CurseForge · Minecraft mod
Create: Factory Controller
Centralized Factory Gauge management with a virtual dashboard and advanced logistics control.
Quick answer
Which Create: Factory Controller release should I use?
Create: Factory Controller createfactorycontroller-1.1.1-forge-1.20.1.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. 1 required mod needs a matching file.
Where it goes
Is Create: Factory Controller required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Create: Factory Controller createfactorycontroller-1.1.1-forge-1.20.1.jar need?
createfactorycontroller-1.1.1-forge-1.20.1.jar. Change the file and its required mods may change too.
Install Create, Create first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.
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: Factory Controller without breaking your instance.
Built for Create: Factory Controller createfactorycontroller-1.1.1-forge-1.20.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use createfactorycontroller-1.1.1-forge-1.20.1.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Create, Create first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside createfactorycontroller-1.1.1-forge-1.20.1.jar. It opens that exact file at the source.
About this project
What does Create: Factory Controller add?
Create: Factory Controller
CurseForge | Modrinth | Discord | Manual
Having a large wall of factory gauges can get unwieldy. This addon introduces the "factory controller", where you can place factory gauges (and more) in a virtual dashboard, condensing the wall of gauges into a single block.
Additionally, using a factory controller allows you to:
- Quickly tune a new factory gauge to a network already tuned to by existing gauges. 🕮
- Select and move multiple gauges at once. 🕮
- Save your setups in blueprints. 🕮
- See the item count labels of all gauges at once.
- Disable all factory gauges in the controller with redstone. 🕮
- Change individual connection's arrow bending path. 🕮
- Display information with a display link. 🕮
- Import existing gauge walls into a factory controller. 🕮
- Read a controller's gauges, logic tubes, networks, production orders and promises from a CC: Tweaked computer (read-only).
Factory gauges placed in factory controllers also receive a number of functional enhancements:
- More than 1 stack of the same ingredient.
- Up to 64 stacks of expected outputs.
- Mechanical crafting:
- Optionally ignore item NBT data. 🕮
- Custom-arrange ingredients into arbitrary patterns (for sequence assembly or vanilla crafter). 🕮
- Produce only when there is demand, minimize intermediate items in storage. 🕮
- Produce according to manually placed orders from a stock keeper. 🕮
- Requests multiple sets of ingredients at once if stock allows. 🕮
- Customize request interval of individual gauges. 🕮
- Limit promises created by the gauge. 🕮
- Limit promises by shared destination address. 🕮
You can also place these in factory controllers:
- Redstone Link 🕮
- Electron Tube: Act as logical gates for redstone signals. 🕮
- Arithmetic Tube: New item, for number calculations in factory controller.
This mod does not:
- Manage an external wall of factory gauges.
Bundled Mods
The following mods are bundled in Factory Controller mod release.
Create: Higher Logistics Patch
- Fix number of logistics related bugs in Create.
Create: Logistics Control
- Filter Link: for dynamically set filter to blocks when unpack package.
Mod Compatibility
This mod replicates the logic of the vanilla factory gauge system. It is unlikely to conflict with other mods that modifies vanilla gauge behaviour, but it cannot also receive their enhancements, unless explicit support was made.
Explicit support is also required for items added by other mods to be placeable in a factory controller. See supported components. Notably, Create: Extra Gauges can coexist in a game installation, but the extra gauges may not be placed in factory controllers.
See also:
Dependencies
| Dependency | Version |
|---|---|
| Minecraft | 1.21.1 |
| NeoForge | 21.1.234 |
| Create | 6.0.10 |
| Deployer (Recommended) | 0.1.2 |
Contributing
- Game translation: https://crowdin.com/project/createfactorycontroller
- Documentation translation: https://weblate.fiveyellowmice.com/engage/create-factory-controller/
Credits
Graphics & documentation:
Translations:
- Russian: Makisk
- Polish: Makisk
- Franch: totof-prod
Sounds:
- Winding Noise - Music Box by charcrone -- https://freesound.org/s/347035/ -- License: Creative Commons 0
- Pocket watch. Clicking open and closed, chain noise and picking up by JarredKarp -- https://freesound.org/s/490968/ -- License: Attribution NonCommercial 4.0
AI Disclosure
I never expect that I need to extend this part to more than 1 line, but I have to do this now, which makes me very disappointed.
In short, AI has been used in this project for some parts of code implementation, documentation, debugging and solution improvement, but I have reviewed all AI's involvement, and code architecture design, complex code implementations and all graphics assets are still produced by me and my friend. However, I won't consider include AI in the modding process means I produced "AI slop" mod or low-effort mod; AI slop mod won't put AI disclosure section in their mod description.
As a software engineer and an experienced mod developer, I don't trust AI's work, but AI is a new tool and a collaborator for me. For small and well-defined task, AI does extremely well; they can often produce functional code without my modification (but sometimes I still need to fix things after close review). Therefore, it save my time so I can focus on design the code architecture of larger features, doing testing, etc. In this case, AI is a tool to allow me to parallel the development process, which is important since I don't have plenty of time after work.
For large feature, AI's solution is problematic; it can only use for prototyping but also enable me to understand the underlying technical limitation before spend large amount of time in development. Meanwhile, AI is also used in design improvement; it reviews my code & design and may sometime point me a new direction of solving problems, which could be more efficient and optimized. AI's suggestion may not always be true, but it is so valuable to get another technical point of view during the development, to make the mod more optimized and allow me to identify bugs early. In fact, I found that this collaboration pattern significantly reduced the bugs produced, compare to my previous mod; I received almost no bug reports during the first month of release, which is hard to believe when put this amount of features into one system.
In this case, AI has improved the quality of the mod and my productivity, instead of produced "AI slop mod". In fact, I am more worry about the growing "AI hate" in the community. If people keep getting pissed by any AI involve project regardless how AI get used, fewer developers would decide to disclose the use of AI, and player will have to facing more mods without labeled how AI get used.
Project description from CurseForge.
Pick your setup
Create: Factory Controller by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader build1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Create: Factory Controller versions and loaders
createfactorycontroller-1.2.1-forge-1.20.1.jar
11 Sept 2026
createfactorycontroller-1.2.1-neoforge-1.21.1.jar
6 Sept 2026
createfactorycontroller-1.2.0-neoforge-1.21.1.jar
31 Aug 2026
createfactorycontroller-1.1.1-forge-1.20.1.jar
29 Jul 2026
createfactorycontroller-1.1.1-neoforge-1.21.1.jar
27 Jul 2026
createfactorycontroller-1.1.0-forge-1.20.1.jar
20 Jul 2026
createfactorycontroller-1.1.0-neoforge-1.21.1.jar
20 Jul 2026
createfactorycontroller-1.0.0-1.20.1-alpha-2.jar
5 Jul 2026
createfactorycontroller-1.0.0.jar
4 Jul 2026
createfactorycontroller-0.2.1-beta.jar
22 Jun 2026
createfactorycontroller-0.1.2-beta.jar
16 Jun 2026
createfactorycontroller-0.1.1-alpha.jar
13 Jun 2026
Looking for an older file? The official CurseForge project page is in Resources.