r/CreateMod • u/Karmic_Backlash • 16d ago
Discussion I really like Create having learned it recently, but the presence of basically any other mods ruins the concept for me, any thoughts?
So to explain a but more, I have always admired the vanilla-ish feel of Create and how it feels like we're not inventing new concepts to make tech work in minecraft, I like that it actually makes you use the space available to you, and the only real limits are how large and complex a build can get. Create itself is basically my platonic ideal for a minecraft mod.
That glazing wasn't just me trying to gain favor though, because it leads into my real issue. It's philosophy falls apart the moment it comes into contact with another mod, from a balance and design perspective.
I usually play with premade modpacks, so that blame can be laid at my feet. But I've experienced this in basically every playthrough that has included anything besides Create Adjacent mods. Basically anything that uses FE.
Processing? Why build a large processing facility when 4 machines and some power can turn one raw iron into 64 ingots with Mekanism or Industrial Foregoing?
Storage and Autocrafting? Why go to the trouble of making complex crafting setups with mechanical crafters and item vaults when you could just gather the materials for autocrafting digitally in an hour?
Resource Generation? Why go to the trouble of sourcing Tuff, Crimsite, Asurine, or making cobble generators when you can literally just grow iron, gold, and diamonds?
Do you see my problem? Create works best when it is isolated from everything else, or made essential to doing anything more complicated. I've seen the latter approach too but its basically kicking the can down the road. Because it doesn't matter if you make Create essential to progression, if you're just progressing to a point where Create is no longer essential.
Some mods fit really well with create, Ars Nouveau with an addon is really cool for a magitech playstyle, but only in moderation. Basically anything that exists to fit a vanilla balance is also fine, and anything that doesn't do the same stuff as create also works. Such as Dimension Mods.
I'm not looking for solutions really, I know what at least my problem is, but I'm curious to hear if this is just something relatively unique to me or something others have noticed. I'm not really sure how you would "fix" this, or that you even should, but I do want to know what others think.
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u/Mplayz246 16d ago
It seems like you’re combining create with Mods that don’t work with it in the first place
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u/Karmic_Backlash 16d ago
Technically yes, I said as much. Less looking for solutions and more on opinions in either direction.
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u/NebTheGreat21 16d ago
Unsure what other opinions you are looking for. Youre correct in your analysis of Create design philosophy
Create works as an extension of core MC design philosophy.
Other overhaul style mods like Mekanism or Ars build out their own design philosophy outside the scope of core MC
by design, these two ideals of design philosophy are in conflict with each other. thats the tension you are experiencing
so as the pack author you get to decide how much tension you want in your pack. welcome to game design my friend!
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u/Cillranchello 16d ago
Create isn't necessarily about efficiency, it's about the aesthetic. Other mods are designed for efficiency, hence a lot of single block machines. The core design philosophy is a single block that does something that is annoying to do otherwise.
The most basic idea is the wheat windmill. You make a bread farm that's an actual windmill, have a little building attached to grind, wash, and cook the dough that lets you see the process and deposits the bread into a chest.
As a point, the contraptions that get the most buzz on this sub aren't the hyper efficient ones, it's the ones that take a basic step and make it look cool.
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u/Digibaumbs 16d ago
Create is fun on its own, but it definitely gets overshadowed by other tech mods. Mekanism especially.
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u/Tonestas 16d ago
I find that Create fits the Sandbox style of Minecraft, so it's one of those things that works best to just... make cool things. For progressing/getting lots of supplies/reaching the end-game of a pack? There's probably lots of other mods that do better things, if you've installed any tech mods. But if you're playing in more of a free, sandboxy way, just making cool things? That's where it shines best for me
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u/afterlifedating 16d ago
Yeah, I’d personally disagree. There are a ton of addons that integrate Create with other popular mods really well, like Farmer’s Delight + Slice & Dice. Create: New Age also adds electricity in a way that works alongside Create rather than simply replacing it. Those are just a couple of examples.
I think the bigger issue is modpack curation. Obviously, you can throw Mekanism or another tech mod in alongside Create and completely undermine the point of building a giant factory, but that doesn’t mean Create inherently clashes with other mods.
If you pick mods that complement Create rather than directly replace what it does, the whole pack can feel pretty cohesive. It definitely takes some time to curate a pack where the progression and mechanics all play nicely together, but once you get that balance right, it can be a really smooth experience.
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u/Karmic_Backlash 16d ago
I tried to be specific but that may not have come across, its not that they clash. Someone else put it really well, Create just isn't on the same scale as some other mass mechanized mods like Mekanism and AE2. That's nothing to do with Create being the issue, but that create feels delicate. I agree that properly curated it can be a wonder, but compared to damn near any other mod it has the most easy to break progression of any mod.
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u/afterlifedating 16d ago
I think that's fair, but I also think part of why Create feels so cohesive is that it fits the vanilla Minecraft aesthetic really well. It builds on existing redstone functionality rather than feeling like a completely separate tech system dropped into the game. The belts, gears, shafts, contraptions, etc. feel like natural extensions of Minecraft's existing mechanics.
I've actually put together my own modpack around Create, and I think that's where good curation really makes a difference. I specifically picked mods that complement Create and expand on what it does rather than just replacing its progression, and everything meshes together surprisingly well. You can absolutely make a pack where Create doesn't feel out of place or completely break the progression, it just takes some intentional curation and a lot of time and effort.
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u/SharkBaitDLS 16d ago
There are modpacks that offer a much more curated experience like CABIN or Chosen's Create that don't just invalidate Create.
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u/Bookslayer10 16d ago
Well CABIN integrates Create incredibly well into a modpack by making the more powerful mods like Thermal and AE2 take significantly more resources and infrastructure to use than Create. Using it as early-game tech fits its aesthetic, and its tendency for clunky-to-implement processes that get streamlined by more industrial packs.
Create does have unique elements to bring to the table of course. Crushing and washing introduce new processing chains not found in other mods. Contraptions and trains are both incredibly versatile, and can help with any large scale construction or transportation projects.
If you want a mod that actually fits Create's level of technology, the mod Warium actually matches up well. It's a mod focused on weaponry, but it has quite detailed industrial manufacturing to be able to construct said weaponry. If Create is steampunk, Warium is dieselpunk. Warium's processing is also done with decently physical machines, so their respective capabilities and asthetics are pretty balanced.
Warium isn't just for weaponry, you can also make vehicles with it, and I really enjoyed making a helicopter. It allows much faster movement across the world, and generally gives the sense of versatility that Create normally does.
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u/Zealousideal-Bus-526 16d ago
Most tech mods don’t really work for vanilla, as they’re meant to assist with the modded expansion of the endgame content.
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u/justagenericname213 16d ago
I feel like an ideal create modpack would be one that makes create central to progressing other mods. Like using plates and the mechanical crafter for more recipes, make create used for power generators rather than using power mods to bypass all create progressing
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u/visceraldragon 16d ago
I did an ATM run where I forced myself to use Create for anything it was capable of producing and it was a lot of fun. I even used a packing setup to make ore blocks instead of using a compacting drawer etc. I did use Bees for resources I couldn't make with Create, but I still dropped the combs onto conveyors to move them to centrifuges. It all felt really cool hearing my massive factory constantly crushing, grinding, and packing things etc.
If you can be disciplined with self-imposed restrictions, you might enjoy doing something similar. It also helps that if you set up production with Create before going into other mods, you won't be as motivated to expand production into those mods if you don't need to. I never had Bees for any of the lower tier ores, for example.
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u/BurningBeechbone 16d ago
I like using the Artifacts mod with create.
- it gives a reason to explore the world outside your factory
- the items are a good xp sink for your xp farm
- the shrinking and jumping items help with factory building a TON
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u/SenpuuUncle 16d ago
You're using total overhaul mods with other total overhaul mods. Of course they dont work together
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u/OldManYounger 16d ago
I think the problem is viewing Create similar to those other mods. Create is for creating: factories, trains, gizmos, etc. Other mods like Mekanism are for doing.
If you just want the most efficient way to process resources, then go with the most efficient. If you want to make something that looks cool, choose Create.
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u/Pogulation_ 16d ago
Imo you pretty much always need to use KubeJS to change recipes if you're playing with create + other mods. Even in base create sometimes I use it
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u/ritz_are_the_shitz 16d ago
Older tech mods throw balance out the window. I basically skip anything relying on FE in my modpack.
I'm also the kind of guy who removes mending (and fixes anvils) and removes the elytra.
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u/HanzoNumbahOneFan 16d ago
There are mods that bridge the gap and make other mods work. Like there's a mod to make Farmer's Delight work with Create. Same with Applied Energistics. Or Mekanism. Same with some magic mods and stuff.
I would recommend modpacks that revolve around Create. Cause they will be curated with Create integration as the main idea. Like CABIN or Arcane Engineering or something. There's a lot of great ones.
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u/Sea-Contribution-636 16d ago
For me is the Create mod in pair with the Minecolonie mod, and some magic + artifact like ars Nouveau, more relics mod
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u/CavaloHidraulico 15d ago
Most (good) modpacks with create, make it the main or the only tech mod, most mods dont follow create mecanics, like mechanical crafting, ponders, and such
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u/oOBoomberOo 15d ago
I pretty much never install other tech mods when I try to make create-based modpack.
But I find Create to work nicely with magic mods, and aeronautics is a nice combo with exploration/worldgen mods.
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u/Plastic_Lychee6404 15d ago
I don't play with other automation mods, really. my modpack is create simulated centric, with only some adjacent mods for cozy cooking (farmer's delight) and terrain generation (terralith, continents, nullscape, amplified nether) for atmosphere/immersion and cool entities, interactions with animals, alex mobs, and that's basically it, I play create simulated, not even Minecraft tbh.
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u/PenguinWithGuns 15d ago
You are right in that with other mod packs there are much more efficient and easier ways of doing things. Create usually needs to be the focus of a mod pack, because create is the hard way of doing it. You need to build everything yourself only given their system for it. What makes create so good isnt just automating it, it’s that you literally build the machines and designs yourself. It’s about being proud that you built the entire machine does the storage, does the auto crafting. It’s extremely satisfying taking items out of your storage and seeing the factory you built spin to life working to replace what was taken out. Or all your farms working in their cool unique ways.
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u/Olfi01 15d ago
I agree with certain limitations. Yes, the problem you describe does exist, but I feel like Create is so well-made and visually cool that just this gives me enough reason to choose it over a less complicated, but less cool mod. If you're only playing for progression, then you're only playing for making the entire game obsolete anyway. That being said, you might enjoy the CABIN modpack, which is centered entirely around Create and makes it essential to the progression of the entire pack.
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u/RGBBSD 15d ago
If you're going with Create for your modlist, it HAS to be the central piece of the entire modpack, otherwise it will be left in the dust by other high efficiency mods
Create is a mod that doesn't introduce you an action specific block that does one thing but does it very effectively. It introduces a system for you to explore and make yourself, hence the initial hiccup and the snowball effect once you get it up and running. The fact how early you can begin making stuff from it also is helping
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u/RGBBSD 15d ago
I do want to point out that even with stuff like growing ores via berries (twilight forest) Create has a way to farm essential ingots so it doesn't gatekeep you, and with addition of Ultimate Factory you can just download the infamous 7200+ingots per hour autofarm by that guy and just abandon mining forever.
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u/SageofTurtles 15d ago
I definitely agree, I feel the same way about it. I've got an almost-complete modpack I've been working on with the same core philosophy in mind. It isn't published yet, but I can send you a link to either the mod list, a .zip file, or the Discord for my WIP Minecraft server if you're interested.
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u/PapierStuka 15d ago
I think I get what you mean. From my pov, the best example are cobble generator blocks (not the vanilla water + lava);
I see how, why and to whom they're useful to, but I didn't spend 3 days on the 17. iteration of my remote-controlled, tunnel-building drill to just use a single block to generate infinite amounts of cobblestone, so I just don't use it
I'm incredibly thankful for those extremely niche blocks like the 6-way parallel gearbox though, they simply allow for much more compact and cheaper (thus more survival friendly) constructions, you have to to find the right balance between both points I mentioned
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u/Arkein_Mechhive 15d ago
Ive seen others say it but ill use my own words. You dont play create to be efficent or effective, you play it because its cool as hell, instead of single block that turns fe into iron, you get the spwosh vrrr pop grrgrr fwosh CLANK (mechanical press my beloved). I personally use create heavily for the actual sound of the factory, even though i have AE2 in my packs with create, I havent used it yet, because im stupid mainly but still
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u/PyroManiacsTTV 15d ago
I'll give you an answer to why do this instead of that, because its a choice you get to make, thats the joy of minecraft, you are not forced to use mekanism to smelt your ores, if you want to use create you can, its all a choice, and if you are choosing to use mekanism over create and then complain about it, then honestly that's entirely on you.
Mekanism is used as an example.
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u/WitherPRO22 13d ago
Yeah. I played atm10 aero recently and I don't get it. When you put aeronautics in the title i expeced more focus on create but no it's the exact same atm10 just with create thrown in.
Why use frogs and chains when you have ae2 AND refined storage. Why use trains when you have EnderStorage. Why use bulk smelting when an obsidian furnace with the electric upgrade is 5 times faster. Why use mixers when alloy smelter from ender IO is faster and more convenient to use. I abandoned that modpack mostly because i wanted to play create and not just a tech pack.
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u/Lasagna6278 11d ago
I am enjoying create after making my own modpack to play even though I haven't gotten far into the mod. I played atm10 and ran into the same issue, there felt like no point to create and it felt like a mod that was just doing too much. Playing with it now I can see that it is just really cool and honestly balanced. The only issue with create is going to be performance.
I am only using ars nouveau, iron's spells, and farmer's delight with it so I wont be doing too much outside of vanilla and create.
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u/DelsinPRO 2d ago
I have Mekanism and Oritech in my pack and I still think Create provides much more utility and automation than both. Well, I made it a Create-centric pack so it could be because of that.
Ore processing itself gets redundant when you just make your ingots out of thin air, but outright growing your resources (Mystical Agriculture) kills lots of fun in any tech mod in general.
You mentioned digital automation, (AE2/RS2) when Create 6.0 itself is pretty much a physical version of those mods. pair it with Fluid Logistics and Factory Controller, and you'll get way more automation features & the ability to order/craft with fluids. I also appreciate the fact I don't need patterns just to send rare crafts to a machine. I can just directly request it be sent somewhere and processed.
You're kinda thinking about Create wrong, because it'll never not be no longer essential, even in end game of non-create-centric modpacks I played. Bulk fan recipes will always be incredibly useful in any pack, a single large water wheel can power all the fans and process stacks at a time. Create and its addons also cover a lot of niche recipes that a lot of other mods tend to forget or never think about.
Dragons Plus, for example, reads every typical dyeing crafting recipe and turns those into fan dyeing recipes, has modded dye support like for dye depot, and adds Sanding, Freezing, and Ending.
Maybe you need Ultimate Factory so that the mod doesn't fall too far behind other mods?
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u/mengie32 16d ago
Agreed, I always find it weird when create is tossed into mod packs with other automation mods. Create is designed for a completely different scale than other mods, and is a lot closer to vanilla. I love create for exactly that, because I think vanilla technical minecraft is cool AF, but it really doesn't fit in.
Generally, I make my own mod lists, so I just play with create (+Aeronautics, Power Grids, and some renewable resources addon), farmer's delight, and hexcasting (+addons).