Description
# MineColoniesXCreateMod
Most Create bridges feed your colony. This one runs both ways: your factory
supplies the colony, and your colony supplies the factory.
The Create Shop is the transfer station between two transport systems.
Couriers move goods inside the colony, your own Create logistics moves them
outside it. Nothing teleports, and you lay the belts, chains and frogports
yourself, exactly as you would for any other Create setup.
Built on the public APIs of both mods. No mixins.
## Before you install
This is early and experimental. Expect updates, reworks, and the occasional
breakage.
- Back up your world before installing or updating.
- Not recommended for important long-term saves yet.
- Removing the mod from an active world can break it. Run
`/thesettlerxcreate prepare_uninstall` first (since `0.0.12`).
- Debug logging is **on by default** so request and delivery flows can be
traced during testing. Switch it off in
`config/thesettler_x_create-common.toml` with `debugLogging = false` once
you are done validating.
## Why it exists
Tired of rebuilding hopper and postbox setups after every hut upgrade, or
reconnecting your stock network by hand whenever something moves? That is the
busywork this mod takes over.
## Colony to factory
**Colony Gauge and Colony Packager** *(since 0.3.0, hut level 2+)*
A matched pair that requests items from your colony the way a stock gauge
requests them from a stock network. Place the Colony Packager on whatever
container you want kept filled, attach a Colony Gauge to that packager, then
set an item and a target amount.
From there it runs on the two systems in turn. The colony pulls the items
from your Warehouse and a courier carries them to the shop. The shop packages
them and addresses the package to your target. The package then travels your
Create network, over whatever belts, chains and frogports you have built, the
same way any other addressed package does.
A gauge can also ask for things no warehouse has *(since 0.6.0)*. If someone
in the colony knows the recipe, the request goes to your crafters and you get
what they make. If there is no stock and nobody who can make it, the shop
skips the request instead of leaving it in your list.
The gauge follows Create's Factory Panel with four slots per panel and a
satisfied state, and it reads the real contents of the target container, so
it stays accurate even if you add or remove items by hand afterwards.
**Output Block** *(packaging mode since 0.2.3)*
The packager output for fulfilled requests. From level 2 the shop no longer
needs an external packager setup, and the block was taken out of the
schematic, so the building no longer carries that add-on structure on its
side.
## Factory to colony
The same route in reverse. Colonist requests keep their normal MineColonies
lifecycle from start to finish; the Create Shop simply registers as another
valid supply source. When something is requested that the colony cannot
cover, the shop orders it from your stock network. Your Create logistics
delivers the packages to the shop's address, and from there a courier carries
them the last stretch to whoever asked. Priorities, the request list and your
couriers all behave exactly as before.
Set a minimum stock on your warehouse and the same route keeps it topped up,
one stack at a time, for as long as the items exist on the network.
## What the colony may take
A shop will empty your stock network if you let it. Two tabs in the hut
window set how much of it the colony can take.
**Blocked for colony** *(since 0.6.0)*
A list per shop of what the colony can take from your stock network. Allowed
means it can take that item down to the last one. Forbidden means it takes
none, no matter who asks. Use it for the things your factory runs on, like
the andesite alloy that feeds your assembly line.
**Network minimum** *(since 0.6.0)*
The milder version. Set an amount for an item and that much stays in the
network for the shop, and the colony takes only what is above it. An item
without a minimum can be taken down to the last one. Amounts take shorthand,
so 1.5k is 1500, and the list writes 1000 as 1k. Set 0 to remove the minimum
again.
## Everything else
**Network Link Tuner**
Connects or reconnects the hut to a Create stock network. Right-click a Stock
Ticker or Stock Checker to store its network, then right-click the hut block
to apply it. Handy after an upgrade, or when the shop moves.
**It tells you when it is stuck**
If deliveries back up because the racks are full, the shopkeeper says so and
offers the two ways out: upgrade the hut for more rack space, or assign more
couriers. If a package never arrives, you get a prompt to reorder or cancel
instead of hunting for a wedged task.
**Builders handle Create blocks they used to skip** *(since 0.3.2)*
Belts get built as the multi-block structures they are, and encased shafts
and cogwheels in andesite and brass, including large cogwheels, are placed
from the right base item.
Perma Requests are disabled for the time being. The gauge system above
replaces them.
## Current state
The request lifecycle was reworked across 0.4 to 0.6. Deliveries of one
request now leave the hut together instead of one at a time, and items are
reserved when they arrive rather than when a courier turns up. Stock that
nobody claimed is moved on after five minutes.
Edge cases can turn up in heavily modded packs, dedicated server support is
coming along, and broader real-world testing is still ongoing.
## Target versions
- Minecraft 1.21.1 on NeoForge
- MineColonies `1.1.1264` or newer
- Structurize `1.0.807` or newer
- Create `1.21.1-6.0.10` or newer
Join Discord for test builds, feedback, and bug reports.
Want to support me? Buy me a Coffee




