CurseForge · Minecraft mod
Create: Networking
Adds Create-style rotational network limiters, contract anchors, and overload protection for shared power systems.
Quick answer
Which Create: Networking release should I use?
Create: Networking createnetworking-0.1.6.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Create: Networking 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: Networking createnetworking-0.1.6.jar need?
createnetworking-0.1.6.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Create: Networking without breaking your instance.
Built for Create: Networking createnetworking-0.1.6.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use createnetworking-0.1.6.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 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 createnetworking-0.1.6.jar. It opens that exact file at the source.
About this project
What does Create: Networking add?
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
Project description from CurseForge.
Pick your setup
Create: Networking by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Create: Networking versions and loaders
createnetworking-0.1.6.jar
10 Aug 2026
createnetworking-0.1.5.jar
9 Aug 2026
createnetworking-0.1.4.jar
8 Aug 2026
createnetworking-0.1.3.jar
22 Jul 2026
createnetworking-0.1.2-beta
createnetworking-0.1.2.jar
17 Jul 2026
createnetworking-0.1.1-beta
createnetworking-0.1.1.jar
15 Jul 2026
createnetworking-0.1.0-beta
createnetworking-0.1.0.jar
9 Jul 2026
Looking for an older file? The official CurseForge project page is in Resources.