
Create Aeronautics: Automated Logistics in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 0.6.2 · First seen in 1.0.3
Create Aeronautics: Automated Logistics is a mod in FTB Skies 2: Aero 1.13.0, where it is version 0.6.2. Put your airships to work! Build station networks, automate docking, and run repeatable Aeronautics logistics routes across your world. (Summary from the mod's Modrinth page.)
Create Aeronautics: Automated Logistics guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 16, 2026 · text last changed Oct 16, 2026
This is the newest guide. It hasn't been checked against 1.13.0 yet.
- Sections
- 8
- Recipes shown
- 4
- Items named
- 5
- Quests covered
- 8
Every recipe and number here was checked against FTB Skies 2: Aero 1.10.0, read from the running game on Sep 22, 2026.
What is Create Aeronautics: Automated Logistics?
1 part
Create Aeronautics: Automated Logistics lets your airships run routes on their own. You fly each route yourself, the mod records it, and then the ship repeats the journey between compatible stations. Ships keep progressing along their routes while you are elsewhere, and they return near stops so docking and cargo transfer still happen normally.[1]
The setup in this pack is simple. Put a Vehicle Transponder on the ship and an Airship Station at each end of the trip. Record each leg by flying it, and fly the return leg too, because routes are saved per direction. Then press play from any station on the route.[2]
FTB Skies 2: Aero 1.10.0 ships version 0.6.2 of the mod.[3]
Where it sits in the quest book
The mod is covered in the "Aeronautics" chapter, in the Main Questline group. It is chapter 5 of 31 in the book and has 58 quests. The quest "Airship Station" quest comes after the Navigation Tables quest and asks you for both the station and the transponder.[2]
The chapter's "Going Places" quest path covers docking, ropes, navigation, automated routes, and claiming your ship so it keeps ticking while you are away. It follows "Taking to the Skies" quest, and it leads on to "Docking Connector" quest. The text of 40 of the chapter's quests is not shown here, so check the quest book itself for what comes after the Airship Station quest.[2]
How do you get started with Create Aeronautics: Automated Logistics?
5 parts
Automated Logistics lets a ship learn a route by watching you fly it, then repeat that trip on its own. The pack's quest book covers this in the "Airship Station" quest quest. Here's the order I'd do things in.[1][2]
Get a ship that flies first
The mod does nothing without a ship to record, so start with the Aeronautics chapter of the quest book (Main Questline). "Taking to the Skies" quest covers building a ship that flies, and "Going Places" quest covers docking, ropes, navigation and automated routes. The Airship Station quest comes right after "Navigation Tables" quest, so that's the natural point to pick this mod up.[2]
The first items, in order
- Craft a Vehicle Transponder and put it on your ship. It owns the ship's stops, records new route segments and runs the route plan.[2][4][5]
- Craft an Airship Station for each end of the trip, so two to start. A station lets you select a nearby ship, preview its recorded routes, and run or stop it.[2][4][5]
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:ship_transponder
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:airship_station
Record your first route
- Open the transponder and switch to Recording Mode.[2]
- Add a route from one station to the other, fly it yourself, and save the segment when you land.[2]
- Fly the return leg too. Routes are saved per direction, and the pack leaves playback.allowOneWayRoutePlans off, so a single recorded leg doesn't count as a runnable route.[2][6]
- Press play from any station on the route. The ship then flies it by itself, stop after stop, and keeps going while the chunks in between are unloaded.[2]
The stops screen is where you set wait conditions and docking waits. During a dock, both the station and the transponder put out redstone so your connectors know when to extend. If you plan to dock, you'll want a pair of "Docking Connector" quest on the ship and the pier.[2][5]
Add the Logistics Terminal once you have a network
The Logistics Terminal opens a top-down map of every station, route and ship in your network. It's handy once you have more than one route. The pack changed its recipe from the mod's own, so use this one.[2][4][5]
Crafting Shaped
Recipe id: create_aeronautics_automated_logistics:logistics_terminal
This recipe is changed by the pack.
In this pack, permissions.logisticsTerminalAccess is set to OWNER_AND_TEAM, so you and your team can open it.[6]
Pack settings worth knowing
- Docking connectors get 600 ticks to lock before a docking stop gives up. That's the pack's value for docking.dockLockTimeoutTicks, raised from the mod default of 200.[6]
- Airship Station chunks stay force-loaded (docking.forceLoadStationChunks is true), so routes can start and dock even when you're far away.[6]
- Active automated ships are capped at 8 per team (limits.maxActiveVehiclesPerPlayer with limits.activeVehicleLimitMode set to PER_TEAM).[6]
There's also a Simurail Station for recorded train routes, but the mod describes that support as experimental, so start with airships.[1][4]
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:train_station
How does Create Aeronautics: Automated Logistics work?
8 parts
This mod turns Create Aeronautics airships into recorded, repeatable delivery routes. You fly each leg yourself once, then the ship can replay it between stations, even when nobody is nearby. Here is how the pieces work together.[1]
The blocks and what they do
- Airship Station: you select a nearby ship, preview its recorded routes, and run or stop that ship from the station. It outputs redstone while dock automation is active for that station.[5]
- Vehicle Transponder: this goes on the vehicle. It owns the vehicle's stops, records new route segments, and runs the vehicle's route plan. It also outputs redstone while dock automation is active for the vehicle.[5]
- Simurail Station: the experimental Simurail version for recorded train routes. Train stations only see train routes, and airship stations only see airship routes, so the two networks cannot be linked interchangeably. It is a compatibility layer on top of recorded playback, not rail-aware pathfinding.[1][5]
- Logistics Terminal: opens a top-down view of stations, routes and active vehicles, with route lines, station names and live vehicle markers. You can zoom, pan and follow stations or vehicles.[1][5]
There is also an Advanced Transponder. It runs vehicle routes and exposes four horizontal redstone output ports for dock and drive intent: front is dock, back is lift, left is north/south, right is east/west, and top and bottom do not output. Lift outputs 0 to 15. The north/south and east/west ports output 0 when idle, 1 to 7 for north or west, and 8 to 15 for south or east. Its screen has a wiring overlay toggle that shows world directions and the port labels.[5]
Crafting
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:airship_station
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:ship_transponder
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:train_station
Simurail Station, built from an Airship Station.
Crafting Shaped
Recipe id: create_aeronautics_automated_logistics:logistics_terminal
This recipe is changed by the pack.
Recording a route
- Place the first Airship Station, then another at the destination. Name them so routes are easier to read.[5]
- Put a Vehicle Transponder on the airship and park it at the origin station.[5]
- Open the transponder, switch to Recording Mode, press + to add a route, and choose the origin and destination stations in the popup.[5]
- Fly the ship manually to the destination while recording, then save the route segment from the transponder.[5]
- Record as many segments as the ship needs. Routes are saved per start and destination station, so the return leg has to be recorded separately.[5]
- Use the Stops screen to reorder stops, remove stops, or change wait and dock conditions.[5]
- Press Play from any valid station in the route. The ship then follows the recorded route automatically.[5]
While recording, the mod samples your position every recording.sampleIntervalTicks ticks (10 in this pack), keeps points at least recording.minDistanceBetweenPoints block apart (1), and stores at most recording.maxRoutePoints points per route (5,000). These match the mod defaults, so very long flights are the thing to watch.[6]
Playback rules
The default playback mode is playback.mode = PING_PONG, and a single recorded leg does not count as a runnable plan, because playback.allowOneWayRoutePlans is false. In practice, record the return leg too.[6]
- Playback can only begin when the vehicle is within playback.maxStartJoinDistance blocks (24) of the nearest route endpoint.[6]
- Maximum automated speed is playback.maxPlaybackSpeedBlocksPerSecond blocks per second (60). The config warns that higher values can cause overshoot, unstable docking and other failures on very fast vehicles.[6]
- playback.stopOnCollision is true, so automated playback stops when a collision is detected.[6]
- Overdue monitoring begins once a segment takes playback.segmentOverrunMultiplier times (3) longer than it was recorded. After that, a segment that continues playback.stuckTimeoutTicks ticks (200) without meaningful net progress pauses playback in a fault hold. Progress is meaningful if the segment gains at least playback.minMeaningfulProgressDistance blocks (0.25) toward its target.[6]
According to the mod's description, active vehicles continue progressing along recorded routes while players are elsewhere, and route progress and schedules survive chunk unloads, game reloads and server restarts. Ships return to the world near stops so docking and cargo movement still happen physically. Runtime failures remain visible and recoverable instead of silently deleting the vehicle or its route data.[1]
Docking, cargo and queues
You link a Create Simulated dock to each station and each vehicle. Items and fluids can then be transferred through the physical vehicle and dock setup. Schedules can use conditions such as scheduled delays, docked time and dock inactivity, redstone links, time of day, item or fluid empty/full checks, and filtered cargo conditions, with ship-side or station-side cargo targets.[1]
A docking wait in the route plan prepares both sides. The station uses the nearest dock to it, and the transponder uses the nearest dock to it. During docking, both emit redstone so your wiring can power the connectors. Once the connectors lock, the ship waits for the condition to finish. Then the dock output turns off and the ship departs.[5]
- docking.stationDockSearchRadius (24 blocks) is how far a station searches for exactly one ground-side Docking Connector.[6]
- docking.dockLockTimeoutTicks is the maximum time to wait for the station and ship connectors to lock. The pack sets it to 600 ticks, up from the mod default of 200.[6]
- docking.dockIdleTimeoutTicks (2,400 ticks) is the maximum time the mod waits for dock transfer activity to go idle before continuing.[6]
- Shared docks use arrival-order reservations. docking.dockReservationClearanceDistance (80 blocks of recorded route) is kept clear around a reserved dock: incoming ships queue before that much inbound path remains, and the holder releases after clearing that much outbound path.[1][6]
Chunk loading
docking.forceLoadStationChunks is true in this pack, so Airship Station chunks are kept force-loaded for route starts, docking and stop context. The config says to disable it if you prefer to manage loading with another chunk-loader mod.[6]
On top of that, docking.stationInteractionChunkRadius (1) sets an extra station-centered area that is only temporarily force-loaded while a ship is docking: 1 gives a 3x3 chunk square. Docking stops need the station, dock and any station-side cargo blocks in loaded chunks, so raise the radius or provide external chunk loading if your build extends beyond that area.[1][6]
For trains, simurail.forceLoadSimurailVehicles is true. Active Simurail vehicles are kept force-loaded through Sable for their full recorded route, with the loading ticket acquired when playback starts while the vehicle is live and released when playback stops, faults or completes.[6]
Limits and permissions
limits.maxActiveVehiclesPerPlayer caps simultaneously active automated vehicles at 8 per owner or team bucket. In this pack the bucket is set by limits.activeVehicleLimitMode = PER_TEAM, which falls back to per owner when FTB Teams is not installed or the owner has no team.[6]
Ownership checks are on (permissions.enableOwnershipPermissions). Station use (landing, queueing, docking, viewing allowed routes, starting or stopping your own allowed vehicles) is separate from station control, which adds station admin actions like changing dock links and cargo links.[1][6]
- Team members can use and fully control each other's stations and transponders: permissions.allowTeamStationUse, permissions.allowTeamStationControl and permissions.allowTeamTransponderControl are all true.[6]
- In this pack allies get no station use, station control or transponder control: permissions.allowAlliedStationUse, permissions.allowAlliedStationControl and permissions.allowAlliedTransponderControl are all false.[6]
- permissions.logisticsTerminalAccess and permissions.logisticsTerminalPreviewVisibility are both OWNER_AND_TEAM, so only the owner and their team can open the terminal or see its preview.[6]
Debugging
If something misbehaves, debug.debugLogging is the master switch for debug logs and is false in this pack. The category options (debug.playback, debug.docking, debug.cargo, debug.vehicle and debug.uiSync) are all true but only take effect once the master switch is on.[6]
How do you progress through Create Aeronautics: Automated Logistics?
3 parts
The sources show this mod as a single step in the pack, not a ladder of tiers. It sits near the end of the Aeronautics questline, and its items have short recipes. Once your ship flies, you can teach it to fly routes on its own.[2][4]
Where it sits in the quest book
The Aeronautics chapter is chapter 5 of 31 in the Main Questline group. The "Airship Station" quest quest comes right after "Navigation Tables" quest, which comes after "Going Places" quest, which in turn follows "Taking to the Skies" quest.[2]
The quest asks you to get the Airship Station and the Vehicle Transponder. Name your ship early, because the Airship Station picks ships by name. The "Nameplates and Handles" quest quest covers naming.[2]
Crafting the items
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:airship_station
One of the two items the Airship Station quest asks for.
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:ship_transponder
The other quest item. It goes on the ship itself.
Crafting Shaped
Recipe id: create_aeronautics_automated_logistics:logistics_terminal
This pack changes this recipe from the mod's own.
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:train_station
The Simurail Station has its own recipe, built from the Airship Station.
What you unlock
- Put a Vehicle Transponder on the ship and an Airship Station at each end of the trip.[2]
- Open the transponder, switch to Recording Mode, add a route from one station to the other, fly it, and save the segment when you land.[2]
- Fly the return leg too, because routes are saved per direction.[2]
- Press play from any station on the route and the ship flies it by itself, stop after stop. It keeps flying while the chunks between are unloaded.[2]
The stops screen sets wait conditions and docking waits. During a dock, both the station and the transponder put out redstone, so your connectors know when to extend.[2]
The Logistics Terminal is a top-down map of every station, route and ship in the network. The Advanced Transponder adds four redstone output ports for dock and drive intent.[2]
How does Create Aeronautics: Automated Logistics work with other mods?
3 parts
Automated Logistics adds recorded route automation for Create Aeronautics airships. Its recipes link it to Create and Simulated, and the pack has changed one of them.[1][4]
Recipes that connect to other mods
The Airship Station is a shapeless craft that mixes an item from Create with one from Simulated.[4]
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:airship_station
The Vehicle Transponder is the item you put on the ship. Its shapeless recipe uses two Simulated items, so it ties into that mod's ship-building side.[2][4]
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:ship_transponder
The Simurail Station (Simurail Station) is the experimental train version of the station idea, and its recipe builds on the Airship Station with a Create item. Airship stations and Simurail stations stay separated by transport mode and cannot be linked interchangeably.[1][4]
Crafting Shapeless
Recipe id: create_aeronautics_automated_logistics:train_station
The pack has changed the recipe for the Logistics Terminal. In this pack it is a shaped craft that uses items from Create, FTB Materials and vanilla Minecraft, so go by the recipe below rather than any mod default.[4]
Crafting Shaped
Recipe id: create_aeronautics_automated_logistics:logistics_terminal
This recipe is changed by the pack.
Docking with Create Simulated
For docking, you link a Create Simulated dock to each station and to each vehicle. Items and fluids are then transferred through the physical vehicle and dock setup. Shared docks use arrival-order reservations, so ships queue up instead of all converging on one dock.[1]
In the quest book
The Airship Station quest "Airship Station" quest sits in the Aeronautics chapter, part of the Main Questline group. It comes after the Navigation Tables quest and asks you to get both the Airship Station and the Vehicle Transponder.[2]
That quest explains the workflow: put a transponder on the ship, place an Airship Station at each end of the trip, record the route by flying it, then play it back from any station on the route. During a dock, the station and the transponder both put out redstone, so your connectors know when to extend. The Logistics Terminal is described there as the top-down map of every station, route and ship in the network.[2]
The chapter's "Going Places" quest quest covers docking, ropes, navigation, automated routes and claiming your ship so it keeps ticking while you are away. The chapter also says you have already met the Physics Assembler on your starter ship. Most of the other quests in this chapter are not covered here, so check the quest book for what they say.[2]
Which FTB Skies 2: Aero quests use Create Aeronautics: Automated Logistics?
2 parts
In this pack, the mod has a single quest: "Airship Station" quest. It sits in the Aeronautics chapter, which is in the Main Questline group and is chapter 5 of 31 in the book. The chapter holds 58 quests and is all about building a ship that flies, then steering and arming it.[2]
Where it sits in the chapter
The quest is near the end of the Going Places path. That path covers docking, ropes, navigation, automated routes, claiming your ship and taking it to other dimensions. The order that leads to it is:[2]
- "Taking to the Skies" quest opens the whole chapter.[2]
- "Going Places" quest comes after it and starts the docking and travel path.[2]
- "Navigation Tables" quest comes after Going Places. It points a ship at a destination with a redstone signal.[2]
- "Airship Station" quest comes right after Navigation Tables.[2]
What the quest asks for
It has two item tasks: the Airship Station and the Vehicle Transponder.[2]
The quest text explains the idea: the ship learns a route by watching you fly it. You put the transponder on the ship and a station at each end of the trip. Then you follow these steps:[2]
- Open the transponder and switch to Recording Mode.[2]
- Add a route from this station to that one, fly it, and save the segment when you land.[2]
- Fly the return leg too, because routes are saved per direction.[2]
- Press play from any station on the route and the ship flies it by itself, stop after stop. It keeps flying while the chunks between are unloaded.[2]
The stops screen sets wait conditions and docking waits. During a dock, both the station and the transponder put out redstone so your connectors know when to extend. The quest also mentions the Logistics Terminal, a top-down map of every station, route and ship in the network, and the Advanced Transponder, which adds four redstone output ports for dock and drive intent.[2]
If you want the pieces to dock automatically, the quests beside it on the Going Places path are worth doing too. "Docking Connector" quest is one of them, and "Ropes" quest is another.[2]
Which Create Aeronautics: Automated Logistics config options matter?
6 parts
The pack leaves most of this mod's settings at the mod default. Only one value is shown as changed from the default, so that is where to look first if docking behaves differently than you expect.[6]
The value the pack changed
docking.dockLockTimeoutTicks is set to 600 in this pack, up from the mod default of 200. It is the maximum number of ticks to wait for the station and ship Docking Connectors to lock after a docking stop starts. The allowed range is 20 to 12,000.[6]
Docking and loading
- docking.dockIdleTimeoutTicks is 2,400, the same as the mod default. It is the maximum number of ticks to wait for dock transfer activity to become idle before continuing.[6]
- docking.stationDockSearchRadius is 24 blocks (the mod default). It is the search radius for finding exactly one ground-side Docking Connector near an Airship Station.[6]
- docking.dockReservationClearanceDistance is 80 blocks (the mod default). Incoming ships queue before this much inbound path remains to the docking stop, and the holder releases after clearing this much outbound path after the stop.[6]
- docking.forceLoadStationChunks is true, which keeps Airship Station chunks force-loaded so route starts, docking and stop context remain available even when players move away. You can disable it if you prefer to manage loading with another chunk-loader mod.[6]
- docking.stationInteractionChunkRadius is 1 (the mod default). This is an extra radius around the station that is force-loaded only temporarily, while a ship is docking. At 1 that is a 3x3 chunk square, and the allowed range is 0 to 2.[6]
- simurail.forceLoadSimurailVehicles is true, so active automated Simurail vehicles are kept force-loaded through Sable for their full recorded route. Disabling it switches to normal unloaded-travel behavior.[6]
Vehicle limits
- limits.maxActiveVehiclesPerPlayer is 8, matching the mod default. It is the maximum number of simultaneously active automated vehicles in each owner or team limit bucket.[6]
- limits.activeVehicleLimitMode is PER_TEAM, so the limit is pooled per team. PER_TEAM falls back to PER_OWNER when FTB Teams is not installed or the owner has no team.[6]
Permissions
permissions.enableOwnershipPermissions is true, so owner, team, ally and operator rules are enforced on Ship Transponders, Airship Stations and related logistics controls. When it is false, those blocks behave as unrestricted public controls.[6]
- FTB Teams members get full access to stations and transponders owned by another team member: permissions.allowTeamStationUse, permissions.allowTeamStationControl and permissions.allowTeamTransponderControl are all true.[6]
- FTB Teams allies get none of that: permissions.allowAlliedStationUse, permissions.allowAlliedStationControl and permissions.allowAlliedTransponderControl are all false.[6]
- permissions.logisticsTerminalAccess and permissions.logisticsTerminalPreviewVisibility are both OWNER_AND_TEAM. The other allowed values are OWNER_ONLY, OWNER_TEAM_AND_ALLIES and PUBLIC.[6]
- permissions.requireCrouchToBreakRouteBlocks is true, so you must crouch while mining Airship Stations and Ship Transponders, because breaking them removes related routes.[6]
Recording and playback
- recording.sampleIntervalTicks is 10 ticks, recording.minDistanceBetweenPoints is 1 and recording.maxRoutePoints is 5,000. Each of these matches the mod default.[6]
- playback.mode is PING_PONG, and playback.allowOneWayRoutePlans is false, so a single recorded leg or single stop plan does not count as a valid runnable route.[6]
- playback.stopOnCollision is true, so automated playback stops when a collision is detected.[6]
- playback.stuckTimeoutTicks is 200 (the mod default). It is the maximum number of ticks an overdue segment may continue without meaningful net progress before playback pauses in a fault hold.[6]
- playback.maxStartJoinDistance is 24 blocks, the maximum distance from the nearest route endpoint allowed when beginning playback.[6]
Debug logging and client display
debug.debugLogging is false, and it is the master switch. The category toggles (cargo, docking, playback, uiSync and vehicle) are all true, but they are only used when debugLogging is true.[6]
On the client side, rendering.renderLogisticsTerminalTopPreview is true, so the passive route and vehicle preview is rendered on top of nearby Logistics Terminals.[7]
What changed in Create Aeronautics: Automated Logistics between versions?
4 parts
FTB Skies 2: Aero 1.10.0 ships Create Aeronautics: Automated Logistics 0.6.2. The mod was already in the pack by FTB Skies 2: Aero 1.0.3 or earlier. Below are the notable changes from the mod's own changelogs, newest first.[3]
0.6.2 (the version in this pack)
- The Logistics Terminal gets new All, Active and Attention filters, so you can focus the map on the vehicles and routes that matter.[8]
- A new server config option keeps active automated Simurail vehicles force-loaded through Sable for their full recorded route. The mod's changelog lists it as enabled by default.[8]
- A new Restoring Vehicle runtime status shows up across logistics screens and map integrations, and playback debug logging now covers vehicle restoration attempts.[8]
- Fixed scheduled routes failing to continue when Sable had not yet restored the vehicle after unloaded travel. Simple ground vehicles should be more reliable, but they remain unsupported/experimental for now.[8]
0.6.1
- Fixed a Logistics Terminal preview performance issue that could slow chunk generation, even when no terminals were placed.[9]
- Logistics Terminal tabletop previews now hide when you view them from far away.[9]
0.6.0
In 0.6.0, the mod added the Logistics Terminal, a logistics map block that shows stations, active vehicles and recorded routes, with a live tabletop preview on the block itself.[10]
- In 0.6.0, FTB Maps and JourneyMap integrations show live automated vehicle markers on the minimap and fullscreen views.[10]
- The new Simurail Station block handles train-only recorded-route playback, with train routes and stations kept separate from airship networks. The changelog says this compatibility layer may change or be removed later if Simurail adds its own native station management and docking.[10]
- Ownership permissions were expanded, with new server config options for station use, station control, transponder control, Logistics Terminal access and Logistics Terminal preview visibility. Servers can choose owner-only, team, allied or public passive previews.[10]
- 0.6.0 added a server config option for a playback speed cap, and a client config option to disable the in-world tabletop preview.[10]
- In 0.6.0, creative menu entries moved into Create Simulated, under a dedicated Automated Logistics section.[10]
- Fixes in 0.6.0: UI text that still said ships now reads vehicle-generic, dock reload edge cases where connector pairs stayed extended are fixed, and blocked players are now denied earlier instead of reaching unusable menus.[10]
On permissions in 0.6.0, station use covers landing, queueing, docking, browsing allowed routes, and starting or stopping only your own allowed vehicles from that station. Station control adds administration such as changing dock links and cargo links. Transponder control stays separate from station access.[10]
0.5.2
Sources
- Create Aeronautics: Automated Logistics project page (modrinth) · official mod data
- FTB Skies 2: Aero 1.10.0 quests: "Aeronautics" · pack file
- FTB Skies 2: Aero 1.10.0 mod list · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Create Aeronautics: Automated Logistics items · pack recipe dump
- create_aeronautics_automated_logistics names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2: Aero 1.10.0 config: config/create_aeronautics_automated_logistics-common.toml · pack file
- FTB Skies 2: Aero 1.10.0 config: config/create_aeronautics_automated_logistics-client.toml · pack file
- Create Aeronautics: Automated Logistics 0.6.2 changelog · changelog
- Create Aeronautics: Automated Logistics 0.6.1 changelog · changelog
- Create Aeronautics: Automated Logistics 0.6.0 changelog · changelog
- Create Aeronautics: Automated Logistics 0.5.2 changelog · changelog
Where this guide comes from
Written from what FTB Skies 2: Aero 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.
Report wrong info
Version in each release
21 releases, first in 1.0.3
| FTB Skies 2: Aero | Version | Jar | Where it came from |
|---|---|---|---|
| 1.13.0 Sep 28, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 0.6.2 | create_aeronautics_automated_logistics-0.6.2.jar | From the published release |
| 1.7.3 Aug 19, 2026 | 0.6.1 | create_aeronautics_automated_logistics-0.6.1.jar | From the published release |
| 1.7.2 Aug 18, 2026 | 0.6.1 | create_aeronautics_automated_logistics-0.6.1.jar | From the published release |
| 1.7.1 Aug 18, 2026 | 0.6.1 | create_aeronautics_automated_logistics-0.6.1.jar | From the published release |
| 1.6.1 Aug 13, 2026 | 0.6.1 | create_aeronautics_automated_logistics-0.6.1.jar | From the published release |
| 1.6.0 Aug 11, 2026 | 0.6.1 | create_aeronautics_automated_logistics-0.6.1.jar | From the published release |
| 1.5.1 Aug 8, 2026 | 0.6.0 | create_aeronautics_automated_logistics-0.6.0.jar | From the published release |
| 1.4.1 Aug 4, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.4.0 Aug 3, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.3.0 Jul 30, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.2.1 Jul 28, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.2.0 Jul 28, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.1.1 Jul 25, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.1.0 Jul 24, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
| 1.0.3 Jul 17, 2026 | 0.5.2 | create_aeronautics_automated_logistics-0.5.2.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
4 items from the 1.10.0 recipe dump.
FTB Skies 2: Aero quests (1)
Quests from the pack's FTB Quests book that ask for this mod's items.
Aeronautics (1)
- Airship Station
Config options (how FTB Skies 2: Aero sets them)
37 settings shipped in the pack's config files; 1 differ from the mod's documented default.
Show settings
| Setting | FTB Skies 2: Aero value | Mod default |
|---|---|---|
docking.dockLockTimeoutTicks changed by FTB Skies 2: AeroMaximum ticks to wait for station and ship Docking Connectors to lock after a docking stop starts. config/create_aeronautics_automated_logistics-common.toml | 600 | 200 |
rendering.renderLogisticsTerminalTopPreview Render the passive route and vehicle preview on top of nearby Logistics Terminals. config/create_aeronautics_automated_logistics-client.toml | true | not documented |
debug.cargo Enable cargo endpoint, cargo wait, and cargo saved-data debug logs. Only used when debugLogging is true. config/create_aeronautics_automated_logistics-common.toml | true | not documented |
debug.debugLogging Master switch for automated logistics debug logging. When false, all category debug logs below are disabled. config/create_aeronautics_automated_logistics-common.toml | false | not documented |
debug.docking Enable docking connector discovery and docking-runtime debug logs. Only used when debugLogging is true. config/create_aeronautics_automated_logistics-common.toml | true | not documented |
debug.playback Enable playback/runtime debug logs, including unloaded-transit progress and restore. Only used when debugLogging is true. config/create_aeronautics_automated_logistics-common.toml | true | not documented |
Which FTB Skies 2: Aero mods work with Create Aeronautics: Automated Logistics?
The FTB Skies 2: Aero mods that share the most recipes with Create Aeronautics: Automated Logistics. Highlighted ones have a guide.
Comments and tips
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