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create: connected Aeronautics FİX

Restores redstone-link behaviour inside Create: Aeronautics flying contraptions when Create: Connected is installed. A tiny Mixin patch that skips the wildcard handler for Sable SubLevels. No new content, no config, no setup — just the fix.

# Create: Connected × Aeronautics Fix

A surgical, single-purpose compatibility patch that fixes one of the most frustrating silent failures you can run into when combining two of the biggest Create add-ons currently available: **Create: Connected** and **Create: Aeronautics**.

If you have ever lifted a beautifully engineered airship into the sky, flipped a switch, and watched absolutely nothing happen — this mod is for you.

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## The Story

Modded Minecraft is at its best when ambitious mods stack on top of each other. Create alone is already an industrial-revolution-in-a-box. Add **Create: Connected** and you get one of the most powerful redstone-link rewrites in the ecosystem — wildcard channels, smart batching, the works. Add **Create: Aeronautics** and suddenly the sky becomes part of your factory: physics-driven airships, floating fortresses, mobile cannon platforms.

Each one of those mods is a masterpiece on its own. Together, they should be the dream Create modpack. And for the most part, they are — except for one specific, completely invisible interaction that quietly breaks something fundamental.

You don't get a crash. You don't get a log warning. You don't get a red error in chat. You just get… a flying ship where redstone links no longer talk to each other. Switches dead. Receivers asleep. Logic gates frozen mid-thought.

This mod is the missing handshake between the two.

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## What Actually Goes Wrong

Here is the technical version, in plain language.

**Create: Connected** ships with a Mixin called `RedstoneLinkNetworkHandlerMixin`. It hooks into the very heart of vanilla Create's redstone-link system and reroutes every single network update through its own centralized "wildcard" handler. This handler is what makes Connected's improved channel matching, wildcard support, and performance optimizations possible — and it is, frankly, an excellent piece of engineering.

The handler keeps an internal map of every world (`Level`) it knows about. When a redstone link sends or receives a signal, the handler looks the world up in that map, finds the right network, and dispatches the update. If the world is not in the map, the handler does the safe thing: it cancels the update and bails out.

Now here is where **Create: Aeronautics** enters the picture. Aeronautics doesn't simulate flying contraptions inside the normal Minecraft Overworld. Doing that would be a physics nightmare. Instead, it leans on a separate library called **Sable**, which provides tiny self-contained mini-dimensions called **SubLevels** (`ServerSubLevel`). Every airship is, internally, its own little world that travels around inside the real one.

Sable's SubLevels are full-fledged worlds in every way that matters to Minecraft — blocks tick, entities exist, redstone propagates, the works. But they are **never registered** with Create: Connected's wildcard handler, because Connected has no idea SubLevels exist. It was written before Aeronautics shipped, against the assumption that all worlds would be regular dimensions managed by the server's main level list.

So the moment a redstone-link update fires inside a flying contraption, this is what happens:

1. The signal travels into Connected's wildcard handler (because Connected took over the system).
2. The handler looks up the SubLevel in its map.
3. The SubLevel isn't there.
4. The handler cancels the update and returns.
5. The signal vanishes. Silently. Forever.

Multiply that by every redstone link in your airship and you get the symptom you actually see in the world: nothing works.

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## What This Mod Does

This mod adds exactly one Mixin of its own: `LinkWildcardNetworkHandlerFixMixin`. It sits in front of Create: Connected's wildcard handler and asks a single question before anything else happens:

> *"Is this update happening inside a Sable SubLevel?"*

- If **yes** — the patch skips the wildcard handler entirely and lets the normal, vanilla Create redstone-link path run. This is exactly the path that worked perfectly fine before Create: Connected was installed, and it works perfectly fine inside SubLevels too.
- If **no** — the patch does absolutely nothing and lets Create: Connected behave exactly as it normally would.

That's the entire mod. One `instanceof` check. One conditional return. A few lines of glue code to make Mixin happy.

It is intentionally, aggressively minimal. It does not "improve" Create: Connected. It does not "extend" Aeronautics. It does not add config options, commands, items, or any kind of state. It exists only to teach Connected's handler to politely step aside when it's standing in Aeronautics' way.

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## What You Get

- ✅ Redstone links work correctly inside flying / moving / floating Aeronautics contraptions
- ✅ Switches, receivers, channels, and wildcards all behave exactly the way Create's documentation says they should
- ✅ Anything you previously built around redstone-link logic — auto-targeting cannons, altitude triggers, cargo bay doors, signal relays, dead-man switches, fail-safes — starts working again
- ✅ No measurable performance impact (one type check per update, the same overhead as a regular `if` statement)
- ✅ Identical behavior on dedicated servers and singleplayer
- ✅ Safe to add or remove from an existing world at any time — no worldgen changes, no NBT footprint, no migration needed
- ✅ Modpack-friendly out of the box

## What You Don't Get

This is intentional. Setting expectations matters:

- ❌ No new items, blocks, fluids, or recipes
- ❌ No new GUIs or HUD elements
- ❌ No JEI entries
- ❌ No commands, no config files, no in-game settings
- ❌ No changes to Create or Create: Connected behavior outside SubLevels
- ❌ No changes to Aeronautics behavior whatsoever

You will not see this mod in the world. You will only notice that things that used to be broken aren't broken anymore.

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## Requirements

All five of these mods must be present in your instance for this patch to do anything useful. If any of them is missing, you simply don't need this mod.

| Mod | Minimum Version |
|---|---|
| **Minecraft** | 1.21.1 |
| **NeoForge** | 21.1.0+ |
| **Create** | 6.0.0+ |
| **Create: Connected** | 1.0.0+ |
| **Create: Aeronautics** | 1.0.0+ |
| **Sable** (Aeronautics' physics engine) | 1.0.0+ |

This patch only targets the specific combination above. It is not a Fabric mod, it is not for older Minecraft versions, and it is not a general redstone-link fix.

## Installation

1. Drop this mod's `.jar` into your `mods/` folder, alongside the five mods listed above.
2. Launch the game.
3. That's it. There is nothing to configure.

If your airships' redstone logic suddenly starts behaving the way it always should have, the mod is doing its job.

## Compatibility

This patch only modifies Create: Connected's wildcard redstone-link handler, and only when the affected world is a Sable SubLevel. It does **not** touch:

- Any Create, Create: Connected, or Aeronautics content directly
- Any item, block, recipe, or network registration
- Any other mod's redstone systems
- Any vanilla redstone behavior

It should be safe alongside any other Create add-on, redstone mod, performance mod, optimization mod, or general utility mod. If you find a conflict, please open an issue with a log — it would genuinely surprise me.

## Performance

The added cost per redstone-link update is a single `instanceof` check on the level reference. In benchmark terms: it is unmeasurable. In practical terms: this mod will never appear in your `/forge tps` or sampler reports.

## Server Side

Fully server-side safe and required on the server. Clients do not need it for the fix itself, but installing it on both sides is recommended (and the easiest way to ship it in modpacks).

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## Why This Mod Exists

The honest answer: because two huge mods made completely reasonable design choices that happen to disagree about one specific detail, and nobody had taken the hour required to write the glue between them.

Create: Connected wasn't wrong to centralize the wildcard handler — it's the right architecture for what it does. Aeronautics wasn't wrong to put contraptions inside Sable SubLevels — it's the right architecture for physics-driven flight. Both of them are correct in isolation. The bug only exists in the gap between them.

Modded Minecraft is full of these gaps. Most of them never get filled because filling them isn't glamorous: there are no new mechanics to show off, no shiny block textures, no trailers worth making. It's just a quiet patch that makes two great mods finally work together the way you always assumed they did.

If that sounds boring, that's actually the point. The best compatibility mods are the ones you forget you installed.

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## License

**MIT.** Do whatever you want with it. Bundle it in modpacks freely — no permission needed, no credit required, no notification expected. If it makes your airships work, that's already enough.

## Credits

- The **Create** team for building the foundation everything else stands on.
- The **Create: Connected** team for the redstone-link rewrite this mod patches around (and which is, again, an excellent rewrite).
- The **Create: Aeronautics** team for making the sky a place worth automating.
- **ryanhcode** for **Sable**, the physics engine that makes the whole flying-contraption thing actually possible.
- Built on **NeoForge MDK** with **Mixin** + **MixinExtras**.

## Support / Issues

If something breaks, please report it with:
- Your full mod list (or modpack name + version)
- The exact versions of Create, Create: Connected, Aeronautics, Sable, and NeoForge
- A `latest.log` from a session where the issue happened
- A short description of what you expected vs. what actually occurred

Bug reports with logs get fixed. Bug reports without logs become guessing games.

Fly safe. ✈️

create: connected Aeronautics FİX Team

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