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C:IS Load Order

A load order mod for Create: Industrial Sandbox

Create: Industrial Sandbox - Load Order & Compat Fixes

A small, drop-in compatibility mod made for the Create: Industrial Sandbox modpack 2.0 release. It fixes five problems that happen when several popular mods are installed together: a random crash while the game is loading, missing recipes in JEI, two crashes caused by add-ons that were built for older versions of JEI and Create, two mods fighting over how elytras work, and the CurseForge version of CC: Tweaked not working with Create 6. It adds no blocks, items, recipes, commands or config files and never touches your worlds, so it is safe to add or remove at any time.

It is built for Create: Industrial Sandbox, but it helps any modpack on Minecraft 1.21.1 / NeoForge that combines the mods listed below.


What it does for you as a player

1. The game starts every time (no random loading crash with Evolved Mekanism)

Without this mod: Evolved Mekanism adds its extra tiers (Overclocked, Quantum, Dense and Multiversal) while it is being loaded. Mekanism Utilities, Mekanism: Incomparable, Mekanism Empowered and Just Enough Mekanism Multiblocks all use those tiers but don't tell NeoForge to load after Evolved Mekanism. NeoForge then picks the order itself, and that order changes whenever the mod list changes. When one of them loads first, the game crashes on the loading screen (a NullPointerException in Evolved Mekanism's tier config, often followed by an unrelated-looking "FTB Quests theme file is missing" error), and about 30 other mods silently fail with it. Two players with the same pack can get different results.

With this mod: Evolved Mekanism is always loaded first, so the tiers exist before anything asks for them. The pack starts the same way on every computer and server, and the tiered machines, factories and upgrades all appear.

2. Evolved Mekanism Extras shows up in JEI again

Without this mod: Evolved Mekanism Extras 1.2.2 looks for a recipe-viewer class that Evolved Mekanism 1.3.0 moved to a new place. Its JEI plugin fails at startup, so none of its factories are listed as "made in" machines in JEI. Players can't look up which Extras factory processes which recipe.

With this mod: the class is provided at the old location (it simply points to Evolved Mekanism's own object), so the Extras factories appear in JEI's recipe tabs like every other machine.

3. Nuclear Radiation and Pollution of Create no longer crash the game

Without this mod:

  • Nuclear Radiation 1.0.21 (required by NuclearCraft: Neoteric) adds a radiation line to fluid tooltips in JEI. With JEI 19.70 that change produces invalid code, so JEI fails to load and the game crashes while starting.
  • Pollution of Create 0.0.4 changes how Create's Diving Helmet checks for drowning, but Create 6.0.10 no longer contains the line it changes, so Create fails to load and the game crashes (every Create add-on fails with it).

With this mod: those two changes (and only those two) are switched off using MixinSquared, which the pack already includes through AllTheLeaks. Both mods load and work normally: radiation, Geiger counters, dosimeters, NuclearCraft reactors, pollution, respirators and all Create machines behave as their authors intended. A Diving Helmet worn with a Backtank that holds air still keeps pollution out. The only things you lose are the radiation line on fluid tooltips inside JEI, and the Backtank's air no longer runs down while the helmet is filtering smog (it still runs down underwater as normal).

4. Infinity Bound and Evolved Mekanism elytras work together

Without this mod: both mods let you wear an elytra in an extra slot: Evolved Mekanism in a Curios slot, Infinity Bound in its own cape slot. They do it by rewriting the same four bits of vanilla flying and elytra-rendering code, and only one mod can rewrite each bit. Which one wins depends on load order: if Infinity Bound wins, Evolved Mekanism's required changes fail and the game crashes while loading; if Evolved Mekanism wins, an elytra in Infinity Bound's cape slot silently doesn't let you fly.

With this mod: Infinity Bound's three conflicting changes are switched off, so Evolved Mekanism's always apply, and a tiny bridge makes Evolved Mekanism also look in Infinity Bound's cape slot. An elytra in either slot (or in the chest slot) flies and shows on your back. The bridge only loads when both mods are installed. The only thing lost is cosmetic: Infinity Bound's Iron Man suits no longer hide an elytra you're wearing.

5. CC: Tweaked works with Create 6

Without this mod: the newest CC: Tweaked on CurseForge is 1.113.1. When Create is installed it hooks into a part of Create that Create 6 moved, so the game fails while loading. Create: Avionics also expects a helper class that only newer CC: Tweaked versions have, so placing a Linked Typewriter would crash.

With this mod: CC: Tweaked skips that one Create hook when it would fail (the only effect: CC modems and cables aren't treated as stuck to their block when a Create contraption moves it), and Create: Avionics keeps its own list of connected computers instead of using the missing class. Computers, turtles, monitors and every other mod's ComputerCraft support work normally. Both fixes only load when those mods are installed, and the Create one switches itself off with a CC: Tweaked version that doesn't need it.


Example

You install Create: Industrial Sandbox, add one more mod, and the game suddenly crashes on the loading screen even though nothing obvious changed. That's fix 1: the random load order changed. With this mod the order is fixed, so adding or removing unrelated mods can't trigger that crash.

Compatibility

  • Minecraft 1.21.1, NeoForge 21.1.x, Java 21.
  • Install it on both client and server (it declares load order, provides one compatibility class and one small mixin, so it is very light).
  • Works whether or not the mods it fixes are installed: if a mod is missing, the matching fix does nothing.
  • Nothing is saved to worlds, so removing it later never damages a save.

C:IS Load Order Team

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