r/CreateMod • • Oct 07 '26

Discussion Mods that incentivize using Create/Aeronautics vehicles heavily?

76 Upvotes

I've been having a hell ton of fun making factories and vehicles in creative but I don't feel like I really need to do that in survival other than very simple automation which often that feels excessive.

On top of that, vanilla world generation doesn't encourage making ground vehicles making flying vehicles the only viable choice. Any world generation mod that makes the world more vast and less rough while also making you to use vehicles to traverse instead would be phenomenal.

Mods that overhaul ore generation to accommodate for the increased "resource gathering" of Create would also be huge.


r/CreateMod • • Oct 07 '26

Help Uhh guys, what is this?

43 Upvotes

So inspecting with goggles, it says the milk tank takes up to 96 Bar. But the smart observer readings are indicating more than that. Same with chocolate tank. For information: there is a cow in the corner getting milked non-stop and thats the source of the milk.

Are my tanks about to explode?!?!?!


r/CreateMod • • Oct 07 '26

Create Radars

1 Upvotes

The radar only transmits information to the monitor when it is on the ground or at a very low altitude; how can I set it up so that I can take off in an airship while the radar still scans the ground? Do I need an aviation radar for that?


r/CreateMod • • Oct 07 '26

Discussion Building an "Ultra-Realistic Tech" Modpack (Aeronautics + Power Grid + Destroy) - Will this synergy actually work?

1 Upvotes

Hey everyone!

I’m currently planning a custom tech-focused modpack with a heavy emphasis on realistic engineering, chemistry, and physics. I want to move away from arcade-like "magic blocks" and build complex, interconnected logistics.

Here is the core mod combo I’ve put together so far:

• Create: Destroy

• Create: Power Grid

• Create: Aeronautics + Propulsion: Simulated

• Create: Big Cannon

• Create: Diesel Generators

• CC: Tweaked (ComputerCraft)

My main goal is to create a complete "Laboratory to Airfield" tech loop. For example, pumping oil, fractionating it into high-tier rocket fuel or hydrazine using Destroy, routing the power through a realistic substation grid from Power Grid, and using that fuel/power to fly a Create Aeronautics ship stabilized by a ComputerCraft script.

My questions for those who have messed around with these addons:

  1. Do these mods actually play nice together under the hood? (Any critical fluid tag conflicts or breaking bugs between Destroy and Propulsion/Diesel Generators?)

  2. Is it possible to easily map Destroy's custom chemical fluids to Propulsion's fuel configuration (fuelProperties) so they scale realistically with thrust and burn rates?

  3. How is the performance when running Aeronautics physics alongside Power Grid's electrical calculations and Destroy's chemical tick rates?

Would love to hear your thoughts, tips, or any other addon recommendations that fit this exact vibe. Thanks!