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Create: Stats & Power

Create: Stats & Power

by CobanF8 • Downloads: 0 • Followers: 0
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Create Stats & Numbers

A NeoForge addon for Create that adds factory displays, an FE powered grid, and vehicle control systems.

Power

Cable, wire terminals, dynamos, motors, and capacitor banks make up a full FE grid. The Power Distribution Unit sits at the center: set a priority tier per device, and its Active Auto mode sheds the lowest priority loads first when generation can't keep up.

Monitoring

Stats displays, recorders, alarms, data dials, and production detectors. A battle screen and damage observer suite covers section based monitoring for ships and machines.

Lighting

Stage lights, tower lights, a set of static fixtures, and a matching family of switches.

Logistics

Factory Logic Controller, Dispatch Board, Load Balancer, Calculator, and a few smaller utility blocks.

Vehicles

Flight Control Computer, RPM Governor, and a cockpit console for direct control. A Path Scanner and Pathfinder Computer pair handle route guidance.

Other

Induction heater and range, plus a set of drivetrain clutches.


Some features only activate when a companion mod is installed (Create Aeronautics, Simulated, and others).

Requires NeoForge and Create.

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Name Game version Platforms Published Downloads Actions
1.21.1
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# Create: Stats & Power 1.16.0

Changes since 1.15.33

## New

  • Universal Power Coupler redesigned: a battery exchange with animations, sparks and sound.
  • Coupler lever: pull, push or off.
  • Coupler Ponder scene, JEI page and Student's Manual entry.

## Changed

  • Coupler works through other mods' own cables and connectors: Create Crafts & Additions, Create: New Age, Mekanism, Immersive Engineering, Ender IO, Powah.
  • Coupler keeps its stored FE when broken.

## Fixed

  • Two Couplers placed end to end crashed the game.
  • Coupler moved nothing with some mods' connectors, machines and batteries.
  • Coupler goggles and lights froze.
  • Mining the far end of a Coupler wire deleted the wire.
  • Animations stuttered on old worlds.
  • VCC mkIV aerial critical bug when ship is above a certain size.

## Before you update

  • Server and players update together.
# Create: Stats & Power 1.15.33 (beta)

## New

  • Spark Crown**: a chunk loader. Holds up to 25 chunks of its region loaded and running, picked
on a region map (JourneyMap's map when installed). Draws FE per chunk; runs on two HV Lines.
Made on a Mechanical Crafter.
  • Storm Coil**: a Tesla coil. Arcs to hostile mobs, grows in four stages, and catches lightning
in a storm into a bank its OUT stud gives back. Transform mode charges creepers and turns
villagers into witches. Never zaps players, pets, golems or named mobs.
  • PDU Cabinet**: a two-block PDU behind a glass door, with a live screen and a pilot lamp per
output.
  • Security Relay**: a redstone output for your house. Alarm, tamper, fire, flood, access denied,
breach, trouble, mode or healthy; Follow, Pulse or Hold.
  • Co-pilot**: two players can drive a VCC Mk IV or fly a VCC Mk IV Aerial at once. When the
pilot stands up, the co-pilot keeps the helm.
  • Unseen route travel**: route vehicles no longer keep chunks loaded. Out of sight they keep
driving and reappear where they got to. /pathways travel follows one.
  • /vcc4**: destroy puts the VCC Mk IV consoles within 8 blocks of you back in your
inventory, where you may break them. Operators: destroy all, disarm, arm. status for
everyone.
## Changed

  • Inventory Display** redesigned: real slots on the glass, fill clock, in and out per minute,
LOW and HIGH relays, a comparator, a chart recorder and a ledger.
  • Headlights light the road as a cone with shadows. Dipped beam 28 blocks, full beam 44. Client
option dynamicLights.drawnBeams turns the drawn beam off.
  • VCC Mk IV and Aerial: a console that hits an error or holds up the server removes itself,
drops its item and names the error in chat. The server keeps running.
  • VCC Mk IV and Aerial: drive or fly from a seat within 2 blocks of the console.
  • VCC Mk IV Aerial: on Anchor with no engine, the console says the ship holds its height and
heading but drifts with the wind.
  • Spark Crown: new switch sound. Picking chunks no longer whines. The fold after a blackout has
its own sound.
  • PDU: studs 1 and 2 carry an HV Line (65,536 FE/t).
  • Battery Controller: each input carries two HV Lines (131,072 FE/t).
  • Route vehicles drive through hostile mobs; they still stop for players and pets.
  • Surveyor's Staff: right-click the air to open the Pathway Board.
  • Cakes use Create's Wheat Flour.
  • Ponder scenes for the Spark Crown and the Storm Coil.

## Fixed

  • VCC Mk IV Aerial: big airships get their sketch, block count and envelope count. Ships over
about 260,000 cells of plot box got none.
  • VCC Mk IV Aerial: a big or tilted ship left on Anchor no longer moors itself in the air and
sinks. Its keel height is now measured from the hull's real bottom blocks.
  • VCC Mk IV: routes and swivel bearings wake a resting vehicle again. They could not since 1.14.92.
  • Power Track: trains charged at half the feeder's setting.
  • Battery Controller passed only 64,000 FE/t in total, whatever was wired. Higher-priority outputs
are now answered first, and a Surplus output gets only spare generation.
  • PDU: machines flickering on and off on the buffer; a machine switched on knocking a running one
off.
  • Home Security: a Switch Link Card no longer links devices for someone without edit rights.
Roster and log changes are saved, settings no longer mix between dimensions, and unloaded
panels no longer look orphaned.
  • Cine Camera films carried a debug tick counter in the corner and a .frames.csv beside them.

## Before you update

  • VCC Mk IV and Aerial: a seat more than 2 blocks from the console no longer drives. Move your
seats.
  • Inventory Display: the signal on every side and the belt pulse are gone; use the LOW and HIGH
relays. Smart Observer bridging is gone; use a Display Link.
  • Battery Controller config portRate is now terminalRate; set it again if you changed it.
  • Our Flour is no longer made; craft it into Create's Wheat Flour.
  • Route vehicles no longer load chunks. Use a Spark Crown.
# Create: Stats & Power 1.15

Changes since 1.14.5. Update the server and every client together.

## New

  • Power Track**: electrified rails. Trains charge while they run, or carry power to a far base.
  • VCC Mk IV Ground**: drive cars, tanks, trucks and hovercraft from a seat. Trailers, Vehicle
Lights and a Driver Helmet with a race HUD. *Needs Create Aeronautics and Create Offroad.*
  • Self-driving routes**: draw a road with the Surveyor's Staff and a VCC Mk IV drives it,
stopping at stations on a Create Schedule.
  • VCC Mk IV Aerial**: fly an Aeronautics airship, autopilot included. Aviator Helmet with a
reflector sight.
  • Battle Bridge** rebuilt for Create Big Cannons: guns aim and lead the target, and never fire
through your own ship.
  • Cine Camera**: a tracking camera on a tripod. Records MP4 video with sound (Windows), slow
motion, time-lapse and photos.
  • Seismic Scanner**: shows ore veins, caves and lava pockets through the rock, out to 64 blocks.
  • Student's Manual** replaces the Factory Manual. The Power section is complete; the rest is in
progress.
  • Power generation**: Solar Panels (three tiers), Biofuel Burner, Starter Capacitor.
  • HV Line and Busbar Trunk**: a fourth wiring tier.
  • Contactor**: switch an FE circuit with redstone.
  • Oven**, six cakes with effects, four crops.
  • Vacuum Collector, Vacuum Cleaner, Vacuum Sniffer.**
  • Rotary Dimmer**, ten-step lamps, **Banker's Lamp**, **Time Switch**, **Ultrasonic Mob
Repeller**.
  • Advancements** tab.
  • Support terminal** for server owners.

## Changed

  • Smart Home Panel draws your house as a floor plan. Its Light view shows where mobs can spawn.
  • Battery Controller screen redesigned, with a 30 minute forecast.
  • Power Distribution Unit: new In / Out page.
  • Every cable redrawn. Wire tension is adjustable.
  • Dynamic lights built in, working with Sodium and Iris. LambDynamicLights is no longer needed.
  • Create's Clipboard copies settings between our blocks. Schematics keep settings.
  • Link view shows which switch drives which lamp.
  • Stats Display Mk III: Flight, ground vehicle and Survey pages.
  • Ponder scenes for the power blocks.
  • Creative tab rebuilt in sections.
  • Compatibility: Drive By Wire, and Create: Electro Energetics meters on our displays.

## Fixed

  • The VCC Mk IV and every Topology Scanner and Probe broke into nothing. They drop now.
  • Home Security Panel could get stuck on its setup page at 1080p.
  • Many Power Distribution Unit and Battery Controller fixes.

## Before you update

  • Industrial Connector: 65,536 FE/t** (was 98,304).
  • A Power Connector passes no more than its own grade**, even as a hub.
  • Stats Recorder and Memory Cog retired.** Placed ones stay; they can no longer be crafted.
  • Your Factory Manual becomes a Student's Manual. (WIP)
  • Lamps reset to full brightness once.
  • Wire recipes now use Create machines.
  • Support terminal is off for everyone, operators included. Grant it with
/createstats support grant.
Hotfix;

Fixed user-adding problem on the home security panel
Fixed PDU not recognising downstream when 2 or more connectors are in line
SECURITY is here!

## New Blocks;

  • Home Security panel
  • 18 Different doors, all automatic and acts with Home security panel
  • Garage door, up to 10 blocks high
  • Universal coupler for various other FE, including mods/addons
  • New lightning blocks
  • New switch, Main Breaker
  • New creative energy source
  • And many more

## FE system;

  • PDU is more consistent with various sources
  • Now can support downstream PDU-Battery controllers much smarter (?still a bit dumb?)
  • Connectors no longer share power when placed side by side
  • Bug fix for alternator where SU goes crazy

## Other;

  • Stats display MKIII and MKI now support **_Refined Storage_**
  • Better visibility for Stats Display MKIII
  • Visual bugs on in-door bug fixed
  • Cable limits are persistent now
  • Power limiter and Power meter are more robust and respect the set limit.
From 1.5.0_Alpha
Fixed
  • Cables and Power Distribution Units crashes the game on certain configs (studiovoyage) 
  • The PDU screen flickers as you moved The Battery Controller and Capacitor Bank had it too, and are fixed as well
  • The PDU's bottom line was hidden behind its own breakers 
  • Added
  • Boards can chain a Power Distribution Unit can now be a device on another board's branch. Feed a board from a controller, run its leg to the next room's board, and keep going. Power leaving the back boss is counted properly, and two controllers can feed one board
  • A Chain page on the PDU screen it shows what is upstream, what is downstream, and where along a chain things are starving
  • Indoor Cable turns corners all twelve of them. A run down a door frame and away along the floor just works, instead of floating eight pixels off the wall. Sneak and right-click clips a whole run at once instead of one block at a time
  • Power Outlets and a Smart Home Panel that knows about them. Whatever is plugged into an outlet now gets its own row and its own switch, instead of being invisible
  • Rename your devices straight from the Smart Home Panel
  • The Bread Slicer is rebuilt a serrated blade rises out of the deck, opens the loaf, and drops back out of sight. Parked, there is no knife in the machine at all. The loaf has a real shape now, with a crust and a proper cut face. Thin slices cost real power: 20 FE/t at Thick, 40 at Medium, 80 at Thin
  • The Toaster takes slices, not whole loaves the chain is bread, slicer, toaster
  • Massive changes on the Train page, smarter and can predict timings now.
  • PDU and FE network is now compatible with C&A and New age consumers fully
  • New Block: Air Fryer, muuch faster but for small amounts. Can do anything!
  • FE network improvements
  • Compatibility fixes for Iris
  • New block(s); Wall Outlet. Can be placed 1 block around your consumers. Needs a cable or connector behind the placed block and needs to be bored.
  • Alarm block improvements
  • Status tower is more consistent and much smarter.
  • Announcement machine is fully aligned with Stats Display MKIII now.
  • Stats Display MKIII is now much smoother, less glitchy and has more style options!
  • Support terminal should be fixed.
  • Planned name change: Create: Stats & Power
  • Hotfix for PDU-Flow meter inconsistency

  • Improvements in local web UI
# 1.2.8 — heat, and honest wires

## New blocks

  • ## Stats Display MKIII

  • Machines**<

  • Induction Smelter** -> smelts and blasts, banks together
  • Arc Furnace** -> alloys two charges electrically
  • Induction Range** -> electric hob, heat out

  • Wiring**

  • Surface Cable** - > hugs faces, turns corners
  • Cable Tray** -< heavy channel, feeds a room
  • Bus Duct** -> trunk grade, still wall-hugging
  • Indoor Cable** -> one pixel, bores walls

  • Junctions**

  • Conduit Junction Box** -> tidy corners and splits
  • Cable Diagnostic Junction** -> a splice with a meter
  • Wire Terminal Junction** -> six studs, three circuits

  • Grid brains**

  • Power Distribution Unit** -> serves by priority, sheds
  • FE Battery Controller** -> every bank, one reserve

  • Break room**

  • Coffee Machine** -> lever espresso, electrically plumbed
  • Water Cooler** -> three taps, plumbed
  • Ceramic, Enamel, Steel Mugs** -> three finishes

## Better FE

  • Cables report what _they_ carry
  • Stub and trunk finally disagree
  • Machines charged to their own segment
  • Unknown, never a confident zero ( for goggles tho)

## Smarter PDU and Battery Controller

  • Both report per node now
  • Managed branches respect cable grades
  • Overloads are actionable, not permanent
  • Panels may shed where they didn't

## Screens and JEI

  • Smelter panel: the tunnel is the progress bar
  • Arc Furnace pot drawn live
  • Both furnaces have JEI pages
  • Smelter listed on vanilla furnace pages

## Also

  • Foreign wires land on our terminals like C&A and not tested fully New Age
  • Two noisy goggle lines removed
  • Smelter cap, band and instruments redrawn
  • Admin control panel with "/createstats"

<div class="spoiler">**Mod name will may change "Create:Stats &amp; Power"**</div>
Adds early phase of **Power Delivery Unit (PDU)** and **FE integration**. Not play-tested on multiplayer; be aware.
<div align="center">

# Create Stats and Numbers
### v1.1.31SJ · Beta

  • everything since 1.0.69B*

</div>

## Lighting
  • Stage Light** an aimable moving head spotlight, mounts on any face and lights the world and Aeronautics ships where it points (needs LambDynamicLights for the beam)
  • Stage Light Mk II** bigger, reaches 128 blocks, takes a Beacon to reach 256
  • Battle Bridge lighting** run your Stage Lights from the Battle Bridge through a Damage Observer, with target tracking

## Induction Heater
  • Induction Heater** a kinetic Blaze Burner replacement that heats Basins and Boilers, and cooks food on its plate
  • Induction Coil** the fuel for its Kindled and Superheated tiers

## Flow Meter
  • Flow Meter** a fluid pipe that measures throughput and feeds it to a Stats Display

## JEI support (optional)
  • the **Induction Heater** now shows up on Campfire Cooking pages in JEI as source too

## Kinetics
  • the **Factory Logic Controller** can now control a **Kinetic Flywheel**
  • the **Kinetic Flywheel** gained some sound and brake sounds and a hover tooltip. It can be disturbing so there is an option to turn it off on config

## Logistics
  • the **Dispatch Board** and **Freight Manifest** got a visual overhaul with a live activity banner and animated bars

## Config
  • antenna range** multipliers are now configurable in confog
  • render distance** moved to the client config, so in multiplayer you set your own
  • removed a few dead options that did nothing

## Preview (off by default, enable showExperimentalBlocks)
  • VCC Mk II** a further successor to the Vehicle Control Computer/ Flight Control Computer
  • Stats Display Mk2** a next gen display with a full screen studio
  • Aeronautics Hinge** an early tool for hinging two contraptions, Purely brokenish

## Fixed
  • hiding experimental blocks actually hides them now (the VCC Mk II and Stats Display Mk2 were leaking into creative and search)
  • the Stage Light no longer leaks light through walls, and aims correctly on every face and on ships

## Works with
needs Minecraft 1.21.1, NeoForge 21.1.219 or newer, Create 6.0.9 up to 6.1, plus Ponder and Flywheel

optional: LambDynamicLights (for the Stage Light beam), JEI, Create Aeronautics, Create Big Cannons, Diesel Generators, GeckoLib and Simulated

### Last Beta release before the full "Release"
  • A new block named stage light (works only with LambDynamicLights) can track objects through the battle bridge, and is also not finished and have some bugs.
  • Ponder texts are fixed, partially
  • Performance upgrades and bug fixes
<div align="center">

# Create Stats and Numbers
### v1.0.69A · Alpha

  • This is a big one. There are MANY changes so before the "Release" build I want you guys to test a bit. Build is fairly stable, my tester team and I never experienced a crash or world corruption.*

  • Github repo is on its way too*
</div>


<details>
<summary>Spoiler</summary>

> heads up again, this is a massive update so its marked Alpha. Create Stats isnt really just a monitoring mod anymore, its kindof a whole instrumentation, flight and combat toolkit now. expect a few rough edges and please tell me if something breaks

</details>



## Flight and Vehicles (Create Aeronautics)

a full fly by wire setup for airships and ground vehicles

  • Vehicle Control Computer (VCC)** the brain of the craft. open its screen and actually build your vehicle, bind the engines with cards, drop devices into zones on a live ship diagram, and let the readiness panel tell you whats missing (no bindings, no yaw, needs calibration and so on). it tunes its own gains, holds attitude when a gimbal sensor is attached, and runs your cockpit dials and switches
  • Ground vehicle (Otomobil) mode** proper drive and steer automation. pick a drive layout (4x4, front or rear) and a steering style (front, four wheel or crab) then let the VCC chase waypoints from the Pathfinder for hands free driving
  • RPM Governor** this is the VCCs hand on a shaft. put one on every shaft you want controlled, it sets the speed on command and lets go safe if the VCC ever goes quiet so the craft never gets stuck
  • Propeller Card** and **Governor Card** the binding cards. right click a propeller or a Governor to grab it, then slot the card into an VCC row to put that thing under computer control
  • Path Scanner** points the way your going and reads the terrain ahead
  • Pathfinder Computer** takes the Scanner data, works out a route and feeds GPS style guidance to the VCC
  • Bomb bay drop safety** a little interlock that only lets a drop happen when the bay is armed AND open
  • Linked Controller and manual throttle** remote redstone link buttons plus a hand flown manual RPM for when you just wanna fly it yourself
  • new flight screens** on the Stats Display: **Aerodeck** (flight deck overview), **Aeroline Director** (target and GPS guidance) and **Contraption Info**
  • CUSTOM CONFIGURATION SURFACES EXIST BUT ARE NOT FUNCTIONAL!


## Pilot Helmet

an end game pilots headset you actually wear

  • armor of a Diamond Helmet, +0.5 toughness, and fireproof
  • works as **Create Engineers Goggles**, so stress, RPM and tank info on hover
  • wears a **live HUD** (speed, RPM, fuel, G force, drive time) with seperate Fighter, Commercial and Otomobil layouts
  • right click a **FCC, Battle Bridge or Stats Display** to link its feed into the HUD
  • new keybinds for **toggle visor** and **toggle night vision**
  • optional, install **GeckoLib** and the visor gets animated

## Combat and Warships (Create Big Cannons)

  • Battle Bridge** a tactical command screen with a live **3D hologram** of your ship, weapon readiness and a damage map. you set target picking, autocannon RPM governing, fire side control and ** FULLY auto aim** right from the screen
  • Battle Observer** stick it on a hull zone, name it, pick its role and send that zones status to the Battle Bridge over a Display Link
  • new keybind to **pin the tactical HUD** on your screen

## Power and Kinetics

  • Kinetic Flywheel** basically a stress battery(?). it charges from spare network capacity and when the network runs short it becomes a source on its own, giving up to **32,768 SU at 256 RPM**, around **90 seconds** at base and about 90% efficient. stack flywheels to bump the **mass stage (x1 to x4)** and use the charge and discharge gears to trade fill speed for output. read it with goggles, a comparator or a Display Link
  • Kinetic Multimeter** right click any kinetic block and instantly see its **speed, stress, network load and role** (source, consumer or passive)

## Signal Antennas

extend a blocks reach **without making it a chunk loader**

  • Small** antenna, x4 reach in the same dimension
  • Advanced** antenna, x12 reach in the same dimension
  • TRT** antenna, loaded Overworld to Nether links plus unlimited reach in those two

just mount one on any compatible Create Stats block

## Alarm Clock

a little desk clock with **Clock, Stopwatch, Timer and Alarm** modes. when a timer or alarm goes off it rings, lights up and pushes redstone until you silence it
Oh, and calendar and event planning

## Stats Display got a big overhaul

the panel is way more capable now, and honestly way nicer to look at

  • new views**, theres a live **Network Topology** map (your kinetic network drawn as nodes and wires with power actually flowing along them and overstressed nodes pulsing red), an **Analog Instruments** dashboard, plus Numeric and custom screens
  • instrument polish**, every gauge shares the same sensible scale and health zones now, theres an average marker and a session peak marker, a trend arrow, a little history sparkline per tile, smooth needle motion with a **power on sweep** when you open it, and the gauge pulses when an alarm trips. charts also got average and warning or danger lines
  • smarter alarms**, arming an alarm picks a sane threshold instead of firing right away
  • more sources**, better hookups for **Diesel Generators**, train and freight **logistics** boards, and the new flight and battle modes

## In game guides

  • Factory Manual**, a real in game book with a page for every block and clickable **diagram sheets** that walk you through the setup
  • Ponder guides**, animated in world tutorials for around **35** blocks and features so almost everything teaches itself now

## Little things

  • new keybind category for the helmet visor, night vision and the tactical HUD pin
  • theres a new hidden advancement to find
  • lots of fixes and visual polish across the displays, HUDs and tutorials

## Works with

needs Minecraft 1.21.1, NeoForge 21.1.219 or newer, Create 6.0.9 up to 6.1, plus Ponder and Flywheel

optional stuff it picks up on its own: Create Aeronautics for the flight gear, Create Big Cannons for combat, Diesel Generators, GeckoLib for the animated helmet, and Simulated

<div align="center">

  • thanks for trying the alpha. if something breaks the Discord invite is on the Modrinth and CurseForge pages*

</div>
  • Bug fixes and improvements

  • Better Aerodeck and Aeroflight direction mechanism, check out the Vehicle tab for Nose/front choose

  • Presets are beta, not working at the moment

### Known problems:
  • Significant FPS drop in Aeronautics menus
  • Relatively impactful FPS drop in PiP mode for Aeronautic ships.
  • For large kinetic networks pathfinder fails to detect the source.
  • Dashboard/ Auto Dashboard sometimes not work as intended
Improved UI and UX for many blocks, including Stats display and handheld.

Stats recorder improved

Aero deck is smarter and more responsive now.

Bug fixes and improvements for Train and Topology map.
Support for Create: AERONAUTICS!!!

Bug fixes and performance improvements!
New block types added. Improved stability and bug fixes.
Survival recipes are added.
+Improved Display panel behaviour with stats configurator.
+Server compatibility
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