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Create: AeroWarptics

Create: AeroWarptics is an addon for create giving players the ability to warp their airships to a different place
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aerowarptics-1.3.0.jar

File nameaerowarptics-1.3.0.jar
Uploader
ICEconchyICEconchy
Uploaded
Sep 1, 2026
Downloads
110
Size
918.5 KB
Mod Loaders
NeoForge
File ID
8787426
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-aerowarptics-1659672:8787426"

Learn more about Curse Maven

What's new

# Changelog

## 1.3.0

### Added

- **Rift Modulator** - the fun one. Bolt it on next to a Rift Drive and you get to decorate the rift it
  tears open. Pick a core colour and a rim colour (sixteen swatches each - left-click for the core,
  right-click for the rim), crank the intensity anywhere from a whisper to *far too much* (25–200%),
  and choose a theme. It all follows through from the aperture to the corridor to the shockwave you
  arrive on. Costs a slow trickle of Rift Essence, and only while the drive's actually warping - leave
  it unfuelled, unlinked, or with matching colours and nobody's the wiser, it just looks like a plain
  old drive. Faces whichever way the drive does.
  
- **Five rift themes.** And these aren't paint jobs
  - **Standard** - the one you already know. The world getting shattered, no fuss.
  - **Clockwork** - a great toothed gear with little satellites spinning against it and an honest-to-god
    working clock face across the middle, hands and all. Cranks up under load, then irises open like a
    camera shutter.
  - **Arcane** - two dozen runes around the rim on their own flickering schedules, a
    seven-pointed star scratched across the face.
  - **Ember** - a mouth, frankly. Eighteen fangs biting inward and breathing, seven eyes peering in
    from outside and *following you around the room*. 
  - **Starlight** - three real tilted orbits leaning out of the rift's plane, with planets that swing
    round behind it and vanish for a moment. Drifts apart on a slow twinkling spiral.

  And all of it wears whatever colours you picked, no strings attached. Want a hellmouth in baby blue?
  Go right ahead.
- Every machine - Drive, Gate, Probe, Siphon, Chute, Modulator - now talks to a Create Display Link.
  Point one at a Modulator and it reads the drive it's dressing up.
- New Ponder scenes and advancements to go with all this - including **House Colours** for the
  Modulator - plus some catch-up scenes and advancements for last version's beacons and fissures. Tap
  **[W]** over the Handbook and it drops you straight into the Ponder chapters now.
- Rifts throw lightning. Off the torn edge of the aperture, crackling down the corridor behind it, and
  every so often a bolt reaches all the way to the ground and leaves a faint shimmer on whatever it
  hits for a few seconds. Not particles - actual drawn lightning, sharing the same glow as the fire and
  cracks. Toggle it with `riftLightning` if it's too much.
- **Theme Buttons.** When selecting a theme, they show a little particle effect in the gui.

### Changed

- A gate's opening is a **real block** now - the **Rift Portal** - instead of something your graphics
  card was faking. So it lights the room, holds the exact shape of whatever weird ring you built, and
  is just *there* the instant the chunk loads. Walking through feels the same as ever.
- The portal pane got some polish: it's see-through like a nether portal now, and fades in and out
  properly when a gate opens or closes.
- Holding a gate open **costs essence over time** now, not just to dial. A base rate plus a bit per
  block, ticked every second, and only the end that dialled pays. Config `gateUpkeepCost` /
  `gateUpkeepCostPerBlock`, both to zero if you'd rather it stayed free.
- Rift Drives are tesseracts now. All five tiers. They look great, trust me.
- The Singularity's `instability` setting actually does something to your warp exit now, which it
  embarrassingly wasn't before.

### Fixed

- **Gates on ships finally work.** Build one on an airship or a land vehicle and it just... didn't,
  before - the dial panel wouldn't open and even a live connection never spotted anyone stepping
  through. Turns out a block's address on a moving hull isn't its world address, and both checks were
  assuming otherwise. They do the maths through the hull now, whichever way it's pointed.
- ...and a sneaky follow-on to that: you could cross *onto* a ship through a gate but not back off it.
  A hull keeps track of who's standing on it (that's how it carries passengers through a gate as one
  lump), and that same bookkeeping was quietly deciding those people couldn't be crossing a gate on
  their own hull. Fixed.
- Killed the idle-disconnect timer. Gates don't hang up on you just for standing around any more -
  only when they genuinely can't keep going (no essence, no rotation at the dialling end).
- Fixed a jdk issue where the java noise was using a jdk only algorithm
- Warp has been stabilised, should work more often correctly.
- Siphon tanks now have transparency
- Gui's have been tweaked and should now show correctly on Gui scale: Auto

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