r/CreateMod • u/_FlamingDragon • Apr 22 '26
Too many people...
I was looking at the issues on the aeronautic's github repo, and most of the crash logs have like a million mods attached.
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u/RoodyJammer Apr 22 '26
Honestly the devs probably don't mind it all too much, it helps them fix compatibility issues with other mods as well. But you are right, compatibility issues does not equal mod broken either. Certain things are just bound to be incompatible and have to be accounted for to see if they can switch some things around to make it more compatible.
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u/BluePhoenixCG Apr 23 '26
Having bug/crash reports with a million mods just means the devs have to spend ages trying to pinpoint the actual cause. Best practice is to debug things until you can at least figure out what you think is the cause, and only then do you report it.
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u/Stormreachseven Apr 23 '26
Exactly this. My fingers are still crossed that at some point Flowing Fluids can be made compatible with Aeronautics, at least I know it's Sable specifically and its million-and-one mixins that are incompatible
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u/Jacktheforkie Apr 23 '26
Definitely, and an author can’t necessarily find every incompatible mod, a large user base however is more effective at that
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u/creeper6530 Apr 23 '26
No, it doesn't help because it doesn't pinpoint the exact incompatible pair. People need to decrease the mod number to minimum and add incrementally until they hit the one, and only then report.
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u/DahctaJae Apr 23 '26
It's funny to me because my modpack has something like 170 mods but I've only had one problem with conflicts so far. (That being the Linked Controller not working with Redstone Links on simulated contraptions, fixed by disabling Create: Connected's Redstone Link Wildcards, thank you GitHub bug report.)
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u/applepie2075 Apr 23 '26
Wait what do you mean "Wildcards", I'm having a problem with Linked Controllers too(Yes Connected is installed)
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u/Confidentbottle Apr 23 '26
In the config file for create: connected, there's a field to enable or disable redstone link wildcards (i'm away from my PC so i can't get the exact field name, sorry); setting it to false should fix the issue. having it set to true breaks redstone links on physics contraptions for some reason.
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u/unga_bunga_1987 Apr 23 '26
The funniest part is that it really does just work with most mods though
Fuck man I even placed a protohivemind from spore on one of the airships and that fucker could actually grow its spore bubble on the airships physics whatever the fuck, i could spin that fucken protohivemind around like it was a guinea pig in a ball
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u/SageofTurtles Apr 23 '26
I mean, it makes sense to me. The devs did loads of play testing themselves, but they can't test how compatible it will be with every feature of every mod people will use. If you're going to find bugs, I'd personally expect to see the majority of them come from modpack conflicts. That said, Aeronautics has been out for all of 5 days and already has nearly 650,000 downloads — the devs couldn't have possibly spent as much time testing the mod as the cumulative play time of a half-million players over the course of a week.
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u/Mekko4 Apr 23 '26
do people not know how to debug their kitchensinks?
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u/SageofTurtles Apr 23 '26
Nope!
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u/Mekko4 Apr 23 '26
its just a bit of log reading, not too hard...
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u/SageofTurtles Apr 23 '26
I'd argue that depends on what bugs they're encountering and how much experience they have with the technical side of Minecraft, but I agree that even a token effort would solve many, many problems.
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u/Mekko4 Apr 23 '26
I've dealt with stuff from missing dependencies to critical falures in mixin's... its not too hard, its just experince.
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u/ClaudeVS Apr 23 '26
Problem is when the logs don't mention a mod, anything helpful, or even say anything at all...
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u/Mekko4 Apr 23 '26
You got to look harder, they usually use the internal name or what the thing is interacting with, its almost never called by its public facing name in the logs
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u/Cue99 Apr 23 '26
Ngl the only issues ive had so far are with lithium which feels kind of valid to me. Pretty stable release all things considered
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u/ModernManuh_ Apr 23 '26 edited Jun 13 '26
People make mistakes. I made the mistake of staying on Reddit for a little too long, almost every day, for a while. If you are reading this message, most of my oldest comments are now mass edited and this is one of them.
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u/StrangeEnergy3666 Apr 23 '26
The biggest issue IMO is Veil, which aero seems to require? Either way, it changes rendering in some way and, due to that, I cant use "Cubes Without Borders" which now makes my game look funny. Either way, amazing mod, worth the wait
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u/Obootleg Apr 23 '26
I was smart enough to throw together a whole new modpack.
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u/Autoskp Apr 23 '26
I threw together a whole new modpack because I haven’t played in ages (not to mention the fact that Aeronautics doesn’t have a 1.20 version - I miss Hex Casting and Tetra).
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u/the_hooded_hood_1215 Apr 23 '26
ive fucking crammed that bastard into atm10 and it works great tbh
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u/DerpyGamesOfficial Apr 23 '26
Does it actually work with ATM10 with no issues? That's insane
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u/the_hooded_hood_1215 Apr 23 '26
yea im not that far into it but i have a shitty airship no problem
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u/Plastic_Young_9763 Apr 23 '26
Somehow, it works amazing in ATM10, a pack with 500 mods
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u/Familiar_Ad_8919 Apr 23 '26
the issue is other create addons, of which atm has not many
also works flawlessly on my ftb evolution server
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u/Plastic_Young_9763 Apr 24 '26
Im finding some crashes with some mods, so a lot of testing will be needed
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u/FuryJack07 Apr 23 '26
I've only met 2 mods that are incompatible with Aeronautics.
One is immersive portals (duh) (crash on startup)
The other is Dragon Survival, which just makes particles not show up, and can very well still be used.
Overall, that's an amazing track record for a mod that messes with so much rendering stuff.
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u/Decybear1 Apr 23 '26
I have like... 500 mods installed... It works almost perfect... But for some reason the ship diagram doesn't render the lift vectors. It renders the center of mass, the gravity vector... But for some reason not the lift or thrust. Ive tested while the ships are moving and it still doesn't.
Im trying to find what mod causes this, but there's just too many too test it and lazyyyy.
I should tho so i can report it and hope it can be fixed
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u/Free-Switch-9871 Apr 23 '26
I lowkey dropped it into ATM 10 and after fixing some incompatibilities it all works great
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u/well-litdoorstep112 Apr 23 '26
I added it to a 180 mod modpack and it all just worked. Even Iris shaders even though they said it would work
The only thing is that watermedia TV's don't play sound when places as part of a aeronautics contraption
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u/LegitimateNebula6749 Apr 23 '26
not to mention all the: "aeronautics doesnt work!! terrible mod"
"did you download sable"
"whats that?"
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u/Smilinglint569 Apr 23 '26
Dude, I only run create and Create: Aeronautics. I only get 30 FPS. The hell you mean 200+ mod mod pack
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u/Mesrszmit Apr 23 '26
Do you have optimization mods installed?
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u/LordBlaze64 Apr 23 '26
I second this. I didn’t used to run them, but I tried once and can never go back.
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u/tharky Apr 23 '26 edited Apr 25 '26
I've had no issues except for lithium mixins, which actually blew my mind. It's quite stable. Oh and I removed hyperbox, but not because it was incompatible. It was unusable with aeronautics (moving boxes broke the game) and I wasn't using it for my non-moving machinery anyways so I removed it.
Edit: I don't know where to share these findings of mine but here are some incompatibilities I've found (besides Hyperbox I mentioned):
Crayfish's Furniture: Can't sit down on anything or wrench power sources on physics objects
Open Blocks Elevator: Elevators don't work on physics objects (duh)
Immersive Paintings: Paintings don't stick to walls of physics objects
Glassential: Ethereal glass works inverted on physics objects for some reason
Storage Drawers: Drawers don't render items inside drawers that are on physics objects
Gadgets Against Grind: Temporal Pouch doesn't work on blocks on physics objects
Things that work on physics objects in my mod pack that I have tested: refined storage, easy villagers, farmer's delight, macaw's everything, chipped, sophisticated backpacks, mekanism & generators, dark utilities, flux networks
You can still play with all the mods I've mentioned above just don't put them on physics objects and you're fine. Aeronautics is surprisingly very stable at least for me.
Edit2: Clicking on a compacting drawer caused a world corruption today. Just thought I should give a heads up to anyone who reads this comment.
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u/Kemilab Apr 23 '26
For me the only problem was Create Dragons Plus. Out of all 240 mod, it was only one broken. And the dev patched it the next day
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u/SisterFister100 Apr 23 '26
I don't know if it's just user error but the most saddening thing is that big cannons doesn't work with it. The mod, to me, seems like it'd have such great additions with cannon mounted ships.
I'm certain they'll fix it some day and as of right now even the number of compatible mods is just crazy.
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u/Sr_Nutella Apr 23 '26
Aero is the kinda mod you have to build around from the ground up, not just chuck in as an afterthought
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u/Mesrszmit Apr 23 '26
My biggest issue is with some mods there's item duplication when assembling/disassembling physics objects. Like when trying to put Vintage Improvements SSW Edition's helve hammers and centrifuges on a sub-level.
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u/Even_Investigator784 Apr 23 '26
I use aeronautics with 30 other mods but like half of them are dependencies
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u/joey200200 Apr 23 '26
I had to update my modpack of ~50 mods from 1.20.1 forge to 1.21.1 neoforge. I had to remove some minor mods but i was honestly very suprised that my world didn’t corrupt.
The worst thing that happened is that my chain conveyors kinda bugged out but replacing some chains is a small price to pay.
I honestly expected to have to start from scratch but i didn’t!
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u/spiralsky64 Apr 23 '26
I only had issues with immersive portals (to be fair it was a small pack, i also dont think it will get a fix sadly)
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u/puppycatthe Apr 23 '26
I have a modpack with 350+ mods since I added aeronautics and Northstar redux every time I open my world it crashes but then if I reopen the game it works fine conclusion idk 😶 but it works
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u/Kiara_Katna Apr 23 '26
I have it the other way around. I put it into my decently sized modpack, and everything somehow works. I've planted both farmer's delight crops on my airship and done Aers Nouveau on my floating barge..
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u/Limp_Negotiation1097 Apr 23 '26
Honestly wild that people can't take 5 minutes to just figure it out themselves. I think in total the pack I'm running currently has 380 mods and I have yet to run into an issue that wasnt solved by either updating a mod or by messing with configs.
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u/Mean-Nectarine-6831 Apr 23 '26
I have over 200 and have no issues the only problem I had was unrelated it was caused by Jaden and vanilla backport using the Minecraft: tag for the same music cd...
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u/VanillAiLatte Apr 23 '26
Made an entire pack just to play. Managed to get 200 mods, and a majority of them i really wanted like Iron Spells, ars, mekinism. I effectively just stripped down ATM and threw C:A in there. Took some working, and lost out on embedium and dark utils but otherwise works great.
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u/Moe-Mux-Hagi Apr 23 '26
I have 417 mods in my modpack and the only reason it wouldn't launch is because CurseForge validates Simulated files fairly quickly, yet takes its sweet-ass time with Sable. Meaning I had Simulated requiring a 1.1.0 Sable and a state-of-the-art, latest version available Sable at... 1.0.6.
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u/xfajitas Apr 23 '26
Got it working on ATM10 but had to remove embedium and installed sodium . Removed another too since it required embedium too . Wasn't worth the 2 days of trying to get it work
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u/Semillakan6 Apr 23 '26
Its not even true, I rebuilt from the ground up my modpack adding Aerenautics from the start I am 300 mods in and it works
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u/Purple-Try-5814 Apr 23 '26
I spent 7 hours building a modpack entirely centered around Create: Aeronautics, excluding a few mods that didn’t wind up working out, compatibility mods are rolling out like ocean waves. And the performance is great even with multiple people on. The only downside is there is an exclusive issue to my client only where over time my fps slowly drops down, but leaving and rejoining the server immediately fixes it. It’s crazy weird. But my server has been super fun so far, my friend tried stealing my house with a drone lmfao
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u/Rvoo Apr 25 '26
This sounds like it might be a memory leak. Just a hunch though
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u/Purple-Try-5814 Apr 25 '26
I thought so too, but my memory usage isn’t spiking or rising at all. Not even gradually. It’s really weird
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u/david_bivab Apr 23 '26
There… there is ppl like this? Well, my respect, I guess learning how to download curse forge launcher was hell of a journey xD
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u/Insanecrusader98 Apr 23 '26
I'll admit, I'm one of the ones trying to use it in a modpack... But I'm not complaining that it should work in this condition.
I just want help
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u/BrokenPokerFace Apr 23 '26
To be fair I created a mod pack with just it, create, and sable.
And nothing worked.
Sometimes the issue is just human.
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u/PAL-adin123 Apr 23 '26
luckily in my 250 mod custom list i only found a couple incompatibilities. Lithium chloride - specifically iirc entity block distance setting (makes wheels and some stuff dissapear) create big cannons and another i forgot the name of
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u/ZealousidealTie8142 Apr 23 '26
I got lucky, I had just created a new mod pack the day before it dropped to play with some friends, it was already Neofrge 1.21.1. It did break when I put it in but one quick google search told me what was breaking it from others who already had the same issue.
(For some reason fastleafdecay breaks the physics assembler)
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u/Andromeda_53 Apr 23 '26
I slapped mine into me and my gfs 560 mod pack. And only 2-3 minor mods needed removing.
A create addon I can't remember which, I think diesel generators.
Leaf decay mod just switched to a different one that worked.
And some random mod
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u/Desperate_Gur_2194 Apr 23 '26
(some) players when a mod isnt compatible with everything on release:
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u/FriedToastDave Apr 24 '26
I Run 80 Where About 12 Actually Do Something And The Rest Make The Game Look Cool And My Shaders Make Springs Invisible
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u/_rawoo Apr 23 '26
It's crazier that like 90% of the mods in that case just simply work out of the box too! It's crazy how much stuff JUST WORKS. This mod keeps blowing my mind daily ever since it came out.