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Create: Networking

Adds Create-style rotational network limiters, contract anchors, and overload protection for shared power systems.
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createnetworking-0.1.5.jar

File namecreatenetworking-0.1.5.jar
Uploader
OrdoviciumOrdovicium
Uploaded
Aug 9, 2026
Downloads
17
Size
13.1 MB
Mod Loaders
NeoForge
File ID
8612782
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-networking-1604105:8612782"

Learn more about Curse Maven

What's new

# Create: Networking 0.1.5
## Economics Storage & Market Hotfix

First of all: I want to apologize for the broken storage/market functionality in the previous release.

Economics Part II is one of the largest updates I have released for Create: Networking so far, and unfortunately an issue slipped through where connected warehouse inventories could be detected by individual Economic Links but would not correctly appear inside the Economic Controller's Market.

Thank you for your patience while I tracked this down.

## Fixed: Economic Storage Networks

Economic Controllers can now correctly recover and recognize connected Economic Link storage trees.

This includes:

- Root Economic Links correctly reconnecting to their Economic Controller
- Child Economic Links remaining part of the storage hierarchy
- Connected Create Item Vault inventories being detected correctly
- Storage branches recovering more reliably after world reloads
- Improved recovery when an Economic Controller is replaced or reconnected
- Existing storage networks no longer depending entirely on temporary controller-side state

Economic Links now also help re-establish their relationship with their controller, making larger storage networks considerably more resilient.

## Fixed: Warehouse Items / Market

This was the main issue addressed by this hotfix.

The server was already detecting the warehouse correctly, but the Economic Controller client interface could still receive an empty Market inventory.

The Market now receives its warehouse inventory through a dedicated server-to-client synchronization path while the Economic Controller is open.

Connected warehouse items should now correctly appear under:

**Economic Controller → Market → Warehouse Items**

including their live stored quantities.

Large Economic Link storage trees with multiple Vault branches are supported.

## Create Stock Link Integration

Create Stock Links connected to individual storage branches are now discovered through the Economic Link network more reliably.

The top/root Economic Link acts as a relay and does **not** require its own Stock Link.

Stock Links should be attached to the actual storage branches / Vault systems.

## Storage Recovery Improvements

Several additional safeguards were added during debugging:

- Storage roots can recover after reloads
- Loaded Economic Links can re-register with their controller
- Storage branches periodically confirm their active controller relationship
- Local Vault inventory snapshots are used consistently
- Market data and physical storage data are kept more reliably synchronized

These changes are especially intended to make larger multiplayer warehouse setups more robust.

## UI Fix

Removed the duplicate category name shown above the category rename field in the Market Category Editor.

## Beta Notice

Create: Networking is still in beta.

Economics Part II introduced a very large number of interconnected systems, and there may still be edge cases, UI inconsistencies or setups I have not encountered yet.

If something behaves incorrectly, please report it rather than assuming it is intended.

Bug reports, screenshots, reproduction steps and suggestions are extremely helpful.

And again: sorry about the broken Market functionality in the previous upload. I wanted to get this hotfix out as quickly as possible once the issue was confirmed.

Thank you for testing Create: Networking. ❤️

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