Create Aeronautics: Throwable Rope Connector guide for FTB Skies 2: Aero 1.0.3 to 1.7.3
Create Aeronautics: Throwable Rope Connector guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.7.3 on Oct 16, 2026 · text last changed Oct 13, 2026
A newer release (1.13.0) is out Guide for the current version
- Sections
- 2
- Recipes shown
- 4
- Items named
- 3
None of these sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against FTB Skies 2: Aero 1.7.3's own files.
How does Create Aeronautics: Throwable Rope Connector work?
5 parts
Same as in the FTB Skies 2: Aero 1.10.0 guide
This mod gives you three ways to place a rope connection from a distance: throwing a Throwable Rope Connector by hand, firing it from the Rope Connector Launcher, or using the Mounted Rope Launcher on a ship. A successful shot places a normal Create Simulated Rope Connector on a valid block face. The connector you used turns into a normal Rope Coupling that is already linked to it.[1]
To finish the link, right-click a Rope Winch with that Rope Coupling.[1]
Throwing by hand
Aim at a valid block face and throw. If it can't attach, you get messages like "Cannot attach there" or "Target is too far away".[1][2]
Crafting Shapeless
Recipe id: create_aeronautics_throwable_rope_connector:throwable_rope_connector
In this pack a thrown connector travels up to 10 blocks before it fizzles and returns (throwing.maxThrowDistance). The launch velocity is 1.5, the same as a snowball (throwing.throwVelocity). Both are the mod defaults.[3]
Rope Connector Launcher
The launcher is the step up from throwing. In this pack it fires a connector up to 20 blocks before the shot fizzles and returns (launcher.launcherMaxDistance), which is the mod default. The game tells you to put a Throwable Rope Connector in your other hand if you try to fire without ammo.[2][3]
The mod's own crafting recipe is a mechanical crafting one:[4]
Mechanical Crafting (create)
| Empty slot | Empty slot | Empty slot |
Recipe id: create_aeronautics_throwable_rope_connector:rope_connector_launcher
The pack also adds a second recipe for the launcher, using a different machine recipe type and different ingredient amounts:[4]
Ftb Constructor (modern_industrialization)
Recipe id: ftb:modern_industrialization/ftb_constructor/create_aeronautics_throwable_rope_connector/rope_connector_launcher
Mounted Rope Launcher
This is the block version, made for anchoring from a ship. It reaches further than the handheld launcher because the block creates the rope link itself. In this pack the range is 40 blocks (mounted.mountedLauncherRange). That is the mod default, and it matches Create Simulated's default max_rope_range in this pack.[3]
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_aeronautics_throwable_rope_connector:mounted_rope_launcher
Here is how you use it, going by the in-game tooltips:[2]
- Right-click the block with a Throwable Rope Connector to load ammo.[2]
- Right-click the block with an empty hand to mount it.[2]
- While mounted: left-click to fire, right-click to release the anchor, and sneak to dismount. The action bar shows your remaining ammo.[2]
- Sneak + right-click with an empty hand to release the anchor from outside the launcher.[2]
- Sneak + right-click with an empty hand to unload the ammo, but only when it isn't connected.[2]
The game also reports what happened: "Anchor connected", "Already connected", "No valid anchor found", "Anchor released", "Launcher blocked" and "No connector loaded". If Create Simulated is missing, you see "Create Simulated integration is unavailable".[2]
Redstone automation
The Mounted Rope Launcher has two marked sides. A redstone pulse on the red marker side fires the launcher using its saved aim. A pulse on the amber marker side releases the anchor.[2]
Firing by redstone is on in this pack (mounted.mountedRedstoneFire). It needs a rising pulse and uses the last saved aim.[3]
Ammo and feedback
Ammo is only consumed after a successful attachment (general.consumeOnSuccessOnly). That applies to hand throws, the handheld launcher and the mounted launcher, so a failed shot doesn't cost you a connector.[1][3]
- general.playParticles spawns particles at the placed connector on success. It is on in this pack.[3]
- general.showFailureMessages shows action bar feedback when the item can't be used. It is on in this pack.[3]
- visual.showProjectileRopeTrail draws a client-side rope-like line for thrown, handheld-launched and mounted-launched projectiles. It is on in this pack.[3]
Which Create Aeronautics: Throwable Rope Connector config options matter?
3 parts
Same as in the FTB Skies 2: Aero 1.10.0 guide
This mod's config covers throwing, launcher, mounted, general and visual settings. One rule applies to every range option: nothing can go past Create Simulated's max_rope_range, which is the absolute cap at runtime.[1][3]
Every range and speed value below is listed in the pack's config with the same number as the mod default, so the pack did not change any of them.[3]
Distances and speed
- throwing.maxThrowDistance is 10 blocks. That is how far a hand-thrown connector travels before it fizzles and returns. The allowed range is 1.0 to 128.0.[3]
- throwing.throwVelocity is 1.5, the projectile launch velocity. Snowballs use the same 1.5. The allowed range is 0.1 to 5.0.[3]
- launcher.launcherMaxDistance is 20 blocks for the Rope Connector Launcher, meant as a step up from throwing by hand. The allowed range is 1.0 to 1,000.0.[3]
- mounted.mountedLauncherRange is 40 blocks for the Mounted Rope Launcher. This matches Create Simulated's default max_rope_range in this pack. It can exceed the handheld launcher's range because the mounted block creates the rope link itself.[3]
Ammo and the Mounted Rope Launcher
- general.consumeOnSuccessOnly is true in this pack. Connector ammo is only used up after a successful attachment, whether you throw by hand, use the handheld launcher or use the mounted launcher.[3]
- mounted.mountedAnchorReleaseMode is set to "REMOVE". The Mounted Rope Launcher can remotely release anchors it placed, which releases the rope and removes the placed connector. The other allowed value is "DISABLED", where remote release does nothing and you have to recover the connector manually.[3]
- mounted.mountedRedstoneFire is true, so a rising redstone pulse fires the Mounted Rope Launcher using its last saved aim.[3]
Feedback and visuals
- general.showFailureMessages is true, so you get action bar feedback when the item cannot be used.[3]
- general.playParticles is true, which spawns particles at the placed connector on success.[3]
- visual.showProjectileRopeTrail is true. It renders a client-side rope-like line for thrown, handheld-launched and mounted-launched connector projectiles.[3]
Sources
- Create Aeronautics: Throwable Rope Connector project page (modrinth) · official mod data
- create_aeronautics_throwable_rope_connector names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2: Aero 1.10.0 config: config/create_aeronautics_throwable_rope_connector-common.toml · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Create Aeronautics: Throwable Rope Connector items · pack recipe dump
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.
Guides for other versions: 1.8.0 to 1.10.0