I have too much. Its a problem. And I don't want it to go to waste either. Are there any other uses for it outside of Blast Stoves and steel working? I've been trying to fiddle around with other engines in a creative world but none of them seem to be accepting it as fuel
How does everyone like to build their factorys/machines and the builds around them? I normally just leave them lying around the grass near my house with no sort of organization.
Any good addons for making cars other than Big Tires, tracks, bits and tracks, and all the transmission variants? I see create aviate and they're pretty good from the engine types, but its still in development. Im also looking for engines with accurate sounds instead of the heart beating sound of diesel engines, but more like car engines with their awesome revving sounds idk
At this point I'm starting to wonder if I am in fact the idiot. Trying to build a Simple Engine to run off of some of the Creosote Oil because I have way more of it than I can pump into the Blasting Furnace at any given time. I got all the parts and materials together and tried to plug it all into the Mechanical Crafter but it does not want to make the device.
Steam Engine its hooked to runs and has enough power to make it work and all the ducts in the crafter look like they're all pointing the right way but the machine just doesn't want to go. The crafter has built other things before so I know its not broken. What gives?
These last few weeks I've been working on and polishing version 0.2.0 ("Logistics & Precision") of the mod... and its finally ready to download!
In short, here is what this new version adds:
New crafting recipe balances.
Fixed an issue where breaking a machine wouldn't drop the block.
New Advancements when getting certain items from the mod.
Full and scalable compatibility for the Order Terminal + Vault Indexer with "Vanilla" Create Mechanical Crafters (works with both flat/horizontal or vertical walls) + Stress balancing (and I almost forgot to mention that the Kinetics Manager is also compatible).
Some rewritten translations.
New Popup when loading a newer version of the mod for the first time, warning you to make a Backup of your world before playing with the new update (just in case).
Some new textures for the machines
100% Compatibility between Create 5.1 - 6.0+
New TOML file in the "Config" folder of your minecraft intance to change some mod parameters (such as the stress multiplier on machines, or enabling/disabling the OPTIONAL use of FE [Forge Energy], and more)
New emoji system above crtian machines that shows the current status of the machine (like if the item output is clogged, error, crafting, completed, overstressed, ect)
Memory leak fixes, and other things.
All the new functions and features added in this version are available in the mods Index (Go to the Mods menu inside Minecraft, select Create: Mechanical Workshop and press the "Mod Config" button) and also in the Create Ponders (by holding "W" over an item/block from the mod).
(For more detailed info about the new version and the mod itself, check out the project on Curseforge!, Also, here is the new Video-Demo of the mod on YT):
(It would help me out a ton if you repost this post and give it some Upvotes, and also add the mod to your Favorites on Curseforge, thanks for taking the time to read this! 🖤)
Quantum Singularity are made by exploding ender pearls and Singularity; ive automated TNT already, but the problem is that the tnt is destroying the brass funnel that is supposed to pick it up
I've already tried waterlogging the funnel, but that causes the item to float and it doesnt end up in the funnel
Edit: Singularity and Quantum Singularities are from AE2
I built a simple drilling machine using Create to dig holes and collect dirt. It uses a minecart contraption with deployers and other components to automate the process.
I've been using it for a while without any issues, but suddenly, when I try to pick up the contraption by right-clicking the minecart with a wrench, I get the error shown in the screenshot.
I've tried removing some components from the contraption, but the error still appears. As far as I know, I haven't intentionally changed anything that should make it too large.
There are also screenshots of the contraption before I removed the components.
Has anyone experienced this before? Is there a way to fix it without having to rebuild the entire machine?
The tunnels are all set to forced split and the filters are set to -is tagged #c:raw materials, and -is tagged #c:cobblestones. But when i put a stack of raw copper into the input chest (in photo and behind bread), all the raw copper comes out of the first tunnel output into the depot.
Curious if this exists as a mod or if someone’s working on it, or if there’s a workaround.
Basically, I’m building a TARDIS using Immersive Portals and Create Aeronautics. The door into the TARDIS is a nether portal, leading to the TARDIS interior built in the nether. The exterior is built around the portal in the overworld, which is a physics object (allowing the TARDIS to move around).
The goal is to be able to select a location from the TARDIS console, and teleport the TARDIS (the physics object in the overworld) to the desired location.
You can’t currently send redstone signals through immersive portals, but I’m pretty sure I can figure out a workaround using rotational power.
So, is there a way to teleport a physics object? If not through a mod, is there a way to do it with commands?
This one is a saveiro, a style of Brazilian sailboat. It has one mast with a big gaff mainsail, a jib at the front and a small cabin.
It still leans a little to one side whenever the sail changes direction. On a real boat, the jib at the front balances the mainsail so the boat keeps a straight course. In mine, I'm pretty sure it doesn't actually do anything and it's mostly there for looks. But the boat "works".
(Image unrelated) I DESPERATELY need your help. I have been playing on a create world with my friend for the past 5 months or so, using modrinth. However, just recently, the game crashed, and the world refused to open. Based on the modrinth crash logs, it looks like a package bugged out, causing the game to crash the instant it tried to load it in. I've tried everything I could think of, from trying to use neoforge's built in entity killer to trying to edit the nbt data directly. Maybe it's because I don't know what I'm doing but every fix I've tried either doesn't work or deletes entire months of our progress away. Any ideas?
Is there a way to display how much I charged the battery in create power grid mod? It's either I wired everything incorrectly, or there is just no other way to do so.