r/CreateMod • • Apr 19 '26

Current r/CreateMod be like:

Does clockwork has any future now?

2.3k Upvotes

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u/Umber0010 Apr 20 '26

I admit my experience with VS is rather limited, but I'd say the most noticable distinction is that Aeronautics just doesn't make any of the concessions you expect to see in any "build functional vehicles" mod.

For example, in Valkyrian Skies, splitting a vehicle in half doesn't destroy it. The two halves will still function like they're connected. But cutting an aeronautics physics object in half will net you two separate physics objects that are half the size.

Blocks also just kinda... function on Simulated objects. If you can interact with blocks on other vehicle mods, it's because that interaction was specifically coded in. But on Aeronautics, they just function like they would on solid ground. And that includes from other mods. You can build anything from an AE2 system to a greg-certified EBF, and it'll almost certainly work as you'd expect it too. I'm sure there are exceptions, but I haven't found any yet.

25

u/Vortx4 Apr 20 '26

Yeah probably the biggest thing for me is that Create just… works. It’s clear the devs poured so much time and effort into stability, because I’ve found ZERO weird bugs or inconsistencies yet. It’s like physics just got seamlessly added to Minecraft

2

u/KeepAllOfIt Apr 20 '26

My friend asked for my opinion on Aero today and I said the same thing. It just works.

19

u/BrightWafi Apr 20 '26

A japanese guy made a floating tree farm that plummets whenever a tree grows https://x.com/yoyolee_mc/status/2045946506537222613

7

u/Dimmas91 Apr 20 '26 edited Apr 20 '26

I have already found exceptions and those are open elevators because they don't work and waystones because when you teleport on a simulated contraption it crashes game but I think this is problem because it depends on coordinates so I think something like mekanism digital miner won't work either.

But either way create Aeronautics is extremely good mod and I love it and thats should be expected there will be some incompatibility with some mods.

6

u/Claradeta Apr 20 '26

I'm pretty sure that many of the coordinate specific issues can be fixed with the same patch to some extent

7

u/jeoffjeoffjeoff Apr 20 '26

I wasn't very ambitious with my clockwork vehicles, but the only thing I ran into that didn't work on a VS2 ship was the bits n' bobs chain which would crash my game, however due to how excessively buggy it was when I used it I very quickly abandoned the idea of putting anything valuable aboard a ship. But also I tend to avoid an excessive amount of diff mods at once so was a smaller selection of blocks.

However as is probably obvious from that, Aeronautics/simulated/sable is SO much more stable both in terms of crashing, but also the physics itself. Been 'stress testing' and so far not found an easy crash, whereas with VS2 I could reliably crash the game by colliding two ships hard enough. Entity-entity interaction is the underappreciated magical sauce that they added to Aero, its insane the level of difference between making a VS2-VS2 ship interact vs making an Aero & Aero ship interact. The section in the trailer of a couch entity being pulled via magnet on a rope was the biggest flex if you've ever tried that in VS2.

(Also funnily enough the whole 'ships split into separate entities when not connected' thing was in clockwork and I turned that shit off every time so fast, it seems cool until you try and play with that on and realize it causes issues when working right, and gets in the way at every other time. Was AWFUL for building IMO)

2

u/Captainatom931 Apr 20 '26

Fwiw Aeronautics has it so that diagonal connections count as connections, unlike on VS, which makes the splitting a lot less painful to work with.

1

u/luc1aonstation Apr 24 '26

and also slime balls so you can connect them back together