Create: Hypertubes guide for FTB Skies 2 1.6.0 to 1.10.2

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What is Create: Hypertubes?

2 parts

Same as in the FTB Skies 2 1.22.0 guide

Create: Hypertubes is an addon for Create, inspired by the hypertubes in Satisfactory. It lets you build tube networks that move players and entities around your world, with lots of curves or long straight runs for your logistics.[1]

The pack includes version 0.6.0 of the mod for NeoForge. The mod's own page says it is still in active development, so features may change and bugs are possible.[1][2]

How it works

Getting a network running is simple: power a Hypertube Entrance Block with a cogwheel, then jump in and you get thrown along the tubes. The tube pieces themselves are made with the Hypertube Block.[1][3]

You can use a wrench on the entrance to pick its mode. In Automatic Lock Mode you get pulled into the tube automatically, and you can sneak to avoid that. A wrench also lets you customize how tubes connect.[1]

Since version 0.2.0, fish and villagers can travel through the tubes too. Turn on Automatic Lock Mode and they go for a ride. The mod page also says you can automate tube behavior or detect travellers with Attachments.[1]

Tip: The mod page says first-person view while travelling can be enabled in the config files. I can't confirm the exact option name from the sources, so check the mod's config file in your instance.[1]

Who it is for and where it fits

This is a good fit if you want fast, fun transport or a way to move players and mobs through a big base. The mod page says the parts are designed to fit into your existing Create progression, so you can add it once you are comfortable with cogwheels and rotational power.[1]

In the pack's Create quest chapter, quest a quest in "?" has you obtain the Hypertube Entrance Block and the Hypertube Block. It unlocks after quest 610400303BEAC642 in the same chapter.[3]

How do you get started with Create: Hypertubes?

4 parts

Create: Hypertubes is a Create addon that lets you build tube systems and get thrown across your world through them. The mod is currently in active development, so features may change. Getting started takes only a few crafts, so let's go through them in order.[1]

Craft the Hypertube Block

Start with the Hypertube Block. The pack changed this recipe from the mod's own, so use the one below and not what you may remember from other packs.[4]

16× Hypertube BlockChanged by the pack

Crafting Shaped

Crafting Shaped
any brass platesany glass panesany brass plates
any glass panesEmpty slotany glass panes
any brass platesany glass panesany brass plates

Recipe id: create_hypertube:hypertube

This recipe is changed by the pack.

Craft the Hypertube Entrance

Next, make the Hypertube Entrance Block. This is the block you jump into to be thrown across your world, though the mod is currently in active development and features may change. Its recipe is the mod's own, unchanged by the pack.[1][4]

Crafting Shaped

Crafting Shaped
Empty slotDried KelpEmpty slot
Empty slotSmart ChuteEmpty slot
Empty slotCogwheelEmpty slot

Recipe id: create_hypertube:hypertube_entrance

This is the mod's own recipe.

Quest a quest in "?" in the Create chapter has item tasks for both the Hypertube Entrance Block and the Hypertube Block, so it is a good checkpoint once you have crafted these two.[5]

Power it and set it up

  1. Place your Hypertube Entrance Block (the mod is currently in active development, so details may change).[1]
  2. Power the entrance with a cogwheel. At the moment, that is all it takes to get your network running.[1]
  3. Use a wrench on the entrance to pick the mode you prefer. A wrench can also be used to customize tube connections.[1]
  4. Jump into the entrance and be thrown across your world, though features may change while the mod is in development.[1]
Tip: If you use Automatic Lock Mode, you can sneak to avoid being pulled into the tube. That same mode also lets fish and villagers travel through your tubes.[1]

Add an Accelerator

Once your first tube works, you can make a Hypertube Accelerator Block. It has a small cogwheel recipe and a large cogwheel recipe, and both are the mod's own, unchanged by the pack.[4]

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
CogwheelHypertube Entrance BlockCogwheel

Recipe id: create_hypertube:hyper_accelerator_small_cogwheel

The small cogwheel version, a mod recipe.

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Empty slotHypertube Entrance BlockEmpty slot
Empty slotLarge CogwheelEmpty slot

Recipe id: create_hypertube:hyper_accelerator_large_cogwheel

The large cogwheel version, a mod recipe.

How does Create: Hypertubes work?

7 parts

Same as in the All the Mods 10 4.5 guide

Create: Hypertubes is an addon for Create inspired by the hypertubes in Satisfactory. You build networks of tubes that move players and other entities around your world, either as twisty, fun rides full of curves or as long, straight lines for getting places quickly.[1]

The mod is still in active development, and its author warns that features may change and bugs are expected, so treat the details below as a snapshot rather than a final spec.[1]

The two building blocks

In this pack the mod has two craftable pieces: the Hypertube Block, which forms the tube itself, and the Hypertube Entrance Block, which is where you jump in.[6]

16× Hypertube BlockChanged by the pack

Crafting Shaped

Crafting Shaped
any brass platesany glass panesany brass plates
any glass panesEmpty slotany glass panes
any brass platesany glass panesany brass plates

Recipe id: create_hypertube:hypertube

This pack changed this recipe, so it may differ from what you see in videos of the standalone mod.

Crafting Shaped

Crafting Shaped
Empty slotDried KelpEmpty slot
Empty slotSmart ChuteEmpty slot
Empty slotCogwheelEmpty slot

Recipe id: create_hypertube:hypertube_entrance

The Hypertube Entrance is built from Create parts, including a Cogwheel and a Smart Chute, so it fits right into the Create progression you're already working through.[6]

Powering a network

Getting a network running is refreshingly simple: power the Hypertube Entrance with a cogwheel and it's ready to go. The entrance is the part that takes rotational power, so plan your shafts and cogwheels around wherever your entrances sit.[1]

Unverified How much rotational speed or stress an entrance needs, and whether faster rotation makes travel faster, isn't documented in the available sources.

Traveling

To ride, you jump into a powered Hypertube Entrance and get thrown along the tube to wherever it leads. The tubes are made to carry both players and other entities, not just you.[1]

Unverified The mod's project page says first-person view while traveling can be turned on in the config files, but no config files for this mod are available from the pack, so the exact option can't be confirmed here.

Entrance modes

Use a wrench on a Hypertube Entrance to switch it between modes. One of these is Automatic Lock Mode, which pulls things in on its own.[1]

Tip: If an entrance is set to Automatic Lock Mode and you don't want to get sucked in, sneak while you walk past it.[1]

Moving mobs

Since version 0.2.0 of the mod, fish and villagers can travel through the tubes too. Switch the entrance to Automatic Lock Mode and they'll be carried through the network, which opens up some fun options for moving villagers to a trading hall without the usual boat-and-rail hassle.[1]

Unverified The project page's feature checklist marks other mobs as able to use tubes as well, but it doesn't say which ones or how they behave, so test with your own mobs before relying on it.

Customizing tube connections

You can change how tube connections look by using a wrench on them. The author describes this as the first step toward fuller visual customization.[1]

Automation with attachments

The mod supports automating tube behavior and detecting travelers through attachments, so you can have your network react when something passes through.[1]

Unverified The project page's checklist marks tube collision, a tube accelerator, a splitter or junction, a Hypertube Cannon and redstone automation as done. None of these appear in the pack's recipe dump for this mod, so it's unconfirmed whether they exist as separate blocks in this pack, how you'd get them, or how they work.

How do you progress through Create: Hypertubes?

4 parts

Hypertubes don't have a long tier ladder in this pack. The pieces to unlock are the tube itself, the entrance and the accelerator, and the pack's quest only covers the tube and the entrance.[4][5]

The quest

The Create chapter has a quest, a quest in "?", that asks you to get the Hypertube Entrance Block and the Hypertube Block. It unlocks after an earlier quest in the same chapter, so you need to progress through Create first. The quest has no title in the pack files.[5]

The tube

The pack changed the recipe for the Hypertube Block from the mod's default, so don't rely on what you remember from other packs. This is the exact in-pack version:[4]

16× Hypertube BlockChanged by the pack

Crafting Shaped

Crafting Shaped
any brass platesany glass panesany brass plates
any glass panesEmpty slotany glass panes
any brass platesany glass panesany brass plates

Recipe id: create_hypertube:hypertube

This recipe is changed by the pack.

The entrance

The Hypertube Entrance Block is the other quest item. The pack leaves this recipe as the mod made it.[4][5]

Crafting Shaped

Crafting Shaped
Empty slotDried KelpEmpty slot
Empty slotSmart ChuteEmpty slot
Empty slotCogwheelEmpty slot

Recipe id: create_hypertube:hypertube_entrance

Unchanged mod recipe.

The accelerator

The Hypertube Accelerator Block is not one of the quest's tasks. It has a small cogwheel version and a large cogwheel version, and both give the same block, so use whichever fits what you have on hand.[4][5]

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
CogwheelHypertube Entrance BlockCogwheel

Recipe id: create_hypertube:hyper_accelerator_small_cogwheel

Small cogwheel version, an unchanged mod recipe.

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Empty slotHypertube Entrance BlockEmpty slot
Empty slotLarge CogwheelEmpty slot

Recipe id: create_hypertube:hyper_accelerator_large_cogwheel

Large cogwheel version, an unchanged mod recipe.

How does Create: Hypertubes work with other mods?

2 parts

Same as in the All the Mods 10 5.1 guide

Create: Hypertubes is an addon for Create, so its main connection in this pack is with Create itself. Its components are meant to slot into your existing Create progression, and every crafting recipe that links it to another mod in this pack uses Create parts.[1][7]

Crafting with Create components

The Hypertube Entrance Block is your starting point for any tube network. Its recipe uses Create components and one vanilla item, so you'll want some Create production running before you build your first tube. This pack uses the mod's own recipe here, not a modified one.[7]

Crafting Shaped

Crafting Shaped
Empty slotDried KelpEmpty slot
Empty slotSmart ChuteEmpty slot
Empty slotCogwheelEmpty slot

Recipe id: create_hypertube:hypertube_entrance

The Hypertube Accelerator Block is crafted from a Hypertube Entrance Block plus Create parts. It has two recipe variants, so you can use whichever matches the parts you have. Both are the mod's own recipes.[7]

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
CogwheelHypertube Entrance BlockCogwheel

Recipe id: create_hypertube:hyper_accelerator_small_cogwheel

Cogwheel variant

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Empty slotHypertube Entrance BlockEmpty slot
Empty slotLarge CogwheelEmpty slot

Recipe id: create_hypertube:hyper_accelerator_large_cogwheel

Large Cogwheel variant

Running on Create power

Hypertubes also plugs straight into Create's kinetic system. To get your network going, you power a Hypertube Entrance with a cogwheel, and then you can jump in.[1]

You use a wrench to change a Hypertube Entrance's mode and to customize how tube connections look. In Automatic Lock Mode, you can sneak to avoid being pulled into the tube.[1]

Unverified This pack has no quests involving Create: Hypertubes, and the in-pack recipes don't show any links to mods other than Create. Integrations with other mods in the pack, such as with their mobs or transport systems, could not be confirmed.

Which FTB Skies 2 quests use Create: Hypertubes?

Same as in the FTB Skies 2 1.22.0 guide

Hypertubes show up in one quest in the pack, and it lives in the Create chapter. That's the only quest involving this mod that I can confirm.[3]

The quest a quest in "?" has no title in the quest book. It's a simple item-submission quest: you hand in a Hypertube Entrance Block and a Hypertube Block.[3]

It unlocks after another quest in the same chapter, ID 610400303BEAC642, so you'll need to finish that one first. The sources don't say what that prerequisite asks for, so check it in your quest book.[3]

Unverified Rewards for this quest, and the quest's position among the other Create chapter quests, aren't shown in the sources, so I can't say what you get for completing it.

Which Create: Hypertubes config options matter?

3 parts

Good news: Hypertubes is pretty low-maintenance in this pack. The values below are the ones you're most likely to touch, and every one of them matches the mod default or is simply switched on. The pack doesn't change any of them, so you can build tubes without hunting through config files first.[8][9]

Travel settings (server)

  • [[config:config/create_hypertube-server.toml#Travel Settings.speedMultiplier]] is set to 1, which is the mod default and normal tube speed. It accepts values from 0.5 to 99.0, but the config describes it as highly experimental, so expect surprises if you crank it up.[9]
  • [[config:config/create_hypertube-server.toml#Travel Settings.allowVillagerTravel]] is true, so villagers can ride through your tubes.[9]
  • [[config:config/create_hypertube-server.toml#Travel Settings.allowFishTravel]] is true as well. The config labels fish travel as experimental. To get fish and villagers moving, the mod's page says to turn on Automatic Lock Mode on the entrance.[1][9]

Stress settings (server)

If you're powering a big network with Create's rotational force, these two matter. [[config:config/create_hypertube-server.toml#Stress Settings.entranceStressImpact]] for the Hyper Entrance and [[config:config/create_hypertube-server.toml#Stress Settings.acceleratorStressImpact]] for the Hyper Accelerator are both set to 4. That is the mod default for each. Both accept values from 0.0 to 100.0.[9]

First-person view (client)

Gameplay.allowFPVInsideTheTube is false in this pack, which is the mod default. The config notes that this gives a better experience. If you'd rather ride in first person, the mod's page says you can enable it in the config files.[1][8]

Tip: Since the pack leaves everything at the mod defaults, the only option you're likely to want to change for fun is first-person view. Leave the speed multiplier alone unless you're happy to experiment, because the config calls it highly experimental.[8][9]

What changed in Create: Hypertubes between versions?

5 parts

FTB Skies 2 1.10.2 ships Create: Hypertubes 0.2.6-hotfix, the NeoForge build, and the mod was already in the pack by FTB Skies 2 1.0.1 or earlier. The notes below come from the mod's own changelogs, newest first, and cover only the releases that have a changelog available.[10]

0.2.6 and the 0.2.6 hotfix (what your pack has)

  • Packages can now travel through tubes. The changelog marks this as experimental.[11]
  • Entrances and Accelerators now apply stress impact, and the changelog says this is configurable.[11]
  • Camera movement is better when you travel vertically, and several vertical glitches were fixed: entities glitching inside tubes, and the player spinning.[11]
  • Entities no longer take damage while traveling, and the suffocation damage when a player leaves a tube was fixed. An accelerator sound issue was fixed too.[11]
  • The hotfix fixes a server crash when breaking the Accelerator block. It also fixes items not stacking after creating a connection, though the changelog words that one as a Forge 1.20.1 fix.[12]

0.2.4

  • If you leave a Hypertube with an Elytra, you are set to flying automatically. Elytra behavior inside the tube was also fixed.[13]
  • You now exit the tube in the correct direction, and the remaining tube twist rendering issues were fixed.[13]
  • The collision block check now shows the nearest block to the player.[13]

0.2.3

  • The player movement system got a major rework, and Hypertube Cannons now behave more consistently.[14]
  • Fixes covered entities and players visually popping out of the tube, camera movement, and cape rendering inside the tube. A humanoid model being loaded on the server was fixed, and the latency check was removed.[14]

0.2.2 and 0.2.1

  • 0.2.2 added particles when the entrance is open. It also fixed a rendering glitch on vertical tubes and players being able to fly out of the tube.[15]
  • 0.2.1 was a hotfix for tube render twisting at the end and vertical tube placement issues.[16]

0.1.5

The changelog warns that this update may break some already placed tubes. Tubes now default to Manual Lock Mode when placed, and there are new notification messages when you attempt to travel.[17]

It also fixed a batch of lag-related problems: a server crash when a player is lagging, player teleportation caused by lag, and a softlock when entering a tube while lagging. Other fixes were a render conflict with the Better Third Person mod, incorrect player orientation, and the travel state persisting when switching worlds.[17]

Sources

  1. Create: Hypertubes project page (modrinth) · official mod data
  2. FTB Skies 2 1.22.0 mod list · pack file
  3. FTB Skies 2 1.22.0 quests: "create" · pack file
  4. FTB Skies 2 1.10.2 recipe dump: recipes making Create: Hypertubes items · pack recipe dump
  5. FTB Skies 2 1.10.2 quests: "create" · pack file
  6. All the Mods 10 4.5 recipe dump: recipes making Create: Hypertubes items · pack recipe dump
  7. All the Mods 10 5.1 recipe dump: recipes connecting Create: Hypertubes with other mods · pack recipe dump
  8. FTB Skies 2 1.10.2 config: config/create_hypertube-client.toml · pack file
  9. FTB Skies 2 1.10.2 config: config/create_hypertube-server.toml · pack file
  10. FTB Skies 2 1.10.2 mod list · pack file
  11. Create: Hypertubes 0.2.6 changelog · changelog
  12. Create: Hypertubes 0.2.6-hotfix changelog · changelog
  13. Create: Hypertubes 0.2.4 changelog · changelog
  14. Create: Hypertubes 0.2.3 changelog · changelog
  15. Create: Hypertubes 0.2.2 changelog · changelog
  16. Create: Hypertubes 0.2.1 changelog · changelog
  17. Create: Hypertubes 0.1.5 changelog · changelog
Where this guide comes from

Written from what FTB Skies 2 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 16, 2026.

Guides for other versions: 1.20.0 to 1.24.0 · 1.11.0 to 1.19.0 · 1.0.1 to 1.5.2

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