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Create: Employees
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Create Employees adds new humanoid NPCs that can patrol 2 positions, guard a position, travel to distant coordinates, flip levers and buttons or even move items for you with optional item filters.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Focuses on strategic base fortification and defense against PvE threats. Usually includes traps, turrets, enhanced enemy AI, and automation.
Features machines that process raw materials or automation processes.
Emphasizes combat mechanics and fighting gameplay.
Adds or enhances hostile creatures and enemies.
Introduces new non-player characters with various roles and behaviors.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Features systems for better item storage and organization.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
Create Employees — little helpers for your world
**If you're an experienced modder and want to collaborate together and flesh this mod out into its full potential please contact me within the comments section of this mod!**
Create Employees adds simple, friendly “Runners” you can hire to patrol, guard, and haul items between inventories. No complicated setup, no required dependencies — just hand them their orders and watch them work.
This is my first mod. I originally built it around the Create ecosystem, but I scrapped the hard dependency so anyone can use it, even on lightweight modpacks or vanilla-plus servers. If you do have Create, Runners play nicely with most inventories thanks to standard Forge item handler support.
What they can do
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Patrol between two points.
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Guard a single point.
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Travel to specific coordinates
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Work (haul items) from a Source inventory to a Destination, honoring a filter you control (whitelist/blacklist or disabled).
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Fight while patrolling or guarding. They spot nearby hostile mobs and switch to a faster combat pace.
How to give orders
Craft Order Papers: 
All direction comes from the Orders Paper:
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Shift + Right-click a block → set Source.
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Right-click a block → set Destination.
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Shift + Right-click air (not pointing at a block) → open the Orders GUI.
Apply your source and destination, as well as your order type.
Drop the Orders Paper into a Runner’s orders slot. They’ll poll it and update behavior on the fly.
Orders GUI highlights
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Modes: Patrol, Guard, Travel, Work.
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Travel: enter X/Y/Z for a one-time move.
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Item Filter: toggle Enabled/Disabled; pick Accept (whitelist) or Deny (blacklist) and drop example items to define the rule.
Hiring options
Recruitment Horn (cooldown ~10 minutes)
Craft the Recruitment Horn, blow it like a goat horn (uses the “Sing” call), and a fresh Runner answers.

Runner Robot Kit (craftable, place like a spawn egg)
Want automation? Craft a Runner Robot Kit to place a Runner Robot. Perfect for factories, warehouses, and mass employment deployment.

Customization: right-click a placed robot with a dye to recolor its skin. Available variants (matching dye items):
black, blue, green, lime, white, light blue, red, purple, pink, orange, yellow, gray.
Use cases
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Town guards: Drop a Guard order on gates, villager squares, or portals.
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Wall patrols: Set perimeter patrol points; they’ll roam and respond to threats.
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Warehouse runners: Move filtered items from farm output to storage bins.
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Waypoint travel: Zip a Runner to a jobsite, then switch them back to Work.
Under the hood, Runners interact with blocks using a safe “fake player” where needed and standard Forge capabilities for inventory transfers, so they’re broadly compatible.
Recipes (quick list)
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Orders Paper (shapeless): Book & Quill + Ink Sac + Yellow Dye.
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Recruitment Horn (shaped): Goat Horn + String + Light Blue Dye + Iron Ingot (see layout above).
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Runner Robot Kit (shaped): Iron Nugget/Redstone Block/Iron Nugget | Leather/Gold Ingot/Leather | Leather/Redstone/Leather.
Why no hard dependency on Create? Why doesn't this look like a true-to-create add-on?
I love Create, and the first prototypes hooked directly into it. I struggled as a first time modmaker trying to get it to pull from create files, and I wanted this to be a small, focused helper mod that fits anywhere that i could actually make— So the final result doesn’t require Create. If Create is present, great — but it’s entirely optional.
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