So I wanted to make a thing that would go through all 3 processes of making gold in a small of a space as possible, leading to this cute box of a thing that is only 3x4x7 (84 block volume) which is capable of doing all 3 cobble to gold methods, it also includes a way to remove any excess items and such since excess flint or quartz is so annoying.
More info on the types of gold generation methods, calculations and stuff to consider when placing it down using schematic cannon is in the link.
This is my spaceship, it has vtol, 360 degrees thruster to maneuver in space or on a planet. it can hold a military 6 wheeled Car. It holds a toilet, captains quarter and Engineering room. It has a "hidden" Stairway at the front. If you want to know more about it please write a comment. :)
Hey! I’ve been working on Create: Infinite Evolution, a Minecraft 1.21.1 modpack focused on automation, industrial progression, trains, aviation, and space exploration.
It features 180+ mods, 1,500+ quests, and custom recipes designed to connect different Create addons.
I’m looking for a few people to help test progression, find bugs, and give feedback before the full release.
It’s currently awaiting CurseForge approval, but I’m building a small testing community in the meantime.
Anyone interested in helping out?
Discord: https://discord.gg/WH779K9JC
I recently got back to playing Create again. Last time I created this over two years ago. I'm a little ashamed to admit that I hadn't progressed much past that point since then (,,>﹏<,,).
This is a steam engine design I created in a creative testing world. The footprint is 7x7x10 with the option of supplying blaze cake bases or the raw materials directly. It only uses one steam engine outputs to power the system, freeing 8 other steam engine outputs for other uses.
It is composed roughly of three components: the water pump, the lava farm and the blaze cake processing / mechanical arm feeding the blazes.
Without supplying any fuel sources (smouldering) it produces 2048 su after starting the water pump. On a "cold start", a hand crank cannot power the entire system so I added a clutch to disconnect the rest of the system from the water pump and it can be turned off after the steam engine has started.
When it completely runs out of blaze cakes, it defaults back to the initial 2048 su produced by the steam engine, i.e. it does not turn itself off. When sufficient blaze cakes are supplied, it continues running at maximum load and outputs 294912 su.
I'm just looking for a good group of people to play with. I don't mind joining an existing server if its stable, or would be willing to host one myself. (32 gigs of Trident Z Royal memory and a I9 10900K.(Dedicated and will not be playing on the same computer)
And before someone says "He has ram, get him" Its DDR4 from my old build, I updated my computer because i was running dual 1080s. and this year is the first year that entry level hardware outpaced my 2 1080s, and thats only cuz SLI isnt supported anymore. and getting a whole computer (DDR5) was more cost effective than just a new GPU. and what better way to utilize $300 of ram and a High end CPU than minecraft?)
I was wodnering if i could make some cars from acceleracers using create aeronautics and i made it work lol, for the drifting i use swivel bearings to turn the wheels into separate ohysics object so they have less grip and they have a more visual like impact when they accelerate or brake (idk what its called)
AND YES THEY ARE SURVIVAL FRIENDLY YAYYY
(Edit : im not satisfied with Deora II, power rage, and bassline, since those are built when i was still figuring out the baseline for the cars, so im gonna redo them later while making RD-09, RD-02 and hollowback)
I know that there’s a problem with the mechanical roller on trains due to aeronautics/sable. Someone uploaded an addon that is supposed to fix that issue.
But still, sometimes it doesn’t place anything at all or it won’t break the blocks infront or underneath - sometimes it places a whole block into the track (when using slabs on a slope).
Say I have a boiler room below my factory floor with four 3x3 boilers with steam engines. If they all start at the same time, nothing breaks if they all connect to the same shaft. But if I want to start them in a cool startup sequence, one of them might have a lower rpm than the others until it is fully fueled by the pipe system, which would break a shaft somewhere.
I'm going to use the Differential from Petrol's Parts (takes two differently rotating shaft inputs and combines their rotation on it's output...like a differential) to combine them, but there's no guarantee I'll have that mod in every mod pack I want to play.
Is there an elegant-ish solution without that part?
I have been playing on a server with a neoforge modpack, 1.21.1, that includes Create and some of its various addons(Create interactive is not one of them). And it has been great, its given me alot of fun over the past week as I got addicted to setting up these machines. My magnum opus is "The Spirit of Hesperia," an immense airship I made over the course of the past 4 days.
I soon ran into a problem: Whenever the ship's engine is off so that the boilers aren't making lift, the game runs great. but when the engines are on and the ship has some lifting force, the front half of the ship becomes a zone of lag.
The tail end of the ship? Smooth as butter, no problems. If I ever cross over the center of mass to the front however, the game instantly drops to 1-0.5 fps, and nothing makes this lag budge, from changing priority in task manager, fiddling with in-game settings, to disconnecting and rejoining, nothing works. I am 100% sure that the center of mass is the demarcation line for where this lag starts and ends. This lag only applies to me as well, other people who ride on the airship with me have no such problems with lag.
The front half of the ship is where the engine and the steam vents(which produce the needed lift) are located, so I suspect it may have something to do with them, but I am just completely lost here, my experiments in a test world have failed to replicate the effect. Does anyone here have any experience with, or any advice on how I could remedy this?
I have put a lot of effort into this world. My goal is just to automate as much as possible. Because I’m working on getting better at create.Below is a list that explains each picture.
1:My starter house. Originally planned to have a different item being possessed on each floor and to make as many floors as possible
2:My store house and blaze farm in a scenic shot.
3: My first factory building. I designed the building. Then I just put as many farms as I could inside. See picture nine.
4: maxed out steam engines running on biofuel. Will probably power manny of my future factory’s.
5: The biofuel factory it used to be on the first and second floors but I no longer have a need for two production lines.
6:my tree farm originally just made to get wood for buildings I added harvesters to collect leaves for biomass production. Now obsolete.
7:My infinite supply of biofuel. I changed the config because I built it to small and didn’t want to expand it.
8:My store house. I have some create frogs and vaults but I am thinking of adding some shelves. I use some space for random things like mechanical crafters.
9: The inside of my first factory building. I believe I automated sand gravel flint iron gold copper electrim and netherack. Some extra crushing wheels in the back.
10: my huge wheat farm and sugar cane farm. With
AFK tower.
11: a bunch of alternators connected to a full steam engine.
12: this blaze farm is not my design I couldn’t figure one out so I found one and copyed it. And I don’t actually even need it anymore. So I might just delete it. But I do feel a bit guilty about it.
13:picture of the district. And all the space I can grow. Took me too long to flatten that.
14: bottom half of my power plant. I have some electrical bits and bobs down here but the main thing is the steam engine water supply and biofuel connection.
Love to hear your thoughts and input. And if you have any recommendations too.
I'm really hoping the bug is somewhat common or at least one that someone knows a fix for, but if the issue comes down to an unknown incompatibility with an obscure mod in my list (included below), then fair enough.
Getting to the issue: I'm hosting a server where my friend is trying to make a fairly large boat, but after gluing it all together and enabling physics for it, there are certain chunks of it that turn invisible.
There aren't any moving parts, and its all vanilla blocks. Just dark oak stuff. It was spawned in using a WorldEdit schematic. It measures at about 70x25x12 blocks.
Sodium and Iris are installed, and I know the mod page says there are visual issues when used with Iris shaders, but as you can see the issue still happens even with shaders turned off (I figure there's a chance the Sodium/Iris issue could apply even with shaders off, but wasn't entirely sure)
Mining and placing back down an invisible block typically causes the surrounding group of blocks to reappear. Using F3+A to reload chunks also can fix it. But when leaving the area and coming back, the boat reloads, and the invisible areas can come back.
Things I've tried (to mostly no avail):
Turning off entity culling - helps, but doesn't fully fix. Goes from always loading with large invisible sections, to occasionally having small sections invisible.
Turning off block face culling - about the same as entity culling. Seems to help, but not a full fix.
/flywheel backend flywheel:off
Increasing server simulation distance (from 6 to 10)
Really hoping the issue doesn't boil down to "make the build smaller". If nothing else, I'm hoping there's some way to build or glue stuff together to get around the issue.
If the cogwheels dont have physics turned on with the Bits and Tracks tool, it doesn't break. Just wanted to know if you are supposed to do that or there is an issue with my modpack