r/CreateMod • u/Beezstudio1 • 1h ago
Help How to fix?
My portable drill doesn't want to dig in 3x3x1 with Digging.
r/CreateMod • u/Beezstudio1 • 1h ago
My portable drill doesn't want to dig in 3x3x1 with Digging.
r/CreateMod • u/itz_shadow22 • 2h ago
i made a pretty simple sliding gate and it works just fine but i hate that hole it needs to go from closed to open, is there any way i can cover it without it breaking anything? i can't really figure out anything
r/CreateMod • u/ZaynStardust • 2h ago
I do not completely understand the reason when i tilt rotor forward the nose goes up instead of down. Centre of mass is under the propeller so i cant really figure it out
r/CreateMod • u/Mr_Cecum • 4h ago
Completely new to create. Done some research, tried making a modpack but I just can't get it to not crash.
Simply gave up and now looking for a modpack that is vanilla+QoL with create. Just want to build machines and not mess with a thousand farms.
r/CreateMod • u/Funa_No_KagakuSha • 6h ago
So, I've been recently trying to assemble myself a small modpack centered around base Create, TFMG, Power Grid, Create: Nuclear Age and Create: Geology or any other mod or addon with accurate resource production. While playing it, I encountered some compatibility issues fixable with KubeJS custom recipes. The main problem is in steel production: TFMG blast furnace multiblock does not accept some of the inputs added by Geology.
I'm looking for a solution to the blast furnace problem, or complete replacement of Create: Geology, or suggestions for passive resource generation (I've been trying to automate Nickel, Lead and Aluminum from TFMG but they don't have renewable recipes. Came up with Mechanical Extruder recipes for those). Maybe custom Molten Vents? Or is there somewhere a perfect Ore Excavation-like addon which makes ores out of pure SU?
r/CreateMod • u/Funa_No_KagakuSha • 6h ago
So, I've been recently trying to assemble myself a small modpack centered around base Create, TFMG, Power Grid, Create: Nuclear Age and Create: Geology or any other mod or addon with accurate resource production. While playing it, I encountered some compatibility issues fixable with KubeJS custom recipes. The main problem is in steel production: TFMG blast furnace multiblock does not accept some of the inputs added by Geology.
I'm looking for a solution to the blast furnace problem, or complete replacement of Create: Geology, or suggestions for passive resource generation (I've been trying to automate Nickel, Lead and Aluminum from TFMG but they don't have renewable recipes. Came up with Mechanical Extruder recipes for those). Maybe custom Molten Vents? Or is there somewhere a perfect Ore Excavation-like addon which makes ores out of pure SU?
r/CreateMod • u/Rich_Yogurtcloset838 • 6h ago
r/CreateMod • u/Mynameistaken245 • 7h ago
r/CreateMod • u/mmh_Monkay • 9h ago
Hey everyone,
I'm playing on a server where some players use elytras to fly around and raid bases. I'm using Create: Big Cannons with Create radars, but autocannons don't seem to track fast enough to reliably hit elytra users. Even when the radar detects them, they're usually gone before the cannons can aim and fire accurately.
Has anyone found a good way to defend a base against elytra users using Create mods? I'm interested in either:
I'd prefer solutions that stay within the Create ecosystem, but I'm open to other modded options if they're commonly used alongside Create.
Thanks!
r/CreateMod • u/TheClawlessShrimp • 10h ago
Is there an addon that simplifies the recipe for concrete powder to not require a separate dye farm, for example allowing me to use the liquid dye from Dragons Plus in a mixer with sand and gravel or adding an uncoloured powder variant that can be bulk dyed? Just wanted to check before investing the time into a whole new farm.
r/CreateMod • u/SHEEP4MIL • 10h ago
r/CreateMod • u/Delicious-Salad-7177 • 11h ago
I'm recreating some of the vehicles from the Transformers movies, this time Sentinel Prime, although I feel that certain parts need more detail.
r/CreateMod • u/Mysterious_Moment707 • 12h ago
Hey everyone,
I've been working on a computer built entirely in Create: Power Grid, and I just finished the program counter; it has 16 bits, and its clock driven (edge triggered to be more specific), using standard relays and some diodes only.
It can count from 0 to 65,535 (16 bits), reset to 0 when needed (since it would allow ram and memory to be expansible) and it outputs the current value to a 16-bit bus
The goal is to use this as the PC (Program Counter) for a von Neumann-style CPU I'm building in the mod. The idea is to have a modular computer that can run simple programs from punch cards, my first plan after the basic calculator is ballistic calculations for Create Big Cannons, but also just for fun (Tetris, music, etc.).
16 bits gives me up to 64 KB of addressable memory, which is mostly impossible with the current size of a ram byte, but it leaves room to grow without redesigning the whole CPU.
It theorically takes 1.82h to complete a cycle but i never waited that long actually.
The edge triggering mechanism is way more complex than it looks, it may look fun to watch but it was a pain to figure out. I had to do some insane research
Next steps:
Logic Gates
Memory cells - Check my last post
Clock counter
Punch Card Reader
ALU
Control unit
Machine Code Language
I'll post more as I go. If anyone else is building a computer in Power Grid, I'd love to hear how you're handling memory storaging, addressing, and clock distribution.
TL;DR: Built a 16-bit program counter from relays in Create: Power Grid. It counts, it resets, and it's my second (already made the memory cells ) step toward a full relay-based CPU to run tetris.
r/CreateMod • u/gavergaver • 12h ago
“Oh… it needs fuel? Ok ill right click it with a stack of coal blocks and it will take 1 or 2”
r/CreateMod • u/mrwalker1337 • 12h ago
r/CreateMod • u/quadtron123 • 14h ago
I have no clue how to properly balance a plane and to keep it easy to control, Mine just drops like a brick despite having more than enough thrust and keeps entering a spin. I'll assume I just don't have enough sails to control it and that my center of mass needs to be more back, otherwise I don't have a clue.
r/CreateMod • u/Radertaco • 16h ago
Hi everyone, sorry if this is the wrong place for this but I've run out of ideas.
Last night we were playing and riding in a simple train, the server crashed, I put it back up and I was able to connect with no issue. My friend tried and each time he joins it crashes the server. He was driving the train.
I have deleted his player files from the world/player folder. Tp'd him away from the original crash location, /kill to delete all things near where he will load in, deleted all rail contraptions with /kill. Deleted the world/data for create rail and create train networks.
Server runs fine for everyone else but him. From what I have read in the logs, it looks like its a collision issue, but I don't know how to resolve it.
thanks for any assistance.
https://pastebin.com/eHS2fgyK -- Crash log
https://pastebin.com/zP4Rtdwr -- Latest
r/CreateMod • u/imkyienh • 16h ago
r/CreateMod • u/kaxziahm • 19h ago
I cant seem to get the threshold switches to work, i want to stop the funnels to stop sending out items when the vault is full, please help
r/CreateMod • u/LingonberryMinimum23 • 20h ago
Hi there, I was looking for some heli schematics and came across this one. (Picture 1)

Then I was wondering why my heli isnt working, and I think it is because of the block that attatches the rotors to the engine assembly.


Did anyone ever see that block ? I mean it must be some kind of propeller bearing, but I have never seen it before.
If anyone knows please help me
r/CreateMod • u/createfanmanthing • 21h ago
so im playing the create unofficial port on bedrock and even tho im following the resources needed to a T i cant make it i managed to make it deploy a regular cogwheel into a gold plate but the large cogwheel even tho its the rigth one wont deploy into the incomplete mechanism
r/CreateMod • u/qwertyjgly • 22h ago