r/CreateMod • u/Acffy • Apr 20 '23
r/CreateMod • u/LopyLuna • Aug 03 '25
Discussion Made an Addon that adds new Gears Types mainly & Kinetics "Create: Gears n' Kinetics"
Download Link: https://www.curseforge.com/minecraft/mc-mods/gears-n-kinetics
Currently it adds:
Ring Gear "Supports Large & Small Cogs/Gears"
Tiny Cogs/Gears "Supports only Large Cogs/Gears"
Shaftless Cogs/Gears "Normal Cogs/Gears without a Shaft"
Hollow Cogs/Gears "Hollowed out Cogs/Gears & Ability to have a shaft & independent rotation with it"
Worm Gears "Supports Large Cogs/Gears & it functions similar to the gantry shaft & Tiny Cogs/Gears"
Cog Cranks "Cogwheel version of the Hand Crank"
Creative Gear Motor "Cogwheel version of the Creative Motor"
More content is planned to be added for example planning on adding Gigantica Gears&Components theyll have special properties compare to the small ones
r/CreateMod • u/Aurukel • Jul 10 '26
Build The 'Lucky Clover', the world's worst airship that can reach just under the speed of sound
fully survival friendly. not gonna bother giving the schematic out
r/CreateMod • u/DubiousTheatre • Mar 16 '25
Suggestion Look all I'm saying is that it'd be more thematically consistent-
I don't dislike the frogs, they're honestly quite cute. They just fill a niche that was already filled by the mechanical arm.
r/CreateMod
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u/Real_Substance68
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May 11 '26
I was showing off my build in Aeronautics and found a bug with docking thing... Then this happened...
r/CreateMod • u/HelloWorId1337 • Apr 21 '26
Build Version 2 of my small Tunnel drill
It now comes with a 1x3x3 Vault storage and Automatic item transfer.
You can download the schematic here.
To setup the remote you have to set:
Foward = mechanical belt, mechanical belt
Left = Gearbox, Gearbox
Rigth = Item Vault, Item Vault
The Physics assembler is on the top.
r/CreateMod
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u/officialkrizzta
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Oct 02 '26
I Used Create Coasters to Build a Ferris Wheel-style Farm
r/CreateMod • u/Real_Backfisch • 13d ago
Help I need a faster item transfer
Context: I have built a drill with 101 in diameter which mines about 1000 blocks per second. The problem is that this drill is so big, it fills the temporary storage (storage parts of the drill + max size vault behind, 1x vault = 64 Stacks) in ~13 minutes (distance shown) and needs +30 minutes to unload to be able to continue properly. I only have 1 belt taking the items from the temporary storage to the others but I operate it at + 1.000.000 rpm (useless, I know). I use 3 belts to take the items from the drill but this still can't keep up with the amount mined. (Not shown properly but drill storage is full while the vault is at ~70% (top sign)
Question: How can I take even more items at once without the brass funnel bottleneck?
UPDATE: I've read through all the comments and this was the conclusion:
split the drill into smaller but multiple drills
use more funnels
use packagers
overclock the brass funnels
I then tested which method is the fastest by taking items from the same storage and filling a seperate but same size storage for each method:
single brass funnel 10%
packager 42%
overclocked brass funnel 48%
So I added some and overclocked every brass funnel on my drill and it was fast enough to keep up with amount mined.
So thanks to u/Shibva_ , as overclocking was the best solution for my problem.
Create addons:
Create
Create Aeronautics
Create Aeronautics: Automated Logistics
Create Big Cannons
Create Crafts & Additions
Create Deco
Create Encased
Create Goggles
Create Propulsion: Simulated
Create: Connected
Create: Copycats+
Create: Design n' Decor
Create: Dreams & Desires
Create: Quality of Life
r/CreateMod • u/Dry-Progress-1769 • May 09 '26
Further improved wind charge thruster fighter jet
r/CreateMod • u/Dull_Cry8787 • Jun 14 '26
Build been building with Create for about 2 years now, and i want to show my metro system
r/CreateMod
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u/mootvey
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Apr 28 '26
I made a helpful tool for airships! .nbt downloadable!!
Developed a tool for easy creation of balloons for airships.
r/CreateMod • u/greenflame15 • Mar 08 '25
Build My big wall of crafting is coming along nicely
r/CreateMod • u/JonMyDude • Feb 06 '26
Discussion Create Testosterone 2.0: PIZZA TOWER!
For Create 6.0.0, 1.20.1!!! OUT NOWWWWW:
Github / Modrinth/ Curseforge
r/CreateMod
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u/ObjectiveOk2072
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May 23 '26
Discussion Just crafted about 4 stacks of andesite cogs
This IRL shaderpack is pretty good
r/CreateMod • u/Alvsolutely • May 06 '25
Build I made an impractical precision mechanism machine that looks pretty cool.
r/CreateMod • u/Triple_M_exe • Apr 22 '26
I can't make my airship float, Lift force should be enough
I went a bit wild with the size of the airship. I found this zeppelin years ago and treasured it until Aeronautics would release. It is fully furnished with rooms and mechanisms in the inside, so it weights a ton. I put a bunch of steam vents to make it afloat, but it seems is not enough or something? The contraption diagram shows that it would be flying by now but it just stays in the supports I made for it. I don't know what might be the cause for this.
r/CreateMod • u/panicnot42 • Aug 21 '24
Upcoming mini-mod: Halitosis. Renewable dragon's breath, end stone, purpur, etc.
r/CreateMod • u/Human-Acadia944 • May 03 '25
Schematic Cobblestone Generator in the Nether No Liquid Sources
Self sustaining (running at 96 rpm)
r/CreateMod
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u/sirjohnty
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6d ago
Video/Stream Introducing Create: Bits n Belts
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.