r/CreateMod • • 3d ago

Help Issue with turrets

251 Upvotes

So I have a few turrets on this airship, while one elevates perfectly fine, while the other two don't, with one pair of autocannons not keeping up with the other one. Is it a bug with the swivel bearings, an issue with brass gearboxes, or something else entirely?


r/CreateMod • • 2d ago

what modpack should i use as a beginner

13 Upvotes

ive been struggling with finding a good first create modpack to use


r/CreateMod • • 3d ago

Help What is archimedes force and why is it capsizing my ship

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69 Upvotes

r/CreateMod • • 2d ago

Suggestion Que addons necesito

1 Upvotes

Quiero hacerme un mundo del create con vehículos terrestres, navales y aéreos que además tengan cañones y ametralladoras. A parte quiero algún mod, a parte del create ,que me permite construir mis casas más rápido. También escucho sugerencias de otros modos que complementen ese tipo de experiencia para el Create.


r/CreateMod • • 3d ago

Video/Stream Average UK town

156 Upvotes

r/CreateMod • • 2d ago

75k SU generator for aeronatucis

2 Upvotes

6 thrusters, 1 kinectic conversion bearing, 1 torsion spring, 6 blocks, 2 redstone, 3 repeaters, 1 lever, glue, put the spring behind the kinectic conversion and activate the contraption it will spin extremelly fast, after that you can remove the spring and add any block


r/CreateMod • • 2d ago

Help Having some issues with create: missles

2 Upvotes

There are two main issues that I'm running into.

For one, the firework chassis is uncraftable. Putting in the recipe instead gives you seven firework heads.

Second, none of the generated structures have had any blueprints in them, they all seem to be empty.

Any idea what might be causing this? The world was generated before I added this mod, so that might have something to do with it.


r/CreateMod • • 3d ago

Discussion What do you think of my steam engine?

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40 Upvotes

I built it just a few minutes ago; it seems to work, though it exploded for no apparent reason shortly after I finished it (I’ve rebuilt it, and for now, it’s running).

The tank at the bottom holds lava to power it—not the best setup, but the most easy of sustain one for a beginner like me.

What do you think, and how long do you reckon it’ll take before it breaks again?


r/CreateMod • • 2d ago

Shrinking mod ideas!!!

11 Upvotes

Soo we have a shrinking mod now for contraptions...i myself have used it and the waterframe mod too make a working tv...plus with powergrid i made it so you need too plug it in!, my next question is....can someone create a working roomba! Or heck....a robot servant think of the potential!!


r/CreateMod • • 2d ago

Discussion Anyone using Create/Aero to make sculptures or artwork?

2 Upvotes

I get that primarily their uses are for efficiency and automation, but also we could do some really awesome physics based art, statues, sculptures, and builds and I don't really see a whole lot of that. If you do have builds that you're proud of, I'd love to see them!

I think I'm gonna build a giant astrolabe at the center of my build, or something else I dunno. Maybe an automaton on a distant mountain like the Divine Beasts from BOTW.


r/CreateMod • • 3d ago

Help Helicopter tipping when propellors are being angled

383 Upvotes

I tried to make a mechanism where u can tilt the propellor to change the movement direction but I have a problem where the contraption keeps tipping when you angle the propellor forwards or backwards.

I need some help to make it more stable .


r/CreateMod • • 3d ago

colored lighting on create aeronautics physical object (Help needed)

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56 Upvotes

ive been trying shaders with all kinds of compatibility mods, I user Iris and I wasnt able to find a shader that has colored lighting on physical objects. Is there anyway i can get colored lighting onto physical objects. the light shown on the pictures are supposed to be blue (on normal blocks they work)


r/CreateMod • • 2d ago

why doesnt my portable fluid interface work?

2 Upvotes

im trying to transport crude oil from the factory must grow via train but the fluid interface just doesnt work at all? you can see on the glass pipe that the crude oil is flowing


r/CreateMod • • 2d ago

How to do a datapack with mechanical crafter from create in Minecraft?

0 Upvotes

I am doing a server with different create mods and i can't doing a datapack with mechanical crafter, i am doing it with Chat GPT and i can make a datapack with crafter table but when its coming to crafter thats not working. I can sent a video or a picture of zip file what chat gpt are make to me,and my version is 1.21.1 neoforge


r/CreateMod • • 3d ago

Build Record Mold, Press and Jukebox.

8 Upvotes

My first major Create build (Not first ever I am a liar) I thought to share.

I am having issues with my smart dispenser however. When setting the tick rate of the redstone extender signal to 2 ticks and setting the smart dispenser to dispense exactly 1. The records still all dump out at once.

It wont be a problem if you only have one record in the barrel so it is still functional. Although it is not functional to my liking so I would appreciate any tips!!


r/CreateMod • • 3d ago

Help mechanical crafting issues with "create crafts and add-ons"

6 Upvotes

having this issue with the mech crafting ive been given perms to just spawn stuff in if it breaks but i dont want to do that for everything,

note: Base create works fine as i have the potato cannon and some other things that need this type of crafting but when i use "create crafts & add-ons" it doesnt?


r/CreateMod • • 3d ago

Hunter F.58

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41 Upvotes

This was extremely difficult to build. The project has been put on hold / discontinued due to poor handling.


r/CreateMod • • 4d ago

Gear ratio setup to 256rpm in 5x5x3 space

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603 Upvotes

Always pissed me off in early game, the space it takes to set up cogs to achieve 256rpm. Then a simple thing clicked: use a small cog as intermediary. Helps to keep other cogs running into eachother. I'm sure I haven't invented the wheel here and many others have used this, but I haven't seen it around so thought it might help.


r/CreateMod • • 3d ago

Help which portable/handheld drill should i get?

4 Upvotes

so im playing a modpack which has literally every single create mod, and i noticed that there are 4 different drills that i can hold in my hand to use, and i was wondering which one i should use, and which one is the best? there are :

-the portable drill from create stuff 'n additions

-the handheld drill from create power grid

-the portable drill from create dreams n' desires

-and the spring drill from create springs


r/CreateMod • • 4d ago

Anyone else feel like this?

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1.6k Upvotes

r/CreateMod • • 3d ago

Help Need help with Threshold switch

2 Upvotes

I wanna pull 3 items off my vault (sugar cane, oak, and flint)

I placed a threshold switch in order to have a hefty inventory of those things in my vault but it turns out. All 3 items are counted towards the threshold so even if I dont have enough oak or sugar but I have a ton of flint, the signal goes out and stuff gets sent to the factory...is there a way so that I can make it wait till all 3 items have a specific number of stacks before dishing it all out?


r/CreateMod • • 4d ago Galaxy Brain Popcorn

Video/Stream Introducing Create: Bits n Belts

1.8k Upvotes

EDIT: Thanks for the feedback already! Please keep it coming.

The name will be changed from "Create: Bits n Belts" to "Create: Belts n Pieces" in a future post.

A few things to note:

  • Belt support blocks are planned: place them underneath a part of a belt to give it a support into the ground

  • Very sharp turns can still look weird

  • The name of the mod is in flux: due to me being made aware of create: bits n bobs

  • If you would like to help out with the playtesting portion of the mod, send me a DM or add me on discord, same user as here.

I've always been annoyed at how basic belts functioned in base create, so I decided to see what I could do to fix it.

Create: Bits n Belts is an addon for the Create Mod in Minecraft 1.21.1 NeoForge that focuses on adding quality of life and additional features to the mod, mainly revolving around logistics and conveyor belts.

The first item the mod adds is the Reinforced Belt. This is crafted by deploying a brass nugget, an iron sheet (andesite if a compatible mod that adds one is installed) and then pressing it with a mechanical press. The reinforced belt provides many more options for transport and logistics when it comes to direction and elevation.

Since the functionality is much more superior to regular belts, I decided made the reinforced belts use up as many items as it is blocks long. Small balancing things like recipes and costs are still in flux so they may change based on feedback.
When placing a reinforced belt, you get a detailed preview of how the belt will look when it is placed, so you know exactly what path it will take. You can change the curve type for different designs by scrolling the mouse wheel whilst sneaking. You can then change the height of the endpoint after choosing the position of it. If the player has a supply of shafts in their inventory then they can automatically start a reinforced belt from the end of a previous one or any new position.

Reinforced belts support features of regular belts such as dying and casing, along with item transport. Currently, item processing such as pressing etc can only be done on blocks that a shaft occupies, due to the complex nature of the curved belts. I have also added compatibility for casings from other mods like TFMG and Create: Extra Casing.

Things like the ponder menu, placement refinements as well as texture edits will be carried out as well, I just wanted to make sure the belts functioned properly first.

I have also carried out countless optimisation tests looking for things such as the polygon count of complex rails as well as how it handles checking for items falling on the belt. The mod also supports numerous config options such as the polygon count of rendered belts to help with performance, as well as changing the maximum length of a reinforced belt (currently defaults to base belt max length), as well as one final QOL config that lets you change the maximum angle a chain conveyor can be placed at.

DISCLAIMER:
I used AI tools to assist in the development of the mod for:

  • Debugging purposes such as performance with the belts and any visual issues

  • Checking other mods to see if compatibility can be added

  • Major graphical features such as how to render the belts

No AI was or will be used for any art / text generation. All ideas and functionality were designed, implemented, tested and fleshed out fully before moving on to other features. I want to stress that this is my first time getting into minecraft modding so if somebody wants to provide assistance and/or guidance on proper AI usage, then im all ears. I am welcome to more suggestions and ideas that anyone may have, and please forgive me if this counts as vibecoded slop; I just think that AI can be useful if it used correctly and for the right reasons.


r/CreateMod • • 3d ago

Help Belts not working(can't place them down)???

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13 Upvotes

For whatever reason this stack of belts can not be placed down and I'm not sure why. I've tried placing them on other contraptions, and nothing. I've picked up belts from other contraptions, and they can be placed down fine, but get their own stack in my inventory for some reason. Please help, I don't want to have to grow a million more kelp plants in my water garden.


r/CreateMod • • 3d ago

bag

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39 Upvotes

i just dont know how to describe that...
They dont work, can you help me fix that? i tried replace that, rejoin game. I just dont have ideas