Create Steamy Survival

Build with Create and a lot of its addons while surviving in a ferocious, brutal, but beautiful world.

File Details

Create-SteamySurvival-ALPHA-6.zip

  • B
  • Jun 21, 2026
  • 20.41 MB
  • 26
  • 1.21.1
  • NeoForge

File Name

Create-SteamySurvival-ALPHA-6.zip

Supported Versions

  • 1.21.1

This is the first half of the update centered around guns. Also some bigger changes to the mod list.

 

Check the full roadmap for the modpack here:
https://trello.com/b/KiKYo85M/roadmap-create-steamy-survival

 


 

It has come to me that Stellaris, as any other 'space exploration' mod currently available, has a serious problem with it having no content. In the end, after getting to the new dimensions in a different way than usual, it just becomes empty and lifeless. Even if exotic planets are supposed to be barren, it offers no real initiative for the players to actually go there. This is what forced me to get rid of Stellaris and not put in any other space exploration mods for now. Some kind of more polished dimension mod may be added in the near future (absolutely NO Twilight Forest NOR The Aether), but it would most likely require me to integrate the dimension with the rest of the modpack to make it worth exploring.

 

Mod changes:

  • Added LambDynamicLights by LambdAurora, as a replacement for the Sodium Dynamic Lights mod.
  • Added WATERMEDIA: Youtube Plugin by SrRapero720 (Yes, I haven't even configured the mod, nor have I checked if it even works properly yet, and I am already putting addons for it into the modpack. Try me).
  • Added Presence Footsteps x Sable (Aeronautics Compat) by jDynamo.
  • Replaced Presence Footsteps' fabric version with an unofficial NeoForge port by ZCRAFT, effectively making it no more dependent on Connector.
  • Replaced Atmosfera for fabric with an unofficial NeoForge port by Project8gbDeRam, making it no more reliant on Connector.
  • Removed Sodium Options API, Dynamic Lights and Extras by Txni for until they make the API compatible with newer Sodium versions.
  • Removed Tectonic, as it has an immense impact on chunk generation performance. Additionally, some structures were not generating properly while this mod was present.
  • Removed Create Sable Dynamic Lights after seeing reports of it causing serious memory leaks.
  • Removed Create: Diagram, for now (will keep an eye on the progress on the mod and add it back when it's more polished).
  • Removed the Fog mod, as my dumb butt had noticed just recently that it does not  work while shaders are on 💀. Besides that, it makes the render distance a little bit lower than what it actually is, even moreso when the fog is supposed to be denser in a certain biome. To me, this is an annoyance. Ultimately, the mod is not a game-changer.
  • Removed Improved Village Placement, as some 'villages' spawned by it were just singular segments, where they shouldn't. Villages from other mods were almost nonexistent, too.
  • Removed Traveler's Titles, because it makes exploring feel too much like an rpg than a survival.
  • Removed Create: Tradeworks, as I am pretty sure the tablecloths this mod adds are cool, but just excessive for this modpack. There's already a lot of deco available.
  • Removed Crafting Recipe Exporter (a KubeJS addon which I ended up forgetting about; don't need it anymore).
  • Removed the Starting Structure mod. I will add it back when I actually need it.
  • Removed Leaderboards, as the leaderboard is so hidden behind UIs unknown to me it makes no sense to have this mod, at least for now. I may be able to add a button for it, but that's for another time.
  • Removed Toni's Immersive Lanterns, since the lantern swinging on the player's belt is only visible in third person (There was a first-person model mod present in the modpack some time ago that this mod was supposed to accompany).
  • Updated ~50 mods.

 

Quest changes:

  • Added the first iteration of the 'Scorched Guns' questline, split into two chapters. This is the biggest one yet, considering the amount of gun-related content it adds (and still high-quality). Because of its scale, the remaining quests and necessary balancing tweaks for Scorched Guns will come in the next update.
  • Small changes to a few other quests.

 

Config changes and tweaks:

  • Buffed Guard Villagers to spawn 8 guards in villages instead of 6, raised their health to 40 and slightly buffed their regeneration. This is to give them a chance to actually defend their village against the severe amount of hostiles present in the world.
  • Changes to Pillager Caravans config, making small caravans slightly less common. Medium and large caravans are still rarer than small ones.
  • Other tweaks I forgot to write down.

 

Other changes:

  • For some reason, the changelog for the previous version did not mention the addition of the 'Ore Excavation' questline. The mention is there now.
  • Small changes to the modpack's description on the Curseforge page.