Create: Wareworks 0.5.0-alpha
Curse Maven Snippet
What's new
Added
- Order something whose ingredients have to be made first. Ask a terminal for a chest when the warehouse holds nothing but logs, and it works: at the moment you click, the warehouse looks at the patterns your production stations hold and works out the whole chain — planks from logs at your saw, the chest from those planks at your crafter — and then either creates every step at once or refuses the click and tells you the item that is really missing ("Oak Log is missing"). Nothing moves until the whole chain is possible, so the crane never starts carrying logs for something it could never have finished
- Every step is an ordinary production order at one of your own machines, and every intermediate travels through a real storage location. The crane brings the logs to your saw, the planks come back through a warehouse input and are stored in a rack, and the crane then fetches those very planks to the next machine. No machine-to-machine shortcut, nothing held invisibly: Wareworks still orders, and your machines still make everything
- A step that is waiting for an earlier step is handed nothing at all. A machine cannot run on half a set, so a chain that goes wrong does not leave part-sets of ingredients sitting in three of your machines. And an order waiting for its own chain never times out — what takes time is the step below it
- The terminal shows a chain as one line, with the step that is actually working named on the right ("now: Oak Planks"). Click that line and you get every step with its state and the rack address of the machine it runs at, so you know which block to walk to; one button gives the whole chain up, after saying exactly what that costs — how many steps really end, how many ingredients were already delivered to your machines, and that the warehouse will then stop making the item until you resume it at the machine. A step that already has its ingredients in a machine is left running, so its product still comes back, and the panel does not count it. Giving up on any one step ends the chain, because the steps above it are waiting for something nobody will make now
- A refusal finally names the item. Ordering something the warehouse cannot make used to answer "not in stock" about the thing you clicked. Now the answer is "Oak Log is missing", "Making Oak Planks is stopped", "No room for Oak Planks", "The chain loops at Iron Ingot" — and a click the racks could only serve in part shows the same sentence beside what you did get
- How long a chain may be is up to your machines, not to a depth setting. Two server settings bound it instead:
maxProductionPlanSteps(how many orders one click may create, the ordered item's own included — set it to 1 to switch chains off completely) andmaxPlanIngredientItems(how many ingredient items one click may put into your machines, over every step — the number that really bounds what one click can lose). A click that is too large is made smaller rather than refused, and one run is always allowed. A chain that would come back to an item it has already made — two patterns that are inverses of each other — is refused before anything is converted - A redstone request can start a chain too, one at a time per output, so a clock cannot stack chains into the same machines while the first one is still working. A stock rule's minimum still orders one level deep, as before
- If a machine eats a batch, the warehouse now stops making that item whatever ordered it — your own click, a redstone request, a step of a chain or the warehouse's own restocking. It also stops planning it, so the next click cannot quietly rebuild the same chain into the same broken machine, and a stop that no stock rule is behind is never forgotten by itself
- And you can see that stop, and lift it, where the machine is. The production station in front of it lights a red ring around its openings, its goggles read "Stopped products: 1 / Ingredient items not recovered: 4", and its screen shows a red row and tints the pattern that makes the item. Sneak-right-click the station (with anything at all in your offhand), or click that red row, and the warehouse makes the item again — and it tells you how many ingredients were delivered and never came back. The controller's goggles and an aisle display count the same thing, in the same words, on an aisle with no stock keeper at all
- A Ponder scene, "Chains of Production Orders", on the warehouse production station and the warehouse terminal alike: a warehouse holding only logs, one click that plans the whole chain, the step that is handed nothing while an earlier one runs, the planks coming back and being stored in a rack, and only then the second machine making what you ordered
- Existing worlds are unchanged. A production order saved before this version reads back as exactly what it was, and a warehouse that runs no chains looks the same as it always did, down to the order lines in its screens
- Optional chunk loading for aisles that have work. A warehouse does things on its own now — it refills its own minimums, hands surplus out through a port and fetches a machine's result back into storage — and all of that used to stop the moment you walked away. An aisle can now hold its own chunks loaded while it has something to do: a crane job, an open request or a production order, an automatic restock included. Walk away mid job and come back to a finished one
- This is a chunk loader, and it ships switched off. Nothing about it happens until a server operator raises
chunkLoading.maxTicketedAislesPerLevelin the server config, and a server that leaves it alone behaves exactly as before: the crane pauses while its chunks are away and continues when they come back - Bounded, and going over a bound costs nothing. Three caps — how many aisles of one dimension may hold at once, how many chunks one aisle may hold, and how long a single hold may last (one hour by default) — and an aisle over a cap holds nothing at all and works exactly as it did before, saying which cap stopped it and with which numbers. Lower a cap under an aisle that is already holding and it lets go. Every aisle lets go as soon as it is idle, after a short linger so a busy warehouse cannot make the tickets flap
- Held chunks grow no crops and spawn no mobs. They tick blocks and block entities — the crane, the controller and your own furnaces, funnels and belts — but not random ticks, mob spawning or inhabited time. This loads a warehouse, not a farm
- You can find and free every chunk the mod holds. The warehouse controller's goggles say whether this aisle is
holding, how many chunks and why, or what is stopping it; an aisle display shows the count while it holds; and
/wareworks chunks(permission level 2, the same as/forceload) lists every holding aisle of every dimension with its reason and age, next to how many chunks block tickets of any mod hold there and how many are force-loaded in total.release <x y z>frees one aisle in the dimension you run it in, andrelease allfrees every dimension and leaves nothing at all holding./forceload querycannot see a mod's tickets, which is why this command exists - Nothing outlives its owner. Break, replace or remove a warehouse controller and its chunks are released in the same tick. A hold deliberately survives a restart, so a job that was running is still running afterwards — as a single chunk until the controller has confirmed there is still work, and dropped with a line in the log if the controller is gone. An aisle that let go because its hold ran out of time, or because you released it, stays that way across a restart as well
- A separate opt-in,
chunkLoading.maxCollectHoldAislesPerLevel, keeps a running collection from a machine alive across the gap between one output and the next. It is off by default and honest about its limit: an idle aisle with nothing pending unloads and will not see a machine that starts producing later - Existing worlds are unchanged. The only thing Wareworks writes for this is a note on a controller that has let go of work it could not finish, so that it stays let go after a restart; the hold itself is not stored at all
Changed
- The default of the server setting
maxProductionOrdersrose from 8 to 12, because a chain holds one production order per step and eight slots made a three-step chain plus one automatic restock the whole aisle. A chain that does not fit into the free slots is refused with "too many production orders are running" instead of being started - "Paused after a lost batch: 1" on the warehouse controller's goggles and "Rules paused: 1" on an aisle display are both "Stopped products: 1" now, the same line the production station shows. Since a lost batch of any order stops an item, that count includes items no stock rule governs at all — on an aisle without a single stock keeper the old wording was simply false, and one number a player meets on three surfaces has to be recognisable as one state
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

