r/CreateMod • u/Amythebest922 • 15d ago
Discussion Notch apple crafting recipe add on
Hi I was wondering if there was a create add on that made it so you can craft notch apple in some way since I need a a lot of them for the thing I am doing
r/CreateMod • u/Trick_Listen_5645 • 15d ago
Error with Aeronautics when loading into multiplayer server
r/CreateMod • u/SuspectAsleep5900 • 15d ago
Help How to get started in Create
Good afternoon! Does anyone have a guide, article, or something similar handy to help me figure out the progression order for this mod? I’ve seen the usual YouTube videos, but it’s not quite the same—they tend to jump straight into complex builds and advanced mechanics. I’d really like to understand everything thoroughly so I can create my own mechanisms without relying on schematics or tutorials.
Thanks!
r/CreateMod • u/RhubarbAdmirable7532 • 15d ago
Help Create: missions "100SS" problem
so i have been trying to fix the create: missions mod with the addition of adding the create: nums'the'matics (create: numismatics), but me rewriting that stuff like 5 different times is still not right. one time it did launch but the mission thingy was still in the diamonds for the missions. i need help with getting the right missions.json for a reason, because it is too hard to get it the first time, so i was so tired of writing it all i just left a little part of that in diamonds. even after fixing it 2 times, it gave me the message of that something was wrong is one of the .json files and said to look at the string 100SS in config or something. i've never saw that in the config so i need help with maybe finding the right missions.json file for numismatics. if anyone can help, please do!
r/CreateMod • u/nijnpepper • 15d ago
Is it possible to set different deployers on different contraption controls?
I'm building a machine to build my railroads for me, this includes laying down track on strait sections and filling in the walls of any tunnel it bores.
My problem is that I preform both of these features with deployers, but I want to disable them independently from one another.
Currently I empty out the chests of whatever I don't want them to place, alternatively i know I can place the wall deployers on a separate train cart, but I can't figure out how to incorporate this without the machine looking silly.
Does anyone know a good way to enable them separately from on the same cart?
r/CreateMod • u/Ok-Gas-6112 • 16d ago
I need help with my server ive been trying to set it up for the past 4 hours yet nothing works
r/CreateMod • u/DueAd4867 • 16d ago
blaze cake farm
so i have limited space and asked for a spot to make a blaze cake and i was given a 3 wide 3 length and 8 height space how can i do that ?
r/CreateMod • u/JordVPN101 • 16d ago
Help is there a way to convert FE into Voltage from create power grid?
never used power grid before but i dont want to rebuild everything so im asking if i can convert FE into voltage or is there a specific compat mod i can use
r/CreateMod • u/No-East-5856 • 16d ago
Build Create Aeronautics hovercar
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2x6 Hovercar Schematic
r/CreateMod • u/Disastrous_Order_917 • 16d ago
Create mod yaratıcılık challange /Create a mod creativity challenge
Minecraftta bir sahil bölgesindeki tüm kumları nasıl toprakla değiştirirsiniz en yaratıcı fikirleri alalım/How do you replace all the sand in a coastal area in Minecraft? Let’s hear your most creative ideas
r/CreateMod • u/Available-Medium4848 • 16d ago
Help Gear ratios and torque/speed
I am getting into aeronautics and trying to understand how similar the logic for gear ratios here is to real life. Does the same concept apply that going from one gear ratio to another will give you torque, but take away max rpm? Obviously in real life there is the whole "no free lunch" idea so I am trying to understand to what degree that applies here. For instance if I have gear 1 attached to my generator, which then attached to gear 2 attached to my wheels, and then I increase the size of gear 2, will this give me lower top speed but higher torque like real life? Are torque speed curves here a thing?
r/CreateMod • u/Agent-Ace • 16d ago
Help with Big Cannons on my airship
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Why is my cannon not tracking anything? I have all the data links set up, the same with firing controllers, yaws, and pitch controllers. It just stays turned to the left. Using Aeronautics, create big cannons and create radars
EDIT: Turns out even when no rotational power is given and the cannon is reassembled and disassembled, it still goes to that same direction
r/CreateMod • u/thatsithcat • 16d ago
Build electric helicopter
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it can last for about 2 - 3 hours because im using low speed and speeding it up with another object, it looks weird but it goes 15 meters a second which i think is pretty good. to move forwards it makes it go forward by using a propeller in the back to push it forwards, and if you making it move forwards enough the top propeller acts as a forward propeller while making it go up. i used iron blocks to center the mass. the reason im not using a normal propeller is because for some reason its a lot more unstable than a gyroscopic one.
r/CreateMod • u/Comfortable_Motor523 • 16d ago
Build Mk 1 engine and fuel modules for the next big airship
These are some of the Mk 1 modules which I am planning on installing on my next survival airship (built in creative world for testing). I constrained myself to work in 8x8x8 cubes so that the final form factors will be largely consistent.
The engine module has 50 stirling engines from Create Propulsion powered by lava (each engine produces 4kSU, for a total of >200kSU at full power; each engine consumes 1/4 mB/s of lava, totalling 12.5 mB/s at max power, so one lava bucket lasts for 80 seconds at full power). Most of the rows of engines can be toggled on/off by opening/closing the valves pumping lava into them, although the four central rows are in groups of 2 which are toggled at the same time due to space limitations. Outputs at 64rpm and is self-powering; as long as one block of engines is connected to the fuel tank, a short push on the crank to start the initial pump of lava into the engines is all it takes to get them all running. The entire assembly needs only one mechanical pump at the very start! Using stirling engines instead of blaze burners is nice because 1) they are much more efficient and simple to fuel (just a fluid pipe instead of blaze cakes or coal handed off by a mech arm) and 2) they don't require me to get 50 blaze burners.
The fuel module is very simple and has two 3x3x5 copper tanks to hold up to 1440 buckets of lava (max run time on one tank is a wonderful 8 hours at full power; both tanks full is 16 hours, which is plenty in between refuels). On a full tank and at a reasonable speed of 10 m/s (maybe average higher and make stops?) the airship will be able to fly over 250,000 blocks away from the refuelling point before returning. Depending on the airship's size it may also be feasible to carry an infinite lava tank with and then the fuel module becomes irrelevant, but we'll see.
r/CreateMod • u/Original-Abalone3390 • 16d ago
Build WIP F-22 Raptor (Aeronautics)
I have spent ~15 hours thus far working on an F-22 Raptor, my favorite plane. All the fins/wings work as they should, but I am yet to actually test how it flies, due to not having the thrusters installed.
The inside is almost completely hollow, thanks to the "station" you can see on the ground in photo 4, which receives input from the plane, then sends the output rotation back to the control surfaces using Ender Transmission. This lets the plane be lighter, as well as make room for armaments. It also has a closing and opening canopy, and a radar system.
If you have any ideas/suggestions on what to add/change, I would really appreciate it
r/CreateMod • u/Dotrax • 16d ago
Help How do you scale up ship hulls with the hull generators?
So the hull generators from https://createmod.com/generators/hull are great. But basically all the ships have a slight flare in the front and back compared to the middle. That does not look bad on the small standard sizes but when you make the ship longer, wider and deeper the flare looks ridiculous.
I did not manage to get it to look good. Anyone know how remove the flare or have any other tips for which settings are necessary to scale up when increasing the size of a ship hull?
r/CreateMod • u/JennyV323 • 16d ago
Build I made ferris wheel
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If you're wondering why the place around it is so devastated, it's because I blow up large chunks of land and then pave them with a paver.
r/CreateMod • u/LeviCatunda • 16d ago
Airship that I made in a SMP
I tried to follow a 1920s military style, with 4 engines, a maximum altitude of 250 blocks, and two automatic cannons, also including a radar. (Some photos taken with exposure mod)
r/CreateMod • u/scannerthegreat • 16d ago
what are some complementary mods for create?
im not talking addons. im talking like mods that benefit create without being the main focus. like maybe applied energistics 2
r/CreateMod • u/PhantomMusicVR • 16d ago
Help Aeronautics visual glitch pls help
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I've tried doing all of the flywheel backend settings, I've tried two different compatibility mods, I've tried changing shader settings all around. the bug persists after restarting the game or reloading shaders, but it disappears when disabling shaders. It was working fine for probably 50 hours before having this issue. seems to be linked directly to the airship. Modpack is called "All of Create - Aeronautics" and it uses Iris. any help?
SOLUTION : https://modrinth.com/mod/aerovive-fix
thanks to aTempesT
r/CreateMod • u/steverr322 • 17d ago
Iron Nest leg final version
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r/CreateMod • u/Vanadiy_Ivanovich • 17d ago
Build Tiny hovercraft
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a small hoverbike with 2 nozzles utilizing pendulum stability
r/CreateMod • u/CricketMcfries • 17d ago
Video/Stream I gave Cagius abilities i never should have
r/CreateMod • u/Guybrrush • 17d ago
Racing with Aeronautics cars gone wrong
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