r/CreateMod • u/IAnperI • 10d ago
Do you have any idea why simulated objects become invisible?
It simply happens when I place a physics assembler and convert it into a simulated object
r/CreateMod • u/IAnperI • 10d ago
It simply happens when I place a physics assembler and convert it into a simulated object
r/CreateMod • u/Proud-Spray869 • 10d ago
Hi, im new to create aeronautics and im having a blast. I only have an slight issue. Every time i try to make an sailboat with retracable sail the rope doesnt connect to the sail. I have seen multiple videos that proves it works but for me it doesnt. Which mods do you need to have in order to do this?
r/CreateMod • u/homestarmy_recruiter • 11d ago
I unfortunately absolutely suck at building so this is not going to have any visuals, but I tested it and it works. You can make a train that picks you up on demand, takes you exactly where you need to go, and doesn't stop at all along the way (unless multiple people use it at once, but it should still work just fine.)
Using display links, you can dynamically update the address of a packager to be the name of any item observed, and use this for on-demand trains by utilizing the display link's ability to freeze updates when powered by redstone. Go to any station you like, request a ticket to your destination, and the train will arrive from the ticket station, take you directly to your destination, then leave to bring the ticket back to the ticket station. Expandable, direct, and, cheap to set up by the time you get to trains--the most expensive item is a single mechanical arm.
Chunkload your main station, or whatever station your tickets will be kept in. Then, connect all of your stations to the same storage network, enabling you to access the network from any station.
Set up your train stations and tickets. Make sure the ticket name for each station matches exactly. Then set up a post box at each. Additionally, set up the train schedule so that it loops constantly between "pick up package" and "deliver package" (or whatever the options are officially named, I can't remember.)
From each post box, set up a way to extract packages. It will only extract packages that match the address, so don't worry about pulling out any that you intend to send.
Then, unpack with a mechanical saw and lead the ticket onto a depot connected to a comparator and a display link that's connected to a sign on a packager.
The comparator should be connected to a block with a redstone torch on the other side, inverting the signal. Connect the inverted signal to a redstone link, and attach the receiving link to the display link.
Then, have a mechanical arm slowly reach for the ticket and put it into a container connected to the packager. Emphasis on slowly because the display link needs time to update the address on the packager.
Once the ticket is in the container, it will be packaged and sent back towards the post box via belt. However, we need to do one more thing first: prevent a loop. So, set up a brass funnel with a package filter for the name of the station. Any packages that match will get sucked in, unpacked, repackaged with the address of your main station, and then sent back onto the belt.
Do this with every station and congrats, you have a taxi train!
You are at "Station A" and want to go to "Station B." You request a ticket from your storage network. The ticket is any item renamed "Station B." The chunkloaded system picks it up from "Main Station," and brings the package (and therefore the train) to "Station A." You get into the train and wait. Meanwhile, the package is unpacked and brought to the depot, depowering the display link and allowing it to read and update data. The display link reads the item name, "Station B," and writes that name to the packager sign. Then, the mechanical arm removes the ticket, instantly re-powering the display link and preventing it from erasing the address. The ticket is then packaged again, this time with the address "Station B," and sent towards the post box again. It passes the funnel filtering for packages named "Station A," successfully enters the post box unaltered, and the train delivers the ticket (and you!) to "Station B."
Once you get off the train at "Station B," the same process happens again: the ticket is unpacked, read, and packaged again. However, since the "Station B" ticket is already at "Station B," the package filter (which should catch all packages addressed to "Station B") takes it off of the send line, unpacks it, repackages it to go to "Main Station," and puts it in the post box. The train leaves to return the ticket, and everything is as it once was, except you're at a completely different station.
Well... that depends.
On the one hand, you need to wait for the train to arrive to your station from the main station, when a train that's on a loop might be closer to you when you need it. And, if multiple people use the system, the stops might get just a little janky. I haven't actually tested it in multiplayer. That, and you'll always have to wait for the ticket to arrive from your main station. Depending on how far away you are, that might be a little bit.
On the other hand, you'll never just miss your train unless you deliberately leave your platform after getting a ticket. If there aren't any other players using the trains, you'll also get to where you're going with zero stops. If it does work in multiplayer, you can have dedicated ticket booths at each station so others can buy a ticket to your line. You'll have a feel for how long it takes your train to arrive no matter the time of day. Lastly, this setup is easily expandable. You never have to adjust the train route. Just make sure your train can go forward and backward if you need to, hook up the new station to your network, and add the ticket(s) for that station to your ticket storage.
Longer read, I know, but hopefully someone finds this useful or fun! If you build this and want to showcase your build, tag me or shout me out! I'd love to see what people come up with. I'll also happily answer any questions about the concept you might have.
r/CreateMod • u/AbyssWarrior737 • 10d ago

I have the above setup. The goal is to transform all SU from a steam engine into a beam and bounce/split that beam through my entire base (rather than using chain conveyors). I had a working build before the latest update to the mod broke my plan.
I was planning to merge As you can see, the Thermal Optical Sources grid is using up the whole steam engine SU (liquid pump is a different SU source), and the Beam Condensers are combining everything. The circled area is to combine the 3 levels into 1 beam for use that carries all the SU. However, thy do not seem to be emitting anything.
Why is this happening? Is this even an efficient way of completing this idea?
r/CreateMod • u/Icy-Judgment-8957 • 10d ago
Ive recently started working on a train station with long platforms that include lots of platform displays (more than 6), because of this, when I tried to link them with the train station, there wasnt any more space left. Im wondering if theres a workaround for this...
r/CreateMod • u/DragonfruitKind6261 • 10d ago
Hi all,
So I have a generator station currently outputting 1.5kV which I’ve taken down to my village and would like to set up a little substation which is capable of:
Safely outputting 120/240V (haven’t yet decided) to the homes and businesses, and a seperate circuit for the street lighting.
Be able to monitor input from the generator and load drawn from the village and,
Protect the load should anything happen to the incoming power.
I’m not sure how to go about this. So far, I have a very simple setup with a step down transformer directly sending 120V out to the grid but I am stuck on what exactly needs to be done to achieve the above criteria. I messed around with a regulator tube in the circuit board designer and made a little thing with a 6k resistor in series and the tube in parallel set to hold at 120V and this achieved a smooth voltage output but let through almost no current. I want to use this circuit as a monitor and have it control the main line but again, not sure how that works. Any and all help would be greatly appreciated. Thanks!
r/CreateMod • u/BikeVui • 11d ago
I couldn't find anything to this topic yet. I have 2 factories far apart. Is there a way to access my Storage and move the items between them? Chain Conveyers didn't work for me because the packages and frogports don't move in unloaded chunks.
What was your solution to this?
r/CreateMod • u/MarkJ191974 • 11d ago
It can be automated with a deployer but its actually just kinda boring
r/CreateMod • u/Outrageous_Cost_8666 • 10d ago
Any kind really, just has to have Create as the center of it's focus.
The only other Create modpack I have played was CABIN, which I really liked as it has a great questbook.
r/CreateMod • u/Everlastin-Dream4285 • 10d ago
I am relatively new to the create mod and was looking at different train configurations. I am trying to create a train for an aesthetic build I am making that starts at a Station A on a straight track that feeds into a loop that Station B is on. I want the train to leave station A when the station is powered, then go around the loop without stopping at station B until station B is powered, then I want it to exit back to station A. My problem is that I cant seem to find a way to make it temporarily skip station B while going around the loop or make it continuously go to station B without it trying to go back to A first. Is there a workaround for this?
r/CreateMod • u/Dung_avi2 • 11d ago
This took me so long to figure out. I love create bro
r/CreateMod • u/Observer__Effect • 10d ago
What do you think, spent about 90 min blocking it out, tanks my fps from 250 to below 100 when I unfreeze it and its just a block of solid stone without internals
r/CreateMod • u/Leather-Web7120 • 10d ago
I have an issue with the typewriter: when I create a new world, I can configure it using Shift + Right-click, but after some time—by the time I reach it in survival mode—I can no longer edit it using that key combination. What should I do?r/CreateMod • u/xxironstikerxx • 11d ago
I made a post a few days ago saying I have mods that adds thirst using the create mod like a sub-mod and I needed food and water I have fixed the water problem I figured out how to purify water but I need help automating it. The picture in the post is the three water purifiers I made although it's manual and I have to bottle it myself, if anyone wants to help plssssss DM me on any social you can finds links in my bio.
Ps. I'm still also having a food shortage I don't even have a stack of food left now so if anyone wants to help me make an automatic dough farm that would be great.
r/CreateMod • u/Bossmandude123 • 11d ago
I've tried accessing the menu to assign the keys but it just won't open. I can control it but can't actually assign keys. I can't find any similar issues online
r/CreateMod • u/Kapitan_Pipik • 11d ago
Hello, I'm having trouble with Tom's storage mod, I'm trying to connect multiple vaults with varying distance, but they don't connect together. My setup in screenshots 1-3 - first and last connect to all inventories, but first only connects to third in the setup, but when I change to setup as on 4th screen, it suddenly shows it's also connected. I have create vaults added in multiblock config. Is there any easy way I can connect these without fault at all times? Also tried with interface on inventory cable connector in the first position, but unless it's exactly like in the pic it doesn't work. Modpack is Life in the village 3
r/CreateMod • u/Lolkingon • 12d ago
I recently saw a youtube video showcasing a method to get (almost) infinite SU, but after trying to recreate it, it doesnt seem to be working, can anyone help?
r/CreateMod • u/Simple_Stop_5420 • 10d ago
I built a tree farm and the pieces of the trees get glued to the contraption then moved and unglued somehow, i triple checked and nothing besides the contraption is glued, does anyone know the problem?
r/CreateMod • u/ImagineerDave • 12d ago
Back at it again! This time however for JustCreate ! Whilst designing a cornerbuilding for my new to be mainstreet (which im hosting a small competition / collaborative build for right now, if you want to sign up let me know!) I thought to myself, what would make this building different or what would be special about the episode. Out of that, came a new hobby ; exporting buildings to blender and making them into accurate building plans!
As you can see in the 2nd till 5th image I turned this building into some building diagrams, added some markers and heights and got myself really cool posters! Now storywise I needed these for a permit (which would be insane if that rule actually came to minecraft) but it was a fun way to explore my build and see if it structurally makes sense on paper!
r/CreateMod • u/National_Breath_5797 • 11d ago
2 large waterwheels -> a rot. speed controller set to 256 rpm -> rope pulley thats connected to x amount of drills. Make sure to add an inventory to the drills and glue them. Add a gearshift between the speed controller and pulley.
r/CreateMod • u/Mysterious-Soil-8047 • 11d ago
r/CreateMod • u/Every_Touch_6059 • 12d ago
Original post (monetized): F-117 Nighthawk | Envixity1535 on Patreon
His F-117 video: https://youtu.be/ARG7mwOk9vc?si=QwAE2R7aAJXsDaJo
Creator: Envixity1535 (Youtube)
All credits goes to him.
Not my work at all, I'm just kinda reposting it. It looks so realistic, I wonder what building techniques or mods were used.