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Get Creative

Create Addon: Configuration to force players to get creative making contraptions, plus some new content
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get_creative-1.21.1-2.6.jar

File nameget_creative-1.21.1-2.6.jar
Uploader
AmarylIisAmarylIis
Uploaded
Jun 3, 2026
Downloads
173
Size
838.6 KB
Mod Loaders
NeoForge
File ID
8192975
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:get-creative-1509618:8192975"

Learn more about Curse Maven

What's new

[!] Tweaked the dummy/showcase Precision Assembly recipe which provides an alternate recipe for crafting Precision Mechanisms, so that it won't clash with the normal recipe when Arms are allowed to perform Deploying steps

Allowed Mechanical Arms to handle Deploying recipes
- By default, they can perform Deploying sequenced assembly steps, but not standalone Deploying recipes
- Can configure if Deploying sequenced assembly steps should show the Mech. Arm instead of the Deployer, or alternate. (off by default)

Expanded config-documenting tooltips beyond just disabled contraption actors
- Should now support a variety of Create and Get Creative config options, as an expandable tooltip section

Added a config option for "deterministic" Mechanical Saw processing
- When enabled, unfiltered Saws will always try to prioritise strip wood, cut planks, or make stairs; instead of cycling through every result

Mechanical Arms can now fluidly swap between different input items depending on what its assembly target needs next (configurable)

Added particles to Precision Assembly for parity with Deploying

Fixed custom Mysterious Conversion recipe parsing, now allows stack size and item tags

Fixed issue with Haunted Cogwheels randomizing after being deserialized, wrongly causing overstress

Fixed issue with Capsules not being placed by Deployers at the correct position

Fixed crash with Control Seats trying to calculate rotation/signal in an incorrect context

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