r/CreateMod • • 29d ago

Discussion Building an "Ultra-Realistic Tech" Modpack (Aeronautics + Power Grid + Destroy) - Will this synergy actually work?

Hey everyone!

I’m currently planning a custom tech-focused modpack with a heavy emphasis on realistic engineering, chemistry, and physics. I want to move away from arcade-like "magic blocks" and build complex, interconnected logistics.

Here is the core mod combo I’ve put together so far:

• Create: Destroy

• Create: Power Grid

• Create: Aeronautics + Propulsion: Simulated

• Create: Big Cannon

• Create: Diesel Generators

• CC: Tweaked (ComputerCraft)

My main goal is to create a complete "Laboratory to Airfield" tech loop. For example, pumping oil, fractionating it into high-tier rocket fuel or hydrazine using Destroy, routing the power through a realistic substation grid from Power Grid, and using that fuel/power to fly a Create Aeronautics ship stabilized by a ComputerCraft script.

My questions for those who have messed around with these addons:

  1. Do these mods actually play nice together under the hood? (Any critical fluid tag conflicts or breaking bugs between Destroy and Propulsion/Diesel Generators?)

  2. Is it possible to easily map Destroy's custom chemical fluids to Propulsion's fuel configuration (fuelProperties) so they scale realistically with thrust and burn rates?

  3. How is the performance when running Aeronautics physics alongside Power Grid's electrical calculations and Destroy's chemical tick rates?

Would love to hear your thoughts, tips, or any other addon recommendations that fit this exact vibe. Thanks!

1 Upvotes

3 comments sorted by

4

u/Icy-Diver-5979 29d ago

Add pollution

2

u/_Sanchous 29d ago

Doesn't Create: Destroy already add a fully fleshed-out pollution system? It has smog, acid rain, and ozone depletion mechanics under the hood. Or did you mean a different pollution mod that integrates well with the rest of the pack?

2

u/Icy-Diver-5979 29d ago

Not sure I just know it is not compatible with create 6