Create: Hypertubes guide for All the Mods 10 5.2 to 6.2.1
Create: Hypertubes guide for All the Mods 10
Last verified for All the Mods 10 v6.2.1 on Oct 17, 2026 · text last changed Oct 11, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mons 0.3.0-beta to 0.16.0-betaFTB 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
5 sections are written for this pack; 1 is shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 6.2.1's own files.
What is Create: Hypertubes?
3 parts
Same as in the All the Mods 10 8.1 guide
Create: Hypertubes is an addon for Create, inspired by the Hypertubes in Satisfactory. It lets you build tube systems that move players and other entities around your world. You can design winding, curvy tubes or long, straight runs to feed a logistics network.[1]
This pack ships version 0.6.0 of the mod. The mod's own page says it is in active development, so features may change and bugs are expected.[1][2]
Who it is for
If you already run Create machines and want a fun, fast way to get around, this is for you. The mod is designed to fit into your existing Create progression. To get a network running, power a Hypertube Entrance with a cogwheel, then jump in and get thrown across the world.[1]
What you can do with it
- Use a wrench on the Hypertube Entrance to pick its mode. In Automatic Lock Mode you can sneak to avoid being pulled into the tube.[1]
- Send fish and villagers through the tubes by turning on Automatic Lock Mode. This has worked since version 0.2.0.[1]
- Use a wrench to customize tube connections.[1]
- Use attachments to automate tube behavior or detect travellers.[1]
- Enable a first-person view (FPV) for travelling in the config files.[1]
Where it fits in the pack
The mod has been in the pack since All the Mods 10 4.3 or earlier, so it is a long-standing part of the modlist.[2]
Unverified The sources don't show any quests that involve this mod, and it is not on the ATM Star path. The pack does not appear to gate it behind specific progression steps, but that is unconfirmed.
How do you get started with Create: Hypertubes?
4 parts
Create: Hypertubes is an addon for Create, inspired by the hypertubes in Satisfactory. It lets you build tube networks that carry players and other entities across your world. Its parts are designed to fit into your existing Create progression, so once you're comfortable with Create you can get a network running quickly.[1]
Step 1: Craft your tubes
Start with the Hypertube Block, the tube you'll lay out to build your route. All the Mods 10 changes this recipe, so check the in-pack version below instead of trusting an older video or guide.[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
Recipe changed by All the Mods 10
To connect tubes, place one, then right-click it while holding another tube and place the second one. That's a Hypertube connection. You can also link tubes that are already placed, and you can change the tube segment count with a wrench.[4]
Step 2: Build an entrance
Tubes on their own don't take you anywhere. The Hypertube Entrance Block connects to your Hypertube network, and it's where you jump in to get launched along the tube.[1][4]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
The entrance needs rotational power. It has to spin at 16 RPM or more before you can enter, and the faster it spins, the faster you travel. Hook it up to a cogwheel from your Create power setup and you're ready to go.[1][4]
Step 3: Speed things up
Once your first line works, add a Hypertube Accelerator Block. It increases the speed of entities traveling through the tube. Right-click it to switch it to BRAKE mode when you need to slow travelers down instead. The pack has two recipes for it, so use whichever fits your materials.[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
Alternative recipe
Optional: Attachments for automation
Attachments let you automate your tubes and detect travelers. Get these once your basic network is up.[1]
- The Redstone Detector Tube Attachment lets you change the mode of an accelerator or entrance with a redstone signal.[4]
- The Tube Scanner Attachment detects entities traveling through the tube. It outputs a signal strength of 8 for babies and 15 for adults.[4]
- You can place attachments on accelerators, on any side, and use several at the same time.[4]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
Made with Create's sequenced assembly
How does Create: Hypertubes work?
4 parts
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.[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
Recipe changed by the pack
- Hold a Hypertube Block and right-click a tube that's already placed.[4]
- Then place the second tube where you want the connection to go.[4]
- That's it: you now have a Hypertube connection between the two.[4]
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][4]
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][4]
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.[4]
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][4]
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.[4]
The pack has two recipes for the accelerator, so use whichever suits the parts you have on hand.[3]
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.[4]
- 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.[4]
- Attachments can be placed on accelerators, on any side, and several at the same time.[4]
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.[3]
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?
4 parts
Create: Hypertubes doesn't have formal numbered tiers. Instead, you unlock its pieces one step at a time through regular crafting and one Create sequenced assembly. Here's the order that makes sense in All the Mods 10 6.2.1, based on the in-pack recipes.[3]
Step 1: The tubes
Start with the Hypertube Block. It's the body of every network you build. The pack has changed this recipe, so check the recipe below instead of relying on a video or guide made for the standalone mod.[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
Changed by the pack
Step 2: The entrance
Next, build a Hypertube Entrance Block so you have a way into your tubes. It uses the standard shaped crafting recipe from the mod.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
Step 3: The accelerator
The Hypertube Accelerator Block is the next upgrade, and its recipe needs a finished entrance. There are two shaped recipes for it, so pick whichever one fits the parts you already have.[3]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_hypertube:hyper_accelerator_small_cogwheel
Small cogwheel version
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
Step 4: Attachments
Once your network is running, you can add attachments. The first one is the Redstone Detector Tube Attachment, which you make with a normal shaped recipe.[3]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
The last piece is the Tube Scanner Attachment. It's the only item in the mod made through Create sequenced assembly, and that assembly starts from a Redstone Detector Tube Attachment. Build the detector first.[3]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
How does Create: Hypertubes work with other mods?
3 parts
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.[3]
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][3]
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.[3]
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][3]
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.[3]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
What changed in Create: Hypertubes between versions?
1 part
In All the Mods 10 6.2.1 you're running Create: Hypertubes 0.4.0, which ships as the file create_hypertube-0.4.0-NEOFORGE.jar.[5]
The mod joined the pack in All the Mods 10 4.3 at version 0.2.2. It has been updated several times since, reaching 0.4.0 in All the Mods 10 6.0.[6][7]
Update timeline
- All the Mods 10 4.3: Create Hypertube 0.2.2 was added to the pack.[6]
- All the Mods 10 4.5: updated from 0.2.2 to 0.2.4.[8]
- All the Mods 10 4.6: updated from 0.2.4 to 0.2.5.[9]
- All the Mods 10 4.13: updated from 0.2.5 to 0.2.6-hotfix.[10]
- All the Mods 10 5.2: updated from 0.2.6-hotfix to 0.3.0.[11]
- All the Mods 10 6.0: updated from 0.3.0 to 0.4.0, which is still the version included in 6.2.1.[5][7]
Unverified The pack changelogs only record the version bumps. The mod's own changelogs for these releases weren't available, so this guide can't confirm what each update changed in gameplay, recipes or mechanics.
Sources
- Create: Hypertubes project page (modrinth) · official mod data
- All the Mods 10 8.1 mod list · pack file
- 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 6.2.1 mod list · pack file
- All the Mods 10 changelog (All the Mods 10 4.3) · changelog
- All the Mods 10 changelog (All the Mods 10 6.0) · changelog
- All the Mods 10 changelog (All the Mods 10 4.5) · changelog
- All the Mods 10 changelog (All the Mods 10 4.6) · changelog
- All the Mods 10 changelog (All the Mods 10 4.13) · changelog
- All the Mods 10 changelog (All the Mods 10 5.2) · changelog
Where this guide comes from
Written from what All the Mods 10 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 17, 2026.
Guides for other versions: 6.3 to 8.3 · 4.6 to 5.1 · 4.3 to 4.5