Create: Colony Logistics

Automated bridge between MineColonies and Create Logistics.

File Details

create_colony_logistics-1.2.6.jar

  • R
  • May 8, 2026
  • 930.24 KB
  • 1.7K
  • 1.21.1
  • NeoForge

File Name

create_colony_logistics-1.2.6.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:cclogistics-1466643:8058932"
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This was suppose to be a hotfix but I got inspired and carried away..

New Features & Additions Manual "Force Dispatch" Override: Added a new [Send] button to the Freight Tracker and Portable Tracker UIs. If a colony Crafter (like the Blacksmith) claims an order, but you already have the required items sitting in your storage, the UI will now display [In Stock] and allow you to instantly bypass the crafter's queue with the push of a button.

Enhancements & Optimizations Packer Agent Skill Scaling: Upgraded the Packer Agent AI! They now actively utilize their Stamina skill level to carry multiple packages at once, significantly boosting depot efficiency.

Native Pathfinding Integration: Overhauled worker AI to natively use the core Minecolonies pathfinding system. This greatly improves server performance and results in smoother, more continuous movement around the colony.

Tracking Logic Overhaul: Completely rebuilt the backend tracking logic for how packages are scanned, routed, and displayed, ensuring a much more accurate and responsive logistics network.

Bug Fixes Colonist Freezing Fix: Resolved a critical AI deadlock issue where colonists could freeze up and stop working during complex logistics requests.

Generic Item Name Fix: Fixed a bug in the Freight Tracker where out-of-stock tools or items would incorrectly display generic fallback names (e.g., "Any Tool") instead of the exact physical item requested.

Ghost Request Fix: Fixed an issue where the system would sometimes display requests that were already completed, or show raw materials that were currently being handled by local crafters.