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CodeBadger: Skillsmith x Create

Adds some default additions to the skillsmith skills, perks, xp sources, and skill gates.

CodeBadger: Skillsmith x Create

Create support for CodeBadger: Skillsmith. Two new skills, Create's machines under Skillsmith's locks, and perks made for Create.

Skillsmith gates crafting and item use behind skills. On its own, Create's machines would ignore those locks: a mixer or press could make anything. This addon makes them play along. Every machine follows the crafting locks of the player who placed it, advanced machines need skill to place and use, what machines make carries their owner's skill bonuses, and two new skills cover building and running Create's contraptions.

Requires: NeoForge 21.1.206+ (21.1.219+ for Create 6.0.10 and newer), Create 6.0.9 or newer (6.0.x) and CodeBadger: Skillsmith 1.0.0-1.21.1 or newer.


Two new skills

Skill What it's for Perks
Engineering Crafting Create's machines and parts. Create's crafting locks use it. Chance to get ingredients back when crafting Engineering items. Schematicannons sometimes place blocks for free.
Machinery Placing and using Create's machines. The generators you place make more stress capacity. The machines you place use less stress.

Two of Skillsmith's own skills get a Create perk too:

  • Tinkering: a chance to keep the item when you make casings by hand.
  • Alchemy: more potion from every brew in the mixers you place, up to 50% more at level 40 (6 bottles' worth instead of 4).

Each perk has a prestige version for skill XP mode, and Create's goggles show stress values with the perks included.


Machines follow your locks

If an item is craft-locked, a machine can only make it when the player who placed the machine could craft it. Their live skills are used when they're online, and their last saved skills when they're not.

Machine What's checked
Mechanical mixer and press Mixing, compacting and pressing, in a basin, on belts, on depots and on the ground
Mechanical mixer brewing potions Skillsmith's brewing locks, just like a brewing stand, splash and lingering potions included
Mechanical crafter Every recipe it crafts
Mechanical saw Cutting
Deployer Deploying and item application
Spout Filling
Encased fan Washing, smoking, blasting and haunting
Millstone and crushing wheels Milling and crushing
  • Sequenced assembly is checked against what the whole line makes, at every step. A line can't start a precision mechanism its owner couldn't craft.
  • A machine refusing a recipe leaves its ingredients alone. Nothing is deleted.
  • Machines placed by anything but a player (deployers, schematicannons, contraptions) have no owner and can't make locked items. Unlocked recipes always work.

Crafting by hand is covered too: applying an item to a block (andesite alloy on a log makes andesite casing) needs the crafting lock of what it makes, and so does crafting from a placed blueprint.


What machines make carries your bonuses

Items Create's machines make get the crafting bonuses of the player who placed the machine, just as if they'd made them by hand:

  • Food from spouts, encased fans (smoking and blasting), mixers, presses, mechanical crafters and deployers carries the owner's Culinary stamp: it fills more, and its effects last longer and are stronger.
  • Tools and armor from a mechanical crafter get the owner's Smithing durability.
  • Potions get the Alchemy stamp, and bonuses from other Skillsmith addons apply too.

Machines nobody placed give no bonuses.


Advanced machines need Machinery

Machinery locks placing a machine and right-clicking it once placed. Basic parts (shafts, cogwheels, gearboxes, belts, water wheels, hand cranks, millstones, basins, depots, funnels and chutes) are free, so anyone can get started.

Machinery Machines
2 Drills, harvesters, ploughs, presses, windmill bearings
4 Fans, mixers, saws, bearings, pistons, rope pulleys, pumps, fluid tanks, large water wheels
6 Crushing wheels, item drains, ejectors, gantries, cart assemblers, chain gearshifts
8 Deployers, spouts, hose pulleys, rollers, portable interfaces, contraption controls
10 Sequenced gearshifts, chain conveyors, linked controllers, schematicannons (or Building 14)
12 Steam engines, speed controllers, elevator pulleys, packagers, frogports
14 Mechanical crafters, clockwork bearings, stock links, requesters, train signals and observers, schedules
16 Mechanical arms, stock tickers, factory gauges, train stations
18 Train controls (or Machinery 12 and Exploration 16)

Deployers act with the skills of the player who placed them, so automation built by a skilled player keeps working.


More than one way in

The default crafting locks use Skillsmith's AND / OR rules, so specialists have their own path:

  • A mechanical drill needs Engineering 6 and Mining 4, or Engineering 10. Harvesters and ploughs work the same with Farming, the saw with Gathering, and the roller and schematicannon with Building.
  • Redstone links, smart observers, threshold switches and display links take Engineering, or Tinkering a few levels higher.
  • The wrench and goggles take Engineering 2 or Tinkering 4.
  • Copper diving gear takes Smithing 6 or Engineering 8, and needs Defense 6 or Exploration 8 to wear.
  • The potato cannon needs Dexterity 12 or Attack 14 to use.
  • Train controls take Engineering 26, or Engineering 20 and Exploration 16.
  • Create's food is on Culinary: honeyed apples, sweet rolls, chocolate, builder's tea and blaze cakes.

More than 100 Create items have locks. The full list is in the addon's guide, config/skillsmith/readmes/codebadger_skillsmith_create.md, which is kept up to date with the version you have installed.


Extra perks for your pack

These come ready to use in perks/create.json, but no skill has them by default. Add any of them to any skill in a few lines of JSON:

  • Bonus crushed ore from your crushing wheels and millstones
  • Saved assemblies: a failed sequenced assembly sometimes gives the product instead of scrap
  • Faster millstones and crushing wheels
  • Faster fans for washing, smoking, blasting and haunting
  • Deployer tool saving: your deployers sometimes don't wear down their tool
  • Train acceleration for trains you assemble
  • Extendo grip reach
  • Backtank air saving
  • Potato cannon ammo saving

Skill XP for Create work

In skill XP mode, Create work trains the new skills:

Source Skill
Your machines processing recipes Machinery
Finishing sequenced assemblies Machinery
Mechanical crafting Machinery
Placing Machinery-locked machines Machinery
Brewing potions in a mixer Alchemy
Crafting Create parts and machines Engineering
Making casings by hand Engineering
Mining zinc ore Mining

Machine XP only pays while the owner is online, and is capped per minute so idle factories can't farm it.


Yours to change

Everything above is a default, written into Skillsmith's normal config files the first time the addon loads: skills/create.json, perks/create.json, xp_sources/create.json, gates/crafting/create.json and gates/items/create.json. Edit them, delete them or add to them like any other Skillsmith file. Deleted files stay deleted.

config/skillsmith_create-common.toml turns the machine locks, hand-crafting locks and blueprint locks on or off. Which machines follow crafting locks is the block tag codebadger_skillsmith_create:gated_machines, so a data pack can change it.


Good to know

  • Machines that were already in your world before you installed the addon have no owner. Break and place them again.
  • Stress perks apply the next time a kinetic network changes (a speed change, or a block added or removed).
  • Default files are copied once and never overwrite what's already in your config folder, so updating the addon won't change locks you've set up. To get an update's new defaults, delete those files and restart.
  • Found a bug or have balance feedback? Please report it.

This is an unofficial addon. It isn't made by or affiliated with the Create team.

CodeBadger: Skillsmith x Create Team

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