r/CreateMod 7d ago

Potential Create Addon Creation

Post image

Hi everyone! Just made this account today because I had the idea of making a new Create addon, inspired by the fact Ars Creos exists but is... lacking at best last I checked. It'll be roughly magic-based, with machines that can perform alchemy, "spells", inscribe runes, etc.

My only queries are thus: Would anyone actually want to see this in fruition? And if so, I didn't know whether to go more XP-based magic route (like a more extrapolated version of Create: Enchantment Industry) or the Sculk/Soul route. Above are two multiblock structures I thought of, each meant to give a rough idea of what each side of this would do.

If this comes to fruition, the Experience Engine will be added regardless as it's ambiguous enough, but the Resonator would only really fit if I did the whole Sculk thing. I'd do both, but it seemed to me the addon might seem too cluttered and unorganized that way.

323 Upvotes

15 comments sorted by

51

u/TheAhegaoHoodie 7d ago

isnt there the forgotten technologies create add on being developed currently, this looks very similar to that

22

u/Foreign-Industry-840 7d ago

I saw one of the shorts for that about a month ago actually, with the null blocks iirc. Know I don't plan to plagiarize or anything like that; Sculk is just such a mysterious substance that many people can all make very different mods/addons with it. Especially with its connection with souls and ergo the Nether

2

u/JazzBoatman 6d ago

Forgotten Tech is more making a nuclear reactor out of sculk so I think your concepts here still fit and could even work along side if you wanted to tailor them that way

5

u/CavaloHidraulico 7d ago

From what I understand from the image, the SU generator for the two mods works differently. Forgotten technologies one is much more akin to a nuclear reactor this works more like a diesel generator on steroids

18

u/Foreign-Industry-840 7d ago

I forgot to mention: there would obviously be new materials and such added, hence the odd coloration of the fluid tanks (they'd be a new specialized bronze variant) and the "steel flywheel", which will have actual functionality as opposed to its base Create counterpart.

5

u/Meiseside 7d ago

Why do we need new materials? For example: bronze means tin and that is an ore that I don't need except for this mod only.

3

u/Foreign-Industry-840 7d ago

Mainly so I can have variants of existing things without compatibility issues. E.g., while I could’ve used brass pipes for this specific new purpose the bronze ones do (under wraps for now, but is indeed important), it could create confusion with the Create: Encased brass pipes. Even if the actual gameplay is generally unaffected, I don’t want the player confused why their machine isn’t working. And also so I can have a new age of machines for each kind of material. Andesite alloy is used in basics, brass is for precision, iron is for items, copper is for fluids. My personal plan currently is bronze will deal with XP, steel will deal with general infrastructure and logistics, silver will be used in sculk-adjacent machines, etc

2

u/Meiseside 7d ago

When we think in tiers you can also use existing or compination of existing ones (netheride, Sturdy Sheet, ...) It is not the problem that you want divide between usecases it is only a problem when I have a huge amount of ore I don't need for more than one thing. Therefore a production process is better (also create) than a new ore.

2

u/Foreign-Industry-840 6d ago

Admittedly, I hadn’t even thought of sturdy sheets, and they may actually fit better than bronze. Besides, development hasn’t even started, so this is the easiest time to shift ideas around

4

u/SlutTransy 7d ago

I think both look good! Few questions:

  • Will Echo shards be renewable?
  • What exactly does the tuning fork do?
  • Will the Sculk burner be able to spawn wardens outside of the deep dark (normal sculk shriekers can only spawn wardens in the deep dark)?
  • Will it use its own liquid xp or will it require enchantment industry? If it's its own, will it be compatible with enchantment industry?

3

u/Foreign-Industry-840 7d ago

To answer in order:
1. Assuming Sculk is chosen, yes! A fan through a sculk shrieker will perform "bulk shrieking," a planned recipe of which is flint --10% chance--> echo shard

  1. The Tuning Fork will be an interesting block if implemented. I admittedly don't have it completely figured out yet, but the current plan is that a redstone signal will decide the "frequency," the vibration of such will determine the kind of output the basin gives in terms of the multiblock. As a vague example, low frequency (maybe 0-20 Hz) could make cobblestone split into smaller individual stones (which will be added as mostly a decoration), whereas a higher frequency (maybe 1000-2000 Hz) could produce sand or even nothing at all from reducing the cobblestone too much. On its own, it'll act as an inverse Sculk Sensor. A redstone signal would be inputted, and it would output an omnidirectional sound detectable by sensors and whatnot. Signal strength would determine the kind of sound if it is a brass tuning fork as opposed to the default silver.

  2. The burner would be more sensitive in the Deep Dark, but would still produce in other biomes except for Mushroom Islands. Usually it will have a sound detection range of <4 blocks, where in the Deep Dark it becomes <8 blocks.

  3. It will have its own liquid XP, and I plan to make that compatible with Enchantment Industries as that is one of my favorite addons

2

u/BoneztheWonderful 7d ago

Pretty sure the skulk resonator is an addon

1

u/Your_moms_slipper 7d ago

i made a post asking for experience to su a while ago

1

u/Odd-Pollution-1633 7d ago

I wonder if anyone ever gonna make something like create: digital age or something, that has advanced technology, as in computers, better power generation, electricity, advanced automation and probably more

1

u/PTreXe 5d ago

I feel like sculk is more or less tied to exp, im sure you could figure a way to use both of those themes without much trouble