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Create: Networking

Kinetic network protection, contracts, limiters and compact fuses for Create.

Автор: ordovicium1,3 тыс.13обновлён 29 авг. 2026 г.
УправлениеТехнологииУтилиты

Описание

Create: Networking

Create: Networking is an unofficial Create addon for building controlled kinetic power networks, multiplayer banking systems, physical markets and automated economic infrastructure.

It expands Create with network protection, provider/customer power contracts, configurable banks, ATMs, physical currency, real warehouse-backed markets, Trade Terminals, persistent orders and physical package delivery using Create logistics.

The goal is to let players build anything from a protected workshop or small private bank to large server-wide power grids, automated warehouses and fully connected economic networks.


Kinetic Network Infrastructure

Network Limiter

Control how much kinetic Stress Unit capacity can pass between different parts of a network.

Network Limiters can:

  • Define clear input and output directions
  • Reserve capacity for connected systems
  • Monitor transferred stress
  • React to overloads and invalid network layouts
  • Separate provider and customer infrastructure

They are designed for larger Create networks where power distribution should behave more like managed infrastructure rather than one unrestricted mechanical network.


Contract Anchor

Create monitored provider/customer connections for kinetic power delivery.

Contract Anchors represent controlled supply boundaries between different sections of a Create network and provide visual feedback about the current connection state.

They can be used to build systems where one player, company or network provides rotational power to another.


Compact Fuse

Protect smaller machine branches with a local mechanical failsafe.

Compact Fuses can isolate individual sections before a problem affects the wider network.

Fuse Tiers

Different fuse materials provide different protection characteristics:

  • Zinc
  • Copper
  • Brass

Limiter Controller

Configure and inspect Network Limiters, including their direction and available capacity.


Network Connector

The Network Connector is the main connection tool used throughout Create: Networking.

It is used to establish relationships between compatible blocks across both the kinetic and economic systems.

Depending on the blocks involved, it can connect things such as:

  • Network infrastructure
  • Economic devices
  • Trade Terminals
  • Order Interfaces
  • Economic Links
  • Storage branches
  • Create Stock Links

Economics

Create: Networking includes a multiplayer-focused banking, market and logistics system built around Network Credits (NC).

Instead of relying on virtual shops that simply create purchased items, the economic system can use real items stored inside real Create warehouses and physically transport customer orders through Create logistics.


Economic Controller

The Economic Controller is the central management block of an economic network.

A Controller represents one bank/network and manages its connected infrastructure.

Its current interface includes:

  • Overview
  • Branding
  • Market
  • Storage
  • Orders
  • Screens

The Overview provides a summary of the network, including connected devices, reserve information, storage nodes, market listings, Pickup Stations and Display Boards.


Branding

Banks can define their own identity and distribute visual presets across compatible devices.

Current network presets include:

  • CN Blue
  • CN Green
  • CN Red

Bank names and branding can be shared with connected Trade Terminals, Order Interfaces and other supported economic devices.

More visual customization is planned as the UI system continues to evolve.


ATM Banking

ATMs provide the player-facing banking interface.

Players can use them for:

  • Opening and accessing accounts
  • Depositing physical currency
  • Withdrawing available funds
  • Transferring Network Credits
  • Issuing Bank Cards
  • Replacing Bank Cards
  • Viewing balances and transaction feedback

ATM owners can also configure visual branding and physical screen imagery.

The ATM interface and customization system will continue to receive additional polish during the beta.


Secure Bank Cards

Bank Cards can be issued through connected ATMs and are bound to their owner and economic network.

Replacement cards invalidate older issues, while copied or stale cards are rejected by the server.

Multiple visual card variants are available.


Physical Currency

Network Credits can also exist as physical currency.

The mod currently includes:

Coins

  • Copper
  • Zinc
  • Brass

Notes

  • 5 NC
  • 10 NC
  • 20 NC
  • 50 NC
  • 100 NC

Physical currency can be deposited into ATMs and withdrawn from bank accounts.

Currency is intentionally not normally craftable, allowing banks and server operators to control issuance and reserves.


Market System

The Economic Controller can turn a connected warehouse into a configurable marketplace.

Items detected inside the storage network can be listed for sale and configured individually.

Bank operators can manage:

  • Product listings
  • Sale status
  • Network Credit prices
  • Maximum quantities
  • Product categories
  • Live warehouse stock

Listings can remain configured even when physical stock temporarily reaches zero.


Product Categories

Markets can be organized into custom categories such as:

  • Building
  • Metals
  • Ores
  • Tools
  • Mechanical Components
  • Resources

Categories can be created, renamed, reordered and removed.

They can also use real Minecraft or modded items as their icons.

This allows different banks to operate completely different types of markets.


Economic Links

The Economic Link is one of the core building blocks of the Economics system.

Economic Links can be used for:

  • Connecting inventories and Item Vaults
  • Building hierarchical storage networks
  • Creating relay/storage groups
  • Connecting Create Stock Links
  • Connecting Create Display Boards
  • Linking large infrastructure branches back to the Economic Controller

Storage Networks

Place an Economic Link against an inventory or Create Item Vault to create a storage node.

Economic Links can then be connected to other Economic Links using the Network Connector.

Connections use a parent/child hierarchy:

Child Economic Link → Parent Economic Link

This makes it possible to build storage structures such as:

Iron Vaults → Metals → Main Warehouse → Economic Controller

or:

Building Storage ─┐ Metals Storage ───┼→ Main Warehouse → Economic Controller Ores Storage ─────┘

A relay Economic Link does not need its own inventory and can simply act as an organizational node.

Storage links can also be renamed, allowing larger warehouses to be divided into understandable sections.


Storage Tree

The Economic Controller's Storage tab displays the connected warehouse as a hierarchical tree.

It can show:

  • Storage roots
  • Child Economic Links
  • Relay nodes
  • Online/offline states
  • Connected inventory totals
  • Create logistics status

The complete connected tree is scanned recursively and its physical inventory becomes available to the market.


Create Logistics Integration

Warehouse stock can be connected to Create's own logistics system.

A typical order-capable storage branch can contain:

Item Vault / Inventory

↓

Packager

↓

Create Stock Link

↓

Economic Link

The Stock Link is connected to its Economic Link using the Network Connector.

Create remains responsible for extracting the real items, selecting inventories and creating physical packages.

Different storage branches can also participate in larger warehouse systems.


Trade Terminal

The Trade Terminal is the customer-facing marketplace.

Once connected to an Economic Controller, players can browse the bank's configured market.

The interface includes:

  • Product categories
  • Product search
  • Item filtering
  • Live warehouse stock
  • Network Credit prices
  • Quantity controls
  • Product pagination
  • Shopping cart
  • Pickup Station selection
  • Order review
  • Account balance information

Before payment, players receive a final Order Review showing the selected products, total price and Pickup Station.

Only after confirmation is the transaction completed.


Shopping Carts

Trade Terminal carts are retained while players navigate away from the interface during the current game session.

A failed checkout also keeps the cart intact, while a successful order clears it.


Schematicannon Material Checklists

Create's Schematicannon Material Checklist can be used directly with the Trade Terminal.

Hold the checklist in your main hand and open the Lists interface.

The terminal can read the remaining required materials and compare them with:

  • Products sold by the market
  • Available warehouse stock
  • Listing limits

Available materials can then be loaded directly into the shopping cart.

Already completed checklist requirements are ignored.

This makes large Create construction projects much easier to purchase from player-operated markets.


Create: Networking Shopping Lists

Trade Terminal carts can also be converted into portable Shopping Lists.

Build a cart and hold either:

  • A Book
  • A Book & Quill

in your main hand.

The Trade Terminal can convert it into a Create: Networking Shopping List containing the selected products.

The list can then be carried, stored, shared with another player or loaded at another compatible Trade Terminal.

The receiving market still validates the items against its own listings and current stock.


Orders

Successful purchases create persistent server-side orders.

Each order contains information such as:

  • Unique Order ID
  • Customer
  • Economic network
  • Selected Pickup Station
  • Purchased items
  • Purchase price
  • Package delivery state
  • Collection state

The player is charged in Network Credits and receives a unique Order Ticket.


Pickup Stations

Banks can operate multiple physical Pickup Stations.

A Pickup Station consists of:

Order Interface + Package Hatch

Place both blocks directly beside each other to form the station.

The Order Interface is then connected to the Economic Controller using the Network Connector.

Pickup Stations can be renamed and selected by customers during checkout.


Order Interface

The Order Interface provides the customer-facing order interface for a Pickup Station.

Players can inspect their active orders and see whether packages are still being delivered or are ready for collection.

Lost active Order Tickets can also be recovered through the Order Interface where eligible.


Order Tickets

Every successful order receives its own Order Ticket.

A ticket belongs to one specific:

  • Player
  • Economic network
  • Pickup Station
  • Order

When the order is ready, take the ticket to the matching Order Interface.

Scanning it authorizes the connected Package Hatch for that player and order.

Old, duplicated or completed tickets cannot be reused to collect an already completed order.


Package Hatch

The Package Hatch is the physical endpoint of the order system.

Create packages travel through the player's actual logistics infrastructure and are delivered into the Hatch.

A typical route might look like:

Warehouse → Packager → Belts → Funnel → Package Hatch

The Package Hatch validates the package address and only accepts deliveries intended for the correct economic network, Pickup Station and order.

Packages remain inside until the matching customer authorizes collection through the Order Interface.


Redstone Integration

Pickup Stations support Comparator output.

The signal represents the number of ready/claimable orders, not the number of individual packages.

For example:

  • 1 order containing 3 packages = signal strength 1
  • 5 ready orders containing 26 packages = signal strength 5

The normal Minecraft maximum signal strength of 15 applies.

This can be used for lamps, indicators and simple automated Pickup Station status systems.


Display Board Integration

Economic Links can also connect Create Display Boards to an Economic Controller.

Multiple logical Display Board screens can be connected and managed from the Controller.

Current display modes include:

  • Bank Status
  • Cash Reserve
  • Device Status
  • Screen Label
  • Market Prices
  • Market Headlines
  • Stock Alerts
  • Orders / Logistics
  • Bank Stats

Connected screens can be renamed and identified from the Economic Controller.

More advanced statistics and visualization are planned for future updates.


Create Integration

Create: Networking is designed around physical Create infrastructure rather than replacing it.

Economic systems can make use of:

  • Item Vaults
  • Packagers
  • Stock Links
  • Mechanical Belts
  • Funnels
  • Chutes
  • Display Boards
  • Trains and larger logistics networks

How the physical warehouse and transport system is constructed is intentionally left to the player.

A small market might use only a few Vaults and belts.

A larger server economy can use separate warehouses, multiple Pickup Stations and extensive Create logistics.


Ponder Scenes

Several of the core networking mechanics can be learned in-game through Create-style Ponder scenes.

Additional documentation and tutorials will continue to be expanded.


Copper Grid

Create: Networking includes the original instrumental music disc Copper Grid.


Beta Status

Create: Networking is currently in public beta.

The kinetic networking systems, banking infrastructure, Economic Controller, storage networks, markets, Trade Terminals, physical logistics, persistent orders and Pickup Stations are implemented and playable.

However, this is one of the largest systems introduced to the mod so far.

Some interfaces, layouts, visuals and workflows still need additional polish, and unusual edge cases may still exist.

The current Economics system should be considered a major foundation rather than its final form.

Constructive feedback, bug reports and multiplayer testing are extremely welcome.

Back up important worlds before updating, especially on multiplayer servers.


Roadmap

Planned and possible future development includes:

  • Further Economic Controller UI polish
  • ATM UI improvements
  • Expanded bank and device customization
  • More detailed Pickup Station and order information
  • Advanced economic statistics
  • A dedicated Network Screen with dynamically rendered tables and graphs
  • Expanded market and logistics monitoring
  • Better mechanical network visualization
  • Modular diagnostics infrastructure
  • More detailed bypass and loop detection
  • Improved contract diagnostics
  • Additional Display Board modes
  • Further balancing, recipes and visual polish

Future Economics features will also depend heavily on community feedback.


Requirements

  • Minecraft 1.21.1
  • NeoForge
  • Create 6.0.x

Create: Networking is an unofficial addon and requires Create.


Feedback & Community

Bug reports, suggestions, balancing feedback and multiplayer testing reports are very welcome.

If you build something interesting using Create: Networking, I would also love to see it.

Discord: https://discord.gg/pdKkzVpZza

Галерея

Create display link compatibilityPreview of display board informationsEconomics Sneek-PeekEconomics Update Blocks

Последние версии

Все версии →
beta

Create: Networking 0.1.7b

0.1.7b-beta
29 авг. 2026 г.621Minecraft: 1.21.1neoforge
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# Create: Networking 0.1.7b ## The Very Important 16×16 Update So... this is a small one. And by small, I mean **I changed one texture**. ### What changed? - Fixed compatibility with **Amendments' rotating jukebox model** - Converted the **Copper Grid** music disc texture from 160×160 to a proper Minecraft-style **16×16** texture ### Why? Amendments actually renders music discs on top of its jukebox. Turns out giving it a 160×160 item texture and expecting everything to be fine was... optimistic. So now Copper Grid uses a normal 16×16 texture like a civilized Minecraft item. ### Everything else Nothing. No balance changes. No Economics changes. No new blocks. No UI changes. No mysterious rewrite of half the mod. Just a music disc. --- **160×160 → 16×16** Gotta love these documentations. I have too much time.
beta

Create: Networking 0.1.7

0.1.7-beta
27 авг. 2026 г.72Minecraft: 1.21.1neoforge
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## Create: Networking 0.1.7 — Texture Therapy 0.1.7 is a smaller release than the Economics Update, but it touches a lot of the things you actually stare at while playing. In short: fewer placeholder-ish visuals, more consistency, and several rounds of economics/ATM polish. ### What’s new in 0.1.7 * **Major texture refresh:** Banknotes, coins, bank cards, fuses, wires, receipts and Order Tickets received new pixel art. * **Iron Casing:** Added as a new Create-style casing material, currently used **only by the ATM**. Apply an Iron Ingot to a stripped log, following the same basic idea as Create’s other casing materials. * **ATM visual refresh:** The ATM now uses Iron Casing as part of its updated physical design, together with further polishing to its card, receipt and output presentation. * **Currency cleanup:** Physical money now uses a clearer and more consistent denomination display in tooltips using `Value: X NC`. * **Zinc Sheet polish:** Its inventory rendering has been adjusted so it looks like an item instead of alternating between “microscopic” and “occupying three inventory slots.” * **Receipt & Order Ticket refresh:** Both economics/logistics paper items received new artwork. * **Fuse refresh:** Copper, Zinc, Brass and Burnt Fuse textures have been reworked. * **Wire refresh:** Zinc and Brass wire artwork has been updated. * **General bug fixes and visual cleanup:** Various smaller issues left over from the Economics Update have been fixed or polished. ### Currency denominations The physical currency remains intentionally simple: * Copper Coin — **0.1 NC** * Zinc Coin — **0.5 NC** * Brass Coin — **1 NC** * Notes — **5 / 10 / 20 / 50 / 100 NC** So: **10 Copper = 2 Zinc = 1 Brass = 1 NC** ### Special thanks A big thank-you to **L3sb**, who has joined the project as a new pixel artist and created a large part of this visual refresh. The economics department has finally been granted an art budget. Seriously though, the new assets make Create: Networking feel much more cohesive, and I’m very happy to have them on the project. The new **Iron Casing is currently ATM-exclusive**. If people like the material and it fits future designs, it may show up on more Create: Networking blocks later. As always, bug reports, suggestions, and screenshots of completely unreasonable factories are very welcome.
beta

Create: Networking 0.1.6

0.1.6-beta
10 авг. 2026 г.200Minecraft: 1.21.1neoforge
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# Create: Networking 0.1.6 ## Economics UI & Reliability Patch While continuing to work with Economics Part II and preparing a proper showcase of the new systems, I noticed a few more issues and rough edges that I did not want to leave unfixed. The showcase itself is taking a little longer than expected, but in the meantime I decided to release these fixes and improvements separately rather than holding them back. ## Economic Controller The Economic Controller received another round of UI polish. ### Improved UI scaling The Controller interface now scales much more naturally with Minecraft's own GUI Scale setting. - Improved sizing in both windowed and fullscreen mode - Controller UI is slightly larger and easier to read - Extremely large GUI settings will still shrink the interface when necessary - Mouse interaction remains aligned with the scaled interface The translucent background is now rendered independently from the menu itself and always covers the complete game viewport. This fixes the smaller black rectangle that could previously appear around scaled menus. ### Overview - Removed the floating health/status text from the top of the interface - Improved spacing around the Connected Devices section - General layout cleanup ### Branding - Improved vertical alignment of the Bank Identity controls - Repositioned CN preset buttons - Improved spacing inside Network Distribution - Fixed controls overlapping neighboring panels ### Market The Market interface received several layout improvements: - Category counts are now displayed directly in the section header - Warehouse item counts are displayed directly beside the Warehouse title - Simplified pagination such as `1 / 2` and `2 / 16` - Improved Category Editor layout - Category icons now have their own dedicated area - Shortened helper text to prevent overlapping buttons and borders - Improved Listing Setup layout - Improved Price & Category layout Warehouse inventory synchronization introduced in the previous hotfix remains in place. ### Storage The Storage interface has been cleaned up considerably. - Improved Selected Node layout - Shortened Stock Link status information - Relay nodes now display more appropriate information - Child count and stored item count no longer overlap controls - Improved spacing around Refresh, Detach Node and Clear Roots - Storage information is now synchronized directly to the open Controller interface This makes the Storage Tree much more reliable after reconnecting or replacing an Economic Controller. ## Economic Link The Economic Link interface received a larger cleanup. - Improved overall scaling - Better behavior between windowed and fullscreen mode - Child connections now display **3 entries per page** - Added a dedicated Stock Link section - Improved Network Status layout - Removed several overlapping status/help texts - Cleaner pagination and spacing The underlying Economic Link hierarchy and storage functionality remain unchanged. ## Pickup Stations / Order Interface Renaming Pickup Stations through the Economic Controller now also updates the **physical display on the corresponding Order Interface**. For example: `Pickup Station 01` → `Main Hall` will now also show `Main Hall` directly on the in-world Order Interface. Names are restored again after loading the world, including interfaces that were not loaded when the rename originally happened. The Order Interface UI itself also received improved scaling for different Minecraft GUI settings. ## Trade Terminal A few smaller visual adjustments were made: - Improved category icon alignment - Slightly reduced some sidebar icon sizes - Shopping Cart quantity indicator moved into a cleaner position - Shopping Cart header icon adjusted - Pickup Station marker resized and recentered The Trade Terminal's overall interface size was already working well and has intentionally not been changed. ## Additional fixes - Improved fullscreen behavior for several Economics interfaces - Fixed UI backgrounds being incorrectly scaled together with their menus - Various text alignment and spacing improvements - Additional small visual cleanup throughout Economics Part II ## Known Notes Create: Networking is still in beta and Economics Part II contains a lot of interconnected systems. Replacing an Economic Controller can currently create fresh Controller-side configuration state, so some Market configuration such as listings may need to be configured again after replacing the block. I also found a few smaller edge cases while testing that are not critical enough to delay this patch and will be addressed separately. Thank you for testing Create: Networking!
beta

Create: Networking 0.1.5

0.1.5-beta
9 авг. 2026 г.30Minecraft: 1.21.1neoforge
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# Create: Networking 0.1.5 ## Economics Storage & Market Hotfix First of all: I want to apologize for the broken storage/market functionality in the previous release. Economics Part II is one of the largest updates I have released for Create: Networking so far, and unfortunately an issue slipped through where connected warehouse inventories could be detected by individual Economic Links but would not correctly appear inside the Economic Controller's Market. Thank you for your patience while I tracked this down. ## Fixed: Economic Storage Networks Economic Controllers can now correctly recover and recognize connected Economic Link storage trees. This includes: - Root Economic Links correctly reconnecting to their Economic Controller - Child Economic Links remaining part of the storage hierarchy - Connected Create Item Vault inventories being detected correctly - Storage branches recovering more reliably after world reloads - Improved recovery when an Economic Controller is replaced or reconnected - Existing storage networks no longer depending entirely on temporary controller-side state Economic Links now also help re-establish their relationship with their controller, making larger storage networks considerably more resilient. ## Fixed: Warehouse Items / Market This was the main issue addressed by this hotfix. The server was already detecting the warehouse correctly, but the Economic Controller client interface could still receive an empty Market inventory. The Market now receives its warehouse inventory through a dedicated server-to-client synchronization path while the Economic Controller is open. Connected warehouse items should now correctly appear under: **Economic Controller → Market → Warehouse Items** including their live stored quantities. Large Economic Link storage trees with multiple Vault branches are supported. ## Create Stock Link Integration Create Stock Links connected to individual storage branches are now discovered through the Economic Link network more reliably. The top/root Economic Link acts as a relay and does **not** require its own Stock Link. Stock Links should be attached to the actual storage branches / Vault systems. ## Storage Recovery Improvements Several additional safeguards were added during debugging: - Storage roots can recover after reloads - Loaded Economic Links can re-register with their controller - Storage branches periodically confirm their active controller relationship - Local Vault inventory snapshots are used consistently - Market data and physical storage data are kept more reliably synchronized These changes are especially intended to make larger multiplayer warehouse setups more robust. ## UI Fix Removed the duplicate category name shown above the category rename field in the Market Category Editor. ## Beta Notice Create: Networking is still in beta. Economics Part II introduced a very large number of interconnected systems, and there may still be edge cases, UI inconsistencies or setups I have not encountered yet. If something behaves incorrectly, please report it rather than assuming it is intended. Bug reports, screenshots, reproduction steps and suggestions are extremely helpful. And again: sorry about the broken Market functionality in the previous upload. I wanted to get this hotfix out as quickly as possible once the issue was confirmed. Thank you for testing Create: Networking. <3
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Create: Networking 0.1.4

0.1.4-beta
8 авг. 2026 г.58Minecraft: 1.21.1neoforge
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# Create: Networking 0.1.4 ## Economics Update — Part II **Economics Part II is here.** This is one of the largest updates I have made for Create: Networking so far. Economics Part I introduced the banking foundation: ATMs, bank accounts, Bank Cards, physical Network Credit currency, Economic Controllers and the first version of Economic Links. **Part II turns that banking system into a physical market and logistics network.** Banks can now build real warehouses, connect stored items to an Economic Controller, create their own product catalogues, operate Trade Terminals, process persistent orders and deliver actual Create packages to player-facing Pickup Stations. And this is still **not the end of the Economics Update**. --- # What's New? The major additions in Part II are: * A heavily expanded **Economic Controller** * A completely new **Trade Terminal** * Physical warehouse and inventory networks * Hierarchical **Economic Link storage trees** * Native Create **Stock Link + Packager** integration * Persistent server-side orders * **Order Tickets** * **Order Interfaces** * **Package Hatches** * Multiple Pickup Stations per bank * Physical Create package delivery * Schematicannon Material Checklist integration * Portable Shopping Lists * Saved Trade Terminal carts * New Display Board modes * Expanded bank branding * Live market stock and configurable product categories --- # Economic Controller — Major Rework The Economic Controller has received a major interface and functionality expansion. It is now the central management system for almost the entire economic network. The current Controller contains six main tabs: ### Overview Shows the general state of the economic network, including: * Bank identity * Network ID * Network health * Cash reserve * Connected ATMs * Connected Economic Links * Trade Terminals * Pickup Stations * Storage nodes * Market categories * Listings * Warehouse items * Connected screens This gives the bank operator a quick overview of the entire network. --- # Branding The Branding tab controls the identity of the bank. Bank owners can: * Set the bank name * Select CN Blue, CN Green or CN Red branding * Apply the selected network preset to connected devices Supported devices can inherit the bank's network branding automatically. Trade Terminals can also use their own local theme instead of the bank default. More extensive visual customization may be expanded in future updates depending on feedback. --- # Market Management The new **Market** tab is where the bank decides what it actually sells. The Market is linked directly to the physical warehouse. Items detected inside connected storage appear in the warehouse item browser and can then be configured individually. For each item you can manage things such as: * Whether it has a market listing * Whether it is currently for sale * Its Network Credit price * Its product category * Maximum purchasable quantities * Live warehouse stock Listings can remain configured even when physical stock reaches zero. This means an item does not need to be recreated as a listing every time the warehouse temporarily runs out. --- # Market Categories Products can be organized into custom categories. Examples could be: * Building * Metals * Ores * Tools * Mechanical Parts * Food * Resources Categories can be created, renamed, ordered and removed. They can also use actual Minecraft or modded items as category icons. This means every bank can build a completely different kind of market. One network could operate a building-material supplier while another acts as an industrial component warehouse. --- # Economic Links — The Backbone of Part II The **Economic Link** has become one of the most important blocks in the Economics system. It is now used for: * Storage connections * Warehouse hierarchy * Storage relay nodes * Create Stock Link integration * Display Board connections * Connecting large infrastructure branches back to the Economic Controller Economic Links can connect to other Economic Links and form a tree. --- ## Building a Storage Tree Place an Economic Link directly against an inventory or Create Item Vault. That Economic Link becomes a storage node representing the attached inventory. Then use the **Network Connector** to connect Economic Links together. ### Important connection order: **First click the child Economic Link.** Then click the **parent Economic Link**. For example: `Vault → Economic Link → Main Storage Link → Economic Controller` A parent Economic Link can have multiple child links. You can therefore build something like: `Iron Vaults ─┐` `Copper Vaults ─┼→ Metals Storage → Main Warehouse → Economic Controller` `Brass Vaults ─┘` Or: `Building Storage ─┐` `Metals Storage ───┼→ Main Warehouse → Economic Controller` `Ores Storage ─────┘` The hierarchy can be as simple or as complex as your bank requires. You can also connect many Vault links directly to one collector if you do not need additional organisation. --- ## Relay Economic Links An Economic Link does **not** need to have its own inventory. It can act as a pure relay or folder-like node. For example: `Vault Link → Metals → Warehouse A → Main Storage` This allows large banks and warehouses to be divided into understandable sections. Economic Link loops are rejected, so a child cannot eventually become its own parent. The same physical inventory is also protected from accidentally being counted multiple times through different branches. --- ## Naming Storage Links Storage and relay Economic Links can be renamed. Right-click a storage/relay Economic Link with an empty hand to open its management interface. You can use names such as: * Main Storage * Metals * Ores * Building Materials * Factory Warehouse * Eastern Depot These names appear in the Economic Controller's Storage Tree and update with the connected network. --- # Storage Tree The Controller's **Storage** tab displays the physical warehouse as a hierarchical tree. Instead of only showing a total item count, you can see how the network is actually structured. You can inspect: * Root storage links * Relay nodes * Child Economic Links * Online/offline state * Number of connected children * Physical stored item totals * Create logistics status This makes it possible to build very large storage systems without every Vault needing its own direct connection to the Economic Controller. --- # Economic Link Status Lights Economic Links now provide physical feedback about their current state. Configured and healthy links use their powered appearance. Unconfigured or disconnected links use their inactive appearance. Fault conditions use a visible error/blinking state. Economic Links can diagnose situations such as: * Storage online * Relay online * Missing upstream connection * Missing local storage * Missing Display Board * Not configured They also have a short **activity pulse**. Changes in connected storage or successful Create logistics dispatches can briefly trigger the activity light, making warehouse activity visible directly in the world. --- # Connecting the Storage Network Only the top/root Economic Link of a storage branch needs to ultimately reach the Economic Controller. You do **not** need to connect every Vault directly to the Controller. Use the Network Connector to establish the hierarchy: `Vault Economic Links → Relay / Main Economic Link → Economic Controller` Newly connected branches are discovered by the Controller and the warehouse stock updates automatically. Adding or removing items from connected Vaults also updates the market stock without requiring the entire network to be rebuilt. --- # Create Logistics Integration Physical storage and physical delivery are both important parts of Part II. A warehouse intended to fulfil Trade Terminal orders should use Create's logistics infrastructure. A typical storage branch contains: **Inventory / Item Vault** ↓ **Packager** ↓ **Create Stock Link** ↓ **Economic Link** The Stock Link can be explicitly connected to its Economic Link using the Network Connector. The Stock Link still needs a real Create Packager and a valid Create logistics network. --- ## Multiple Warehouse Networks Different storage branches can use different Create Stock Link logistics frequencies. They do not all need to be forced onto one single Create logistics frequency. During checkout, Create: Networking can determine which connected logistics networks can fulfil the requested products and split the request where necessary. Create itself remains responsible for: * Selecting inventories * Extracting the items * Using Packagers * Creating the physical packages This means the same order can potentially be supplied from multiple Vaults or warehouse sections. --- # Physical Logistics After Create packages the requested products, the packages must physically travel to the selected Pickup Station. How that transport system looks is up to you. You can use normal Create infrastructure such as: * Mechanical Belts * Chutes * Funnels * Package routing * Larger warehouse sorting systems This is intentionally left flexible. You can build a tiny warehouse behind a shop or an entire industrial logistics centre. --- # Delivering Packages into the Package Hatch The final delivery route should feed packages into the correct **Package Hatch**. A common setup is: `Packager → Belt Network → Funnel → Package Hatch` When feeding from a Mechanical Belt, the Funnel must point **from the belt into the Package Hatch**. You do not need to manually configure an item or order filter on that Funnel. Create: Networking gives every order package its own address. The Package Hatch checks that address itself and rejects packages that belong to another: * Economic network * Pickup Station * Order So the Hatch itself is the final security gate. --- # Trade Terminal The new **Trade Terminal** is the customer-facing marketplace. Connect it to an Economic Controller using the Network Connector. Once connected, it receives the market configured by that bank. Players can: * Browse categories * Search for products * Filter products * View real Minecraft and modded item icons * View Network Credit prices * View live stock * Adjust quantities * Add products to their cart * Browse multiple product pages * Select a Pickup Station * Review their complete order before payment Products that are unavailable are shown as out of stock. --- # Persistent Shopping Carts Closing the Trade Terminal no longer immediately destroys the player's cart. During the current game session, carts are stored separately for each: * Player * Dimension * Economic network / Controller A failed checkout also keeps the cart intact. A successful checkout clears it. --- # Order Review Pressing Place Order does not immediately charge the account. The Trade Terminal first opens a dedicated **Order Review** screen. It shows information such as: * Current Network Credit balance * Total order price * Balance after purchase * Number of product types * Total item count * Selected Pickup Station The transaction only occurs after the player presses **Confirm**. --- # Shopping Lists & Schematicannon Material Checklists The Trade Terminal now includes a **Lists / Recipes** section. This provides two different workflows. --- ## Create Schematicannon Material Checklist A Material Checklist generated by Create's Schematicannon can be held in the player's **main hand** and loaded into the Trade Terminal. The Terminal reads the required materials. Already completed/check-marked requirements are ignored. The remaining required items are compared against: * Products sold by this bank * Current physical stock * Listing limits The interface can show whether checklist items are: * Available * Partially available * Out of stock * Not listed Pressing **Load to Cart** replaces the current cart with the purchasable quantities from that checklist. This makes it possible to take a large Create construction project directly to a Trade Terminal instead of manually searching for every required material. --- ## Create: Networking Shopping Lists You can also create portable Shopping Lists. First build your normal cart. Then hold either: * A Book * A Book & Quill in your **main hand**. The Lists page can convert that book into a machine-readable **Create: Networking Shopping List** containing the cart. The Shopping List can then be: * Carried elsewhere * Saved for later * Given to another player * Loaded into another compatible Trade Terminal The receiving terminal still validates the list against its own market and current physical stock. --- # Orders A successful Trade Terminal checkout creates a real persistent server-side order. Each order receives its own unique ID. The order stores information including: * Customer * Economic network * Selected Pickup Station * Purchased items * Total purchase price * Package arrival state * Package claim state * Completion state Order IDs are not reused. The player's account is charged in Network Credits and the player receives an **Order Ticket**. --- # Pickup Stations Banks can operate multiple Pickup Stations. Players select their desired Pickup Station during Trade Terminal checkout. A Pickup Station consists of two blocks: **Order Interface + Package Hatch** Place the two blocks directly beside each other. They form the physical customer collection point. The **Order Interface** is then connected to the Economic Controller with the Network Connector. The Package Hatch belongs to that Order Interface and does not need its own separate direct Controller connection. --- # Order Interface The Order Interface manages the customer-facing part of a Pickup Station. Players can use it to see their active orders for that station. Order information can include: * Current state * Package progress * Ready status * Order total * Purchased items Pickup Stations can also be renamed from the Economic Controller. Their network branding follows the connected bank. --- # Order Tickets Every successful order produces a unique **Order Ticket**. This ticket belongs to: * One player * One economic network * One Pickup Station * One exact order Take the Order Ticket to the matching Order Interface and scan it. If the order is ready, the associated Package Hatch becomes authorized for that player and order. The package can then be collected from the Hatch. Copied or stale tickets cannot be used to claim an order that has already been completed. --- # Lost Order Tickets Losing an active Order Ticket does not automatically mean losing the order. The Order Interface contains a player-specific order view where eligible active tickets can be reprinted. The system also prevents simply creating unlimited replacement tickets while the correct ticket is already being carried. --- # Package Hatch The Package Hatch is the physical endpoint of the order system. Packages arrive from the Create logistics network and are stored inside until the matching customer authorizes collection. The Hatch includes: * A physical delivery compartment * Animated opening door * Visible Create packages * Address validation * Private order claiming An order is only completed after all packages belonging to it have been collected. Bank owners/operators also have maintenance access to the Package Hatch, while normal automation is prevented from simply extracting customer packages. --- # Comparator Support Pickup Stations support Redstone Comparator output. The signal represents the number of **claimable orders**, not the number of individual packages. Example: **1 order containing 3 packages = signal strength 1** **5 ready orders containing 26 packages = signal strength 5** The output is clamped to Minecraft's normal maximum of 15. This allows you to build simple physical order indicators, lamps or other redstone systems around a Pickup Station. More detailed order-display infrastructure is planned for a later Economics update. --- # Orders Tab The Economic Controller's **Orders** tab provides bank-side Pickup Station management. It can show: * Registered Pickup Stations * Station names * Online state * Active orders * Ready orders * Order Interface position * Package Hatch position Pickup Stations can be selected and renamed from here. --- # Screens Economic Controller screen management has also been expanded. Create Display Boards can still be connected using Economic Links. The available display modes now include: * **Bank Status** * **Cash Reserve** * **Device Status** * **Screen Label** * **Market Prices** * **Market Headlines** * **Stock Alerts** * **Orders / Logistics** * **Bank Stats** Market information can use multiple pages where necessary and rotate automatically. The displays also use semantic colours where Create's native display system allows it, for example for healthy states, unavailable stock, prices and logistics information. --- # Connecting Display Boards The existing Economic Link Display Board workflow remains available. Hold an Economic Link and right-click a Create Display Board screen to select it. Multiple logical Display Board screens can be selected with one Economic Link. * Right-click a selected screen again to remove it * Sneak-use the Economic Link in the air to clear the selection * Use the selected Economic Link on the Economic Controller to create the connection Connected screens can then be renamed, identified and configured from the Controller's Screens tab. --- # How to Build a Complete Part II Network A basic full system looks something like this: ### Bank Management `Economic Controller` ↓ `Trade Terminal` ↓ `Pickup Stations` ↓ `Display Boards` ↓ `Warehouse` --- ### Warehouse `Item Vault / Inventory` ↓ `Economic Link` ↓ `optional Relay / Category Economic Links` ↓ `Main Storage Economic Link` ↓ `Economic Controller` --- ### Create Logistics For each appropriate warehouse branch: `Vault / Inventory` ↓ `Packager` ↓ `Stock Link` ↔ `Economic Link` --- ### Delivery `Packager` ↓ `Mechanical Belts / Create Logistics` ↓ `Funnel` ↓ `Package Hatch` ↔ `Order Interface` ↓ `Economic Controller` --- # Complete Order Flow When everything is connected, the complete system works approximately like this: **1.** Real items are stored inside the warehouse. **2.** Economic Links report the warehouse structure and live stock to the Economic Controller. **3.** The bank owner decides which stored items should be sold and configures their categories and prices. **4.** Players browse those listings from a connected Trade Terminal. **5.** The player adds items to the cart and selects a Pickup Station. **6.** The Trade Terminal shows the final Order Review. **7.** After confirmation, the player's Network Credit account is charged. **8.** A persistent order and unique Order Ticket are created. **9.** Create: Networking submits the required products to the connected Create logistics infrastructure. **10.** Create extracts the real items and Packagers create physical packages. **11.** Packages travel through the player's actual Create logistics system. **12.** The matching Package Hatch accepts packages addressed to that station and order. **13.** The player takes the Order Ticket to the Order Interface. **14.** The ticket authorizes the Package Hatch. **15.** The player collects the packages. **16.** Once every required package has been collected, the order is completed. --- # Network Connector — Important The Network Connector is still the tool used to establish most Economics connections. However, not every block connects directly to the Controller. Typical connections are: * Trade Terminal ↔ Economic Controller * Order Interface ↔ Economic Controller * Root Economic Link ↔ Economic Controller * Child Economic Link → Parent Economic Link * Create Stock Link ↔ Economic Link The Package Hatch instead belongs to the adjacent Order Interface. Display Boards are selected and connected through an Economic Link. This is what allows the Economics network to remain modular instead of requiring every single physical device to connect directly to the Controller. --- # Recipes The new infrastructure has normal recipes. I am intentionally not listing every crafting recipe in this changelog. If you use JEI or another compatible recipe viewer, the recipes can be inspected directly in-game. More visual documentation may be added to the mod description in the future. --- # Beta Status — Please Read Part II is one of the largest updates Create: Networking has received so far. It also connects a lot of completely new systems: banking, markets, storage scanning, Create logistics, physical packages, persistent orders, Pickup Stations, Trade Terminals and Display Boards. Because of that: **I am aware that not everything is perfect yet.** Some interfaces still need visual polish. Some layouts may still feel a little rough. There may be unusual edge cases or bugs I have not encountered during testing. And some parts of the current UX will probably change again. Create: Networking is still in beta, and Economics Part II should be viewed as a major new foundation rather than the final form of the system. So please don't be too harsh if you find something that still looks or behaves a little strange. :) Constructive feedback is extremely welcome. If something breaks, reports are especially useful when they include: * What you were trying to do * Which blocks were involved * How the Economic Links were connected * How the Create logistics system was built * Which Pickup Station was selected * What happened instead of the expected behaviour Suggestions for improving the UI and workflow are also very welcome. --- # What's Next? Economics Part II is **not the final Economics Update**. There are still several areas I would like to expand. One planned direction is a much more capable **Network Screen** rather than relying only on Create Display Boards. That could eventually allow larger dynamically rendered interfaces with things such as: * Tables * Graphs * Market statistics * Price information * Detailed warehouse status * Live order information * Logistics activity * Network diagnostics The ATM interface and other Economics UIs will also continue to receive polish. Further branding and customization options may also be expanded if there is enough interest from the community. Whether and how far these systems grow will also depend on feedback to Part II. --- # Thank You Part I created the bank. **Part II connects that bank to real warehouses, markets, logistics and physical delivery.** This update became significantly larger than I originally expected, and I am very happy to finally make this part of the Economics system available. Thank you for testing Create: Networking, reporting bugs and helping decide where the project goes next.
beta

Create: Networking 0.1.3

0.1.3-beta
22 июл. 2026 г.155Minecraft: 1.21.1neoforge
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# Create: Networking 0.1.3 ## Economics Update Part I - Banking Infrastructure (Beta) Version 0.1.3 introduces the first major economic layer for Create: Networking. ### Banking - Added the ATM with account access, deposits, withdrawals and transfers. - Added secure bank-card issuance through connected ATMs. - Added blue, green, burgundy, black and white blank bank cards. - Issued cards are tied to their owner and bank network. - Replacement cards invalidate older issues. - Copied or stale cards are rejected by the server. - Added configurable ATM branding, logos, wordmarks and physical screen assets. - Added receipts and physical Network Credit notes and coins. ### Economic Controller - Added the Economic Controller as the center of a banking network. - Added account, balance, reserve and connected-device management. - Added Dashboard, Screens, Devices and Diagnostics views. - Added ownership protection with administrator access for server management. ### Economic Links and Display Boards - Added Economic Links for selecting and binding Create Display Board screens. - Multiple separate screens can be connected through one link. - Connected screens receive stable IDs and custom names. - Added temporary screen identification such as SCREEN 01. - Added Bank Status, Cash Reserve, Device Status and Screen Label output modes. - Added screen, link, structure, power and controller-conflict diagnostics. - Added protection against multiple controllers writing to the same screen. ### Recipes and Polish - Added recipes for the ATM, Economic Controller, Economic Link and all blank bank cards. - Added a dedicated Network Connector recipe using Copper Wire, Brass Sheets, an Electron Tube and a Precision Mechanism. - Reworked the Limiter Controller recipe around Zinc Wire, Brass Sheets, an Electron Tube and a Precision Mechanism. - Reworked the Compact Fuse recipe. It now contains an integrated zinc fuse element and no longer requires a pre-built Copper Fuse. - Increased the Zinc Sheet size in the inventory view. - Updated the public mod name and description for the Economics Update. ### Existing Networking Systems The release continues to include mechanical network limiters, contracts, compact branch protection, connection tools, display integration and diagnostics foundations from earlier beta versions. ### Beta Notice Create: Networking remains in beta. Back up important worlds before updating, especially on multiplayer servers. Internal economic data formats and balancing may still change before version 0.2.0. ### Coming in 0.1.4 - Economics Update Part II Part II is planned to expand the economic network with: - Vault-linked commodity inventories - Configurable exchange rates and market prices - Buy and sell spreads - Price history - Colored market movement displays - Adaptive market layouts and text-based charts - Trade terminals - Economic Controller backbone links - Optional local, regional and global markets Exchange rates and commodity trading are intentionally not part of 0.1.3.
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Create: Networking 0.1.2-beta

0.1.2-beta
16 июл. 2026 г.82Minecraft: 1.21.1neoforge
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Create: Networking 0.1.2 Beta Reliability Release Candidate 2 This update is the result of additional internal testing and focuses on kinetic correctness, Create compatibility, serial protection and capacity provenance. Core fixes - Removed the custom powered-Clutch override. Native Create Clutches now control their output normally, including when placed directly beside a Network Limiter. - Increased loop confirmation time to reduce false loop detection while blocks and kinetic networks are still being placed or rebuilt. - Normal provider outages no longer latch a Safety Breaker as a Supply Fault. The branch stops and resumes naturally with its source. - Safety Breakers remain latched only for confirmed bypass loops or real output overloads. - Removed automatic Safety-Breaker direction flipping during assignment. Serial and parallel limiter handling - Added conservative automatic recognition of a serial protection layout: provider -> standalone limiter -> Contract Anchor -> transfer limiter. - Auto-detection only assigns a Safety Breaker when exactly one linked Contract Anchor exists downstream for several consecutive checks. - Ambiguous layouts with multiple downstream contracts are left unchanged. - Manual Safety Links through the Network Connector remain supported. - A standalone limiter can forward native generator provenance through a serial chain. - Capacity transferred through a Contract Anchor is marked non-forwardable, preventing imported SU from being exported again. Capacity and loop correctness - Local/native capacity is now tracked separately from imported contract capacity even across serial standalone limiters. - Two networks with their own local generators may export simultaneously. - Imported power alone cannot create exportable capacity. - A closed limiter loop without real generation cannot sustain itself. - Contract reservations remain attached to the provider side and are not duplicated by a serial Safety Breaker. Visual fixes - Enlarged and slightly protruded the static shaft in the inventory models for the Network Limiter, Contract Anchor and Compact Fuse. - The item icons should now visibly show the integrated shaft. Compatibility - Minecraft 1.21.1 - NeoForge 21.1.x - Create 6.0.x
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Create: Networking 0.1.1

0.1.1-beta
15 июл. 2026 г.43Minecraft: 1.21.1neoforge
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Create: Networking 0.1.1 Beta Fixes - Fixed Network Limiter output failing to restart after contract or Anchor state changes. - Fixed placement-order issues when placing the Limiter before the Contract Anchor. - Fixed reversed directional lamps on east/west placements. - Fixed provider capacity incorrectly including transferred customer-side capacity. - Fixed configured limits creating artificial capacity. - Contract reservations now consume real provider-network stress capacity. - Improved Network Connector selection feedback and role colours. - Improved Limiter Display Link layouts and diagnostics. Safety Links - Added two Network Connector modes: - Transfer Pair - Safety Link - Right-click in the air with the Network Connector to switch modes. - Transfer Pair links IMPORT and EXPORT limiters. - Safety Link connects a protected Transfer Limiter to a standalone in-series Safety Breaker. - A confirmed bypass loop is reported locally instead of overstressing the entire provider network. - The affected contract's active reservation is set to 0 SU while the loop exists. - A correctly wired Safety Breaker trips only the affected customer branch. - Other customers on the same provider network remain online. - Unprotected or miswired loops are clearly reported in goggles and Display Link diagnostics. Compatibility - Minecraft 1.21.1 - NeoForge 21.1.x - Create 6.0.x
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Create: Networking 0.1.0 Beta

0.1.0-beta
8 июл. 2026 г.50Minecraft: 1.21.1neoforge
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## Create: Networking 0.1.0 Beta Initial public beta release for Minecraft 1.21.1 / NeoForge. ### Added - Network Limiter block for limiting kinetic SU transfer - Contract Anchor block for provider/customer network contracts - Compact Fuse block for branch protection - Zinc, Copper and Brass Fuse tiers - Burnt Fuse behavior after overload - Limiter Controller item - Brass, Copper and Zinc Wire items - Display Link integration for limiter diagnostics - Ponder scenes for learning the system - Custom music disc: **Copper Grid** ### Features - Protect machine branches from overloads - Stop only the protected output side while keeping the input side available - Visual lamp states for limiter, anchor and compact fuse - Replaceable fuses with different durability/reset behavior - Create-style kinetic shaft integration ### Known limitations - Diagnostics Screen is planned for a future update - Balancing may change during beta - Visual polish and item textures may be improved later - Feedback and bug reports are very welcome ### Roadmap to 1.0 - Modular Diagnostics Screen - Better network visualization - More detailed bypass and loop detection - More Display Link modes - Additional polish based on player feedback