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Create Aeronautics: Automated Logistics

Create Aeronautics: Automated Logistics

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Create Aeronautics: Automated Logistics

Build automated logistics routes that keep running when nobody is nearby.

Create Aeronautics: Automated Logistics adds recorded route automation for Create Aeronautics airships, with experimental Simurail train compatibility. Fly each route yourself, install a schedule on the vehicle's Transponder, then let it repeat the journey between compatible stations.

Vehicles can travel while unloaded, return for physical docking and cargo transfer, wait for conditions, and queue safely when another vehicle is using the same dock.

Airship Stations can report live traffic, dock, queue, and per-vehicle journey information through Create Display Links. Automated vehicles can also appear on FTB Chunks, JourneyMap, Xaero's Minimap, and Xaero's World Map, while the in-world Logistics Terminal provides a dedicated overview without requiring a map mod.

Current builds also include experimental transport-gated Simurail Station compatibility for recorded train routes, using the same schedule and route-recording model without mixing airship and train station networks. That transport split is also part of the longer-term groundwork for future non-airship vehicle support.

Basic Workflow

  1. Build and assemble a Create Aeronautics airship.
  2. Place and name Airship Stations at each destination.
  3. Place and name a Ship Transponder on the airship.
  4. Fly the ship between stations and record each route leg.
  5. Build the ship's stop schedule through the Transponder.
  6. Link any required docks and cargo storage.
  7. Start the schedule from a valid station on its route.

For Simurail routes, use the dedicated Simurail Station block instead of an Airship Station. The transponder detects Simurail trains automatically, but airship and train stations remain separate networks.

Main Features

Recorded Airship Routes

  • Record real station-to-station flight paths by flying them manually.
  • Build a separate route plan for each ship directly through its Transponder.
  • Preview individual routes, every route connected to a station, or routes filtered by ship.
  • Distinct per-ship route colours to make larger networks easier to read.
  • Airship stations only see and control airship routes and airship-capable transponders.
  • The same transport-aware route/station split is intended to scale later to other supported vehicle types instead of staying airship-only forever.

Unloaded Ship Travel

  • Active vehicles continue progressing along recorded routes while players are elsewhere.
  • Route progress and schedules survive chunk unloads, game reloads, and server restarts.
  • Ships return to the world near stops so docking, cargo movement, and other physical interactions still happen normally.
  • Runtime failures remain visible and recoverable instead of silently deleting the vehicle or its route data.

Docking And Queues

  • Link a Create Simulated dock to each station and vehicle.
  • Transfer items and fluids through the physical vehicle and dock setup.
  • Cargo waits include items and fluids buffered inside linked Docking Connectors, preventing vehicles from departing before transfer has really finished.
  • Shared docks use arrival-order reservations so approaching vehicles do not all converge on the same dock.
  • Waiting vehicles hold at a configurable clearance distance until the previous vehicle has departed safely.
  • Stopped, paused, or faulted vehicles inside the dock area continue to reserve it, including after a world reload.
  • Broken docking connections are restored automatically after reloading a world so cargo transfer can resume.

Station Displays

  • Connect a Create Display Link to an Airship Station for a live station-wide traffic summary.
  • View inbound and outbound vehicle counts, vehicles at the station, dock state, and queue length.
  • Filter the display to a known vehicle for its route, next station, and current status.
  • Vehicle choices respect ownership, permissions, and optional FTB Teams access rules.
  • With Jade installed, tooltips show station names and the names of ships carrying Vehicle Transponders.

Schedules And Conditions

Create multi-stop schedules with grouped conditions, including:

  • Scheduled delays
  • Docked time and dock inactivity
  • Redstone links
  • Time of day
  • Item or fluid empty/full checks
  • Filtered item and fluid cargo conditions
  • Ship-side or station-side cargo targets

Station Chunk Loading

Airship Stations can manage the world chunks needed for unattended logistics:

  • Each station keeps its own chunk loaded while station chunk loading is enabled.
  • During docking and cargo interaction, the station can temporarily load a configurable square area.
  • The default interaction radius is 1, producing a 3x3 chunk area.
  • The station UI can preview the configured chunk-loading area in-world.
  • Chunk loading can be disabled if the server already uses another chunk-loading mod.

Docking stops require the station, dock, and any station-side cargo blocks to be in loaded chunks. Increase the interaction radius or provide external chunk loading when a station build extends beyond that area.

Map Integration

  • Named automated vehicles can appear on supported live maps.
  • FTB Chunks, JourneyMap, Xaero's Minimap, and Xaero's World Map integrations refresh markers on minimaps and fullscreen map views.
  • Each map integration can be enabled independently, with a shared setting for marker and label size.
  • Marker state is synchronized from the server so long-running routes remain visible while automation is active.
  • Airships use a blimp icon and Simurail trains use a train icon across supported map integrations.
  • A placed Logistics Terminal provides an in-mod network view with stations, active vehicles, and recorded routes on a dark abstract logistics map.
  • The Logistics Terminal supports zoom, pan, route hover previews, and right-click tracking without depending on external map mods.

Multiplayer And Diagnostics

  • Server-known vehicles and stations remain available to selection menus even when their chunks are not visible to the player opening the UI.
  • Vehicle and station ownership checks protect important controls.
  • Optional FTB Teams integration can allow same-team or allied players to control owned stations and transponders.
  • Station permissions now distinguish between station use and station control.
  • Use permission allows landing, queueing, docking, route browsing, and starting or stopping allowed vehicles.
  • Control permission additionally allows station-admin actions such as dock-link and cargo-link changes.
  • Active vehicle limits can be bucketed per owner or per FTB team, depending on configuration.
  • Runtime, recovery, route, and materialization commands help administrators inspect and recover problem setups.
  • Separate debug categories are available for playback, vehicles, docking, cargo, and UI synchronization.

Experimental Simurail Compatibility

  • Record and run train-only routes through Simurail Stations.
  • Train stations only see and control train routes and train-capable transponders.
  • Airship stations and Simurail stations stay separated by transport mode and cannot be linked interchangeably.
  • This is a compatibility layer built on recorded route playback; it is not rail-aware pathfinding, native dispatch logic, or a replacement for future Simurail-native automation.

Supported Cargo Storage

Cargo linking supports item and fluid storage from:

  • Minecraft: Chests, Trapped Chests, Barrels, and Shulker Boxes
  • Create: Item Vaults and Fluid Tanks
  • Create: Connected: Item Silos, including vertical multiblock sizes
  • Create: Iron Vaults: storage variants
  • Create Propulsion: Simulated: Platinum Tanks
  • Storage Drawers: Drawers, Drawer Controllers, and Controller Slaves
  • Functional Storage: Drawers, framed drawers, and Storage Controllers
  • Sophisticated Storage / Backpacks: Storage blocks, controller-linked storage, and placed backpacks
  • Iron Chests
  • Mekanism: Bins, Personal Chests, Personal Barrels, Fluid Tanks, QIO Drive Arrays, and QIO Exporters
  • Tom's Simple Storage: Connector, interface, proxy, and inventory endpoints
  • Refined Storage 2: Controllers and Exporters
  • Applied Energistics 2: Controllers, valid multiblock Controllers, ME Chests, Sky Stone Tanks, and cable-bus export parts

Compatibility notes:

  • Functional Storage is not currently recommended on moving vehicles.
  • Storage Drawers work on moving vehicles, but some interaction and display behavior remains limited by underlying Sable compatibility.

Important Behavior And Limits

  • Routes use the path you recorded. There is no pathfinding, obstacle avoidance, or automatic rerouting.
  • Loaded vehicles move physically and can collide with terrain or other vehicles if a route is unsafe.
  • Unloaded travel follows authoritative recorded-route progress; it is not continuous off-screen collision simulation.
  • Recovery may reposition a restored vehicle onto its authoritative route pose when necessary. Normal loaded travel still follows the recorded path physically.
  • Routes belong to their recorded vehicle and are not generic paths shared across unrelated vehicles.
  • Simurail train support is a compatibility layer built on recorded route playback, not a replacement for future rail-aware routing.
  • Full live-control autopilot and broader ground-vehicle support are outside the current scope.

Requirements

  • Minecraft 1.21.1
  • NeoForge
  • Create
  • Create Aeronautics

Optional Integrations

  • FTB Teams: team and ally use/control rules, plus team-scoped active vehicle limits
  • FTB Chunks: live automated vehicle markers on minimap and fullscreen map
  • JourneyMap: live automated vehicle markers on minimap and fullscreen map
  • Xaero's Minimap / Xaero's World Map: live automated vehicle markers
  • Jade: station and vehicle names in block tooltips
  • Simurail: experimental train-only station compatibility using recorded-route playback
  • Create: Connected, Create: Iron Vaults, and Create Propulsion: Simulated: additional Cargo Link storage targets

About

This is an unofficial Create Aeronautics addon and is not affiliated with or endorsed by the Create or Create Aeronautics teams.

Feedback and bug reports are welcome through the mod page or GitHub issues.

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# Create Aeronautics: Automated Logistics 0.7

Version 0.7 expands the information available from Airship Stations, with live Display Link output and broader map support. It also adds new Cargo Link integrations for several popular Create addons. Underneath those visible additions are extensive reliability improvements for autonomous docking, cargo waits, queues, and recovery after world reloads.

## Safer cargo waits and docking

  • Cargo conditions now include items and fluids staged inside linked Docking Connectors. Ships no longer depart merely because the main linked storage emptied before the transfer crossed the dock.
  • New cargo conditions default to requiring a stable result for two seconds, reducing apparent false completions caused by brief transfer gaps.
  • Improved hand-off of items already buffered in a connector before the physical dock finishes locking.
  • Removing a linked Docking Connector now clears the stale dock link and station redstone output instead of leaving the automation in a misleading state.
  • Dock queues now continue to treat stopped, paused, or faulted ships inside the protected dock area as occupying the dock.
  • Physical dock occupancy survives world reloads and temporary vehicle-restoration gaps.
  • Broken docking connections are now restored automatically after reloading a world, allowing item and fluid transfer to resume.
  • Restarting a stopped ship retains departure clearance until that ship has physically left the dock area, preventing the next queued ship from approaching too early.
  • Improved recovery when a connector is removed and rebuilt while a vehicle is docked or restoring.

## Airship Station displays

Airship Stations can now provide live information to Create Display Links.

  • The station-wide view shows live inbound and outbound vehicle counts, including queued arrivals, alongside vehicles at the station, current dock state, and queue length.
  • Dock state distinguishes between free, approaching, occupied, and departing states.
  • Boards can be filtered to one known vehicle to show its location or journey, next station, and a labelled status such as travelling, arriving, departing, docked, or queued.
  • The vehicle picker suggests vehicles with routes connected to that station and respects normal ownership, permission, and FTB Teams access rules.
  • When Jade is installed, station tooltips show the station name and Ship Transponder tooltips show the ship name.

## Expanded map support

  • Added automated vehicle markers to Xaero's Minimap and Xaero's World Map.
  • Added separate client toggles for the FTB Chunks, JourneyMap, and Xaero map integrations.
  • Added a shared map-marker size setting. Marker labels scale gently with their icons to remain readable.
  • Improved the Logistics Terminal's tabletop map with steadier line widths, less glare, clearer route colours, and vehicle icons rendered above routes and station markers.

## More Cargo Link targets

Cargo Links now additionally support:

  • Create: Connected Item Silos, including their vertical multiblock sizes.
  • Create: Iron Vaults storage variants.
  • Propulsion: Simulated Platinum Tanks.

Missing linked cargo blocks are now removed from saved links automatically when their loaded position no longer contains supported storage.

## Recorded-route animation polish

  • Added Mechanical Bearing animation during automated playback, allowing attached sails and other bearing contraptions to visibly rotate along a recorded route.
  • Retuned the existing automated Small Propeller and Propeller Bearing animations: large propeller types now run faster while small propellers use a calmer speed.
  • Propellers and bearings now ramp up and down smoothly when a vehicle starts, stops, or waits instead of snapping instantly between motion and rest.
  • These animations are visual only and do not add propulsion or alter the vehicle's machinery.
  • Updated the optional Simurail bogey animation bridge for both the previous and current bogey APIs.

## Mod compatibility

The 0.7 development build was tested on **Minecraft 1.21.1** and **NeoForge 21.1.229** with the following required stack:

  • Create 6.0.10
  • Create Aeronautics 1.3.0
  • Create: Simulated 1.3.0
  • Sable 2.0.6

New and updated integrations in 0.7 were tested with:

  • Create: Connected 1.3.3
  • Create: Iron Vaults 1.2.0
  • Create Propulsion: Simulated 1.1.5
  • Jade 15.10.6
  • Simurail 0.1.0
  • Xaero's Minimap 26.6.0 and Xaero's World Map 1.47.0

Other supported optional integrations include:

  • Applied Energistics 2 19.2.18
  • FTB Chunks 2101.1.22 and FTB Teams 2101.1.11
  • Functional Storage 1.5.7
  • Iron Chests 16.0.7
  • JourneyMap 6.0.9
  • Mekanism 10.7.19
  • Refined Storage 2.0.9
  • Sophisticated Backpacks 3.26.12 and Sophisticated Storage 1.6.6
  • Storage Drawers 13.11.4
  • Tom's Simple Storage 2.4.2

## What's next: Redstone Drive

Substantial foundations for the future **Redstone Drive** system were developed during 0.7, including Drive Modules, calibration, route guidance, and real redstone control of player-built propulsion. The public Advanced Transponder and Drive Module items are deliberately unavailable in 0.7 while the feature receives further design work and testing.

Normal recorded-route playback remains the supported automation mode in this release.

## Create Aeronautics: Automated Logistics 0.6.2

### Added

  • New All, Active, and Attention filters in the Logistics Terminal to focus the map on the vehicles and routes that matter.
  • New server config option to keep active automated Simurail vehicles force-loaded through Sable for their full recorded route. Enabled by default.

### Improved

  • Added a Restoring Vehicle runtime status across logistics screens and map integrations.
  • Expanded playback debug logging with vehicle restoration attempts, pending held-body state, success, and failure details.

### Fixed

  • Fixed scheduled routes failing to continue when Sable had not yet restored the vehicle after unloaded travel. This should improve reliability for simple ground vehicles, although they remain unsupported/experimental for now.
## Create Aeronautics: Automated Logistics 0.6.1

### Fixed

  • Fixed a Logistics Terminal preview performance issue that could slow chunk generation, even when no terminals were placed.

### Improved

  • Logistics Terminal tabletop previews now hide when viewed from far away.
## Create Aeronautics: Automated Logistics 0.6.0

### Added

  • Logistics Terminal, a new in-world logistics map block that shows stations, active vehicles, and recorded routes, with a live tabletop preview on the block itself
  • FTB Maps integration with live automated vehicle markers on minimap and fullscreen views
  • JourneyMap integration with live automated vehicle markers on minimap and fullscreen views
  • Simurail Station, a new station block for Simurail train-only recorded-route playback, with train routes and stations kept separate from airship networks (note: this compatibility layer may change or be removed later if Simurail adds its own native station management and docking system. Simurail is still in development here: https://github.com/Crystaelix/Create-Simurail)
  • Expanded ownership permissions, including new server config options for station use, station control, transponder control, Logistics Terminal access, and Logistics Terminal preview visibility
  • New server config option for playback speed cap
  • New client config option to disable the in-world Logistics Terminal tabletop preview

### Improved

  • Groundwork laid for different vehicle types going forward (such as Simurail trains in this version)
  • Station route browsing now respects transport mode and uses more appropriate vehicle wording
  • Permission handling is more flexible for team logistics, allied hub access, and owner-only setups
  • Config help is clearer around station use, station control, transponder control, Logistics Terminal visibility, and other server behavior settings
  • Creative menu entries have been moved into Create Simulated under a dedicated Automated Logistics section

### Fixed

  • UI text that still referred to ships where the feature is now vehicle-generic
  • Dock reload edge cases where connector pairs could remain extended before reconnecting
  • Permission flow for stations, transponders, and terminals so blocked players are denied earlier instead of reaching unusable menus

### Permission Notes

  • Station use allows landing, queueing, docking, browsing allowed routes, and starting or stopping only the player's own allowed vehicles from that station
  • Station control adds station administration such as changing dock links and cargo links
  • Transponder control remains separate from station access
  • Logistics Terminal access is configured separately from station and transponder permissions
  • Logistics Terminal tabletop preview visibility is also configured separately, so servers can choose owner-only, team, allied, or public passive previews
## 0.5.2

### Fixed

  • Fixed a crash when using Dock Inactivity conditions with Create Aeronautics 1.3.
  • Fixed skipped dock stops not releasing and departing correctly.
## 0.5.1

#### \- Hotfix for dedicated servers

 

\-----------------------------------------

 

## Create Aeronautics: Automated Logistics 0.5.0

 

### Added

  • Unloaded ship travel:** active ships can continue recorded routes while players are away, including docking, cargo transfer and game reload recovery.
  • Dock queues:** ships reserve shared docks by arrival order and wait at a configurable safe distance until the dock is clear.
  • Configurable station chunk loading for docking and cargo areas, including an in-world area preview.
  • Station-owned route browsing with ship filtering, Show All controls and distinct route colours.
  • Additional runtime, recovery, materialization and diagnostic admin commands.
  • Separate logging categories for runtime, vehicles, docking, cargo and UI synchronization.

 

### Fixed / Improved

  • Improved runtime and world-reload stability for automated ships.
  • Improved multiplayer discovery of distant ships and stations.
  • Improved runtime fault reporting so failures remain visible and recoverable.
  • Improved explicit route and schedule deletion handling without unsafe automatic pruning.
  • Reworked runtime and UI architecture to keep persistent routes, physical ships and display state separate.
  • Removed the obsolete Schedule item.

 

Existing worlds from 0.4.5 are supported.

 

  • Docking stops require the station, dock, and any station-side cargo blocks to be chunk loaded, either by this mod or another chunk-loading mod.**

 

  • Backing up worlds before updating is recommended.**
## Create Aeronautics: Automated Logistics 0.5.0

### Added

  • Unloaded ship travel:** active ships can continue recorded routes while players are away, including docking, cargo transfer and game reload recovery.
  • Dock queues:** ships reserve shared docks by arrival order and wait at a configurable safe distance until the dock is clear.
  • Configurable station chunk loading for docking and cargo areas, including an in-world area preview.
  • Station-owned route browsing with ship filtering, Show All controls and distinct route colours.
  • Additional runtime, recovery, materialization and diagnostic admin commands.
  • Separate logging categories for runtime, vehicles, docking, cargo and UI synchronization.

### Fixed / Improved

  • Improved runtime and world-reload stability for automated ships.
  • Improved multiplayer discovery of distant ships and stations.
  • Improved runtime fault reporting so failures remain visible and recoverable.
  • Improved explicit route and schedule deletion handling without unsafe automatic pruning.
  • Reworked runtime and UI architecture to keep persistent routes, physical ships and display state separate.
  • Removed the obsolete Schedule item.

Existing worlds from 0.4.5 are supported.

  • Docking stops require the station, dock, and any station-side cargo blocks to be chunk loaded, either by this mod or another chunk-loading mod.**

  • Backing up worlds before updating is recommended.**
## 0.4.5 Release Notes

### New

  • Added runtime recovery commands for automated ships, including clickable show, pause, and kill actions from the runtime list.
  • Added player / OP runtime command permissions:
  • players can view and control their own active ships
  • ops can view and control all active ships

### Fixes

  • Fixed runtime teardown so removing a Ship Transponder properly releases its attached ship state.
  • Fixed multi-ship runtime stability issues when more than one automated ship was active at once.
  • Fixed stale route previews, dock previews, cargo previews, and landing-area previews not clearing correctly after deleting a Ship Transponder or Airship Station.
  • Fixed orphaned station route entries and stale route visuals being left behind after stations, transponders, or their recorded routes were removed.
  • Moved the delete-stop confirmation window up for better alignment in the schedule UI.

### Command Use

  • Use /aal runtime list to see active automated ships.
  • Click show to highlight that ship's transponder in-world for a short time.
  • Click pause to put that ship into a paused hold state.
  • Click kill to stop that ship's automation and release physics.
## 0.4.4 Release Notes


## Important - Upgrade from 0.4.3 to 0.4.4 ASAP to prevent possible world corruption

 

### Fixes

  • Fixed NBT crash with a refactor of the client UI syncing



### Technical Note

  • Route and schedule state is server-authoritative. Full route/schedule data is still saved to disk, but live UI refreshes now use targeted menu packets instead of broad block-entity update tags.
## 0.4.3 Release Notes

## Important - Upgrade from 0.4.3 to 0.4.4 ASAP to prevent possible world corruption

### New

  • Added hover highlighting to the station ship-selection list.
  • Added keyboard jump-to-ship support in the station ship-selection list.
  • Added scrolling support for the full known-ship list in station ship selection.
  • Added a config option to allow one-way route plans to count as valid runnable routes if desired.

### Fixes

  • Fixed 0.4.2 UI refresh regressions affecting renaming, ship selection, route recording, route reordering, route deletion, empty-route status, dock-link status refresh, and stale stop-editor reopen state.
  • Fixed first-leg route saves on the Ship Transponder so the status now refreshes immediately instead of showing stale state until the menu is reopened.
  • Fixed route-status wording and behavior so empty schedules show No Route, incomplete stop/segment chains show Partial Route, and only fully valid runnable schedules show Ready by default.
  • Fixed station ship selection resetting to the first or closest ship after reopening.
  • Fixed stale or deleted route segments still appearing in the station Routes view after stop cleanup, route removal, or station removal.
  • Fixed route and schedule displays so renamed ships and stations show their current names instead of old snapshotted names.
  • Fixed reordered stop plans so ships can start from the valid stop they are currently parked at instead of validating against the unrotated stop order.
  • Fixed the read-only stop arrow so it points at the active visible leg even when runtime starts from a rotated stop order.
  • Fixed station ship-selector mouse-wheel behavior so closed-list scrolling now follows scroll direction correctly.
  • Fixed station Run / Stop button states so they disable when the selected ship cannot actually be run or stopped.
  • Fixed station No Route / Partial Route tooltips so they now use station-specific wording instead of telling players to switch the station into Recording Mode.
  • Fixed short status text capitalization such as Not Found.

### Updates

  • Updated default generated names from Unnamed Ship <guid> and Airship Station <guid> to Ship <guid> and Station <guid>.
  • Updated wrong-start and invalid-route wording around transponder schedule starts so start failures are clearer when the ship is parked at the wrong stop.
  • Updated the common config by removing old unused entries for stopOnError, route-preview toggles/range, ship dock search radius, and dock cargo timeout.
  • Updated maxActiveVehiclesPerPlayer so it now limits real active automated ship playback per player instead of only limiting concurrent recording sessions.

### Testing

  • Tested against Sable 2.0.x.
# 0.4.2 Release Notes

 

## Fixes

  • Fixed a Sable ship sync regression that could leave ghost blocks or stale block updates after placing a Ship Transponder.
  • Reduced transponder and station client block-update spam so normal block changes on assembled ships sync more reliably.
  • Fixed the Skip Stop button so it is always visible on transponder-owned schedule screens and only disables when unavailable.
  • Added the same confirm ping to successful dock linking that cargo linking already uses.  

 

## Polish

  • Updated Skip Stop related UI text and tooltips.
  • Minor schedule-screen wording and feedback cleanup.
# 0.4.1 Release Notes

## New

  • Added Mekanism QIO Drive Array and QIO Exporter cargo-link support.
  • Added a Skip Stop control in the Stops and Conditions runtime view so active waits can be manually advanced without stopping the whole route.
  • Added in-world valid-target highlighting for both cargo-link and dock-link mode, with a separate pulsing preview from the saved-link highlight.

## Fixes

  • Fixed AE2 / RS2 mixed item-and-fluid AND waits so filtered exporter setups can still evaluate the other resource type correctly.
  • Fixed AE2 / RS2 empty waits so Item Empty and Fluid Empty complete cleanly when filtered export-style endpoints run out of the tracked resource.
  • Fixed AE2 controller cargo summaries preserving incorrect item/fluid support after save/load.
  • Fixed cargo-link UI desync on Ship Transponders and Airship Stations after linking, clearing, reopening, or stale client sync.
  • Improved cargo-check fault messaging so it reports the real side, missing cargo family, and active-condition context more clearly.
  • Improved dock-link and dock-fault messaging so missing or invalid dock setup is reported more clearly on the correct ship or station side.
  • Fixed runtime/menu desync that could leave ships showing Ready while already flying, waiting, docking, or fault-held.
  • Fixed station dock/cargo edit locks so they use the selected ship’s real active schedule state.
  • Fixed restored dock waits after game reload so docking connectors reset and re-attract correctly instead of staying visually active but separated.
  • Fixed transponder reopen state after leaving stop editing so runtime status stays in sync more reliably.
  • Fixed missing click-feedback sound on schedule confirm / close actions.

## Current Testing Note

  • Functional Storage is not currently recommended on moving Sable ships (compatibility issue with Aeronautics).
  • Storage Drawers work on ships, but some on-ship interaction and display behavior is still limited by underlying Aeronautics compatibility.

## Supported Cargo Link Targets

  • Vanilla Chest
  • Vanilla Trapped Chest
  • Vanilla Barrel
  • Vanilla Shulker Box
  • Create Item Vault
  • Create Fluid Tank
  • Storage Drawers drawers
  • Storage Drawers Drawer Controller
  • Storage Drawers Controller Slave
  • Functional Storage drawers
  • Functional Storage framed drawers
  • Functional Storage Storage Controller
  • Sophisticated Storage blocks and controller-linked storage
  • Placed Sophisticated Backpacks
  • Iron Chests
  • Mekanism Bin
  • Mekanism Personal Chest
  • Mekanism Personal Barrel
  • Mekanism Fluid Tank
  • Mekanism QIO Drive Array
  • Mekanism QIO Exporter
  • Tom’s Storage connector / interface / proxy style inventory endpoints
  • Refined Storage 2 Controller
  • Refined Storage 2 Exporter
  • Applied Energistics 2 Controller
  • Applied Energistics 2 valid multiblock Controller
  • Applied Energistics 2 ME Chest
  • Applied Energistics 2 Sky Stone Tank
  • Applied Energistics 2 Cable Bus export parts
## 0.4.0

Note: this version adds a lot of new logic. I have tested as many combinations as I could, but some edge cases may still have slipped through. The core cargo and route systems are tested, but I have not yet fully tested every storage mod listed below in live gameplay. Some of those integrations are currently based on the capability hooks now being in place, so please let me know if you find any issues.

### New Features
  • Added explicit linked item and fluid cargo ownership on both ships and stations.
  • Added item and fluid threshold waits.
  • Added item and fluid full/empty waits.
  • Added ship-versus-station cargo target selection for cargo-state waits.
  • Added supported-target cargo link mode with multi-pick add, source re-right-click finish/cancel flow, and linked-cargo world preview.
  • Added grouped stop-condition runtime with AND inside groups and OR between groups.
  • Added Redstone Link waits.
  • Added Time of Day waits.
  • Added initial linked cargo compatibility hooks for:
  • Chests / Trapped Chests
  • Barrels
  • Shulker Boxes
  • Create Item Vaults
  • Create Fluid Tanks
  • Storage Drawers blocks and Drawer Controller networks
  • Functional Storage drawers and controller-linked storage
  • Sophisticated Storage blocks and controller-linked storage
  • Placed Sophisticated Backpacks
  • Iron Chests
  • Mekanism storage blocks and supported multiblock tank storage
  • Tom's Storage connector/interface/proxy endpoints
  • Refined Storage 2 grids, storage monitors, interfaces, exporters, and importers
  • Applied Energistics 2 ME interfaces, ME chests, and cable-bus import/export parts

### Enhancements
  • Destination-side docking runtime now resolves against the actively running ship/controller instead of station-selected ship context.
  • Dock waits, dock redstone output, and stable held docking state now reuse the correct transponder dock link at destination stations.
  • Route playback now hands off directly into the next scheduled leg after a completed docking wait instead of briefly dropping control first.
  • Active schedules can now be opened during playback in a read-only Stops view.
  • Missing-dock messaging now makes it clear the failure may be on either the ship or station side.
  • Dead route legs and stale schedule entries are now cleaned up automatically when supporting stations or ships are deleted.
  • Stale active route playback is now reconciled against the transponder’s current schedule every tick and on runtime restore.
  • One-way schedules that reach their final stop now reset the transponder runtime back to Ready / idle cleanly instead of leaving the UI stranded in an active Waiting / Running state with the play control still locked out.
  • Breaking an Airship Station or Ship Transponder can now require crouch-confirm mining, with an action-bar warning before related route data is removed.
# Create Aeronautics: Automated Logistics 0.3.0

## Transponder-First Automation

### 1\. Transponder-First Logistics

The logistics flow is now fully transponder-first.

The old schedule item is now deprecated, and the full route workflow has moved onto the **Ship Transponder**.

Use the **top-right toggle** on the transponder to switch between:

  • Ship Control Mode
  • Route Recording Mode

The new recording flow is:

1. Switch the transponder into Route Recording Mode
2. Press + to open the new **Station Selection** screen
3. Choose the **origin** and **destination** stations
4. Start recording from the selected origin station
5. Fly the ship manually to the destination
6. Press save on the transponder at the destination to store the route segment
7. Repeat as needed for each leg of the route

 

Saving a route now appends that destination stop directly onto the ship’s built-in route plan.

After recording, the transponder’s **Stops** screen is where you:

  • reorder stops
  • remove stops
  • set wait and dock logic

The old schedule item no longer opens the old editor in-hand and now points players back to the transponder.

 

### 2\. Major Playback Reliability Upgrade

Playback got a substantial reliability pass:

  • proper stuck detection
  • recoverable Paused Fault state instead of route failure
  • Play now attempts to continue a held route, while Stop releases ship physics
  • vehicle pause and then continue after chunk unload/reload
  • Route plans can be started from any valid station already present in the recorded stop chain
  • smoother playback during very slow movement and early lift-off sections
  • if a required station is removed during runtime, the ship now pauses in fault hold instead of silently dropping the route

 

### 3\. Docking and Wait Logic Improvements

Docking behavior is more robust and easier to manage:

  • dock waits that fail to lock can continue when appropriate instead of killing the whole route
  • UNTIL_IDLE cargo inactivity waits now work again (not sure when this broke!)
  • dock linking action can now be cancelled



### 4\. UI and Help Pass

The UI was reworked around the new transponder-first flow:

  • transponder now has separate Ship Control Mode and Route Recording Mode
  • station UI now focuses on Run, Routes, Status, and Dock
  • new and updated ponder content now teaches the transponder recording flow, including the mode toggle and station-selection step
  • help tooltips and status text are much clearer around No Stops, No Route, recording, paused faults, dock issues, and runtime failures

 

### 5\. Ownership and Multiplayer

Ownership controls are now in place for multiplayer:

  • Ship Transponder owner + server ops can run, stop, edit, and record for that ship
  • Airship Station owner + server ops can rename that station and manage its dock link
  • when ownership restriction is enabled, transponder route recording can only target stations the player is allowed to use
  • denied actions now use consistent action-bar feedback
  • config toggle exists to turn ownership restriction off until team integration lands



### 6\. Cleanup and Safety

A few destructive edge cases were tightened up:

  • breaking a Ship Transponder now shuts down active automation tied to that ship instead of leaving stale runtime control behind
  • route runtime and permission feedback now stay more consistent between station and transponder
# Create Aeronautics: Logistics 0.2.0

0.2.0 focuses on reliability, schedule safety, dock linking, UI polish, and cleaner feedback.

## Highlights

  • Running schedules now resume after server restart or singleplayer reload.
  • Airship Schedules are now bound to a specific Ship Transponder.
  • Schedules can no longer be installed into the wrong ship.
  • Old 0.1.x schedules migrate safely on first valid use.
  • Installed schedules are locked while running, waiting, or docking.
  • Dock linking is now explicit instead of nearest-dock guessing.
  • Stations and transponders can highlight their linked dock in-world.
  • Transponder preview now shows the full schedule route chain.
  • Route legs use alternating colours for easier reading.
  • Stations can now stop and start a selected ship from any distance.

## UI and Feedback

  • Station status hovers have been improved.
  • Transponder status hovers have been improved.
  • Dock status now shows clearer states: Linked, Missing, Invalid and Unknown.
  • Route selection readability has been improved.
  • Route and no-route popups have been cleaned up.
  • Dock labels and hover help have been improved.
  • General screen wording has been tightened.
  • Routine chat messages have been reduced.
  • Important warnings now use action-bar feedback where useful.
  • Game logs are cleaner.
  • Detailed diagnostics are now behind a debug logging config option.

## Ponders and Sounds

  • Added Ponder scene for recording routes.
  • Added Ponder scene for installing and running schedules.
  • Added Ponder scene for docking waits.
  • Added sound cue for schedule start.
  • Added sound cue for schedule stop.
  • Added sound cue for dock-link save.
  • Added sound cue for playback start failure.

## Fixes

  • Improved Airship Station hitbox.
  • Improved Ship Transponder hitbox.
  • Added non-full-cube occlusion behavior for both blocks.
  • Fixed the Airship Station texture issue.

## Known Limitations

  • Keep ship and route chunks loaded while schedules are running. If they unload, automation may stop and the ship may fall or drift.
  • Schedules currently need to start from the first station in the route chain.
  • Better chunk-unload handling and starting from any valid station in the schedule is planned for 0.3
## 0.1.2

  • Updated model for Airship Station
  • Updated mod name to Create Aeronautics: Automated Logistics
Patch notes (0.1.1)

  • Added a dedicated creative tab for the mod.
  • Fixed Airship Station + Ship Transponder facing so they rotate to face the placing player.
  • Fixed crafting recipes by moving them to data/.../recipe/ so they actually load. (Oops)
## First Release - Early Development Build

Please treat this as a very early release. The mod currently mimics airship flight along recorded routes rather than piloting ships through real live control inputs. Mechanics, UI, saves, and route data may change in future updates.

## Added

  • Airship Station block
  • Ship Transponder block
  • Airship Schedule item
  • Named airship support through transponders
  • Named station support
  • Station-to-station route recording
  • Directional route segments, such as Base Dock -> Mining Dock
  • Schedule playback over recorded airship routes
  • Installed schedules on Ship Transponders
  • Multi-entry schedule execution
  • Timed waits at destinations
  • Docking-aware schedule waits
  • Cargo inactivity wait condition
  • Automatic discovery of nearby valid docking connectors
  • Station-side dock redstone output
  • Ship-side dock redstone output
  • Landing area preview from stations
  • Flight path preview from transponders
  • Failure handling for missing ships, invalid routes, missing or ambiguous docks, failed dock locks, and cargo wait timeouts

## Current Limitations

  • No pathfinding
  • No obstacle avoidance
  • No rerouting
  • No automatic crash recovery
  • Routes must be recorded manually before automation can use them
  • Routes are currently tied to the ship/transponder they were recorded with
  • Docking requires player-built redstone wiring
  • Cargo waits depend on connected docking connector activity
  • Breaking changes are possible while the mod is in early development

## Notes

This build is mainly a proof of concept.

Feedback and bug reports are especially useful around route recording, schedule playback, docking behavior, and multiplayer edge cases.

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