Create
What it is for on Indigo
Section titled “What it is for on Indigo”Create is the big one on the tech side. Nobody has to use it, but it is why Indigo can have rail lines, moving bridges and a working mill instead of a redstone box. It is also very good at teaching itself: hold W over most Create items to open Ponder, an animated in-game guide.
The basics
Section titled “The basics”- Rotation is the power. Water wheels, windmills and steam engines generate it; shafts, cogwheels, belts and gearboxes carry it. Stress (how much you are asking of a source) and speed (rpm) are the two numbers to watch; a stressometer and speedometer show them.
- Machines: the mechanical press, mixer, saw, drill, crushing wheels, millstone, encased fans (which also wash, smelt and smoke items blown through blocks), deployers and funnels for moving items around.
- Contraptions: glue blocks together and move them with pistons, bearings, ropes or minecarts. Doors, bridges, windmills, harvesters.
- Trains: track, stations, schedules, and trains that carry players and cargo between them. This is how a real rail line between towns works on Indigo.
- Andesite alloy is the early ingredient for nearly everything; brass unlocks the second tier.
On Indigo
Section titled “On Indigo”- Keep big machines and noisy contraptions outside Pine River. Small workshops are fine.
- Contraptions and pipes that cross into someone else’s claim are a grey area in the mod’s protection; talk to your neighbour first.
- The power grid plugs into Create’s energy for those who want wires.
Learn more
Section titled “Learn more”- Create’s own guide (official; the in-game Ponder screens cover most of it)
- Create wiki (community)
- Modrinth page
