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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 0.11.0-beta

File namecreate-wareworks-1.21.1-0.11.0-beta.jar
Uploader
XantarsXantars
Uploaded
Oct 15, 2026
Downloads
27
Size
1.7 MB
Mod Loaders
NeoForge
File ID
9194958
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-wareworks-1699395:9194958"

Learn more about Curse Maven

What's new

Added

  • Craft at the warehouse terminal. A new button beside your inventory in the terminal's screen folds out a crafting grid. Lay a recipe in it and craft it by hand from what the crane delivered into the terminal, without carrying everything to a crafting table first. Click the result to craft once, Shift-click to craft as many as the delivered items allow. The result goes into your inventory, or into the terminal when your inventory is full, and leftovers like a cake's empty buckets go into the terminal, or into your inventory when the terminal is full. Any crafting recipe works, including the special ones such as fireworks and dyeing, and with the doLimitedCrafting game rule on, a recipe you have not unlocked stays locked. Wareworks still never crafts on its own: a recipe runs only when you click it
  • The grid holds ghosts, not items. Right-click an item in the stock list to pick it up as a ghost, then left-click grid cells to stamp it in — one pick fills a whole ring of cells, and Esc puts it down. Shift + right-click drops an item straight into the next free cell. Laying a recipe orders nothing and moves nothing; a plain left click in the list still requests, exactly as before. The result appears under the grid with the number of crafts the delivered items allow, cells you already have are drawn solid, and a cell's tooltip says how many of that item the warehouse has. Each player has their own grid, and the last 16 terminals you used keep theirs until you leave the world or server
  • Nothing is ever half-crafted. If an ingredient is missing from the terminal, or there is no room for the result or for what the recipe leaves behind, nothing is used up, and the status line names the item. Two players crafting from one terminal at the same moment never share an ingredient: the second one is told it is gone
  • Fetch the ingredients with one button. Set how many crafts you want in the amount field and press Fetch under the grid: the crane brings exactly what the terminal is still missing for them. What was already delivered counts, so a second Fetch for the same recipe brings nothing more, and the button's tooltip lists what will be fetched of each item before you press it. A bar under the grid counts the deliveries, and the red cross at its end gives the fetch up at any time: what arrived stays in the terminal, the rest stays in the racks, and your recipe stays in the grid. A fetch carries on with nobody at the terminal, survives a save, a chunk unload and a restart, and can be started while a clipboard list runs: the two run side by side and share the terminal's open requests, so one of them may wait for a request the other frees. Like a clipboard list, a fetch pauses ("Fetch for Chest x4 is paused") when it can make no progress at all for a minute, or when you answer a question about a reserve or maximum with No, until someone at the terminal presses "Try the rest of the fetch again". The server settings terminalListOpenRequests, terminalListIntervalTicks and terminalListStallTicks now bound each fetch on its own, as they bound each clipboard list. While a fetch is open, Engineer's Goggles on the terminal show its progress, for example "Crafting fetch: 6 of 16 (fetching)"
  • Whole crafts, and one question up front. Before anything is ordered the terminal works out how many crafts the warehouse can really supply, and how many fit into the terminal once everything already on its way there has arrived. When that is fewer than you asked for it asks once — for example "Only x2 of x4 fit here", or which ingredient is short — and Yes fetches exactly that many; when not even one more craft is possible it says why and orders nothing. A stock rule's reserve or maximum is still asked about item by item while the fetch runs, exactly as for a click. While a fetch runs, everyone at that terminal sees its recipe in their grid, locked until the fetch is done or given up. The recipe then stays in the grid of everyone who had the screen open, in place of the one they had laid there
  • Missing ingredients can be made first. A grid cell whose item the warehouse is short of shows the stock list's blue + when one of your production stations has a pattern for it ("Can be made here: Fetch asks first"), and turns red with a red ! when the safety stop holds that item ("Making Oak Planks is stopped"); a cell nothing can make says so in its tooltip. Fetch then offers to have such ingredients made at your own machines before they are brought — "Oak Planks x4 will be made first." — and says how many crafts the racks alone could serve ("Without making: x1"). Nothing is ordered before you say Yes, and a No orders nothing. The chain runs like one you order with a click: it shows in the terminal's production section, what your machines make beyond what the fetch needs stays in the racks, and two missing ingredients made from the same logs are never promised the same logs. When no chain can help, Fetch names the reason, for example "Oak Log is missing". Only the ingredients are made: the recipe in the grid is never made by the warehouse, and you still craft it by hand
  • JEI's "+" lays a recipe into the grid. With JEI installed, look a crafting recipe up in JEI while the terminal's screen is open and press its +: the recipe is laid into the crafting grid, the grid folds out, and the status line says "Laid the recipe for Chest". Nothing is ordered and nothing moves; press Fetch for the ingredients. Where an ingredient may be any of several items, such as any planks, the terminal picks one: first what has already been delivered into it, then what the warehouse holds most of, then what your machines can make, and never a damaged, enchanted or renamed item while a plain one would do. Every cell of one ingredient gets the same item, so a chest is eight planks of one kind. A missing ingredient never stops the +: the grid shows what is missing, as for a recipe you lay by hand. While a fetch runs, the + is greyed out and says why, and Shift on it does the same as a plain click. JEI is optional and only needed on the client: without it, everything works exactly as before. Every JEI for Minecraft 1.21.1 works (19.8.4.110 or newer). EMI is not supported directly: without JEI, EMI's + does not work at the terminal
  • A note for servers running Create: Schematic Checker. In mod-whitelist mode the checker removes Wareworks blocks that carry block data from uploaded schematics — every rack bay, in the report — so they show in the hologram but are missing from the Schematicannon's checklist and from the print. Whitelist mode is the checker's default. The README now has the line that fixes it ("wareworks" appended to WhiteListModList in config/CSC/config.toml, keeping every entry already there) and why that is safe: Create prints a Wareworks block with its settings and never with what it holds. Tests save and print every Wareworks block, configured and stocked, through Create's own schematic code to keep it that way

Changed

  • A clipboard list that is stuck says why. When the warehouse refused the list's last portion and nothing else of it is on its way, the terminal's status line now names the reason in gold — for example "Glass is missing" — instead of the list's progress, and the clipboard slot's tooltip names it too. While the list waits for an answer to a question, the status line asks for that answer instead
  • A Wareworks block at its default settings prints without block data of its own. An unfiltered rack bay, fluid bay or warehouse interface, a plain warehouse port, a controller on aisle A, a dock at the default mast height and a stock keeper without rules no longer hand a Schematicannon any block data of their own, and saves and chunk packets carry a little less. Worlds and schematics from earlier versions load unchanged. The schematic file still stores every block's full data, so a server running Create: Schematic Checker still needs the wareworks whitelist line
  • A filter slot stores a single item as its sample. Setting the filter of a storage location or a port with a whole stack in hand used to store the whole stack as the sample, so a schematic of the block named items that do not exist. Nothing is taken from you either way, the filter works exactly as before, and a Create filter item is kept as it is

Fixed

  • The terminal, the production station and the stock keeper open with anything in your hand, like a chest. Right-clicking one while holding a block used to place the block against it, and food was eaten in front of it; now the screen opens and the item stays where it is. To place a block against one of them (a chute, a hopper, a sign) or to use the item you hold, sneak while you click. The items that work on these blocks keep doing so: the wrench turns them (in adventure mode, where it cannot, it opens the screen), the Mechanical Arm selects the terminal and the production station, the clipboard opens its own editor, the Display Link selects its source, goggles are put on, and sneaking with an empty hand on a production station still restarts what the safety stop held. Funnels and Deployers place against them as before
  • A non-operator's creative instant print no longer duplicates a pallet. A Schematic and Quill saves every entity in its area, and a pallet — the load of a broken rack bay — went into the schematic with its whole load; printing it in creative then added a second pallet beside the first. Create now leaves pallets out of every print except an operator's creative instant print, which keeps every saved entity. A single-player world with cheats on (the default for a new creative world) makes you an operator, so there a saved pallet still comes along with its load: leave pallets out of the area you save
  • A schematic printed over a standing crane, terminal, production station, port or stock keeper no longer deletes what it holds. A print lands on a standing block when one of its block states differs (a dock turned another way, a terminal's screen on another side, a port that is powered now): in creative, and at a Schematicannon with Replace Block Entities on. It used to empty the crane's handling head without dropping anything, take the clipboard out of a terminal's list slot and cancel its order, wipe a production station's patterns, disarm a port a redstone pulse had armed (losing the export it promised) and zero its counters and its last refusal, and wipe a stock keeper's rules when the schematic carried none, which is every ordinary Schematic and Quill save, because it is taken on the client. They now stay, as a rack bay's goods and a station's buffer already did
  • Giving up a clipboard list no longer cancels a click of yours that joined it. A click for an item the list was fetching at that moment merges into the list's request, as repeated requests always do, and cancelling the list (or taking its clipboard out) cancelled the whole merged request, your click included. Now only the list's own share is given back: your click keeps its amount and the crane brings exactly that, while the list's share stays in the racks, even when the crane had already planned one trip for both, and even when the list's share was being made at one of your machines. Items the crane is already carrying still arrive
  • A clipboard list no longer takes a click of yours when its items cannot be made after all. When the list had part of an entry made at one of your machines, a click of yours for the same item joined its request, and the machine's order then ended without making it all — a jammed machine, or the order cancelled — the list was credited your click's items when they arrived, and you got none. The list now takes what was not made off its own entry and fetches it again, and your click gets its items
  • Two players answering a clipboard list's question no longer mix it up. A list stops on a question when an entry would take reserved items or go past a maximum, and every screen at the terminal shows it. When one player answered and the list at once asked about its next entry, the other player's screen still showed the first question, and a Yes there was taken as a Yes to the new one. Every screen now gets the new question, and a Yes only ever counts for the question it was given to
  • The terminal's screen stays up to date while JEI covers it. With JEI installed, opening a recipe in JEI from the terminal's screen and coming back could leave the stock list and the status line showing what they showed when JEI opened, until each of them changed again. The terminal now keeps receiving the warehouse's updates behind JEI's recipe screen