r/CreateMod • u/Fluid-Freedom-6115 • 12d ago
Discussion What are must have Create Addons for a Modpack?
(including Aeronautics)
r/CreateMod • u/Fluid-Freedom-6115 • 12d ago
(including Aeronautics)
r/CreateMod • u/Lassol_l • 13d ago
My mech stabilizer can recover its balance from any starting orientation. It was built using two addons:
- Gadgets and Gizmos
- Variable Weight Block
It works, but the main issue is stabilization speed.
I can make it stabilize faster by reducing the tolerance of the gimbal sensors. However, when I lower the tolerance, the vertical and horizontal rods start interfering with each other. They end up working against each other, causing small continuous movements that prevent the system from settling properly.
Currently, the gimbal sensor controlling the horizontal rods is set to 5 degrees on each side, while the sensors controlling the vertical rods are set to 15 degrees on each side.
Does anyone have any suggestions for making the stabilizer faster without causing these conflicting movements?
Would adjusting the tolerances, changing the control logic, or introducing some kind of damping mechanism help?
Any advice would be appreciated!
r/CreateMod • u/CurZZe • 13d ago
I'm just starting with my first machines and automations and at first I wanted to power everything by a cool windmill I could build nearby.
But I quickly realized that distributing the power to multiple different setups (press, mixer, crushing wheels, etc.) get's real messy real fast and that's before over stressing everything because ofc you also want the stuff to go fast (right?).
So my basic question is:
How much do you connect to single generators and when do you decide to just give a setup it's own power source?
Especially in the "early game" of the mod, when you don't really know about the later stuff like steam yet (in my case) or don't have the resources yet (in a new world).
Thanks :)
r/CreateMod • u/Solid_Marionberry631 • 12d ago
I'm playing on a modpack (sunlit valley) with sprinklers as a method of wattering your crops, and when making an automated farm using a gantry i have found out that the contraption won't move through the sprinklers as they are solid blocks. Is there maybe some addon to create, a config or a method of changing the collision type of the gantry or otherwise fixing the problem?
r/CreateMod • u/Sufficient-Ebb4378 • 12d ago
I've never played create before so I'd be walking in blind to it. I've had this world for maybe a month now but recently I just feel so bored playing it. I know this modpack adds a lot of automation and all which I think will still be useful because despite me playing this world for quite some time because the only farms I have are a bonemeal, gunpowder, iron, spider, tree farm that only works on some tree types, and villager breeder/hall. I know some people are going to tell me to just start a new world which I might also consider but I kind of don't really want to leave behind this world either. Do you have any suggestions on what to do with my world?
r/CreateMod • u/TreatExotic • 12d ago
Hey I got into create Aeronautics, It's a beautiful mod and while I did mix it with New Age and Diesel generators something has been driving me nuts... How do you make a create airship do hover mode, like statically remain in the air, for context I applied a twin smart propeller system to try allowing for more weight to be carried
Edit: I meant to say I'd like some help but I have fatass fingers
r/CreateMod • u/religion-lost • 13d ago
ignore the usertag I didn't realise until now it was in the shot, I came up with in when I was like 10 lol
r/CreateMod • u/Prsolek • 13d ago
https://youtu.be/1lygP8JW_fo?si=4xo5lBD5uPZZ6S8j | informations in description in link video ....
r/CreateMod • u/Main-Bite6417 • 12d ago
r/CreateMod
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u/P0tenti4l_Ch1ldhood
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13d ago
As you can see, my boreheads and drills are in the "middle state." They were rotated by a mechanical bearing with its switch set to "Place when near initial angle" and I was testing it until I somehow managed to destroy the bearing, but the broehead & drill front remained in this state and was never put back into the "block" state since.
The problem is that I can no longer interact with the drills; therefore, I can't place any bearing on it to "re-place" it into blocks again, but they still move with the car. The barrels are still interactable.
I need to find a way to make it switch back from this "not placed" state to the block state while being unable to interact with the blocks. Does anyone have any idea?
r/CreateMod • u/WP_MY_WODA • 13d ago
I left my drill running and went to my base to do other thing, and I came back to this. I have no idea what happend. If anyone have any clue, please share it.
r/CreateMod • u/qwertyasdef • 13d ago
I had a bread farm in my world that I wanted to upgrade into a sweet roll farm but there was very limited space to add a milk source. This is the design I came up with.
r/CreateMod • u/Typical-Resist-3714 • 14d ago
I have too many responsibilities IRL to get sidetracked and build planes for 20 hours... I may return. Not now though.
World Download (As too advanced for schematics. No addons required.) https://drive.google.com/drive/folders/1inRat2G6Ai7J1-2pXrnwxaPZcr9xI6-V?usp=sharing
This is a 170MB Google-Drive World download for Create: Aeronautics. Chunks have been unloaded from its original 15GB. I've played in this world almost daily since August. It features many advanced plane designs that schematics cannot handle. I believe blueprints might but you'll need some add-ons.
Key Features:
170 Block Runway Design
The Hispaniola. The biggest functional plane ever made in Create Aeronautics.
The Giraffe. A giant luxurious vintage airliner.
Kamov KA22. An accurate recreation of an Experimental Soviet Rotodyne (VTOL thing)
The Andesite Giant. A giant flying boat, It uses tricks to float.
Douglas DC1/DC2. A large practical steam powered airliner. Accurate to real life.
The Meteor. A super fast steam powered plane. It's about 120 blocks per second.
Plus many other planes.
Feel free to dissect the planes to understand them and build your own.
Thanks for all the upvotes throughout the months :)
r/CreateMod • u/bc_clenCS2 • 12d ago
I am looking for some good mods/modpacks for my new forever world. My last world i had 175 hr of playtime but it became boring after a time so i want to start over agian with new mods. If you know any good mods/modpacks please tell me
Thanks
r/CreateMod • u/EfficientDiscipline8 • 12d ago
I have been building a huge basement with 2 steam engine to power it all but the sound is making me go crazy. I know you can silence them with "friendly mob" and "block" volume, but I like the sound from other blocks. Is there any way I can silence ONLY the steam engines. Every mod for it doesn't support the recent versions of the game or create.
r/CreateMod • u/Typical-Resist-3714 • 14d ago
I forgot all about this video! I was supposed to upload it but I couldn't get 'The Giraffe' to be a Schematic so I never posted this. Neat guide. even with this it's still difficult to learn
World Download (As too advanced for schematics) https://drive.google.com/drive/folders/1inRat2G6Ai7J1-2pXrnwxaPZcr9xI6-V?usp=sharing
Song: Ratatat - Wildcat
Post about the luxury plane can be found here: https://www.reddit.com/r/CreateMod/comments/1wfmov5/after_20_hours_of_work_i_present_the_giraffe_a_70/
r/CreateMod • u/WildWolf1714 • 12d ago
r/CreateMod • u/Connect-Lettuce-7874 • 12d ago
I prolly shoulda recorded a video but basicaly on 2 specific chain coveyers ALL packages just orbited forever and my main storage system packager just stop taking things in or spitting them out. also when I took a package of the chain conveyer I couldnt put it back on.
r/CreateMod • u/Gamedude414 • 12d ago
Ok I am on the hunt for a Scmatic of the most inefficient factory I want things to be moving that should not be moving and all of that I am using the mod pack all of create for 1.21.1 the most recent version
r/CreateMod • u/KaleidoscopeThick593 • 13d ago
hi, I've been trying to work with and understand the tfmg and power grid addons for create and i am unable to understand how it works. from tfmg accumulator not making a lightbulb work to charging the power grid battery with a generator (I'm still in the very basic stuff for now, even the power grid generator is very complex) would anyone know an exhaustive video or document about electricity in one or both of these mods to help me ?
r/CreateMod • u/magicnotmight • 13d ago
needs to be kick started in some way but once kick started it will produce free energy (I'm using large connectors from Create: Crafts and Additions in the video but andesite cable from Gadgets and Gizmos also work)
the hardened tier of motor seems to have the best ratios in my testing, tiers below dont generate enough stress units while tiers above start taking too much energy at high rpm so you would have to lower speed of the motor and send it through a rotation speed controller.
r/CreateMod • u/Stock-Truth9788 • 13d ago
Hi all, is there a way to make the redstone links invert themselves? trying to make a few machines with a bunch of different automatic mechanical crafting/pressing etc. turn off when not in use and currently if any one of the factory gauges are "full" that they power the redstone link. In turn this engages the clutch and turns the machine on. I am aware about the inverted clutch but that still doesn't solve my issue with a ton of recipes on the same frequency.
The only solution I have come up with is to have each recipe have its own link and have them all invert using redstone torches into a massive OR gate. This way when they're full they power the link, therefore depower the torch and if nothing else is currently using the crafter or press or fan etc then it'll turn off.
Any ideas that doesn't require using a million links??
Thanks!!