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Create: CAES

Compressed Air Energy Storage for Create. An Air Engine banks your network's surplus rotational power as compressed air, then hands it back as torque when the network runs short.
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Create: CAES 0.1.3

File namecreatecaes-1.21.1-0.1.3.jar
Uploader
StealMyModsStealMyMods
Uploaded
Aug 31, 2026
Downloads
151
Size
130.1 KB
Mod Loaders
NeoForge
File ID
8777909
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-caes-1666633:8777909"

Learn more about Curse Maven

What's new

One balance fix, and it changes how a network with several Air Engines on it behaves. An 0.1.2 world loads unchanged; a factory running a single engine, or engines on separate networks, behaves exactly as it did.

  • A kinetic network is now either charging or discharging, never both at once. An engine used to measure the network's balance with only its own contribution taken out, which is enough to stop one engine chasing its own tail but not enough to stop several chasing each other's. Reported with three engines on one shaft: two generating, and the third charging off what they supplied -- turning stored air back into stored air at the round-trip loss, for ever. chargeMarginStress did not refuse it, because it was only ever sized to stop one motor covering one compressor of its own tier, and a compressor a tier below what is driving it draws a fraction of the capacity on offer. Every engine now measures the network with every engine's contribution taken out, so the figure they all test does not move when any of them acts on it. Measured on the reported rig: 73 ticks in 100 had one engine generating while another compressed; now none do.
  • An engine no longer compresses on capacity another mod's store is supplying, by the same rule and for the same reason. The balance test above takes every Air Engine out of the network's capacity, which cannot see a Create: Gravity Batteries weight letting itself down -- so a battery paid for an engine's compression, at the round-trip loss, across the mod boundary. Keyed on the new c:kinetic_energy_storage tag rather than on either mod's classes, so it covers addons neither author has heard of, and a pack can add a third mod's block to the tag with a datapack. The Air Engine declares itself in that tag, which is what makes the other side of the bargain work.
  • roundTripEfficiency now defaults to 1.0 — an engine gives back exactly the air it paid for. It was 0.7. A vessel is a buffer, and sizing generation to average load instead of peak is the reason to build one, so charging for the round trip was charging for the feature; Create itself models no losses anywhere; and this mod already makes you pay for building small through the vessel-size efficiency, so a flat loss on top taxed the same player twice. The knob remains for packs that want storage to cost something, and it was never what stopped one store charging another. Existing worlds keep 0.7, since the value is already written to their server config — delete the line, or set it to 1.0, to pick up the new default.
  • An engine no longer spends air into a network where nothing is drawing. Reported from play: attaching a bare shaft to a charged engine started it generating and it emptied its vessel driving nothing. A cogwheel did it too, and so did a disengaged clutch. The guard that was supposed to prevent this asked whether a shaft was attached, which is a much weaker question than whether anything wants power. An engine holding for this reason says "Nothing needs power" rather than reporting the shaft as unpowered. Note a network of nothing but Air Engines asks for nothing, by the same rule that stops one engine compressing off another.
  • c:kinetic_relay is how it tells a load from a pipe, and packs can extend it. The tag lists the blocks that do nothing but pass rotation along — shafts, cogwheels, gearboxes, clutches, gearshifts, chain drives, the encased variants, the gauges — and everything not in it counts as worth driving, so a block from a mod this one has never heard of gets driven rather than ignored. Add your own relay with a datapack. Stress is deliberately not the test: Create gives belts, Gantry Shafts and flywheels an impact of exactly zero, so an engine keyed on stress would have refused to drive a belt network — the most ordinary load in the game.
  • Goggles distinguish the two shortfalls: an engine that will not compress because the surplus is coming from some other mod's store says so, rather than reporting the network as short.
  • A Pressure Vessel can still buffer between two networks, and that is the point of the rule being about networks rather than vessels. An engine charging a vessel off a network with power to spare and a second engine discharging that same vessel into a network that is short of it is the mod working as intended, and it keeps working.
  • Several compressors on one network now share the surplus instead of all claiming it. Each engine takes its slice in a fixed order that every engine on the network agrees on, so two engines can no longer both start on a surplus with room for one and then overstress the network between them.
  • The goggles say when a network is running on stored air. An engine that would charge but must not now reports that, rather than "not enough spare capacity" against a network that to a player looks like it has plenty. The spare capacity it does quote is now this engine's own share of it.
  • A flat Pressure Vessel now looks joined the moment it is joined. Reported: a 3x3 first course went on rendering as nine separate crates until a second course was stacked on it, at which point the whole thing snapped together. The multiblock had formed correctly the whole time -- it held the right amount of air and drove engines at the right tier -- but the client was never told to redraw. Connected textures are baked into the chunk mesh, and a one-course vessel forms without a single block property changing (every block of it is both the top and the bottom, before and after), so nothing asked for a redraw. Breaking one apart was stale in the same way.

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