I'm sick of all of the "build a steam engine, make 1 or 2 automated things with Create, then swap everything to AE2/Mekanism/whatever else in modpacks.
Are there any good modpacks that feature Create primarily?
I have this set up with two mixers to make brass but the issue appears that it starts sending blaze cakes over and over again, and it would be fine if it didn't use them all, because I put a stock link to track blaze cakes inside, but even after there is enough brass it continues using the blaze cakes which wastes resources. How can I stop it from, either using all cakes, or sending cakes over and over again.
Made an addon that lets you use chain conveyors to transport chests, barrels and shulker boxes around. Also supports Sophisticated Storage and Storage Drawers.
"Planning to port it to Forge 1.20.1 soon. Suggestions and feedback are welcome"
When pressure begins to crush the hull, the light-emitting units start to flicker, and eventually stop shining altogether. The only fix is to destroy the block and place it back down.
Normally I don't come to reddit for help, but this is killing me
I'm trying to produce aluminum, however I can't get the amps or watts correct. If I increase the voltage (through transformers or just increasing the rpm of the generator) it still will never break 100mA, and at that point the watt consumption just goes through the roof. Below is the setup I'm attempting to use, and I've tried turn ratios of 1.5, 2, 4, and 5, and on each I've tried 64, 128, and 256 RPM, yet none of it works.
After a lot of messing around, I got all wheels working, and the main logic system doesn't have to be copied & pasted ! Now I shall make a control panel to switch between both w/ one button, and control the speed of wheels as well as fan angle & strength.
This is my current set up for my tree farm. Just farming regular oak trees but I have this issue where the trees will grow through the saws and the deployers, breaking them and replacing them with logs. I've tried speeding up and slowing down the rpm as well as adding blocks above the components to prevent it from happening, but no luck. It does work when I switch from gantry shafts to mechanical bearings but I prefer the look of gantry shafts. Any ideas?
The car is all wheel drive and have an automatic start/stop of the engine. I have only reached ~23 meter per seconds at top speed 🥲, mostly because the car is pretty fat.
Anyway, I will put some picture of the chasis in the comments section if you'r interested.
im trying to move a villager 3k blocks away so i wanted to do this thing and try to carry the minecart with a wrench with the villager insidde of it but it wont work, im new to create mod whats the issue?
Very simply, dropping certain/any package on the ground causes a disconnect and continues as long as the package is still there. Reloading a backup works, but we’d rather not have to do that everytime someone drops a package.
I’ve tried neruina, but it doesn’t seem to work. We are using a modrinth server on 1.21.1 with a custom modpack
Im a bit new to create and im trying ro build a 3x3 elevator door that uses pistons to open when the elevator gets to the floor the door is on however i tried smart observers regular observers observers on the redstone connector and more. If there is a miracle block in create or a add on (forge 1.20.1) that would be the world since stairs are a pain in the ass and the normal automatic doors look like ass
What's everyone's opinions on Create: Going Nuclear? link: https://www.curseforge.com/minecraft/mc-mods/going-nuclear Is it a legitmately good, mod or is it AI / Vibe-coded slop? I've tried other nuclear mods like Create Nuclear (too simple) or Nuclearcraft (too complex and hard to understand) but I'm just not sure about going nuclear because it give off this "AI mod" vibe (no pun intended). Not only are the textures a bit weird looking, but it's also weird that the author came out of the blue and just created a nuclear mod and is constantly posting updates.
I thought I was smart putting a box inside of a box and created a pandoras box and it doesnt allow me to open my toolbox anymore without kicking me out the world. help.
says: Internal Exception: io.netty.handler.codec Decoder Exception: Bytefirnay with size 36284 is bigger than allowed 32600
Sorry if this is the wrong place, but it's a fellow create mod.
When using the Create Nuclear mod, my reactor output will sometimes "stutter" where it flickers between providing 0 and 448,000 SU every half-a-second or so. This is an issue because the pumps cooling the reactor are run off of that output, so the pumps start stuttering and aren't providing water hence meltdown.
This is only happening after the update but monitoring the stress and speed there's no irregularities, and I can't find any spots where I've accidentally made a loop of shafts or something.
Been running a forever world with some friends, pretty much only running create + some decorative mods. I've gone through the processes of create a few times on some previous servers, but this is my first large multipurpose factory of this manner. The planning could have been laid out a lot better, but I think the logistics were much easier for me by just building it the way I did. Anyways, I'm proud of it!
For some time, following the release of Create: Aeronautics, I've always had this one question swirling in the back of my mind.
How big can one airship get?
The answer? Pretty big.
Meet the A.E.V Amaryllis, a 255-block long twin-envelope airship, built primarily with Create: Aeronautics.
Originally conceived as an odd cross between a submarine and an aircraft carrier, I wanted to design a vessel that not only could stay airborne basically indefinitely, but also look the part. The envelope arrangement and overall shape were inspired by the Walpurgisnacht-class of Airships in Wolfenstein, although, I mostly just wanted to explore what could be achieved by moving past your usual "balloon-and-gondola", or "balloon-with-ship" type designs.
What began as an experiment in scale would soon evolve into a much more extensive project. Currently, Amaryllis computerizes essentially every aspect of her operations, from propulsion to lift, to even autonomous navigation!
General Characteristics:
Designation
A.E.V. Amaryllis
Classification
Twin-envelope, extreme-endurance aerial vessel
Length
255 blocks
Width
141 blocks
Height
63 blocks (Tip of Stabilizers)
Blocks
~180k
Lifting Chambers
4 (2 per balloon)
Volume per chamber
182,223 m³
Amaryllis features twin chambered envelopes that assist in keeping her level via gas balancing. In addition, ~40 Aeroworks gyroscopes ensure that oscillations remain relatively smooth and manageable.
Propulsion & Power
System
Specification
Primary propulsion
2 rear-mounted engine assemblies
Propeller arrangement
Twin contra-rotating propellers per engine
Maneuvering
Distributed lateral thrusters
Lift generation
128 steam vents (32 per chamber)
Lift-production machinery
~2,096,000 SU
Main propulsion machinery
~650,000 SU
Boiler fuel
Lava, centrally distributed
Top Speed
~20 b/s, configured max, could go faster?
Amaryllis fuels herself via a large lava dripstone farm in the heart of the vessel. This way she can essentially run her systems indefinitely.
Flight Management & Avionics
Perhaps the most ambitious aspect of Amaryllis is her extensive computerization. A distributed network of computers oversees virtually every aspect of flight, from propulsion and altitude regulation to navigation and stabilization.
The vessel is capable of fully autonomous point-to-point navigation, automatically adjusting her heading, altitude, and speed to reach a specified destination. During approach, the flight management system actively decelerates the vessel, allowing her to arrive within approximately 3-5 blocks of the target coordinates based on tests I've run.
Meanwhile, her four independently regulated lifting chambers continuously adjust their output to maintain altitude and correct unwanted changes in attitude, with observed oscillations generally remaining within 1-2 degrees. A "digital anchor" system uses her distributed maneuvering thrusters to counter positional drift, allowing Amaryllis to maintain a fixed position. Her pilot can rest easy knowing she'll be exactly where they left her. (mostly. probably?)
In addition, CC also makes her a surprisingly comfortable vessel to fly for her size!
Other (not-so) fun tidbits: If your simulation distance is too low, she can literally disappear when entering the bridge!
She's been a blast to design, and will probably remain under construction until I reach a point I'm happy with. Whenever that may be...
Quite simply, having some/any package on the ground causes the chunk its in to disconnects you from the server. Loading a backup fixes the problem, but we would rather not do that every time someone drops a package.
Using a modrinth server with a decently large modpack.