver first.
+- **Round Robin** — distribute each operation's item batch as evenly as possible across matching Receivers.
+
+**How to change it:** use Primary Interaction to cycle to the next mode.
+
+**Gotcha:** Round Robin does not keep a rotation pointer. Available items are divided during the same operation, and unused shares flow to Receivers with storage space.
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. Distribution only makes sense on the Sender side.
+
+## Priority
+
+
+
+**What it is:** a small integer attached to this channel. Range: **–99 to +99**.
+
+**What it does:** used by a Sender that has Distribution set to **Priority**. The Sender sorts its target Receivers by this number, highest first, and serves them in that order. Receivers with higher priority get resources before lower-priority ones.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type a number between –99 and 99, and press Enter.
+
+**Gotcha:** Priority is only consulted when Distribution = Priority. Under Nearest/Farthest/Round Robin it is ignored — the sorter never reads it. Set Priority on the **Receivers** you want served first, not on the Sender.
+
+## Batch
+
+
+
+**What it is:** the maximum amount of resource moved in one transfer operation.
+
+**What it does:** caps a single transfer attempt. Units depend on Type:
+
+- **Item** — number of items (e.g. Batch 64 = up to one full stack per operation).
+- **Fluid** — millibuckets (e.g. Batch 1000 = up to 1 bucket per operation).
+- **Energy** — Forge Energy / RF per operation.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type the new value, and press Enter. Minimum is 1.
+
+**Gotcha:** Batch is capped by the upgrades installed on the node. You can type 10,000 but if your upgrade tier only allows 500, the engine uses 500. Install higher-tier upgrades to raise the ceiling — see [Performance Upgrades](upgrades-performance.md).
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. Batch size is decided by the Sender.
+
+## Delay
+
+
+
+**What it is:** cooldown between transfer operations on this channel, measured in **ticks**. `20t` means 20 ticks, which is 1 second of real time.
+
+**What it does:** after a successful transfer the channel waits this many ticks before trying again. Used to throttle channels so they do not spam-transfer every tick when you do not need them to.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type the new value, and press Enter. Minimum is 1 tick.
+
+**Gotcha:** Energy channels **ignore Delay**. The engine forces Energy transfers to 1-tick (instant) regardless of what you put here. The Delay row is greyed out on Energy-type channels for that reason.
+
+**Gotcha (upgrades):** Delay is also clamped by your upgrade tier's minimum delay. You can type 1, but if your upgrades only allow 10, the engine uses 10. Better upgrades mean a lower floor.
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. The Sender decides how fast it pushes.
+
+---
+
+Every row on this page lives on the currently selected channel only. Switch channels in the [Header](header.md), or set up shared filters and upgrades on [Filters & Upgrades](filters-upgrades.md).
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/filters-upgrades.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/filters-upgrades.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/filters-upgrades.md
@@ -0,0 +1,93 @@
+---
+navigation:
+ title: Filters & Upgrades
+ parent: nodes/index.md
+ position: 3
+---
+
+# Filters & Upgrades
+
+
+
+The right-hand panel of the node configuration screen holds four things: a 3x2 grid of filter slots, a 2x2 grid of upgrade slots, a **Docs** button, and a **Tweaks** button. Each one is covered below.
+
+## Filters
+
+
+
+**What it is:** a 3x2 grid of 6 virtual filter buttons plus a toggle button (labelled **Any** or **All**) above the grid. An empty button shows a **+**; a configured one shows its type — **N** (Normal), **Mo** (Mod), or **Rx** (Regex).
+
+**What it does:** the filter buttons decide which resources this channel is allowed to move.
+
+- Use **Primary Interaction (default: Left Click)** on an empty button to open a small picker and choose a type — **Normal**, **Mod**, or **Regex**. The filter is created and its configuration opens.
+- Use Primary Interaction on a configured button to edit that filter.
+- Use **Secondary Interaction (default: Right Click)** on a configured button to remove it (the slot goes back to **+**).
+- **Drop an item onto a button** by carrying it and using Primary Interaction to add that item straight into the filter.
+
+**Per-channel, not per-node.** The filter slots belong to **one channel at a time** — whichever channel is selected in the [Header](header.md). Switch to a different channel number and the 6 slots re-fill with that channel's filters. This means every channel has its own independent set of 6 filter slots, so a single node can run 6 completely different filter configurations.
+
+**Available filter types:**
+
+- The button picker creates **Normal**, **Mod**, or **Regex** filters. Inside a Normal filter you configure item, fluid, chemical, tag, NBT, durability, enchanted, slot, batch, and stock rules, and adjust its capacity.
+- For detail on each filter type and how to configure them, see [Filters](../filters/index.md).
+
+**Empty slots = pass everything.** If all 6 slots are empty, the channel transfers any matching resource (subject to Type — an Item channel still only moves items, obviously). Filters are an optional narrowing, not a requirement.
+
+### The Any / All button
+
+Use Primary Interaction on the button above the filter grid to toggle between the two match modes:
+
+- **Match Any** (default) — a resource is allowed if it passes **at least one** filter. Filters work like a checklist of acceptable items; any filter that says "yes" is enough.
+- **Match All** — a resource is allowed only if it passes **every** filter in the grid. Filters work like a stack of conditions that all have to be true at once.
+
+**Quick example:** suppose you put a **Tag Filter** set to `c:ores` and an **Amount Filter** set to "keep 64 in the chest" in the same channel's grid.
+
+- **Match Any**: the channel will move anything tagged `c:ores`, **or** anything the Amount Filter allows. Either rule triggers.
+- **Match All**: the channel will only move items that are **both** tagged `c:ores` **and** pass the Amount Filter's threshold.
+
+**How to change it:** use Primary Interaction on the button to flip between Any and All. The change takes effect instantly for the current channel.
+
+## Round-robin resources
+
+On an Item or Fluid Sender with a filter, the **RR** button beside the filter grid enables resource rotation. It is off by default. Each operation moves one distinct matching resource type from the attached storage, then the next successful operation starts after that type. Duplicate slots count as one type; different components remain distinct. Blocked types are skipped, and no movement leaves the turn unchanged. Existing batch, delay, stock, slot and receiver-distribution rules still apply.
+
+## Upgrades
+
+
+
+**What it is:** a 2x2 grid of 4 upgrade slots.
+
+**What it does:** upgrade items installed here affect the whole node — they increase the batch caps, lower the minimum tick delay, and unlock special capabilities (like the Chemical and Source channel types).
+
+**Per-node, not per-channel.** Upgrades are shared by **all 9 channels** on the node. Increasing the tier sets each channel's Batch to its new maximum and allows a shorter delay. Non-energy channels keep their configured Delay until you change it.
+
+**What fits in the slots:**
+
+- Only upgrade items (Iron / Gold / Diamond / Netherite / Dimensional / Mekanism Chemical / Ars Source). Regular items are rejected.
+- For detail on each upgrade and what it unlocks, see [Performance Upgrades](upgrades-performance.md) and [Special Upgrades](upgrades-special.md).
+
+**No duplicates.** You cannot install two of the same upgrade in one node. The slot refuses any upgrade that is already present in the other slots. Mix and match — one Diamond, one Dimensional, one Mekanism Chemical, one Ars Source — to stack different effects.
+
+**How to install:** left-click an upgrade item into an empty slot, or shift-click from your inventory. Left-click again (or shift-click out) to remove.
+
+## Docs
+
+
+
+**What it is:** the button at the bottom-left of the panel.
+
+**What it does:** opens the Logistics Networks guidebook — the very book you are reading right now. Useful as a shortcut if you have a question mid-setup and do not want to close the node screen and find the book in your inventory.
+
+**How to use it:** use Primary Interaction. The book opens. Close it to return to the node screen.
+
+## Tweaks
+
+
+
+**What it is:** the button at the bottom-right of the panel.
+
+**What it does:** opens a small dialog with theme swatches. Themes recolor the node screen UI — Filters, Upgrades, Header, and Channel Settings all follow the selected theme.
+
+**How to use it:** use Primary Interaction to open the dialog and on any swatch to apply that theme. Close the dialog with the × button in the corner or by using Primary Interaction outside it. The theme choice is client-side and sticks across sessions.
+
+Tweaks is purely cosmetic — the theme has no effect on transfers, filters, or upgrades.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/header.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/header.md
new file mode 100644
index 000000000000..f0d4d7c5d7f2
--- /dev/null
+++ b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/header.md
@@ -0,0 +1,105 @@
+---
+navigation:
+ title: Header
+ parent: nodes/index.md
+ position: 1
+---
+
+# Header
+
+
+
+The header is the top row of the node configuration screen. It handles three jobs: how the node is rendered in the world, which network the node belongs to, and which of the 9 channels you are currently editing.
+
+## Visible
+
+
+
+**What it is:** a toggle that controls how the node renders in the world.
+
+**What it does:**
+
+- **Visible** (the default): the node renders **always**, at full opacity, whether or not you are holding a wrench.
+- **Hidden**: the node does **not** render normally. It only appears when you hold a wrench, and while shown that way it is drawn at about one-third opacity so you can still see and interact with it.
+
+Visibility is cosmetic only. Hidden nodes still transfer resources exactly the same as visible ones.
+
+**How to change it:** use **Primary Interaction (default: Left Click)** on the button. The text flips between **Visible** and **Hidden** and the change takes effect instantly. You can also bulk-toggle every node on a network using the **SHOW** / **HIDE** buttons in the Computer's Node Table.
+
+Use Hidden once a setup is finished to clean up the view, then pull out a wrench when you need to find the nodes again.
+
+## Network
+
+
+
+**What it is:** the green pill in the middle of the header. It shows the name of the network this node is currently attached to.
+
+**What it does:** displays the current network name. The default name for a freshly created network is literally **Network**, so a pill that reads "Network" means you are on a default-named network. Any other text means the network has been renamed.
+
+**How to change it:** the pill itself is a label, not a button. To move the node to a different network, use the **Change** button next to it.
+
+A node that is not assigned to a network does nothing — all 9 channels stay inactive until you pick a network.
+
+## Change
+
+
+
+**What it is:** the button to the right of the Network pill.
+
+**What it does:** opens the network picker screen. From there you can:
+
+- Pick an existing network you own and move the node onto it.
+- Search existing networks, or use **Create** to open a separate name form (up to 32 characters) and join a fresh network.
+- Leave the current network so the node becomes unassigned.
+
+**How to change networks:** use Primary Interaction on **Change**, then select a listed network or open **Create**, enter a new name, and confirm. The node moves immediately and the main screen returns to the channel configuration view.
+
+Use this to split a setup into separate networks, merge several nodes onto one shared network, or rename the network the node is on.
+
+## Channel Selector
+
+
+
+**What it is:** the row of nine buttons numbered **0** through **8**. These are the node's 9 channels.
+
+**What it does:** picks which channel is currently open in the settings panel below. Everything under the header — Status, Mode, Type, Filters, Upgrades — only applies to the channel you have selected here.
+
+**Indicators:**
+
+- **Red outline** around a number = that channel is currently selected (you are editing it).
+- **Green dot** next to a number = that channel's Status is not Disabled (it is enabled and running).
+- No outline and no dot = the channel exists but is disabled and not selected.
+
+All 9 channels run at the same time once enabled. The selector is only about which one you are *looking at*, not which one is *active*.
+
+**How to change channels:**
+
+- Use Primary Interaction once on a channel number to select it. Settings below swap to that channel's config.
+- Use Primary Interaction twice on a channel number that is already selected to rename it. A text box appears where you can type a custom name (up to 24 characters). Press Enter to save, or use Primary Interaction outside to cancel.
+
+**Channel naming:** each channel can be given its own short name, independent of the node's label. The name shows up only when you hover the channel button — a tooltip pops up with the channel's name. If no name is set, the tooltip prompts you to use Primary Interaction twice to set one.
+
+Names are purely cosmetic — they do not affect transfers. Use them to tag channels by purpose, for example `in`, `out`, `fuel`, `buffer`, or `overflow`, so you can remember what each channel does when you come back to the node later.
+
+## Set Label
+
+
+
+**What it is:** the button below the channel selector row.
+
+**What it does:** assigns a text label to the whole node. Labels are separate from both the network name and channel names — they are a way to group identical nodes so their channel settings stay in sync.
+
+**How to change it:** use Primary Interaction on **Set Label**. A text box opens with a dropdown of all labels already in use on this network. Either:
+
+- Pick an existing label from the dropdown to join that group.
+- Type a new label (up to 48 characters) and press Enter to create a fresh group.
+
+Leave the field empty and confirm to clear the label.
+
+**Why it matters:** nodes on the same network with the same label share channel modes, types, filters, batch sizes, delays, and resource-rotation preferences. Their upgrade layout also synchronizes using physical upgrades from your inventory or linked storage. Batch sizes remain limited by the installed upgrades.
+
+Use the computer table checkboxes or graph multi-selection to apply a label to several nodes. An existing label supplies its current group settings. For a new label, choose the settings source from your selection. Missing upgrade supplies leave the selected nodes' labels and settings unchanged.
+
+Typical use: label all 20 of your furnace nodes `furnace`, configure one, and the other 19 copy the setup automatically. Later tweaks to any of them propagate to all.
+
+Labels also drive the Computer's Node Table, where nodes are grouped by label for easier browsing.
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+---
+item_ids: [logisticsnetworks:logistics_node]
+navigation:
+ title: Nodes
+ icon: logisticsnetworks:logistics_node
+ position: 1
+---
+
+# Nodes
+
+Nodes are the core piece of every logistics network. You place one on a block (chest, tank, machine, cable, anything with storage) and the node takes care of moving resources to and from that block.
+
+## The Basics
+
+- **Every node has 9 channels.** Each channel is one transfer rule — direction, resource type, batch size, filters, and so on. A single node can run up to 9 transfers at the same time.
+- **Nodes are entities, not blocks.** They do not take up a block space. They sit on the face of the block they were placed on, just like an item frame or a painting. You can still place, break, and interact with the block underneath.
+- **Nodes are attached to the block, not the network.** Placing a node does nothing by itself — it only starts transferring once you assign it to a network and configure at least one channel.
+
+## Configuring a Node
+
+Use **Secondary Interaction (default: Right Click)** on a placed node with a Wrench to open its configuration screen. The screen is split into three parts, and each part has its own chapter in this section:
+
+1. [Header](header.md) — visibility toggle, node label, and the channel selector (picks which of the 9 channels you are editing).
+2. [Channel Settings](channel-settings.md) — the settings for the currently selected channel: status, mode, type, side, redstone, distribution, priority, batch, and delay.
+3. [Filters & Upgrades](filters-upgrades.md) — filter slots for the current channel, upgrade slots for the whole node, and the Tweaks button for advanced options.
+
+Read the chapters in order if this is your first node.
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/upgrades-performance.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/upgrades-performance.md
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+---
+item_ids: [logisticsnetworks:iron_upgrade, logisticsnetworks:gold_upgrade, logisticsnetworks:diamond_upgrade, logisticsnetworks:netherite_upgrade]
+navigation:
+ title: Performance Upgrades
+ parent: nodes/index.md
+ icon: logisticsnetworks:diamond_upgrade
+ position: 4
+---
+
+# Performance Upgrades
+
+Performance upgrades raise a node's **batch caps** (how much can move per transfer operation) and lower its **minimum delay** (how often it can fire). Every channel on the node benefits — upgrades are per-node, not per-channel.
+
+Install an upgrade in any of the 4 upgrade slots in the [Filters & Upgrades](filters-upgrades.md) panel. Duplicates are rejected.
+
+Increasing the effective tier sets each channel's Batch to its new maximum. Item and fluid delays keep their configured values; lower the Delay yourself when you want faster transfers. Energy retains its existing locked delay. Removing a tier clamps values to the remaining tier's limits. Clipboard and label configurations retain their saved settings.
+
+## Only the highest tier counts
+
+A node picks its effective **tier** as the **highest** upgrade installed:
+
+| Tier | Upgrade |
+|------|---------|
+| 1 | Iron |
+| 2 | Gold |
+| 3 | Diamond |
+| 4 | Netherite |
+
+If you install Iron + Gold + Diamond all at once, the node uses the **Diamond** caps. The Iron and Gold upgrades sit idle — they do not stack. Fill the other slots with [special upgrades](upgrades-special.md) instead (Dimensional, Mekanism Chemical, Ars Source) to get more mileage out of the extra slots.
+
+## Tier Comparison
+
+| Tier | Item batch | Fluid batch | Energy batch | Min delay |
+|------|------------|-------------|--------------|-----------|
+| **No upgrade** | configured value | configured value | configured value | configured value |
+| **Iron** | 16 items | 1,000 mB | 10,000 RF | 10 ticks |
+| **Gold** | 32 items | 5,000 mB | 50,000 RF | 5 ticks |
+| **Diamond** | 64 items | 20,000 mB | 250,000 RF | 1 tick |
+| **Netherite** | 10,000 items | 1,000,000 mB | Unlimited | 1 tick |
+
+The values in the table are the **ceilings**. A channel's Batch and Delay in the [Channel Settings](channel-settings.md) panel are clamped to these ceilings — you can type 100,000 into a Batch field, but an Iron-tier node will only use 16. Upgrade the node to raise the ceiling.
+
+All four tier caps come from the mod's server config (`UpgradeLimitsConfig`), so a server admin can tune these numbers. If your setup behaves differently from the table above, check the config.
+
+## Iron Upgrade
+
+Entry-level. Gets a node out of its un-upgraded floor and into useful territory for small setups.
+
+
+
+## Gold Upgrade
+
+Mid-tier. Doubles Iron's item cap and bumps fluid + energy throughput by 5x.
+
+
+
+## Diamond Upgrade
+
+High-tier. Full-stack item transfers (64 per op), hits 1-tick min delay so channels can fire every tick.
+
+
+
+## Netherite Upgrade
+
+Maximum performance. Item batches of 10,000, million-mB fluid batches, unlimited energy per op. Use on the heavy-hitting nodes on your network — hub chests, main fluid distributor, big power buffers.
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/upgrades-special.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/nodes/upgrades-special.md
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+---
+item_ids: [logisticsnetworks:dimensional_upgrade, logisticsnetworks:mekanism_chemical_upgrade, logisticsnetworks:ars_source_upgrade]
+navigation:
+ title: Special Upgrades
+ parent: nodes/index.md
+ icon: logisticsnetworks:dimensional_upgrade
+ position: 5
+---
+
+# Special Upgrades
+
+Special upgrades do not change a node's throughput caps. They unlock **new capabilities** — cross-dimension transfers, Mekanism chemicals, Ars Nouveau source. Each one sits in an upgrade slot and can be combined with a [performance upgrade](upgrades-performance.md) on the same node.
+
+Upgrade slots are on the [Filters & Upgrades](filters-upgrades.md) panel. Duplicates are rejected, but different upgrades stack fine — a typical high-end node might hold one Netherite + one Dimensional + one Mekanism Chemical + one Ars Source.
+
+## Dimensional Upgrade
+
+**Unlocks cross-dimension transfers.** Without this upgrade, a node can only talk to nodes in the same dimension. Install the Dimensional Upgrade and the node can transfer to and from nodes in other dimensions — between the Overworld and the Nether, the End and the Overworld, or any modded dimension.
+
+**Both ends must have it.** Both the Sender node and the Receiver node need a Dimensional Upgrade installed. Installing it on only one side is not enough — the engine checks both nodes before allowing a cross-dimension hop.
+
+Inside the same dimension the upgrade does nothing extra — normal transfers work without it.
+
+
+
+## Mekanism Chemical Upgrade
+
+**Unlocks the Chemical channel type.** Without this upgrade, the Type setting in [Channel Settings](channel-settings.md) cannot be set to Chemical on the node. Installed, the node can sense and transfer Mekanism chemicals (gases, infuse types, pigments, slurries) through any channel whose Type is set to Chemical.
+
+The upgrade only matters on the node where the channel is configured. A Chemical Sender needs the upgrade; a Chemical Receiver also needs the upgrade on its own node. Nodes that do not move chemicals do not need it.
+
+Requires the **Mekanism** mod to be installed to both craft and use. The recipe below only appears when Mekanism is loaded.
+
+
+
+## Ars Source Upgrade
+
+**Unlocks the Source channel type.** Same pattern as the Mekanism Chemical Upgrade, but for Ars Nouveau source. Installed, the node can set a channel's Type to Source and move source between Ars Nouveau source jars and any other source-compatible block.
+
+Each node that moves source (Sender or Receiver) needs its own Ars Source Upgrade.
+
+Requires the **Ars Nouveau** mod to be installed to both craft and use. The recipe below only appears when Ars Nouveau is loaded.
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/copy-paste.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/copy-paste.md
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+---
+navigation:
+ title: Copy / Paste
+ parent: wrench/index.md
+ position: 2
+---
+
+# Copy / Paste Mode
+
+This mode turns the wrench into a clipboard tool. You copy a fully configured node onto the wrench, then paste that setup onto other nodes — one at a time, or in bulk across every matching connected block. Copy/Paste also has a dedicated editor screen if you want to build a template directly on the wrench without touching a live node.
+
+Switch to Copy/Paste with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD overlay confirms the mode.
+
+## Copy a Node
+
+Use **Secondary Interaction (default: Right Click)** on a configured node with the wrench. The wrench clipboard is replaced with a full copy of the node's setup:
+
+- All 9 channels (status, mode, type, side, redstone, distribution, priority, batch, delay, channel name).
+- Every filter item in every channel's filter grid.
+- Every upgrade installed on the node.
+- The node's label.
+- The node's network assignment.
+- The node's render visibility state.
+
+Nothing is removed from the node — copying is non-destructive. The clipboard is stored on the wrench item itself and **persists across game sessions**, so you can craft a wrench, copy a template, put it in a chest, and pick it back up weeks later.
+
+## Paste Onto a Node
+
+Use **Modifier Key 1 + Secondary Interaction** on a node with the wrench. The wrench tries to apply its clipboard to the target node. Three things happen on a successful paste:
+
+1. The target node's channels, filters, and upgrades are overwritten with the clipboard's setup.
+2. Any filter or upgrade items that the target needs and is missing are **pulled out of your inventory automatically**. The wrench figures out what it has to consume.
+3. Any filter or upgrade items that the target had **before** the paste are returned to your inventory. If your inventory is full, they drop on the ground next to you so nothing is lost.
+
+### When a paste fails
+
+- **Missing items** — you do not have the filter or upgrade items the clipboard's template requires. The paste is aborted; nothing on the target node changes. Grab the missing items and try again.
+- **No changes** — the clipboard is empty or matches the target exactly; nothing to do.
+
+The wrench prints a short chat message telling you what happened.
+
+### Copy/Paste also copies the label
+
+Pasting **keeps the clipboard's label** on the target node. This means the target instantly joins the source's label group and stays in sync with it — any future tweak to one label-mate applies to every node with the same label.
+
+If you do not want the label to carry over, edit the clipboard (see below) and clear the label field before pasting.
+
+## Bulk Paste to Connected Blocks
+
+Use **Modifier Key 2 (default: Ctrl) + Secondary Interaction** on a node in Copy/Paste mode. The wrench flood-fills from that node through every **connected block of the same block type** (scanning up to 16,384 blocks) and pastes the clipboard onto every node it finds on that connected run.
+
+Typical use: you have a long row of 20 furnaces with nodes on each one. Configure one furnace node, copy it, then use Modifier Key 2 + Secondary Interaction on any of the 20 — all 19 others are updated at once.
+
+Inventory consumption rules still apply per node: if you run out of filter or upgrade items mid-paste, the remaining nodes are skipped and the wrench tells you how many were applied.
+
+## Clipboard Editor
+
+Instead of copying from a live node, you can build a template directly on the wrench.
+
+Use **Secondary Interaction** on air (no block in front of you) in Copy/Paste mode. The Clipboard Editor screen opens. Inside you can:
+
+- Edit every channel setting (status, mode, type, side, redstone, distribution, priority, batch, delay, name) exactly as you would on a real node.
+- Drag filter items from your inventory into the filter slots; drag them back to remove.
+- Drag upgrade items into the upgrade slots.
+- Clear the whole clipboard with the **Clear Clipboard** button.
+
+Changes are saved to the wrench's NBT when the menu closes, so the template persists.
+
+The Clipboard Editor is useful for designing a setup once and mass-placing it onto fresh blocks without ever configuring a physical reference node first.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/index.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/index.md
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+---
+item_ids: [logisticsnetworks:wrench]
+navigation:
+ title: Wrench
+ icon: logisticsnetworks:wrench
+ position: 2
+---
+
+# Wrench
+
+The Wrench is the tool you use for everything related to nodes — opening their configuration, removing them, copying setups between nodes, and bulk-placing lots of nodes at once.
+
+It has three modes. Hold **R** while holding the wrench to open the mode wheel, point at a mode, then release to select it. Release in the centre or press Escape to cancel. Remap the wheel key in Minecraft's Controls menu.
+
+You can also cycle modes with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD beside the hotbar shows the active mode: blue for Wrench, green for Copy / Paste, and gold for Mass Placement.
+
+## Modes at a Glance
+
+- [Wrench](wrench-mode.md) — the default. Open or remove nodes, place nodes, and link an AE2 or Refined Storage network.
+- [Copy / Paste](copy-paste.md) — clone a node's entire setup — channels, filters, upgrades, label — onto another node. Supports bulk-paste to every connected node of the same block type.
+- [Mass Placement](mass-placement.md) — select a two-corner area, choose a target block type, then place configured nodes on matching blocks with **Primary Interaction (default: Left Click)**.
+
+## Quick Reference
+
+| Mode | Secondary Interaction (default: Right Click) | Modifier Key 1 + Secondary Interaction | Modifier Key 2 (default: Ctrl) + Secondary Interaction |
+|------|-------------|---------------------|--------------------|
+| Wrench | Open node config | Remove a node, place a node, or toggle a storage link | — |
+| Copy / Paste | Copy node → clipboard (or open Clipboard Editor on air) | Paste clipboard → node | Paste to every connected same-block-type node |
+| Mass Placement | Set area corners (or open Placement Menu on air) | Open Placement Menu | — |
+
+## Using Labels With The Wrench
+
+Labels pair very well with the wrench. When you paste a setup onto a node, the source's label is copied too — so the pasted node immediately joins that label group and stays in sync with every other node sharing the label.
+
+Typical workflow:
+
+1. Configure one node with the setup you want.
+2. Give it a label (see [Header → Set Label](../nodes/header.md)).
+3. Copy its config onto the wrench clipboard.
+4. Paste (or mass-place) onto all the other nodes that should share this setup.
+
+Every node now carries the same label. Later edits to any one of them propagate to the whole group automatically. You do not need to re-copy-paste when tweaking.
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/mass-placement.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/mass-placement.md
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+---
+navigation:
+ title: Mass Placement
+ parent: wrench/index.md
+ position: 3
+---
+
+# Mass Placement Mode
+
+The mode for building out large, repetitive setups in one action. You mark a rectangular area with two corners, choose which block type inside that area should receive nodes, then place configured nodes on every valid matching block.
+
+Switch to Mass Placement with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD overlay shows the current wrench mode.
+
+## Select an Area
+
+Use **Secondary Interaction (default: Right Click)** on a block to set the first corner, then on another block to set the second corner. The wrench draws a green cuboid border around the selected area so you can see exactly what will be scanned.
+
+- The selected area is stored on the wrench until you clear it or place nodes.
+- Selections are **per-dimension**: an area selected in the Overworld does not apply in the Nether.
+- The selected area can contain up to **10,000 blocks**.
+- Starting a new area is simple: use Secondary Interaction again after both corners are set, and that interaction becomes the new first corner.
+
+## Open the Placement Menu
+
+Open the Mass Placement menu with **Modifier Key 1 + Secondary Interaction**. This works on blocks and in air, so you do not have to aim away from your build.
+
+Once two corners are selected, the menu lists block types inside the area that can accept a node. Pick the block type you want, such as chests, barrels, furnaces, or machines. Blocks without item, fluid, energy, chemical, or source capability are not shown.
+
+Only the chosen block type receives nodes. Other blocks inside the green cuboid are ignored.
+
+## Placement Limits
+
+The area can be large, but a single placement run creates at most **2048 nodes**. If more than 2048 matching capability blocks exist, the menu count shows the cap and placement stops at 2048.
+
+The menu shows:
+
+- Selected area size.
+- Nodes required for the chosen target block.
+- Required Logistics Node items.
+- Required filters and upgrades from the clipboard template.
+- Whether the placement can currently run.
+
+## Place Nodes
+
+Use **Primary Interaction (default: Left Click)** on **Place Nodes** and the wrench:
+
+1. Pays the required items out of your inventory or the linked AE2 or Refined Storage network.
+2. Places a node on every valid matching target block, up to 2048 nodes.
+3. Applies the clipboard template to every newly placed node: channels, filters, upgrades, label, and network.
+
+If a selected target block changes before placement, the menu re-checks it. Invalid blocks are skipped and no node item is consumed for them.
+
+If required items are missing, a linked backend can autocraft them. The request reserves existing inventory and network items first, returns them if placement becomes invalid, and keeps the wrench bound to its original network for the whole request.
+
+## Template + Label Sync
+
+Every node placed in a Mass Placement run inherits the clipboard template **including its label**. That means the whole batch lands already in the same label group, with no post-configuration needed.
+
+Typical workflow:
+
+1. Build a template in the [Clipboard Editor](copy-paste.md#clipboard-editor) or copy from a working node.
+2. Give the template a label like `furnace_row`.
+3. Switch to Mass Placement and use Secondary Interaction on two corners around the build area.
+4. Use Modifier Key 1 + Secondary Interaction to open the menu.
+5. Choose the target block type.
+6. Use Primary Interaction on **Place Nodes**.
+
+Every node that appears already has nine configured channels, the right filters, the right upgrades, and the shared label. Future edits to any one of them propagate to all the others automatically.
+
+## Good to Know
+
+- Mass Placement can place bare nodes without a clipboard template, but copied templates are what make it useful.
+- The in-menu **Clear** button wipes the selected area and target block without placing anything.
+- The target block choice is recalculated from the current world when the menu opens, so broken or replaced blocks are handled before placement.
diff --git a/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/wrench-mode.md b/projects/assets/logistics-network/1.21/guides/logisticsnetworks/guide/wrench/wrench-mode.md
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+---
+navigation:
+ title: Wrench Mode
+ parent: wrench/index.md
+ position: 1
+---
+
+# Wrench Mode
+
+The default mode. If you just crafted a wrench and picked it up, it is already in this mode. Use it to open node settings, remove or place nodes, and link an AE2 or Refined Storage network.
+
+## Open Node Configuration
+
+Use **Secondary Interaction (default: Right Click)** on a placed node with the wrench in Wrench mode. The node configuration screen opens and you can edit all 9 channels, filters, upgrades, labels, and so on.
+
+Use **Modifier Key 1 + Secondary Interaction** on a compatible block without a node to place one. The wrench first consumes a Logistics Node from your inventory, then checks the linked storage network, and finally requests autocrafting when a pattern is available.
+
+## Remove a Node
+
+Use **Modifier Key 1 (default: Shift) + Secondary Interaction** on a node with the wrench. The node is removed and drops back as a Logistics Node item. Any filters and upgrades installed on the node also drop at the node's position, so nothing is lost.
+
+This is the clean way to pick up a node. Breaking the block the node is attached to also removes the node, but Modifier Key 1 + Secondary Interaction is preferred — you stay in control of which side of the block the node was on, and you do not need to break and replace the block itself.
+
+## Storage Linking
+
+With Applied Energistics 2 or Refined Storage installed, use **Modifier Key 1 + Secondary Interaction** on an active block from that network to toggle the wrench link.
+
+- A wrench holds exactly one storage link: either AE2 or Refined Storage.
+- Use the same linked endpoint again to unlink it.
+- Trying another endpoint while a link exists leaves the original link unchanged and tells you to unlink first.
+- The HUD and tooltip show which backend is linked.
+- Linked storage supplies node placement, mass placement, clipboard and label upgrade synchronization, and the upgrade picker. Missing items can be autocrafted when the backend supports it.
+
+Refined Storage actions honor its extract, insert, and autocrafting security permissions.
+
+## Good to Know
+
+- Copying and area selection remain in the other wrench modes.
+- Switch to another mode any time with **Modifier Key 1 + Mouse Wheel**; the HUD overlay updates to show the new mode.
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diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/index.md
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+---
+item_ids: [logisticsnetworks:computer]
+navigation:
+ title: 电脑
+ icon: logisticsnetworks:computer
+ position: 5
+---
+
+# 电脑
+
+电脑是可放置的方块,也是监控和管理物流网络的终端接口。往基地里放一台,对它按下**次要交互键(默认:右键)**,就能打开一整块仪表盘:列出所有网络,查看所有活动频道的实时吞吐量,直接编辑任意节点的配置,还能批量切换节点的可见性。
+
+
+
+## 打开电脑
+
+对放置下来的电脑方块按下**次要交互键(默认:右键)**可打开**网络管理器**界面。只要物品栏内任意一处有[扳手](../wrench/index.md),电脑即会将其中一个移动到其内部的磁盘槽(右上角)。关闭界面会自动将更新后的扳手返回至你的物品栏。
+
+磁盘槽只在网络管理器界面下可用。切换至I/O监视器或节点表视图后,该槽位和其中扳手便不再可见,直至退出到管理器界面才会恢复。
+
+## 三个子系统
+
+在网络目录中选中网络后,即可前往两个子系统中的一个。详情见对应章节:
+
+- [网络目录](network-directory.md):左侧的网络列表,可供搜索、置顶、挂载网络。
+- [I/O监视器](io-monitor.md):频道吞吐量的汇总数据,配有实时图标(每频道120个采样点)。
+- [节点表](node-table.md):所挂载网络的所有节点,按标签分组,可按行执行操作。
+
+节点配置备份操作和载入电脑扳手操作的相关信息参见[保存与加载网络](save-load.md)。
+
+在挂载网络前,右侧界面只会显示**未挂载网络**。可从目录中挑选一个进行挂载,而后子系统按钮即会解锁。
+
+## 标星网络
+
+目录中各网络条目的右侧都有一个小型**星星**图标。对该图标按下**主要交互键(默认:左键)**可将网络置顶。置顶(标星)的网络会在排序中居于首位,未置顶的网络必然在置顶网络的下方。标星状态信息存储于电脑方块本身——每次会话间保留,不同电脑的状态可不同(两台电脑的置顶设置可以不同)。
+
+电脑会列出玩家可访问的所有网络,遵守服务端**节点访问**设置。参见[网络访问](../index.md#网络访问)。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/io-monitor.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/io-monitor.md
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+---
+navigation:
+ title: I/O监视器
+ parent: computer/index.md
+ position: 2
+---
+
+# I/O监视器
+
+所挂载网络的实时遥测数据视图。其中会显示网络中的每一个活动频道——按频道索引聚合汇总——还可单独查看其中一个频道的吞吐量图表。
+
+该界面可在所挂载网络的子系统按钮处打开。点击左上角的**退出**可返回至网络目录。
+
+## 频道列表
+
+
+
+每一行都对应至少有一个运行中节点的频道索引:
+
+- **CH0** / **CH1** / ……:频道索引(0到8)。对应节点界面中的频道槽编号。
+- **类型**:频道正在传输的资源,**物品**、**流体**、**能量**。各个类型使用相应的颜色。
+- **节点计数**:该网络中已启用节点的个数。
+
+各行左侧还有一个匹配频道类型的**带色标记**——绿色为物品,蓝色为流体,以此类推。它可以用来快捷确定频道类型,无需查看右侧文本。
+
+聚合**按频道索引**进行,不按节点。若有10个节点同时在CH0上进行物品传输,那么列表内只会有一行`CH0 物品 10 个节点`,而不会分成10行。对其中一行按下**主要交互键(默认:左键)**可查看详细图表。
+
+## 吞吐量图表
+
+
+
+对频道行按下主要交互键可打开其图表。图表会显示该频道的**实时传输吞吐量时间线**:
+
+- 总计**120个采样点**。一个纵条对应一次采样,最右侧的最新。
+- 随着遥测数据抵达,大约每一秒更新一次。
+- 刻度自适应于峰值,表头会显示峰值(如`200.0K / s`),单位随类型选定:
+ - **物品**:物品每秒。
+ - **流体**:毫桶每秒(`mB/s`)。
+ - **能量**:Forge能量/RF每秒。
+- 左下角的**实时**标记会在每次有新数据到达时亮起。
+
+## 读懂图表
+
+- 稳定出现高纵条 = 吞吐量恒定。设施正努力工作。
+- 空图表 = 存在频道,但未在进行运输。可检查过滤器、状态,以及来源方块实际有无存储资源。
+- 多有尖峰的图表 = 脉冲式传输。通常是有延迟频道(高延迟)或间歇式生产来源。
+- 突然跌落至零 = 频道停止工作(来源耗尽,受红石信号控制关闭,节点卸载于网络等)。
+
+点击图表界面上的**退出**可返回至频道列表。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/network-directory.md
@@ -0,0 +1,51 @@
+---
+navigation:
+ title: 网络目录
+ parent: computer/index.md
+ position: 1
+---
+
+# 网络目录
+
+电脑界面的左侧面板。会列出服务端中的所有网络,可选择其中一个挂载。
+
+
+
+## 列表的内容
+
+目录中的每个条目均会显示网络的**名称**(默认值是`未命名`,显示其他文本代表已经过重命名)和**节点总数**。置顶的网络会在条目右上角显示一颗高亮的星星,未置顶的则是暗淡的星星。
+
+
+
+- 名称左侧的`>`前缀代表该条目已被**选中**——还未被挂载,只是高亮。再次按下**主要交互键(默认:左键)**(或对“RUN”按一次/对条目按两次)以挂载。
+- 黄色的星星代表该网络已置顶(见下)。
+
+## 搜索
+
+目录面板上方的文本框会根据子串匹配网络名称进行筛选。最多32个字符,大小写不敏感。清空即可再次查看所有网络。
+
+## 分页
+
+每页有4个条目。面板底部会显示`1-4 / 16`——当前显示的范围和网络总数。在目录上滚动滚轮可翻页。
+
+## 置顶(标星网络)
+
+对条目右侧的**星星**图标按下主要交互键可切换置顶与否。置顶的网络会排序至列表顶部——有大量网络又只需监视其中几个时很方便。
+
+置顶状态存储于电脑方块本身,与玩家和网络无关。不同的电脑可以有不同的置顶集,破坏方块即会重置置顶设置。
+
+## 空闲会话面板
+
+在挂载网络前,右侧的面板会显示几条帮助,其中有三项键盘提示:
+
+- **DIR**:浏览网络(当前所在界面,即目录)。
+- **TAB**:选择会话(挂载后在I/O监视器和节点表间选择)。
+- **RUN**:打开子系统(进入所选子系统)。
+
+该界面还会显示网络总数徽标(截图中的`16 个网络`)和状态徽标(`空闲` / `就绪`),它们会在操作过程中亮起。
+
+## 挂载网络
+
+单击条目以选择,再点击**RUN**(或再次点击条目)以挂载。空闲时的文本不再显示,同时会解锁子系统按钮。此处可以打开[I/O监视器](io-monitor.md)和[节点表](node-table.md)。
+
+如需切换网络,可点击子系统界面中的**退出**,再选择另一个网络。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/node-table.md
@@ -0,0 +1,64 @@
+---
+navigation:
+ title: 节点表
+ parent: computer/index.md
+ position: 3
+---
+
+# 节点表
+
+所挂载网络按节点归类的视图。其中会列出网络中的所有节点——同时显示其方块类型、位置,以及两个按钮,分别能在世界中高亮显示和远程编辑其配置。
+
+在挂载网络后即可打开该界面。点击左上角的**退出**可返回。
+
+## 节点表本身
+
+
+
+每一行都对应网络中的一个节点。各列为:
+
+- **设备**:节点所依附方块的物品图标,以及该方块的显示名称(`箱子`、`木桶`、`熔炉`等)。
+- **位置**:维度与方块坐标。维度按名称显示(自定义维度显示相应简称)。坐标顺序为`X, Y, Z`。
+- **操作**:每行右侧的两个带图标按钮。
+
+
+
+### 行操作
+
+- **高亮**(灯泡图标):可通过**主要交互键(默认:左键)**切换世界中节点是否显示发光边框,便于定位。发光边框会持续显示,直到再次按下主要交互键或关闭电脑界面。
+- **设置**(齿轮/终端图标):**远程**打开节点的完整配置界面,无需实际前去交互。不站在节点旁边也能直接编辑其频道和过滤器。
+
+编辑后可通过**返回节点表**以恢复包含所挂载网络、可滚动位置列表、可展开节点分组、节点选择、标签设置等的界面。在此处打开过滤器后返回的方式与前文所提相同。
+
+## 标签分组
+
+带有标签的节点会按标签归入同一个分组。标签的名称会显示为分组标题,对标题按下主要交互键可将整个分组收起为一行,再次按下可展开。未设置标签的节点会在列表最下方原样显示。
+
+收起状态可在会话中保存——展开当前正操作的分组,收起其他分组,即可保证大型网络的节点表清晰明了。
+
+标签可在节点的[标题 → 设置标签](../nodes/header.md)文本框中设置,使用[扳手 → 复制/粘贴](../wrench/copy-paste.md)会复制标签信息。
+
+## 选择节点和批量设置标签
+
+可通过勾选框选择节点。分组勾选框可用于选择所有成员;仅选择部分成员时会显示为部分选中形态。**同方块**会选择所有依附于同类型方块的节点。
+
+可输入标签并将其应用于所有所选节点。已有的标签会自动应用其设置。新建标签时,需在选中的节点中选取复制源。共享升级配置需要物品栏或相链接的存储设备中有相应的升级物品;物品不足时即不会改动节点。可用空标签解除分组。
+
+## 批量显示/隐藏
+
+节点表右上角有两个按钮:
+
+- **显示**:为所挂载网络中的所有节点**启用可见性渲染**。所有节点均会不透明地显示,无论是否手持扳手。
+- **隐藏**:为所挂载网络中的所有节点**禁用**可见性渲染。节点只会在手持扳手时显示,且不会完全不透明。
+
+如需要复习节点的可见性设置,参见[标题 → 可见性](../nodes/header.md)。
+
+## 分页
+
+可见行数由界面高度决定。位置新开一行以确保坐标完整显示。滚动滚轮可跳转分页。
+
+## 小小提示
+
+- 节点表使用实时信息。添加/移除节点,重设标签,可见/不可见状态的更改无需重新打开电脑。
+- 远程设置会打开完整的节点界面,和在世界中交互打开的一样——过滤器、升级、所有频道均会显示。更改的提交方式和同实物交互一致。
+- 高亮的边框仅客户端可见,且只有你可见,服务端中的其他玩家无法查看。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/save-load.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/computer/save-load.md
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+---
+navigation:
+ title: 保存与加载网络
+ parent: computer/index.md
+ position: 4
+---
+
+# 保存与加载网络
+
+电脑可将整个网络的节点配置保存为磁盘中的`.lnet`文件,以供后续读取。可借此保存一份网络蓝图库——备份网络,复制到另一个世界,或是发给其他人。
+
+`.lnet`是网络的纯文本快照。对于网络中的每个节点,会保存各自的**标签**、**可见**与否,以及其完整**剪贴板配置**(所有9个频道,频道的模式、过滤器,升级)。此操作**不会**存储方块位置——文件只是配置节点时使用的参考,不是世界的副本。
+
+## 文件的保存位置
+
+网络保存于:游戏实例中的
+
+```
+config/logistics-network/networks/
+```
+
+各文件按照网络名称命名(经过简化——仅包含字母、数字、`.`、`_`、`-`;截断至48个字符)。你可以在实例间复制,也可像其他文件一样分享给他人。
+
+## 保存网络
+
+1. 从[网络目录](network-directory.md)中挂载网络。
+2. 在所挂载网络面板中,对**保存网络**(`写入.lnet文件`)按下**主要交互键**。
+3. 电脑会立即导出挂载的网络,并在面板中反馈结果。
+
+电脑会将其写入`<网络名称>.lnet`。再次保存同一个网络会**覆写**已有文件。
+
+### 每个节点都需要标签
+
+只有在**网络内所有节点都有标签**时,才可进行导出。标签是文件将已保存的配置加载回节点的判定标记。标签若空缺即会阻止导出,不会产生文件,且会报告错误:
+
+- `缺失标签:X个节点`:部分节点没有标签。需要为它们设置标签。
+
+标签重复不会阻止导出。导出时会保留遇到的首个标签条目,并跳过后续的同标签条目。
+
+保存前可在[节点表](node-table.md)或节点配置界面中设置标签。
+
+## 加载网络
+
+加载操作**不会**自动搭建网络。它只是会从所保存的节点配置中取出一份,存入电脑中的[扳手](../wrench/index.md),后续需要手动复制到节点实物中去。
+
+1. 在**未挂载网络**的[网络目录](network-directory.md)中对**加载网络**(`读取.lnet文件`)按下**主要交互键**以打开**文件**页面。
+2. 对**文件**列表中的文件按下主要交互键。**标签**列表会显示其中的各个标签。
+3. 对标签按下主要交互键。**预览**列表中会显示该节点的总概——频道数、过滤器数、升级,以及所有所需物品。
+4. 对**复制到扳手**按下主要交互键。所需标签的配置会复制到电脑中的扳手。
+5. 关闭电脑以取走更新后的扳手。通过**修饰键1+次要交互键**(默认:**Shift+右键**)将配置复制到节点中。粘贴操作参见[复制与粘贴](../wrench/copy-paste.md)。
+
+对各个标签重复此操作,以此重建整个网络。
+
+## 文件页面
+
+- **刷新**:重新扫描文件夹,以便同步游戏外的文件添加/移除。
+- **文件** / **标签** / **预览**:上方介绍的三个列表。在文件和标签列表上滚动滚轮可翻页。
+
+文件夹为空时,该页面会显示**无.lnet文件**。无法解析的文件会显示**无效的.lnet文件**:文件本身是文本,因此手动编辑文件后若出现标题或剪贴板数据损坏,该文件即会被拒绝。
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+---
+item_ids: [logisticsnetworks:small_filter, logisticsnetworks:medium_filter, logisticsnetworks:big_filter, logisticsnetworks:mod_filter, logisticsnetworks:name_filter]
+navigation:
+ title: 过滤器
+ position: 4
+---
+
+# 过滤器
+
+过滤器是限制频道的虚拟规则,能限定可传输资源种类。可在节点界面右侧的3x2的过滤器方格打开,参见[过滤器与升级](../nodes/filters-upgrades.md)。
+
+未设置过滤器时,频道会传输所有匹配其类型的资源。设置过滤器后,则只有通过过滤器规则判断的资源才会被传输。
+
+过滤器**按频道**设置。节点各频道都有独立的6个过滤器按钮,所以一个节点可以运行9套不同的过滤器配置。
+
+## 输入端与输出端
+
+过滤器在输出端和输入端都会生效,但在两端的行为不同,具体而言:
+
+- **输出**:过滤器限制输出端从所依附方块中**抽出什么**。只有通过过滤器判断的资源才会被抽出到网络。
+- **输入**:过滤器限制输入端会向所依附方块**送入什么**。网络中可以有许多种资源,但输入端只会接收通过其过滤器判断的那些。
+
+大多数设施会在两端都设置过滤器。输出端的决定了流出来源的资源类型,输入端的决定了流入目的地的资源类型。常见的惯例如下:单个输出端从存货箱里抽出许多种资源,多个输入端各自过滤出一个小子集。
+
+白名单/黑名单,匹配任一/匹配全部,以及所有条目独有规则在输入/输出端的表现都遵守上方的说明。特别地,库存量在两端的意义与上方相反——“保留一定量”和“限制接收量”和上方所说的并不是一回事。
+
+## 白名单与黑名单
+
+所有过滤器都有两个模式:
+
+- **白名单**:过滤器是频道**可**移动的资源列表。不在列表中的不允许移动。
+- **黑名单**:过滤器是频道**不可**移动的资源列表。不在列表中的都可移动。
+
+在节点的过滤器方格中打开虚拟过滤器,即可更改模式。
+
+## 匹配任一与匹配全部
+
+频道有多于一个过滤器时,过滤器面板上方的**匹配任一/匹配全部**按钮规定了它们的叠加方式:
+
+- **匹配任一**:**至少一个**过滤器判断通过即通过。
+- **匹配全部**:**所有**过滤器判断通过时才通过。
+
+完整说明参见[过滤器与升级](../nodes/filters-upgrades.md#过滤器).
+
+## 过滤器类型
+
+### 普通过滤器
+
+选择**普通过滤器**后可打开它的**45个条目槽**。
+
+- 精确匹配物品ID和流体ID。
+- 向条目槽放入物品或流体桶可将其加入过滤列表。
+- 从JEI中往槽位拖放物品或流体,即可新增虚影规则。
+- 移除物品即是移出列表。
+- 忽略空条目槽。
+
+每个条目都可打开详情页面,可在其中设置标签匹配、单次数量覆盖、库存量阈值、NBT规则,以及对所依附容器的槽位限制。
+
+在节点频道中打开此类过滤器时,**扫描所依附容器**按钮可自动用容器和储罐的内容物填充空条目。界面会报告新增条目的数量、过滤器是否被填满、是否没有新增项、以及是否不存在兼容的存储空间。扫描功能适用于物品和流体频道。
+
+### 模组
+
+模组过滤器会匹配所配置模组ID下的所有物品或流体。
+
+- 设置**模组ID**,如`minecraft`、`create`、`mekanism`、`ae2`。
+- 一个模组过滤器匹配一个模组。
+- 如需匹配多个模组,可在同一频道内设置多个模组过滤器,并使用**匹配任一**。
+
+### 正则表达式
+
+正则表达式过滤器使用受限、大小写不敏感的正则表达式语法匹配资源的显示名称。
+
+- 最大匹配模式长度为128个字符。
+- 支持:字面量、`.`、`[A-Z]`等字符集、`^`、`$`、标点转义、顶层的`|`运算符。
+- 不支持:分组、前后断言、反向引用、内联修饰符,重复运算符`*`、`+`、`?`、`{...}`。
+- 匹配资源的完整名称,`铁`已经能匹配`铁锭`;没有必要使用也不接受`.*铁.*`。
+- 不安全或有错误的匹配模式会保留在框内,以供后续修复,但它不会匹配任何资源。
+
+常见示例:
+
+| 模式 | 匹配对象 |
+| --------- | -------------------- |
+| `铁` | 所有包含“铁”的名称 |
+| `^铁` | 以“铁”开头的名称 |
+| `锭$` | 以“锭”结尾的名称 |
+| `^铁锭$` | 精确匹配“铁锭” |
+| `铁\|金` | 包含“铁”或“金”的文本 |
+| `[IG]ron` | “Iron”或“Gron” |
+
+传输操作会重复使用编译完成的匹配模式。在流量较大的频道中请使用简单的表达式。
+
+### 槽位
+
+槽位过滤器会限制频道读写所依附方块中哪些索引的槽位。
+
+- 使用以逗号分隔的槽位和范围,如`0`、`0-8`、`0-3,5`。
+- 有效槽位索引范围为`0`到`53`。
+- 在输出端中,仅从所列槽位中抽取。
+- 在输入端中,仅向所列槽位送入。
+
+## 条目详情
+
+普通过滤器主界面的所有槽位都不只是单个物品的匹配项。打开已配置条目的详情页面可配置条目独有的规则:
+
+- **物品或#标签**:精确匹配`minecraft:iron_ingot`等ID,或`#c:ores`等标签。
+- **单次数量**:在输出端中,为该条目覆盖频道的单次数量设置。
+- **库存量**:在输出端中维持库存量,在输入端中设置送入上限。
+- **NBT**:启用最多6条NBT/组件规则,在高级使用场景下也可粘贴原始SNBT。
+- **槽位**:限制该条目能访问所依附容器的哪些槽位索引。
+
+将单次数量或库存量设为`0`可回归到频道设置值或禁用该阈值。
+
+## 复制和粘贴过滤器
+
+过滤器界面中可以复制和粘贴过滤器的整套设置。使用**Ctrl+C**以复制,**Ctrl+V**以粘贴,或者也可对过滤器界面标题右上角的**复制**和**粘贴**图标按下**主要交互键(默认:左键)**。将鼠标悬停在两按钮上可显示提示文本;在剪贴板中有复制内容粘贴按钮会变暗。
+
+该剪贴板仅会在当前游戏会话中保存。它**不会**被保存到过滤器物品、配置,或是操作系统的剪贴板,且会在离开游戏时清除。它和扳手的[复制/粘贴](../wrench/copy-paste.md)剪贴板相独立。
+
+复制的内容取决于过滤器类型:
+
+- **普通**:所有条目与各条目独有的规则——物品、流体、`#标签`、单次数量和库存量、槽位映射、NBT(严格标记、原始SNBT、规则、匹配任一/全部模式)、耐久度、附魔状态,同时也会复制过滤器的白名单/黑名单模式和类型。
+- **模组**:白名单/黑名单模式、类型、所选模组ID。
+- **正则表达式**:白名单/黑名单模式、类型、正则表达式匹配模式、匹配范围。
+
+复制时会在叠加层中显示一条短消息(`过滤器已复制`、`过滤器已粘贴`等)。
+
+注意事项:
+
+- 粘贴操作会**完全覆盖**目标过滤器。普通过滤器槽会先被清空,随后使用剪贴板内容填充。
+- 若剪贴板中过滤器的条目数多于目标的容量,则只会将目标填充至满,并报告出现了截断,如`过滤器已粘贴:6/8 个槽位已复制`。
+- 向不同类型的过滤器进行的粘贴(如普通至正则表达式)会被拒绝,同时显示类型不兼容消息。
+- 聚焦于正则表达式、模组ID输入框等文本框时,Ctrl+C和Ctrl+V会被忽略,以免打断输入。
+
+## 在节点间复制过滤器
+
+过滤器配置也会随节点复制/粘贴、标签组节点同步、`.lnet`保存/加载工作流等同时复制/粘贴。如需清空虚拟过滤器,可在过滤器菜单内清除对应条目。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/index.md
new file mode 100644
index 000000000000..9117de178ad1
--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/index.md
@@ -0,0 +1,58 @@
+---
+navigation:
+ title: 欢迎使用物流网络
+ position: 0
+---
+
+# 物流网络
+
+物流网络(Logistics Networks)是以节点和频道为基础的物品、流体、能量物流模组。
+
+## 核心概念
+
+- **节点**是放置在具备存储能力的方块(箱子、储罐、机器等)上的小实体
+- **网络**是共享资源的节点逻辑分组
+- **频道**规定了节点的行为——每个节点都有9个可配置的频道
+- **过滤器**控制了可传输资源的种类
+
+## 新手入门
+
+1. 合成一个[扳手](wrench/index.md)和一个[物流节点](nodes/index.md)
+2. 将节点放置在任意具有物品容器、流体容器、能量存储空间的方块上
+3. 用扳手对节点按下**次要交互(默认:右键)**打开配置
+4. 为节点指定网络(或新建网络)
+5. 配置频道,让它输入或输出资源
+
+## 理解传输
+
+节点本身不会传输任何东西,只会依附于方块存在。真正的功能件是节点内部的**频道**。
+
+每个频道都有一个方向设置:
+
+- **输出**:从所依附的方块中**抽出**资源。
+- **输入**:向所依附的方块**送入**资源。
+
+网络是可相互交流的节点组。每个节点都有9个频道槽,编号为1到9。**输出端只会和输入端同编号的频道交流**,范围为整个网络。
+
+因此,在频道3上的输出端只会向频道3上的各输入端发送资源,在频道7上的输出端也只会向频道7上的各输入端发送。频道编号和带标签的管道类似——编号相同的频道相互连通,不同的则不连通。
+
+### 简单示例
+
+1. 将节点放置在装满铁的箱子上。将**频道1**设为**输出、物品**。
+2. 再在熔炉上放置节点。将**频道1**设为**输入、物品**。
+3. 将两个节点纳入同一网络。
+
+两个节点都使用了频道1,因此两者相连。输出端会从箱子中抽出铁。网络将铁送至频道1上的输入端。输入端再将铁送入熔炉。
+
+输出端抽出,同频道的输入端送入,网络连接两者——这就是所谓的传输。
+
+## 网络访问
+
+服务端所有者可以在**节点访问**设置中规定谁可以使用其他玩家的节点网络。默认值为**团队**(**Teams**),即在FTB Teams存在时跟随该模组设置。**所有**(**All**)可让所有玩家访问。**友方**(**Allies**)则允许团队成员和友方FTB团队访问。不存在FTB Teams时,“团队”对应仅所有者,“友方”也不会额外允许其他玩家使用。
+
+## 指南
+
+- [节点](nodes/index.md):节点的放置、配置、标签
+- [过滤器](filters/index.md):控制可传输资源的种类
+- [电脑](computer/index.md):网络监控和遥测
+- [升级](nodes/upgrades-performance.md):性能等级和特种升级(在节点分类下)
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/links.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/links.md
new file mode 100644
index 000000000000..736ee7543f62
--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/links.md
@@ -0,0 +1,16 @@
+---
+navigation:
+ title: 链接与鸣谢
+ position: 10
+---
+
+# 链接与鸣谢
+
+感谢你使用物流网络!每次放置节点,每次搭建网络,每次配置频道——有此跬步才可行千里。如果你觉得本模组很好用,欢迎加入社区或给仓库标星,帮助本项目发展壮大。
+
+## 社区与源码
+
+- **Discord**:[discord.gg/xTeHR2tdYh](https://discord.gg/xTeHR2tdYh),寻求帮助、漏洞报告、特性建议、建筑展示,社区欢迎你的加入。
+- **GitHub**:[github.com/Almana-mc/LogisticsNetworks](https://github.com/Almana-mc/LogisticsNetworks),浏览源代码,发起议题,贡献拉取请求。
+
+如果你遇到了漏洞或者有了新点子,Discord和GitHub漏洞追踪器是最快能得到回应的地方。再次感谢你的游玩。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md
new file mode 100644
index 000000000000..2cae737a0a01
--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/channel-settings.md
@@ -0,0 +1,193 @@
+---
+navigation:
+ title: 频道设置
+ parent: nodes/index.md
+ position: 2
+---
+
+# 频道设置
+
+
+
+此面板控制[标题](header.md)中所选频道的行为。每个节点都有9个频道,每个频道都有独立的一套设置——在面板内修改只会影响当前查看的那个频道。
+
+按住**修饰键3(默认:Alt)**再按下**主要交互键(默认:左键)**可设为最大值,或可再按下**次要交互键(默认:右键)**设为最小值。
+
+对界面顶部的频道编号按钮按下主要交互键可切换改动应用于哪一个频道。
+
+## 状态
+
+
+
+
+
+**它是什么:**频道的开关。
+
+**它的功能:**
+
+- **已启用**:频道正常运作。每刻进行一次处理(受延迟、红石等影响)。
+- **已禁用**:传输引擎会跳过该频道。不会抽出物品,不会送入物品,不进行红石条件检验。什么都不会做。
+
+**如何改动:**对值按钮按下主要交互键可在已启用和已禁用间切换。
+
+**小提示:**已禁用的频道会保留其他所有设置(过滤器、单次数量、延迟等)不变。禁用操作不会删除任何东西,只是暂停了频道。重新启用即可让频道恢复原样。
+
+## 模式
+
+
+
+
+
+**它是什么:**该频道的传输方向。
+
+**它的功能:**
+
+- **输出**:从节点所依附的方块中**抽取**资源。输出端是传输的驱动端:它们会检索网络中同频道下相匹配的输入端,并向它们输出资源。
+- **输入**:向节点所依附的方块**送入**资源。输入端是被动端:它们会等候同频道下的输出端输出资源。
+
+**如何改动:**对值按钮按下主要交互键可在输出和输入间切换。
+
+**小提示:**只有输入端(或只有输出端)的网络什么都不会做。同频道下两者都至少有一个才能传输资源。
+
+## 类型
+
+
+
+
+
+
+
+**它是什么:**频道所传输资源的类型。
+
+**它的功能:**让引擎检查所依附方块的什么能力:
+
+- **物品**:物品容器(箱子、熔炉、漏斗、AE2接口、精致存储接口等)中的物品堆叠。
+- **流体**:储罐中的流体,以毫桶(mB)计。
+- **能量**:能量存储空间中的Forge能量/RF。
+
+**如何改动:**对值按钮按下主要交互键可在可用类型间循环切换。
+
+**小提示:**不是所有方块都支持所有类型。若方块在对应面没有相应能力,频道便什么都不会做,且不会发出通知。把物品节点贴在流体储罐上便什么都不会传输,因为储罐没有物品存储空间。
+
+### AE2和精致存储接口
+
+依附于应用能源2接口和精致存储接口的节点会直接对相连的网络输入输出物品和流体。输出端能抽取的资源由接口的配置决定,也接受接口原生的模糊匹配,不过单次数量不受接口配置的暂存量限制。输入端可向网络输入节点频道过滤器指定的所有资源。
+
+这种直接发送行为会忽略接口公开的物品/流体存储空间。显式指定槽位映射会让物品频道切换回接口公开的物品容器。存储网络离线时,节点进入等待状态,不会消耗接口内容物;直接发送不会请求自动合成。
+
+化学品(通用机械)和魔源(新生魔艺)的兼容保留到未来使用,当前无效。
+
+## 面
+
+
+
+
+
+**它是什么:**频道与所依附方块的哪一面进行交互。
+
+**它的功能:**部分方块的行为会因交互面的不同而发生变化。经典的例子就是熔炉:顶面接受/取出待烧炼的物品,前面接受燃料,底面可取出产物。面设置可为频道指定交互面。
+
+- **上/下/北/东/南/西**:仅所选面。引擎会探测方块在该面上的物品容器(或流体容器、能量存储空间),并选用该面公开的槽位。
+- **所有**:使用同一个处理程序管理方块的每一面。频道会汇总方块每一面的存储能力,并将方块视作同一个物品槽位/流体容器/能量缓存组。若有多个面公开了同一个处理程序(很常见,大多数方块在所有面公开的都是同一个),还会进行去重。
+
+**如何改动:**按下主要交互键可循环切换至下一个面(顺序为上 → 下 → 北 → 东 → 南 → 西 → 所有 → 上……)。
+
+**小提示:**对于具有面敏感容器的方块(熔炉、酿造台、部分机器)而言,每一面公开的都可能会是*不同*的槽位组。在熔炉上使用**所有**会同时向频道公开输入、燃料、输出槽,通常而言并非希望达成的效果。可以选择特定面,以让过滤器的作用范围符合预期。
+
+## 红石
+
+
+
+
+
+
+
+
+
+**它是什么:**频道的红石控制。
+
+**它的功能:**引擎会检查**节点所依附方块**的红石信号(受拉杆、红石火把、红石粉、红石比较器等毗邻方块影响)。并根据该信号启用或禁用频道:
+
+- **始终开启**:忽略信号。
+- **始终关闭**:永不运行。和状态已禁用效果相同,但此设置可让频道维持在启用状态。
+- **高红石信号**:仅在有红石信号时运行(强度>0)。
+- **低红石信号**:仅在无红石信号时运行(强度=0)。
+
+**如何改动:**按下主要交互键以循环切换至下一模式。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。红石限制仅适用于输出端(因为传输是由输出端驱动的)。
+
+## 分配
+
+
+
+
+
+
+
+
+
+**它是什么:**输出端如何在同频道下多个匹配的输入端中进行挑选。
+
+**它的功能:**仅有一个输入端时,此设置什么都不会做。有多个输入端时,挑选顺序如下:
+
+- **优先级**:按输入端的**优先级**排序。数值较大者优先。数值相同时则随机选定。
+- **最近优先**:优先选择距离输出端最近的输入端(直线距离)。
+- **最远优先**:与最近优先相反,优先选择距离最远的。
+- **轮询分配**:在匹配的各输入端间尽可能均分每次操作运输的所有物品。例如,送至两处空输入端的一批8个常规物品会被均分为每处4个。
+
+**如何改动:**按下主要交互键以循环切换至下一模式。
+
+**小提示:**轮询分配不会存储轮转指针。此模式会均分单次操作送出的所有可用物品,未成功送出的部分会进入有空闲存储空间的输入端。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。分配设置只在输出端有实际意义。
+
+## 优先级
+
+
+
+**它是什么:**附加于该频道的较小整数值。范围:**–99到+99**。
+
+**它的功能:**供分配设置为**优先级**的输出端使用。输出端会按照此数为目标输入端排序,值大者优先,并按此顺序传输。物品按顺序从来源槽中读取,因此当某批次需从多个来源槽取出时,首个输入端可能会被前几个来源槽填满,这之后才会将剩余资源送至下一个输入端。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入在-99和99之间的数,然后按Enter。
+
+**小提示:**优先级仅在分配设置为优先级时有效。此值会在最近优先/最远优先/轮询分配模式下被忽略——输出端不会读取该值。可为希望优先传输的**输入端**设置优先级,不应在输出端设置。
+
+## 单次数量
+
+
+
+**它是什么:**单次传输操作最多可移动的资源量。
+
+**它的功能:**为单次传输量设置上限。单位随类型而定:
+
+- **物品**:物品数量(例如,单次数量为64 = 一次最多一整组)。
+- **流体**:毫桶(例如,单次数量为1000 = 一次最多一桶)。
+- **能量**:Forge能量/RF每操作。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入新值,然后按Enter。最小可为1。
+
+**小提示:**单次数量受节点升级的限制。若升级仅允许单次传输500,即便是输入了10,000,引擎也只会使用500。安装高等级的升级可增加上限,详情见[性能升级](upgrades-performance.md)。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。单次数量由输出端决定。
+
+## 延迟
+
+
+
+**它是什么:**该频道传输操作之间的冷却,以**刻**计。`20t`代表20刻,合1秒。
+
+**它的功能:**在成功传输之后,频道会等待所设刻,然后再次尝试传输。可用于限制频道,以免所有频道每时每刻都在传输。
+
+**如何改动:**对数字框按下主要交互键以打开文本框,输入新值,然后按Enter。最小可为1刻。
+
+**小提示:**能量频道会**忽略延迟**。引擎会强制让能量频道每刻(换言之,立即)传输,而忽略该行的设置。因此能量类型频道的延迟行会被禁用。
+
+**小提示(升级):**延迟受升级等级的最小延迟限制。若升级仅允许10,即便是输入了1,引擎也只会使用10。高等级的升级可缩短最小延迟。
+
+**禁用于输入端:**此行会在模式为输入端时禁用。输出端决定了发送的间隔。
+
+---
+
+本页的每一行都仅作用于所选频道。可在[标题](header.md)处切换频道,或者在[过滤器与升级](filters-upgrades.md)中设置共享过滤器/升级。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md
new file mode 100644
index 000000000000..09ed722fa6cf
--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/filters-upgrades.md
@@ -0,0 +1,95 @@
+---
+navigation:
+ title: 过滤器与升级
+ parent: nodes/index.md
+ position: 3
+---
+
+# 过滤器与升级
+
+
+
+节点配置的右侧面板有四个组件:3x2的过滤器槽,2x2的升级槽,**文档**按钮和**界面调整**按钮。详情见下。
+
+## 过滤器
+
+
+
+**它是什么:**由6个虚拟过滤器按钮组成的3x2方格,外加方格上方的切换按钮(**匹配任一**或**匹配全部**)。空按钮显示为**+**;经过配置的则按类型显示——**N**(普通)、**Mo**(模组)、**Rx**(正则表达式)。
+
+**它的功能:**过滤器按钮指定了该频道可移动的资源。
+
+- 对空按钮按下**主要交互键(默认:左键)**可打开一个小型选框,可在其中选择类型——**普通**、**模组**、**正则表达式**。此操作会创建过滤器并打开其配置。
+- 对经过配置的按钮按下主要交互键可编辑该过滤器。
+- 对经过配置的按钮按下**次要交互键(默认:右键)**可移除该过滤器(槽位变回**+**)。
+- **往按钮拖放物品**(即拿起物品后使用主要交互键)可将物品本身加入过滤器。
+
+过滤器**按频道设置,不按节点**。过滤器槽仅属于**单个频道**——[标题](header.md)中选择的频道。切换到其他频道后,过滤器槽会改为展示该频道的过滤器。也即,各频道都有独属于它们的6个过滤器槽,单个节点可接受9套过滤器配置。
+
+**可用的过滤器类型:**
+
+- 按钮挑选器可创建**普通**、**模组**、**正则表达式**过滤器。普通过滤器固定有45个条目,各条目均可配置物品、流体、标签、NBT、耐久度、已附魔与否、槽位、单次数量、库存量规则。
+- 有关各类过滤器及其配置方法的详细信息,参见[过滤器](../filters/index.md)。
+
+**空槽位 = 传输所有。**若6个槽位均为空,则频道会传输所有匹配的资源(受类型影响,物品频道显然只会传输物品)。过滤器只是可选的限制,而非必须的组件。
+
+### 匹配任一/匹配全部按钮
+
+对过滤器方格上方的按钮按下主要交互键可在两种匹配模式间切换:
+
+- **匹配任一**(默认):只要匹配**至少一个**过滤器,即允许传输。过滤器此时类似于判定列表;只要有一个通过就可以了。
+- **匹配全部**:仅在匹配**全部**过滤器时允许传输。过滤器此时类似于叠加条件,要求所有判断条件都为真。
+
+**简单示例:**比如说,你在某个频道的过滤器中添加了某一条目设为`#c:ores`的**普通过滤器**,以及设为`minecraft`的**模组过滤器**。
+
+- **匹配任一**:频道会传输所有带`c:ores`标签的资源,**或者**所有来自`minecraft`的资源。两者都接受。
+- **匹配全部**:频道只会传输**既**带`c:ores`标签**也**来自`minecraft`的资源。
+
+**如何改动:**对按钮按下主要交互键可在匹配任一和匹配全部间切换。改动立即生效于当前频道。
+
+## 资源轮询调度
+
+在有过滤器的物品/流体输出端中,可通过过滤器槽旁的**RR**按钮启用资源轮询。此功能默认关闭。每次操作都会从所依附的存储设备中取出一种匹配且视作与其他资源不同的资源,下一次成功的传输会从该种资源后方开始。重复槽位视作同种资源,组件不同时则视作不同种。轮询会跳过被阻挡的类型,无资源传输时不会向后轮转。已有的单次数量、延迟、库存量、槽位、输入端分配规则效果不变。
+
+## 升级
+
+
+
+**它是什么:**由4个升级槽组成的2x2方格。
+
+**它的功能:**能增加单次运输上限,减少最小延迟刻数的性能升级。跨维度升级可解锁跨维度传输能力。
+
+升级**按节点设置,不按频道**。节点的**所有9个频道**共享升级。升级后会将各频道的单次数量设为升级后的最大值,同时允许继续减少延迟。非能量频道的延迟设置会在升级后保持不变,需要手动调整。
+
+**槽位接受什么物品:**
+
+- 仅接受升级物品。不接受普通物品。
+- 有关升级性能和功能的详细信息,参见[性能升级](upgrades-performance.md)和[特种升级](upgrades-special.md)。
+
+通用机械化学品和新生魔艺魔源升级保留未来兼容使用,当前暂无效果。
+
+**不可重复安装。**同一节点内不可安装两个同种升级。槽位会拒绝已有的升级。
+
+**如何安装:**使用主要交互键将升级物品放入空槽位,或在物品栏中使用修饰键1+主要交互键。移除的操作方式相同。
+
+## 文档
+
+
+
+**它是什么:**面板左下角的按钮。
+
+**它的功能:**打开物流网络指南,也就是你现在正在读的这本书。若是在编辑中途遇到问题,又不想退出到物品栏去找书,就可以使用这个按钮。
+
+**如何使用:**对其按下主要交互键可打开指南。关闭指南会返回到节点界面。
+
+## 界面调整
+
+
+
+**它是什么:**面板右下角的按钮。
+
+**它的功能:**打开一个小对话框,可在其中选择界面主题。主题会更改节点UI的颜色——过滤器、升级、标题、频道设置均会遵从主题的配色。
+
+**如何使用:**按下主要交互键可打开对话框。对任意选色卡按下主要交互键可应用对应主题。点击角落的×按钮,或在对话框外部按下主要交互键,均可关闭对话框。主题保存于客户端,且在不同会话间保持不变。
+
+界面调整只是视觉效果。主题不会影响传输、过滤器、升级。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/header.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/header.md
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+---
+navigation:
+ title: 标题
+ parent: nodes/index.md
+ position: 1
+---
+
+# 标题
+
+
+
+标题位于节点配置界面的顶部。它有三项功能:管理节点在世界中的渲染方式、指定节点属于哪个网络、从9个频道中选取一个进行编辑。
+
+## 可见性
+
+
+
+**它是什么:**控制节点在世界中如何渲染的切换器。
+
+**它的功能:**
+
+- **可见**(默认):节点**始终**不透明渲染,无论手持扳手与否。
+- **隐藏**:节点平常**不**渲染。它们只会在手持扳手时出现,且不透明度约为可见模式的三分之一,以便查看和交互。
+
+可见性只是视觉效果。可见和隐藏的节点在传输资源上没有区别。
+
+**如何改动:**对按钮按下**主要交互键(默认:左键)**。文本会在**可见**和**隐藏**间切换,切换后立即生效。电脑节点表中的**显示**/**隐藏**按钮可用于批量切换网络中的所有节点。
+
+可在调试完毕后隐藏节点,以让观感更清晰;若需要再找出节点,拿起扳手即可。
+
+## 网络
+
+
+
+**它是什么:**标题中央的绿色药片形标记。它显示了节点所属网络的名称。
+
+**它的功能:**显示所属网络的名称。新节点的默认名称是**网络**,因此名称为“网络”代表当前网络为默认名称,为其他文本则代表网络已重命名。
+
+**如何改动:**标记不是按钮。如需更改节点所属网络,请使用旁边的**更改**按钮。
+
+未被分配网络的节点没有功能——在分配网络前所有9个频道都无法使用。
+
+## 更改
+
+
+
+**它是什么:**网络名称标记右侧的按钮。
+
+**它的功能:**打开网络挑选器界面。其中可以:
+
+- 挑选一个现有的网络,让节点加入其中。
+- 输入一个新名称(最多32个字符)以新建网络,同时让节点加入。
+- 让节点离开当前网络。
+
+**如何更改网络:**对**更改**按下主要交互键,而后选择其中一个列出的网络,或是输入新名称并确认。节点会立刻加入网络,主界面也会回到频道配置视图。
+
+可以用它将节点分入多个网络,并入同一个网络,或是重命名节点所属的网络。
+
+## 频道选择器
+
+
+
+**它是什么:**一行从**0**到**8**的九个数字按钮。它们对应着节点的9个频道。
+
+**它的功能:**挑选下方设置界面中显示了哪个频道。标题下方的状态、模式、类型、过滤器、升级等设置仅作用于此处选择的频道。
+
+**指示视效:**
+
+- 数字外有**红色边框** = 当前选中该频道(你正在编辑该频道)。
+- 数字旁有**绿色点** = 该频道的状态不为已禁用(即已启用、正在运作)。
+- 无边框且无点 = 频道存在但未启用也未被选中。
+
+启用后,所有9个频道都会同时运作。选择器仅会选择你当前正*查看*哪个频道,而不会决定频道是否已*启用*。
+
+**如何更改频道:**
+
+- 对频道编号按一次主要交互键以选择。下方的设置界面改为显示该频道。
+- 对已选中的频道编号按两次主要交互键以重命名。此时会出现一个文本框,可在其中输入自定义名称(最多24个字符)。按Enter以保存,点击文本框外部以取消。
+
+**频道命名:**可以为每个频道单独取一个短名称,该名称与节点的标签相互独立。此名称只会在鼠标悬停于频道按钮时显示,显示形式为写有该名称的提示框。若尚未设置名称,提示框会给出按两次主要交互键以设置的提示。
+
+名称只是装饰效果——它们不会影响传输。可以用它给频道按目的取名,如`输入`、`输出`、`燃料`、`缓存`、`溢流`等,以免后续查看节点时忘记。
+
+## 设置标签
+
+
+
+**它是什么:**频道选择器下方的按钮。
+
+**它的功能:**为整个节点分配一个文本标签。标签与网络名称和频道名称相互独立——它们是组织相同设置节点的方式,能让这些节点的频道设置保持同步。
+
+**如何改动:**对**设置标签**按下主要交互键。此时会打开一个文本框,附带包含网络中已有标签的下拉列表。其中可以:
+
+- 从下拉列表中挑选一个标签,加入该分组。
+- 输入一个新标签(最多48个字符),按Enter以新建分组。
+
+留空文本框时确认可清空标签。
+
+**为何重要:**网络中标签相同的节点会共享频道模式、类型、过滤器、单次数量、延迟、资源轮询设置。同时也会消耗物品栏或相链接存储设备中的升级物品。单次数量受升级的限制。
+
+可用电脑节点表的勾选框或图表多选向多个节点应用标签。已有的标签会自动应用其设置。新建标签时,会以首个选中的节点作为复制源。升级物品不足时不会改动所选节点的标签和设置。
+
+惯例使用方法:将20个熔炉上节点的标签均设为`熔炉`,配置其中一个,其他19个都将自动同步。后续对任意一个的微调也将同步给所有节点。
+
+标签也会在电脑的节点表中显示,同标签的节点会归入同一组,以便浏览查看。
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diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/index.md
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+---
+item_ids: [logisticsnetworks:logistics_node]
+navigation:
+ title: 节点
+ icon: logisticsnetworks:logistics_node
+ position: 1
+---
+
+# 节点
+
+节点是物流网络的核心。往方块(箱子、储罐、机器、线缆等任意有存储功能的方块)上放一个节点,传输资源的操作全部交给它来管理。
+
+## 基础内容
+
+- **每个节点都有9个频道。**每个频道都对应一套传输规则——方向、资源类型、单次传输数量、过滤器,等等。单个节点同一时刻最多可运行9个传输。
+- **节点是实体,不是方块。**它们不会占据方块的位置,而是只依附在方块上,与物品展示框和画类似。其下方的方块依然可以破坏、可以交互、可以作为放置基面。
+- **节点依附于方块存在,而不是依附于网络。**单独放置的节点没有任何功能——它只会在分配到网络、配置了至少一个频道后开始传输。
+
+## 配置节点
+
+用扳手对放置下来的节点按下**次要交互键(默认:右键)**可打开其配置界面。界面分为三个部分,每一个部分都有对应的指南章节:
+
+1. [标题](header.md):切换可见性、节点标签、频道选择器(用于选择当前编辑哪一个频道)。
+2. [频道设置](channel-settings.md):当前所选择频道的设置:状态、模式、类型、面、红石、分配、优先级、单次数量、延迟。
+3. [过滤器与升级](filters-upgrades.md):当前槽位的过滤器槽、节点的升级槽,以及高级功能的界面调整按钮。
+
+第一次使用节点时建议按此顺序阅读。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-performance.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-performance.md
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--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-performance.md
@@ -0,0 +1,67 @@
+---
+item_ids: [logisticsnetworks:iron_upgrade, logisticsnetworks:gold_upgrade, logisticsnetworks:diamond_upgrade, logisticsnetworks:netherite_upgrade]
+navigation:
+ title: 性能升级
+ parent: nodes/index.md
+ icon: logisticsnetworks:diamond_upgrade
+ position: 4
+---
+
+# 性能升级
+
+性能升级可增加节点的**单次数量上限**(单次传输可移动的资源量)并降低其**最小延迟**(发送资源的频率)。节点中的所有频道都能享受到升级的效果——升级按节点设置,不按频道。
+
+可在[过滤器与升级](filters-upgrades.md)面板中的4个升级槽安装升级。不允许重复安装。
+
+换用高等级升级时会将各频道的单次数量设为新的最大值。物品和流体频道的延迟不会变动,如需加速请自行修改。能量频道的延迟若锁定则不变。移除高等级升级时会根据移除后的等级限制各值。剪贴板和标签配置均不变。
+
+## 仅最高等级生效
+
+节点会选用**最高等级**的升级作为节点**等级**:
+
+| 等级 | 升级 |
+| ---- | ---------- |
+| 1 | 铁级 |
+| 2 | 金级 |
+| 3 | 钻石级 |
+| 4 | 下界合金级 |
+
+若同时安装了铁级、金级、钻石级升级,节点会选用**钻石级**的上下限。铁级和金级不会被使用——升级本身无法堆叠。节点需要跨维度传输时,应在升级槽中放入[跨维度升级](upgrades-special.md#跨维度升级);通用机械化学品升级和新生魔艺魔源升级目前暂无作用。
+
+## 等级对比
+
+| 等级 | 物品单次数量 | 流体单次数量 | 能量单次数量 | 最小延迟 |
+| -------------- | ------------ | ------------ | ------------ | -------- |
+| **无升级** | 配置值 | 配置值 | 配置值 | 配置值 |
+| **铁级** | 16个物品 | 1,000 mB | 10,000 RF | 10刻 |
+| **金级** | 32个物品 | 5,000 mB | 50,000 RF | 5刻 |
+| **钻石级** | 64个物品 | 20,000 mB | 250,000 RF | 1刻 |
+| **下界合金级** | 10,000个物品 | 1,000,000 mB | 无限制 | 1刻 |
+
+表格中的值为**上限/下限**。[频道设置](channel-settings.md)面板中的单次数量和延迟会受其限制——单次数量行可以输入100,000,但铁级节点只会使用16。升级节点可提高上限/降低下限。
+
+这四个等级的上下限均取自模组的服务端配置(`UpgradeLimitsConfig`),服务器管理员可更改它们。如果你的节点行为和表格中的不同,请检查配置。
+
+## 铁级升级
+
+入门等级。将节点拉出未经升级的水平,让它在小型设施中具备实用性。
+
+
+
+## 金级升级
+
+中等等级。物品上限是铁级的2倍,流体和能量的则是5倍。
+
+
+
+## 钻石级升级
+
+高级等级。整组传输(每次操作64个),最小延迟可达1刻,即节点每一刻都能运作。
+
+
+
+## 下界合金级升级
+
+最强性能。物品单次数量为10,000,流体单次数量达一百万毫桶,能量单次则没有上限。可以用作网络中的枢纽节点——枢纽箱子、主要流体分配器、大型能量缓存等。
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md
new file mode 100644
index 000000000000..fb8f30a3fd39
--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/nodes/upgrades-special.md
@@ -0,0 +1,36 @@
+---
+item_ids: [logisticsnetworks:dimensional_upgrade, logisticsnetworks:mekanism_chemical_upgrade, logisticsnetworks:ars_source_upgrade]
+navigation:
+ title: 特种升级
+ parent: nodes/index.md
+ icon: logisticsnetworks:dimensional_upgrade
+ position: 5
+---
+
+# 特种升级
+
+特种升级不会改动节点的吞吐量上限,而是会解锁**新能力**——跨维度升级可解锁跨维度传输,且可和同节点中的[性能升级](upgrades-performance.md)协同使用。化学品升级和魔源升级物品保留未来兼容使用,当前无作用。
+
+升级槽位于[过滤器与升级](filters-upgrades.md)面板。它们不接受重复升级,但不重复的有效升级可以随意添加。
+
+## 跨维度升级
+
+**解锁跨维度传输。**若未安装此升级,节点便仅能与同维度的节点交流。安装跨维度升级之后,节点就可同其他维度的节点收发资源——主世界和下界、末地和下界,以及其他模组维度。
+
+**传输两端都需安装。**输出端和输入端都需安装跨维度升级。仅在其中一端安装无效——引擎会在跨维度传输前检查两端的节点。
+
+同维度内的传输不受此升级影响——未安装此升级也可进行此类传输。
+
+
+
+## 通用机械化学品升级
+
+此物品保留未来兼容使用。它当前不会解锁化学品频道和相应的传输能力。其配方仅会在加载有通用机械时出现。
+
+
+
+## 新生魔艺魔源升级
+
+此物品保留未来兼容使用。它当前不会解锁魔源频道和相应的传输能力。其配方仅会在加载有新生魔艺时出现。
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md
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--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/copy-paste.md
@@ -0,0 +1,69 @@
+---
+navigation:
+ title: 复制/粘贴
+ parent: wrench/index.md
+ position: 2
+---
+
+# 复制/粘贴模式
+
+此模式会将扳手变为剪贴板工具。你可以将经过配置的节点完整地复制进扳手,再将设置粘贴到其他节点——可以一一操作,也可以对所有相连的同类方块批量操作。复制/粘贴模式还有一个专用编辑器界面,若希望在不接触节点实物时新建剪贴板样板,可以使用该编辑器。
+
+可用**修饰键1(默认:Shift)+滚轮**切换至复制/粘贴模式。HUD叠加层会显示当前模式。
+
+## 复制节点
+
+用扳手对经过配置的节点按下**次要交互键(默认:右键)**。扳手的剪贴板即会被替换为该节点的完整副本:
+
+- 所有9个频道(状态、模式、类型、面、红石、分配、优先级、单次数量、延迟、频道名)。
+- 所有频道过滤器槽中的所有过滤器。
+- 节点中安装的所有升级。
+- 节点的标签。
+- 节点所属的网络。
+- 节点的渲染可见性。
+
+节点原件本身不会受到任何影响——复制不具破坏性。剪贴板存储于扳手物品本身,**会在游戏会话间保持**,因此你可以合成一个扳手,复制一份样板,放到箱子里去;过几个星期再回来,扳手也不会损失数据。
+
+## 粘贴至节点
+
+用扳手对节点按下**修饰键1+次要交互键**。扳手会尝试将其剪贴板应用至目标节点。粘贴成功时会发生三件事:
+
+1. 目标节点的频道、过滤器、升级会被剪贴板覆写。
+2. 目标需要但缺少的过滤器和升级会**自动取用于你的物品栏**。扳手会计算所需的物品。
+3. 节点**在粘贴前**拥有的所有过滤器和升级会返还至你的物品栏。若物品栏已满则掉落在地,不会损失物品。
+
+### 粘贴失败时会发生什么
+
+- **缺少物品**:你拥有的过滤器和升级无法满足剪贴板样板的所需。粘贴终止,目标节点维持原样。去拿些物品再试一遍。
+- **没有变化**:剪贴板为空或完全匹配目标;什么都不需要做。
+
+扳手会发送一条聊天栏信息,以报告具体发生了什么。
+
+### 复制/粘贴也会复制标签
+
+粘贴会**将剪贴板中的标签复制**到目标节点。也即,目标会立即加入来源的标签组,并与它们保持同步——将来对同组节点进行的任何微调都会同步到组内所有节点。
+
+如果不想要复制标签,可编辑剪贴板(见下),在粘贴前清空标签字段。
+
+## 批量粘贴至相连方块
+
+在复制/粘贴模式下对节点按下**修饰键2(默认:Ctrl)+次要交互键**。扳手会从目标节点处开始泛洪,向所有**相连的同类方块**(最多16,384个方块)粘贴剪贴板中的内容。
+
+惯用使用方法:有一排20个熔炉,每一个都已放置了节点。配置其中一个,复制,然后对任意一个熔炉按下修饰键2+次要交互键——其他的19个节点都会一次性更新。
+
+物品栏消耗规则对各节点单独判断:在粘贴中途耗尽过滤器或升级,则跳过剩余的节点,同时扳手会报告实际粘贴的数量。
+
+## 剪贴板编辑器
+
+若不想复制节点实物,也可以直接在扳手上编写样板。
+
+在复制/粘贴模式下对空气(即面前没有方块)按下**次要交互键**,即可打开剪贴板编辑器。菜单中可以:
+
+- 编辑各频道的设置(状态、模式、类型、面、红石、分配、优先级、单次数量、延迟、名称),操作与实物节点一致。
+- 从物品栏中向过滤器槽位拖放过滤器物品,拖出槽位可移出。
+- 从物品栏中向升级槽位拖放升级物品。
+- 使用**清空**按钮清空整个剪贴板。
+
+改动会在菜单关闭时保存至扳手的NBT,即样板会自动保存。
+
+剪贴板编辑器很适合用来设计设置,再批量放置到未经改动的方块上去,而无需先配置参照用的实物节点。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md
new file mode 100644
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--- /dev/null
+++ b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/index.md
@@ -0,0 +1,46 @@
+---
+item_ids: [logisticsnetworks:wrench]
+navigation:
+ title: 扳手
+ icon: logisticsnetworks:wrench
+ position: 2
+---
+
+# 扳手
+
+扳手是用于与节点的一切信息交互的工具:打开节点配置、移除节点、在节点间复制设置,以及一次性批量放置多个节点。
+
+扳手有三个模式。手持扳手时按住**R**可打开模式轮盘菜单,指向某模式后松开键位即可切换至该模式。鼠标留在中间时松开,或按下Esc,均可取消。可在Minecraft的控制菜单中重新绑定轮盘菜单键位。
+
+也可通过**修饰键1(默认:Shift)+滚轮**循环切换模式。当前模式会在快捷栏旁以HUD叠加层显示:扳手模式为蓝色,复制/粘贴模式为绿色、批量放置模式为金色。
+
+## 模式概览
+
+- [扳手](wrench-mode.md):默认模式。打开节点配置,移除节点,以及链接至AE2或精致存储网络。
+- [复制/粘贴](copy-paste.md):复制节点的整套配置——频道、过滤器、升级、标签——再粘贴到其他节点中去。支持对依附于同种方块的相连节点进行批量粘贴。
+- [批量放置](mass-placement.md):选择两个角点,再选择目标方块类型,最后可通过**主要交互键(默认:左键)**一次性在所有匹配的方块上放置经过配置的节点。
+
+## 速查表
+
+| 模式 | 次要交互键(默认:右键) | 修饰键1+次要交互键 | 修饰键2(默认:Ctrl)+次要交互键 |
+| --------- | --------------------------------------------- | ------------------------------------ | -------------------------------- |
+| 扳手 | 打开节点配置 | 移除节点、放置节点、开关存储网络链接 | — |
+| 复制/粘贴 | 复制,节点 → 剪贴板(对空气交互时打开剪贴板) | 粘贴,剪贴板 → 节点 | 粘贴至相连所有同类方块上的节点 |
+| 批量放置 | 选择角点(对空气交互时打开放置菜单) | 打开放置菜单 | — |
+
+## 使用扳手操作标签
+
+标签和扳手之间配合良好。向节点粘贴设置时,来源的标签也会被粘贴——粘贴后的节点会加入标签组,并和其他使用同一标签的节点保持同步。
+
+惯用工作流:
+
+1. 按需配置一个节点。
+2. 为其设置标签(参见[标题 → 设置标签](../nodes/header.md))。
+3. 将其配置复制到扳手剪贴板。
+4. 粘贴(或批量放置)至其他应使用相同设置的节点。
+
+这之后,所有节点就将使用同一个标签。后续对其中一个的编辑操作会自动同步至整个标签组。微调时无需重新复制粘贴。
+
+## 合成配方
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/mass-placement.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/mass-placement.md
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--- /dev/null
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+---
+navigation:
+ title: 批量放置
+ parent: wrench/index.md
+ position: 3
+---
+
+# 批量放置模式
+
+用于一次性放置大批量、高重复性的节点。可以使用两个角点标记长方体区域,选择其中哪种类型的方块需要放置,再为所有方块放置一个经过配置的节点。
+
+可用**修饰键1(默认:Shift)+滚轮**切换至批量放置模式。HUD叠加层会显示当前模式。
+
+## 选择区域
+
+对方块按下**次要交互键(默认:右键)**选择第一个角点。再对另一个方块重复操作以选择第二个角点。扳手会在所选区域周围画出绿色的长方体边界,以供查看。
+
+- 选区保存于扳手本身,直至手动清除或放置节点才会清空。
+- 选择按**维度**进行:在主世界选择的区域不会作用于下界。
+- 选区最多可包含**10,000个方块**。
+- 新选区域的操作很简单:选定两个角点后再次按下次要交互键选择,新选定的方块即会变为新的第一角点。
+
+## 打开放置菜单
+
+**修饰键1+次要交互键**可打开批量放置菜单。对方块和空气点击都有效,不需要挪开视角。
+
+选定两个角点后,菜单会列出区域内所有能接受节点的方块类型。选取希望放置节点的方块类型,如箱子、木桶、熔炉、机器等。不具备物品、流体、能量存储能力的方块不会显示。
+
+只有选定的方块会被放置节点。绿色长方体内的其他方块均忽略。
+
+## 放置限制
+
+区域的尺寸可以很大,但单次放置最多只可放置**2048个节点**。若区域内有对应能力的方块多于2048个,菜单内会显示上限,放置操作也会停在2048个。
+
+菜单会显示:
+
+- 所选区域的尺寸。
+- 所选目标方块需要的节点。
+- 所需的物流节点物品。
+- 根据剪贴板样板计算的过滤器和升级。
+- 放置操作当前是否能开始。
+
+## 放置节点
+
+对**放置节点**按下**主要交互键(默认:左键)**,扳手就将:
+
+1. 使用你物品栏中的、或所链接AE2/精致存储网络中的物品支付需求。
+2. 在所有目标方块上放置一个节点,最多放置2048个。
+3. 向所有新放置的节点粘贴剪贴板样板——频道、过滤器、升级、标签、网络。
+
+若目标方块在放置节点前发生了改变,菜单也会重新检查。无效方块会被跳过,省去相应的节点消耗。
+
+若所需物品不足,扳手可通过相链接的存储设施自动合成。请求时会首先取用物品栏和网络中已有的物品,在放置无效时则会返还;请求的整个过程中扳手都会与原网络保持绑定。
+
+## 样板+标签同步
+
+批量放置的所有节点会继承剪贴板样板,**包括标签**。也即,整批节点都属于同一个标签组,无需后续编辑。
+
+惯用工作流:
+
+1. 在[剪贴板编辑器](copy-paste.md#剪贴板编辑器)中新建样板,或也可从节点处复制。
+2. 给样板设定标签,比如`熔炉组`。
+3. 切换至批量放置模式,通过次要交互键选择两个角点。
+4. 通过修饰键1+次要交互键打开菜单。
+5. 选择目标方块类型。
+6. 对**放置节点**按下主要交互键。
+
+所放置节点会拥有配置完善的九个频道、正确的过滤器、正确的升级,以及统一的标签。将来对其中一个进行的编辑会自动同步到所有其他节点中去。
+
+## 小小提示
+
+- 即便没有剪贴板样板辅助,批量放置模式也可以放置空节点,但样板能让此功能更有用。
+- 菜单中的**清除**按钮会清空选区和所选方块类型,不会放置任何东西。
+- 菜单打开时会重新根据当前状态重新计算所选目标方块,因此已被破坏和新放置的方块也会被纳入放置考量。
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/wrench-mode.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/_zh_cn/wrench/wrench-mode.md
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+---
+navigation:
+ title: 扳手模式
+ parent: wrench/index.md
+ position: 1
+---
+
+# 扳手模式
+
+扳手的默认模式。新合成的扳手就处在这个模式。此模式下的扳手可以打开节点设置,移除和放置节点,以及链接至AE2/精致存储网络。
+
+## 打开节点配置
+
+用处于扳手模式的扳手对放置下来的节点按下**次要交互键(默认:右键)**。节点的配置界面便会打开,可在其中编辑所有9个频道、过滤器、升级、标签等。
+
+对未放置节点的兼容方块按下**修饰键1+次要交互键**,即可在其上放置节点。扳手会首先取用你物品栏中的物流节点,随后会检查相链接的存储网络,最后则会请求自动合成(若有样板)。
+
+## 移除节点
+
+用扳手对节点按下**修饰键1(默认:Shift)+次要交互键**。节点会被移除并掉落物流节点物品。节点中安装的所有过滤器和升级也会掉落在节点的位置,不会损失物品。
+
+这也是拾取节点的恰当方式。破坏节点所依附方块也能移除节点,但推荐使用修饰键1+次要交互键——此方法可以控制节点所在面,而且不需要在破坏之后重新放置方块。
+
+## 存储网络链接
+
+安装有AE2或精致存储时,对相应网络中在线的方块按下**修饰键1+次要交互键**,可开关扳手与网络的链接。
+
+- 扳手只能保有一条链接:可以是AE2的,也可以是精致存储的。
+- 对同一个接入点按下键位可断开链接。
+- 在已有链接的情况下,试图链接另一处接入点不会改动已有链接,且会通知你要先断开已有链接。
+- HUD和提示文本中会显示链接至了什么存储网络。
+- 相链接的存储网络能供应节点放置、批量放置、剪贴板和标签升级同步、升级挑选器的需求。若网络支持,还可自动合成缺少的物品。
+
+与精致存储网络的交互会遵守其输入、输出、自动合成权限配置。
+
+## 小小提示
+
+- 复制和选择区域功能仅在其他模式下可用。
+- 随时都可用**修饰键1+鼠标滚轮**切换至其他模式,HUD叠加层会相应进行更新。
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diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/index.md
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+---
+item_ids: [logisticsnetworks:computer]
+navigation:
+ title: Computer
+ icon: logisticsnetworks:computer
+ position: 5
+---
+
+# Computer
+
+The Computer is a placeable block that gives you a terminal interface for watching and managing your logistics networks. Drop one in your base, use **Secondary Interaction (default: Right Click)** on it, and you get a full dashboard: list every network, see live throughput for every active channel, jump directly to any node's config, and toggle node visibility in bulk.
+
+
+
+## Opening The Computer
+
+Use **Secondary Interaction** on a placed Computer block to open the **Network Manager** screen. If you have a [Wrench](../wrench/index.md) anywhere in your inventory, the Computer temporarily moves one wrench into its internal drive bay slot in the top-right corner. The wrench cannot be picked up from that slot. Closing the screen automatically returns the updated wrench to your inventory.
+
+The drive bay slot is only interactable on the Network Directory page. If you switch to the I/O Monitor or Node Table view you will not be able to touch the wrench slot until you back out.
+
+## The Three Subsystems
+
+Once you pick a network from the directory, you can jump into either of the two subsystems. Covered in their own chapters:
+
+- [Network Directory](network-directory.md) — the list of networks on the left; search, pinning, mounting a network.
+- [I/O Monitor](io-monitor.md) — aggregated channel throughput with live graphs (120 data points per channel).
+- [Node Table](node-table.md) — every node on the mounted network, grouped by label, with per-row actions.
+
+See [Saving & Loading Networks](save-load.md) to back up node configurations or load them onto the Computer's wrench.
+
+Until a network is mounted, the right-hand pane just says **No Network Mounted**. Pick one from the directory and the subsystem buttons unlock.
+
+## Starred Networks
+
+Every network entry in the directory has a small **star** icon on the right side. Use **Primary Interaction (default: Left Click)** on it to pin that network to the top of the list. Pinned (starred) networks sort first; unpinned networks follow. The star state is stored on the Computer block itself — it persists across sessions and is per-Computer (two Computers can have different favourites).
+
+Each Computer lists the networks its current player may access under the server's **Node Access** setting. See [Network Access](../index.md#network-access).
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/io-monitor.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/io-monitor.md
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+---
+navigation:
+ title: I/O Monitor
+ parent: computer/index.md
+ position: 2
+---
+
+# I/O Monitor
+
+The live telemetry view for a mounted network. Shows every active channel across the whole network — aggregated by channel index — and lets you drill into each one for a throughput graph.
+
+Open it from the mounted network's subsystem buttons. Hit **EXIT** in the top-left corner to return to the directory.
+
+## Channel List
+
+
+
+Each row shows one channel index that has at least one node on this network running something:
+
+- **CH0** / **CH1** / ... — the channel index (0 through 8). Matches the channel-slot numbers on the node screen.
+- **Type** — what the channel is moving: **Items**, **Fluids**, or **Energy**. Colored to match the type.
+- **Node count** — how many nodes on this network have this channel enabled.
+
+The left edge of each row has a **colored bar** matching the channel type — green for items, blue for fluids, and so on. Handy for spotting the type at a glance without reading the right-hand text.
+
+Aggregation is **per channel index**, not per node. If you have 10 nodes all running an Item transfer on CH0, the list shows one `CH0 Items 10 nodes` row, not 10 rows. Use **Primary Interaction (default: Left Click)** on the row to drill into the graph.
+
+## Throughput Graph
+
+
+
+Using Primary Interaction on a channel row opens its graph. The graph shows a **live timeline of transfer throughput** for that channel:
+
+- **120 data points** total. Each bar is one sample; the rightmost bar is the newest.
+- Updates roughly once per second as telemetry streams in.
+- The scale adapts to the peak — the header shows the peak value (e.g. `200.0K /s`) with the unit appropriate for the type:
+ - **Items** — items per second.
+ - **Fluids** — millibuckets per second (`mB/s`).
+ - **Energy** — Forge Energy / RF per second.
+- The **LIVE** indicator in the bottom-left lights up when new data is coming in.
+
+## Reading The Graph
+
+- Steady tall bars = constant throughput. Setup working hard.
+- Empty graph = channel exists but no transfers are happening. Check filters, status, and whether the source block actually has the resource.
+- Spiky pattern = bursty transfers. Usually delayed channels (high Delay) or intermittent producers.
+- Sudden drop to zero = the channel stopped (source drained, Redstone turned it off, network unmounted from the node, etc.).
+
+Hit **EXIT** on the graph page to return to the channel list.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/network-directory.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/network-directory.md
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+---
+navigation:
+ title: Network Directory
+ parent: computer/index.md
+ position: 1
+---
+
+# Network Directory
+
+The left panel of the Computer screen. Lists every network on the server and lets you pick which one to mount.
+
+
+
+## What The List Shows
+
+Each entry in the directory shows the **network name** (the default is literally `Network` — any other text means someone renamed it) and the **node count** for that network. Pinned networks get a highlighted star in the top-right corner of their entry; unpinned ones show a dim star.
+
+
+
+- The `>` prefix next to the name marks the entry as **selected** — it is not mounted yet, just highlighted. Use **Primary Interaction (default: Left Click)** again (or use it on **RUN**, or twice on the entry) to mount.
+- The yellow filled star means this network is pinned (see below).
+
+## Search
+
+The text field at the top of the directory filters the list by substring match on the network name. Up to 32 characters. Case-insensitive. Clear it to see every network again.
+
+## Pagination
+
+Only 4 entries fit per page. The footer shows `1-4 / 16` — the range currently shown and the total network count. Scroll the mouse wheel over the directory to page through the rest.
+
+## Pinning (Starred Networks)
+
+Use Primary Interaction on the **star** icon at the right edge of an entry to toggle the pin. Pinned networks sort to the top of the list — handy when you have dozens of networks and only care about a few.
+
+Pinning state is stored on the Computer block, not on your player or on the network itself. Different Computers can have different pinned sets, and if the block is ever broken the pins reset.
+
+## Idle Session Pane
+
+Until you mount a network, the right-hand pane shows a small help block with three keyboard hints:
+
+- **DIR** — Browse networks (this is where you already are, the directory).
+- **TAB** — Select session (pick between I/O Monitor and Node Table after mounting).
+- **RUN** — Open subsystem (jump into the selected subsystem).
+
+The pane also shows the total network count badge (`16 NETWORKS` in the screenshot) and status lights (`IDLE` / `READY`) that light up as you progress through the flow.
+
+## Mounting A Network
+
+Use Primary Interaction on an entry once to select it, then on **RUN** (or on the entry a second time) to mount. The idle text disappears and the subsystem buttons unlock. From here you can open the [I/O Monitor](io-monitor.md) or the [Node Table](node-table.md).
+
+To switch networks, hit **EXIT** on the subsystem page to return to the directory, then pick another one.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/node-table.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/node-table.md
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+---
+navigation:
+ title: Node Table
+ parent: computer/index.md
+ position: 3
+---
+
+# Node Table
+
+The per-node view for a mounted network. Lists every node that belongs to the network — with its block type, location, and a pair of action buttons for jumping to it in the world or remotely editing its config.
+
+Open it from the subsystem buttons after mounting a network. Hit **EXIT** in the top-left to return.
+
+## The Table
+
+
+
+Each row shows one node on the network. Columns:
+
+- **Device** — an item icon for the block the node is attached to, plus that block's display name (`Chest`, `Barrel`, `Furnace`, etc.).
+- **Location** — the dimension and block coordinates. Dimension uses a short code (`OVR` = Overworld, `NTH` = Nether, `END` = End, custom dims show their own short code). Coords follow as `X, Y, Z`.
+- **Actions** — two icon buttons on the right side of every row.
+
+
+
+### Row Actions
+
+- **Highlight** (the lamp icon) — use **Primary Interaction (default: Left Click)** to toggle a glowing outline on the node in the world, making it easy to find. The outline stays on until you use Primary Interaction on the lamp again or close the Computer screen.
+- **Settings** (the gear / terminal icon) — opens that node's full configuration screen **remotely**, from wherever you are. You do not have to go stand next to the node to edit its channels or filters.
+
+Use **Back to table** after editing to restore the mounted network, scroll position, expanded groups, selection, and pending label text. Opening a filter from these settings retains the same return path.
+
+## Label Grouping
+
+Nodes with a label are grouped together under that label. The label name shows as a header row; use Primary Interaction on the header to collapse the whole group into one line, then use it again to expand. Nodes without a label render flat at the bottom of the list.
+
+Collapse state is remembered for the session — expand the groups you are working on and collapse the rest to keep the table readable on big networks.
+
+Labels are set from the [Header → Set Label](../nodes/header.md) field on each node, or copied automatically when you paste with the [Wrench → Copy/Paste](../wrench/copy-paste.md).
+
+## Selection and Bulk Labels
+
+Use row checkboxes to select nodes. A group checkbox selects every member; its partial state means only some members are selected. **Same block** selects nodes attached to the exact same block type as the selected source.
+
+Enter a label and apply it to the selection. An existing label supplies its current group settings. For a new label, choose the settings source from your selection. Shared upgrade layouts require physical upgrades from your inventory or linked storage; missing supplies leave the selected nodes unchanged. Apply an empty label to ungroup them.
+
+## Bulk Show / Hide
+
+Two buttons in the top-right corner of the Node Table:
+
+- **SHOW** — turns **render visibility on** for every node on the mounted network. All nodes draw in the world at full opacity, whether you are holding a wrench or not.
+- **HIDE** — turns render visibility **off** for every node on the mounted network. Nodes only draw while you hold a wrench, at reduced opacity.
+
+For a refresher on what the Visible toggle does per node, see [Header → Visible](../nodes/header.md).
+
+## Pagination
+
+The visible row count adapts to the available height. Locations use a separate line to keep full coordinates readable. Scroll the mouse wheel to page through larger networks.
+
+## Good to Know
+
+- The Node Table is live. Nodes added, removed, or relabelled appear/disappear without having to reopen the Computer.
+- Remote Settings open the full node screen you would see in the world — filters, upgrades, every channel. Changes are committed the same way as if you were standing in front of the node.
+- Highlight outlines are client-side and only visible to you, not to other players on the server.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/save-load.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/computer/save-load.md
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+---
+navigation:
+ title: Save & Load Networks
+ parent: computer/index.md
+ position: 4
+---
+
+# Saving & Loading Networks
+
+The Computer can write a whole network's node setup to a `.lnet` file on disk and read it back later. This lets you keep a library of network blueprints — back up a working setup, copy it to another world, or hand it to someone else.
+
+A `.lnet` file is a plain-text snapshot. For every node on the network it stores the node's **label**, whether it is **visible**, and the node's full **clipboard config** (all 9 channels, their modes, filters, and upgrades). It does **not** store block positions — a file is a recipe for configuring nodes, not a copy of the world.
+
+## Where Files Live
+
+Saved networks go in:
+
+```
+config/logistics-network/networks/
+```
+
+inside your instance folder. Each file is named after the network (sanitised — only letters, numbers, `.`, `_`, `-`; trimmed to 48 characters). You can copy these files between instances or share them like any other file.
+
+## Saving A Network
+
+1. Mount a network from the [Network Directory](network-directory.md).
+2. On the mounted-network panel, use **Primary Interaction** on **SAVE NETWORK** (`Write .lnet file`).
+3. The Computer exports the mounted network immediately and reports the result on that panel.
+
+The Computer writes `.lnet`. Saving again with the same network name **overwrites** the existing file.
+
+### Every Node Needs A Label
+
+The export only works if **every node on the network has a label**. Labels are how a file matches a saved config back to a node. Missing labels block the export and produce this error instead of a file:
+
+- `Missing labels: X nodes` — that many nodes have no label. Open them and name them.
+
+Duplicate trimmed labels do not block export. The first encountered entry with a label is kept, and later entries with the same trimmed label are skipped.
+
+Set labels from the [Node Table](node-table.md) or the node config screen before saving.
+
+## Loading A Network
+
+Loading does **not** auto-build a network. It pulls one saved node config onto the Computer's [Wrench](../wrench/index.md), which you then paste onto a real node.
+
+1. From the [Network Directory](network-directory.md) with **no network mounted**, use **Primary Interaction** on **LOAD NETWORK** (`Read .lnet file`) to open the **FILES** page.
+2. Use Primary Interaction on a file in the **FILES** column. Its node labels fill the **LABELS** column.
+3. Use Primary Interaction on a label. The **PREVIEW** column shows that node's summary — channel count, filter count, upgrades, and any required items.
+4. Use Primary Interaction on **COPY TO WRENCH**. The selected label's config is loaded into the Computer's wrench slot.
+5. Close the Computer to return the updated wrench to your inventory. Then use **Modifier Key 1 + Secondary Interaction** (default: **Shift + Right Click**) to paste the config onto a node. See [Copy & Paste](../wrench/copy-paste.md) for how pasting works.
+
+Repeat per label to rebuild each node of the saved network.
+
+## The FILES Page
+
+- **REFRESH** — re-scan the folder if you added or removed files outside the game.
+- **FILES** / **LABELS** / **PREVIEW** — the three columns described above. Scroll the wheel over the file or label column to page through long lists.
+
+If the folder is empty the page reads **No .lnet files**. A file that can't be parsed reports **Invalid .lnet file** — the format is text, so a hand-edited file with a broken header or bad clipboard data will be rejected.
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+---
+item_ids: [logisticsnetworks:small_filter, logisticsnetworks:medium_filter, logisticsnetworks:big_filter, logisticsnetworks:mod_filter, logisticsnetworks:name_filter]
+navigation:
+ title: Filters
+ position: 4
+---
+
+# Filters
+
+Filters are virtual channel rules that decide exactly which resources a channel is allowed to move. Open them from the 3x2 filter grid on the right side of the node screen; see [Filters & Upgrades](../nodes/filters-upgrades.md).
+
+Without any filters the channel transfers everything that matches its Type. Add a filter and only resources that pass the filter's rules get through.
+
+Filter slots are **per-channel**. Every channel on a node keeps its own independent set of 6 filter buttons, so one node can run 6 totally different filter configurations at once.
+
+## Sender vs Receiver
+
+Filters live on both Senders and Receivers, but they do different jobs depending on which side of the transfer you put them on:
+
+- **Sender (exporter)**: the filter decides **what the Sender pulls out** of the block it is attached to. Only resources that pass the filter are extracted and offered to the network.
+- **Receiver (importer)**: the filter decides **what the Receiver accepts** into the block it is attached to. The network may be full of resources, but the Receiver only takes the ones that pass its filter.
+
+Most setups put filters on both sides. A Sender-side filter decides what leaves the source; a Receiver-side filter decides what lands at the destination. A common pattern is one Sender pulling a wide range of items from a dump chest, and several Receivers each filtering a narrow subset.
+
+Whitelist / Blacklist, Match Any / Match All, and every per-entry rule all honor this Sender-vs-Receiver split. Stock in particular swaps meaning between the two sides, since "keep a reserve" and "cap the destination" are not the same thing.
+
+## Whitelist vs Blacklist
+
+Every filter has two modes:
+
+- **Whitelist**: the filter is a list of things the channel is **allowed** to move. Anything not on the list is blocked.
+- **Blacklist**: the filter is a list of things the channel is **not** allowed to move. Everything else gets through.
+
+Open a virtual filter from the node filter grid to flip the mode.
+
+## Match Any vs Match All
+
+When a channel has more than one filter in its grid, the **Any / All** button at the top of the Filters panel decides how they combine:
+
+- **Match Any**: a resource passes if **at least one** filter accepts it.
+- **Match All**: a resource passes only if **every** filter accepts it.
+
+For a full walkthrough, see [Filters & Upgrades](../nodes/filters-upgrades.md#filters).
+
+## Filter Types
+
+### Normal Filter
+
+Choose **Normal Filter** from the channel's filter picker to open its **45-entry** grid.
+
+- Match exact item ids and fluid ids.
+- Put any item or fluid bucket into an entry slot to add it to the list.
+- Drag an item or fluid from JEI onto an entry to add a ghost rule.
+- Remove the entry to take it off the list.
+- Empty entry slots are ignored.
+
+Each entry can also open a Detail page for tag matching, batch overrides, stock thresholds, NBT rules, and attached-inventory slot restrictions.
+
+When one of these filters is opened from a node channel, the **Scan attached storage** button can fill empty entries from the attached inventory or fluid tank. The screen reports how many entries were added, whether the filter filled up, whether nothing new was found, or whether no compatible storage was available. Scanning is active for item and fluid channels.
+
+### Mod
+
+Mod filters match every item or fluid from one configured mod id.
+
+- Set the mod id, such as `minecraft`, `create`, `mekanism`, or `ae2`.
+- One Mod filter matches one mod.
+- To match several mods, put multiple Mod filters in the same channel and use **Match Any**.
+
+### Regex
+
+Regex filters match resource display names with restricted, case-insensitive regex syntax.
+
+- Maximum pattern length is 128 characters.
+- Supported: literals, `.`, character classes such as `[A-Z]`, `^`, `$`, escaped punctuation, and top-level `|` alternatives.
+- Unsupported: groups, lookarounds, backreferences, inline flags, and repetition operators `*`, `+`, `?`, or `{...}`.
+- Matching searches the full name, so `Iron` already matches `Iron Ingot`; `.*Iron.*` is unnecessary and rejected.
+- Unsafe or malformed patterns remain visible for repair but match nothing.
+
+Common examples:
+
+| Pattern | Matches |
+|---------|---------|
+| `Iron` | Anything containing "Iron" |
+| `^Iron` | Names starting with "Iron" |
+| `Ingot$` | Names ending with "Ingot" |
+| `^Iron Ingot$` | Exactly "Iron Ingot" |
+| `Iron|Gold` | Names containing "Iron" or "Gold" |
+| `[IG]ron` | "Iron" or "Gron" |
+
+Compiled patterns are reused during each transfer operation. Keep expressions narrow on high-traffic channels.
+
+### Slot
+
+Slot filters restrict which slot indices on the attached block the channel can read or write.
+
+- Use comma-separated slots and ranges, such as `0`, `0-8`, or `0-3,5`.
+- Valid slot indices are `0` through `53`.
+- On Senders, only the listed source slots are extracted from.
+- On Receivers, only the listed destination slots are inserted into.
+
+## Entry Details
+
+Every slot in a Normal Filter's main grid is more than a single-item check. Open the Detail page for a filled entry to configure these per-entry rules:
+
+- **Item or #tag**: match an exact id like `minecraft:iron_ingot`, or a tag like `#c:ores`.
+- **Batch**: override how many of this entry move per transfer on the Sender side.
+- **Stock**: reserve items on Senders, or cap destination stock on Receivers.
+- **NBT**: add up to 6 active NBT/component rules, or paste raw SNBT for advanced cases.
+- **Slots**: restrict this entry to specific attached-inventory slot indices.
+
+Leave Batch or Stock at `0` to fall back to the channel settings or disable the threshold.
+
+## Copy & Paste a Filter
+
+While a filter screen is open you can copy its whole configuration and paste it into another open filter. Use **Ctrl+C** to copy and **Ctrl+V** to paste, or use **Primary Interaction (default: Left Click)** on the **copy** and **paste** icon buttons in the top-right of the filter header. Hover either button for a tooltip; the paste button is dimmed until something has been copied.
+
+This clipboard lives only in your current game session. It is **not** saved to the filter item, to a config, or to your operating system clipboard, and it is cleared when you leave the game. It is separate from the wrench [Copy / Paste](../wrench/copy-paste.md) clipboard.
+
+What gets copied depends on the filter type:
+
+- **Normal Filter**: every entry plus its per-entry rules — item, fluid, or `#tag`, batch and stock amounts, slot mapping, NBT (strict flag, raw SNBT, rules, and Match Any/All mode), durability, and enchanted state — along with the filter's Whitelist/Blacklist mode and Type.
+- **Mod**: Whitelist/Blacklist mode, Type, and the selected mod id.
+- **Regex**: Whitelist/Blacklist mode, Type, the regex pattern, and the match scope.
+
+A short overlay message confirms each action (`Filter copied`, `Filter pasted`, and so on).
+
+Notes:
+
+- Pasting **replaces** the destination filter. Standard-filter slots are cleared first, then filled from the clipboard.
+- If the copied filter has more entries than the destination can hold, paste fills the destination to capacity and reports the truncation, for example `Filter pasted: 6/8 slots copied`.
+- Pasting into a different filter type (a standard filter into a Regex filter, for example) is rejected with an incompatible-type message.
+- Ctrl+C and Ctrl+V are ignored while a text box such as the regex or mod-id field is focused, so typing is never hijacked.
+
+## Copying Filters Between Nodes
+
+Filter configurations are also copied with node copy/paste, labelled-node sync, and `.lnet` save/load workflows. To clear a virtual filter, clear its entries inside the filter menu.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/index.md
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+---
+navigation:
+ title: Welcome to Logistics Network
+ position: 0
+---
+
+# Logistics Networks
+
+Logistics Networks is an item, fluid, and energy transfer mod built around nodes and channels.
+
+## Core Concepts
+
+- **Nodes** are small entities placed on blocks with storage capabilities (chests, tanks, machines, etc.)
+- **Networks** are logical groups of nodes that share resources
+- **Channels** define what a node does — each node has 9 configurable channels
+- **Filters** control exactly what gets transferred
+
+## Getting Started
+
+1. Craft a [Wrench](wrench/index.md) and a [Logistics Node](nodes/index.md)
+2. Place the node on any block with an inventory, tank, or energy storage
+3. Use **Secondary Interaction (default: Right Click)** on the node with the wrench to open configuration
+4. Assign the node to a network (or create a new one)
+5. Configure channels to import or export resources
+
+## Understanding Transfer
+
+Nodes do not transfer anything by themselves. A node just sticks to a block. The real work happens inside the node's **channels**.
+
+Every channel has a direction:
+
+- **Sender** — takes resources **out of** the block the node is attached to.
+- **Receiver** — puts resources **into** the block the node is attached to.
+
+A network is a group of nodes that can talk to each other. Each node has 9 channel slots, numbered 1 through 9. **A Sender only talks to a Receiver on the same channel number**, across the whole network.
+
+So a Sender on channel 3 only sends to Receivers on channel 3. A Sender on channel 7 only sends to Receivers on channel 7. Channel numbers act like labelled pipes — matching numbers are connected, different numbers are not.
+
+### Simple Example
+
+1. Place a node on a chest full of iron. Set **channel 1** to **Sender — Items**.
+2. Place a node on a furnace. Set **channel 1** to **Receiver — Items**.
+3. Put both nodes on the same network.
+
+Both nodes use channel 1, so they are linked. The Sender pulls iron out of the chest. The network hands it to the Receiver on channel 1. The Receiver pushes the iron into the furnace.
+
+That is all a transfer is: a Sender pulls out, a Receiver on the same channel number pushes in, and the network connects them.
+
+## Network Access
+
+Server owners choose who may use another player's nodes with the **Node Access** setting. The default is **Teams**, which follows FTB Teams membership when that mod is available. **All** allows every player, while **Allies** allows teammates and allied FTB Teams. Without FTB Teams, Teams remains owner-only and Allies adds no extra players.
+
+## Guides
+
+- [Nodes](nodes/index.md) — Placing, configuring, and labeling nodes
+- [Filters](filters/index.md) — Controlling what gets transferred
+- [Computer](computer/index.md) — Network monitoring and telemetry
+- [Upgrades](nodes/upgrades-performance.md) — Performance tiers and special upgrades (under Nodes)
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/links.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/links.md
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+---
+navigation:
+ title: Links & Thanks
+ position: 10
+---
+
+# Links & Thanks
+
+Thanks for using Logistics Networks! Every node placed, every network built, every channel configured — it genuinely means a lot. If you find this mod useful, help the project grow by joining the community or starring the repository.
+
+## Community & Source
+
+- **Discord** — [discord.gg/xTeHR2tdYh](https://discord.gg/xTeHR2tdYh) — join for help, bug reports, feature suggestions, and build showcases.
+- **GitHub** — [github.com/Almana-mc/LogisticsNetworks](https://github.com/Almana-mc/LogisticsNetworks) — browse the source, file issues, and contribute pull requests.
+
+If you hit a bug or have an idea, the Discord and GitHub issue tracker are the fastest places to get it looked at. Thanks again for playing.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/channel-settings.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/channel-settings.md
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+---
+navigation:
+ title: Channel Settings
+ parent: nodes/index.md
+ position: 2
+---
+
+# Channel Settings
+
+
+
+This panel controls the channel you have currently selected in the [Header](header.md). Every node has 9 channels and each one has its own independent copy of all the settings below — changing a setting here only affects the one channel you are looking at.
+
+Hold **Modifier Key 3 (default: Alt)** and use **Primary Interaction (default: Left Click)** to set a setting to its maximum value, or **Secondary Interaction (default: Right Click)** to set it to its minimum value.
+
+Use Primary Interaction on the channel number buttons at the top of the screen to switch which channel these settings apply to.
+
+## Status
+
+
+
+
+
+**What it is:** on/off switch for the channel.
+
+**What it does:**
+
+- **Enabled** — the channel is live. It gets processed every tick (subject to Delay, Redstone, and so on).
+- **Disabled** — the channel is completely skipped by the transfer engine. No extraction, no insertion, no redstone check. Nothing.
+
+**How to change it:** use Primary Interaction on the value pill to toggle between Enabled and Disabled.
+
+**Gotcha:** a disabled channel keeps all its other settings (filters, batch, delay, etc.). You are not deleting anything — you are just pausing it. Re-enable to pick up right where you left off.
+
+## Mode
+
+
+
+
+
+**What it is:** the direction of this channel's transfer.
+
+**What it does:**
+
+- **Sender** — pulls resources **out of** the block this node is attached to. Senders are the ones that drive transfers: they look for matching Receivers on the same channel number across the network and push resources to them.
+- **Receiver** — accepts resources **into** the block this node is attached to. Receivers are passive — they wait for a Sender on the same channel number to deliver.
+
+**How to change it:** use Primary Interaction on the value pill to flip between Sender and Receiver.
+
+**Gotcha:** a network with only Receivers (or only Senders) does nothing. You need at least one of each on the same channel number for anything to move.
+
+## Type
+
+
+
+
+
+
+
+**What it is:** the kind of resource this channel moves.
+
+**What it does:** tells the engine which capability to look for on the attached block:
+
+- **Item** — stacks of items from an inventory (chests, furnaces, hoppers, AE2 interfaces, Refined Storage interfaces, etc.).
+- **Fluid** — millibuckets (mB) from a tank.
+- **Energy** — Forge Energy / RF from an energy buffer.
+
+**How to change it:** use Primary Interaction on the value pill to cycle through the available types.
+
+**Gotcha:** not every block supports every type. If the block has no matching capability on the chosen side, the channel will silently do nothing. Put an item node on a fluid tank and it won't transfer — because the tank has no item inventory.
+
+### AE2 and Refined Storage Interfaces
+
+Nodes on Applied Energistics 2 and Refined Storage Interfaces transfer items and fluids directly through the connected storage network. The Interface's configured export resources decide what a Sender may pull, including its native fuzzy setting, but the configured quantity does not limit the Logistics batch. Receivers may insert any resource accepted by their Logistics channel filters.
+
+This direct path ignores the Interface's exposed slots and tanks. Adding an explicit Logistics slot mapping switches that item channel back to the exposed Interface inventory. A disconnected or inactive storage network waits without using the Interface buffer, and direct transfers never request autocrafting.
+
+Chemical (Mekanism) and Source (Ars Nouveau) integration is retained for future compatibility and is currently unavailable.
+
+## Side
+
+
+
+
+
+**What it is:** which face of the attached block this channel interacts with.
+
+**What it does:** some blocks behave differently depending on which side you insert to or extract from. Furnaces are the classic example: top side takes fuel, front side takes/gives the smelted item, bottom side only gives output. Side lets you pick exactly which face to use.
+
+- **Up / Down / North / East / South / West** — only that one face. The engine probes the block's inventory (or tank, or energy buffer) on that specific side and uses whatever slots the block exposes there.
+- **All** — every face of the block is merged into one combined handler. The channel sees the block as a single pool of slots/tanks/buffers made up of every side's exposed storage. If two faces expose the exact same handler (common — most blocks expose one inventory on every side), the duplicate is removed so you do not double-count.
+
+**How to change it:** use Primary Interaction to cycle to the next face (order goes Up → Down → N → E → S → W → All → Up ...).
+
+**Gotcha:** on blocks with side-aware inventories (furnaces, brewing stands, some machines), each face exposes a *different* set of slots. Picking **All** on a furnace lets the channel see the input, fuel, and output slots all at once, which is usually not what you want. Pick the specific face so filters only apply to the slots you care about.
+
+## Redstone
+
+
+
+
+
+
+
+
+
+**What it is:** redstone control for this channel.
+
+**What it does:** the engine checks the redstone signal **at the block this node is attached to** (from any neighbor — lever, redstone torch, dust, comparator, whatever). Based on that signal, the channel either runs or is blocked:
+
+- **Always On** — run regardless of signal.
+- **Always Off** — never run. Same effect as Status = Disabled, but you keep the channel armed.
+- **High Signal** — run only when a redstone signal is present (strength > 0).
+- **Low Signal** — run only when there is no redstone signal (strength = 0).
+
+**How to change it:** use Primary Interaction to cycle to the next mode.
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. Redstone gating only applies on the Sender side (since Senders drive the transfer).
+
+## Distribution
+
+
+
+
+
+
+
+
+
+**What it is:** how a Sender picks between multiple matching Receivers on the same channel number.
+
+**What it does:** when there is only one Receiver, this setting does nothing. When there are several, it decides the order they are served in:
+
+- **Priority** — sort by each Receiver's **Priority** value. Higher numbers are served first. Ties are broken in no particular order.
+- **Nearest First** — serve the Receivers closest to the Sender first (by straight-line distance).
+- **Farthest First** — opposite of Nearest First: serve the furthest Receiver first.
+- **Round Robin** — distribute each operation's item batch as evenly as possible across matching Receivers. For example, a batch of 8 ordinary items sent to two empty Receivers is split 4 and 4.
+
+**How to change it:** use Primary Interaction to cycle to the next mode.
+
+**Gotcha:** Round Robin does not keep a rotation pointer. Available items are divided during the same operation, and unused shares flow to Receivers with storage space.
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. Distribution only makes sense on the Sender side.
+
+## Priority
+
+
+
+**What it is:** a small integer attached to this channel. Range: **–99 to +99**.
+
+**What it does:** used by a Sender that has Distribution set to **Priority**. The Sender sorts its target Receivers by this number, highest first, and serves them in that order. Items are read from source slots in order, so a batch spread across source slots can fill the first Receiver with the earlier slots before moving the remainder to the next Receiver.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type a number between –99 and 99, and press Enter.
+
+**Gotcha:** Priority is only consulted when Distribution = Priority. Under Nearest/Farthest/Round Robin it is ignored — the sorter never reads it. Set Priority on the **Receivers** you want served first, not on the Sender.
+
+## Batch
+
+
+
+**What it is:** the maximum amount of resource moved in one transfer operation.
+
+**What it does:** caps a single transfer attempt. Units depend on Type:
+
+- **Item** — number of items (e.g. Batch 64 = up to one full stack per operation).
+- **Fluid** — millibuckets (e.g. Batch 1000 = up to 1 bucket per operation).
+- **Energy** — Forge Energy / RF per operation.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type the new value, and press Enter. Minimum is 1.
+
+**Gotcha:** Batch is capped by the upgrades installed on the node. You can type 10,000 but if your upgrade tier only allows 500, the engine uses 500. Install higher-tier upgrades to raise the ceiling — see [Performance Upgrades](upgrades-performance.md).
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. Batch size is decided by the Sender.
+
+## Delay
+
+
+
+**What it is:** cooldown between transfer operations on this channel, measured in **ticks**. `20t` means 20 ticks, which is 1 second of real time.
+
+**What it does:** after a successful transfer the channel waits this many ticks before trying again. Used to throttle channels so they do not spam-transfer every tick when you do not need them to.
+
+**How to change it:** use Primary Interaction on the number field to open a text box, type the new value, and press Enter. Minimum is 1 tick.
+
+**Gotcha:** Energy channels **ignore Delay**. The engine forces Energy transfers to 1-tick (instant) regardless of what you put here. The Delay row is greyed out on Energy-type channels for that reason.
+
+**Gotcha (upgrades):** Delay is also clamped by your upgrade tier's minimum delay. You can type 1, but if your upgrades only allow 10, the engine uses 10. Better upgrades mean a lower floor.
+
+**Disabled on Receivers:** this row is greyed out when Mode is Receiver. The Sender decides how fast it pushes.
+
+---
+
+Every row on this page lives on the currently selected channel only. Switch channels in the [Header](header.md), or set up shared filters and upgrades on [Filters & Upgrades](filters-upgrades.md).
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/filters-upgrades.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/filters-upgrades.md
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+---
+navigation:
+ title: Filters & Upgrades
+ parent: nodes/index.md
+ position: 3
+---
+
+# Filters & Upgrades
+
+
+
+The right-hand panel of the node configuration screen holds four things: a 3x2 grid of filter slots, a 2x2 grid of upgrade slots, a **Docs** button, and a **Tweaks** button. Each one is covered below.
+
+## Filters
+
+
+
+**What it is:** a 3x2 grid of 6 virtual filter buttons plus a toggle button (labelled **Any** or **All**) above the grid. An empty button shows a **+**; a configured one shows its type — **N** (Normal), **Mo** (Mod), or **Rx** (Regex).
+
+**What it does:** the filter buttons decide which resources this channel is allowed to move.
+
+- Use **Primary Interaction (default: Left Click)** on an empty button to open a small picker and choose a type — **Normal**, **Mod**, or **Regex**. The filter is created and its configuration opens.
+- Use Primary Interaction on a configured button to edit that filter.
+- Use **Secondary Interaction (default: Right Click)** on a configured button to remove it (the slot goes back to **+**).
+- **Drop an item onto a button** by carrying it and using Primary Interaction to add that item straight into the filter.
+
+**Per-channel, not per-node.** The filter slots belong to **one channel at a time** — whichever channel is selected in the [Header](header.md). Switch to a different channel number and the 6 slots re-fill with that channel's filters. This means every channel has its own independent set of 6 filter slots, so a single node can run 6 completely different filter configurations.
+
+**Available filter types:**
+
+- The button picker creates **Normal**, **Mod**, or **Regex** filters. A Normal filter has a fixed 45-entry grid. Each entry can select an item, fluid, or tag and add NBT, durability, enchanted, slot, batch, or stock rules.
+- For detail on each filter type and how to configure them, see [Filters](../filters/index.md).
+
+**Empty slots = pass everything.** If all 6 slots are empty, the channel transfers any matching resource (subject to Type — an Item channel still only moves items, obviously). Filters are an optional narrowing, not a requirement.
+
+### The Any / All button
+
+Use Primary Interaction on the button above the filter grid to toggle between the two match modes:
+
+- **Match Any** (default) — a resource is allowed if it passes **at least one** filter. Filters work like a checklist of acceptable items; any filter that says "yes" is enough.
+- **Match All** — a resource is allowed only if it passes **every** filter in the grid. Filters work like a stack of conditions that all have to be true at once.
+
+**Quick example:** suppose you put a **Normal** filter with an entry set to `#c:ores` and a **Mod** filter set to `minecraft` in the same channel's grid.
+
+- **Match Any**: the channel will move anything tagged `c:ores`, **or** anything from `minecraft`. Either filter can accept the resource.
+- **Match All**: the channel will only move resources that are **both** tagged `c:ores` **and** from `minecraft`.
+
+**How to change it:** use Primary Interaction on the button to flip between Any and All. The change takes effect instantly for the current channel.
+
+## Round-robin resources
+
+On an Item or Fluid Sender with a filter, the **RR** button beside the filter grid enables resource rotation. It is off by default. Each operation moves one distinct matching resource type from the attached storage, then the next successful operation starts after that type. Duplicate slots count as one type; different components remain distinct. Blocked types are skipped, and no movement leaves the turn unchanged. Existing batch, delay, stock, slot and receiver-distribution rules still apply.
+
+## Upgrades
+
+
+
+**What it is:** a 2x2 grid of 4 upgrade slots.
+
+**What it does:** performance upgrades increase batch caps and lower the minimum tick delay. The Dimensional Upgrade enables transfers across dimensions.
+
+**Per-node, not per-channel.** Upgrades are shared by **all 9 channels** on the node. Increasing the tier sets each channel's Batch to its new maximum and allows a shorter delay. Non-energy channels keep their configured Delay until you change it.
+
+**What fits in the slots:**
+
+- Only upgrade items are accepted. Regular items are rejected.
+- For detail on each upgrade and what it unlocks, see [Performance Upgrades](upgrades-performance.md) and [Special Upgrades](upgrades-special.md).
+
+The Mekanism Chemical and Ars Source upgrades are retained for future compatibility, but they do not currently enable those integrations.
+
+**No duplicates.** You cannot install two of the same upgrade in one node. The slot refuses any upgrade that is already present in the other slots.
+
+**How to install:** use Primary Interaction to place an upgrade item into an empty slot, or use Modifier Key 1 + Primary Interaction from your inventory. Use the same controls to remove it.
+
+## Docs
+
+
+
+**What it is:** the button at the bottom-left of the panel.
+
+**What it does:** opens the Logistics Networks guidebook — the very book you are reading right now. Useful as a shortcut if you have a question mid-setup and do not want to close the node screen and find the book in your inventory.
+
+**How to use it:** use Primary Interaction. The book opens. Close it to return to the node screen.
+
+## Tweaks
+
+
+
+**What it is:** the button at the bottom-right of the panel.
+
+**What it does:** opens a small dialog with theme swatches. Themes recolor the node screen UI — Filters, Upgrades, Header, and Channel Settings all follow the selected theme.
+
+**How to use it:** use Primary Interaction to open the dialog and on any swatch to apply that theme. Close the dialog with the × button in the corner or by using Primary Interaction outside it. The theme choice is client-side and sticks across sessions.
+
+Tweaks is purely cosmetic — the theme has no effect on transfers, filters, or upgrades.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/header.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/header.md
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+---
+navigation:
+ title: Header
+ parent: nodes/index.md
+ position: 1
+---
+
+# Header
+
+
+
+The header is the top row of the node configuration screen. It handles three jobs: how the node is rendered in the world, which network the node belongs to, and which of the 9 channels you are currently editing.
+
+## Visible
+
+
+
+**What it is:** a toggle that controls how the node renders in the world.
+
+**What it does:**
+
+- **Visible** (the default): the node renders **always**, at full opacity, whether or not you are holding a wrench.
+- **Hidden**: the node does **not** render normally. It only appears when you hold a wrench, and while shown that way it is drawn at about one-third opacity so you can still see and interact with it.
+
+Visibility is cosmetic only. Hidden nodes still transfer resources exactly the same as visible ones.
+
+**How to change it:** use **Primary Interaction (default: Left Click)** on the button. The text flips between **Visible** and **Hidden** and the change takes effect instantly. You can also bulk-toggle every node on a network using the **SHOW** / **HIDE** buttons in the Computer's Node Table.
+
+Use Hidden once a setup is finished to clean up the view, then pull out a wrench when you need to find the nodes again.
+
+## Network
+
+
+
+**What it is:** the green pill in the middle of the header. It shows the name of the network this node is currently attached to.
+
+**What it does:** displays the current network name. The default name for a freshly created network is literally **Network**, so a pill that reads "Network" means you are on a default-named network. Any other text means the network has been renamed.
+
+**How to change it:** the pill itself is a label, not a button. To move the node to a different network, use the **Change** button next to it.
+
+A node that is not assigned to a network does nothing — all 9 channels stay inactive until you pick a network.
+
+## Change
+
+
+
+**What it is:** the button to the right of the Network pill.
+
+**What it does:** opens the network picker screen. From there you can:
+
+- Pick an existing network you own and move the node onto it.
+- Search existing networks, or use **Create** to open a separate name form (up to 32 characters) and join a fresh network.
+- Leave the current network so the node becomes unassigned.
+
+**How to change networks:** use Primary Interaction on **Change**, then select a listed network or open **Create**, enter a new name, and confirm. The node moves immediately and the main screen returns to the channel configuration view.
+
+Use this to split a setup into separate networks, merge several nodes onto one shared network, or rename the network the node is on.
+
+## Channel Selector
+
+
+
+**What it is:** the row of nine buttons numbered **0** through **8**. These are the node's 9 channels.
+
+**What it does:** picks which channel is currently open in the settings panel below. Everything under the header — Status, Mode, Type, Filters, Upgrades — only applies to the channel you have selected here.
+
+**Indicators:**
+
+- **Red outline** around a number = that channel is currently selected (you are editing it).
+- **Green dot** next to a number = that channel's Status is not Disabled (it is enabled and running).
+- No outline and no dot = the channel exists but is disabled and not selected.
+
+All 9 channels run at the same time once enabled. The selector is only about which one you are *looking at*, not which one is *active*.
+
+**How to change channels:**
+
+- Use Primary Interaction once on a channel number to select it. Settings below swap to that channel's config.
+- Use Primary Interaction twice on a channel number that is already selected to rename it. A text box appears where you can type a custom name (up to 24 characters). Press Enter to save, or use Primary Interaction outside to cancel.
+
+**Channel naming:** each channel can be given its own short name, independent of the node's label. The name shows up only when you hover the channel button — a tooltip pops up with the channel's name. If no name is set, the tooltip prompts you to use Primary Interaction twice to set one.
+
+Names are purely cosmetic — they do not affect transfers. Use them to tag channels by purpose, for example `in`, `out`, `fuel`, `buffer`, or `overflow`, so you can remember what each channel does when you come back to the node later.
+
+## Set Label
+
+
+
+**What it is:** the button below the channel selector row.
+
+**What it does:** assigns a text label to the whole node. Labels are separate from both the network name and channel names — they are a way to group identical nodes so their channel settings stay in sync.
+
+**How to change it:** use Primary Interaction on **Set Label**. A text box opens with a dropdown of all labels already in use on this network. Either:
+
+- Pick an existing label from the dropdown to join that group.
+- Type a new label (up to 48 characters) and press Enter to create a fresh group.
+
+Leave the field empty and confirm to clear the label.
+
+**Why it matters:** nodes on the same network with the same label share channel modes, types, filters, batch sizes, delays, and resource-rotation preferences. Their upgrade layout also synchronizes using physical upgrades from your inventory or linked storage. Batch sizes remain limited by the installed upgrades.
+
+Use the computer table checkboxes or graph multi-selection to apply a label to several nodes. An existing label supplies its current group settings. For a new label, the first selected node supplies the settings. Missing upgrade supplies leave the selected nodes' labels and settings unchanged.
+
+Typical use: label all 20 of your furnace nodes `furnace`, configure one, and the other 19 copy the setup automatically. Later tweaks to any of them propagate to all.
+
+Labels also drive the Computer's Node Table, where nodes are grouped by label for easier browsing.
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+---
+item_ids: [logisticsnetworks:logistics_node]
+navigation:
+ title: Nodes
+ icon: logisticsnetworks:logistics_node
+ position: 1
+---
+
+# Nodes
+
+Nodes are the core piece of every logistics network. You place one on a block (chest, tank, machine, cable, anything with storage) and the node takes care of moving resources to and from that block.
+
+## The Basics
+
+- **Every node has 9 channels.** Each channel is one transfer rule — direction, resource type, batch size, filters, and so on. A single node can run up to 9 transfers at the same time.
+- **Nodes are entities, not blocks.** They do not take up a block space. They sit on the face of the block they were placed on, just like an item frame or a painting. You can still place, break, and interact with the block underneath.
+- **Nodes are attached to the block, not the network.** Placing a node does nothing by itself — it only starts transferring once you assign it to a network and configure at least one channel.
+
+## Configuring a Node
+
+Use **Secondary Interaction (default: Right Click)** on a placed node with a Wrench to open its configuration screen. The screen is split into three parts, and each part has its own chapter in this section:
+
+1. [Header](header.md) — visibility toggle, node label, and the channel selector (picks which of the 9 channels you are editing).
+2. [Channel Settings](channel-settings.md) — the settings for the currently selected channel: status, mode, type, side, redstone, distribution, priority, batch, and delay.
+3. [Filters & Upgrades](filters-upgrades.md) — filter slots for the current channel, upgrade slots for the whole node, and the Tweaks button for advanced options.
+
+Read the chapters in order if this is your first node.
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/upgrades-performance.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/upgrades-performance.md
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+---
+item_ids: [logisticsnetworks:iron_upgrade, logisticsnetworks:gold_upgrade, logisticsnetworks:diamond_upgrade, logisticsnetworks:netherite_upgrade]
+navigation:
+ title: Performance Upgrades
+ parent: nodes/index.md
+ icon: logisticsnetworks:diamond_upgrade
+ position: 4
+---
+
+# Performance Upgrades
+
+Performance upgrades raise a node's **batch caps** (how much can move per transfer operation) and lower its **minimum delay** (how often it can fire). Every channel on the node benefits — upgrades are per-node, not per-channel.
+
+Install an upgrade in any of the 4 upgrade slots in the [Filters & Upgrades](filters-upgrades.md) panel. Duplicates are rejected.
+
+Increasing the effective tier sets each channel's Batch to its new maximum. Item and fluid delays keep their configured values; lower the Delay yourself when you want faster transfers. Energy retains its existing locked delay. Removing a tier clamps values to the remaining tier's limits. Clipboard and label configurations retain their saved settings.
+
+## Only the highest tier counts
+
+A node picks its effective **tier** as the **highest** upgrade installed:
+
+| Tier | Upgrade |
+|------|---------|
+| 1 | Iron |
+| 2 | Gold |
+| 3 | Diamond |
+| 4 | Netherite |
+
+If you install Iron + Gold + Diamond all at once, the node uses the **Diamond** caps. The Iron and Gold upgrades sit idle — they do not stack. Use a [Dimensional Upgrade](upgrades-special.md#dimensional-upgrade) when the node needs to transfer across dimensions; the retained Chemical and Source upgrades are currently inactive.
+
+## Tier Comparison
+
+| Tier | Item batch | Fluid batch | Energy batch | Min delay |
+|------|------------|-------------|--------------|-----------|
+| **No upgrade** | configured value | configured value | configured value | configured value |
+| **Iron** | 16 items | 1,000 mB | 10,000 RF | 10 ticks |
+| **Gold** | 32 items | 5,000 mB | 50,000 RF | 5 ticks |
+| **Diamond** | 64 items | 20,000 mB | 250,000 RF | 1 tick |
+| **Netherite** | 10,000 items | 1,000,000 mB | Unlimited | 1 tick |
+
+The values in the table are the **ceilings**. A channel's Batch and Delay in the [Channel Settings](channel-settings.md) panel are clamped to these ceilings — you can type 100,000 into a Batch field, but an Iron-tier node will only use 16. Upgrade the node to raise the ceiling.
+
+All four tier caps come from the mod's server config (`UpgradeLimitsConfig`), so a server admin can tune these numbers. If your setup behaves differently from the table above, check the config.
+
+## Iron Upgrade
+
+Entry-level. Gets a node out of its un-upgraded floor and into useful territory for small setups.
+
+
+
+## Gold Upgrade
+
+Mid-tier. Doubles Iron's item cap and bumps fluid + energy throughput by 5x.
+
+
+
+## Diamond Upgrade
+
+High-tier. Full-stack item transfers (64 per op), hits 1-tick min delay so channels can fire every tick.
+
+
+
+## Netherite Upgrade
+
+Maximum performance. Item batches of 10,000, million-mB fluid batches, unlimited energy per op. Use on the heavy-hitting nodes on your network — hub chests, main fluid distributor, big power buffers.
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/upgrades-special.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/nodes/upgrades-special.md
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+---
+item_ids: [logisticsnetworks:dimensional_upgrade, logisticsnetworks:mekanism_chemical_upgrade, logisticsnetworks:ars_source_upgrade]
+navigation:
+ title: Special Upgrades
+ parent: nodes/index.md
+ icon: logisticsnetworks:dimensional_upgrade
+ position: 5
+---
+
+# Special Upgrades
+
+Special upgrades do not change a node's throughput caps. The Dimensional Upgrade unlocks cross-dimension transfers and can be combined with a [performance upgrade](upgrades-performance.md) on the same node. The Chemical and Source upgrade items are retained for future compatibility but are currently inactive.
+
+Upgrade slots are on the [Filters & Upgrades](filters-upgrades.md) panel. Duplicates are rejected, but different active upgrades can share the four slots.
+
+## Dimensional Upgrade
+
+**Unlocks cross-dimension transfers.** Without this upgrade, a node can only talk to nodes in the same dimension. Install the Dimensional Upgrade and the node can transfer to and from nodes in other dimensions — between the Overworld and the Nether, the End and the Overworld, or any modded dimension.
+
+**Both ends must have it.** Both the Sender node and the Receiver node need a Dimensional Upgrade installed. Installing it on only one side is not enough — the engine checks both nodes before allowing a cross-dimension hop.
+
+Inside the same dimension the upgrade does nothing extra — normal transfers work without it.
+
+
+
+## Mekanism Chemical Upgrade
+
+This item is retained for future compatibility. It does not currently unlock Chemical channels or transfers. Its recipe appears only when Mekanism is loaded.
+
+
+
+## Ars Source Upgrade
+
+This item is retained for future compatibility. It does not currently unlock Source channels or transfers. Its recipe appears only when Ars Nouveau is loaded.
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/copy-paste.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/copy-paste.md
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+---
+navigation:
+ title: Copy / Paste
+ parent: wrench/index.md
+ position: 2
+---
+
+# Copy / Paste Mode
+
+This mode turns the wrench into a clipboard tool. You copy a fully configured node onto the wrench, then paste that setup onto other nodes — one at a time, or in bulk across every matching connected block. Copy/Paste also has a dedicated editor screen if you want to build a template directly on the wrench without touching a live node.
+
+Switch to Copy/Paste with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD overlay confirms the mode.
+
+## Copy a Node
+
+Use **Secondary Interaction (default: Right Click)** on a configured node with the wrench. The wrench clipboard is replaced with a full copy of the node's setup:
+
+- All 9 channels (status, mode, type, side, redstone, distribution, priority, batch, delay, channel name).
+- Every filter item in every channel's filter grid.
+- Every upgrade installed on the node.
+- The node's label.
+- The node's network assignment.
+- The node's render visibility state.
+
+Nothing is removed from the node — copying is non-destructive. The clipboard is stored on the wrench item itself and **persists across game sessions**, so you can craft a wrench, copy a template, put it in a chest, and pick it back up weeks later.
+
+## Paste Onto a Node
+
+Use **Modifier Key 1 + Secondary Interaction** on a node with the wrench. The wrench tries to apply its clipboard to the target node. Three things happen on a successful paste:
+
+1. The target node's channels, filters, and upgrades are overwritten with the clipboard's setup.
+2. Any filter or upgrade items that the target needs and is missing are **pulled out of your inventory automatically**. The wrench figures out what it has to consume.
+3. Any filter or upgrade items that the target had **before** the paste are returned to your inventory. If your inventory is full, they drop on the ground next to you so nothing is lost.
+
+### When a paste fails
+
+- **Missing items** — you do not have the filter or upgrade items the clipboard's template requires. The paste is aborted; nothing on the target node changes. Grab the missing items and try again.
+- **No changes** — the clipboard is empty or matches the target exactly; nothing to do.
+
+The wrench prints a short chat message telling you what happened.
+
+### Copy/Paste also copies the label
+
+Pasting **keeps the clipboard's label** on the target node. This means the target instantly joins the source's label group and stays in sync with it — any future tweak to one label-mate applies to every node with the same label.
+
+If you do not want the label to carry over, edit the clipboard (see below) and clear the label field before pasting.
+
+## Bulk Paste to Connected Blocks
+
+Use **Modifier Key 2 (default: Ctrl) + Secondary Interaction** on a node in Copy/Paste mode. The wrench flood-fills from that node through every **connected block of the same block type** (scanning up to 16,384 blocks) and pastes the clipboard onto every node it finds on that connected run.
+
+Typical use: you have a long row of 20 furnaces with nodes on each one. Configure one furnace node, copy it, then use Modifier Key 2 + Secondary Interaction on any of the 20 — all 19 others are updated at once.
+
+Inventory consumption rules still apply per node: if you run out of filter or upgrade items mid-paste, the remaining nodes are skipped and the wrench tells you how many were applied.
+
+## Clipboard Editor
+
+Instead of copying from a live node, you can build a template directly on the wrench.
+
+Use **Secondary Interaction** on air (no block in front of you) in Copy/Paste mode. The Clipboard Editor screen opens. Inside you can:
+
+- Edit every channel setting (status, mode, type, side, redstone, distribution, priority, batch, delay, name) exactly as you would on a real node.
+- Drag filter items from your inventory into the filter slots; drag them back to remove.
+- Drag upgrade items into the upgrade slots.
+- Clear the whole clipboard with the **Clear Clipboard** button.
+
+Changes are saved to the wrench's NBT when the menu closes, so the template persists.
+
+The Clipboard Editor is useful for designing a setup once and mass-placing it onto fresh blocks without ever configuring a physical reference node first.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/index.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/index.md
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+---
+item_ids: [logisticsnetworks:wrench]
+navigation:
+ title: Wrench
+ icon: logisticsnetworks:wrench
+ position: 2
+---
+
+# Wrench
+
+The Wrench is the tool you use for everything related to nodes — opening their configuration, removing them, copying setups between nodes, and bulk-placing lots of nodes at once.
+
+It has three modes. Hold **R** while holding the wrench to open the mode wheel, point at a mode, then release to select it. Release in the centre or press Escape to cancel. Remap the wheel key in Minecraft's Controls menu.
+
+You can also cycle modes with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD beside the hotbar shows the active mode: blue for Wrench, green for Copy / Paste, and gold for Mass Placement.
+
+## Modes at a Glance
+
+- [Wrench](wrench-mode.md) — the default. Open or remove nodes, place nodes, and link an AE2 or Refined Storage network.
+- [Copy / Paste](copy-paste.md) — clone a node's entire setup — channels, filters, upgrades, label — onto another node. Supports bulk-paste to every connected node of the same block type.
+- [Mass Placement](mass-placement.md) — select a two-corner area, choose a target block type, then place configured nodes on matching blocks with **Primary Interaction (default: Left Click)**.
+
+## Quick Reference
+
+| Mode | Secondary Interaction (default: Right Click) | Modifier Key 1 + Secondary Interaction | Modifier Key 2 (default: Ctrl) + Secondary Interaction |
+|------|-------------|---------------------|--------------------|
+| Wrench | Open node config | Remove a node, place a node, or toggle a storage link | — |
+| Copy / Paste | Copy node → clipboard (or open Clipboard Editor on air) | Paste clipboard → node | Paste to every connected same-block-type node |
+| Mass Placement | Set area corners (or open Placement Menu on air) | Open Placement Menu | — |
+
+## Using Labels With The Wrench
+
+Labels pair very well with the wrench. When you paste a setup onto a node, the source's label is copied too — so the pasted node immediately joins that label group and stays in sync with every other node sharing the label.
+
+Typical workflow:
+
+1. Configure one node with the setup you want.
+2. Give it a label (see [Header → Set Label](../nodes/header.md)).
+3. Copy its config onto the wrench clipboard.
+4. Paste (or mass-place) onto all the other nodes that should share this setup.
+
+Every node now carries the same label. Later edits to any one of them propagate to the whole group automatically. You do not need to re-copy-paste when tweaking.
+
+## Crafting Recipe
+
+
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/mass-placement.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/mass-placement.md
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+---
+navigation:
+ title: Mass Placement
+ parent: wrench/index.md
+ position: 3
+---
+
+# Mass Placement Mode
+
+The mode for building out large, repetitive setups in one action. You mark a rectangular area with two corners, choose which block type inside that area should receive nodes, then place configured nodes on every valid matching block.
+
+Switch to Mass Placement with **Modifier Key 1 (default: Shift) + Mouse Wheel**. The HUD overlay shows the current wrench mode.
+
+## Select an Area
+
+Use **Secondary Interaction (default: Right Click)** on a block to set the first corner, then on another block to set the second corner. The wrench draws a green cuboid border around the selected area so you can see exactly what will be scanned.
+
+- The selected area is stored on the wrench until you clear it or place nodes.
+- Selections are **per-dimension**: an area selected in the Overworld does not apply in the Nether.
+- The selected area can contain up to **10,000 blocks**.
+- Starting a new area is simple: use Secondary Interaction again after both corners are set, and that interaction becomes the new first corner.
+
+## Open the Placement Menu
+
+Open the Mass Placement menu with **Modifier Key 1 + Secondary Interaction**. This works on blocks and in air, so you do not have to aim away from your build.
+
+Once two corners are selected, the menu lists block types inside the area that can accept a node. Pick the block type you want, such as chests, barrels, furnaces, or machines. Blocks without item, fluid, or energy capability are not shown.
+
+Only the chosen block type receives nodes. Other blocks inside the green cuboid are ignored.
+
+## Placement Limits
+
+The area can be large, but a single placement run creates at most **2048 nodes**. If more than 2048 matching capability blocks exist, the menu count shows the cap and placement stops at 2048.
+
+The menu shows:
+
+- Selected area size.
+- Nodes required for the chosen target block.
+- Required Logistics Node items.
+- Required filters and upgrades from the clipboard template.
+- Whether the placement can currently run.
+
+## Place Nodes
+
+Use **Primary Interaction (default: Left Click)** on **Place Nodes** and the wrench:
+
+1. Pays the required items out of your inventory or the linked AE2 or Refined Storage network.
+2. Places a node on every valid matching target block, up to 2048 nodes.
+3. Applies the clipboard template to every newly placed node: channels, filters, upgrades, label, and network.
+
+If a selected target block changes before placement, the menu re-checks it. Invalid blocks are skipped and no node item is consumed for them.
+
+If required items are missing, a linked backend can autocraft them. The request reserves existing inventory and network items first, returns them if placement becomes invalid, and keeps the wrench bound to its original network for the whole request.
+
+## Template + Label Sync
+
+Every node placed in a Mass Placement run inherits the clipboard template **including its label**. That means the whole batch lands already in the same label group, with no post-configuration needed.
+
+Typical workflow:
+
+1. Build a template in the [Clipboard Editor](copy-paste.md#clipboard-editor) or copy from a working node.
+2. Give the template a label like `furnace_row`.
+3. Switch to Mass Placement and use Secondary Interaction on two corners around the build area.
+4. Use Modifier Key 1 + Secondary Interaction to open the menu.
+5. Choose the target block type.
+6. Use Primary Interaction on **Place Nodes**.
+
+Every node that appears already has nine configured channels, the right filters, the right upgrades, and the shared label. Future edits to any one of them propagate to all the others automatically.
+
+## Good to Know
+
+- Mass Placement can place bare nodes without a clipboard template, but copied templates are what make it useful.
+- The in-menu **Clear** button wipes the selected area and target block without placing anything.
+- The target block choice is recalculated from the current world when the menu opens, so broken or replaced blocks are handled before placement.
diff --git a/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/wrench-mode.md b/projects/assets/logistics-network/26.1/guides/logisticsnetworks/guide/wrench/wrench-mode.md
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+---
+navigation:
+ title: Wrench Mode
+ parent: wrench/index.md
+ position: 1
+---
+
+# Wrench Mode
+
+The default mode. If you just crafted a wrench and picked it up, it is already in this mode. Use it to open node settings, remove or place nodes, and link an AE2 or Refined Storage network.
+
+## Open Node Configuration
+
+Use **Secondary Interaction (default: Right Click)** on a placed node with the wrench in Wrench mode. The node configuration screen opens and you can edit all 9 channels, filters, upgrades, labels, and so on.
+
+Use **Modifier Key 1 + Secondary Interaction** on a compatible block without a node to place one. The wrench first consumes a Logistics Node from your inventory, then checks the linked storage network, and finally requests autocrafting when a pattern is available.
+
+## Remove a Node
+
+Use **Modifier Key 1 (default: Shift) + Secondary Interaction** on a node with the wrench. The node is removed and drops back as a Logistics Node item. Any filters and upgrades installed on the node also drop at the node's position, so nothing is lost.
+
+This is the clean way to pick up a node. Breaking the block the node is attached to also removes the node, but Modifier Key 1 + Secondary Interaction is preferred — you stay in control of which side of the block the node was on, and you do not need to break and replace the block itself.
+
+## Storage Linking
+
+With Applied Energistics 2 or Refined Storage installed, use **Modifier Key 1 + Secondary Interaction** on an active block from that network to toggle the wrench link.
+
+- A wrench holds exactly one storage link: either AE2 or Refined Storage.
+- Use the same linked endpoint again to unlink it.
+- Trying another endpoint while a link exists leaves the original link unchanged and tells you to unlink first.
+- The HUD and tooltip show which backend is linked.
+- Linked storage supplies node placement, mass placement, clipboard and label upgrade synchronization, and the upgrade picker. Missing items can be autocrafted when the backend supports it.
+
+Refined Storage actions honor its extract, insert, and autocrafting security permissions.
+
+## Good to Know
+
+- Copying and area selection remain in the other wrench modes.
+- Switch to another mode any time with **Modifier Key 1 + Mouse Wheel**; the HUD overlay updates to show the new mode.