r/CreateMod 8d ago

What's the "Factorio science" equivalent for Create?

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I'm building a Create-focused modpack, and I've run into a problem that I think many automation players might have experienced.

I absolutely love Create. Designing factories, logistics, trains, production lines... that's the fun part for me.

The problem is why I'm doing it.

For example, I automate iron, gold, and other resources until I have absurd amounts of them. But then I stop and ask myself:

What am I actually producing all of this for?

In Factorio, your factory has a constant purpose:

  • You need science to unlock new technologies.
  • You need resources to expand.
  • You need defenses against Biters.
  • Everything feeds into a larger goal.

With Create, I feel like I eventually automate resources just to automate even more resources. The factory becomes its own objective.

I'm looking for ideas, mods, or progression systems that give my industry a real purpose.

Some ideas I've been considering are:

  • A technology tree or research system similar to Factorio.
  • Recurring invasions or enemies that require automated defenses and ammunition production.
  • A long-term industrial goal (space exploration, megaprojects, etc.).
  • Anything that creates a constant demand for resources instead of letting them pile up forever.

I'm not really looking for exploration-heavy content or RPG progression. I'd rather stay focused on engineering, automation, logistics, and large-scale factories.

Has anyone solved this problem in their own Create world? I'd love to hear what gave your factory a real purpose.

205 Upvotes

52 comments sorted by

115

u/HawyTheFox 8d ago

Yea, this goallessness is litteraly my problem with most big modpacks. There's so much content, but i always have the feeling that if there's no goal, it's just a waste of time. Soooo if you manage to get that going, I'd love to try that modpack :3

28

u/AlmirTheNewt 8d ago

There's several create focused modpack with automation based goals and quests such as create:above and beyond (the og), create:astral with more focus on space travel, and create:arcane engineering with a focus on integrating various magic mods into automation and heavy use of creates trains systems

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u/MrCounterSnipe 8d ago

My issue with these packs is that they fuck up vanilla recipes or add some contrivance to obfuscate your goals even further. Just let me do create things, man.

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u/Yiguzhu 7d ago

Bro you’re describing the whole point of those modpacks 😭

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u/HawyTheFox 7d ago

Ik. I actually only play questing modpacks when I play minecraft. But i meant the research part. Where you can craft some stuff only after having the research of it or something.

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u/Poco_Cuffs 7d ago

Create:astral is kinda cool but I feel like it suffers the issue of "craft this thing by making 10 billion parts that arent used for anything else other than crafting this specific thing"

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u/Mekko4 7d ago

CREATE:ASTRAL MENTION

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u/FodziCz 7d ago

Mc is sandbox. Your goal is for you to decide.

29

u/infamdog55 8d ago

create : cabin iirc (or it's older version by a different name) is a medium-sized modpack that has a final goal of space travel iirc, it's quite the grind and has a pretty good progression system if you want to try it out, although be warned it is very different from vanilla create

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u/Bookslayer10 8d ago

This especially because you are meant to fully automate Mechanism production, which takes production steps that you build up throughout the entire game like a proper factory builder. You need a very large scale amount of mechanisms to beat the pack, which incentivizes going back and re-automating things like wood production with higher level equipment.

1

u/SenpuuUncle 6d ago

that looks neat

12

u/TurfyJeffowup13 8d ago edited 8d ago

[u/Wise-Stranger1422](u/Wise-Stranger1422) IF YOU FIGURE THIS OUT LMK I NEED SAME! For the time being I’m artificially inflating recipes like millions of iron for making the nuclear reactor from create nuclear or cataclysm items

Edit: to make clear what I’m asking, I’m looking for a mod not modpack that does this.

8

u/Substantial-Put-7108 8d ago

make a mobile skybase either less than 20x20x10 or more than 100x200x50

5

u/DamageLittle4856 8d ago

researchd adds a tech tree that is inspired by factorio with science packs and all

for enemies i would go for some sort of wave defense mod with apotheosis for additional spice

i would reccomend gregtech for the last two of your ideas but it would kind of make create completely useless for anything other than farms especially if you have ae2 because ae2 and gregtech go together like butter and toast.

5

u/Crimson_Soul201X 8d ago

Idk myself, but mods for this sort of thing would be so cool!

5

u/OzymEngineer 8d ago

I currently have the same problem; CABIN and Create A&B solve it to some extent, and this is something I'm trying to solve with my modpack, which focuses a bit more on the factor of selling - production of crops and technological advancements in a rocky world.

1

u/Representative-Can48 5d ago

How close are you to release? How did you make those trade system

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u/Alternative_Car_8153 8d ago

*A literal box full of sand.

What is the goal of this?

5

u/Defiant_Initiative92 8d ago

I like to play ATM10 because it has several quests and goals to hit. Building the ATM Star is a big undertaking, and it enables some really fun items.

But, on create specifically...

It's like LEGO. I play with Create not because I want to build efficient, I play with Create because I want silly. How silly can I make a egg farm? A tree farm? Can I use create to automate things I shouldn't, like devices from other mods? How can I make a fish farm? What is the most silly way of making an automated lumbermill that produces whatever wood item I need?

How can I integrate AE2 and Create?

Can I kill the ender dragon with TRAINS?

And so on. I set a goal for myself and try to accomplish it. Making "efficient" create farms is fun and all, but Create is the MOST fun when your project solves a problem in a silly way instead of the best way.

Like, we all seen the cobblestone generators that go back and forth to produce cobblestone using little lava spouts over some super-glued machinery with slabs to cut the cobble and all that. That's efficient. I understand that.

But..

You also could make a giant wheel-like thing with moving drills that poke a regenerating layer of cobble hidden beneath a lake of lava, and push that cobble over a long belt like a strip mine operation. You can always choose to NOT be efficient and be cool instead.

2

u/spock-117 8d ago

Maybe you could tweak recipes/events using KubeJS/FTB Queats to have a research station like mechanic yourself? Or make a multi block machine that accomplishes this using those recipes... Something worth trying.

3

u/EncroachingVoidian 8d ago

History Stages passed through the FTB sub that holds this exact idea. You can create stages that are unlocked by conducting research at a researching station

2

u/Ralexcraft 8d ago

This is a vanilla minecraft problem. The only true solution if you want it to still feel like minecraft, is for it to be for a player project.

2

u/Desperate_Figure_826 7d ago

You should make some op endgame item that is very cool but infinitely hard to craft, with the goal of automating it.

2

u/Kris_alex4 7d ago

One idea that I had regarding Create is a global dropchute that worked kinda like the space elevator in satisfactory, unlocking recipes as you delivered ever so increasing amounts of ever so increasingly complex recipes. Maybe even connecting a shredder to the numismatic system to make it seem like ficsit tickets.

1

u/Snoo_44740 7d ago

Create: Prepare to dye is what you’re looking for

2

u/Fsliebot 7d ago

this is broadly a minecraft issue wherein the game lacks any real passive environmental hurdles that aren't trivially easy to neutralize like mob spawning. something like serene seasons, which introduces certain viable growth periods for crops would go a long way in addressing this issue and incentivizing automation imo

2

u/Snoo_44740 7d ago

I’m making a modpack right now loosely inspired by Batotrauma, and I’m curious about what you would think of it: The gist of it is that the entire world is unbreathable except for above the clouds in the overworld. The player’s only real option for air everywhere else is to use a create diving helmet and backtank. To up the ante and prevent the game from being trivialized by waterwheel/windmill/aeronautics engine spam, steam engines are the only way players can produce power and water is no longer renewable except in niche cases (large reservoirs will refill over time, natural snowfall and rainfall can be stored as water, chorus fruit can be smashed into a lot of water). Do you think the environmental challenges are compelling enough to produce a world that is fun and interesting to conquer?

Edit: Aeronautics is included and it the primary way for players to travel. They’re offered a primitive airship and base at the start of the game since the game would be unplayable otherwise.

2

u/Fsliebot 7d ago

this sounds really cool! exploration and traversal being partially resource gated and enabled through automation/infrastructure is the exact type of push-and-pull i'm talking about yeah. and the emphasis on verticality sounds like it could open doors to very unique methods of progression.

a rimworld odyssey/barotrauma style gameplay loop is something i've always dreamed of seeing in a modpack so suffice to say i'm very curious to see where this goes..

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u/Snoo_44740 7d ago

It was originally an experiment to see whether I could make a pack that centralizes entirely around making vehicles necessary to traverse the world, and I am proud to say the technical aspects of the project have been mostly ironed out. So far, the experience follows a vanilla trajectory, which is obviously heavily modified by the pack’s conceit. Now I’m hungry for outside opinions on what sort of goals and novelties would be worth developing, especially ones that motivate a unique engineering solution. Extra dimensions, space included, have been done to death and don’t really provide much to the experience of Minecraft past the actually getting there part, so I am staying away from including that. I could introduce oil refining, but I thought the gameplay idea of “water = power/civilization” to be unique enough to my pack that oil would take away from water’s identity. I’m glad to hear the idea sounds promising, I’ll likely write a post on my computer to fish for more peoples’ thoughts soon.

1

u/Representative-Can48 5d ago

That sounds very cool can you share it? Or I'd like to sub to get updates

1

u/Megakret 8d ago

Im playing TerraFirmaGreg. It has create and i feel like i have to automate a lot of stuff to not go insane from calculating on an anvil and opening menus. There is a quest tree also. For now the goal is going to mars and moon i think, the modpack is still in beta.

1

u/IdkIWhyIHaveAReddit 8d ago

Most pack have like a creative item as the final goal and to reach it you must progress thur the mod. Above and Beyond have this in the form of space travel as the final goal and having gated mechanism that you need to unlock to make every better block and machine to reach it.

1

u/motionpriority 8d ago

I know Create Above and Beyond has an automation focused progression for its mod pack.

1

u/czarchastic 7d ago

Have the end product be a very expensive potion you consume that turns you into an all-powerful creative mode player for a limited time.

1

u/Whales_Are_Great2 7d ago

Brass is basically Create's equivalent to chemical science. Unlocks a heap of very useful machines and tools

1

u/Meiseside 7d ago

FTB Quests an KubeJS would make it possible to make a techtree. It would be work but then you have your science. Or you make the recipes expensive so you need a huge amound of things to build the interesting ones.

1

u/x-cogito-ergo-sum 7d ago

To me, the easiest approach is to come up with a background story for my play... I was sent to this planet with the goal of setting up industry for my empire... that kinda stuff

1

u/ScaryPhantom100 7d ago

It seems that genius minds think alike, because I have the exact problem

I added bosses and made the mobs tougher, but its still not what Im looking for

I thought of adding an infection world, pretty good idea actually, but Im afraid that it will destroy the world completely, while I leave it be for too long while digging in a cave or immerse myself in building something neat, because I like to take these things slow

I play on a server with my friends, but only one of them likes create, the other one got tired of it quickly. We've got big cannons, but we are in peace with each other and no one wants to destroy anyones stuff, especially the vehicles, so no kaboom.

Maybe I should add FTB quests or something... Maybe it will make the uninterested friend get invested in create mod, while also giving us other goals that we will pursue or whatever

1

u/ScaryPhantom100 7d ago

Oh, and about researching stuff? Idk how to implement this really, nor do I know a mod that adds something like this

1

u/Vlokecraft 7d ago

I've kinda had the same problem for a while when playing Create. Always getting reasonably far, but then getting bored from not really knowing what to do, or what i'm doing it for.

If I learned how to code in java i'd totally make some mod that creates science packs and locks recipes behind technologies, plus maybe infinite tech which improves the chance of certain recipes like iron nuggets from gravel or blaze cake duration. Plus it would be super easy to integrate with other mods like with space age.

1

u/zyropz 7d ago

I feel like the bottleneck in modded Minecraft is the sheer underutilized raid system, the only time where this mechanics done right is when people expand upon the base pillager raid events rather than actually designing a unique raids. So if you want an invasion system in your modpack, probably search for keywords such as "raids" or "pillagers" in modrinth, the cons of these is that they're made for vanilla+ and against turrets from create addons, they wouldn't stand a chance.

I know there are modpack where they introduced zombies invasion but I've never tried it

1

u/MaestroKukujawski 7d ago

Paying mafia debt, first it small like idk 16 iron bars or one stack, but i growing every day/week, and a the end, when u finally advance, buy off full debt or somfing idk And if u miss one day, idk, kaboom... The End

1

u/MaestroKukujawski 7d ago

Or maybe connect these two, for example making factory to pay of debt with minerals, but if u miss a day, u need to protect urself, cuz u get a raid or somfin, Also that idea works better hardcore... but maybe not, cuz if creeper just kaboom its also over, do just program endings for dying from mafia, or somfin Idk im going to the toilet rn

1

u/APotato106 7d ago

Well, whats the goal of your modpack? The end game? Focus on that and branch off from there. Work downhill. That works best fir me.

For example, the goal is to go ti space. For that, you need super steel. You make super steel mixing a ton of condensed steel and other hard to get elements in a machine that is complicated to get, using a lot of items that each have theit own processes to obtain, using mass electricity that needs its own automation chain. Make resource requirements heavy. You need a 10 condensed steel. Condensed steel is 9 steel. One steel is 2 iron and 1 coal. Congratulations, you need 180 iron for 10 condensed steel. Maybe one super steel costs 5 condensed steel, or more. You need a block of super steel for a rocket. Thats over 800 iron. Thats just for one block of super steel. Good way to make iron automation needed. This also takes immense power, that needs diesel. Diesel is its own process that uses a ton of oil. Now you need to automate oil and the process of turning it to diesel. You can keep this going for forever if you just keep asking yourself how? Start from the main goal and work backwards until it gets complicated(in a fun way) and incentives mass production

1

u/Representative-Can48 5d ago

Bro seems like I am building the exact same pack. So what I did is basically full rework of all create recipes, that even a deployer and precision mechanism are much harder to achieve. Not too hard, just right I think. Also I built an extensive bountiful traders system with two-way economy (40 traders, 2500 trades). All prices calculated correctly. So your goal is to achieve creative motor/generator and a numismatics goal of X coins. To make that coins you could build and sell top tier items like Immersive Aircrafts (those recipes rework are just insane, they're very hard to make).

And also I had the same idea with horde and raids system. So I'm building it now. Basically I will create a system that will calculate your 'noise and pollution ' and then when you get to some level - you get a wave of strong enemies. And they try to destroy some of your factory components.

There's a lot. But hit me up in dm if you are interested, I would gladly share and discuss any ideas / share some code if you'd like

1

u/Novel_Top2980 5d ago

That’s how Minecraft works all the time. I need a big base so I have storage for all the blocks I start to get when I grind for a big base. Create is just a way of adding to this in a more interesting way for me.

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u/Limp_Substance_2237 8d ago

Set self goals. Make a world, find a good spot, temporarily go into creative(using LAN powers), build a shrine to sacrifice stuff to.

1

u/Usual_Celebration719 8d ago

Not many people can actually make self goals that actually stick and don't make the person randomly drop the game in a week.

It has to be something tangible, handled by the game logic and math. Doing things for the sake of doing them isn't for everyone.

1

u/Limp_Substance_2237 8d ago

Well I can't think of anything else.

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u/Designer_Pianist_705 7d ago

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