Carry On
Carry On (Tschipp/Purplicious_Cow/cy4n, mod id carryon, v2.1.2.7) lets a player pick up a single-block tile entity — chest, furnace, hopper, spawner-adjacent decor, etc. — with an empty hand and carry it around fully intact (contents, orientation-relevant state, and all) instead of breaking it, losing dropped items to physics, and re-placing it from scratch. This is a genuine workflow change on a multiplayer base: rearranging a shared storage room, moving a loaded chest of loot to a different wall, or relocating a furnace bank next to a newly-built smeltery no longer means emptying it into your inventory first — you just hold it and walk. The server’s config/carryon-common.json sets a 2.5-block max pickup distance, and carrying anything applies a slowness penalty (blockSlownessMultiplier/entitySlownessMultiplier both 1.0, heavyTiles/heavyEntities both true, so bulkier tile entities slow you down more) — active even in creative mode. Small entities can be picked up too, within a 1.5-wide × 2.5-tall survival limit, and even stacked on top of one another when carrying multiple (stackableEntities: true), though hostile mobs, villagers, and a long list of vehicle/large-entity mods are blocked.
The blacklist is heavily tuned for this modpack’s other systems: create:* is entirely off-limits (Create’s kinetic multiblocks can’t be safely relocated by hand), as is lootr:* (see Lootr — per-player loot containers can’t be picked up), waystones:*, refinedstorage:*, ftbquests:*, botania:*, astralsorcery:*, and dozens of other mod-specific tile entities whose state wouldn’t survive a pickup/replace cycle cleanly. A handful of block-state properties are deliberately not preserved on re-placement and instead recalculated fresh — chest orientation (type), sign/creeper-head rotation, vine/glow-lichen face data, and trapdoor half — so a carried block reorients itself sensibly rather than freezing its old facing. Players themselves cannot be picked up (pickupPlayers: false), and hitting a player while carrying something does not make them drop it (dropCarriedWhenHit: false).
How you’ll use it here
Treat Carry On as a base-rearranging tool, not a storage tier of its own: with an empty hand you pick up a single loaded chest, furnace, or hopper and walk it to a new wall, contents intact, instead of emptying it first. It pairs naturally with your Iron Chests: Restocked tiers when you’re relocating a storage room, but note the 2.5-block reach and the carrying slowness (heavier tile entities slow you more). It does nothing to sort or scale items — for auto-sorted digital storage the pack’s real end-game answer is Applied Energistics 2 (see Storage & Applied Energistics — Getting Started). Remember that create:* and lootr:* blocks are blacklisted, so Create multiblocks and per-player loot chests stay where they are.
Anticipated questions
Can I carry a full chest without emptying it first? Yes — that’s the whole point. Pick up a single-block tile entity like a chest or furnace with an empty hand and it moves fully intact (contents and all), so rearranging a shared storage room no longer means dumping everything into your inventory.
Why won’t it pick up my Create machine or a dungeon loot chest? Those are deliberately blacklisted. create:* kinetic multiblocks can’t be safely relocated by hand, and lootr:* containers (see Lootr) hold per-player data, so both are barred from pickup here.
Does carrying something slow me down? Yes, generally — carrying applies a slowness penalty that’s active even in creative mode, and bulkier “heavy” tile entities slow you more than light ones.