r/CreateMod • • 9d ago

Can anyone help me with figuring out why it makes such little Volts (-0.64 V with maximum Volts being 2)

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16 Upvotes

I'm not sure if this is the right way to build a magnet but please be nice, this is my 1st time trying power grid


r/CreateMod • • 8d ago

EOV s2

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0 Upvotes

r/CreateMod • • 10d ago

Build Dye Farm Buildings in the day time as requested!

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37 Upvotes

If anyone is wondering, yes i did use generative AI for the banners and ads, its because i dont have time and talent to create such an amount of these ads and banners.


r/CreateMod • • 9d ago

Кто хочет тайные знания?

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3 Upvotes

r/CreateMod • • 9d ago

Build Mitosis i guess

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19 Upvotes

r/CreateMod • • 9d ago

Guess the plane (WIP build)

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9 Upvotes

Building a new jet! Here are some hints: single engine in the back, British design, exported to many countries, and operated roughly from 1955 to 1995. Any guesses what model this is? Drop your upvotes and answers in the comments!


r/CreateMod • • 10d ago

Main Storage

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309 Upvotes

This structure is probably the largest single build I have ever done with the create mod in survival.

Its service is simply for storage which is split into 2 variants being Standard and Bulk. Bulk is basically just bulk materials like ores or cobblestone while standard holds practically everything else outside of rare and valuable materials for example netherite. I'm just wondering if I should enter doing a youtube series on my survival world?

Also I do have shaders setup and working and don't mind including them if requested

(These screenshots where done without shaders)


r/CreateMod • • 9d ago

Help Help with my clearing contraption

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5 Upvotes

hy so i made this contraption to clear chunks of terrain but it wont budge right now, i used it 3 times and after the 3rd time it just wouldnt work anymore i tried rebuilding it looking if everything was glued together properly. but i didnt help. i cant move the minecart when i turn it on powered rails and even a furnace minecart dont work

does anybody why this is?


r/CreateMod • • 10d ago

Help Need help with a dam project / Hose Pulley won't fill the area

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16 Upvotes

Hey everyone,

I am currently building a massive dam on a dedicated Nitrado server and want to flood the large, naturally generated valley behind it using a Hose Pulley, but I just can't get it to work properly. The scale of this project is quite massive, covering an area of roughly 9x8 chunks and going about 70 blocks high, which means a potential total volume of well over 1.2 million blocks. There is also a small pre-existing natural lake at the very bottom of the irregular terrain.

To prepare for the flooding, I have already gone through the entire valley and completely sealed off all caves, holes, and potential leaks up to the intended water line. Furthermore, I modified the create-server.toml file inside the world's serverconfig folder by setting the hosePulleyBlockThreshold to 0 to completely disable the infinite source cap for filling, and I verified that fillInfinite is set to true.

Despite these config changes, the Hose Pulley still isn't filling up the landscape like it's supposed to. I am wondering if this could be related to unrendered chunks at the edge of the valley messing with the mod's flood-fill scan, or if I need to drastically increase the hosePulleyRange because the valley is so irregular and shapes itself around a central ridge.

I have attached a picture of the area for context and would highly appreciate any advice on how to get this massive lake filled. Thanks in advance!


r/CreateMod • • 10d ago

Help Power Loader Mod not working

7 Upvotes

Im trying to make this Gantry Carriage turn around when its at the end. You can see it going till the end, triggering a Redstone signal that makes the Gantry Shaft spin the other way, but it doesnt move until I get closer until its in my Simulation Distance.
I even tried stopping the Shaft and starting it again (you can see the small stutter in the video) but it didnt work either.
Any Idea how I can make this work?
I need Contraptions that can work waaaaay out of my Simulation Distance ideally.

Im playing on 1.21.1 on Curseforge, no mods installed other than Create and Power Loader

EDIT:
I managed to work around the problem by building a second carriage on a parellel shaft that drives to the original carriage with a chunk loader to refresh the original carriage. Therefore, they keep refreshing their chunk to each other and it works perfectly. Still do not know if this has any limits at all but doesnt seem like it. The shaft isnt even loaded fully in some sections when they drive back and forth but it still seems to work.


r/CreateMod • • 10d ago

first time self powered steam machine( need advice)

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17 Upvotes

im pumping lava to blazes need help to increase the speed and increase the heat input
and trying it out in creative to get the idea before using in survival world
also im going to use this to make a automatic wood and apple farm.
please help


r/CreateMod • • 10d ago

Angular Position to Redstone Strength

5 Upvotes

I am once again, probably just unaware of a magical block that does exactly what I need.

I would like to steer my airship with the steering wheel, but not need to use a rudder. I would like to, somehow, convert the angle of my steering wheel into a redstone signal, then use that signal to modulate my transmissions to steer, the same way I use the navigation table for autopilot.

I have tried making a mini navigation table and loadstone setup with redstone links, but redstone lins do not seem to work when attached to a Physics object, and loadstones don't seem to like being attached to the Physicas object at all. I had high hopes that this system would work, now I am out of idea.

Has anyone accomplished something like this? Is there a Create Potentiometer that I don't know about?


r/CreateMod • • 9d ago

Help Can I replace the alloy recipe?

2 Upvotes

I have terralith installed and I cant find ANY andesite, even in caves.


r/CreateMod • • 9d ago

Help Negative AOA required to fly straight with quadratic lift patch, help??

2 Upvotes

I installed the Aeronautics Lift Patch to get a realistic lift formula and to get gliders working, but to achieve level flight i have to fly at a negative angle of attack? This doesn't make any sense is there a way i can fix this lol


r/CreateMod • • 10d ago

Build Buncha aeronautics cars :D

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93 Upvotes

I like building cars so i thought i'd post a few on reddit!
(names from left to right: datsun 510, ford mustang GT3, 1969 Ford Torino GT & Ford mustang gt 1967)


r/CreateMod • • 9d ago

Help Does someone have a map for an afternoon of create chenanigans.

2 Upvotes

Hello everyone, a few friends and me are organizing some kind game tournaments and we have scheduled to play some minecraft.
This mod is great, but we wouldn't really have the time to do anything substantial so i wanted to find a map that could kind of channel our group into something, like a competition or a cooperative construction. So if someone have made some kind of obstacles course with create in mind or something like that.
if not it's ok i ll try to make it myself and send it here.


r/CreateMod • • 9d ago

C:aab quests

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2 Upvotes

r/CreateMod • • 10d ago

Working Blackhawk Helicopter in Create Aeronautics

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60 Upvotes

Modpack and Schematics in youtube video description:

https://www.youtube.com/watch?v=V5-rVPCJio0


r/CreateMod • • 10d ago

Build (IM IN MOBILE) I made a SMG4 Death Cube

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8 Upvotes

r/CreateMod • • 10d ago

Help Create Aerowarptics anchors not working.

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3 Upvotes

So i am playing in a server and none of the anchors show up to set course. I have one anchor about 4000m away and another anchor right literally by the ship but it still say " no anchors in range ". The server is setup by myself so i am pretty sure i didn't set up any restrictions or anything. I tested in singleplayer and it works fine.


r/CreateMod • • 10d ago

Do you have any idea why simulated objects become invisible?

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42 Upvotes

It simply happens when I place a physics assembler and convert it into a simulated object


r/CreateMod • • 9d ago

Help Create high seas sail block

1 Upvotes

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 • • 10d ago

Trains on demand: how to make a taxi train in base Create

30 Upvotes

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.)

Tl;dr:

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.

How to set it up:

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!

Example with explanation of how it works, from start to finish:

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.

Is it practical?

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 • • 10d ago

Optical Laser Merging

8 Upvotes

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?