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Create: Magnetite & Motors

Realistic magnetism and electrical engineering for Create: magnetite, magnets with polarity, FE generators and electric motors.
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Magnetism 0.1.1 (NeoForge 1.21.1)

File namemagnetism-0.1.1.jar
Uploaded
Oct 22, 2026
Downloads
15
Size
572.1 KB
Mod Loaders
NeoForge
File ID
9288694
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-magnetite-motors-1758398:9288694"

Learn more about Curse Maven

What's new

## Magnetism 0.1.1

### New
- **Magnetic Sensor:** a Hall-effect plate that sticks to any face. It outputs redstone from the
  magnetic field in front of it (one level per 0.1 T) and a full signal when something magnetic
  passes, like a minecart, a floating platform or a mob in iron armour.
- **Hand magnet settings screen** (sneak + right-click): pole, attract or repel, on/off and a
  9-slot whitelist/blacklist item filter.
- **Advancements:** a Magnetism tab with 14 advancements, from finding magnetite to riding a
  maglev, using the elevator and catching storm lightning.
- **Server config** (magnetism-server.toml): magnet range and strength, hand magnet reach,
  lightning rod attraction radius and energy per strike, elevator energy use and max height.

### Improved
- **Ponder (hold W):** every block now has its own scene, built around it, showing what it does,
  ways to use it and a tip — 23 scenes in total, none shared between blocks.
- **Create-style "Hold Shift" summaries** on every block and item.
- **Engineer's Goggles** show stored energy and status on Batteries, the Active Lightning Rod
  and the Magnetic Elevator.
- **JEI information pages** for magnet blocks, pole pieces, hand magnets, the Collector Magnet,
  Active Lightning Rod, Magnetic Elevator, Floating Platform, Magnetic Sensor, maglev rails,
  the Field Meter, ferrite and magnetite ore.

### Changed
- The Magnetic Elevator only uses energy while it is carrying something.

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