Create: Hypertubes guide for All the Mons 0.3.0-beta to 0.16.0-beta
Create: Hypertubes guide for All the Mons
Last verified for All the Mons v0.16.0-beta on Oct 15, 2026 · text last changed Oct 15, 2026
A newer release (1.3.0) is out Guide for the current version
Also applies to:All the Mods 10 4.3 to 6.2.1FTB Skies 2 1.11.0 to 1.19.0FTB StoneBlock 4 1.2.0 to 1.14.2
- Sections
- 6
- Recipes shown
- 6
- Items named
- 9
3 sections are written for this pack; 3 are shared from another pack's guide.
Every recipe and number here was checked against All the Mons 0.16.0-beta's own files.
What is Create: Hypertubes?
1 part
Create: Hypertubes is a Create addon inspired by the Hypertubes in Satisfactory. It is currently in active development, according to its project page. You build tube systems that carry players and entities across your world, with curves for fun routes or long straight runs for efficient travel.[1]
The pack includes version 0.4.0 of the mod. The mod's own page says it is in active development, so features may change and bugs are expected.[1][2]
The basics
- As the mod's page describes it (the mod is currently in active development, so details may change), you get a network running by powering a Hypertube Entrance with a cogwheel. Then you jump into the entrance and get thrown along the tubes.[1]
- The mod's page says you can use a wrench on the Hypertube Entrance to pick its mode. It is currently in active development, so modes may change.[1]
- Fish and villagers can travel through the tubes too. Turn on Automatic Lock Mode and watch them go.[1]
- You can change how tubes connect to each other just by using a wrench on them.[1]
- The mod's page says attachments can automate tube behavior or detect travellers. The mod is currently in active development, so this may change.[1]
- First-person view while travelling (FPV) can be enabled in the mod's config files.[1]
The project page has a Planned Features list. In it, tube collision, a tube accelerator, a splitter/junction, a Hypertube Cannon and redstone automation are ticked off, while colored tubes and customizations are not yet ticked.[1]
How do you get started with Create: Hypertubes?
5 parts
Create: Hypertubes is a Create addon, inspired by Satisfactory, that lets you move players and entities through tube networks. You only need a few items to get your first line running, so here is the order I'd make them in.[1]
Step one: the tubes
Start with the Hypertube Block. This is the tube segment that makes up the whole network. The pack changed this recipe, so don't rely on what you remember from the mod's defaults. Use the one below.[3]
Crafting Shaped
| any brass plates | any glass panes | any brass plates |
| any glass panes | Empty slot | any glass panes |
| any brass plates | any glass panes | any brass plates |
Recipe id: create_hypertube:hypertube
Step two: the entrance
Next, craft the Hypertube Entrance Block. This is the block you jump into to get launched along the tubes. It's also the base for the accelerator later on.[1][3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
Step three: build and power your first line
- To link two tubes, right-click a placed tube while holding another tube, then place the second one. You can also connect tubes that are already placed.[4]
- Use a wrench on a tube to change its segment count.[4]
- Power the entrance with a cogwheel. It needs at least 16 RPM before you can enter the tube, and the faster it spins, the faster you travel.[1][4]
- Jump into the entrance and enjoy the ride.[1]
You can right-click the entrance with a wrench to change its mode. In Automatic Lock Mode you can sneak to avoid being pulled into the tube, and fish and villagers can travel the tubes too.[1][4]
Step four: speed it up with an accelerator
Once a line works, add a Hypertube Accelerator Block to increase the speed of entities travelling the tube. Right-click it to switch it to BRAKE mode. There are two recipes, one with a small cogwheel and one with a large cogwheel, and both give the same block.[3][4]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_hypertube:hyper_accelerator_small_cogwheel
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hyper_accelerator_large_cogwheel
Step five: automation attachments
When you're ready to automate, the Redstone Detector Tube Attachment lets a redstone signal change the mode of an accelerator or entrance. You can also place attachments in accelerators, on any side at the same time.[3][4]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
The Tube Scanner Attachment detects entities travelling the tube, with 8 power for babies and 15 for adults. It is made by sequenced assembly, and the redstone detector attachment above is part of that recipe, so craft it first. The Unfinished Tube Scanner is the in-progress item.[3][4]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
How does Create: Hypertubes work?
4 parts
Same as in the All the Mods 10 6.2.1 guide
Create: Hypertubes is an addon for Create, inspired by the hypertubes in Satisfactory. You build tube networks that move players and other entities around your world, and the whole system runs on Create's rotational power, so it fits right into the Create progression you're already doing.[1]
Building a tube network
The pack has changed the recipe for the Hypertube Block, so use the in-pack version shown below rather than an older recipe from the mod's default setup.[5]
Crafting Shaped
| any brass plates | any glass panes | any brass plates |
| any glass panes | Empty slot | any glass panes |
| any brass plates | any glass panes | any brass plates |
Recipe id: create_hypertube:hypertube
Recipe changed by the pack
- Hold a Hypertube Block and right-click a tube that's already placed.[6]
- Then place the second tube where you want the connection to go.[6]
- That's it: you now have a Hypertube connection between the two.[6]
You can also link tubes that are already placed, so you don't have to plan everything in advance. Use a wrench on a connection to change its segment count. The wrench is also how you customize how tube connections look, which is handy for smooth curves or long straight runs.[1][6]
Entrances and rotational power
The Hypertube Entrance Block is where travel starts. It connects to your tube network, and you jump into it to get launched through the tubes. To run it, power it with a cogwheel like any other Create machine.[1][6]
Speed matters here. The entrance needs at least 16 RPM before you can enter the tube, and the faster it spins, the faster you travel. If a trip feels slow, give the entrance more RPM.[6]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
Entrances have several modes. Right-click one with a wrench to switch between them. In Automatic Lock Mode, the entrance pulls things in by itself, so sneak if you want to walk past without getting sucked in.[1][6]
Players aren't the only travellers. Since version 0.2.0, fish and villagers can ride the tubes too. Switch the entrance to Automatic Lock Mode and they'll get pulled in and sent on their way.[1]
Unverified The sources don't list every entrance mode or give an exact travel speed for a given RPM. Test these in-game if you need precise numbers.
Accelerators
A Hypertube Accelerator Block speeds up entities that pass through it, which is great for keeping momentum on long routes. Right-click it to switch it into BRAKE mode when you want travellers to slow down instead.[6]
The pack has two recipes for the accelerator, so use whichever suits the parts you have on hand.[5]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_hypertube:hyper_accelerator_small_cogwheel
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hyper_accelerator_large_cogwheel
Attachments and automation
Attachments are how you automate your network. They let you control how tubes behave and detect who or what is travelling through them.[1]
- The Redstone Detector Tube Attachment lets a redstone signal change the mode of an accelerator or entrance.[6]
- The Tube Scanner Attachment detects entities travelling through the tube. It outputs power 8 for babies and 15 for adults, so you can tell them apart with redstone.[6]
- Attachments can be placed on accelerators, on any side, and several at the same time.[6]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
The Tube Scanner is made through Create's sequenced assembly, with the Unfinished Tube Scanner as the in-progress item while it moves through the steps.[5]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
Create sequenced assembly
Unverified Wiring a Tube Scanner's output into a Redstone Detector, for example to brake an accelerator only when certain entities pass, seems like a natural combo. The sources don't confirm how it behaves, so test it in a creative world first.
Unverified The mod's project page marks a tube splitter/junction, a Hypertube Cannon and tube collision as finished features, and says a first-person view can be enabled in the config. None of these appear in the pack's recipes or config sources, so it's unconfirmed whether or how they work in this pack.
How do you progress through Create: Hypertubes?
2 parts
Same as in the All the Mods 10 4.5 guide
This one's refreshingly simple. In this pack, Create: Hypertubes has two crafting recipes, one for the Hypertube Block and one for the Hypertube Entrance Block. Both are regular shaped crafting recipes, so you can make them at a normal crafting table.[7]
Hypertube Block
Heads up: the pack changed the recipe for the Hypertube Block, so if you've crafted it in another pack, don't go by memory. Check the in-pack recipe below. It uses item tags, so any item that matches a tag will work.[7]
Crafting Shaped
| any brass plates | any glass panes | any brass plates |
| any glass panes | Empty slot | any glass panes |
| any brass plates | any glass panes | any brass plates |
Recipe id: create_hypertube:hypertube
Changed by the pack
Hypertube Entrance Block
The Hypertube Entrance Block uses the mod's own recipe, unchanged by the pack. It needs a few parts from Create, so get some basic Create crafting going before you make one.[7]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
Unverified The available sources don't define any tier system, upgrade path or quest line for this mod in the pack. They only cover the two crafting recipes above, so any further progression steps are unconfirmed.
How does Create: Hypertubes work with other mods?
3 parts
Same as in the All the Mods 10 6.2.1 guide
Create: Hypertubes is an addon for Create, built around Satisfactory-style tubes that move players and entities around your world. Its components are designed to slot into your existing Create progression, so most of the integration here is with Create itself.[1]
In this pack, every Hypertubes recipe that links to another mod pulls in Create parts, plus a few vanilla items. That means you need a working Create setup before you can start building a tube network.[5]
Getting into the tubes
Your starting point is the Hypertube Entrance Block. It's crafted at a regular crafting table using Create components. To run it, you power it with a cogwheel, just like any other Create machine.[1][5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
You can also change the entrance's mode with a wrench. If you're in Automatic Lock Mode, sneak to avoid getting pulled into the tube.[1]
Speeding things up
The Hypertube Accelerator Block is an upgrade built from a Hypertube Entrance Block combined with Create parts. There are two versions of the recipe, one using a Large Cogwheel and one using a regular Cogwheel, so use whichever you have more of.[5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hyper_accelerator_large_cogwheel
Large cogwheel version
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_hypertube:hyper_accelerator_small_cogwheel
Small cogwheel version
Automation attachments
Attachments let you automate tube behavior and detect travellers. The Redstone Detector Tube Attachment is a shaped crafting recipe that mixes Create parts with a vanilla Comparator.[1][5]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
The Tube Scanner Attachment goes one step further. It's made with Create's sequenced assembly rather than a crafting table, and passes through an Unfinished Tube Scanner along the way. Get your sequenced assembly line running before you aim for this one.[5]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
What changed in Create: Hypertubes between versions?
2 parts
All the Mons 0.16.0-beta ships Create: Hypertubes 0.4.0, and the mod was already in the pack by 0.3.0-beta or earlier. Below are the notable changes from the mod's own changelogs for 0.3.0 and 0.4.0.[2]
0.4.0 (the version in this pack)
- You can now use Ponder on all Hypertube items and blocks.[8]
- Travel and placement are now block-relative, so WorldEdit works properly. Rotating with WorldEdit is still a bit messy.[8]
- Fixed visual glitches related to long-distance tube connections.[8]
0.3.0
This release was titled "The Automation Era Begins", and it added control over who can ride and new ways to hook tubes into redstone.[9]
- You can fully customize which entities are allowed to travel through the tube, via config or datapack.[9]
- New Tube Scanner Attachment: emits a redstone signal when any entity passes through.[9]
- New Redstone Detector Attachment: changes the tube state when powered.[9]
- The player now always exits from the front of the tube.[9]
- Fixed a camera crash glitch with Immersive Portals.[9]
- Fixed a dismount issue with Steam 'n Rails.[9]
- Fixed tube desync when changing the segment amount.[9]
Sources
- Create: Hypertubes project page (modrinth) · official mod data
- All the Mons 0.16.0-beta mod list · pack file
- All the Mons 0.16.0-beta recipe dump: recipes making Create: Hypertubes items · pack recipe dump
- create_hypertube tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 6.2.1 recipe dump: recipes making Create: Hypertubes items · pack recipe dump
- create_hypertube tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 4.5 recipe dump: recipes making Create: Hypertubes items · pack recipe dump
- Create: Hypertubes 0.4.0 changelog · changelog
- Create: Hypertubes 0.3.0 changelog · changelog
Where this guide comes from
Written from what All the Mons itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 15, 2026.
Guides for other versions: 0.17.0-beta to 1.3.0