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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 0.12.0-beta

File namecreate-wareworks-1.21.1-0.12.0-beta.jar
Uploader
XantarsXantars
Uploaded
Oct 16, 2026
Downloads
14
Size
1.8 MB
Mod Loaders
NeoForge
File ID
9214910
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-wareworks-1699395:9214910"

Learn more about Curse Maven

What's new

Added

  • Order goods to a package door from the warehouse terminal. A requesting warehouse output with a Create Packager at its back is a door, and the sign on the Packager is its name. A new button left of your inventory in the terminal's screen chooses where a click in the stock list delivers: here, or one of the warehouse's doors. Click it for the next door, scroll over it, or right-click it to go back to here; its tooltip lists the doors and says which of them need a look, such as a door without a sign or one whose port is full. While a door is chosen, its name stands in gold in the title row, the item you point at is tinted gold and its tooltip names the door, and a question the terminal asks says where a Yes delivers. The crane carries the goods into the door's port and your Packager boxes them with the sign's address, so Create's belts, chain conveyors and trains take them on. The status line names the door when it takes an order, "Iron Ingot x64 to Base North", and then says what the door is still waiting for. The screen opens on "Here" every time, a door whose Packager carries a Stock Link cannot be chosen, and a door that goes away while it is chosen sends your clicks back here and says so. Clipboard lists and the crafting panel's Fetch still always come to the terminal, and their tooltips say so. Orders to a door share it with the door's own redstone request, because requests have no owner: a door set to while powered or unless powered does not top itself up while an order to it is open. There is no cancel button for an order to a door: turning the door out of Request with a wrench cancels what it waits for, its own request included, and sends what the crane is carrying to it back into storage. In a warehouse with very many outputs the door list looks at no more than 64 of them, in rack order and leaving out accepting and collecting ports, and the door button's tooltip says so when it stopped before the last one; a warehouse with no door among those 64 shows no door button at all. The button offers at most 16 doors, the first in rack order; any further doors are only counted in its tooltip's "+N more" and cannot be chosen. A new Ponder scene on the terminal and the output, "Delivering to a Package Door", shows the whole build
  • A package door now says when a box has been waiting at its Packager for a while. A Packager that holds a box makes no other, so a door whose funnel was forgotten, or whose belt stopped, stands still with its port filling up behind it. Once a box has been seen waiting in the Packager's tray for ten seconds, the door's entry in the terminal's door list reads "box waiting" in gold, and the door's goggles show the gold line "A box has been waiting at the Packager: is anything taking it?". Nothing watches a door while nobody looks: the wait is counted from the first time an open terminal screen of the warehouse or a player's goggles see the box, so a box that has been stuck unseen is reported about ten seconds after you open the screen or start pointing your goggles at the port. Ten seconds is longer than a working belt funnel waits for a belt turning at 3 RPM or more, so a door that ships normally does not show it. The door can still be chosen, and both go away as soon as something takes the box

Changed

  • A crane no longer waits in front of a warehouse port it cannot fill. It now carries only as much as the port can take at that moment, and sets off once the port has room for the whole trip, or for a full stack of a larger request. While the port is short of room the crane serves the rest of the warehouse, and the remaining items follow as soon as something empties the port. Before, a port that was emptied slowly or not at all, for example one whose Packager was never triggered, could hold the crane with the rest of a trip in its claw until somebody emptied, broke or turned the port. A crane that was already waiting in front of a port when the world was saved, or one carrying a trip that no longer fits because outputBufferSlots was lowered, still drops what the port takes at each try, and takes the rest back into storage at the first try where the port takes nothing; the rest of the request follows once the port has room. A warehouse terminal still keeps the crane waiting with what does not fit, as before
  • A request only ever goes to a warehouse port that requests. A request for an accepting or a collecting port is now refused, and a port that was turned away from requesting while its warehouse was not loaded loses its open requests the next time the warehouse checks its layout, as a port turned in a loaded warehouse always did. Before, an accepting port could still be handed the items that had been requested for it, and a collecting port kept a request that nothing could ever serve

Fixed

  • Scrolling while the terminal asks a question or shows a chain's steps no longer moves anything behind it. Before, the mouse wheel scrolled the stock list or changed the amount field under the dialog

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