promotional bannermobile promotional banner

Create Propeller

Seven new propellers for Create and Create Aeronautics: tiered, large, marine and variable pitch. They work in air and under water.
Back to Files

createpropellers-0.4.0.jar

File namecreatepropellers-0.4.0.jar
Uploader
HorizzonHorizzon
Uploaded
Oct 24, 2026
Downloads
57
Size
605.8 KB
Mod Loaders
NeoForge
File ID
9312964
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-propeller-1729364:9312964"

Learn more about Curse Maven

What's new

Changelog

0.4.0

Bigger rotors, steering and a full model redesign. The models, hitboxes and the 13x13 rotors were checked in game and by 40 automated GameTests; steering and the rudder on a moving Sable ship, and Drive-By-Wire with real cables, have not been tested yet, so treat 0.4.0 as a beta.

  • Bigger sizes: the Large Propeller, Helicopter Rotor and Coaxial Rotor now also come in 11x11 and 13x13 (Large: iron sheet + industrial iron block; rotors: iron sheet + sturdy sheet). Pusher and Submarine Propellers stay at 7x7. Hubs and pods keep the size of the family's smallest propeller, so a 13x13 rotor does not get a huge hub, and the discs of a coaxial rotor keep a constant spacing.
  • Redesigned models: every propeller has new, more detailed models and textures; the helicopter blades are thinner and more detailed, the marine and submarine propellers look properly nautical (the marine one has a Kort nozzle that tilts with the steering), and the rotors have a swashplate pod. Item icons were redrawn.
  • New hitboxes: selection and collision shapes follow the new models (mounting base plus hub column, with or without the square plate). The collision shape, also used by Sable sub-levels, is slimmer than the selection shape. The upper hub of the Coaxial and Contra-Rotating Propellers stands above the block: the top of the block now carries its footprint (aim at the hub from above to select the block) and players and mobs cannot walk through it.
  • Steering:
    • Small ship propellers (Marine, and the 3x3 Submarine Propeller) swivel themselves (azimuth) from redstone on their horizontal side faces.
    • Bigger Submarine Propellers cannot swivel and need the new Rudder block.
    • Helicopter and Coaxial Rotors get cyclic tilt from redstone on their four side faces; the faces on the shaft still feather the blades (collective).
    • A signal on a side face pushes this end of the vehicle toward that face. The tilt follows analog signal strength.
    • New config keys: azimuthMaxAngle, cyclicMaxAngle, steeringResponse.
  • Rudder block (copper sheets, andesite alloy, shaft): a hinged blade that deflects from redstone on its two side faces and turns the ship using the water flow along it, including the wash of a propeller behind it. Config: rudderMaxAngle, rudderLiftCoefficient, rudderDragCoefficient, rudderWashScale, rudderAirEfficiency.
  • Optional Drive-By-Wire integration (0.3+): cables into a face act like redstone on it, and every propeller and the rudder is a cable source with channels (thrust, rotation speed, fault, submerged, blade pitch, steering tilt, rudder angle). Config: wireHeartbeatTicks. Without Drive-By-Wire nothing changes and no Drive-By-Wire class is loaded.
  • Performance and sound fixes:
    • No more duplicate propeller sounds on ships; sounds start within a distance (client config propellerSoundRange), at most maxPropellerSounds play at once, and the sound handle no longer leaks. Wide rotors no longer saturate the volume.
    • The medium sensor uses 16 equal-area samples, never loads chunks and samples less often; obstruction scans are precomputed and staggered; air pressure and config values are cached per tick.
    • Client: Flywheel visuals are cheaper (cached matrices, rotor-sized culling, distance throttling), airflow particles scale with the radius and are capped (airflowParticleCap), entity pushing is skipped far from the player.
  • Ponder: the airflow particles in the guides are halved.
  • Fixed: the mast cells of wide rotors are now checked for obstruction on every layer.
  • Fixed: when the thrust of a steered propeller reverses (wrench, pitch panel), the force leans to the correct side from the first physics step instead of one game tick later.
  • Requirements unchanged; Drive-By-Wire is optional.

0.3.0

Based on player feedback.

  • Propeller sounds: every spinning propeller plays a looping engine sound (Create Aeronautics' propeller sound), louder and deeper for faster and wider propellers, muffled under water. Client config: propellerSounds, propellerVolume.
  • New Contra-Rotating Propeller: two counter-rotating four-bladed discs on one shaft for powerful aircraft.
  • The square base can be hidden: sneak-click a propeller with an empty hand to show or hide its mounting base (only a small flange stays), so propellers look right at the end of a shaft.
  • The two discs of the Coaxial Rotor now sit right on top of each other and read as one rotor head.

0.2.0

Propellers for every kind of vehicle.

  • New propellers: Helicopter Rotor, Coaxial Rotor (two counter-rotating discs on one mast), Pusher Propeller, Submarine Propeller (seven skewed blades, water only), Tail Rotor, Ducted Fan and Drone Rotor (crafted in pairs).
  • Five standard propellers come in larger sizes, each a separate block crafted from the next smaller size surrounded by extension materials: Large Propeller, Helicopter Rotor and Coaxial Rotor (5x5, 7x7, 9x9), Pusher Propeller and Submarine Propeller (3x3, 5x5, 7x7). Thrust and stress grow with the disc area.
  • Helicopter, coaxial and tail rotors use collective pitch: the same value panel and redstone feathering as the Variable Pitch Propeller.
  • Every propeller wider than its block now checks its blade disc for obstructions; coaxial rotors check both discs.
  • Ponder guides for the new propellers and sizes, English and Turkish translations.
  • Fixed: blades of propellers facing down, north or west turned against the shaft and the real thrust.

0.1.0

First release.

  • Seven propellers: copper, brass, industrial iron, netherite, marine, variable pitch and large.
  • Built on Create Aeronautics' propeller classes: kinetic stress, wrench reversing, goggles info, airflow particles, entity pushing and Sable thrust on physics structures.
  • Every propeller works in air and under water with its own efficiency; the medium is sampled around the blade disc.
  • Variable pitch propeller with a −100…+100 % value panel and analog redstone feathering.
  • Large propeller sweeps a 5×5 disc and jams when a solid block is inside it.
  • Ponder guides, English and Turkish translations, server config for thrust, airflow, stress and medium efficiency.

This mod has no additional files