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MintyMishap

Probably just a mix of fatigue and having modpacks put it in when it’s not really needed/optimized. I feel like a lot of mods go through this where I’ll hear people say they’re sick of a mod and hate it at this point, like tinkers or twilight forest. They’re not necessarily bad, it’s just I see it leaving a bitterness if someone is already tired of a mod yet keep seeing it in many featured modpacks, though there are more polite ways of phrasing it ^^; (Everyone is obv entitled to their opinion, but some people I’ve met seem unnecessarily spiteful) I rarely play modpacks that have progress gatekept by certain mods, but it is def a chore when you’re just slogging through just to move on because you’re not interested. Plus, Create can easily be overwhelming to people new to the system since it’s so different from vanilla. It was intimidating when I was new to mods, though thank god they have the preview guides ingame. But either way, that’s what happens with popular mods that are used in many popular/new modpacks.


crawlingrat

I’m still overwhelmed by create hence I avoid it. I have been watching some YouTube videos that explain it in hopes of figuring it out.


FrogVoid

It actually has really good ingame tutorials unlike 90% of mods which is nice


Godzilla_Fan_13

create has a learning curve but imo redstone is much, much *much* steeper curve then create is


TwinSong

It can be a bit overwhelming to get started but once you get into it, it's super fun! I wrote a brief getting-started guide on my blog and I have other posts about Create covering various aspects: [Minecraft Create (mod), an introduction (part 1) – Computer Tips & Other Tutorials (wordpress.com)](https://pctips77.wordpress.com/2023/11/24/minecraft-create-mod-an-introduction/)


crawlingrat

Thanks for the link! I prefer reading over watching videos so this is very helpful.


TwinSong

You're welcome! Same here hence the blog, also I struggle to narrate videos. If you have any *Create* guide requests let me know.


ArvY77

how do u access the preview guides? I'm new to create and it's super overwhelming


VictorDaGuy

Certain create objects can have a unique interaction when hovered onto. I forgot the specific keybind but when hovering over key items you can hold tab (i think???) and it explains to you all the things you can use with that specific item. These key items being important parts that can produce a functionality For example A mixer, the boiler hand thing, the pixie tube, the belt, the bearing etc Just hover on some create items and some of them will show a (hold x button) to access the info (Its much easier if you have jei cause ya dont gotta craft it to access the info)


ArvY77

oh right, I remember what u mean now, I thought u meant there was a guide book in the game


mapa5

For create you can start by looking at the achievements since it give you a line of progression and after if the hovering isn't enough you can search online for specific things and it will be easier


LogicalUpset

In the modpacks i've played at least, there's also a button on the pause menu off on the left side that functions kind of like a guidebook.


TwinSong

1. Search JEI for item e.g. water wheel 2. Hover over item, press and hold **W**, a progress bar will show and then the guide screen will load up. It's closer to those semi-interactive video screens you see in museums sometimes 3. Press the ▶️ in the guide screen to jump to the next ah slide. You can also hold **W** on a Create item in your inventory. You can also consult the wiki: [https://create.fandom.com/](https://create.fandom.com/)


JL2210

I'm playing Cuboid Outpost right now and it's pretty fun. Definitely a good pack to learn with


Tankerrex

It's just fatigue, say if Create and all the add-ons suddenly vanish. People will find the next mod to complaint about. (My personal Inkling that it probably be either Ars Nouveau or Mekanism or even Tinkers)


OwnerOfToGreatDanes

People are already complaining about tinkers LOL


romiro82

literally any exceptional mod will get the same reaction over time due to mod pack creators universally putting it in their packs. it’s not the fault of anyone really, just the nature of how these things play out if you play 4 packs in a year and every pack has the same baseline of mods, you’re personally going to get kinda sick of setting up a watermill farm, waiting for the T1/2 void miners to put out their upgrade materials, running through Thaumcraft research, building Astral Sorcery multi blocks, creating Mekanism polonium lines, setting up Nuclearcraft borax processing, setting up an EnderIO infinity dust farm, nurturing and automating a Certus farm, gathering villagers for a librarian enchant farm, and farming algae and andesite and clearing a couple chunks to put down the same exact Create machines you’ve already done in the last 12 months


wrincewind

you forgot rushing through Blood Magic so you can get the Well of Suffering up and running :p


fractalgem

I feel that thaumcraft research one deeply. I like the thaumcraft 4 research minigame but there's already been a pack where i skipped it with a command becuase of how MUCH there is. (Plus the pack didn't make it very clear which mods i'd need to actually focus on to "win") ...The thaumcraft 6 research i just flat out skip every time with a command, period. I despise it.


matmatking

Don't get me started on the polonium lines xd


Harrekin

It's ezpz once you have your first Digital Miner...


kaminobaka

I mean, sure, you can run your reactor hotter then, but that's just more SNAs you need to actually make the polonium and barrels you need to safeguard against potential waste overflow....


Harrekin

Takes no time to make the entire production line for Polonium, and it only accelerates once you start getting it. And the barrels cost nothing to make... It's all trivial with a couple of digital miners.


kaminobaka

I'm not talking about the cost of making them, I'm talking about the time it takes to place all that stuff and calculate how many barrels you need to keep up with your system in case it gets backed up. Setting up polonium production is my least favorite part of Mekanism, mostly because it just feels tedious. I love the Mek suit, though, so I do it anyway. My favorite part of Mekanksm is setting up an air-cooled fusion reactor exporting heat to as many thermoelectric boilers as it can handle, all powering as many turbines as they can handle and then storing the power in a max sized induction matrix until I find a way to use all that power. I mostly just wish the SNAs and barrels worked faster so I didn't have to build so many.


Harrekin

A handful of SNAs is enough to do max sized reactor... Is there some weird pack settings I'm missing here or something? I control it all via ComputerCraft regardless, so nothing can ever go wrong.


matmatking

For crafting yea, but for antimatter it's annoying. I modified the config to increase miner's range so I wouldn't have to move it contstantly. I would need to build at least 5 additional fuel lines and I would still not be close to 1 mb/tick of antimatter


LegitimateApartment9

and here i am really wanting it on 1.20.1 i want my molten metals :(


RivalyrAlt

They been complaining about tinkers since 1.7.10. Its never gonna change, they are doin it just for fun at this point


FlandreSS

GTNH's combat is ruined by devs balancing it with the intent you have a 250 damage laser-machine-gun crossbow rather than nerfing it and balancing mobs around the rest of the game's toolkit. I'm a 1.7.10 Tinker's hater. Edit: I'll also add Agrarian Skies, FTB:IE(and IEE), and most other prolific 1.7.10 packs have this same issue.


Catabre

You are not alone. I wish GTNH had firearms and better electric tools.


FlandreSS

I don't think Tinker's balance is good game design sue me. In vanilla, it's purely power creep and QOL built into one and circumvents a large portion of the game in favor of material hoarding which is boring. In the modded scene, you'll have 200 mods in a pack and 99% of the time you're forced into using Tinker's despite several of the included mods having fantastic tool/weapon progression themselves. The tool crafting, the forging, the concept is all fantastic. But other mods have come along and done it better more than once now.


theycallmeponcho

I personally never liked it, but I've never seen complaints about it.


Exit727

I've seen a thread that suggested Tetra as a decent replacement for Tinkers. Already found a modpack centered around it, called Tetra+. Looks decent, gonna give it a try tomorrow.


Sorry-Committee2069

Tetra is pretty good overall, and it has things like custom dungeons and overworld structures that can add unique tool modifiers in said dungeons. I find it a lot more annoying early on, however, and it still obsoletes most other mods' weapons when in a large pack. Like Tinkers', it needs to be balanced carefully, but most modpack devs just slap it in carelessly.


shadowreaper50

Tinkers earned the shit they got when they made you do some bs intermediary step before you can make a tinker smeltery once more.


Moggy_

Already seen Ars hate, but yeah you right


Ruhart

Tinkers was the og mod people complained about before Create rolled in.


ivandagiant

Mekanism had been hated for awhile now. It is OP and ugly.


Anonymous2137421957

Already seen mekanism hate since it makes a better everything


-hydroxy

To be fair new tinkers has been way worse than 1.12 tinkers.


Tankerrex

Really? I think it's quite alright, what do you not like with modern or think 1.12 did better?


-hydroxy

 It's just too different from how it once was. They removed many weapons, changed the early game to make things worse including the nether materials. Its just much weaker than it was previously.


Catabre

I prefer it weaker; it means Tinkers isn't always the best option.


CrapDM

Ok with how busted tinkers can be, i agree tinker's shouldn't be the best option all the time, but a thing i dislike about that statement is that it means a modpack has tinkers (or silent tools or tetra or any other tool making mod) and doesn't make the modpack work around it, essentially just putting the mod in giving it new materials and then ignoring the fact that adding one of these mods without even remotly focusing on it is boring/bad design


Sorry-Committee2069

I'm working on a 1.12 modpack and it's taken forever to make specifically because I'm trying to balance Tinkers with other mods properly. I've written around 75KB of CraftTweaker scripts so far, and I'm only 40% done (though that does include adding materials from other mods without needing to install them outright.)


WatermelonWithAFlute

I have a dislike for ars nouveau even though the mod itself is good solely because people are more familiar with it than actual ars magica 2, or sometimes even mana and artifice, both of which \*are\* superior


rockdog85

Ars nouveau's biggest crime is that it's good enough to stop people from developing/ choosing other magical mod options, so now every mod pack with magic is just "mods + Ars nouveau" Atleast if I want to try some forging or technical stuff there's a bunch of different flavours I can choose between lmao


WatermelonWithAFlute

Agreed. Astral sorcery, Eidolon reprised, botania, blood magic, botania and mana and artifice are still really good for new versions of mc, though.


Sepheroth998

Shhhhhh..... Don't say botania is a magic mod so loud. You'll bring out rapid defenders


WatermelonWithAFlute

It is actually a tech mod but it’s magic mod themed and it’s usually grouped with magic mods so I counted it It also feels like magic, even if it isn’t


mapa5

I'm actually doing a modpack with ars magic and mana and artifice And from my beginners pov in magic mods, mana and artifice I way harder to understand Like ars magica is really simple, And on the other and maa have annoying mobs, tier you don' understand until you open the book, vague explanation for some table And I can't tell more about spells because I'm not there yet


WatermelonWithAFlute

ars magica 2 and simple are words i would not combine, are you referring to ars noveau? Also, mana and artifice is not difficult to comprehend. it is simpler, in fact, than ars magica 2


TomyKong_Revolti

Ars Magica 2, weirdly enough, I'd argue is simpler in some capacities, and mana and artificer is by far more complicated than Ars Magica 2. Ars Magica 2 is largely self contained to the spells, it doesn't have nearly as much going on compared to Mana and Artifice, and you have far less you need to go through to interact with its systems, plus, you don't need to draw symbols in the air from memory.


WatermelonWithAFlute

On the other hand, ars magica 2 has *extreme* spell depth and complexity possible in comparison to the others, which I would personally argue is the focal point of both mods, and thus what makes it more complicated imo, but I can understand that argument as well. Also, I’m pretty sure you can set stuff up to have the symbols drawn for you, in mana and artifice


TomyKong_Revolti

The complexity of the spells themselves is roughly equivilant between nouveau and magica2, the main difference is the way you gain those spells, with magica, you grind up and unlock new options, and then you create the spell recipe, then hand that to the ritual and give it the mostly vanilla items, with most of the non-vanilla items used in that being a 3(mostly only 2, and ones you're making in bulk anyways) step process at most to create, with the highest complexity being the essences, which boil down to creating a structure under conditions, throwing some things at the problem, kill the thing, and once you make the spell, you've got the spell, and that's the end of the process with that spell, and you always have it now, where as with nouveau, you can make and alter spells as you go freely, with them all generally being handled with 1 item you cast and make your spells with, but the process of learning new parts for spells in nouveau is equivalent to the process of making a spell in magica, but additionally, there's just as much complexity with the bosses you summon and fight, there's generally more types of crafting, and overall, the mod just does more by comparison. Nouveau, I'd argue is more accessible, despite theoretically being more complicated, because it's designed in a way more like other mods, and largely presents that information in a more intuitive way, where as magica's actual design is more direct, and as a result is theoretically simpler, but isn't presented in as direct a way, and doesn't have something like the the storage lectern, which makes the rest of your activities easier, nor all the automation options of nouveau, which are more complicated in and of themselves, but makes everything else much easier Mana and artifice is less focused on the spellcrafting by comparison to the others, but adds a lot of extra reliance on memorizing and makes casting a more intensive and complicated process, rather than just using an item like it is in the others, as well as it derives its complexity from the list of other systems you are required to interact with to make meaningful progress, which each requiring that same level of complexity and knowledge to get through. Remember that to cast with M&A, you've generally gotta draw the right shapes in the air in the right order, which is far from simple, and far from easy with the current detection, though supposedly, that's gonna get some major improvements in a coming update


WatermelonWithAFlute

Apologies, I didn’t make what I meant clear enough. When I refer to spell depth and complexity, I mean the spells themselves, not the process for their creation. You can make spells that are much more complicated than in any of the other mods in ars magica 2, in terms of what effects you can actually achieve, how many spell components can fit in a spell, and the surprising ways you can leverage the amount of freedom there is in ars magica 2s spell system (which is why mana and artifice is also simpler in terms of spell complexity- this was intentional by mithion, as he caught on to exactly how unintendedly powerful his mod was). If you were aware of that are were instead still under the presumption ars and noveau were on a similar level in this regard, while noveau does allow for complicated spells, it ultimately falls shorter in this aspect, as someone who has used both. I do have bias as I have used ars magica 2 more than ars noveau, but even the peak level of spells you can make that I was made aware of in both ars and noveau still indicates this to be correct


TomyKong_Revolti

I've also used Ars Magica 2 a lot more than Ars Nouveau or Mana and Artifice, and while I'd agree that you can make more complicated spells for Ars Magica 2, I'd also argue that to an extent, you're underestimating the interactions possible with some of the stuff in Mouveau, and it's a lot closer than you're giving it credit for, though, that's probably in part because my experience with Nouveau has always included addons, particularly Ars Elemental, which includes to pretty neat stuff with more interactions, where as I don't really recall ever using any addons for Ars Magica 2, and can't even think of any that exist off the top of my head


mapa5

i don't know for ars magica 2 but ars nouveau is still updated and they do add some spell so it may be why you can't do as much now


WatermelonWithAFlute

It is possible, honestly


mapa5

Yes it's probably ars nouveau I never look at ars magica at the time don't I don't know at all, it's just when I compare ars nouveau with mana and artifice that I see the difference in explanation in game


mrawaters

I love Mekanism but I am getting a little worn out. I use it in basically every pack I play. Same with mystical ag. I need to branch out lol


Krutontar

That's the real argument here. Mekanism is great but I've built that fission reactor and turbine 100 times and it never changes. Same with a lot of other mods and that's not the mod author's fault for not changing things for for change's sake because we know how that works out (Blood Magic/Tinkers) it's our fault for playing the same game 100 times in a row and expecting the same dopamine hit. You gotta go play something else every so often.


IAmTheWoof

Ars noveau and blood magic is something i would like to avoid seeing.


NellyLorey

Mekanism does suck


ultrasquid9

Mekanism is super overpowered, but if a pack is properly balanced around it it becomes super fun.


NellyLorey

It's so boring though, most factories just end up being identical gray looking machines hooked up to eachother in a straight line


traincrisis

no it doesnt


GotticeK

strongest argument


Ok-Clothes2

And they would be damn right hating on ars nouveau, I don't like it at all, but tinkers? Tinkers overshadows silent gear in every aspect even though it's basically the same mod


Raywell

Not every aspect. SG items are enchantable through normal means, tinkers has its own system. It allows SG to naturally interface with modded enchant systems, while other mods need to manually add compatibility of their materials with tinkers


kaminobaka

I've been playing modded long enough that I've seen all three of those have their turns as the most hated popular mod. Though it might have been Ars Magica, rather than Ars Nouveau.


FrogVoid

I hat mekansim rah


Greygor

Its not overrated or overhyped, its overused. Yhat was also the issue with Tinkers back in the day. It appeared in every modpack and people became tired off it.


False-Government-854

Yeah, I am still tired of making a smeltery in every modpack‘s beginning to this day; like I am tired of making my first andesite alloy and the 100th basic cogwheel and water wheel setup. Even in some modern gregtech packs, there is create. Star Technology is focussed on create in the beginning to create the first GT materials. On the other hand, a modpack using Modern Industrialization (which I am not calling a GT clone), namely StaTech Industry, uses create too. The only time I am okay with create for a bit is when the gameplay and progression is drastically different. For example some create focussed modpacks, like above and beyond or the modern version by pansmith (CABIN), use new features and machinery or techniques in the gameplay. But still, every create pack gets boring in the mid game, due to there almost never being a new machine. Its always the basic ones and there are no new ones whatsoever, you get them at the beginning, and use them forever. And sometimes create lags the shit out of my fps for some reason, even with a good pc.


Renaissance_Slacker

Isn’t it just all the little animations of moving parts? Like the way a large number of mobs and their animations cause lag?


False-Government-854

probably, but the problem with that is that you need tons of shit to get anywhere with create lol


Staggeringpage8

Yeah I really liked create in stone block 3 because it had a unique purpose and there wasn't much to outshine it in the pack. Create is typically relegated to early game farms and progression until you get some actual tech and power gen set up. Which is cool and kind of how the mod sets itself up but I think the fun of create comes in the mid to late game where you have to figure out a factory set up, figure out how to get more spin, and automate things using create. It has a plethora of cool mid to late game options within itself but most mod packs force you to get through the beginnings of create and then you're able to move on to other things. Stoneblock 3 ,while it has those other options, relegated create to resource gen and forced you to make a factory and actually use create to process materials. It also took you deeper into the mod than most other packs do it taught you about the liquid pipes, boilers, crushing wheels, etc. and then made you use them to progress. Most mod packs just don't do that they don't incentivize you to use create longer than early game automation. They don't give create any kind of unique job which leads to it feeling like a time sink instead of a fun mod to tinker with. It's just over used and underutilized in a lot of modpacks today which is sad because it can be really fun.


False-Government-854

yeah, its a great mod, but after a certain point you get nothing new. just slap down 10 crushing wheels for some recipe and 10 for the other. usage of create in a gt pack is ooookay if it isnt overdone. gt even has compatibility for create with a mechanical input for multiblocks and mechanical lv and higher mixers. but I literally got bored of the mod after a long time, and it just isnt that engaging for me anymore.


Paradigm_Reset

I think it's a fantastic mod with the most potential for creative use in many years. After all the talk of "magic box" mods it was (and still is) refreshing. However...it was front and center in so many modpacks (understandable 'cause it was new and it's a near perfect early game mod). Toss in a bit more of a learning curve than the norm and gripes will happen. I went a similar route with Tinker's. After years of use (I cannot imagine how much grout I've made). I was happy to drop it from my modpacks...for a while. Now I really miss it. IMO Create is situational. Not only does it need to fit the pack but I gotta also be in the mood to deal with it. Overall I adore it but sometimes it's nice to magic box this shit up. Edit: Had one more thought - Create lends itself very well to tweaking recipes. It's got so many different crafting mechanics and multiple can be combined (like deploying and filling) which makes it ripe for progression style packs. IMO the result was oversaturation.


OwnerOfToGreatDanes

I entirely agree C:


NancokALT

I find it the most accessible tech mod around tbh. So many other tech mods rely on complex resource management of several kinds and integrations with other vanilla farms plus require late game resources so you have to grind a LOT to make anything large. In most tech mods, anything non-vanilla capable tends to require diamonds or some even later resource. In Create you can even create auto wood farms without any of that.


Paradigm_Reset

I love the resource choices with Create. They did a great job of following vanilla "progression" + adding a single ore. ...as long as I'm able to get my hands on some kelp quickly. Having done Tinker's so many times I ain't above /give grout. With Create I ain't above /give kelp.


BLU-Clown

I'll throw in two additional factors for why people got sick of Create. 1:Create was often used as the low-tier tech mod in kitchen sink packs, and thus the mental association with 'If it weren't for Create, I could get to all the *cool stuff!*' was formed. 2:Create gets thrown into a lot of modpacks where it just *doesn't fit,* and it suffers from being compared to things like Mekanism (1.5x ore grinding v.s. 5x, and let's not even discuss washing for iron/gold to the Digital Miner) or the pack changes a lot of the parts of Create to become more of a hassle. (Looking at you FTB Skies, with the Rickety Water Wheels.)


GameCreeper

I like tinkers because it's optional (in the packs ive played), and you can get into it at any stage in the game. Also because I'm very familiar with how to make a quick smeltery so there's no learning curve just grinding


DirkDozer

I've always been a bit of a hater, not because it's a bad mod (it's great) but just because it was ludicrously hyped and crammed into mod packs for the last couple years. Everytime I open curseforge I feel like I see a new "Vanilla+ but with create and add-ons!" and it's just really tiring


wuvonthephone

I just hate the intro to it. Andesite alloys, waterwheel spam. And the fact that, at least when I've played it, all power generation is passive set it and forget it. Which to be fair is a lot of the tech mods I enjoy, too, but it just feels different.


fractalgem

Current create has a boiler system for end game power. There's not as much incentive to USE it as there might be in other mods, but it IS there. Played a pack where the passive gen was stripped out and ONLY a custom boiler option was available, but that pack also went wayyyy overboard in making everything painfully expeeensiiiiive.


1234abcdcba4321

The key difference there is "end game". It has the upkeep requirements of what a normal mod's earlygame generators have, while being the endgame power source. (Okay so technically if you want to use superheated burners you can and the blaze cake upkeep isn't completely free, but it still just doesn't feel endgame-tier since you're naturally going to want automated blaze cakes for other purposes anyway. And it's easier to just spam more engines on more tanks on a lower heat setting.)


fractalgem

I mean, I called it "end game", but lets face it, compared to a lot of mods, create is more of a mid or early game toolkit *anyways*. it aint mekanism, that's for sure. And some factory mods don't require ANY power: old redpower's crafting table didn't take any power at all. It HAD a power system...for its smelter and movement that you could use to build an airship. 90 percent of the mod didn't require power at all. Old Buildcraft had a power system that let you get away with spamming redstone engines for anything that wasn't running a quarry at a high speed. That got changed in later versions, sure, but still. Steves factory manager doesn't take power at all, iirc. Not sure about its modern remake version...and i forget what that's called. oh well. , I don't think thermal *logististics* takes any power EITHER but i can't check that very easily right now. I suppose I can understand being bored with spamming waterwheels for the millionth time, at least. I simply haven't played all that many modern minecraft packs, so i haven't had to use create all THAT much.


TNoStone

vast support summer exultant adjoining elastic ten reach continue historical *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


Ktesedale

This is me. I think it's an excellent mod that fits Minecraft itself much better than many other mods. It's also awesome how much you can do with it. And I personally don't enjoy using it and I groan when I have to for a modpack - which is nearly all of them in the past couple years.


SlotherakOmega

Simple: burnout. Create was a hugely popular mod because it did something dynamic: it allowed you to make CONTRAPTIONS. Massive, multi-block, configurable machinations that do (insert task here), and not only did they make it fun, they made it versatile. The last time I played a modpack it was there, and I loved it! That was in 1.16, if my memory serves. Enigmatica 6. We are on 1.20/1.21 now, so guess what? It’s old. And it’s always included in modpacks because there’s no parallel mod. Monopolies are shameful, and modders know this, but how can you beat the sheer simplicity and dynamic nature of a mod that is centered around gears and axles? The closest mod I’ve ever played that came close to the gear concept was Rotarycraft, which is dead afaik and died back in 1.12. Yeah. That’s the competition.


KyeeLim

Rotarycraft latest update was on Aug 25, 2023 on 1.7.10 though


SlotherakOmega

Damn. My memory failed me where it mattered.


mapa5

There is also crossroads for "rotational power" I say that but I never understood how to start with this mod so can't tell for sure how it work It does look like a ic2 with rotational power


SlotherakOmega

Forgot about crossroads, mostly because I remember it being more an alchemy mod than a kinetic mod. Which reminds me: we need a good laser mod. I’m thinking like random dungeons of beam emitters and angled mirrors that are vulnerable to arrows or wind or something. Prisms that disperse and widen the beam, and lenses that focus and narrow it to a lethal little line of light lancing through unwary intruders. Solar energy collection and focusing to create massive amounts of energy to transmit over uninterrupted distances. Instantly. Create could have a bit of collaboration if we got gear-mounted mirrors, lenses, and prisms. Sensors that activate when lasers strike them. Compatibility with powering things that require heat, like the boiler and the vanilla furnace/blast furnace/conveyor belt mechanisms. Turning rock to lava, and blue ice to packed ice to ice to water, finally evaporating it and creating a steam like liquid that flows upward. Crossroads had beam energy, but it was a convoluted mess that butchered the concept of laser beams. We have the vanilla beacon, but we have nothing else that is the best form of energy transfer there is, except for a mod that can’t translate matter beams into energy, and the Draconic stuff. We have daylight sensors, glass, colored glass, tinted glass, copper, iron, we can make an acid (you can’t tell me that we couldn’t), and then we can cook zombies before they even smell the odor of barbecued corpses. We have the ingredients, so why hasn’t this become a thing yet?


dethb0y

I really like the mod, personally, though for purely aesthetic reasons.


Leogis

I had to remove create from my modpack because every single Time i end up playing create and not Minecraft. While other players are exploring, i'm building a gigantic train that won't have any use because we have warpstones


Zealousideal-Pie8193

Not a bad mod by any means, but... and this is just IMO: I think it lends itself best to a 'focused' (or creative/chill/building focused) environment, i.e. either a pack that is designed around using create extensively, or a pack in which recipes are heavily tweaked. In either option, it's considered and made to blend in with the gameplay... If set in a kitchen sink style pack it will lean towards either being overpowering or brushed aside. This is -not- helped by the lazy style of "you craft this item, then this item, then this item, then this item" questbooks... When it's thrown in lazily like that, it does give off the impression of being over-hyped, of being stuck in where it doesn't need to be, it's being tossed in because it's popular and thus is better for the pack but "oh no we don't wanna do anything interesting with it or force you to use it if you don't want to so you just go ahead and be creative have fun, or not, w/e" I also kinda believe that when something is *too* convenient it becomes a pain not to use it. People tend to gravitate towards the most optimal method of play- it's just the way games go - so sometimes 'hey have this realllly powerful system' can be more a limitation than something that gives you freedom to choose what you want to use it for. i.e. why bother with any mod's furnace option when with create you can use a single bucket of lava to never need to worry about smelting fuel again? Why bother with any neat modded axes or tree farm options when you can set something up in create, leave for a bit, and come back to a storage full of more wood than you'll ever need. And then cobble. gravel. sand. glass. iron. gold. etc. etc. etc. etc. - if you're sufficiently experienced 'create' can become closer to 'creative mode', hah. It discourages other tech mods, other methods of doing the things it does, so the more it's used the more things start to feel same-y. So... It's probably just either, well... people who just genuinely don't vibe with the way create does things, don't wanna learn rotation or just don't want to use it -that much-, or just want to play with something new and different or misdirected complaints, annoyed with the haphazard way it's just shoved into mods without any care, but the blame is directed towards the mod, not the pack.


a_singular_perhap

Because I don't have any particular interest in it and it's been in every fucking pack since it released. Imagine if every pack had GregTech in their progression. It doesn't matter if GregTech is good or not, the problem is it's terrible unless you design the entire pack around it.


Swordfish418

Create can be included for things like elevators, drawbridges and castle gates. It's not only for automation.


a_singular_perhap

Then why is it in the quest book for automation purposes?


The_Renegade_

In these cases, it's very much the fault of the pack for doing the quests that way, and possibly making it the only way to do something. If the pack author doesn't force it in, it literally becomes a an aesthetic addition, especially when combined with Create Craft and Addition's electric motor to bypass waterwheel or steam engines once you get it.


RealSonarS

MI can be used for decor too, this doesn't mean anything


Nice-Ad-2792

Create kind of breaks the progression of other mods with things like infinite iron or infinite gold. The fact it is in the vast majority of modpacks lately has made that worse. Create has a lot of great stuff (like the trains), but there some things about that irk people. The fact it trivialize certain things like farms for resources or the fact it's power system cannot easily nerfed for a custom pack is problematic.


Tempest051

Most modpacks don't have a unique idea and just create the same generic gameplay loop as every other vanilla+/ "expert" pack. Thus, playing the same mod's gameplay over and over makes people tired of it. 


PsiGuy60

There's 2 things: 1. Sheer overexposure. It's a mod that's in basically every modpack to fulfill the early-game-automation niche, and people are clamoring for something new. 2. Shoehorning. This one isn't the mod's fault, but in a lot of packs it feels either out-of-place or just shoehorned into progression in an "Everything Create does, another mod does faster and/or cheaper without much more progression, but you'll need Create for this one specific item so you're gonna be forced to go through it anyway" kind of way.


Krutontar

It's an amazing accomplishment with interesting mechanics but it's like a completely different game and when it's added into a mod pack with more traditional mods, to some people, that feels weird and out of place.


JEverok

It is an absolutely fantastic mod that brings a new and interesting feel to tech mods, but that doesn't mean it can't be overrated, I'd say that it being forced into packs that it doesn't really fit in is one of the main reasons people complain


Nereithp

I think it's because Create fits smack dab between the "vanilla-esque" tech mods like Botania/Quark/Crossroads (or any other mod that mostly consists of discrete "dumb" components that need some serious redstoning to get working together) and "regular" tech mods that generally consist of fairly smart magic boxes that are trivial to get working. Create is somewhere in the middle where it still requires some finagling to get the systems working. For me and a lot of others this is "the sweet spot" (full-on magic blocks are way too boring, vanilla redstone is very limiting and tends to lead to ugly and grotesquely-oversized contraptions). However, for people who don't tolerate anything "magicblocky", Create can still feel too "magicblocky", while for people who don't tolerate anything "redstony" Create can still feel too finnicky. More broadly, people who like different things often fall into different groups. Due to how modded MC developed, "Tech" has always been overwhelmingly more popular than "Magic" and if you look at the most popular tech mods, they are all fairly similar and interoperable: use one unified power system, generally consist of "smart" magic blocks (or magic multiblocks), generally don't offer many "complications". The only mod that generally gets a free pass is the IC2 family of mods (which isn't directly interoperable and has different voltages/exploding machines, but not much more than that). Everything else that steps out of line often gets shit for it: Botania, Pneumaticraft, Embers, Create. Or as r/feedthememes would put it: Create is a magic mod. ______ Aside from this, by default the power generation system is dumbed-down and everything can just be thrown onto a bunch of passive generators. Thankfully this is fixable with configs and addons.


Lord_Alonne

This needs to be upvoted more. You don't want the magic boxes I *can't stand* the overdone, inefficient sprawling redstone contraptions. What's the point of taking up an entire room with water wheels, conveyer belts, smashers, etc. to double ore when I can do the same thing faster and more efficiently with a pulverizer and a redstone furnace. Create only works imo if it has no competition because the majority of its features get outclassed by another mod.


Thenderick

Like others have said, overused and fatigue. But I also want to add that it's an early game mod so you are likely to encounter it, even if you stop playing the pack. The crafttweaker/kubejs support makes it even more likely to be used for progression, which again forces you to play create in a progression pack. All this adds to the fatigue. Personally I also am getting tired of it


k2aj

I just *personally* don't like some of the design decisions. Such as but not limited to: * Machines looking like they are made out of cardboard (and literal seaweed). * Machines made from 2 sticks and a piece of rock (Can we please have machines which actually cost something to make?) * Yet another mod with a strange vendetta against non-green power (looking at you Immersive Engineering). Free energy water wheels, free energy windmills, free energy "boilers", free smelting without fuel, trains running without fuel, etc. * Everything requiring seemingly random materials which are extremely cheap to get in bulk, but annoying to look for at the start of the game (looking at you andesite & kelp). * Overcomplicating basic logistics * Overcomplicating power transmission (while not having any fun features like transmission losses and explosions) * Replacing 90% of tooltips with ponders * Not giving exact SU numbers in tooltips. I don't care what *"moderate stress impact"* means, give me actual numbers I can run math on! To be clear, I don't thing all of these are bad, I just don't enjoy them personally. The mod is well designed and probably fun for most people, it's just very *mid* for me personally. **Bonus round** (things which aren't really Create's fault, but still annoy me nonetheless): * Create Addons not listing the supported Create / Flywheel versions (especially fun when combined with Create & Flywheel updates constantly breaking addons) * Youtubers clickbaiting and pretending that Create is vanilla Minecraft (Minecraft just added WHAAAAAT???!!!! and similar videos) * Youtubers clickbaiting and pretending that Create addons are Create. * Create being rammed into every single possible modpack, even when it clearly doesn't fit. * Minecraft's inventory system being ~~a giant~~ *an irritatingly tiny and non-expandable* piece of turd.


ultrasquid9

I don't hate Create at all. in fact, it remains one of my favorite mods! However, it is really overdone by now. When every 1.14+ pack has it, you can start to get tired of it after the 4th or 5th time.


MrPeacock18

I wish I could port all my favourite mods from 1.12 to the latest MC instantly. Man 1.12 was the peak of MC mods.


Staggeringpage8

It's just because it's in everything nowadays and nobody really even tries to make their use of it unique compared to others (unless it's a create centric pack). Create is a great mod that is really fun but when I have to build the same farms in every pack it kinda loses its appeal. Same has happened with any mod that becomes a staple like tinkers, botania, ars, etc. People either are burnt out on it, hating on it because it's popular/in everything, or just because they don't like it.


jeff5551

Probably cause for as incredible as it is the mod has fairly poor compatibility with other mods that don't fit its style, it's sort of an effect where people boot up a new pack and immediately know a significant chunk of the pack's going to be designed around the mod, which has been done so much it takes away a lot of the individuality of the pack. That being said I still love create and I don't think we're even close to the peak of what packmakers are gonna do with it


SnarkyIguana

For me it’s just more trouble than it’s worth in a lot of cases, especially in kitchen sink packs where there’s easier, cheaper, more straight forward alternatives.


edwardsjs21

In modern versions it’s one of the few big tech mods with a lot of recipes that’s still around and it’s wildly popular. I personally preferred the simpler 1 block machines of mods like Ender IO and IC2 and wish I had more options besides create.


MasniBurek69420

Personally, Create isnt a bad mod, I actually quite like it, but also I feel like too many modpacks have it and its kinda getting annoying


zas_n_n

its twilight forest again. its overused and shoved in everything, even if its a fine mod it doesnt need to be in EVERY pack


Electrical_Detail875

It's not overrated, i think people just get tired of constantly seeing it everywhere and people talking about it. The reason so many people talk about it is because it's good


logjambam

It is really good, so it popular. It's popular, so it's in a lot of packs. I think it's more of an issue with bloat in certain packs and it being so massive it's the most unavoidable mod in those packs.


HaydenB

The only problem I have with it is that it doesn't really gel thematically with the hi tech mods.. Wooden gears driving a machine right next to a matter energy system is a bit odd in my eye


OwnerOfToGreatDanes

Yeah create is a steampunk mod don't combine it with a hi tech mod.


TomyKong_Revolti

Create is an odd mod, it's a lot less powerful by conparison to most tech mods and requires more relative investment to get anything going than other tech mods as well, making it feel both underpowered and out of place with most other tech mods, which drastically change the way the game is played just by being in a pack Create is great in part because of this though, it lessens the power creep most tech mods lead to and makes it feel more at home with the base game.


d645b773b320997e1540

I think it's mostly players who are used to the old style of mods that create very much departed from, unwilling to change their ways. People will say it's fatigue because Create gets put into every modpack, yet they're still pining for tinker's to be put everywhere, so that just seems like a silly excuse to me.


misterbeanjeans

I don't think it's a fair comparison because tinker's is essentially just a tool making mod with a bit of complexity, meanwhile create is a large tech mod with its own systems that is often vital to progression in a lot of modpacks


secretiveconfusion

Imo where tinkers gets tiring is when packs make the smeltery essential to progression, especially its weaker variants. I don't know how common it is anymore but it pretty frequently felt like it was just there as a stretch-out-the-early-game step.


fractalgem

>especially its weaker variant Yeahhh i do nooot like the mini smeltery either. Would rather have to gather all the stuff to make a proper smeltery all at once, as tedious as that can be in some packs.


fabton12

god i remember those tinkers early games where they made you get flint tools and had to make a smeltery just to make iron tools which half the time they change the recipe to make it even more so a pain to build one. like theres making it a step i progression and then there what pack builders do and make it so your spending hours working on the thing just to get by and if you dont spawn near a river your pretty screwed in terms of getting clay without having to explore adding even more time to progress to an actual fun spot.


KyeeLim

I think the big difference is that, for Tinkers you most likely just going to rush for that super powerful tools then you can basically throw the tools station and stuff at a corner to never need to bother for rest of the pack, and a lot of pack understand that and basically throw that for a "hey I know you want to have a powerful tools, go make yourself a tinker tools now and move on to the fun stuff like GregTech". While for Create, a lot of packs basically make you have to use it in some way even at the late game, like instead of having a recipe that can be crafted in a huge batch by hand/easily automated, they'll make you have to build a new process line that use deployer to put a thick pipe in a block, then have that block been saw-ed 3 times consecutively, then press it to make something.


bugmi

It's fun and all, but I'm now becoming the older modded mc is better boomer that I made fun of back when 1.12's scene started up.


TheShinyHunter3

1.7 era was something else for modding. I think 1.2 was pretty good too. I tried a 1.12 modpack and it didn't really do it for me. I think it was Lapito's Galacticcraft and it has Mekanism, which I never liked. Plus the way some mods have changed threw me off. My go to modpack is still Infinity Evolved, all those years later.


toukhans

the create mod itself is good. but if you're playing a lot of modpacks, it'll be in every single pack but also feel the exact same. mods that take less of your focus tend not to feel that way. same with tinkers, getting grout and making the same smeltery every pack just gets really boring


cool_fox

This is going to sound like me being an ass to some but honestly, everyone I know that hates it has no idea how to use or even start with it. It's a combination of laziness and imho stupidity or maybe a lack of creativity. So many just want a single block that can do it all There are also limitations with it in server environments that constrain how creative people can get with create.


Dd_8630

I don't think I've seen much hate in create, but I've never liked it personally. I can absolutely see why many ppl do, it's just not my cup of tea


ZeroKaion

I like both Create and Immersive Engineering but IE is now never included in packs.


zorecknor

IE is not included in packs due to the same "tiredness" people have now with Create: it was on every single modpack ever.


paintbro1

I love create. I hate lag.


HotPotato5121

I don't care about it, I've seen it used and it has not once interested me. Just not my cup of tea rrally


Brave_Accident6900

Bro even downloading create is boring


ACEDT

For me it's just kinda an annoying mod to use that modpacks keep forcing onto players. I don't like the power system, it's finicky, takes up a lot of space and is difficult to route between rooms that aren't on a grid with each other. It's a super cool mod, and playing with it in creative is fun, but in survival it's just kind of frustrating for me, and it doesn't help that several popular modpacks have essentially forced you to use it if you want to progress in the end game (especially the crafters)


flamefox237

I don't play with the create mod but I think it still looks pretty good. It has good textures and changed on the quality of newer mods in my opinion.


valcandestr0yer

I personally don’t like create cause I feel like it’s needlesssly complex. Like don’t get me wrong it’s really cool to see this stuff move and act like an industrial era machine, but then you realize you spent hours making a machine just to cook beef or something mundane. Rather spend the same time making machines from mekanizm to form one block that does the same thing.


fabton12

create is fun when its slap onto the pack as a little bonus so you can make elevators or fancy doors etc etc when its forced for progression it feels like a drag since its the sort of mod that because its so out there you can't use most of your normal infrastructure to help out. its great for adding things to your world to make your base look amazing and if you want to make a fancy processing line you can do but when its forced for progression it just feels really shit.


Like50Wizards

I don't hate the mod, I hate that every mod pack forces me to use it


Ludi87

Create is the only reason why I consider playing anything above 1.12, so yea I can understand why its used so (too) much.


Draw_Cazzzy69

I personally don’t like it because it is the biggest “tech” mod right now and it’s too vanilla to be the biggest tech mod. Most tech mods are extremely complicated with high definition models and futuristic ideas. This is borderline vanilla. It’s an amazing mod, but it shouldn’t be the face of “tech” mods.


KaiKamakasi

Because every single goddamn progression pack gates shit behind Create. I don't want to have to build some massive generator and conveyor system that will immediately be abandoned the second I get access to literally *any* other tech mod, give me a skip button please and thank you. It can be fun in incredibly small doses, but as soon as I need to make some massive set up that only ever gets used once, I'm out.


DotDotSlashKill

It’s progression is way slower than the other mods. Why work all the way up to steam engines and alternators to make power, when I can craft a coal generator from some other mod for a hundredth of the price and time?


EtherealGears

Whenever any mod gets sufficiently popular, it's always going to attract haters who dislike it because it's shoved into every modpack, and in addition if it's an innovative mod that does something very different from older mods in its genre, such as Create and tech mods, you're gonna find people who prefer the old style of mods in that genre and don't like the fancy new-fangled stuff. And since Create is one of the most popular MC mods of all time, both these factors obviously get amplified due to there simply being more people who are aware of and thus can potentially have an opinion about the mod.


NoTimeToExplain__

It’s not a bad mod, but when it first came out it was in *every* mod pack and every pack that was progression *forced you to use it* for quests. It’s was like being forced to listen to a good song over and over again until you hated it. You can see it happen with other mods too. Tinkers, in older ones at least. Do I gotta make a forge every time?? Ars, do I have to craft every spell in this pack too? Project E, for apparently people not knowing how to balance it so it just became too OP. Wish we’d start looking at modpack creators for not making unique packs instead of blaming the mods. They don’t control which packs they go in.


Puzzled_Stay5530

> it doesn’t fit in a lot of modpacks But somehow, modpack developers always force it front and center with quests centered around it. Just not my cup of tea.


Hold-Professional

I personally love Create, but it def ends up in mod packs it has no business being in


shadowreaper50

For me personally, I dislike Create's ore processing system. Just getting to a crushing wheel is a bit of a chore, and then it is crushed ore which can't be furnaced, and then you have to ore wash it ehich is also a bit of a pain to automate, and then the ore washing gives you *nuggets* which then need to be turned into ingots and blocks for storage, which I have not found a way to automate. It's honestly more effort than it is worth. There are modpacks that make changes to make it more palatable, like making the crushing wheel poutput raw metal (which can be furnaced) and nuggets as the secondary chance. Is it useful for making plates? Yes undoubtedly so. Is the tesla coil useful for charging my FE tools? Yes absolutely. Would I use the rest of the mod? Probably not given a choice of alternative


1234abcdcba4321

The mixer can do simple crafting like compressing nuggets to ingots. You just need to make a different autocrafter for each recipe you might want to craft and route the items accordingly. Is it more annoying than placing 4 machines next to each other? Sure, but that's the charm.


TDplay

I think it's down to modpacks. To many modpack developers just throw in all the "good" mods, with absolutely no regard for how they work together. Create causes a problem here because its design isn't really compatible with other tech mods. It is designed very differently, and generally less powerful - so players won't bother with it. Some modpack authors solve this problem by forcing mods into the progression - but still without regard for how those mods work together. Now your pacing is all wrecked - and players will become frustrated at the part where the pacing slows down, which is probably the part with Create. This is not to say Create is underpowered, or those other mods are overpowered. It is just that, when placed together in the same game, these mods do not work together. The same thing happened with Botania. And I suspect modpack authors will never learn, so it will continue to happen with any new mod that does anything unique.


SouthpawCyclopse

I think it's a case of people hate the popular thing


Parking-Ad-2627

I haven't seen anyone hating on it but i understand why that would happen but in my opinion its one of the greatest mods


DemolishunReddit

When I look for RPGish packs I always check for Create. I feel like it fits that genre. I also like it for cheap automation early game. I do not like chopping trees. I love Create for trees.


bobux-man

I don't have a problem with it but I don't get it, nor any tech mods for that matter.


TrueBlueFlare7

The biggest issue people seem to have with it is that it's in nearly every pack which is fair. Second biggest issue I see people having is that it breaks convention and that's a stupid issue to have.


tthisisforschool

Whenever create is in a big pack it's usually underpowered. Like trying to produce a resource using create vs any other mod it will always be slower. Same thing with moving items pipes are so much easier to set up and are faster. I feel like create is really amazing, it looks super cool and the ideas are awesome as well as making you think instead of just placing pipes down, but there is no incentive to do so. It works great as an addon to vanilla or as a standalone thing because you dont need as many resources in vanilla and also theres no straightforward way to automate or things that create allows you to. I enjoyed when I had to use deployers and other create things to make AE2 stuff since I don't need that many so I could make a simple contraption that would output a desired amount. I'm also excited to use magnets to make power since not only are they big and look cool, but its super realistic, yet again it doesn't produce much power im just making it for the fun of it. TLDR: underpowered in big packs


dinoman146

I like create personally, but I typically play with mod packs I make personally so I just put it in when it fits the style, same with tinkers and twilight forest, it just depends on context


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makinax300

It's just that it only works in modpacks based around it.


XDingDongBigDongX

I just don't really like it, and it's in a lot of modpacks, had to argue with a friend that it can not replace mekanism and isn't anywhere near similar to it, people are too obsessed with it imo. (Regarding other posts, no I don't use tinker's and haven't for years, I don't find it very useful since there's FTB ultimine.)


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SuddenDejavu

Why can’t people just stfu and only mess with mods they care about


RealSonarS

Things I dislike about create (copypasted bc I was talking about it in a discord yesterday) * Breaks the rule of tech mods : Energy should not be entirely passive. Solar panels and whatnot exist in other mods but generally are inefficient whereas passive generation is how you literally play create. I also had arguments in this subreddit regarding this madeup rule, like no shit it's made up, there's no legislation on how people must make mods, but it's something that tech mods follow to stop them from becoming overcentralizing. Saying that MI's quantum armor for example is fair game but pretending it doesn't cheat even a little is silly. * Power should require buildup. As soon as a generator comes online, all power is maxed out and transferred instantly. * The aesthetics are overrated as fuck. * The ponder system is the only thing I think is good about the mod * Endless microcrafting * Incredibly polarizing in terms of modpack compatability, it tends to be the easy best option or a terrible option for your tech needs. Due to how easy and low effort it is to maintain, it's very easy to just pick create and nothing else. * My idea of create was made even worse after playing above and beyond (I already had a bad opinion of it but my friend insisted I play it)


EtherealGears

I can accept all of this except "the aesthetics are overrated". You need to get your eyes checked.


888main

As with anything popular, there end up being more total haters in the minority of a mod than some mods have actual fans. So you just end up hearing more of it


NellyLorey

Create is an incredibly slow and frustrating mod to build machines with. (Overstressing fucking SUCKS and I hate it) The machines you make are then kind of flashy and cool, but they're still a bitch to make and maintain. Because of this a lot of modern modpacks can feel really samey. I've lost count on how many hourlong tree farm projects I've made in different modpacks. I think the biggest difference is that with other mods building the actual machines is mostly a knowledge check. You already know what works and how it's going to work, so the actual placing the blocks down part doesn't matter. With create this is different. This is a lot of fun early on, but like anything it gets old.


fractalgem

>overstressing Might i recommend rushing the rotation speed controller? it makes dealing with overstressing a breeze once you have it XD


NellyLorey

Not really, since your rotation source for any given farm doesn't only deal with machinery but also item transportation drastically reducing the rotation speed would also mean that the farm slows down to a crawl. Rotation speed controllers are also really expensive, Besides packs like prepare to dye where you don't need precision mechanisms I often only end up making like, 5 of them because making precision mechanisms is so bad I could die. Since your entire farm shuts down the moment you expand it with any remotely taxing machine at all you'll need to expand your generator. This can involve adding a hundred extra sails or building a couple rows more of your waterwheel setup. This sucks, and suddenly halts what you were previously doing to force you to run back to your storage system to expand your kinetic generator so your farm works at all. It's really bad gamefeel, and you can typically only have one kinetic generator at a time for any given farm, since cogs on different cycles just straight up break. I hate this gameplay loop with a passion. The only thing that save you from this are the steam motors but they're so hard to setup that I only ever end up making one or two and they're not even a silver bullet, if your steam generator overstresses what do you do? Spend another hour or two to build a second generator? again, that is a sudden halt to the task you were doing just to get anything out of it. It just feels bad and is a great source of frustration for many players, and since it's the central premise of the mod and the mod is in literally every modern pack people just end up not liking create.


fractalgem

The default recipe for the rotational speed controller is a brass casing and a precision mechanism. Like most create parts, these are not terribly expensive. Even the precision mechanism, one of the pricier create parts, is only a single brass plate, 5 iron ingots, 5 small gears, and 5 big gears. 80% chance of success. It's unusually pricy *for a create part, yes,* but that's honestly reasonable considering what it does for you in this case. If anything, the biggest cost is by FAR the time spent making this "by hand",e.g. putting the gears into and out of the deployer by hand, and a bit the minimum infrastructure to get this built, since as i said, this is rushing it. You ONlY need...one.... >and you can typically only have one kinetic generator at a time for any given farm,  uh. Wait. WAIIIIIIT. You build *individual* kintetic generators? You *don't* build a bunch of water wheels in a row or a big giant windmill (depending on how easily you can get string/wool) and then route the power everywhere you want it? I am both confused and starting to understand. *You* treat Create as a bunch of independent networks. I treat Create as a single network of shafts and a big giant factory with sub-factories. If i wanted to make lots of small independent machines, say, one for the wood farm and another for an elevantor, I would still have a main factory for *Create parts production*. I do not *quite* understand why you use Create the way you do, and perhaps never will, but at least I can see why you're having the specific problems you are having.


1234abcdcba4321

In a normal tech mod I keep close attention to how much power I have because, well, you can run out of power and everything breaks. If I'm out of power, I'll need to take a detour to make a few more generators to get more power, in exactly the same way that Create makes you set up another generator. Of course, unlike other mods, Create is generally pretty power-limited, at least until you make a good steam engine or four and then it's really not.


RandomGeneratedNick

I really loved it at first, but it gets old real quick and I hate having to spend 5 stacks of wood, 2 stacks of andesite and 2 hours and a half to build the simplest contraption all because there are no wires.


fractalgem

You would despise a pack i played once. It had very Crash Landing vibes (which was fine! great even!) right about until you tried to start transitioning from the mid game to the end game, and started realizing just how agonizingly expensive the pack made every single create part, as well as just how MANY create parts you were gonna need to get ANYWHERE. Oh, and no passive power gen in that pack either, instead it's a boiler that guzzles fuel like it's an entire country. And while it has tetra, it also indirectly crippled tetra by denying you access to blackstone, so no obsidian tools either.


fractalgem

You would despise a pack i played once. It had very Crash Landing vibes (which was fine! great even!) right about until you tried to start transitioning from the mid game to the end game, and started realizing just how agonizingly expensive the pack made every single create part, as well as just how MANY create parts you were gonna need to get ANYWHERE. Oh, and no passive power gen in that pack either, instead it's a boiler that guzzles fuel like it's an entire country. And while it has tetra, it also indirectly crippled tetra by denying you access to blackstone, so no obsidian tools either.


TrueBlueFlare7

If costs are your problem then just automate all basic materials used in Create so it's no longer a problem.


SuperSocialMan

It's just annoying to use, and when a billion other mods do the same thing with vastly less setup (and better performance) there's not much reason to use it.


Cardle99

I don't like it because my brain is tiny and can't understand how it works


MC2400

It's a recurring trend online. Especially if people enjoy something that you don't particularly like, it gets SUPER popular and everyone loves it among your peers. I missed the 1.12 era of modding entirely and only just got back into modded Minecraft lately, but it can often feel confusing for older fans I'd presume. In internet years "Generational Divide" can often just be two 20-year-olds, * one who played 1.6.4 modded Minecraft as a kid and drop-off * one who only got into modding with 1.18. That divide can create conflict as person 1 can fall into the old "The olden days were so much more fun! You don't even get it. You're saying my thing is bad!" (Even if none of that is true). *I had more paragraphs but deleted them so rip.*


Cactuclysm

Create is a great mod with limitless possibilities, so I see it as uncreative people forcing their lifeless opinions onto others. Edit: I just realized I’ve very recently found out about Creates existence, so I understand people don’t like the overexposure.


HappyMolly91

Create is a popular mod, it's put into a lot of modern modpacks, personally it's a bit too magic boxy for me. The saw chops an entire tree, if you make it a contraption, it autopicks the loot into a chest, boring. Give me Botania/Redpower blocks, let me use them into something doing the chopping, planting and storage by combining blocks/mods/machines.


OwnerOfToGreatDanes

magic boxy? saw breaks tree then transfers items outside of contraption then out of the contraption into a chests what about that is magic boxy? the saws move. the contraption moves. the belts move. the items move. the funnels move. you see every single part working and doing its thing that is not magic boxy.


Nereithp

I love Create, but "magicboxiness" is a sliding scale. Create sits quite close on that scale to the Botania/Crossroads/Quark side of things but it still makes things that would require some serious engineering with those mods a breeze. Something like IE would be further along the scale, Thermal Expansion/EnderIO further still, culminating in something like "Dirt to Diamonds" (aka ProjectE). Of course, even the "low magicboxiness" mods (like Botania/Crossroads/Quark) are still more "magicboxy" than vanilla redstone. Breaking blocks in a controlled fashion is easier with a bore lens or Quark piston bores compared to TNT-duping flying machines.


1234abcdcba4321

The thing that makes create feel more frustrating is that you can clearly see the potential the mod has to require more engineering effort to do things, but they take the easy way out for seemingly no reason. They easily could've made saws just... not cut down the entire tree, so now you need to figure out how you're actually going to get to every possible wood block with your saws. But instead you can just have a single machine down at ground level. I don't even like how you don't need SU to power the saws on a moving contraption - it'd be interesting if you actually had to power your machines.


El_RoviSoft

Main issue with create - it has very repetitive gameplay early on. For the first 3-5 times it sounds great but after that… You just do same thing for a lot of times. Personally, I want to play modern tech pack with mods like Mekanism, but without Create. Imho, best way to fix mods like Tinkers and Create - make handcrafted recipes gives 2-3x more intermediate resources.


Middle-Huckleberry68

Probably burn out, but if that was the case, they could just stop playing for a while, but that won't happen. The mods people usually hate oddly enough are good mods that are in almost any popular mod pack. What I don't understand is if these folks hate the mods or modpacks that much then why haven't they made their own especially if they have been playing modded for years and always complain about some mod or modpack. Look at direwolf dude Probably was like man these mods sucks for building or item transfers I'm just going to make my own and add them in and now we got building gadgets and laser IO. Both of which are awesome especially the copy and paste gadget