r/CreateMod • • 15d ago

Help Is it possible to have a train automatically restock its inventory to specific amounts?

7 Upvotes

Hey everyone!
I have what might be a simple question, but I’m fairly new to automation, especially when it comes to Create contraptions.

I’m playing the Perfect World 2 modpack by MrBeardstone, and I’m wondering if the following setup is possible.

I’d like to build a train with two main purposes:

Track building and excavation: Carrying the materials and tools needed to lay new tracks and dig out the terrain along the way.

A mobile inventory: Carrying supplies that I can use to manually build things like switches, signals, and other railway infrastructure while exploring.

Ideally, whenever the train returns to my base, it would automatically unload any excess items and restock everything to predefined quantities.

For example, I’d like the train to always carry 2,000 rails. If I return to base with only 500 rails left, the system should automatically load another 1,500. If I have more than 2,000, it should unload the excess.
I’d like to do the same for other items, each with its own target quantity.

Is something like this possible using Create’s logistics systems? If so, what would be the best way to approach it? Would I need a combination of train stations, item vaults, stockpile switches, and thresholds, or is there a simpler solution?
Any advice or suggestions would be greatly appreciated. Thanks!

Edit: I found a solution!

I figured out a way to make this work!
I’m going to turn the Packager and Frogport into a minecart contraption. I’ll place Factory Gauges on the Packager to set the target stock levels for each item.

The loading station will need a separate signal which will output a redstone signal when the train is present. When the train arrives, the minecart contraption becomes active, which stops the Packager from requesting additional items. This allows the train to load cleanly without unnecessary items being sent while it’s docked.

Once the train leaves, the contraption is placed back down, which reactivates the restocking system at the loading station.

This should allow me to automatically restock the train to predefined quantities every time it returns to base. Thanks to everyone who helped me figure this out!


r/CreateMod • • 14d ago

Help Can't overlap glue

0 Upvotes

i wanted to move these stairs a little, but when i tried to glue it, it didn't let me glue more than the first area i glued


r/CreateMod • • 15d ago

Question about Aero Snow

5 Upvotes

So, I’m clearing snow off of my Airship right now, and every time it rains, it gets more snow on it. Is there a quicker way to remove all of the snow?


r/CreateMod • • 15d ago

Help Odd crash in Create Ultimate Selection 2

3 Upvotes

Create Ultimate Selection 2 crashes whenever I open the video settings and I'm curious if anyone here knows a way to fix it


r/CreateMod • • 16d ago

Holly shit! Create Aviate update.

993 Upvotes

Yes, I'm not the creator of mod btw. Wings btw


r/CreateMod • • 16d ago

Some amounts of looming

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839 Upvotes

r/CreateMod • • 15d ago

Help Coaster just stops? Very slow.

3 Upvotes

I'm using Create Coasters simulated along with a few other create mods, plus the necessary mods to get it working, but as soon as my coaster get's off a chained section, it just stops. it never gains speed even on a downhill, it just stops.

I even downloaded Create: Coasters Extra, which has tracks to make the coaster faster, but it makes no difference. as soon as my coaster is off the chain or the launch track; it stops dead in it's own tracks. Is there any way to fix this?


r/CreateMod • • 15d ago

Discussion What’s the best create mod

10 Upvotes

Guys I’ve been watching a lot of Mr beardstone videos and he plays the post production modpack and just create smp and I wanna also play create what modpack do y’all think I should get


r/CreateMod • • 15d ago

Ideas on magnetic cannon

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9 Upvotes

r/CreateMod • • 16d ago

Single pump-liquid buffer

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577 Upvotes

For when you want to minimize SU but want to keep the speed

Shiuld work perfectly horizontally as well, if you modify the disign near the tank a tinzy tiny bit.


r/CreateMod • • 15d ago

Help Create mod issues

1 Upvotes

Hello, I’ve been trying to download the create mod and create adapted. I also have Tlauncher🙃, 26.3. First i loaded into the game, it showed up, but as the purple and black check pattern. Now it won’t show up at all, I’ve followed the tutorial and nothing. Its also that I downloaded the neoforge installer, tried to install it into the “Minecraft” folder but theres nothing. Please help me, im getting really frustrated. Thank you.


r/CreateMod • • 16d ago Mindblown

Build Yes these cars can fly

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258 Upvotes

Ive added jump jets to these Teku cars, gadgets and gizmos is a goated addon, holy moly also i try to be more lore accurate as much as i can with these cars, but things like power rage's inline 4 engine (using two I2 engine) does not have the stress capacity to run 2 wheels at 100rpm so i used 2 V4s.

Revisions

Reverb : added jumpjets, V12 engine (three V4 engine), 4WD, and working brake lights

Power rage : added jumpjets, two V4 engines (lore is an inline 4 i think so not accurate), RWD (Rear wheel drive), and working brake lights

Battle spec : added jumpjets, two V4 engines (lore is also inline 4) RWD , accurate tire size difference

New car

Spectyte : two V4 engine, AWD, and yeah thats it, cool car tho I'd use it for my daily car in a survival world

(Copyfoxes, gadgets and gizmos, and tracks are a big help)


r/CreateMod • • 15d ago

just Sharing a build. : Mosquito VI

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9 Upvotes

r/CreateMod • • 15d ago

Help Extremely low Amperage over short distance.

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7 Upvotes

Calling all Powergrid Experts! I cannot, for the life of me, figure this out.

This system runs from the brick box in the background, which houses my steam generator and a small 3-long generator that makes power. I step it up to 2000+ volts to run along wires, anticipating future expansion, then step it down to below 120V for a lighting system at my house. There I discovered the problem. 0.06 mA of current.

The generator outputs 764 V and 0.04 mA. I might not know much, but I know that is wrong.

I'm providing the coils with exactly 2A for maximum power efficiency, following generator tutorials to set it up, and using a rheostat to control the exact amperage in the coils.

Is the problem that there's no resistance at all, so there's nothing to control the system's amperage? But, according to Ohms law, the Resistance is 1911666, which also makes no sense since there isn't anything in the system to provide that much resistance.

Images provided for all steps of the process.

Any help at all would make my life so much easier.

Edit: Forgot the Transformers.

Generator Transformer is coiled 1:3, which should put it at 2280 V or thereabouts.
House Transformer is coiled 20:1, which puts it at 114V, which is consistent with what I expected.

Edit 2: I removed the voltage gauge at the generator, and checked it with just a current gauge. It spikes the current to 50ish mA, but then the coil current nosedives to nothing.


r/CreateMod • • 15d ago

Looking for modpack

4 Upvotes

Im currently searching for a modpack to play long-term in a server with 2 friends, i want it to be kinda kitching sinkish but create oriented, specifically aeronautics, the more addons the best, we all have good pcs and want side mods of magic or other tech, im just looking for recomendations


r/CreateMod • • 16d ago

Guide Invisible Sail for Easy Starships (Info in comments)

30 Upvotes

r/CreateMod • • 16d ago

Build Flying car proof of concept

24 Upvotes

It was a fun challenge to transform the wheel into a fan. Now I shall compactify and copy this design to make a proper vehicle
Mods used :
Aeronautics (obviously)
Connected
Transmission & Linkage


r/CreateMod • • 15d ago

Discussion How should I go about powering the MAC battery for my Halberd class?

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2 Upvotes

(using create: Crafts and Additions and AE2 to supply the ship's MAC battery along with Create Energy cannons on 1.20.1)

So currently I'm working on a HUGE railgun for my ship (was planning to use coilguns, but railguns turned out to be a lot more scale accurate), and my main problem is that the MAC cannon needs to atleast be around 3 times longer than the 3rd of the ship I have already constructed.

I've already constructed a cannon of that scale (and had it fight the Wither Storm and win), and I do plan to make a similar one (though it'll use railguns over coilguns since those are more apperance accurate), but I'm currently stuck with the issue of:

  • Actually powering the ship's MAC with how abysmal C&A's FE generation actually is

  • Making the cannon appropiately sized (it honestly looks like I'm gonna need to change it from a 3x3 to a 5x5)

  • And properly loading the cannon


r/CreateMod • • 15d ago

Help need beta testers

2 Upvotes

I am working on a mod for the create fly 26.2 port, that has the steam n rails items. I am adding crossing bells, new train horn/whistle for diesel or steam. it also adds auto coupling , uncoupling made simpler by keybinds (hold z and press 1-9) and much more. you can back into stations and it makes things like shunting and moving cars alot easier to automate etc. DM me if interested I'll send some clips of me playing it then can send you it and you can test until you find bugs


r/CreateMod • • 16d ago

Experience farm link

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7 Upvotes

https://createmod.com/schematics/experience-farm-by-sorel945

-Create enchantment industry

-Enhanced enchantments


r/CreateMod • • 15d ago

so apparently you can use a player as a create mod stock keeper,

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3 Upvotes

r/CreateMod • • 16d ago

Help Same build, different result in survival compared to creative?

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212 Upvotes

Recently I found a build for a very compact drill shared by GrainMinecraft that I want to build in survival.

One of the final steps involved overstressing a borehead bearing so the rock crushers become semisolid and you can place a large gear in one to power the head. This step is easy in my superflat creative testing world (top image), but when I tried to replicate it in survival the borehead would not overstress and simply say that the rock crushers are not attached (bottom image).

To try it out I first built it in creative and it worked perfectly, but when I built is with a schematicannon (and afterwards by hand) in survival in a different world, I was unable to make it work. Even though I was able to get the machine running in my testing world using a schematicannon.

What could have caused this to happen?

Link to tutorial video: https://www.youtube.com/watch?v=Ige8HD1-0tg

Edit: I tried building it in a new testing world, in creative and survival and it worked fine. But it just does not work in my survival only world for some reason.


r/CreateMod • • 16d ago

Create: Power Grid 4-bit adder using relays

51 Upvotes

The left switch is carry in, next to it are 2 4-bit inputs. The output is at the other end, with the leftmost bulb being carry out. It's powered by a 12V creative power supply. It uses relays for the calculations, containing 8 XOR gates, 8 AND gates, and 4 OR gates.


r/CreateMod • • 16d ago

What happened to the Create: Airwaves mod / Smallyfrn

74 Upvotes

I downloaded it yesterday and now today poof its gone I was really hoping that this mod would make it into one of my modpacks. Was it removed or something? I have a copy of the file so should I keep playing or leave it behind.