Create: Hypertubes guide for FTB Skies 2 1.11.0 to 1.19.0
Create: Hypertubes guide for FTB Skies 2
Last verified for FTB Skies 2 v1.18.2 on Oct 16, 2026 · text last changed Oct 16, 2026
A newer release (1.24.0) is out Guide for the current version
Also applies to:All the Mods 10 5.2 to 6.2.1All the Mons 0.3.0-beta to 0.16.0-betaFTB StoneBlock 4 1.2.0 to 1.14.2
- Sections
- 8
- Recipes shown
- 6
- Items named
- 9
- Quests covered
- 2
4 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2 1.18.2's own files.
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]
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?
5 parts
Create: Hypertubes is a Create addon that lets you build tube networks to launch yourself, and other entities, across your world. Here are the items to make first, in the order that gets a line running fastest.[1]
Step one: the Hypertube Block
Start with the Hypertube Block. It's the tube itself, and the pack has changed its recipe from the mod's own, so use the recipe below.[4]
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
This is the pack's changed recipe for the tube.
Step two: the Hypertube Entrance Block
Next, make the Hypertube Entrance Block. This is the block you jump into to travel. The pack uses the mod's own recipe for it.[1][4]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
The pack's quest book has a quest for exactly this pair. a quest in "?" is in the create chapter and asks you to obtain both the entrance and the tube.[5]
Step three: connect the tubes and power the entrance
- Right-click a placed tube while holding another tube, then place the second one. That creates the connection. You can also connect tubes that are already placed.[6]
- Use a wrench on a tube to change its segment count.[6]
- Power the entrance with rotation. It needs at least 16 RPM before you can enter the tube, and the faster it spins, the faster you travel.[6]
- Right-click the entrance with a wrench to change its mode.[6]
Step four: speed it up with an Accelerator
The Hypertube Accelerator Block increases the speed of entities travelling through the tube. Right-click it to switch it to BRAKE mode. It has two recipes, one using a small cogwheel and one using a large cogwheel, and both are the mod's own recipes.[4][6]
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: automate with attachments
Once the basic line works, attachments let you automate it. The Redstone Detector Tube Attachment lets a redstone signal change the mode of an accelerator or entrance.[4][6]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
The Tube Scanner Attachment detects entities travelling through the tube, giving 8 for babies and 15 for adults. It is made with a Create sequenced assembly recipe. You can place attachments on accelerators too, on any side at the same time.[4][6]
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.[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
Recipe changed by the pack
- Hold a Hypertube Block and right-click a tube that's already placed.[8]
- Then place the second tube where you want the connection to go.[8]
- That's it: you now have a Hypertube connection between the two.[8]
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][8]
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][8]
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.[8]
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][8]
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.[8]
The pack has two recipes for the accelerator, so use whichever suits the parts you have on hand.[7]
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.[8]
- 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.[8]
- Attachments can be placed on accelerators, on any side, and several at the same time.[8]
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.[7]
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?
5 parts
Hypertubes in this pack are a short ladder: the tube itself, an entrance, then the accelerator and the attachments. The quest book has a single quest for this mod, so the recipes do most of the guiding.[4][5]
Quest path
The Create chapter has one quest for this mod: a quest in "?". It has no title in the quest book. To complete it you hand in two items, the Hypertube Entrance Block and the Hypertube Block. It unlocks after a quest in "?" in the same chapter.[5]
The tube
The Hypertube Block is the basic piece of the network. Heads up: the pack has changed this recipe, so don't rely on what you remember from the mod's default. Use the recipe below.[4]
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
This is the pack's changed recipe, not the mod default.
The entrance
The Hypertube Entrance Block is the other item the quest asks for. This recipe is the mod's own, with no pack changes.[4][5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_hypertube:hypertube_entrance
Mod recipe, unchanged by the pack.
The accelerator
The Hypertube Accelerator Block has two recipes, one with a large cogwheel and one with a small cogwheel. Both are unchanged mod recipes, both give the same block, and both consume an entrance block, so make the entrance first.[4][5]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_hypertube:hyper_accelerator_small_cogwheel
Small cogwheel version, an unchanged mod recipe.
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, an unchanged mod recipe.
Attachments
The Redstone Detector Tube Attachment is made with a normal crafting recipe and is not changed by the pack.[4]
Crafting Shaped
Recipe id: create_hypertube:redstone_detector_tube_attachment
Shaped crafting, mod recipe.
The Tube Scanner Attachment is the last step. It uses a Create sequenced assembly recipe, and the redstone detector attachment above is one of its inputs, so make that one first. The recipe passes through the Unfinished Tube Scanner item, which is also listed among its outputs.[4]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
Sequenced assembly, mod recipe.
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.[7]
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][7]
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.[7]
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][7]
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.[7]
Sequenced Assembly (create)
Recipe id: create_hypertube:sequenced_assembly/tube_scanner
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?
4 parts
Create: Hypertubes has only a handful of options, covering who can ride, how fast the tubes are, how much stress the machines cost, and whether you can use first person inside the tube. Here is exactly how this pack sets them.[9][10]
Who can travel
The pack sets [[config:config/create_hypertube-server.toml#Travel Settings.entityListMode]] to BLACKLIST. In that mode every entity can travel except the ones on the blacklist. The other modes the config allows are TAG_ONLY, WHITELIST and TAG_WITH_BLACKLIST.[10]
- [[config:config/create_hypertube-server.toml#Travel Settings.entityBlacklist]] is set to minecraft:wither and minecraft:ender_dragon. The Wither and the Ender Dragon cannot ride, and everything else can.[10]
- [[config:config/create_hypertube-server.toml#Travel Settings.entityWhitelist]] lists the player, villager, wandering trader and Create package. It is only used in WHITELIST mode, so with the pack's BLACKLIST setting it has no effect unless you change the mode.[10]
Speed
[[config:config/create_hypertube-server.toml#Travel Settings.speedMultiplier]] is 1 in this pack, which is the mod default and normal tube speed. The allowed range is 0.5 to 99.0. The config itself labels this option highly experimental, so expect odd behavior if you push it far.[10]
Stress
Both machines use the mod's default stress impact of 4 in this pack. That covers the Hyper Entrance ([[config:config/create_hypertube-server.toml#Stress Settings.entranceStressImpact]]) and the Hyper Accelerator ([[config:config/create_hypertube-server.toml#Stress Settings.acceleratorStressImpact]]). Both options accept values from 0.0 to 100.0.[10]
First-person view
This is a client-side option. Gameplay.allowFPVInsideTheTube is false, which the config comments say is the default, chosen for a better experience. The mod's project page says you can enable first-person view in the config files, so set it to true in your own client config if you want to ride that way.[1][9]
What changed in Create: Hypertubes between versions?
4 parts
FTB Skies 2 1.18.2 ships Create: Hypertubes 0.4.0-SABLE-COMPAT, which was first included in FTB Skies 2 1.0.1 or earlier. There are no pack changelog entries for this mod, so everything below comes from the mod's own changelogs, newest first.[11]
0.4.0 and the Sable build (the version in this pack)
- 0.4.0-SABLE-COMPAT fixes compatibility with Sable.[12]
- 0.4.0 adds Ponder support for all Hypertube items and blocks.[13]
- Travel and placement are now block-relative, so WorldEdit works properly. Rotation with WorldEdit is still described as a bit messy.[13]
- Visual glitches with long-distance tube connections were fixed.[13]
0.3.0: the automation update
- You can fully customize which entities are allowed to travel through the tube, via config or datapack.[14]
- New Tube Attachments: the Tube Scanner Attachment emits a redstone signal when any entity passes through, and the Redstone Detector Attachment changes the tube state when powered.[14]
- Fixes: the player always exits from the front of the tube, a camera crash with Immersive Portals, a Steam 'n Rails dismount issue, and a tube desync when changing the segment amount.[14]
Polish and core fixes
- 0.2.6: packages can travel through tubes (marked experimental), and Entrances and Accelerators now apply a configurable stress impact. Vertical camera movement was improved, and entities no longer take damage while traveling.[15]
- 0.2.6 hotfix: fixed a server crash when breaking the Accelerator block.[16]
- 0.2.4: leaving a Hypertube with an Elytra now sets you to flying automatically, and Elytra behavior inside the tube was fixed.[17]
- 0.2.3: a major rework of the player movement system, and Hypertube Cannons now behave more consistently.[18]
- 0.2.2: particles now appear when the entrance is open, and players can no longer fly out of the tube.[19]
- 0.2.1: a hotfix for tube render twisting at the end and vertical tube placement issues.[20]
0.1.5
Tubes now default to Manual Lock Mode when placed, and new notification messages appear when you attempt to travel. This update also fixed several lag-related problems, including a server crash and player teleportation caused by lag. The changelog warns it may break some already placed tubes.[21]
Sources
- Create: Hypertubes project page (modrinth) · official mod data
- FTB Skies 2 1.22.0 mod list · pack file
- FTB Skies 2 1.22.0 quests: "create" · pack file
- FTB Skies 2 1.18.2 recipe dump: recipes making Create: Hypertubes items · pack recipe dump
- FTB Skies 2 1.18.2 quests: "create" · pack file
- 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
- FTB Skies 2 1.18.2 config: config/create_hypertube-client.toml · pack file
- FTB Skies 2 1.18.2 config: config/create_hypertube-server.toml · pack file
- FTB Skies 2 1.18.2 mod list · pack file
- Create: Hypertubes 0.4.0-SABLE-COMPAT changelog · changelog
- Create: Hypertubes 0.4.0 changelog · changelog
- Create: Hypertubes 0.3.0 changelog · changelog
- Create: Hypertubes 0.2.6 changelog · changelog
- Create: Hypertubes 0.2.6-hotfix changelog · changelog
- Create: Hypertubes 0.2.4 changelog · changelog
- Create: Hypertubes 0.2.3 changelog · changelog
- Create: Hypertubes 0.2.2 changelog · changelog
- Create: Hypertubes 0.2.1 changelog · changelog
- 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 · 1.6.0 to 1.10.2 · 1.0.1 to 1.5.2