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Documentation Index

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Create’s logistics system moves items physically through the world — you can watch every iron ingot ride a belt, tumble down a chute, or arc through the air from an ejector to a waiting depot. This physical visibility is one of the mod’s defining features, and understanding the building blocks of the transport layer is essential for designing factories that scale beyond hand-fed crafting tables.

Mechanical Belt

The Mechanical Belt is the backbone of most Create logistics setups. It spans between two Belt Pulleys and carries items along its surface at a speed proportional to the belt’s RPM. Key properties:
PropertyValueConfig key
Maximum belt length20 blocksmaxBeltLength
Supported orientationsHorizontal, diagonal (±1 block height), vertical
Item speedScales with RPM of the driving pulley
Belt segments can go in any of the three orientations in a single run — a belt can ascend diagonally from ground level to a second floor, then continue horizontally, as long as both pulleys are part of the same kinetic network. Items placed on a running belt are transported at the belt’s surface speed. Faster belts move more items per second but require more rotational stress. Items that reach the end of a belt without an accepting surface fall off as drops.
Use a Depot at the end of a belt rather than letting items fall. Depots hold items in place for actors (Mechanical Arms, Deployers, Presses) to interact with, and they don’t consume any rotational stress.

Funnels

Funnels bridge the gap between belt transport and block inventories (chests, vaults, basins, etc.). They can be oriented to pull items out of an inventory onto a belt, or push items into an inventory from a belt — the facing direction determines which.

Andesite Funnel

The basic unfiltered funnel. Inserts or extracts one item at a time. Can be mounted directly on a block face or on the surface of a belt to interact with items passing by. No filter capability.

Brass Funnel

An upgraded funnel that supports a filter in its slot. Only items matching the filter are transferred. Also supports a stack size limit (set by scrolling on the funnel with an empty hand) so you can throttle how much it transfers per operation.
Funnels can be mounted in two ways:
  • On a block face — inserts into or extracts from an inventory on the adjacent face.
  • On a belt surface — picks up items from the belt passing underneath (extraction), or deposits items onto the belt (insertion).
A Funnel with a redstone signal is suppressed — it won’t transfer until the signal is removed.

Chute

Chutes are vertical item conduits. Items dropped into the top of a chute fall down through connected chute segments and exit at the bottom. A fan blowing upward through a chute can reverse the flow, pushing items upward.

Chute

Simple vertical conduit. Items pass through freely. Chutes connect automatically when placed directly above or below another chute.

Smart Chute

A chute with a filter slot. Items matching the filter pass through; items that don’t match are blocked and accumulate at the filter point. Useful for sorting vertical drops into different destinations.
Chutes transfer items passively — no rotational power is required. The only exception is upward transport, which requires a fan providing upward airflow through the chute column.

Brass Tunnel

The Brass Tunnel sits on top of a belt and intercepts items passing through it, routing them to one or more connected outputs (adjacent belts branching off the tunnel’s sides). Distribution modes (set by scrolling on the tunnel):
ModeBehaviour
Round RobinCycles through available outputs in order, one item per output per cycle.
PreferAlways sends to the first valid output; falls back to the next only when the preferred output is full or filtered.
ForceSends every item to a specific output regardless of other options.
RandomizePicks an output at random each time an item arrives.
SynchronizeHolds items until all connected tunnels in a group have an item, then releases simultaneously.
Each output port of a Brass Tunnel has its own independent filter slot, giving you fine-grained control over which items go where. Multiple Brass Tunnels can be connected side-by-side on a belt; they share their distribution mode and cooperate as a single extended routing block.

Depot and Item Ejector

Depot

A flat staging platform that holds items in place. Items placed on a Depot don’t move unless acted on by a Mechanical Arm, Deployer, or other actor. Depots are ideal for in-place processing — for example, positioning one beneath a Mechanical Press to press items without a contraption.

Item Ejector

Launches items in an arc to a target Depot up to 32 blocks away (maxEjectorDistance). The ejector scans for a valid target Depot every 120 ticks by default (ejectorScanInterval). Power it with a redstone signal or set it to always-on from its scroll menu. Useful for bridging gaps or sending items up to a higher level without a belt.
Place a Depot directly under a Mechanical Press and feed it with a Funnel. Items arrive on the Depot, the Press stamps them, and a second Funnel extracts the output — all without building a contraption. This is often the simplest auto-pressing setup for early game.
For detailed information on filtering items at Funnels, Tunnels, and other logistics blocks, see Filtering Items.

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