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Create Horse Power - CE

Medieval power for Create: harness horses and other mobs to drive your machines

Create Horse Power: Community Edition

Medieval power for Create: harness horses and other mobs to drive your machines — now maintained, fixed, and modernized for NeoForge 1.21.1.


Overview

Create Horse Power: Community Edition adds animal-powered machinery to the Create ecosystem.

Its centerpiece is the Horse Crank: attach a suitable animal, give it a proper walking path, and let it turn your Create contraptions without water wheels, windmills, engines, or electricity.

It is especially useful for primitive, medieval, low-tech, and progression-focused modpacks, where Create automation should become available before more advanced power sources.

Community Edition continues the original Create Horse Power project while focusing on maintenance, stability, modern Minecraft support, and better modpack integration.

What Does It Add?

Horse Crank

The Horse Crank converts animal labor into Create rotational power.

Attach a supported mob to the crank and it will walk around the mechanism while generating RPM and Stress Units for the connected Create network.

This makes animal power a practical early-game alternative to conventional Create generators.

Different Worker Sizes

Workers can be classified into different power tiers:

  • Small workers — lighter animals with lower stress capacity.
  • Medium workers — stronger general-purpose animals.
  • Large workers — powerful animals such as horses, donkeys, mules, and similar mobs.

This lets modpack authors build progression around the animals available to the player.

Path Quality Matters

The surface around the Horse Crank affects how efficiently the animal can work.

Different configured path materials can provide:

  • Poor paths — reduced output.
  • Normal paths — standard output.
  • Great paths — improved output.

That means upgrading the working area around the crank can become part of your progression instead of the block simply producing free power anywhere.

Configurable Power

Server owners and modpack developers can configure:

  • Base RPM.
  • Stress capacity for each worker tier.
  • Poor, normal, and great path multipliers.
  • Which mobs are valid workers.
  • Which blocks count as valid path materials.

Community Edition also supports data-driven entity tags, making it easier for datapacks and other mods to add compatible workers without hard-coded integrations.


Why Community Edition?

The original Create Horse Power introduced a great idea, but development eventually slowed and several issues remained open.

Community Edition exists to keep that idea usable on modern Create installations.

Compared with the older version, CE focuses on fixing several long-standing problems:

  • Chunk reload reliability — attached workers are tracked persistently instead of being forgotten when chunks unload and reload.
  • Stable adjacent Horse Cranks — generator direction handling has been reworked to cooperate with Create's kinetic network instead of corrupting rotation state.
  • Proper leash cleanup — breaking or detaching a Horse Crank no longer leaves behind ghost leash-knot entities.
  • Modern 1.21.1 data formats — recipes, loot tables, advancements, and blockstate resources have been updated for current Minecraft formats.
  • NeoForge 1.21.1 support — the project has been modernized for the current NeoForge/Create ecosystem.
  • Broader modded-mob compatibility — worker handling is no longer limited to a narrow class of vanilla-style pathfinding mobs.
  • Data-driven worker categories — datapacks can extend small, medium, and large worker lists using entity tags.
  • Cleaner Create integration — kinetic lifecycle handling now follows Create's own block-entity and network behavior more closely.

The goal is not to turn Horse Power into a completely different mod. It is to keep the original concept simple while making it reliable enough for real survival worlds and large modpacks.


Why Use Animal Power?

Create has many excellent ways to generate rotational force, but animal power fills a progression niche that most generators do not.

It works particularly well for:

  • Primitive and medieval modpacks
  • Age-based progression
  • Low-tech Create starts
  • Historical or survival-focused packs
  • Automation before wind, steam, electricity, or engines
  • Players who want functional farms to be part of their mechanical infrastructure

Instead of placing a passive generator and forgetting about it, your power source becomes part of the world: an animal, a working area, and a machine built around it.


Modpack Friendly

Create Horse Power: Community Edition is designed with modpack authors in mind.

Worker lists, power values, path materials, and efficiency multipliers can all be adjusted to fit different progression systems.

For example, a pack could make:

Donkey power → Horse power → Water power → Wind power → Steam power

a real technological progression rather than giving the player every Create power source at once.


Original Project & Credits

Create Horse Power: Community Edition is a maintained community fork of the original Create Horse Power project by SteamPunkNation.

The original project, concept, and much of the foundation of this mod come from:

SteamPunkNation/CreateHorsePower — Powering Create Mod contraptions like it's medieval times.

Huge credit goes to SteamPunkNation and the original contributors for creating the mod and establishing the animal-powered Create concept.

Community Edition builds on that work with maintenance, compatibility updates, bug fixes, and further modpack-focused improvements.


Requirements

  • Minecraft 1.21.1
  • NeoForge
  • Create

Exact supported versions are listed on each release file.


Put your animals to work, power your early factories, and bring real horsepower to Create.

The Create Horse Power - CE Team

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