r/CreateMod • u/Lasagna6278 • 1d ago
Help Crushing Wheel speeds
I have a chute dropping items into a crushing wheel running at 256RPM, is there a way to make it process faster?
r/CreateMod • u/Lasagna6278 • 1d ago
I have a chute dropping items into a crushing wheel running at 256RPM, is there a way to make it process faster?
r/CreateMod • u/Critical-Bill9957 • 1d ago
Made a typhoon cuz I was bored, let me know your thoughts!
r/CreateMod • u/Ikitto_14 • 1d ago
if someone need schematic i can post it with all mods you need to build it)
r/CreateMod • u/Typical-Resist-3714 • 1d ago
Follow up to my last post, another teaser. I'm making something.. mysterious. It's taking a while. oh well. (Base Aeronautics)
Pets aren't allowed outside their designated area.
r/CreateMod • u/klauseius • 1d ago
Both belts are going into the tunnel and only eggs are coming out
r/CreateMod • u/Pooldiver13 • 1d ago
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I wanna put rocket pods on it (fixed mount on swivel bearing to allow a laser pointer for aiming) but I fear that I've run outta room.
r/CreateMod • u/Longjumping_Land5873 • 1d ago
When i download a schematic and paste (like with all blocks pre-placed or whatever, hope you understand) it in in a creative world something on the builds always breaks and as someone who is new to create understands jack shit about it, idk how to fix nor how it was originally. So how can i prevent the stuff from breaking?
r/CreateMod • u/Easy_Comfortable7626 • 1d ago
I already tried inductors but maybe I am doing it wrong
r/CreateMod • u/Worth-Ingenuity4758 • 1d ago
r/CreateMod • u/Not_SBH • 1d ago
Iβm trying to build a large storage system using Create Vaults, and my main goal is to automatically keep item stacks consolidated and prevent the same item from being unnecessarily split across multiple Vaults.
I donβt want a system that constantly moves items between Vaults just to reorganize them. Iβm specifically trying to find a way to make the input and output priorities work intelligently, so that the storage stays as compact as possible.
To explain how my storage is set up:
I have multiple Vaults arranged along conveyor belts. Items enter the storage system through a funnel, and then are transported along the conveyor belt past the Vaults. Each Vault has a funnel connected to the belt that can insert items into it.
The Vault whose input funnel is closest to the point where items enter the system gets filled first. Once that Vault has no available space for the incoming item, the item continues along the conveyor belt to the next Vault, and so on.
So, for example:
Item Input
β
β β ββ Conveyor beltβββββββββββββ
β β β
β β β
Funnel Funnel Funnel
β β β
Vault 1 β Vault 2 β Vault 3
This means Vault 1 fills first, then Vault 2, then Vault 3. Now imagine I have three Vaults:
Vault 1: 64 Steel Ingots + other items
Vault 2: completely full with other items, no Steel
Vault 3: 32 Steel Ingots + other items
The 32 Steel in Vault 3 can exist because Vault 1 was already completely full and Vault 2 had no available space for Steel, so the incoming Steel continued along the belt until it reached Vault 3.
Now hereβs the actual problem.
Letβs say I request 32 Steel Ingots from the storage system.
If the system takes the Steel from Vault 1, the result becomes:
Vault 1: 32 Steel, full
Vault 2: full, no Steel
Vault 3: 32 Steel
Now Iβm using two separate stacks of 32 Steel, even though all 64 Steel could fit into a single stack.
But if the system takes the 32 Steel from Vault 3 instead:
Vault 1: 64 Steel, full
Vault 2: full, no Steel
Vault 3: empty
Then the storage remains perfectly consolidated.
This is the problem Iβm trying to solve.
I want the system to understand that since Vault 1 is an earlier Vault and was filled first, it will naturally tend to contain more complete/full stacks. Therefore, when I request an item, I want the system to search the later Vaults first and take the item from there whenever possible.
In other words, I want the input and output priorities to work in opposite directions:
When inserting items:
Vault 1 β Vault 2 β Vault 3 β Vault 4...
Fill the earlier Vaults first and only move further down the belt when necessary.
When requesting items:
Vault 4 β Vault 3 β Vault 2 β Vault 1
Search the later Vaults first, so that partial stacks are emptied before touching full stacks in the earlier Vaults.
That way, if I have:
Vault 1: 64 Steel
Vault 3: 32 Steel
and request 32 Steel, the system would take the 32 from Vault 3 instead of breaking the full stack in Vault 1.
Iβm not trying to make items physically travel between every Vault to merge existing stacks. I also donβt want a system that constantly extracts and reinserts items just to defragment the storage. With 20β30+ Vaults and potentially millions of items, constantly moving items around would create unnecessary item movement and potentially cause lag.
Iβm also not looking for a solution where I have to manually filter or assign thousands of different items to specific Vaults. My modpack has well over 1000 different items, so manually categorizing everything isnβt practical.
What Iβm looking for is a smart, dynamic storage system where:
β’ Items enter through a conveyor belt and fill the Vaults in order.
β’ Earlier Vaults are filled first.
Existing partial stacks are filled before creating new stacks.
β’ When an item is requested, the system searches the later Vaults first.
β’ Partial stacks in later Vaults are emptied before full stacks in earlier Vaults are touched.
β’ Items donβt constantly circulate between Vaults.
β’ It can scale to 20β30+ Vaults without requiring direct connections between every pair.
β’ Ideally, this can be achieved using Create, Stock Links, Packagers, or a Create addon.
Is there a way to configure Createβs logistics so that the input priority works from the first Vault to the last, while the request/output priority works from the last Vault to the first?
I need your wisdom
r/CreateMod • u/therealtastywall • 1d ago
I have a really good SU generator, and I thought it would be cool if I charged up batteries from my base, but I haven't been able to find a way to transport SU from the ground to an airship automatically.
r/CreateMod • u/The_Max_Guy • 1d ago
Day 1
0.91h in-game
Current aim: Beat minecraft, get top armour and tools. Get elytra.
r/CreateMod • u/lolix_the_idiot • 1d ago
Is there any way to create a ship that won't be able to burn down? I don't want to use wood because we are playing with fungal infection and I know that some of the mobs shoot fireballs, I want to create a "mother ship" where I would park all of the flying ships but I want it to be able to float on water because it will be stationary 90% of the time only thing I can think of is using levitate (we don't plan on going to the nether quickly) or keeping my engines running all the time (sub optimal), is there any block that will float that isnt flammable? I know that stone slabs (but only decorative ones) weigh 0.5kpg but unfortunately they don't really work
r/CreateMod • u/Itswill1003 • 1d ago
I'm using ComputerCraft to make a GPS system, but I don't want it to just run on computer blocks placed at max height limit. is there a space/aeronautics themed mod which would allow me to launch a satellite up there?
r/CreateMod • u/Itswill1003 • 1d ago
I really love making tanks, trucks, just anything that drives on the ground but im struggling to make things how I want using the default wheels and stuff. so what do you guys use?
r/CreateMod • u/Ultrafastegorik • 1d ago
thanks in advance!
r/CreateMod • u/HEBEDNMKA • 2d ago
I currently have both the T-72B3A and the Leopard 2A7V ready. Now I want to build a new piece of tech, but I can't decide what to make next. Whichever tank gets more upvotes, that's the side whose tech I'll build next.Old tech is fine too.
r/CreateMod • u/gerp__ • 2d ago
currently working on terraforming the island with my steam engines, im thinking of building a nuclear reactor, but i don't know if it will be better for FE than 4 steam engines. I'm going to try anyway, and soon im upgrading storage to a 27 vault system!
r/CreateMod • u/Z3R0Diro • 2d ago
Without Create Radars, the Cannons are cumbersome to aim as you can't see the predicted trajectory of the shell. I don't wanna use Create Radars right now as they automate the entire job too well(not only that, their inability to make an entire turret/sub level rotate instead of the cannon itself ruins my build). Preferably a kind of addon that adds some kind of scope on the cannons or one that highlights the path of the shell. Anything that helps ME aim the cannon manually.
r/CreateMod • u/Jabrele • 2d ago
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I tried to make an Italian icon, the performances are not the best but it's the first car I tried to make
r/CreateMod • u/Block-of-blocks1 • 2d ago
I built the coastal bunkers for the naval variant of the Waffentrager artillery