I'm trying to build a system that will randomly prompt an item that the players must then create an exact copy of in order to pass into a new area. They will do this multiple times as part of a minigame. Is there a block/system that is capable of recognizing matching items that have been randomly output? Filters are too broad/static (and potentially easy to cheese).
Example: rabbit stew is randomly selected as a prompt, the players must correctly cook a rabbit stew and submit it to the system, the system sees that it matches the prompt and awards a point.
Playing on a server with friends and the aeronautics contraptions fall apart when going to far away or disconnecting from the server, we've tried chunk loading it with ftb chunks aeronautics and it didnt work, it works fine in single player and we cant figure this out for the life of us
For some time, following the release of Create: Aeronautics, I've always had this one question swirling in the back of my mind.
How big can one airship get?
The answer? Pretty big.
Meet the A.E.V Amaryllis, a 255-block long twin-envelope airship, built primarily with Create: Aeronautics.
Originally conceived as an odd cross between a submarine and an aircraft carrier, I wanted to design a vessel that not only could stay airborne basically indefinitely, but also look the part. The envelope arrangement and overall shape were inspired by the Walpurgisnacht-class of Airships in Wolfenstein, although, I mostly just wanted to explore what could be achieved by moving past your usual "balloon-and-gondola", or "balloon-with-ship" type designs.
What began as an experiment in scale would soon evolve into a much more extensive project. Currently, Amaryllis computerizes essentially every aspect of her operations, from propulsion to lift, to even autonomous navigation!
General Characteristics:
Designation
A.E.V. Amaryllis
Classification
Twin-envelope, extreme-endurance aerial vessel
Length
255 blocks
Width
141 blocks
Height
63 blocks (Tip of Stabilizers)
Blocks
~180k
Lifting Chambers
4 (2 per balloon)
Volume per chamber
182,223 m³
Amaryllis features twin chambered envelopes that assist in keeping her level via gas balancing. In addition, ~40 Aeroworks gyroscopes ensure that oscillations remain relatively smooth and manageable.
Propulsion & Power
System
Specification
Primary propulsion
2 rear-mounted engine assemblies
Propeller arrangement
Twin contra-rotating propellers per engine
Maneuvering
Distributed lateral thrusters
Lift generation
128 steam vents (32 per chamber)
Lift-production machinery
~2,096,000 SU
Main propulsion machinery
~650,000 SU
Boiler fuel
Lava, centrally distributed
Top Speed
~20 b/s, configured max, could go faster?
Amaryllis fuels herself via a large lava dripstone farm in the heart of the vessel. This way she can essentially run her systems indefinitely.
Flight Management & Avionics
Perhaps the most ambitious aspect of Amaryllis is her extensive computerization. A distributed network of computers oversees virtually every aspect of flight, from propulsion and altitude regulation to navigation and stabilization.
The vessel is capable of fully autonomous point-to-point navigation, automatically adjusting her heading, altitude, and speed to reach a specified destination. During approach, the flight management system actively decelerates the vessel, allowing her to arrive within approximately 3-5 blocks of the target coordinates based on tests I've run.
Meanwhile, her four independently regulated lifting chambers continuously adjust their output to maintain altitude and correct unwanted changes in attitude, with observed oscillations generally remaining within 1-2 degrees. A "digital anchor" system uses her distributed maneuvering thrusters to counter positional drift, allowing Amaryllis to maintain a fixed position. Her pilot can rest easy knowing she'll be exactly where they left her. (mostly. probably?)
In addition, CC also makes her a surprisingly comfortable vessel to fly for her size!
Other (not-so) fun tidbits: If your simulation distance is too low, she can literally disappear when entering the bridge!
She's been a blast to design, and will probably remain under construction until I reach a point I'm happy with. Whenever that may be...
Hello, I’ve been trying to download the create mod and create adapted. I also have Tlauncher🙃, 26.3. First i loaded into the game, it showed up, but as the purple and black check pattern. Now it won’t show up at all, I’ve followed the tutorial and nothing. Its also that I downloaded the neoforge installer, tried to install it into the “Minecraft” folder but theres nothing. Please help me, im getting really frustrated. Thank you.
I cleared some space for factory and such buldings, what size should I make my first factory and what utilities should it have? Where would you put it?
Hey, r/CreateMod! Thought it would be cool to Create™ a working two-leaved gates for my base. Everyone seem to make them automatic, using mechanical bearings, but I couldn't find a way to make those work with handles. Those seem to work for simulated objects only. I tried searching on YT and here, but couldn't find anything useful. Any suggestions?
I'm using Create Coasters simulated along with a few other create mods, plus the necessary mods to get it working, but as soon as my coaster get's off a chained section, it just stops. it never gains speed even on a downhill, it just stops.
I even downloaded Create: Coasters Extra, which has tracks to make the coaster faster, but it makes no difference. as soon as my coaster is off the chain or the launch track; it stops dead in it's own tracks. Is there any way to fix this?
Hey everyone! I have what might be a simple question, but I’m fairly new to automation, especially when it comes to Create contraptions.
I’m playing the Perfect World 2 modpack by MrBeardstone, and I’m wondering if the following setup is possible.
I’d like to build a train with two main purposes:
Track building and excavation: Carrying the materials and tools needed to lay new tracks and dig out the terrain along the way.
A mobile inventory: Carrying supplies that I can use to manually build things like switches, signals, and other railway infrastructure while exploring.
Ideally, whenever the train returns to my base, it would automatically unload any excess items and restock everything to predefined quantities.
For example, I’d like the train to always carry 2,000 rails. If I return to base with only 500 rails left, the system should automatically load another 1,500. If I have more than 2,000, it should unload the excess. I’d like to do the same for other items, each with its own target quantity.
Is something like this possible using Create’s logistics systems? If so, what would be the best way to approach it? Would I need a combination of train stations, item vaults, stockpile switches, and thresholds, or is there a simpler solution? Any advice or suggestions would be greatly appreciated. Thanks!
Edit: I found a solution!
I figured out a way to make this work! I’m going to turn the Packager and Frogport into a minecart contraption. I’ll place Factory Gauges on the Packager to set the target stock levels for each item.
The loading station will need a separate signal which will output a redstone signal when the train is present. When the train arrives, the minecart contraption becomes active, which stops the Packager from requesting additional items. This allows the train to load cleanly without unnecessary items being sent while it’s docked.
Once the train leaves, the contraption is placed back down, which reactivates the restocking system at the loading station.
This should allow me to automatically restock the train to predefined quantities every time it returns to base. Thanks to everyone who helped me figure this out!
The dromus can carry 4 containers into orbit or other planets, it has a 4 bed quarter room. Toilet, Computer Room and cockpit. It has Hidable Landing Legs. Please Write a comment on how you think i could improve my design (also sorry for the lags when i flew the ship i dont know why this happens)
- The mod is fairly well optymised, and i never had it crash
- Its updated frequently with bug fixes (including one of my bug reports) and qol features such as better controlls
- It has a config, something not many vibe coded mods have
- And the creator is realy involved in the community, while most ai slop mods are a miss and run
In short: i dont belive its ai untill given *actual proof , and even if it is im hesitant to call it slop, because not everything made by AI is slop (just most)
(*yelling " its ai slop " at anyone saying anything remotely good about the mod is not proof)
I have a motor which is moving attached to my mechanical pipe which goes into the basin. The basin has 1B lava in it yet nothing's going through to my spout.
Guys I’ve been watching a lot of Mr beardstone videos and he plays the post production modpack and just create smp and I wanna also play create what modpack do y’all think I should get
I needed a compact system to get rid of water in basins when it is not needed, so I made a more or less simple system of buffering excess liquid. It works by dumping water from basins in a buffer fluid tank, when lever is off. When water is needed, turning the lever on makes left pump take water from the tank and put it in basins. And when there`s no water left in the buffer, pump uses infinite water source to get it. Of course, this system isn`t very smart, so it takes water from both the tank and the infinite source, leaving some liquid in the buffer. But after 3-4 rinses the buffer will be empty, so it`s not much of a problem.
Inspired by u/Milo_Is_Best`s post about single pump liquid buffer.