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Create Wareworks

Build real automated warehouses for Create. Stacker cranes physically store and fetch your items along rails. Nothing teleports. Order from a terminal, sort chests with Create filters and let your own machines produce on demand.
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Create: Wareworks 0.9.0-alpha

File namecreate-wareworks-1.21.1-0.9.0-alpha.jar
Uploader
XantarsXantars
Uploaded
Oct 8, 2026
Downloads
11
Size
1.6 MB
Mod Loaders
NeoForge
File ID
9097842
Type
A
Alpha
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-wareworks-1699395:9097842"

Learn more about Curse Maven

What's new

Added

  • A rack bay is the storage location itself, with no interface in front of it. Every storage location this mod had was an inventory plus a warehouse interface carrying its address, its filter and its priority, so a rack wall was a wall of chests with interfaces in their faces — fifty locations, a hundred blocks. A bay is one block that is the location: it carries its own address, its own store filter and its own storage priority, and the crane reaches into it through its open front. The interface is unchanged and still the right answer for the long tail you own three of — swords, enchanted books, anything a whole bay per type would waste — and both kinds of location live side by side in one aisle. One thing is different from a chest, and it is the point of the block: a bay holds one item type at a time. Give it a filter and that is what belongs there; leave it unfiltered and it takes the first type that arrives and keeps it until the bay is empty again. A second type is simply refused — your hand keeps the item, a funnel backs up instead of hammering the block, and the warehouse plans that delivery somewhere else
  • Material decides how much a bay holds, and a server can move the whole curve. A wooden bay holds 64 stacks of its one item type, an andesite one 256 and a brass one 1,024 — 4,096, 16,384 and 65,536 cobblestone. They are counted in stacks rather than items, the way Create counts an Item Vault, so one number stands on the block whatever is in it. All three live in a new storage section of wareworks-server.toml — woodBayStacks, andesiteBayStacks and brassBayStacks — beside the aisle, crane, stations, controller and chunkLoading sections a modpack already tunes. Lowering one below what a bay already holds never destroys anything: that bay keeps every item and accepts nothing more until it has drained
  • Fill and empty a rack bay with your own hands. Right-click it with an item and one goes in; hold Shift and a whole stack goes in. Right-click with an empty hand and one comes back out; Shift and you get a stack. The same two amounts in both directions, exactly what a plain click and a Shift click already mean at a warehouse terminal. There is deliberately no "take everything": a bay holds up to a thousand stacks and your pockets do not, so emptying one in a single move is what breaking it is for. Nothing is ever lost on the way — you only ever get what fits, and what the bay really took is what leaves your hand. The little filter box in the middle of the face still keeps every click that hits it, a wrench still turns the bay, a clipboard still copies its filter and priority onto the next bay, the Mechanical Arm item still places an arm, and any bay — rack or fluid — is always placed against the one you clicked rather than stored in it, which is how a wall grows. Two things to know: while a bay would accept what you are holding, clicking it — plain or with Shift — puts the item in instead of placing a block against it, so aim at a neighbouring block for that; and a bay you have renamed an item for will tell you that aisles are named at a controller or an interface, rather than swallowing the item
  • The goggles read a rack bay out loud. Look at one through Engineer's Goggles and it names itself — "Brass Rack Bay" — then tells you where it stands, what may go in, and last what is in it: "Cobblestone 4,096 / 65,536" and "Capacity: 1,024 stacks". A bay nobody has filtered says "Takes the first item that arrives" while it is empty and "Holds Cobblestone until it is empty" once something has landed in it, so you can always tell the item the bay decided on from the one you set with a filter. A bay carrying a stronger one above it says in gold that the rack above it is overloaded, which is why the warehouse stores nothing there — and it still hands out everything that is already inside
  • Break a full rack bay and nothing is lost: the load lands on a pallet. A bay holding a thousand stacks cannot simply spray them across the floor — that would be thousands of item entities for one block, and a whole wall of them would bring a server to its knees. So breaking a bay resets it: you get an empty bay back and the whole load lying in front of you as a single pallet — wooden boards over three runners with the goods standing on them — with the item and the count written above it so you can see at a glance that everything is still there. You refill by hand, stack by stack, with the very gesture the bay uses: right-click the pallet with an empty hand for one item, Shift for a whole stack. A pallet cannot be picked up, pocketed or put back as a filled bay — carrying a thousand stacks in one slot is exactly what this is not — but you can shove it across the floor to wherever you want it
  • A pallet does not evaporate, burn or drown. It never despawns, however long you leave it; it shrugs off fire, lava, an explosion and anything else that could damage it; it floats in water; and it survives saving, reloading and the chunk around it being unloaded with its load intact. The one way to lose one is to push it into the void, which writes a line into the server log saying exactly what fell and where. A vanilla hopper underneath will drain a pallet for you, item by item, and so will a Deployer — but Create's belts, chutes, funnels, depots and ejectors cannot see a pallet at all, which also means none of them can ever make one disappear
  • A funnel, a chute, a belt or a hopper fills a rack bay directly — and that is new. Until now the only automated way into a warehouse was a warehouse input and the crane, because an interface deliberately offers a machine nothing at all. A rack bay offers its contents on every face, so a Create funnel, a chute, a belt or a plain vanilla hopper fills it and empties it where it stands, with no input station and no warehouse anywhere near it. Nothing about the rules bends for that: a machine moves items one real handler call at a time into the block in front of it, nothing teleports, and the warehouse is merely told that the bay changed — in the same tick, which is a better answer than a chest behind an interface has ever had. A Mechanical Arm is the one machine that cannot reach a rack bay: clicking one with the arm item places an arm, as it does on a rail
  • A bay refuses to be placed where it would carry something stronger. The rule is that a bay may carry nothing stronger anywhere above it, and you meet it while building rather than in a tooltip: try to put a wooden bay under an andesite one and the block is not placed, the item stays in your hand, and the action bar says "A rack bay may carry nothing stronger above it". That is what makes upgrading a wall a rebuild from the bottom up. A column that a command or a world edit put in the wrong order is not broken either — the bay underneath keeps every item in it, still hands them back out, says in gold through goggles that the rack above it is overloaded, and only stops being offered new goods
  • Rack bays you can craft, hold and look at. All three stand in the Wareworks creative tab, directly after the warehouse interface, and the wooden one is the cheapest thing this mod makes after a rail: six planks and two andesite alloy, with no machine anywhere in its chain, so you can put a wall of them up the same evening you make your first andesite alloy — a better barrel, long before there is a warehouse. The ladder is the same frame one material up: six andesite alloy and two andesite casings for the andesite bay, six brass sheets and two brass casings for the brass one, for four and sixteen times the capacity
  • A wall of rack bays looks like pallet racking, not like a stack of crates. A bay standing on its own is a rack frame: an upright at each end, a load beam across the front and back, the pallet on it, and the bay open towards the aisle so you can see what is in it. Put two side by side and they share the upright between them instead of each bringing one, so a wall grows into a single structure the way real pallet racking does — uprights at an even pitch, the beam lines running unbroken from one end of the wall to the other, and nothing in the middle of it that reads as the edge of a box. It works in every direction a bay can face, up every column, and around a corner where two runs meet: two runs that look different ways are two racks, and they keep their own ends. A bay that carries something stronger above it still looks exactly like one that does not
  • And you can see how full one is from across the room. The goods on the pallet grow in four steps as the bay fills: a single carton when there is anything at all in it, cartons across the whole pallet when it is nearly full, one more stacked on top when it is full. It is part of the block itself rather than something drawn on top of it, so it is still there at any distance — walk past a rack wall and you can read which bays are still worth filling without goggles and without opening anything. The level is a fraction of that bay's own capacity, so a wooden bay's worth of cobblestone fills a wooden bay and barely covers the pallet of a brass one. The three materials are the same rack in three colours — wood, andesite, brass — so a wall says what it is made of at a glance
  • And up close a rack bay says what is in it, not only how much. Stand in the aisle and the item a bay stores is there at the mouth of the bay, in front of the goods: a block of cobblestone, a sheet of paper standing up facing you, an iron ingot, whatever that location is for. Walk an aisle and you can read what every bay holds without goggles, without a terminal and without clicking anything. Flat things stand up so you can see them, blocks stand the way they do in the crane's grabber and at the same size, so nothing changes size when the crane sets it down — and a furnace faces you rather than showing you its back. Step away and the items stop being drawn while the cartons on the pallet stay, which is the whole idea: from across the warehouse the shape says how full every bay is, and from the aisle the item says what it is. That cut-off is Create's own filter item render distance in the client settings, ten blocks by default, and it is shared with the warehouse interface's filter for a reason — a warehouse places bays by the hundred, and drawing a hundred items from sixty blocks away is frames better spent on the crane
  • A rack bay that no warehouse serves says so, and says it is fine. Standing on its own it reads "Not part of an aisle" and, under it, "A rack bay works by hand with no warehouse" — because that is the whole point of the block: it is worth building long before there is a crane, and nothing about it is broken until one arrives. Build the wall first and the aisle later; the moment a crane can reach it, the same block shows its address instead
  • Three Ponder scenes teach the rack bay, and they teach the block before the warehouse. Hold W over any of the three bays and the first scene shows one bay standing on its own with no crane, no controller and no rails anywhere: how a click puts one item in and Shift a whole stack, how an empty hand takes them back out, how the load on the pallet grows as it fills, how a bay keeps the first item type that lands in it until it is empty, and what breaking a full one really does — the empty block back and the whole load on one pallet, with the count written above it. The second builds a rack wall out of all three materials and shows the rule that decides how you upgrade one: a bay carries nothing stronger above it, so a wall is rebuilt from the bottom up, and a column that a command put in the wrong order keeps every item in it and only stops being offered new ones. Only the third brings a warehouse: rails laid in front of a bay somebody had already filled by hand, what each bay is called afterwards, the crane reaching in through the open front of the empty one beside it, and why a chest behind an interface is still the right answer for the things you own three of. All three scenes have real goods in them, so the cobblestone a bay keeps is something you watch arrive and watch being refused rather than something a caption claims: the first bay shows it the moment the first one goes in, the wall is a wall with stock in it, and in the aisle the hand-filled bay shows what a hand put there while the bay beside it stays empty until the crane delivers into it. The order is deliberate — a wooden bay costs six planks and two andesite alloy and needs no machine at all, so most players will meet this block long before they own a crane. The scene also says the one thing you would otherwise find out the hard way: a vanilla hopper underneath a pallet drains it and a Deployer can, while Create's belts, chutes and funnels cannot see a pallet at all
  • A fluid bay is the same block for fluids: a storage location that is a tank. One fluid bay holds one fluid, 64 buckets in copper and 256 in brass, with its own address, its own filter and its own storage priority — so a tank wall is one block per 64 buckets instead of a multiblock. For scale: a Create Fluid Tank holds 8 buckets per block, so a copper bay is eight of them and a brass bay holds more than a 3×3×3 tower of them. There is deliberately no wooden and no andesite one: in Create fluids are copper, and a wooden barrel of lava is an explanation nobody should owe. The two stand in the creative tab right after the three rack bays, and they are the rack bay's own frame with its open middle filled in: seven copper sheets and two copper casings for the copper bay, seven brass sheets and again two copper casings for the brass one — the brass bay takes copper casings rather than brass ones, which follows the vessel inside it: it is copper in both tiers, as a tank in Create is. A bay behaves like its item sibling everywhere it can — it carries nothing stronger above it, so a tank wall is rebuilt from the bottom up when you upgrade it, and where a tank stands beside a rack of the same facing the two share the upright between them, because a wall is a wall. Both numbers are server config in the same storage section as the rack bays' (copperFluidBayBuckets, brassFluidBayBuckets), and lowering one below what a bay already holds never destroys anything: that bay keeps its fluid and accepts nothing more until it has been drained
  • Create's pipes connect to a fluid bay on every face but the one towards the aisle. That is the bulk route into one and the thing a tank wall is really for: one Mechanical Pump within range fills a brass bay from a lava lake, and a second one on the other side feeds a machine from it. The aisle face carries no pipe connection at all, so a pipe can never end up in the crane's lane and the face you click keeps its own meaning. Whether a pipe may also draw fluid off a bay is a new key in the same section, fluidBayPipeExtraction, on by default — set it to false for a one-way tank that pipes may only fill. Filling is never affected by it, and neither is anything you do by hand. One thing is different from a rack bay, and it follows from how containers work: a Funnel, a Chute, a Belt or a Hopper cannot fill a fluid bay. A funnel handing a bay a lava bucket would have to be given the empty bucket back, which a funnel does not read — it would take the lava and destroy your bucket — so a container reaches a fluid bay only through a pipe, your own hand, or the crane's own handling head. A bay also takes one fluid at a time, the way a rack bay takes one item type: put a bucket of something in its filter slot and the fluid inside that bucket is what belongs there, or leave it unfiltered and it takes the first fluid that arrives and keeps it until it is empty again
  • You read a fluid bay by looking at it: the level is the readout. A fluid bay is the rack bay's own frame — the same beam at every level, the same posts, and the same shared upright where a tank stands next to a rack — with a copper vessel where a rack bay carries its pallet, open towards the aisle. The fluid stands in that vessel and is drawn in the fluid's own colour, so lava glows, water is blue, and a tank that holds a quarter looks like a tank that holds a quarter. A bay with a single millibucket in it still shows a film, because "is there anything in this one at all" is the question you ask walking past, and an empty one shows a bare copper floor. A gas hangs from the rim instead of lying on the bottom. The vessel is copper in both materials and the frame around it tells you which bay it is, exactly the way a rack bay's pallet is wood in all three — in Create a tank is copper, so a brass rack holding a copper vessel reads as what it is. The tank stops just under the slot the crane's arm reaches through, so a crane fetching from a full bay passes over the fluid rather than through it
  • A tank wall is readable from across the room. The item drawn in a rack bay and the filter item on a warehouse interface fade out after ten blocks, because a warehouse places those by the hundred and each one costs a frame something whether you can see it or not. A fluid bay's level does not fade: it is the whole readout rather than a detail of a block you can see anyway, and a tank you have to walk up to in order to tell full from empty is not a gauge. So the fluid is drawn as far as any other block entity in the game, 64 blocks, and what that costs is bounded by how many fluids a warehouse holds — three or four — rather than by how many item types
  • Fill and empty a fluid bay with your own bucket. Right-click a bay with a filled bucket and it empties into the bay; right-click with an empty one and it fills from the bay. A container always moves whole — it is emptied completely or refused, never half — so a bay with less than a bucket of room left takes nothing rather than swallowing part of it, and a bay that holds another fluid simply says no. Hold a stack of sixteen empty buckets and one of them is filled and tucked into your inventory, which is how every tank in the game behaves. The face works exactly as a rack bay's does — the filter box, the wrench, the clipboard, the arm item, and a bay placed against the one you clicked. Two things differ: Shift has no meaning here, because a bucket is a bucket, so a sneaking click still places a block against the face as it always did; and a bay you have renamed an item for will tell you to name aisles at a controller instead rather than quietly empty your renamed bucket into itself. One surprise is deliberately gone: a plain right-click with a bucket of lava at a bay that cannot take it does nothing at all instead of pouring the lava against the front of your warehouse. That holds for a bucket in either hand — your off hand fills and empties a bay exactly as your main hand does. It does not hold for a sneaking click, which the game never offers a block at all: Shift keeps its own meaning here, so a sneaking click with a bucket pours it, the same way it does at any other wall
  • Goggles read a fluid bay out in full. Its material, where it stands in the warehouse — or that no warehouse serves it, which for this block is perfectly normal — which fluid belongs here, what is in it in buckets ("Lava 37.25 / 64 buckets"), its capacity, and whether pipes may draw from the back or only fill, which is stated either way so you never have to guess which it is. A bay holding less than a hundredth of a bucket says the millibuckets instead, because a tank that is being filled must not read as empty. A filter slot that names no fluid at all — a list filter, an attribute filter, an empty bucket — says so in gold and then says what the bay really does, so a bay you thought you had dedicated cannot look dedicated
  • A fluid bay warns you three times before you break it. Breaking one loses what is in it, exactly as breaking a Create Fluid Tank does: a fluid has no form it could drop as, so there is nothing to put the contents into. So the item description says it before you ever place the block, the goggles say it in gold while there is anything in it, and the first hit on the block puts it in your action bar, naming the fluid you are about to lose. None of the three stops you — a block you cannot break is worse than one that tells you the price — and the empty bay always comes back. Taking a bay away with a wrench names the fluid too, though a wrench is one click, so there that line arrives as the bay goes rather than before it. For a server owner the loss is also a single line in the log, with the fluid, the amount and the position, so an emptied tank wall is never a mystery. Commands that replace a block (/setblock, /fill, /clone, a structure) empty a bay silently, exactly as they empty a chest
  • The crane fills a fluid bay for you: a filled bucket goes in, an empty bucket comes back out as stock. Put a bucket of lava into a warehouse input and the warehouse carries it to a fluid bay that takes lava, the bay drains it, and the crane shelves the now-empty bucket in an ordinary chest or rack bay like any other item. The warehouse then holds lava as a fluid and a bucket as stock, with nothing pretending one is the other. A container is always moved whole — emptied completely or refused, never half — so you never end up with a quarter-full bucket nobody can stack, and the empty buckets you get back are ordinary stock you can pick up, craft with or set a stock-keeper minimum on. Nothing teleports: the crane really drives to the bay, really empties the bucket into it and really carries the empty one away, and the bucket is in exactly one place at every moment of the trip
  • A fluid bay takes a container of its fluid before any shelf does — and this one will surprise you. A bay that is dedicated to a fluid outranks every chest and rack bay for a container of that fluid, including one standing much closer to the input. So while a lava bay has room, a bucket of lava arriving at an input always goes into the bay and can no longer be kept on a shelf: if you wanted a crate of lava buckets for building, keep them out of the warehouse, or fill the bay to the brim first. The flip side is the part you want: a wall of fluid bays fills itself from one input without a single filter or priority anywhere else
  • Everything that is not a container of a bay's fluid stays ordinary stock. A bucket of water at a lava bay, an empty bucket, a bucket of milk, a block of cobblestone — all of them are shelved in a chest or a rack bay as the items they are, whatever room the bay has and whatever priority you gave it. An unfiltered bay is the one to watch: it takes a container of whichever fluid reaches it first and only that fluid afterwards, so put a filled container in its filter slot if you care which one it is
  • A bay with less than a bucket of room is never sent one, and the goggles say why. A container is emptied whole or refused, so a bay with 999 millibuckets free takes nothing from a bucket — and because its readout says "Lava 63.00 / 64 buckets", that refusal would look exactly like a lost bucket. Such a bay now says in gold "Less than a bucket of room: a whole bucket does not fit" while that is really the case. The warehouse never sends the bucket there in the first place: it is shelved as an item instead, and a pipe topping the bay up or drawing it down changes the answer the moment it happens
  • The warehouse now says how much of what fluid it holds. Until now the fluid was only on the bays themselves, so a tank wall was something you had to walk along and count. Look at the warehouse controller through Engineer's Goggles and two new lines stand under the item ones: "Fluid types: 2" and "Fluid stored: 60.00 buckets". They are a second pair beside "Item types" and "Items stored" and never mixed into them, because a warehouse that holds lava: 60 buckets and bucket: 17 has to be able to say both without either number pretending to be the other. A warehouse with no fluid bay shows exactly the tooltip it always showed — the two lines appear only once there is fluid to report — and a bay drained down to a few drops says "Fluid stored: 7 mB" rather than rounding itself down to nothing
  • A new Display Link source, "Fluid Stock", puts the fluid on a board. Point a Display Link at a warehouse controller or a warehouse terminal, pick it from the list beside "Warehouse Summary" and "Stock List", and the board writes one row per fluid, most first: "48.0B Lava", "12.0B Water". The unit is Create's own, so the Display Link's "shortened / full number" switch is what decides between buckets and millibuckets, exactly as it does for a Smart Observer on a tank. It is a source of its own rather than more rows on "Stock List" for the reason above: one number column cannot carry 17 buckets and 48,000 millibuckets and be read as one scale
  • "Warehouse Summary" gained a fluid line. Under the four rows every board shows — the warehouse and its status, the locations in use, the item types and the items stored — a warehouse that holds fluid now adds "Fluids: 2 · 60.0 B". It is the first of that source's optional rows, so a short board keeps it ahead of the aisle letters, the ports and the names, and a warehouse without a fluid bay writes the same four rows it always did
  • A Ponder scene teaches what becomes of the bucket. Hold W over either fluid bay — or over a warehouse terminal, where it is also listed — and "Fluids Travel in Containers" shows the whole of it in one scene, because this is the part of the mod you could not guess by looking at it: a bay filled by hand with a bucket, a pipe at the back doing the bulk work, the aisle that turns it into an ordinary storage location whose filter is a fluid, and then the loop — a bucket of lava dropped into a warehouse input, the crane carrying the whole container, the bay draining it, and the empty bucket coming back as ordinary stock in a rack bay beside it, with the warehouse counting the lava as a fluid and the bucket as an item. It ends on the two things a fluid bay is deliberately worse at than its item sibling, so you meet both before they cost you anything: a funnel, a chute, a belt or a hopper cannot fill one — it would keep your empty bucket — and breaking a full one loses the fluid. Both languages, as always
  • What a warehouse that holds fluid cannot do yet. You cannot ask for a fluid at a terminal or a port: fluid leaves a warehouse through a pipe at the back of a bay, or through your own bucket. That half — the request, the empty-container economy and the terminal's fluid rows — comes next in this series

Changed

  • The goggle line for a dead store filter now names a storage location instead of an interface. A filter or a priority does nothing when another location already counts the same inventory, and the gold line saying so read "Without effect: another interface counts this inventory". The location doing the counting can now be a rack bay, which is not an interface, so the line reads "Without effect: another storage location counts this inventory"
  • "No matching filter" no longer blames a filter for a refusal no filter caused. An aisle that could place an input's items nowhere used to report "no storage location has a filter that accepts these items". A rack bay also refuses items because it already holds another type, or because the column rule has taken it out of service, and neither of those is a filter — so the line now reads "no storage location takes these items, whatever room it has", which still tells the case apart from a warehouse that is merely full
  • A terminal with nothing to list no longer says the warehouse holds nothing. A warehouse can hold fluid now, while a terminal lists items — so a wall of lava bays read as "The warehouse holds nothing" on the terminal while the controller's goggles counted every bucket of it. The empty grid now says "The warehouse holds no items", which is true whichever way a warehouse is stocked. Asking a terminal for a fluid is still what comes next in this series

Fixed

  • Two captions no longer overlap in the Ponder scene "Packages at a Warehouse Door". While the crane delivered into the out door, the sentence about that trip stayed on screen for about a second and a half after the next one had appeared — two lines of text drawn through each other on two neighbouring blocks, both unreadable

  • The warehouse stock keeper's front panel is a panel again instead of half a panel and half black. Its display stretched the whole of Create's factory-panel texture sheet over one face, and nearly half of that sheet is empty space — which a block drawn in the solid layer paints pure black. So the stock keeper has stood there since the stock rules arrived with black rectangles inside its frame and a black band down its right-hand side and along its bottom edge. It now shows the same light display plate Create's own factory gauge uses, and nothing about the block moved

  • A drawer behind a warehouse interface is filled past one stack again. Any inventory that holds more than a stack per slot — a drawer, a barrel from a storage mod, a crate — was handed exactly one stack and then written off as full for the rest of the world's life: the warehouse judged the slot by the stack size of the item in it and never asked the drawer itself, and because it needed to see more than a stack before it would believe the drawer, nothing could ever get it there. Such a place is now offered to the crane and the drawer answers for itself, so it keeps filling to its real capacity. Ordinary chests, barrels and machines are untouched: a chest slot holding a full stack is still full, and still costs the warehouse nothing to pass over

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