Create: Workers

A Mechanical Arm with legs: hard-hatted workers haul items around your factory.
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Description

Create: Workers

Create: Workers puts villagers and endermen to work hauling items around your factory, the way a Mechanical Arm does, except they walk (or teleport) between the inventories instead of sitting bolted to one spot. Program a hard hat exactly as you would program an arm, drop it into a Worker Station, and a villager clocks in: hi-vis vest, visible cargo, and an unhurried patrol of their own machines when there is nothing to move.

Worker


What it adds

Hard Hat Worker Station
Canteen

1. Program a hat

Hard Hat recipe

Hold the hat and right-click inventories, exactly like setting up a Mechanical Arm. Each click cycles that block between take from (blue) and deposit to (yellow); left-click removes it.

  • A programmed hat can be picked back up and edited — unlike an arm, the selection comes back.
  • Crafting it on its own blanks it, the way a Create filter clears. Same hat, same damage, same enchantments.
  • Sneak + right-click a bed to say where that job sleeps. Optional; a worker with no bed finds one. A job running more than one shift shares it — whoever gets there first takes it, and the rest find a free bed beside it.
  • One worker walks the whole hat, so the targets are capped: no two further apart than maxTargetSpread, and at most maxTargets of them. Both refuse you as you click rather than dropping a target later.

2. Let them hire themselves

Worker Station recipe

Right-click a Worker Station, drop a programmed hat into a slot, and an unemployed villager nearby takes the job — the way an unclaimed lectern finds itself a librarian.

  • Twelve jobs per station, each on its own line.
  • The hat stays in the station and the worker wears a copy, so a worker that dies does not take the job with it. The next villager picks it up.
  • A worker that stops turning up — walled in, fallen somewhere it cannot climb out of — loses the job after absenteeTimeout and the station hires a replacement.
  • Click a job's name to rename it. No anvil, no experience.
  • It is an ordinary inventory, so a funnel or an arm can stock it with hats.

Two refusals: a villager that already has a job of its own won't take one (break its workstation first), and children are never hired.

Endermen can't use a station — no profession, no interest in workstations. Hire one by right-clicking it with the programmed hat; retire it with sneak + empty-hand right-click.

station ui

station in world

3. Three shifts

Workers wear their crew's color: orange on days, yellow on evenings, white at night. The hat is the same on all three, so a worker still reads as a worker.

A station fills its rack one shift at a time — every job's day crew, then every job's evening crew, then every job's night crew. When the village is short of villagers, the order of the rack is how you say which jobs matter most.

4. Feed them

Canteen recipe

Workers eat on the clock and slow to a crawl when they run out. A Canteen feeds every worker in range, through walls, out of its own stock — so a running line is a matter of keeping one block stocked, not chasing villagers with bread. Nobody walks to one: the food goes to them, so a Canteen belongs where the work is.

It takes bread, carrots, potatoes and beetroot — what a villager will actually eat — through a funnel, a chute, a belt or a hopper, like any other container. Its top is its stock: you can see what is in it and roughly how much from across the room, and there is a level on each side for when it is built into a wall.

It feeds villagers without quite filling them, so breeding still takes a player with food in hand. A Canteen near a farm feeds the farmers too.

canteen in world

5. Trade with them

A Worker is still a villager, and off the clock it will trade. It buys what a factory makes — andesite alloy, shafts, cogs, casings, pressed sheets, and higher up the components that are a real chore to automate — and sells assembled machines back: water wheels and gearboxes early, then funnels and chutes and vaults, then presses, mixers and drills, then pistons, pulleys and fluid gear, and the package network last.

What it offers follows what you are building rather than what you can afford, and hauling counts towards its trading level, so a Worker that has been working is a Worker with more to sell.

It will never sell you a Hard Hat.

trading


Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.219+
  • Create 6.0+

Create: Workers Team

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