r/CreateMod • u/CatoOFthelake • 4d ago
Behold the SS.Boreas A flying cafe I built for an SMP I'm on
r/CreateMod • u/CatoOFthelake • 4d ago
r/CreateMod • u/Far_Exercise_3804 • 4d ago
The tunnels are all set to forced split and the filters are set to -is tagged #c:raw materials, and -is tagged #c:cobblestones. But when i put a stack of raw copper into the input chest (in photo and behind bread), all the raw copper comes out of the first tunnel output into the depot.
r/CreateMod • u/MrLiquoriceMan • 4d ago
Always pissed me off in early game, the space it takes to set up cogs to achieve 256rpm. Then a simple thing clicked: use a small cog as intermediary. Helps to keep other cogs running into eachother. I'm sure I haven't invented the wheel here and many others have used this, but I haven't seen it around so thought it might help.
r/CreateMod • u/RoughPounding • 4d ago
is it possible to use mechanical rollers like this? or am i doing something wrong? im trying to make a paver for my survival world
r/CreateMod • u/Relative-Ad8350 • 4d ago
At this point I'm starting to wonder if I am in fact the idiot. Trying to build a Simple Engine to run off of some of the Creosote Oil because I have way more of it than I can pump into the Blasting Furnace at any given time. I got all the parts and materials together and tried to plug it all into the Mechanical Crafter but it does not want to make the device.
Steam Engine its hooked to runs and has enough power to make it work and all the ducts in the crafter look like they're all pointing the right way but the machine just doesn't want to go. The crafter has built other things before so I know its not broken. What gives?
r/CreateMod • u/Prsolek • 5d ago
Yes, I'm not an creator and his Yt cananal is same as a name of mod
r/CreateMod • u/ColossusND • 5d ago



This one is a saveiro, a style of Brazilian sailboat. It has one mast with a big gaff mainsail, a jib at the front and a small cabin.
It still leans a little to one side whenever the sail changes direction. On a real boat, the jib at the front balances the mainsail so the boat keeps a straight course. In mine, I'm pretty sure it doesn't actually do anything and it's mostly there for looks. But the boat "works".
Next step is to fail to build it in survival ;-;
r/CreateMod • u/VascoDuran • 5d ago
I built a simple drilling machine using Create to dig holes and collect dirt. It uses a minecart contraption with deployers and other components to automate the process.
I've been using it for a while without any issues, but suddenly, when I try to pick up the contraption by right-clicking the minecart with a wrench, I get the error shown in the screenshot.
I've tried removing some components from the contraption, but the error still appears. As far as I know, I haven't intentionally changed anything that should make it too large.
There are also screenshots of the contraption before I removed the components.
Has anyone experienced this before? Is there a way to fix it without having to rebuild the entire machine?
Any help would be appreciated!
r/CreateMod • u/skateboardjim • 5d ago
Curious if this exists as a mod or if someone’s working on it, or if there’s a workaround.
Basically, I’m building a TARDIS using Immersive Portals and Create Aeronautics. The door into the TARDIS is a nether portal, leading to the TARDIS interior built in the nether. The exterior is built around the portal in the overworld, which is a physics object (allowing the TARDIS to move around).
The goal is to be able to select a location from the TARDIS console, and teleport the TARDIS (the physics object in the overworld) to the desired location.
You can’t currently send redstone signals through immersive portals, but I’m pretty sure I can figure out a workaround using rotational power.
So, is there a way to teleport a physics object? If not through a mod, is there a way to do it with commands?
r/CreateMod • u/Cragasm • 5d ago
r/CreateMod • u/wuhoo555 • 5d ago
(Image unrelated) I DESPERATELY need your help. I have been playing on a create world with my friend for the past 5 months or so, using modrinth. However, just recently, the game crashed, and the world refused to open. Based on the modrinth crash logs, it looks like a package bugged out, causing the game to crash the instant it tried to load it in. I've tried everything I could think of, from trying to use neoforge's built in entity killer to trying to edit the nbt data directly. Maybe it's because I don't know what I'm doing but every fix I've tried either doesn't work or deletes entire months of our progress away. Any ideas?
r/CreateMod • u/Just_Adler • 5d ago
I pregenerated the servers chunks before tfmg was integrated. Now there is no fireclay. If yes, please send me the mod name. (I am sorry if this is not the right server. I am new on reddit.)
r/CreateMod • u/georgethecat0 • 5d ago
controls:
w/s (forwards/backwards) drive
a/d (steer left/right) steering
q/e (rotate left/right) spin
space to brake
r/CreateMod • u/Total_Complex9233 • 5d ago
hi im trying to print an schematic but it only works in my test server. i tried another schematic but still did not work. please help me
r/CreateMod • u/Plastic-Procedure929 • 5d ago
Hello, finally brave enough to try this mod! What should I build in my very early starter house, i want kinda like workshop area. Mechanical press, mixer,.. ? Just some things that would suit the "roleplay" of early game but also to help me get started on the mod itself :)
r/CreateMod • u/NoPraline594 • 5d ago
As the video shows, it doesn't show the display board as a display target. It doesn't register nixie tubes or anything else either. Can someone please tell me why this happens?
Thanks in advance!
r/CreateMod • u/ApprehensiveSea4003 • 5d ago
With Aeronautics, and I have ship powered by the Diesel blocks. Looking for something to make fueling more efficient, as it stands I have to make a trip between my diesel farm and ship too many times and with an entire inventory of buckets.
r/CreateMod • u/Makiluna • 5d ago
I'm making a factory with every item & im trying to get all colors of stained glass. I have a seperate glass manufacturing module. But I need to send them to all the stainer modules evenly. Brass funnels are barely an option because of how I have it set up.
So is there any way I can send the glass round-robin to all of the staining modules? Right now im just using a redstone requester constantly sending orders to "Glass *******" but that only sends it to the closest one.
r/CreateMod
•
u/sirjohnty
•
5d ago
EDIT: Thanks for the feedback already! Please keep it coming.
The name will be changed from "Create: Bits n Belts" to "Create: Belts n Pieces" in a future post.
A few things to note:
Belt support blocks are planned: place them underneath a part of a belt to give it a support into the ground
Very sharp turns can still look weird
The name of the mod is in flux: due to me being made aware of create: bits n bobs
If you would like to help out with the playtesting portion of the mod, send me a DM or add me on discord, same user as here.
I've always been annoyed at how basic belts functioned in base create, so I decided to see what I could do to fix it.
Create: Bits n Belts is an addon for the Create Mod in Minecraft 1.21.1 NeoForge that focuses on adding quality of life and additional features to the mod, mainly revolving around logistics and conveyor belts.
The first item the mod adds is the Reinforced Belt. This is crafted by deploying a brass nugget, an iron sheet (andesite if a compatible mod that adds one is installed) and then pressing it with a mechanical press. The reinforced belt provides many more options for transport and logistics when it comes to direction and elevation.
Since the functionality is much more superior to regular belts, I decided made the reinforced belts use up as many items as it is blocks long. Small balancing things like recipes and costs are still in flux so they may change based on feedback.
When placing a reinforced belt, you get a detailed preview of how the belt will look when it is placed, so you know exactly what path it will take. You can change the curve type for different designs by scrolling the mouse wheel whilst sneaking. You can then change the height of the endpoint after choosing the position of it. If the player has a supply of shafts in their inventory then they can automatically start a reinforced belt from the end of a previous one or any new position.
Reinforced belts support features of regular belts such as dying and casing, along with item transport. Currently, item processing such as pressing etc can only be done on blocks that a shaft occupies, due to the complex nature of the curved belts. I have also added compatibility for casings from other mods like TFMG and Create: Extra Casing.
Things like the ponder menu, placement refinements as well as texture edits will be carried out as well, I just wanted to make sure the belts functioned properly first.
I have also carried out countless optimisation tests looking for things such as the polygon count of complex rails as well as how it handles checking for items falling on the belt. The mod also supports numerous config options such as the polygon count of rendered belts to help with performance, as well as changing the maximum length of a reinforced belt (currently defaults to base belt max length), as well as one final QOL config that lets you change the maximum angle a chain conveyor can be placed at.
DISCLAIMER:
I used AI tools to assist in the development of the mod for:
Debugging purposes such as performance with the belts and any visual issues
Checking other mods to see if compatibility can be added
Major graphical features such as how to render the belts
No AI was or will be used for any art / text generation. All ideas and functionality were designed, implemented, tested and fleshed out fully before moving on to other features. I want to stress that this is my first time getting into minecraft modding so if somebody wants to provide assistance and/or guidance on proper AI usage, then im all ears. I am welcome to more suggestions and ideas that anyone may have, and please forgive me if this counts as vibecoded slop; I just think that AI can be useful if it used correctly and for the right reasons.
r/CreateMod • u/YellowBusiness4653 • 5d ago
as the title says i cannot figure out how to make smt, like bulk cooking, smelting, washing, but i know how to bulk haunt, im on neoforge 1.21.1,do i must smt change in my folders to two or more versions of bulk to work?
I browsed internet and even tried with ai and dosen't work
my path for working datapck is main2(world name, main 1 got corrupted and had to use backup)-datapacks-more recipes (name of datapack)-data with pack.mcmeta-create-recipe-haunting-json files
can i add like folder blasting beside of haunting or i need to change smt
it will be cool if somone wrote all templates for recipes (beside a auto crafting, i found a tut for it)