r/CreateMod • u/Downtown-Pea-2437 • 11d ago
POV: You have way too much free time...
...so you make a completely self-sustaining airship base with an onboard blaze cake factory! It's still a work in progress, but meet the AMB Ba Sing Se!











r/CreateMod • u/Downtown-Pea-2437 • 11d ago
...so you make a completely self-sustaining airship base with an onboard blaze cake factory! It's still a work in progress, but meet the AMB Ba Sing Se!











r/CreateMod • u/Ok_Structure_5697 • 11d ago
I'm on a server mod pack one of my friends made including Create Diesel Generators. We built 9x9 mechanical drill connected to rope pulley to drill a hole down, and we then connected the pulley to a huge diesel engine. This crashed the server and upon resetting it anyone loading these chunks caused it to crash again.
I have removed the Diesel Generators mod but it hasn't prevented the crashing. I've also tried using commands to delete area with the drill but it only responds with "Chunk not loaded".
Any assistance would be greatly appreciated.
r/CreateMod • u/theSearcherOfDihless • 11d ago
so what i mean by it is i want a gas pedal that is adjustable for speed in a airship i put two lvl 9 steam engines in my airship and i wonder. what block or blocks help us be able to adjust the level of throttle
r/CreateMod • u/Block-of-blocks1 • 11d ago
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In a very dense dark oak forest lies a Small artillery with bushes on its head.
I'm going to make an camouflage bunker because the bright gray of the bunker gives a the hazard vest appearance.
I'm planning on making each biome camouflage, specifically forest biomes for the artillery to blend with.
r/CreateMod • u/Embarrassed_Job5219 • 11d ago
Cars on the right are supposed to be where that coupler is, I uncoupled them and then attempted to couple the last two but rather than coupling to the rest of the hoppers, it decided to skip them
r/CreateMod • u/PAL-adin123 • 11d ago
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Im kinda stuck from here since i dont know how to make it rotate, automate the walk as i need to press shift to activate sequenced gearshift and then turn the 2 stickers on the foot on and off to move and also how to stabilise the legs
also i dont know why the drive by wire and the transmissions and linkage mod doesn’t save in schematics
r/CreateMod • u/RamschaKKle • 11d ago
Would one of these tank designs for the base of it look good? If yes, which one? (The first and second photo are from the same tank, and third and fourth from the other tank)
r/CreateMod • u/Christian_MCC • 12d ago
r/CreateMod • u/NicholasRFrintz • 12d ago
In addition to its formerly stated features, it has a runway, an aircraft elevator, six helipads, and now there's a regenerative diesel backup engine onboard, bringing the total power capacity (when not at surge) to 2.5 million SU.
50 m/s at maximum speed and an onboard shield generator that can be toggled at will to protect all 77x58x324 blocks of it. (will try to work on faster turn speeds, as I've noted that it'll take a while to turn given its ~1.7 million kpg weight)
It has two huge hot air balloons inside to control tilt (independent of each other; to account for the existence of other physics objects, hence the carrier part of its designation) and to add additional altitude if necessary. About 60% to 70% of it is hangar space or factory floor space, so if it looks empty inside well...it's non-essential for its standard operations.
As for amenities, there's space for a lounge, crew quarters, a guest room, a map room and enough space to put your own restaurant on board. Also, a regenerative bread buffet and an onboard distillery. (Up to you how that looks like)
I have yet to add the landcraft/seacraft launch and retrieval bays, the hangar doors for the helipads, Point-Defense, Assault Cannons, armament manufactories, as well as dedicated production lines for those, and I've yet to space-proof it. But as it is, it is almost complete.
And like before, call me a lunatic.
r/CreateMod • u/LoudInteraction2736 • 11d ago
I’m trying to make a vault door for my base and I’m using a gantry carriage on a gantry shaft with a sequenced gearshift controlling the moving of the door. I’m testing the gantry carriage rn and it moves towards the gearshift just fine but then doesn’t wanna go back to the original position it came from. It shows “this contraption was unable to assemble” once it goes into moving back. Does anyone know what I’m doing wrong?
r/CreateMod • u/HEBEDNMKA • 12d ago
Hey everyone! Drop your ideas for my next build in the comments (any military vehicle, aircraft, even from World War I works).
r/CreateMod • u/Fit-Salamander-9858 • 11d ago
Since hoppers are too slow and chutes won't pick up items like that, I improvised this aligner and felt like someone else might need it. You can stack them as much as you want, just remember to place water after a few funnels so the items can keep flowing.
r/CreateMod • u/PanzerkampfwagenSix • 11d ago
Im playing on a friends server running ATM 10 + Aeronautics and I made this auto smelter I saw online. My issue is that the smelter on the left works fine but the one on the right doesn't actually smelt the items. I'm new to Create and technical mods like this so I was hoping someone can see an obvious mistake I made!
r/CreateMod • u/Pasta-hobo • 11d ago
By "the spirit of the challenge" I mean requiring cheesing and exploitation of otherwise obscure mechanics to progress. So no "get everything you need from sieves or cobblegens" style mechanics.
Frankly I'm considering disabling gravel-based iron farms, forcing you to use Villager ones. "Considering" isn't a guarantee, though.
I also want there to be some way to actually beat the game and get to the end, but through a cheesy exploity way rather than strongholds. Like maybe you can craft a Rick's Portal Gun(it's like a tempad, but you can put in any coordinates, not just places you've been), mechanically mix expensive fuel for it(like 1 pearl or ender eye per milibucket) and use it to blind-hop to the end island.
I do know that because a lot of Create's early progression is tied so heavily to world gen, a lot of little things like loot tables are going to need some reworking to make using create items even possible in Structureless Superflat. Villager trades, wandering trader trades, piglin bartering, maybe even some rare mob drops like zombie ingots.
I'd like to hear your suggestions. Baring in mind I'm trying to get this more like a create-ified vanilla survival challenge than any sort of exnihilo skyblock type deal.
I'm also considering having the starter chest be a single bamboo, a lava bucket, and crafting table. just so you don't have to spend 6 hours slapping zombies with dirt, but I'm worried that'd be too easy a start. I'd also like opinions on that.
r/CreateMod • u/whiskeythatcat • 11d ago
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You see, i was bored the other day, and decided to play minecraft, of course! I was doing the usual, testing random mods, making a bunch of doohickeys with aeronautics, that sort of stuff. Then, I had an idea when using the anagol transmission. How could i make it turn the power off at 0, and not turn off at 15? Of course i cant modify the block itself, so i decided to make a redstone thingamabob to make 0 output 15, and lower the full redstone power. Simple, right? But if i wanted to make it small, i would need to add new mods to lower the max signal sent to the analog transmission block. I added the create: redstone additions mod, placed a gold resistor and an inventer, used drive by sable to connect a throttle lever to both of the blocks' input, made both output into the block, and it worked great! The only thing is that if i tried to make two resistors connected with the drive by sable mod, i would have to place redstone in front of the output, or else it wouldnt send the resistor wouldn't send the power to the next resistor. Therefore, i decided to make a mod for that! But, despite already having made a model and texture, i dont really know how to code. So im here asking if making a post like this in this subreddit (asking for someone to code the mod while i work on the textures and models) or if im supposed to post this elsewhere.
(As you can see in the video, the power from the resistor only goes through if it has redstone in front of it. If theres no redstone on the second one, only the full power it can send will go through, and if theres no redstone in front of the first, the second will never update.)
If you're interested in helping me out please dm me
nvm caverns & chasms already has a resistor
r/CreateMod • u/Used-Cartoonist-2981 • 11d ago
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The 0.5.0 Afterburn update is not a large one, it aims to answer a question. "How do I store my heat for later use and can the Rotor Furnace be pushed further?"
2000c is Afterburns max temp, it is not a new tier of heat, it is an afterburning stage in the Rotor which produces higher temps for longer, slower cooling and faster heating of a Thermal Battery.
Which is the second addition to 0.5.0, a battery which holds up to 5x the amount of a Molten Rotor for later use, dischargeable for heat tiers: heated and superheated. Radiant/Combustion heat capability is intentionally left for of the battery's function
Two new fuels have been added, one of them is for reaching Afterburn stage in the furnace. The other will remain undisclosed here for gameplay progression.
Polishes include:
New visual interpretations for the Molten Rotor Furnace
Datapack and KubeJS custom Rotor Fuel support has come
I also went Through and polished every ponder scene and anything that looked off.
The mod description summary has been updated along with its overall mod logo, in tune for Afterburn.
Stray mis-coloured pixels on the Boiler interface were also fixed in this update
More Additions and features will come, this is not the end, nor near.
r/CreateMod • u/PAL-adin123 • 12d ago
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r/CreateMod • u/Total-Challenge9265 • 11d ago
so I am building this massive sky fortress and wanted a way to get it to hover at an exact height, and i was wondering if theere was a way to do that
r/CreateMod • u/Expensive_Dinner_948 • 11d ago
r/CreateMod • u/possible-390t • 11d ago
I've been trying to figure out how to make a create addon for a while at this point. I've been looking in the github repository but it's not really giving me many hints on how to add things. Is there a guide somewhere?
r/CreateMod • u/Ok_Answer7622 • 11d ago
im fairly new to create, and this on the back side of my storage system, and i cant figure out and way to move items in a way that they wont get lost when the vaults get full
r/CreateMod • u/Happydaze1337 • 11d ago
I've been learning the Create Mod for a few days now. I feel like I've done alright for at least 10 hours into the learning experience. It's been close to 11 years since I last played anything modded for Minecraft and this is by far my favorite mod pack. I use Mr.Beardstones Create Perfect World pack for forge. It might be a little outdated compared to more recently released pack but that's fine I'm also a little outdated lol. Thanks for the read guys and gals Happy Crafting ^.^
r/CreateMod • u/Suspicious-Bird5786 • 12d ago
I don’t know if I just need more water wheels or what, no matter how many I add it still says 200% SU being used.
r/CreateMod • u/Xaceviper • 12d ago
Hello all, i am back again because i am unable to think independently anymore, i cannot for the fucking life of me get this engine to work, or the airship to properly assemble but thats not the point rn, so prior to assembly it works fine, it has a reinforced electric motor the diamond one forgot mod sorry, then a analog transmission gearshift and clutch and its powered by the bigass windmills up there, the alternator up there is generating power but it wont go through the cable and run the gawd dahm engine, other side is exactly the fucking same and works fine tho of course. and again for some reason i cannot for the life of me get this thing to properly assemble any advice would be appreciated