Create: Colony Logistics
Modby OGTEnzoHD
Automated bridge between MineColonies and Create Logistics.
Type
Mod
CurseForge Downloads
53,697
CurseForge ID
1466643
Last Updated
Jul 26, 2026
Description
Create: Colony Logistics
Bridge the gap between your automated factories and your growing town!
📌 Important Links
- 💬 Discord Community - Get help, share blueprints, and chat!
- 📚 Official Wiki & Setup Guide - Read this before you start!
- 🐛 Issue Tracker - Report bugs here.
What does this mod do?
Have you ever built a massive Create factory, only to realise your MineColonies citizens still need everything hand‑delivered?
Or hit MineColonies level 3 and suddenly your Builder wants enough materials to construct the Taj Mahal twice over?
You know the drill:
128 million trips between your Create storage and your colony.
Your feet hurt, your brain’s gone feral, and somehow you still forgot that one flower you promised yourself you’d grab.
Not anymore.
Create: Colony Logistics acts as a digital and physical bridge between Create and MineColonies, fully automating your supply chain so you can finally sit back with a cuppa and watch your colony thrive.
🧠 The Brains: Logistics Coordinator
Your Logistics Coordinator constantly scans your colony.
When a Builder needs 64 Oak Planks, the Coordinator:
- Checks your Create storage
- Requests the items
- Packages them
- Sends them straight to your colony’s Warehouse
You don’t lift a finger.
You just sip your cuppa and enjoy the view.
🚂 The Transit: Automated Train Handling
Your Create factory boxes up the requested items and loads them onto a train bound for your colony’s Freight Depot.
When the train arrives:
- Packer Agents walk to the train
- Grab the boxes
- Unpack them
- Deliver them directly into the Warehouse
No belts.
No funnels.
No spaghetti‑monster contraptions.
Just clean, elegant logistics.
📦 “But my Warehouse is overflowing!”
Ah yes — the MineColonies classic.
Your Warehouse fills up with wheat, leather, food, random bits your citizens produce… and suddenly you’re the one hauling everything out just to make room for the next big build.
Good news: the Logistics Coordinator handles that too.
You can set a stock limit for any item in the Warehouse.
Example:
Want to keep 128 wheat on hand? Done.
Anything above that?
- Automatically collected
- Boxed up
- Shipped back to your Create storage
And when you need it again?
It’ll be re‑imported instantly.
No more emergency cleanup runs.
No more “why do I have 9,000 carrots?”
Just a tidy, well‑behaved Warehouse that always has room for your next architectural masterpiece.
Now go enjoy your cuppa — and grab a biscuit while you’re at it. You’ve earned it.
✨ Key Features
🚂 Fully Automated Train Handling – Citizens physically load and unload Create trains.
👷 Fully Animated Crew – Coordinators, Packer Agents, and Freight Inspectors with stat‑based efficiency.
🏢 Custom Buildings – Freight Depot, Foremen’s Hut, Logistics Controller.
🧠 Smart AI (“Colony First” Rule) – If your Carpenter can craft it, the mod only imports the raw materials.
⛔ Railway Safety – Track Clearance ghost‑blocks keep colonists safe from trains.
^^ To go with this for the people who don't just want an invisible block (or lose where they placed them 🤣)
We now have ballast blocks and slabs. They work exactly the same as the track clearance blocks, but you place them underneath the track and they will keep the colonists off them. They can also work with the mechanical roller!!!
The Track Clearance block now also has a visual texture when you hold the block in your hand and can be water‑logged too!
🛡️ Customs Protection – Built‑in timers prevent infinite import/export loops.
🔧 Dependencies
- NeoForge (1.21.1)
- Create
- MineColonies
- Optional: Create: Applied Kinetics, Create Stockpile Switch support included
Stop carrying stacks by hand. Automate your colony today!
Hey MDZ I'm Enzo on discord
Screenshots
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