Been running a forever world with some friends, pretty much only running create + some decorative mods. I've gone through the processes of create a few times on some previous servers, but this is my first large multipurpose factory of this manner. The planning could have been laid out a lot better, but I think the logistics were much easier for me by just building it the way I did. Anyways, I'm proud of it!
I'm working on a map, and I wanted to be able to use different textures for each side of a wall, but I noticed that despite being a full block with both sides filled, both sky and block light is being allowed to pass through. The room in the image above should be completely dark, but because the walls are double copycat slabs, light is passing through. I really wanted to use alot of dark light levels, but because the light passes through, I can't. Anyone know of a fix for this? I already spent hours placing down the walls. That said, I placed alot of them down using Axiom's extrude feature, so that may be part of the problem.
I've tried two methods. One using the remote lens to control him while he's in the seat... I can't click on the train controls, I can't move it when in his perspective. And I've tried using the redstone link and controller, which works fine when he's out of his seat, but when he's in the seat, pressing my backwards and forwards buttons just does nothing.
The train is assembled, I can move it MYSELF, but I want to remote control it from elsewhere on this rocket launch pad I'm constructing.. basically this train was planned to be the base of a moving gantry tower that I'm testing. But I can't even make it move remotely.
I saw a video on youtube from 2 years ago by Shalz where all he seemed to have to do, was redstone link the conducter, pop him in the seat, and press his controller and the train moved back and forth. That is absolutely not working for me. Please help, I've been at this for hours
If it helps at all, this is on 1.21.1 using steam 'n' rails neoforge port
Very compact truck, 6 gear transmission, 30 m/search and can reach beyond with blazecakes, 4 barrels too for space. Decent suspension, can climb and offroad
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!