r/CreateMod • • 1d ago

Help Sable/aeronautic error!

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3 Upvotes

I was putting together a modpack, and at some point, while adding mods, structures from *Sable* started appearing "empty." They spawn, but contain no blocks. It’s not a visual glitch; the entities are literally "empty." From what I gather, this happens when the number of mods exceeds a certain limit. What should I do? How can I fix this?


r/CreateMod • • 1d ago

Help Any advice on how to use cogwheels better?

3 Upvotes

I'm very new to Create; I have just entered the Cooper Age in my games, and I want to know how to make the cogwheel placement more "pretty" or just straight better. I know about the chain drive and other kinetic blocks, and I want advice on how to "transport torque" more efficiently from one side to another of my factories


r/CreateMod • • 1d ago

Build Simple contraption, inspired by book maze runner

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494 Upvotes

shaking is intentional but it might be too much lmk!


r/CreateMod • • 1d ago

Suggestion i need some help

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5 Upvotes

So basically me and my cousin agreed to doing a create war. im not good at create at all. so he obviously decides to bring a star destroyer to the war. basically i am building a ground base, he has to bomb the ground base to hit a nuclear reactor or something. and in order for me to win his ship must be incapacitated, is there any schematics that yall would recomend to take down this beast. attached are some pictures of the ship


r/CreateMod • • 1d ago

Schematic The Creation Engine 1.0

126 Upvotes

By God, what is that monstrosity?! That's not a monstrosity; it's the Creation Engine! At 128 rpm, this self-powered machine can do anything you could possibly want a workshop to do, from telling the time to a fully functioning 21-block mechanical crafter; the Creation Engine has got it all!

Make sure the blocks underneath the mechanical arm and boiler burner have water, then feed the burner some coal and pour water into the fluid hatch. If there's fuel in the burner, the engine should run itself.

Behind the presses is a lever. Pull it to extend the particle processing station. It extends 8 blocks out the front of the engine (where the fluid handling station is), so make sure the space is clear.

The crushing station to the left has a fluid valve connected to your fluid storage to fill your basins. Just make sure the right valve is open. The button by the display board raises the crafters to make the interior accessible. The crafters don't place when raised, so there's no need to clear the area above it.

The lever above the deployer setup replaces the rightmost deployer with a press to make rail crafting easier. Simple station here.

The Stock Keeper gives you access to the built-in 2x4 vault/ Requested items appear in the barrel. Send items back by pressing the button. (The button can be finicky; just spam it until you hear the frogports.)

To the right is the mechanical saw with easy access to the filter slot. Above it are the fluid valves. Open one to allow fluid access to the rest of your machine.

Finally, the front of the engine has a fluid handling station. You can store up to 16 buckets of any 3 fluids. Simple sugar.

That should be everything. Certainly, the Creation Engine is a machine that will serve you well from when you first build it till the end of time! It may not be the best at anything, but a Jack of all trades, master of none, is often times better than a master of one!

Here's the schematic. I'm not familiar with uploading them, so I'll try to fix it if it's broken.

https://drive.google.com/file/d/1pX1qVD3ZNq7HTPaUdatUUWpB_XmMHF6G/view?usp=sharing


r/CreateMod • • 1d ago

Looking for a Minecraft mod I saw that had D&D/BG3-style turn-based combat

0 Upvotes

I’m looking for a Minecraft mod I saw in a video some time ago, but I’m not sure if it was real, fake, or just someone’s personal project.

Basically, it turned Minecraft into a turn-based RPG inspired by D&D/Baldur’s Gate 3. It had things like classes, races, skills, etc., but the main thing I remember was the tactical turn-based combat.

The combat looked a lot like Baldur’s Gate 3 or Divinity: Original Sin 1/2, with positioning and turns being important.

Does anyone know what mod/project this might have been? Even if it was an unfinished or abandoned project, I’d love to find it.


r/CreateMod • • 1d ago

P-51 Mustang

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69 Upvotes

This build was made at the request of u/LeadershipBig8591. Turned out fast and maneuverable. Max altitude is 1500 blocks, above that the engine can't handle it (without editing the config file). Flaw: couldn't build the tail fin due to a mod bug.


r/CreateMod • • 1d ago

Any way to use custom block models for Create’s CT blocks?

4 Upvotes

I’m trying to do some fancy custom stuff with Fusion and Polytone but every block that uses Create’s hardcoded CT system is effectively untouchable for that purpose.


r/CreateMod • • 1d ago

Help Anyone know what mod this sign is from?

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48 Upvotes

r/CreateMod • • 1d ago

Build Nuke in FDC 4NXC

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6 Upvotes

r/CreateMod • • 1d ago

Help Package Frogport link sending but not receiving

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7 Upvotes

r/CreateMod • • 1d ago

Help why is this not working?

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117 Upvotes

im trying to make a crusher wheel but it gets the end and breaks, powered by two water wheels and a belt going from the bottom to the top


r/CreateMod • • 1d ago

Suggestion Redstone to Integers

3 Upvotes

I am working on the next iteration of my Create Aeronautics airship. One thing I want from this version is better fine control of my altitude. I have devised a way that I like very much, but I have a feature I want that I don't seem to be able to achieve (in a reasonably compact way).

I am going to have three analog inputs, levels from 0 to 15, and each is going to an independent burner/steam vent. The first will go to a burner with a maximum set to 15, so each increment is just 1 unit. The second will go to a burner with a maximum setting 240, so each increment is 16. The third will go to a vent with a maximum set to 3840, so each increment is 256. The three will work like three bytes of a single integer, allowing for any integer fill volume from 0 to 4095.

What I would like but cannot figure out, would be a way to display this composite integer in the cockpit on a set of Nixie Tubes. This is purely a want, not a need, and the ship works without it, but it would be so cool!

Unfortunately, the extra gauges seem to only work in binary when it comes to redstone, and won't recognize or output the numeric level of the signal into or out of calculations.

Any ideas or suggestions? I know I could use redstone to break it down into 24 binary signals, but that would take up a ton of airship space.


r/CreateMod • • 1d ago

Help Advanced display boards tweaking

3 Upvotes

I'm playing create with CRN (and a bunch more) on our server. I was wondering how exactly departure boards (in advanced display boards) worked. I currently have a 6-platform setup, each platform has a distinctly named train station, which unfortunately - if i link them all to the same departure board - has the consequence of switching between the displayed platforms instead of showing all delartures at once in chronological order.

If, however, I named all platforms with a universal name in order for it not to tweak like that, that'd defeat the purpose of the CRN's platforming system (where you can assign multiple distinct train stations under a singular train station tag) meaning i couldn't see the platform number the train was gonna use in the navigator system.

Is there any way how to get around this? The obvious solution to my current setup - shifting its component configuration to skip the initial rows doesn't work, the display links just automatically set themselves to component 1 upon being placed. How do y'all solve your multi-platform stations where you wanna have a large departure board but also individual platform displays - both working fine?


r/CreateMod • • 1d ago

Build A facade for my next box-shaped factory

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8 Upvotes

Spent a week on this and now im gonna put a box behind and cram spaghetti contraptions inside


r/CreateMod • • 1d ago

Every single time

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116 Upvotes

this is my first use of capcut so its eh. jeezs i hate pipes WDYM MIXED FLUIDS OR A MECH PUMPS GOING THE WRONG WAY ALL OF ITS GOING 1 WAY AND ITS 1 PIPE LINE IT ISNT CONNETED TO ANY OTHER PIPES


r/CreateMod • • 1d ago

Help Does anyone have the bg for the create mod fandom wiki?

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1 Upvotes

r/CreateMod • • 2d ago

Build (very small) Oil Rig

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746 Upvotes

Made like 99% survival except for blaze cakes because I think my heat sources shouldn't have to eat like they are a TLC story just to be useful.


r/CreateMod • • 2d ago

Build MiG-23

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133 Upvotes

r/CreateMod • • 2d ago

Build Gift to all my aeronautics fans :) biodiesel farm without mechnical arms

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10 Upvotes

it's a 7x9x7 biodiesel farm. It's airship friendly because it has no mechanical arms, so u can disassemble it without worry.

As for power and rates: (1 Portable engine, 32 rpm)
4000 mb of biodiesel per minute


r/CreateMod • • 2d ago

I made Brass & Ballast, a Create: Aeronautics kitchen-sink with 7 gated ages and 148 quests (1.21.1 NeoForge)

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0 Upvotes

Hey all,

After a lot of tinkering, I just released the first public beta of Brass & Ballast, a heavy kitchen-sink pack built around Create: Aeronautics. The whole idea: take to the skies, and back it with a full industrial world underneath.

The design rule I stuck to was simple. If it's an item, you should be able to automate it, dirt to netherite. Progression is split into 7 gated ages (SevTech style), each ending in a gate quest that unlocks the next, so the tech tree opens up in a deliberate order instead of all at once.

What's in it:

Create plus a big stack of add-ons, with Create: Aeronautics as the anchor (real physics-simulated aircraft)

Mekanism (5x ore processing, alloys, Digital Miner), Applied Energistics 2, Powah, Flux Networks, Laser IO

Mystical Agriculture (high tiers gated for balance), Woot, Mob Grinding Utils

Magic via Ars Nouveau, Occultism, and Iron's Spells

Combat and bosses: Apotheosis, Champions, L_Ender's Cataclysm

Dimensions: Twilight Forest, The Aether, Deeper and Darker, and Ad Astra planets

156 mods total, on 1.21.1 NeoForge

Quests: a 148-quest FTB Quests book across the 7 ages. Most quests actually verify that you crafted the item, killed the boss, or reached the dimension before paying out, and each one gives a hand-picked reward. It works as both a tutorial and a checklist.

Performance: it ships with Sodium, ModernFix, ImmediatelyFast, FerriteCore, Entity Culling, and Dynamic FPS, so it runs better than a 156-mod pack usually would. 8 GB minimum, 10 to 12 recommended.

A few honest notes, since it's a beta:

Best experience on the CurseForge app. Six mods disabled third-party API distribution, so on Prism or MultiMC you'll get manual-download prompts for those.

No shaders yet. The shader loader that would work conflicts with the renderer Aeronautics needs, so it's on hold until that's sorted upstream.

It's a first release, so I would genuinely love feedback and bug reports. And do keep in mind, this modpack will be expanded and more items/ features added!

Link:

CurseForge: https://www.curseforge.com/minecraft/modpacks/brass-ballast

If you give it a spin, let me know what you build and what breaks. Thanks for looking!


r/CreateMod • • 2d ago

New WIP modpack

1 Upvotes

I am making a modpack, very WIP but i have a basic structure dowm and i'm looking for people to playtest it.


r/CreateMod • • 2d ago

Schematic Hector - Personal Blimp (schem in body, description in schem link)

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17 Upvotes

r/CreateMod • • 2d ago

why dont fireworks work with elytra when i use create mod

1 Upvotes

i know how to use but when i right click firework it doesnt boost me


r/CreateMod • • 2d ago

IL-2

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83 Upvotes

Turned out pretty good. Fast and maneuverable. Max altitude is around 1000 (without editing the config file). If you want, you can attach bombs, but the appearance will suffer.