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CurseForge · Minecraft mod

Create: Colony Logistics

Automated bridge between MineColonies and Create Logistics.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Create: Colony Logistics release should I use?

Updated 2 days ago
Latest stable file cclogistics-1.3.3-MC1.20.1.jar
Game version 1.20.1
Loader Forge

Create: Colony Logistics cclogistics-1.3.3-MC1.20.1.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 7 required mods have matching files.

Where it goes

Is Create: Colony Logistics required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Create: Colony Logistics cclogistics-1.3.3-MC1.20.1.jar need?

cclogistics-1.3.3-MC1.20.1.jar. Change the file and its required mods may change too.

All 7 required mods have matching files

Install MineColonies, Create, Structurize, Domum Ornamentum and 3 more first. We found matching files for this game-version and loader setup. 5 come through another mod in the chain.

2 listed on this file 5 pulled in by those mods
MineColonies Needed by Create: Colony Logistics cclogistics-1.3.3-MC1.20.1.jar
required
Matching file found Matched file: minecolonies-1.20.1-1.1.1276.jar
Create Needed by Create: Colony Logistics cclogistics-1.3.3-MC1.20.1.jar
required
Matching file found Matched file: Create 6.0.8 for mc1.20.1
Structurize Needed by MineColonies
pulled in
Matching file found Matched file: structurize-1.20.1-1.0.818.jar
Domum Ornamentum Needed by MineColonies
pulled in
Matching file found Matched file: domum_ornamentum-1.20.1-1.0.296-universal.jar
TownTalk Needed by MineColonies
pulled in
Matching file found Matched file: TownTalk 1.20 1.1.0
Multi-Piston Needed by MineColonies
pulled in
Matching file found Matched file: multipiston-1.20-1.2.43-RELEASE.jar
BlockUI Needed by MineColonies
pulled in
Matching file found Matched file: blockui-1.20.1-1.0.193.jar

5 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Create: Colony Logistics without breaking your instance.

Built for Create: Colony Logistics cclogistics-1.3.3-MC1.20.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use cclogistics-1.3.3-MC1.20.1.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install MineColonies, Create, Structurize, Domum Ornamentum and 3 more first. We found matching files for this game-version and loader setup. 5 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside cclogistics-1.3.3-MC1.20.1.jar. It opens that exact file at the source.

About this project

What does Create: Colony Logistics add?

Create: Colony Logistics

Bridge the gap between your automated factories and your growing town!


📌 Important Links


I made a mod for Create and Minecolonies compatibility, not the standard magic wand where the items travel to and from Create to Minecolonies, but something more substantial, over the months there has been bugs and updates and more bugs, but I have not given up, the mod is now on over 75k downloads, and has been progressing extremely well.

My Goal, when I was looking at Minecolonies and Create compatibility mods, many did one way, they were very quick too, like almost instant and they lacked the life that Minecolonies brings to Minecraft, my goal was simple how do I get Create to supply my colony whilst making it feel alive, I created It.

A New building The Freight Depot with 2 Jobs, the Logistics Coordinator and the Packer Agents. You build your Colony, You build your Create systems, you Build a Freight Depot, You then Link them however you want, I'm a train guy so I use trains. You then Link your Freight Depot to your Stock ticker using a tool, and hire the workers.

The Logistics Coordinator the beating heart will travel to your town hall, then your warehouse, multiple times a day, collecting the requests, monitoring your warehouse for an abundance of stock. then when they get back to the freight depot they set in the motions of ordering them items from your Create if you have the stock at least. they will also tell the Couriers to send over the excess resources to the Freight Depot, where your packer agents are waiting.

The packer agents, The Veins of the operations, they are ready to package up your excess items and store them into a vault ready for export, They also patiently await the arrival of a train to Import the packages or packages into the import Vault. to distribute into the warehouse or if you enable it directly to the Building that requested it. The Packer Agents will load and unload trains all by themselves, you don't need to unload a train with any other automation, they will also pack and unpack the Cardboard boxes themselves so no need for Create packers on the colony side.

Everything is intentionally slow, if your wanting fast, instant, its not this mod there are plenty out there but not this one, I wanted it to feel like the joys that minecolonies can bring but also the despair. Your Logistical Coordinator gets sick. your not getting anything ordered today. It fits with Minecolonies, not breaks it.


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!

Project description from CurseForge.

Pick your setup

Create: Colony Logistics by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Create: Colony Logistics versions and loaders

30 of 30 releases match

Looking for an older file? The official CurseForge project page is in Resources.