Create: Wareworks 0.4.0-alpha
Curse Maven Snippet
What's new
Added
- The Warehouse Output is now the warehouse's general port. It still requests the item in its filter slot, but it can also accept: hold right-click with a wrench on the port's own box to turn it around, and the crane brings it the items that arrived at a warehouse input and would otherwise be stored. What you build behind it — a belt, a furnace, a way back to a farm — decides where they go; Wareworks itself never destroys anything, and a full port simply lets the input back up
- An accepting port has a rank. A negative rank makes it an overflow: every storage location wins over it, so it only ever gets what the warehouse cannot keep — which is what a stock rule's maximum finally has an outlet for. A positive rank makes it a diversion: it takes incoming items before they are stored. The filter still says which items the port handles at all, and a port without a filter takes anything
- Every port now says when it acts: hold right-click on the filter slot and pick a row — on a pulse (one action per redstone edge, as before), while powered, or unless powered. A requesting port set to "while powered" keeps itself topped up with never more than one trip in flight, so a machine stays supplied without a redstone clock; an accepting port set to "unless powered" works with no wiring at all, and a single lever switches it off
- You can see a port's direction without goggles: an accepting one turns andesite around the opening the crane reaches into and on its back spout, and its rank is drawn on the plate on the back. Goggles add the rank, which items it accepts, its redstone setting, whether it is active right now and how many items it has handed over; the controller counts "Accepting ports", and an aisle display shows the same number
- A Create clipboard copies a port's whole policy — filter, amount, redstone behaviour and rank — onto the next port, and copying an unconfigured port resets a configured one
- The crane now says "Handing over" instead of "Storing" while it carries items into an accepting port, in goggles and on a Crane Status display
- Two Ponder scenes for the port: "Supplying a Machine from a Warehouse" and "An Overflow for a Warehouse" — the second one also appears on the Warehouse Stock Keeper, because a maximum is what makes an overflow useful
- Existing worlds are unchanged. A warehouse output placed before this version is a port that requests on a pulse, which is exactly what it did, and it writes nothing new into your save until you configure it
- Storage locations have a priority: hold the click on a warehouse interface's filter slot to set a number from 0 to 9, and among the locations that are equally suitable the crane fills the highest one first — so a large vault filtered to cobblestone takes the cobblestone before the general chests do, and a rack by the door fills before the far end of the aisle
- A priority decides only where new items go. It never overrules a filter and never mixes item types: a dedicated location and a location that already holds the item still win. Retrieval always takes the nearest source, raising a priority never moves what is already stored, and a running crane job keeps its target
- The number is drawn on the block itself while it is not 0, and read by goggles on the interface ("Priority: 5") and on the controller ("Prioritised locations: 3"). A Create clipboard copies a location's filter and priority together — and copying a location that has neither clears both on the location you paste it onto, so a whole rack wall can be set up, and reset, in a few clicks
- A port can also collect: point one at the chest, barrel or buffer a machine drops its result into, set the Collect row on the port's wrench box, and the crane reaches through the port, takes the items and stores them. No belt, no funnel and no arm on the way back — the warehouse fetches by itself, which closes the loop for production: the crane brings the ingredients, your machine works, and the crane brings the result home
- A collecting port uses the settings you already know: its filter says what is fetched (without one it takes whatever that side of the machine hands out), and the redstone rows say when — on a pulse, while powered, or unless powered, so it works with no wiring at all and a lever stops it
- It stops by itself where it should: at a stock rule's maximum nothing is collected, a full warehouse simply leaves the items in your machine, and a port pointed at an inventory the aisle already counts as a storage location says so instead of shuffling one chest around the aisle for ever. Nothing is ever pushed into your machine, and collected items are only ever stored — never handed back out through another port
- Your own requests always come first: collecting is planned after everything a player or a production order is waiting for, and several collecting ports take turns with each other and with the warehouse inputs, so nothing starves
- You can see it from the aisle: a collecting port turns copper where the crane reaches in. Goggles show what it collects, what its last look into the machine found that it may fetch ("Ready: 24"), how many items it has fetched and — while the warehouse will not take them — why not, so a full warehouse or a stock rule's maximum can be read at your machine instead of at the controller; the controller counts "Collecting ports", an aisle display shows the same number, and the crane says "Collecting" while it does
- A Ponder scene, "Collecting from a Machine", which also appears on the Warehouse Production Station
- New server config key
collectPollIntervalTicks(default 20): how often a controller looks into the inventory behind a collecting port when the machine does not announce its changes, e.g. a furnace
Changed
- The controller's four "why nothing was stored" lines no longer say "the input items", because items now also arrive through a collecting port: they read "no storage location accepts these items", and the same wording in German
This mod has no additional files

