Description
Create: Colony Logistics
Bridge the gap between your automated factories and your growing town!
š Important Links
- š¬ Discord Community - Get help, share blueprints, and chat!
- š Official Wiki & Setup Guide - Read this before you start!
- š Issue Tracker - Report bugs here.
š¤ What does this mod do?
Have you ever built a massive Create factory, only to realise your MineColonies citizens still need everything handādelivered?
Or hit MineColonies level 3 and suddenly your Builder wants enough materials to construct the Taj Mahal twice over?
You know the drill:
128 million trips between your Create storage and your colony.
Your feet hurt, your brainās gone feral, and somehow you still forgot that one flower you promised yourself youād grab.
Not anymore.
Create: Colony Logistics acts as a digital and physical bridge between Create and MineColonies, fully automating your supply chain so you can finally sit back with a cuppa and watch your colony thrive.
š§ The Brains: Logistics Coordinator
Your Logistics Coordinator constantly scans your colony.
When a Builder needs 64 Oak Planks, the Coordinator:
- Checks your Create storage
- Requests the items
- Packages them
- Sends them straight to your colonyās Warehouse
You donāt lift a finger.
You just sip your cuppa and enjoy the view.
š The Transit: Automated Train Handling
Your Create factory boxes up the requested items and loads them onto a train bound for your colonyās Freight Depot.
When the train arrives:
- Packer Agents walk to the train
- Grab the boxes
- Unpack them
- Deliver them directly into the Warehouse
No belts.
No funnels.
No spaghettiāmonster contraptions.
Just clean, elegant logistics.
š¦ āBut my Warehouse is overflowing!ā
Ah yes ā the MineColonies classic.
Your Warehouse fills up with wheat, leather, food, random bits your citizens produce⦠and suddenly youāre the one hauling everything out just to make room for the next big build.
Good news: the Logistics Coordinator handles that too.
You can set a stock limit for any item in the Warehouse.
Example:
Want to keep 128 wheat on hand? Done.
Anything above that?
- Automatically collected
- Boxed up
- Shipped back to your Create storage
And when you need it again?
Itāll be reāimported instantly.
No more emergency cleanup runs.
No more āwhy do I have 9,000 carrots?ā
Just a tidy, wellābehaved Warehouse that always has room for your next architectural masterpiece.
Now go enjoy your cuppa ā and grab a biscuit while youāre at it. Youāve earned it.
⨠Key Features
š Fully Automated Train Handling ā Citizens physically load and unload Create trains.
š· Fully Animated Crew ā Coordinators, Packer Agents, and Freight Inspectors with statābased efficiency.
š¢ Custom Buildings ā Freight Depot, Foremenās Hut, Logistics Controller.
š§ Smart AI (āColony Firstā Rule) ā If your Carpenter can craft it, the mod only imports the raw materials.
ā Railway Safety ā Track Clearance ghostāblocks keep colonists safe from trains.
^^ To go with this for the people who don't just want an invisible block (or lose where they placed them š¤£)
We now have ballast blocks and slabs. They work exactly the same as the track clearance blocks, but you place them underneath the track and they will keep the colonists off them. They can also work with the mechanical roller!!!
The Track Clearance block now also has a visual texture when you hold the block in your hand and can be waterālogged too!
š”ļø Customs Protection ā Builtāin timers prevent infinite import/export loops.
š§ Dependencies
- NeoForge (1.21.1)
- Create
- MineColonies
- Optional: Create: Applied Kinetics, Create Stockpile Switch support included
