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.
All Versions
+ Add VersionChanges 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.
## New
- Spark Crown**: a chunk loader. Holds up to 25 chunks of its region loaded and running, picked
Made on a Mechanical Crafter.
- Storm Coil**: a Tesla coil. Arcs to hostile mobs, grows in four stages, and catches lightning
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
- Security Relay**: a redstone output for your house. Alarm, tamper, fire, flood, access denied,
- Co-pilot**: two players can drive a VCC Mk IV or fly a VCC Mk IV Aerial at once. When the
- Unseen route travel**: route vehicles no longer keep chunks loaded. Out of sight they keep
/pathways travel follows one./vcc4**:destroyputs the VCC Mk IV consoles within 8 blocks of you back in your
destroy all, disarm, arm. status foreveryone.
## Changed
- Inventory Display** redesigned: real slots on the glass, fill clock, in and out per minute,
- Headlights light the road as a cone with shadows. Dipped beam 28 blocks, full beam 44. Client
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,
- 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
- Spark Crown: new switch sound. Picking chunks no longer whines. The fold after a blackout has
- 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
- VCC Mk IV Aerial: a big or tilted ship left on Anchor no longer moors itself in the air and
- 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
- PDU: machines flickering on and off on the buffer; a machine switched on knocking a running one
- Home Security: a Switch Link Card no longer links devices for someone without edit rights.
panels no longer look orphaned.
- Cine Camera films carried a debug tick counter in the corner and a
.frames.csvbeside them.
## Before you update
- VCC Mk IV and Aerial: a seat more than 2 blocks from the console no longer drives. Move your
- Inventory Display: the signal on every side and the belt pulse are gone; use the LOW and HIGH
- Battery Controller config
portRateis nowterminalRate; 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.
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
- Self-driving routes**: draw a road with the Surveyor's Staff and a VCC Mk IV drives it,
- VCC Mk IV Aerial**: fly an Aeronautics airship, autopilot included. Aviator Helmet with a
- Battle Bridge** rebuilt for Create Big Cannons: guns aim and lead the target, and never fire
- Cine Camera**: a tracking camera on a tripod. Records MP4 video with sound (Windows), slow
- 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
- 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
- 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.Fixed user-adding problem on the home security panel
Fixed PDU not recognising downstream when 2 or more connectors are in line
## 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.
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
## 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 & Power"**</div>
# 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
- 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
# 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*
<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
- Crafting recipe bug inherited from Neoforge 1.21.1 porting fixed
- New Aeroline mode
- Introducing you PiP mode for Aeroline and Aerodeck modes. ![Aeroline PiP]
- Factory manual is not AI slop anymore
- (https://cdn.modrinth.com/data/cached_images/ac1dcbf3ef8f64ed086ef6c8fa2c74c9b1508e28.jpeg)
Stats recorder improved
Aero deck is smarter and more responsive now.
Bug fixes and improvements for Train and Topology map.
Bug fixes and performance improvements!
+Server compatibility