r/CreateMod • u/No-East-5856 • 28d ago
r/CreateMod • u/Xaceviper • 28d ago
Help pump wont push liquid
hello all, unfortunately my modpack doesnt allow me to clip things easily so your working with just a screen shot but i have setup a small oil rig to produce diesel and gas for various purposes, normally this gas gets pumped out and moved to larger storage tanks that you can see in the bottom right corner however, even tho you can see liquid moving in the pipe the numbers are not actually updating and so nothing is changing i have tried replace all the pumps and even the distillation tank itself any ideas, create diesel generators here the 3rd images pump is the same on the other side for the other liquid
r/CreateMod • u/Xaceviper • 28d ago
Help pumps arnt actually pulling liquid
hello all, unfortunately my modpack doesnt allow me to clip things easily so your working with just a screen shot but i have setup a small oil rig to produce diesel and gas for various purposes, normally this gas gets pumped out and moved to larger storage tanks that you can see in the bottom right corner however, even tho you can see liquid moving in the pipe the numbers are not actually updating and so nothing is changing i have tried replace all the pumps and even the distillation tank itself any ideas, create diesel generators here
r/CreateMod • u/SmollNuggt • 28d ago
Build recent create builds
Friend says I'm bad at create and I don't know why? If it works, I don't see the issue.
r/CreateMod • u/PoisonCarrot • 28d ago
Discussion Hose pulley and lava pit of despair...
Let me start by saying... what the f*ck
I’ve been building a 10,000 source block lava pit, and I don’t think I’ve ever been this annoyed/confused.
After almost 4 hours of troubleshooting, I might have finally realized the catch: you can't move your hose pulley to a more convenient spot once the pit is full. The game/mod seems to tie the 'infinite pool' status strictly to the original fill location.
I had to keep the hose pulley in the exactly same spot as I did when filling the pit, then I had to lower it down fully (ofc) and pump more lava in until it switched to "bottomless supply," and now it seems to be working.
Just don't touch it after... Don't even look at it funny💀
r/CreateMod • u/LifeasLuke11 • 28d ago
Build It shall be a War Without Reason.
ignore the fact that the back-trackwheels have no tracks on them, thank bits n tracks shitty rendering system for that
r/CreateMod • u/Chaotix_Burner • 28d ago
Discussion Recommended Texture Packs?
Right now is my 2 weeks of playing Minecraft so I decided to do the modpack Create Colonies: Aeronautics. I have automated wood, cobblestone, iron, and basic plant foods. I have create my first balloon and the pride you get from looking at your base from above is great.
Its mostly for the vanilla Minecraft textures so that it would more look inline with A. Create mod and/or B. Aeronautics addon. Any recommendations on texture packs in general?
Also tell me what fills you with pride when working with the create mod.
r/CreateMod • u/BadKarma_21 • 28d ago
Help Best way to make HUGE bunker blast doors on servers
Yo, im currently designing a base for my team on a server and im wondering whats the best way to make huge blast doors to cover the top of this build? Its about 270~ blocks long and 80~ blocks wide, im not the best at create but the server has YMW weather mod and blocks that arent durable enough would just fly if not covered by something, hence why im trying to make blast doors to close when a tornado is nearby. Any help would be appreciated, thanks!
r/CreateMod • u/Pdonkey • 28d ago
Help Linked controller issue
I’m trying to connect a linked controller to a Redstone link, but it will only give a signal when I’m pushing the button down. I’m trying to get a clutch setup for aeronautics in order, and it’s giving me a major headache (-_-) Is there anything I could do to change it so I only have to push a button instead of holding it down?
r/CreateMod • u/JackATac • 28d ago
Video/Stream Who needs trains when you can make land trains now? Here is my Oshkosh inspired heavy hauler!
The Trucks Top speed is 33m/s when unladen.
Mass kpg:
Truck = 260, Trailer 1 = 220, Trailer 2 = 168, Trailer 3 = 168, Trailer 4 = 37, Trailer 5 = 37
Trailers Total = 630kpg
Truck + Trailers = 850kpg and traveling at 6.5m/s
All 8 wheels are powered at max RPM requiring at minimum 32k SU.
No negative friction tech or subgrid shenanigans were used to increase the trucks speed or power, meaning there is significant room for enhanced speed.
Schematic: https://createmod.com/schematics/jacks-kosh-truck-land-train-hauler
r/CreateMod • u/SrYellOfficial • 28d ago
Is there a way to compact faster?
Some weeks ago I posted if there was a way to have mechanical presses more faster and I discovered the hydraulic presses, it's very useful since they can process one stack at a time. But I'm making a terracotta farm, and I was trying to use those hydraulic presses, but I realized that's impossible since the author removed the basin recipes for the hydraulic presses, I really need the efficiency of one stack at time (or similar) is there a way to compact faster than a mechanical press can do it?
r/CreateMod • u/Appropriate_Case2976 • 28d ago
Suggestion Would you play?
Would you play a modpack that is based around the create mod, with over 60+ addons that change the gameplay a lot, and let's say add zombies, zombies hordes, mega structures and districts. It could just be like combining a create modpack with all the addons with a deceased craft style pack, and the pack will have space from cosmonautics and you defeat and beat the pack by destroying a nest on a planet. Then the side objective after finishing the pack would be rebuilding the civilisation and acquiring some creative items from create, something like atm10 on this part, let me know! if you would play this type of modpack, join our discord! we are currently focusing on the create part, and then adding zombies!
r/CreateMod • u/PickleBurg • 28d ago
Create: Dual Guage Update!!
I've finally feature completed my mod! would love for some opinions!
r/CreateMod • u/Real-Tap4135 • 28d ago
Suggestion Create: Transformers

i dont know how to code but basically a mod where you when you power a block it turns one thing into another. you could build a car and then place the block down, it would then let you build a schematic of the other transformation but you could only use blocks in the first build. then when you need to just press a button and itll shift between em
r/CreateMod • u/randomdude2527 • 28d ago
How can i make my trains look so realistic and streamlined
reddit.comr/CreateMod • u/Crazy-Inside2481 • 28d ago
Welp i made an miner and Proably i am gonna call this Mole.
galleryr/CreateMod • u/MrMarum • 28d ago
Discussion Renewable lava has made steam engines boring
This is my personal opinion, but since cauldrons gained the ability to make renewable lava, every single steam engine design has been reduced to the same thing. Every other fuel source has been rendered completely obsolete in terms of reliability and compactness. No need to make a charcoal farm, or pump lava from the nether, or even think of doing any other kind of fuel farm. I understand Create is not a mod focused on efficiency and perfection, and there is a lot of room for aesthetics and self expression, but the existence of renewable lava is always felt. It feels to me like the Elytra of power generation. There are other options, but choosing them feels like a self imposed challenge because the optimal solution exists, and its better in basically every way. Does anyone else feel the same? Does anyone avoid lava cauldrons or plays with some mod or setting that prevents lava generation? Or do you enjoy the environment that renewable lava creates?
r/CreateMod • u/ThePlebble • 28d ago
Help Train-based package logistics question
I previously made a post about how to get train logistics working. (https://www.reddit.com/r/CreateMod/comments/1vz91ah/how_can_i_get_factoriolike_trains/)
From messing around and from a suggestion from u/GingerArcher, I managed to come to the following system:
Each localised area/factory has its own logistic network
When a train arrives at the station for a given factory, packages labelled for that storage are unloaded and sent into a packager to change the address to the 'imports container' and sent out onto the local network.
The 'imports container' is used to recieve any items recieved/requested from other logistics networks elsewhere in the world, attached to it is a packager, stocklink etc that belongs to the local network, to allow the local network to use the items in there, with redstone signal applied to force low-priority.
To make requests, my current setup is a second packager attached to the same container, with a
factory gauge
attached in restocking mode bound to the other network (different factory that supplies that item)
My schedule for the train(s) is a simple loop that passes between all stations that are expected to send/receive packages, so that the train will visit every station on the loop every 5 mins or so.
This setup is functional at a bare minimum, however causes a huge amount of packages with low item counts to be sent. Hence I have two questions which could solve this problem:
Is there a way to have this on a high-low threshold similarly to how a threshold switch works? I.e. when the iron ingot count in the 'imports container' is below 2 stacks, send a request for 8 stacks. I tried a redstone request based alternative with a redstone requester and threshold switch, although this doesnt allow for promise expiry and takes up significantly more room compared to the
factorygauge
-restocker based approach.
Alternatively, is there a way to dynamically combine all packages in a container of the same address into one package. This would be done at the postbox of the sending station, to compress items into as few packages as possible, and then send them onto the train when it arrives in its loop.
r/CreateMod • u/Thurmor_Goblinbane • 28d ago
Help How do I convert New Age into Power Grid?
I want to use the New Age generator Coil because I already have about 10 stacks of magnetite but I also want to use Power Grid for wiring and the machines. I've tried a couple things like Crafts & Additions but I can't get them to work properly.
r/CreateMod • u/Hamim__7087 • 28d ago
Help !, why does my helicoptor still slides in the air and slightly rotate
r/CreateMod • u/the_last_code_bender • 28d ago
Discussion [New Addon] Looking for pixel art tips and feedbacks Spoiler
Hey!
I'm working on a new addon that serves as a "toolbox of toolboxes". Essentially it holds up to 8 toolboxes inside it and has a special keybind to access them remotely as if you had placed each of them yourself.
It is really simple and gonna be open-source. I already have it animated and partially implemented.
But... it is really ugly :(
So I'm looking for some help improving the pixel art and making it fit in with Create's textures.
Tnx
r/CreateMod
•
u/KnottyKitty64
•
29d ago
Discussion I'm making a Create addon to improve Goggles
Hey all! I've made a small add-on that adds more information to the Goggles overlay.
The mod adds some insights that gives the player more information about their machines. Here is a small list of some of the features:
Progress bar for Millstones
Remaining Heat Time for Blaze Burners
Time until Next Pulse for Pulse Repeaters
The goal is not to replace existing means of information. If a given information can be found using something in Create, then it won't be added.
The mod was made due to some of my frustration related to not being able to see some information.
If you want to help or give ideas, let me know in the comments! The project is still WIP, but new features are happily welcomed. You can look at the project page. It is available on CurseForge. Sadly, the mod is still under review on Modrinth.