Back to mods
kc00l's Craftworks project artwork

CurseForge · Minecraft mod

kc00l's Craftworks

Factorio-style automated crafting: a Personal Assembler that plans every intermediate, plus FE-powered Assemblers and an electric Refiner.

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

Quick answer

Which kc00l's Craftworks release should I use?

Updated 4 days ago
beta file Craftworks 0.11.5
Game version 26.1.2
Loader NeoForge

kc00l's Craftworks Craftworks 0.11.5 targets 26.1.2 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.

Where it goes

Is kc00l's Craftworks 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 NeoForge
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 kc00l's Craftworks Craftworks 0.11.5 need?

Craftworks 0.11.5. Change the file and its required mods may change too.

All 2 required mods have matching files

Install emi-unofficial-port-unstable, Groundworks first. We found matching files for this game-version and loader setup.

Groundworks Needed by kc00l's Craftworks Craftworks 0.11.5
required
Matching file found Matched file: Groundworks 0.7.1

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add kc00l's Craftworks without breaking your instance.

Built for kc00l's Craftworks Craftworks 0.11.5. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Craftworks 0.11.5. It targets 26.1.2 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install emi-unofficial-port-unstable, Groundworks first. We found matching files for this game-version and loader setup.

  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 Craftworks 0.11.5. It opens that exact file at the source.

About this project

What does kc00l's Craftworks add?

Craftworks

Craftworks adds automated crafting in the spirit of Factorio. The Personal Assembler replaces the player's 2x2 crafting grid: pick the item you want in EMI (or JEI), and every intermediate step is planned for you. Turning on EMI Craftables sidebar makes things even easier: it lists everything the Personal Assembler can make from what you're carrying, intermediates included.

The whole cost is taken up front, and the crafts run one after another over time while you keep playing. Two placed machines carry on from there, both powered by FE: the Assembler, which crafts one chosen recipe over and over, with fluids too, and the Refiner, an electric furnace that smelts without fuel.

NeoForge, Minecraft 26.1.2 only. Craftworks is early work, so please report any issues you find on GitHub.

To play Craftworks beside every other FactoryWorks mod, install the FactoryWorks Showcase modpack from CurseForge.

Craftworks is built for modpacks. The Assembler crafts craftworks:assembling recipes: vanilla's and other mods' crafting recipes out of the box, and whatever a pack or datapack adds or replaces.

Features

  • Ask for the item, not the steps. Find an item in EMI or JEI and press Fill Recipe (JEI: the recipe button) on its Assembling recipe: left click queues 1, right click 5, Shift as many as your inventory covers. Every intermediate is resolved for you, so asking for a machine plans the plates, gears and circuits that go into it.
  • Paid up front, crafted over time. The whole cost of a request is taken when you queue it, and each step takes its own craft time. Results land in your inventory as they finish; a full inventory pauses the queue until there is room.
  • The inventory is the Assembler. The 2x2 crafting grid is gone, and the queue sits where it was. With the inventory closed, the queue shows beside the hotbar.
  • The Crafting Plan. Middle-click Fill Recipe or the JEI button to see what a request would consume, the intermediates it would make, and anything Missing (you have none and nothing can make it) or Locked (not yours to use yet). Queue +1, +5 or All from there, and watch the plan update as you do.
  • Cancel what you don't need. Click a queue row to cancel crafts of it: left 1, right 5, Shift all. Everything is refunded, and whatever is left is planned again in its place in the queue.
  • Nothing is lost. The queue survives logging out, and on death it is refunded into your inventory before your items drop.

For pack authors

  • Assembling recipes. A datapack adds craftworks:assembling recipes: ingredients with counts and tags and a results list of item stacks (each may be left out when empty, as in a recipe that only uses and makes fluids), a category (crafting by default, or advanced-crafting or crafting-with-fluid, the last for any recipe with a fluid in or out), a time in ticks (default 10) and a priority (default 0). Optional fluid_ingredients and fluid_results are for an Assembler to handle (pinned_fluid_results, default false, keeps each fluid result to its own output box instead of letting the first take the boxes the recipe leaves unused), and hand_craftable (default true) set false keeps an item-only recipe for one: the Personal Assembler plans only through a recipe that is hand-craftable and names no fluid and has exactly one item result. EMI and JEI show them, and KubeJS scripts can create and edit them.
  • Vanilla recipes built in. Vanilla's crafting recipes are Assembling recipes out of the box, at their own ids, so they replace the crafting table's; special recipes like fireworks and dyeing stay at the table. Set vanillaRecipes = false in the server config to ship your own set instead.
  • Other mods' recipes converted. Every other mod's shaped and shapeless crafting recipes become Assembling recipes at their own ids as recipes load, after your datapacks and KubeJS scripts; your own Assembling recipe at the same id wins. Keep a mod's or a recipe's at the table with modRecipesExcluded = ["modid", "modid:recipe"], or turn it off with modRecipes = false.
  • Route priority. When several recipes make the same item, the Assembler uses the highest-priority one the player can complete, at every level of the plan.
  • Assemblers. Three tiers of placed machine make one Assembling recipe each, their Held recipe, which you set with Fill Recipe on the open screen. Any FE source powers them, and each tier's speed, power and buffer are in the server config. Placing a higher or lower tier over one swaps it in place. Every tier also makes recipes with fluids, in or out, with or without items: two input fluid boxes and three output fluid boxes, on six Fluid Connections that pull the ingredients from a tank or pipe and push the results out. They stand at the ends of its front and back edges and the centres of its sides, so no two pipes beside them touch and each fluid of a recipe gets a network of its own. The tiers differ only in speed, power and buffer.
  • The Refiner. A placed machine that smelts what vanilla's furnace and blast furnace do, on FE and no fuel: any vanilla smelting or blasting recipe, blasting where an input has both. Its speed, power and buffer are in the server config. Pipes and hoppers put in what a recipe smelts, up to two smelts' worth, and take out only the result.
  • Locking recipes. The server config lockSources decides what keeps a recipe Locked for a player: recipeBook (until the recipe is in their recipe book) and researchd (while Researchd blocks it for their team). The Crafting Plan names the research that unlocks it. Other mods add their own locks, with or without a reason, through io.github._5thlayer.craftworks.api.LockHooks.

Dependencies

  • EMI or JEI, one of them on the client: the Assembler has no item list of its own and takes requests through EMI's Fill Recipe or JEI's recipe button. A pack ships one, not both. A dedicated server needs neither.
  • Groundworks, required: the Assemblers stand on its footprint and swap tiers by its Fast Replace. Install it beside Craftworks; it is not bundled.
  • Pipeworks, optional: its pipes fill and drain the Assemblers' Fluid Connections, and any other mod's tanks and pipes do too.
  • Jade, optional: shows the machines' Held recipe, state, progress and energy in its tooltip.
  • KubeJS, optional: scripts create and edit Assembling recipes and lock recipes for a player.
  • Researchd, optional, only if a pack locks recipes behind research.

License

MIT. The cover art uses Minecraft's item textures, which remain Mojang's. Source is on GitHub.

This is a hobby project: I’m not monetizing any part of FactoryWorks. I’m building it for fun, to see how far I can take it.

Project description from CurseForge.

Pick your setup

kc00l's Craftworks by Minecraft version and loader

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

1 available setups

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

Recent files

kc00l's Craftworks versions and loaders

30 of 30 releases match

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