Magnetization
NeoForge 1.21.1 addon for Create: Aeronautics. Adds magnets that push and pull Sable ships, plus a stack of ores, tools, and items built around the same idea.
How it works
Blocks emit a magnetic field with a polarity (NORTH or SOUTH), a strength tier (WEAK to EXTREME), and a shape (omnidirectional, directional, or conical). Like poles repel, opposite poles attract. Forces apply to:
- Sable sub-levels (your Create: Aeronautics ships) inside the field
- Iron golems, undead mobs, metal based mobs
- Players wearing magnetized armor or wearing a magnetic elytra
- Dropped items tagged as ferromagnetic
- Immersive Aircraft entities (Biplane, Airship, Quadrocopter, etc.) — velocity injection works directly
Place magnets on the ground to influence sable contraptions (ships) and mobs/players wearing magnetically susceptible armor. Magnets on a ship contribute to its susceptibility (how strongly fields affect it) but never to its polarity — toggling a mounted electromagnet north↔south won't tear the contraption apart. Polarity comes from Polarity Inverters instead: zero on board = NORTH, one = SOUTH, two cancel back to NORTH, and so on.
Emitters
- Electromagnet — redstone-powered omnidirectional pull. Also accepts FE/RF.
- Kinetic Electromagnet — driven by Create rotation. Strength scales with RPM.
- Magnetic Anchor — locks the first ship that enters its range. Persists across reload. Two anchors bound to the same ship damp angular velocity to keep an airship dock level instead of spinning.
- Repulsor Coil — cone push along its facing. Place facing up for a hover pad, or sideways/down to build a tunnel that shoves ships through it.
- Tractor Beam Emitter — directional pull along its facing.
- Magnetic Excavator — continuous cone scan that pulls every ferromagnetic block in range. Each pulled block becomes its own Sable sub-level, tunnels through anything in the way, and dumps into adjacent inventories when it arrives. Slots for an enchanted tool (Fortune, Silk Touch) and a redstone fuel item.
- Permanent Magnet — always-on weak field. Right-click to flip polarity. Pair between world and ship to build static propulsion tracks.
- Temporary Magnet — same as Permanent but reverts to an iron block after 10 minutes. Cheap for short runs.
- Polarity Inverter — flips the polarity of adjacent emitters. Two cancel.
- Magnetic Switch — emits redstone proportional to the nearest ship's distance. Useful for auto-docking circuits.
- Lodestone Core — crafting ingredient for every emitter.
- Pyrrhotite Block — heat-activated. Inert on its own; broadcasts a NORTH field whose strength rises with the heat source applied to it. Pair with a Pyrrhotite Catalyst (tiered radius upgrades) to extend its heat-source detection range.
- Hematite Polarizer — multiblock polarity filter. Caps an emitter and only lets one polarity through.
- Titanomagnetite Block + Imprint Module — the block records a nearby emitter's full config (range, strength, shape, polarity); the hand-held Imprint Module captures the recording and projects it onto another emitter elsewhere. No manual re-tuning.
FE/RF as alternative power
The five redstone-powered emitters (Electromagnet, Anchor, Repulsor Coil, Tractor Beam, Excavator) accept FE/RF from any tech mod — Mekanism, Thermal, Create: Crafts & Additions, IE generators, AE2, etc. No hard dep on any specific energy mod; FE is a NeoForge-native API. Redstone is free and takes priority; if redstone is off and energy is enabled, the emitter drains its internal buffer. Server admins can disable either power source separately for harder-mode servers.
Ores
Five ferrous ore families, each with stone + deepslate variants:
- Magnetite (Fe₃O₄) — backbone ore. Smelts 1:1 to Magnetite Ingot. Slowly oxidises to Maghemite when exposed to air (off by default).
- Maghemite — oxidation product of magnetite. Found at mid-Y in stone.
- Pyrrhotite — to make the Pyrrhotite Block emitter.
- Hematite — to make the Hematite Polarizer.
- Titanomagnetite — to make the Titanomagnetite Block and Imprint Module.
Plus Ferromagnetic Ingot, Magnetic Plate, and Raw Magnetite as shared crafting bases.
Player-held items
- Magnetic Grapple — right-click an attractive field, susceptible ship, or magnetized entity within 24 blocks. You get yanked toward it. Mobile targets track each tick.
- Repulsor Gun — hand-held conical pusher, paired with the Grapple. Right-click fires a one-tick pulse along your look: ships in the cone get pushed away, magnetized entities get knockback, items + falling blocks get nudged out. Self-recoil triggers when your shot lands on a magnetic emitter — closer = harder kickback. You can launch yourself off a lodestone.
- Field Compass — vanilla-compass-style passive needle pointing at the nearest active emitter. HUD overlay above the hotbar shows bearing (cardinal + degrees), distance, polarity, and strength when held or worn in a Curios charm slot. Goes haywire inside the Anomaly biome.
- Cosmic Compass — points at the nearest Meteorite Core.
- Magnetized armor and tools — choose a polarity at an Electromagnet's GUI. Magnetized armor turns you into an item vacuum and changes how emitters interact with you.
- Magnetic Elytra — ferrous elytra variant with a custom worn-cape texture.
Curios integration
The mod ships its own Curios slots so you don't have to configure any. Charm for the Field Compass (passive — needle and HUD read the slot directly). Back for the Magnetic Grapple. Hands for the Repulsor Gun. The two active items have configurable keybinds under Options → Controls → Key Binds → Magnetization, default unbound.
Meteorite Cores
Rare structures with a decaying magnetic field at the centre — same EXTREME → STRONG → WEAK → inert decay curve as a placed emitter. Right-click with any ferromagnetic item to consume it and reset the timer, turning a found meteorite into a permanent power source at the cost of an ongoing feed. Meteorite Sapling crafted from a fragment grows into a fresh core over ~30 in-game minutes. If Applied Energistics 2 is installed, every AE2 meteor structure also emits the same decaying field — no extra blocks placed, AE2's sky_stone is untouched. Toggle in config.
LIRM (Lightning Induced Remnant Magnetism)
A lightning bolt's transient magnetic field stamps polarity into nearby iron. Every bolt can magnetize one unstamped metal armor or tool piece on whoever it hits, and has a good chance of converting nearby logs to Petrified Wood. Stamps decay over 20 minutes. Cross-mod lightning sources (Iron's Spells, Cataclysm Scylla, Alex's Caves Tesla, IE Tesla Coil, Twilight Forest) trigger LIRM via a damage-type tag that datapacks can extend.
Biomes (off by default, enable in config)
- Magnetic Anomaly — vanilla compass jitters. Field Compass scrambles. Emitters get a 1.5× strength bonus. A smooth random chaos field pushes ships, players, and items around (intensity configurable 0–10×). The surface is a hand-built Anomaly Stone palette (smooth + cobbled + stairs/slabs/walls), heavily veined with iron-oxide ores, magnetic gravel patches, and rare raw-magnetite outcrops.
- Petrified Forest — cold, dry, full of stone trees and stripped trunks. Lightning permanently petrifies logs here too.
Both biomes register their resources unconditionally, so /locate biome magnetization:anomaly, /magnetization tp anomaly, and /place biome keep working even when the biomes aren't generating naturally. A sparse magnetic gravel patch also generates in ~1-in-24 chunks across normal overworld biomes, so survival players who never visit an Anomaly biome can still find a small supply.
Patchouli Field Manual
Craftable in-game guidebook covering basics, every emitter, ship polarity, and advanced topics. Three cheap recipes (Book + Raw Magnetite, Book + Iron Ingot, Book + Lodestone) so you can craft one from whatever you find first. Auto-given to new players on first login.
Integrations
- Create Goggles, Jade, WTHIT, The One Probe — emitter readouts in tooltips and HUD overlays (range rings, anchor tethers, inverter connectors, excavator preview, ship polarity + susceptibility + ferrous-block count).
- JEI, REI, EMI, JER — info pages on the ferromagnetic tag.
- Curios, Patchouli, Applied Energistics 2 — see above.
- Modded armor and tools — Immersive Engineering (Steel + Faraday + Hammer + Wirecutter + Revolver + Railgun), Iron's Spells (iron/netherite-plated armor + Cultist/Executioner/Knight swords), Cataclysm (Ignitium kit + tool set), Alex's Caves (Hazmat suit), Mekanism (Steel armor + tools), Twilight Forest (knightmetal/steeleaf/ironwood/fiery sets) — all accept polarity stamps from the Electromagnet GUI and feed the magnetized-armor pull system.
- Ferromagnetic tag coverage for 25+ mods — Magnetizing, Create: Magnetics, Simulated, Alex's Caves, Twilight Forest, Create: New Age, Create: Crafts & Additions, Mekanism, Aether, Iron Chests / Sophisticated Storage, Immersive Engineering (Tesla Coil, Floodlight, Transformers, Capacitors, plus the full steel/aluminum architecture line — fences, gates, posts, doors, trapdoors, catwalks, scaffolding, ladders, sheetmetal), Modular Golems / Extra Golems / Cataclysm bosses / Bosses of Mass Destruction, Quark Oretoises, Supplementaries, Macaw's mods (Doors / Fences / Lights / Bridges / Trapdoors / Windows — every metal variant), Immersive Aircraft + Aviator Dreams (all 15 aircraft entities + crafting components), and broader
c: metal tag coverage (steel, nickel, cobalt, zinc, brass, tin, lead, silver, osmium, uranium, aluminum, neodymium, electrum, invar, constantan, bronze) so any tech mod populating those gets free integration.
Commands
/magnetization help lists every subcommand with a one-line description. /magnetization version, /magnetization stats, /magnetization config show [filter], /magnetization tp <biome> [player], /magnetization spawn_test_ship [size] [material], plus debug subcommands for energy buffers, Curios slots, ship rotation, and surface diagnostics.
Configuration
Generated config GUI covers physics constants, ship polarity/susceptibility weights, per-emitter GUI ceilings, item cooldowns and ranges, FE/RF buffer sizes, magnetized-tool toggles, worldgen flavor passes, LIRM toggle, command op-level gates, cross-mod compat toggles, and a per-block content disable list. Server owners can lock down specific tiers and ranges to keep things sane on shared worlds.
Requirements
- NeoForge 21.1.230+
- Create 6.0.9+
- Sable 1.2.2+
- Create: Aeronautics 1.2.1+
- Simulated 1.2.1+
- TerraBlender 4.1.0.8+