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Magnetization

A Create: Aeronautics addon adding a full magnetism layer for Sable-driven contraptions: emitters that pull or push ships (electromagnets, anchors, tractor beams, repulsor coils, excavators), permanent and temporary magnets.

Magnetization

NeoForge 1.21.1 addon for Create: Aeronautics. Adds magnets that push and pull Sable ships, plus a bunch 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, and players wearing metal armor

Dropped items tagged as ferromagnetic

Place magnets on the ground to influence ships, placing them on ships should hopefully work but can introduce weird behavior. Placing magnets on ships is in a "beta" state.

Emitters

Electromagnet. Redstone-powered omnidirectional pull.

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, which keeps an airship dock level instead of spinning.

Repulsor Coil. Cone push along its facing. Place facing up for a hover pad. Place sideways or 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. Strength tier and concurrent-pull cap are dialed in from its GUI.
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.

Items and ores

Magnetite Ore and Deepslate Magnetite Ore (Fe3O4). Smelts 1:1 to Magnetite Ingot.

Ferromagnetic Ingot and Magnetic Plate. Base materials for the rest of the mod.

Magnetic Grapple. Right-click an attractive field within 24 blocks and you get yanked toward it.

Field Compass. Lists the strongest active fields in range. Goes haywire inside the Anomaly biome.

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.

LIRM (Lightning Induced Remnant Magnetism)

A lightning bolt's transient magnetic field stamps polarity into nearby iron. In-game, 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.

Optional biomes (off by default, enable in config)

Magnetic Anomaly. Vanilla compass jitters. Field Compass scrambles. Emitters get a 1.5x strength bonus. A smooth random chaos field pushes ships, players, and items around. Intensity is configurable from 0 (off) up to 10x.

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.

Integrations

Auto-detected at runtime:

Create Goggles. Emitter readouts in the tooltip, plus world overlays (range rings, anchor tethers, inverter connectors, excavator preview).

Jade, WTHIT, The One Probe. Same emitter info in the HUD.

JEI + JER, REI. Info pages on the ferromagnetic tag.

Configuration

Generated config GUI covers physics constants, per-emitter GUI ceilings, item cooldowns and ranges, magnetized-tool toggles, worldgen flavor passes, LIRM toggle, command op-level gates, and a per-block content disable list. Server owners can lock down specific tiers and ranges to keep things sane on shared worlds.

Requirements

Create 6.0.9+

Sable 1.1.1+

Create: Aeronautics 1.1.0+

Simulated 1.1.0+

TerraBlender 4.1.0.8+

The Magnetization Team

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