In hotbar right click. On belts you can use saws, just make sure the direction is right, or the new block packager leading into an inventory (chest, barrel, etc.) Answer from thebeastwithnoeyes on reddit.com
🌐
Reddit
reddit.com › r/createmod › how do i automate unpacking the boxes in create 6 ?
r/CreateMod on Reddit: how do i automate unpacking the boxes in create 6 ?
March 2, 2025 - Packagers do both, They pack stuff when outgoing and unpack when inbound, so just make your packages go inside one thats attached to an inventory, Note tho if you have a high throughput of packages perhaps use multiple because the packagers ...
🌐
Fandom
create.fandom.com › wiki › Cardboard_Package
Cardboard Package | Create Wiki | Fandom
Left click to unpack them and drop their contents. A package is instantly unpacked when it comes in contact with Water, Mechanical Saws, Lava, or Cactus. They can also be unpacked by shift-right-clicking while they are in the player inventory.
🌐
Fandom
create.fandom.com › wiki › Packager
Packager | Create Wiki | Fandom
2.2 Unpacking · 3 Data values · 3.1 ID · 4 History · Main article: Cardboard Package · When placed adjacent to any inventory, Packagers can create cardboard packages and fill them from the inventory they’re attached to. The process does not require extra materials.
🌐
Wiki
kerzoven.wiki.gg › wiki › Create_mod_packs
Create mod packs - Official Of Life and Land Wiki
March 15, 2024 - To get started with mod packages, you need to create two files to tell the Godot Mod Loader what to do: ... Navigate to your game files and create a folder called "mods-unpacked". There create a folder with your author name, add a minus and add your mod name.
🌐
YouTube
youtube.com › watch
How to use a Packager - Create Mod Update 6 - YouTube
Create Updated to version 6 and this is the Best Create mod update ever! Today I'll show you how to use the Packager. Join our Discord serverSchematics, Maps...
Published   March 9, 2025
Find elsewhere
🌐
Reddit
reddit.com › r/createmod › how do i split big packages?
r/CreateMod on Reddit: How do I split Big packages?
March 1, 2025 -

I'm playing around with the features in the new 6.0 update but I'm having trouble with the autocrafting.

If I request 3 stonecutters to be made it sends all the resources in one package, blocking the system. I tried using a re-packer but it can only combine packages, not split them. Is there a way to split this package or force packages to be sent one at a time?

🌐
CreateMod
createmod.com › home › schematics › cart contraption packager
Cart contraption packager - CreateMod.com
September 8, 2025 - To unpack these items, the contraptions can be sent to a contraption_unpackager, which will extract the contents and send them for processing. This method is particularly useful for transporting huge amounts of a single item type over long ...
Rating: 5 ​ - ​ 1 votes
🌐
Steam Community
steamcommunity.com › sharedfiles › filedetails
Steam Community :: Guide :: Unpacking Mods: A Basic How-To
August 15, 2016 - Open the mods folder, or create a new folder for safety's sake, and place the .pak within. Go back to the Starbound folder. Create a new file, and rename it to end with a .bat for Windows. Open the file with a text editor and paste into it: "win32\asset_unpacker.exe" "mods\contents.pak" "mods\unpack" (Inverted syntax:)
🌐
YouTube
youtube.com › watch
Create Mod 0.6 Packages Explained! - YouTube
For 20% off on your first month of Minecraft server hosting use the following link: https://lagless.gg/aff/kwizzle20Learn about Packages, Logistics Networks
Published   March 1, 2025
🌐
GitHub
github.com › Creators-of-Create › Create › issues › 7426
Item dupes when attempting to use the packager to unpack packages into some mod containers. · Issue #7426 · Creators-of-Create/Create
March 1, 2025 - When unpacking items into some mod containers, the number of items actually entering the container was much higher than the number of items in the package itself. ... Create: Mod Version: 6.0.0 NeoForge Version: 21.1.125 Minecraft Version: 1.21.1 Graphics: Flywheel Version: 1.0.0 Flywheel Backend: flywheel:indirect OpenGL Renderer: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 OpenGL Version: 4.6.0 NVIDIA 560.81 Graphics Mode: options.graphics.fancy System Information: Operating System: Windows 11 (amd64) version 10.0 Java Version: 21.0.2, Azul Systems, Inc.
Author   Creators-of-Create
🌐
SCS Software
forum.scssoft.com › board index › euro truck simulator 2 › help center - player to player
HOW TO UNPACK AND REPACK MOD PACK - SCS Software
2. You should NOT unpack your mod in the same TEMP folder as above, unpack your mod somewhere else. (Unless you wanna play with the mod in Blender) 3. You can pack a mod with winrar. Select the folders in the mod you unpacked, right click and select add to archive, select store in compression, select zip and rename the file to something.scs and press pack.
🌐
Reddit
reddit.com › r/createmod › package labeler tutorial :: create mod
r/CreateMod on Reddit: Package Labeler Tutorial :: Create Mod
May 11, 2025 - 140K subscribers in the CreateMod community. Create is a Minecraft Java Edition mod. It is based on building, decoration and aesthetic automation.
🌐
Reddit
reddit.com › r/createmod › packager won't unpack when using mechanical crafters
r/CreateMod on Reddit: Packager won't unpack when using mechanical crafters
July 4, 2025 -

The title sort of says it all, I have a network of gauges set up and I'm trying to set up some crafters to make diorite, but the packager won't take in the packages to get the resources for the craft, even though they've worked every other time.

Yes, I have in fact connected the crafters from the back.

Back of the crafters

The one in the pic is 3x3, even though the recipe is 2x2 (which is the setup I tried at first), but neither one works anyway.

The arrows are, in fact, also oriented correctly.

Front of the crafters, output system on the right

And yes, there is in fact a valid order for diorite, otherwise I wouldn't have the box, which does also contain everything needed for the recipe.

Factory gauge setup Diorite gauge

The setup to get the items to the crafters is kind of a mess at the moment since I tried adding funnels everywhere to see if that would fix it, but nope. Every permutation from no funnels to every funnel was attempted, and yet nothing changed.

I also tried adding a few stock links to random stuff, which, unsurprisingly, also didn't fix it.

A slightly better look at my current setup, annotated for possible extra clarity:

Main setup (annotated)

Any help would be appreciated, since this is kinda driving me nuts at this point. I only found 2 potential solutions online, which were to make sure the crafters are connected at the back (they already are) and to try making it 3x3 even though the recipe is 2x2 (nothing changed)

Edit: Would I have to use mechanical arms to properly automate the recipe in the crafters, since it needs multiple different items? I was going off of the ponder which showed a funnel going into the side of a crafter to make a door, but that's not quite the same case... either way I'm not sure if that'd fix the packager issue or not and mechanical arms are a smidge too expensive to go out and try to make just to try. I'm quite new to create but I've just been playing for about 9 hours straight now trying to properly learn it for the first time, so sorry if I'm coming across as rude or dumb, that's probably just a combination of my inexperience with the mod and sleep deprivation and I swear I don't mean anything bad, just looking for some assistance.

Edit 2: I'm giving up on figuring it out myself for now, I'll just make separate crafters for each recipe and use mechanical arms to make them. If anyone knows what the issue might've been then that would be preferable, but I've been banging my head against a wall over this one thing for about 2 hours now so I'm moving on before I start hating the mod

🌐
Create Wiki
wiki.createmod.net › users › cc-tweaked-integration › logistics › packager
Packager - Create Wiki
October 25, 2025 - Package objects return true on their respective isValid function, and allow for the usage of setAddress while held inside a packager/repackager. ... List all items in the connected inventory. This returns a table, with an entry for each slot. Each item in the inventory is represented by a table containing some basic information. More information can be fetched with getItemDetail. The table contains the item name, the count and a (potentially nil) hash of the item's nbt. This NBT data doesn't contain anything useful, but allows you to distinguish identical items.
🌐
Steam Community
steamcommunity.com › sharedfiles › filedetails
Steam Community :: Guide :: ".pack" files - How to deal with them
May 11, 2018 - .pack files cannot be opened by Windows itself nor by any of its default programs. Still though, you don't have to download anything to open them. In the default Haydee folder (steamapps\common\Haydee) there is a small program called unpacker.exe.
🌐
Reddit
reddit.com › r/baldursgate3 › how to repack a mod after its been unpacked?
r/BaldursGate3 on Reddit: How to repack a mod after its been unpacked?
November 13, 2023 -

Hi I'm very new to this and not the most tech savy. But I'm making some custom face edits for personal use and while I figured out how to replace the vanilla heads, I was hoping to instead replace a modded head (specifically one of the ones from Faces of Faerun if it matters). I have LSlib toolkit and can extract packages just fine, but I can't seem to then repackage the files without them breaking.

I figured it would be fine to just unpack the mod, replace the single GR2 file, repack it, then implement it. But in testing, I can't actually repackage the mod at all without it breaking, even if I don't touch a single file in it. If I extract the package then immediately repackage it with the create package function (using the exact same file name and everything), it breaks the mod. The modded heads say 'not found' and become invisible.
To clarify, my source path consists of the entire unpacked mod folder and my package path is [modname].pak (creating a new package with the same name as the original mod package, not overwriting any existing one)

Any ideas on what I'm doing wrong (or alternative ways to add in the new head? I've looked at a few mod creation tutorials but I have a very hard time following along, hence why I'm trying to edit a pre-existing mod instead of making one from scratch). Thanks in advance