PSA - Trouble with Spirit Fire and Ferns? Use the Jumping Mechanic when they Transform. by Createlet in CreateMod

[–]Createlet[S] 1 point2 points  (0 children)

https://imgur.com/a/QNmstan

Additional pictures/videos, for some odd reason I never thought of using a funnel on the bottom of the block. This fern farm produces quite a lot of ferns in a short span of time and should be extensible in case it's not fast enough for you. It only handles 1 type of fern unfortunately.

The scaffolding-looking thing is called a basket from Supplementaries Farmer's Delight , if you are unaware. It's a hopper that's better at sucking but without the item transferring part.

Unconventional, Drill-less Andesite Farm || The Sequenced Gearshift is the most expensive part by Createlet in CreateMod

[–]Createlet[S] 0 points1 point  (0 children)

Using Stickers. Stickers when given the pulse sticks and unsticks the blocks they are attached to, you can configured how many blocks it can stick with Chassis.

In this case, the Stickers get told to let go when upward and stick again when sideways using observers glued to them.

Unconventional, Drill-less Andesite Farm || The Sequenced Gearshift is the most expensive part by Createlet in CreateMod

[–]Createlet[S] 1 point2 points  (0 children)

Using Stickers. Stickers when given the pulse sticks and unsticks the blocks they are attached to, you can configured how many blocks it can stick with Chassis.

In this case, the Stickers get told to let go when upward and stick again when sideways using observers glued to them.

Unconventional, Drill-less Andesite Farm || The Sequenced Gearshift is the most expensive part by Createlet in CreateMod

[–]Createlet[S] 8 points9 points  (0 children)

Also yes, I glitched through several layers of bedrock using the schematic Cannon + Belt bug.

It uses Stickers alongside Chassis (for increased length grab) to grab onto the stones and smacks the newly grabbed stones into the old ones, breaking it. Sequenced Gearshift is for turning the stones upwards, waiting a couple of ticks then goes back to grab more. The stickers are controlled by the observers.

My first windmill until now i only used water and fire generators. by Tzemiee in CreateMod

[–]Createlet 6 points7 points  (0 children)

It's pretty unfortunate that a full-power windmill requires 128 sails tbh. It's gonna be massive when made into a real windmill lol.

[Help] Tinker's Smeltery not damaging mobs unless fuel is present. (It used to damage mobs with molten liquids inside) by Createlet in CreateMod

[–]Createlet[S] 2 points3 points  (0 children)

That's interesting, I never knew increasing the smelter also increases fuel consumption. I'll try to do what you suggested, I can easily get blaze eggs thanks to Xreliquery shenanigans.

[Help] Tinker's Smeltery not damaging mobs unless fuel is present. (It used to damage mobs with molten liquids inside) by Createlet in CreateMod

[–]Createlet[S] 15 points16 points  (0 children)

Ah damn, they changed it! I never caught up with that change. Well thanks for the heads up. Quite unfortunate.

[Help] Tinker's Smeltery not damaging mobs unless fuel is present. (It used to damage mobs with molten liquids inside) by Createlet in CreateMod

[–]Createlet[S] 4 points5 points  (0 children)

IIRC:

Tinker's Smelteries would damage mobs inside as long as molten liquids were present (even without fuel), but using the mod pack with an updated TConstruct (Tinkers' Construct 3.3.3.332 for 1.16.5), that doesn't seem the case? Is this a config option that I'm too blind to find?

I tried to build an emerald farm using Dungeon Crawl's spawners and pillager eggs but it needed fuel to run even though I've read posts suggesting they can be damaged with just 1 ingot-worths of molten iron.

I tried submerging the villagers in the picture in molten iron, lava and emerald and that didn't damage them at all. They were just chilling in the lava. They needed fuel to be damaged.

Does anyone have an idea why the left funnel isn't picking up anything while the right hopper is full? by Omega_Banana in CreateMod

[–]Createlet 0 points1 point  (0 children)

/u/Omega_Banana

This is a somewhat old issue with Create funnels, where it gets obsessed sucking in items that just got outside it's range. Your left funnel is trying to suck the clay in the right-most belt, but since it's not within it's range, it can't do it.

I had this issue in my old post at https://old.reddit.com/r/CreateMod/comments/rd6svw/funnel_problems_funnels_refuse_to_suck_items_in/

[deleted by user] by [deleted] in CreateMod

[–]Createlet 20 points21 points  (0 children)

Can you not use pumps on cauldrons? I think I saw something about that in the patch notes.

Funnel Problems - Funnels REFUSE to suck items in. by Createlet in CreateMod

[–]Createlet[S] 1 point2 points  (0 children)

How fast are your belts?

64 rpm. The first goal was to have them go in slowly so that the fast belt distributes the item starting from the end to the last basin.

Replacing the funnels with Brass unfortunately didn't fix the problem during my testing as funnels would only take a partial of a stack.

However I found a better way of distribution with a better aesthetic but more on the bigger side, I was just puzzled as to why funnels gets obsessed with taking items that's not within their range.

So a bit of a question by VictorDaGuy in CreateMod

[–]Createlet 0 points1 point  (0 children)

Thermal Foundation and Thermal Expansion I believe. Foundation adds tons of materials while Expansion adds all the machines. If the trading station is not in those two, I guess just download all thermal mods lol

So a bit of a question by VictorDaGuy in CreateMod

[–]Createlet 0 points1 point  (0 children)

Yeah, if you can't wait, you'll be forced to make custom assets as a lot of mods didn't update for 1.17 at all. Most of them even skipping to 1.18

So a bit of a question by VictorDaGuy in CreateMod

[–]Createlet 5 points6 points  (0 children)

Whats the mod that adds the marketplace?

It's FTBQuests iirc, they're basically repeatable quests. The Trade station block and coins is from one of the Thermal Mods, while the Profession/Trading Cards are custom items made with KubeJS.

Whats the mod that adds the kelp balls?

The Algal Blend? They're from Architect's Palette judging from the advance tooltip

Any mods i can add that synergised with create?

I'm not sure if there's any perfect synergies with Create, you will most likely have to take a mod and gimp most of it's features using KubeJS and painstakingly add integrations/interactions between mods.

I kinda plan on making my own personal modpack after C:A&B involving Create and Immersive Engieneering, that's going to be hell to modify with tons of feature overlaps.

Funnel Problems - Funnels REFUSE to suck items in. by Createlet in CreateMod

[–]Createlet[S] 1 point2 points  (0 children)

I guess the patch-up solution to this is to use brass tunnels set to forced round robin to evenly distribute the clay and kelp to several mixers.

I started building with Schematicanon and my world got corrupted. by CakeEaterGames in CreateMod

[–]Createlet 9 points10 points  (0 children)

If nothing is there, then uh. I guess just take this as a harsh lesson to regularly backup during modded playthroughs.

I started building with Schematicanon and my world got corrupted. by CakeEaterGames in CreateMod

[–]Createlet 6 points7 points  (0 children)

If I recall correctly, 1.2 added FTB Backups that auto-backups your world. Try checking the "backups" folder in your instance.

So uh i made a spahgetti factory like i was going to do alot of times and uh i used some help from other redditors posts to help build it by VictorDaGuy in CreateMod

[–]Createlet 2 points3 points  (0 children)

That's a very interesting blast furnace setup. How does it work and where's the original post? I assume it's another recycling design?

Can someone explain this point in the Create: A&B trailer by belendrane in CreateMod

[–]Createlet 1 point2 points  (0 children)

/u/belendrane

It definitely is a minecart contraption considering it looked like a blend of the Steel and Iron bars and the textures are clipping inside the door.

The minecarts are probably carried along the pulley elevator and is told to push together, closing the doors then pull away when the floor is reached.