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Modrinth · Minecraft mod

Create: God Damn Repackager

Lets multiple Repackagers sharing one input vault process a single large crafting order in parallel — up to N× faster order fulfillment with N repackagers.

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

Quick answer

Which Create: God Damn Repackager release should I use?

Updated 3 days ago
alpha file 0.5.1-neoforge-alpha
Game version 1.21.1
Loader NeoForge

Create: God Damn Repackager 0.5.1-neoforge-alpha targets 1.21.1 with NeoForge. Do not install it on the client. It must be installed on the dedicated server. All 1 required mods have matching files.

Where it goes

Is Create: God Damn Repackager required on the client, server, or both?

Do not install it on the client. It must be installed on the dedicated server.

Client Not supported
Dedicated server Required
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

This file is marked server-only.

What else does Create: God Damn Repackager 0.5.1-neoforge-alpha need?

0.5.1-neoforge-alpha. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Create first. We found matching files for this game-version and loader setup.

Create Needed by Create: God Damn Repackager 0.5.1-neoforge-alpha
required
Matching file found Matched file: 6.0.10+mc1.21.1

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

Before you install it

Add Create: God Damn Repackager without breaking your instance.

Built for Create: God Damn Repackager 0.5.1-neoforge-alpha. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 0.5.1-neoforge-alpha. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Create first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    Do not install it on the client. It must be installed on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 0.5.1-neoforge-alpha. It opens that exact file at the source.

About this project

What does Create: God Damn Repackager add?

God Damn Repackager

⚠️ ALPHA
This mod is in early testing. It uses a Mixin to modify Create's repackager core logic and
has not yet undergone large-scale, long-term stability testing. Back up your world before
using it.
Bug reports are welcome on the project page.

ℹ️ If you used 0.2.0: 0.2.0 could cause "only some repackagers work after placing an order"
(e.g. 6 of 9) in an existing world, requiring you to re-place the repackagers. Fixed in 0.2.1
just upgrade, no re-placement needed. See Known Limitations.

ℹ️ Upgrading from 0.5.0 to 0.5.1: 0.5.1 rewrites the vault identity scheme (from a geometry-derived
BoundingBox to a stable UUID), fixing item duplication/loss bugs that 0.5.0 could hit when reshaping
or partially breaking a vault mid-order. 0.5.0-format SavedData is not compatible with 0.5.1 — on
upgrade, the legacy pool is detected and cleared on load (the log will contain a
[GDR-POOL] detected legacy BoundingBox-keyed SavedData warning). Let any active orders finish
before upgrading; the pool is empty after upgrade, new orders work normally.

God Damn Repackager makes all repackagers attached to the same input vault share the work.
N repackagers ≈ N× throughput. Available for both Forge 1.20.1 and NeoForge 1.21.1.

Supported platforms & versions

This mod is maintained for two MC / loader combinations with identical functionality. Pick the
jar that matches your setup.

Forge build NeoForge build
Minecraft 1.20.1 1.21.1
Loader Forge 47.x NeoForge 21.1.x
Create (required dep) 6.0.x (tested 6.0.8) 6.0.x (tested 6.0.10)
Mod version 0.5.1-forge 0.5.1-neoforge
Jar filename goddamnrepackager-0.5.1-forge-alpha.jar goddamnrepackager-0.5.1-neoforge-alpha.jar

Choose based on whether your pack runs Forge or NeoForge.
If you're unsure: NeoForge 1.21.1 is recommended for new/single-player packs (more modern);
stick with Forge 1.20.1 for existing saves or Forge-based packs.

Both builds are feature-identical: shared-package-pool parallelism (0.4.0) + partial repackaging
(0.5.0 — start crafting as soon as any materials arrive) + UUID-based vault identity
(0.5.1 — pools survive reshape / partial vault break without duplication or loss).

The Problem

In vanilla Create 6.0+, when you place a large crafting order through the Stockkeeper for your
crafter array (e.g. "craft 1000 iron blocks"), the entire order is processed by a single
Repackager
. Even if your input vault is surrounded by repackagers, only one of them does any
work — the rest sit idle. A repackager emits only one package per second (20-tick animation
cycle), so large orders take a very long time.

Speed Comparison

Scenario Vanilla With this mod
1000 crafts, 1 repackager ~1000s ~1000s (unchanged)
1000 crafts, 3 repackagers ~1000s (2 idle) ~333s
1000 crafts, 9 repackagers ~1000s (8 idle) ~111s

Usage

No configuration required — works out of the box. Build your crafter array as usual:

Stockkeeper ──order──> Frogport ships materials ──> Input Vault (holds material packages)
                                                          ↓
                                            Multiple Repackagers (redstone block = always on)
                                                          ↓
                                            Packager (unwraps) → Mechanical Crafter → Output

As long as multiple repackagers are attached to the same input vault, this mod automatically
parallelizes them. Repackagers must be placed against a Create Vault.

How it works

Instead of each repackager hoarding an entire order in its own send queue, 0.4.0 uses a per-vault shared
package pool
(stored in the world save):

  • Deposit — when a repackager finishes assembling an order's packages, the whole batch goes into the
    shared pool keyed by the vault it serves, rather than into its own private queue.
  • Poll on demand — every tick, each idle repackager pulls one package out of the pool into its own
    queue, then ships it as normal. N repackagers genuinely ship N packages/second.
  • Inherently dynamic — because each repackager pulls work on demand, a stalled repackager (its
    downstream clogged) simply stops polling and its work is naturally picked up by idle siblings. No
    separate rebalance layer is needed.

Partial repackaging (new in 0.5.0): vanilla repackagers wait until ALL of an
order's material fragments have arrived before doing anything (all-or-nothing). Fragments trickle in
over the transport network, so large orders waste a long "waiting for the last piece" window. 0.5.0
lets repackagers start as soon as the arrived fragments afford at least one craft: available materials
are crafted and shipped immediately, and each newly arrived batch continues the order until it's done.
Materials are conserved end-to-end — unused leftovers are held in the world save and drop in full if
the vault is broken.

UUID-based vault identity (new in 0.5.1): each vault is assigned a stable UUID and repackagers
find their shared pool by that UUID. The UUID travels with the vault through Create's multiblock
split/reform hooks — reshaping a vault (adding/removing blocks) leaves the key unchanged, and a partial
break (the remaining blocks re-form into a smaller vault) inherits the original UUID, so the pool keeps
working seamlessly. This fully fixes the 0.5.0 issue where different repackagers saw different geometric
snapshots of the same vault during a reshape, occasionally splitting the pool and causing item
duplication or loss.

Per-block 1/N drain on vault block break (0.5.1 follow-up, "Plan A"): the original 0.5.1 only dropped
the entire pool as PackageItem shells at full teardown (single vault block exploding a backlog exceeding
its own physical capacity, in an unfamiliar entity form). Plan A now drains a 1/N share of the pool
on every vault block break (partial or full), where N is the vault's pre-break block count: the
packages taken are unpacked to their inner contents (plain ItemStacks, no recipient address) and
dropped as ordinary item entities at the broken block's position. The remaining blocks re-form into a
smaller vault that inherits the same UUID, and the remaining (N-1)/N of the pool keeps flowing through
repackagers. Breaking the blocks one by one drops 1/N at a time, and the last block (N=1) drains the
remainder — the total dropped equals what "break the whole vault at once" would have dropped. Reshape
by adding blocks
does NOT drop — the pool migrates to the new shape and keeps flowing. Note: reshape
by removing a block
follows the same break path, so undoing a reshape will drop 1/N of the pool as
items (pick them up — they're already-crafted products and usable).

Note on breaking blocks (0.5.1+ Plan A): the shared pool is saved with the world, independent of any block.
Breaking a repackager does not drop the packages still in the pool — they're kept safely in the save,
and placing the repackager back resumes processing (nothing is lost). When any vault block is broken (either
partial or full teardown), the share of the pool "owned" by that block (1/N of the current backlog, where N is
the vault's pre-break block count) is unpacked to its inner contents and dropped as ordinary item entities at
the broken block's position. The remaining blocks re-form into a smaller vault that inherits the same UUID, and
the remaining (N-1)/N of the pool keeps flowing through repackagers. When you break vault blocks one by one,
each break drops its 1/N share, and the last block (N=1) drains the remainder — the total dropped equals what
"break the whole vault at once" would have dropped. Reshape by adding blocks (expanding the vault) does
not drop the pool — it migrates to the new shape and keeps flowing. Note: reshape by removing a block
follows the same break path, so undo a reshape will drop 1/N of the pool as items (pick them up — they're
already-crafted products and usable). Repackagers respect vanilla Create redstone: they only work when powered.

Installation

Installation is identical for both builds — only the jar and Create version differ:

  1. Install the matching Minecraft + loader combo (see Supported platforms above)
  2. Install Create 6.0.x (required dependency; version per the table above)
  3. Drop the matching goddamnrepackager-*.jar into .minecraft/mods/
  4. Launch the game

Upgrading from 0.2.0? Just replace the jar. 0.2.0 used to require re-placing repackagers in an
existing world; 0.2.1 fixed this — no re-placement needed after upgrade. See
Known Limitations.

Upgrading from 0.3.x / 0.4.x? Just replace the jar — no re-placement needed, in-flight orders
are unaffected. 0.5.0 adds partial repackaging on top of the shared pool (start crafting as soon
as any materials arrive); you benefit automatically with zero setup.

Upgrading from 0.5.0 to 0.5.1? Just replace the jar — no re-placement needed. However, 0.5.1
switches the vault identity scheme from a BoundingBox to a UUID, so 0.5.0-format pool data is not
compatible
and will be cleared on load (with a [GDR-POOL] detected legacy BoundingBox-keyed SavedData log warning). Let any active orders finish before upgrading; the pool is empty after
upgrade, new orders work normally.

Compatibility

  • ✅ Tested:
    • MC 1.20.1 + Forge 47.2.0 + Create 6.0.8
    • MC 1.21.1 + NeoForge 21.1.x + Create 6.0.10
  • ✅ Tested in modpack environments and on multiplayer servers alongside other mods — no conflicts
  • ⚠️ Targets the Create 6.0.x logistics system only; not compatible with Create 0.5.1 and earlier
  • ⚠️ Forge 1.20.1 and NeoForge 1.21.1 are maintained independently with identical features; a Fabric
    port may come later

Known Limitations

  • Re-place repackagers after installing into an existing world. (Fixed in 0.2.1) 0.2.0 could
    cause "only some repackagers work after placing an order" (e.g. 6 of 9) in a world that already existed —
    far more often on multiplayer servers than in fresh single-player worlds. Cause: 0.2.0 identified sibling
    repackagers by the identity (==) of the Forge capability instance they cached, which is rebuilt whenever
    the vault's capability is invalidated, so repackagers placed before the mod existed could hold caches
    pointing at different generations and fail the check. 0.2.1 fix: siblings are now matched by Create's
    InventoryIdentifier value equality (for vaults: a Bounds(BoundingBox) record comparing only the
    multiblock's corner coordinates), which is stable across capability rebuilds. Upgrading to 0.2.1 resolves
    this — no re-placement needed.
    (Technical detail in TECHNICAL.md §3.7.)
  • The current implementation is "load-balanced snapshot allocation"... (0.3.0 added dynamic
    rebalancing on top; 0.4.0 replaced both with a shared package pool)
    — 0.4.0 deposits each
    assembled batch into a per-vault shared pool that idle repackagers poll from on demand, giving the
    same parallel/dynamic-balancing effect with simpler logic.
  • Breaking a repackager does NOT drop the shared pool (0.4.0). The pool is saved with the world,
    not tied to the block. Breaking a repackager only drops the single package it was mid-shipping
    (heldBox); packages still in the pool stay in the save and resume when the repackager is replaced —
    nothing is lost. Breaking a vault block (partial or full teardown) drops 1/N of the pool
    unpacked to inner item entities at the broken block's position (where N = the vault's pre-break
    block count; Plan A, 0.5.1+). Each break drops its 1/N share, and the last block (N=1) drains the
    remainder. Reshaping by adding blocks does NOT drop — the pool migrates to the new shape and
    processing continues. Note: reshaping by removing a block follows the break path and will drop
    its 1/N share — pick them up (they're already-crafted products and usable).
  • An order being progressively crafted needs at least one powered repackager (0.5.0). Once an
    order is "taken over" (partial repackaging has begun), it needs at least one redstone-powered
    repackager on the vault to keep progressing. Removing all repackagers or cutting their power
    pauses the order — unused materials stay safely in the world save (and drop if the vault is
    broken); place a repackager back and power it to resume. Orders without crafting recipes
    (plain item orders) are never taken over and behave exactly like vanilla.
  • Repackagers must be attached to a Create Vault. Other containers (Crates, vanilla chests) are
    theoretically supported but not fully tested.

License

MIT License — free to use, modify, and distribute. Source code and a full technical writeup
(architecture, dev pitfalls, roadmap) are on the project GitHub.

Credits

  • Create and its author simibubi —
    an outstanding mod that this project builds upon.

Project description from Modrinth.

Pick your setup

Create: God Damn Repackager 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: God Damn Repackager versions and loaders

9 of 9 releases match

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