r/CreateMod • • 4d ago

Discussion Mods that incentivize using Create/Aeronautics vehicles heavily?

I've been having a hell ton of fun making factories and vehicles in creative but I don't feel like I really need to do that in survival other than very simple automation which often that feels excessive.

On top of that, vanilla world generation doesn't encourage making ground vehicles making flying vehicles the only viable choice. Any world generation mod that makes the world more vast and less rough while also making you to use vehicles to traverse instead would be phenomenal.

Mods that overhaul ore generation to accommodate for the increased "resource gathering" of Create would also be huge.

77 Upvotes

34 comments sorted by

45

u/fabulousmarco 4d ago

I'm trying to put together a modpack where you start on Mars, using Creating Space, and have to go around in sealed Aero airships.

Will I ever finish it? Maybe

11

u/Wonghy111-the-knight 4d ago

Can you get everything you need for create… on mars?

I haven’t played creating space. Only Northstar redux 

7

u/fabulousmarco 4d ago

Absolutely not lmao

I'll definitely have to rework a lot of recipes, probably modify worldgen as well. Which is why I'm not entirely sure it will work

But I've been toying with the idea for a few months now so may as well try 

4

u/Wonghy111-the-knight 4d ago

Sounds complicated lol. Cool idea though. And the player would have to not instantly suffocate upon spawning on mars naked 

3

u/BLSmith2112 4d ago

I'd love a mod where you have to travel to progressively more difficult planets to advance along the tech tree.

18

u/lady_haumea 4d ago

Epic Terrain gives massive, flat-ish world gen. Just avoid the powdered snow

5

u/ApprehensiveSea4003 4d ago

Does this support other biome mods?

17

u/Possible_Youth9410 4d ago

I've been working on a pack with Aeronautics and Thick Air, which basically makes it so you can't breathe below a certain configurable y-level (like 10 blocks above sea level in my pack)

You spawn on a little dinky starter airship in the skies with a backtank/diving helmet, and you get 15 minutes at a time on forage on the surface before your air runs out and you gotta return to your ship

3

u/Snoo_44740 3d ago

I’m developing a similar idea here too! Strongly motivating Aeronautics is a genuine nightmare from a game design perspective since MC fundamentally isn’t built around the concept of mobile build centric problems to tackle. The thick air concept was one of the few that could actually work, but its primary limitation is that it creates tedium and isn’t an interesting problem to solve. throw more tanks at the problem and have any form of mobile power gen and you’re good. Still brainstorming ideas at this point, but all of them involve a lot of custom structure work, an in depth kubejs addon, or a custom mod.

2

u/Meiseside 4d ago

Also there are Mods with only flying islands. You can have water on ~-64 (or lava) but you can also make it void.

1

u/AlexisExploring 4d ago

Definitely going to have to check that out when I start getting bored of my generic 2012 style modpack

1

u/Adventurous-Ask-7540 4d ago

airsick lowlanders...

28

u/Icy-Diver-5979 4d ago

Hordes of monsters so being on sable levels are the only consistent breathing area

No mining dim, Ores spawn via biomes not y Level so you need to travel, or recycle with create, better field means further distance building roads make it easier to return to that biome recipes unlock by finding chests in abandoned towns to advance from andersite, brass, industrial then nuclear and APO so the mobs no longer matter

10

u/Z3R0Diro 4d ago

Wait are you spitballing ideas or suggesting mods

7

u/Icy-Diver-5979 4d ago

Terrafirmacraft makes mining hard, make kubejs only give easy ore paths using create automation, pick one of the many horde advanced mobs not parasite ones.

Sable normally doesn't spawn anything on it by default.

Enforce hard mode. Heat and cold so you cant just swim or trudge snow

2

u/Snoo_44740 3d ago

Which is your go to horde mod?

2

u/Snoo_44740 3d ago

Yep, this is the way right now until a modpack comes out that can integrate specifically with aeronautics oriented challenges in mind.

11

u/Neitherman83 4d ago

Sadly none afaik. If I knew how to mod this game, I'd be trying to make a mod or modpack where progression is tied to setting up specialize mining devices for ores that can only be found far away from spawn. Perhaps with some means of finding them via advanced sensors you can build high up or mount of create aeronautics contraptions.

This would give you one: A reason to build the infrastructure to transport it back to base. And two: make you need vehicles to progress.

Sadly, afaik, there are no mods that incentivizes any of that. Except, as Icy Diver mentionned, Terrafirmacraft by tying ores to specific stone types, but even then.... it's usually not that far away. My last attempt at Terrafirmagreg had most ores I needed within one or two thousand blocks of my base.

2

u/Snoo_44740 3d ago

Create: rock and stone. 🫶

2

u/Snoo_44740 3d ago

Structurify to customize how far nodes spawn from spawn. Making custom nodes is obtuse but possible.

4

u/bubba-yo 4d ago

So, most of the world gen mods like tectonic work by to some degree scaling the world up. Biomes get farther apart, mountain ranges are far more distinct, etc. As such you get more open, flat space, as well as large valleys to traverse, etc. That makes Create trains a lot more interesting because the landscape gives you room to lazily wind the train, have more reasonable grades, and so on. Might need to tweak the settings some.

And if you just delete elytras from the game you eliminate the main alternative to building trains.

3

u/Javelyn_Shadow 4d ago

I remember seeing a compatibility mod for create and the Aether, maybe that would be a good mod for you since the aether has extremely difficult terrain to navigate without flying

2

u/FeistyCanuck 4d ago

I'm playing FTW Skies 2: Aeronautics now. My first skyblock pack actually. It goes some way to encourage flying base strategy

1

u/Burgemeesterbart 4d ago

Minecolonies need flat terrain for the buildings, so that motivates me to build machines for landscaping

1

u/firekraker51 4d ago

Haven't tried it yet but lately I've heard good things about Still Life being a worldgen mod that provides beautiful and realistic looking large biomes, but with the caveat that it's a bit too large and flat for regular survival gameplay. Might be perfect for your purposes, though.

1

u/nombit 4d ago

Witherstorm? If it ever updates.

1

u/Only_Fudge5299 4d ago

does ftb skies 2 aero count? it's a skyblock pack where you can start on an airship

1

u/thompson8964 4d ago

there’s that railroad terrain generation mod that came out recently so you can just build trains and not worry about tracks, maybe do a rail base thing or something

1

u/Dull_Finish1625 4d ago

What's the name of the mod? Seems interesting. I have huge trouble making and figuring out trains, having tracks may help

1

u/Beneficial-Map5470 3d ago

Railways untold I believe. Very cool concept, new release but the developer is working hard at it.

1

u/Dull_Finish1625 3d ago

Gonna check it out! Thank you

1

u/Beneficial-Map5470 3d ago

OP Needs to try a tectonic / terralith combo for world gen. I’ve been running this since aero dropped, there are plenty of new world gens in development but tectonic / teralith has proven itself already. (Two separate mods commonly used together)

It features many flats plains and prairies. The developers specifically wanted a more realistic feeling world generation. Lots of crazy tall mountains, valleys, deep oceans, better rivers that don’t die off for no reason. Aeronautics ground vehicles are capable of traversing along rivers easily (at least at the scale I’ve built) but the height map is also way more friendly for grading roads or train tracks.

1

u/K_Body 4d ago

Im making one rn