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Create

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.

  • 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.
  • 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.