Create: Aeroworks in FTB Skies 2: Aero

FTB Skies 2: Aero 1.13.0 ships version 1.5.0 · First seen in 1.0.3

Checked Sep 30, 2026FTB Skies 2: Aero 1.13.0Sources: FTB Skies 2: Aero 1.13.0 modlist.json

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Create: Aeroworks is a mod in FTB Skies 2: Aero 1.13.0, where it is version 1.5.0. No verified summary yet. A full guide is planned.

What is Create: Aeroworks?

2 parts

Create: Aeroworks adds the steering and stabilising gear for your flying ships. This pack ships version 1.5.0, and everything below is how it works here.[1]

The pack's quest book puts it in the "Aeronautics" chapter, which sits in the "Main Questline" group as chapter 5 of 31 and holds 58 quests. The chapter opens with "Taking to the Skies" quest, and the Aeroworks pieces show up along the control and stability paths from there.[2]

What the mod gives you

  • The Mechanical Servo turns a redstone signal into an angle, for rudders, elevators and aiming a propeller. It costs 4 SU per RPM while the input shaft turns.[2]
  • The Control Desk is a cockpit made of sockets. Every control module you mount in it gets its own keybinds and redstone link frequencies. The standalone Joystick does a similar job in a single block.[2]
  • Modules such as the Joystick Module and the Throttle Quadrant plug into the desk.[2]
  • The Gyroscope holds the ship level. Full control arrives at 256 RPM, the draw is 16 SU per RPM, and so a gyroscope at full speed costs 4,096 SU.[2]

Where it sits in the quest book

"Controls" quest comes after the chapter's opening quest. Two Aeroworks quests follow it: "Servos" quest and "Control Desk" quest. After the desk comes "Control Modules" quest. Separately, "Gyroscope" quest comes after a quest called Gimbal Sensor.[2]

The book only gave me part of this chapter, so the other 39 quests are in the quest book itself. Check it there for the rest of the path.[2]

How do you get started with Create: Aeroworks?

4 parts

The Aeroworks quests sit in the Aeronautics chapter (group Main Questline, chapter 5 of 31 in the book), under the Controls quest, which itself comes after Taking to the Skies. That chapter assumes you already have a starter ship with a Physics Assembler and a Hot Air Burner. Here is the order I'd go in.[2]

First, start simple, then build the Control Desk

Everything on a ship listens to redstone, and controls are just ways to turn your hands into those signals. The "Controls" quest quest says to start with a lever and a wheel (see "Wheel and Throttle" quest), and to move to a desk once the ship has more than three things to adjust.[2]

When you get there, the "Control Desk" quest quest asks for the Control Desk and the Joystick. Right-click the desk with an empty hand to sit down, use keyboard and mouse to move the controls, and press Esc to let go. Desks that touch join into one deck, and only one player can run a deck at a time.[2][3]

Control DeskMod recipe

Crafting Shaped

Crafting Shaped
Empty slotRedstone LinkEmpty slot
TransmitterBrass CasingPrecision Mechanism
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:control_desk

The Joystick is a standalone block with four axes and a spare button. The pack changed its recipe, and it also adds a second Joystick recipe through Modern Industrialization. Both are shown here.[2][4]

JoystickChanged by the pack

Mechanical Crafting (create)

Mechanical Crafting (create)
Empty slotRedstone LinkEmpty slot
Empty slotPrecision MechanismEmpty slot
Empty slotShaftEmpty slot
Empty slotBrass IngotEmpty slot
Brass IngotBrass IngotBrass Ingot

Recipe id: aeroworks:joystick

JoystickAdded by the pack

Ftb Constructor (modern_industrialization)

Recipe id: ftb:modern_industrialization/ftb_constructor/aeroworks/joystick

Next, mount some Control Modules

Every module you mount on a desk becomes a real control with its own keybinds and redstone link frequencies. The "Control Modules" quest quest asks for the Joystick Module, which gives two tilt axes, and the Throttle Quadrant, which gives four levers side by side. Smaller modules fit in larger sockets, and some big ones have a small socket of their own where you can stack a head.[2][3]

Joystick ModuleMod recipe

Crafting Shaped

Crafting Shaped
Empty slotAnalog LeverEmpty slot
Empty slotBrass CasingTransmitter
Empty slotAnalog LeverEmpty slot

Recipe id: aeroworks:joystick_module

Crafting Shaped

4 × Lever Module

Recipe id: aeroworks:throttle_quadrant_module

Sneak and right-click a mounted control to set its keybinds and frequencies. A wrench takes a module off again, and it keeps its settings. The pack changed the recipes for the Yoke Module, the Button Module and the Button Panel Module, so don't assume the mod's defaults for those.[2][3][4]

Then, add servos for anything that needs an angle

The "Servos" quest quest comes straight after Controls. The Mechanical Servo turns a redstone signal into an angle, and a full signal moves it to the end of the range you set. The Stepper Servo turns a set angle per step instead. Think rudders, elevators and aiming a propeller. The pack changed both recipes.[2][4]

Mechanical ServoChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Brass IngotSequenced GearshiftBrass Ingot
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:mechanical_servo

Stepper ServoChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Sequenced GearshiftBrass IngotSequenced Gearshift
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:stepper_servo

Each servo costs 4 SU per RPM, set by mechanical_servo.stressImpact and stepper_servo.stressImpact. The pack leaves both at the mod default of 4. That cost applies whenever the input shaft is turning, even while the servo is just holding its angle.[2][5]

Finally, keep it level

For a starter ship or a base that mostly parks, the pack's shortcut is enough: the "Skybound Anchor" quest quest. It counters pitch and roll with no rotation, stress or fuel, but it leaves yaw alone and won't fix a badly unbalanced hull.[2]

Save the Gyroscope for a ship that has to fly straight at speed. Its quest, "Gyroscope" quest, comes after the Gimbal Sensor quest. It reaches full control at 256 RPM and draws 16 SU per RPM, so 4,096 SU at full speed. One gyro fully steadies about 5,000 units of ship inertia, so bigger hulls need more of them. The pack keeps these values at the mod defaults.[2][5]

GyroscopeMod recipe

Crafting Shapeless

Recipe id: aeroworks:gyroscope

Tip: Nearly every block in the chapter has a Ponder. Hold W over the item in JEI or your inventory to watch a short demo before you build.[2]

How does Create: Aeroworks work?

6 parts

Aeroworks is about building control stations for your contraptions. You build a console, mount control modules on it, sit down and drive. Every control sends its input out on Create Redstone Link Frequencies.[3]

Consoles and modules

The Control Desk and Control Stand are the consoles. They provide sockets for mounting control modules. Right-click a socket with a module to mount it. Several modules can share one console, and smaller modules also fit into larger sockets. Use a Wrench to take modules off again, and they keep their settings when removed.[3]

Some modules have a small socket of their own, such as a joystick head, lever head or wheel hub. Right-click that socket with a small module to attach a head. Heads move together with the control beneath them, and their inputs work like any other control.[3]

Some modules come in more than one style. Right-click a mounted module with a style material to restyle it, and it keeps its settings. A crafting recipe applies the same change to a module item. The coloured wheel modules, for example, are made with a transform recipe that takes a dye and any wheel module.[3][4]

Transform Module (aeroworks)

Recipe id: aeroworks:blue_wheel_module

One of the dye restyle recipes for wheel modules.

Taking control of a console

  1. Right-click the console with an empty hand to take control.[3]
  2. Keyboard and mouse inputs now move the mounted controls.[3]
  3. Each direction transmits on its own Redstone Link Frequency, and the transmitted power matches how far you move the control. Moving the opposite way transmits on the second Frequency.[3]
  4. Press Esc to release control.[3]

When several consoles touch, they can be controlled together as a deck. Consoles placed apart stay separate stations.[3]

Watch out: Only one player can control a deck at a time. If someone else is already using it, you get the message that the console is already in use.[3]

Configuring controls

Sneak and right-click a control to open its configuration. Key binds, Frequencies and other options are set per control. To configure a module you are holding, sneak and right-click the air instead.[3]

The Channel Settings screen has toggles for Latch, Invert Input and the HUD, and a choice between analog and key input. It also has number settings for Deadzone, Sensitivity, Idle Power, Full Power, Step Size and the spring-back delay and speed. A Swap Idle and Full Power option is there too. The Joystick has two frequency slots, key binding and a Spring-back toggle.[3]

For mouse-driven modules, console.pixelsPerStep sets how many raw mouse pixels make up one axis step. Lower is more sensitive, and full deflection is 15 steps. The pack keeps the mod default of 30.[5]

Servos

The Mechanical Servo relays a rotational angle based on the redstone signal it receives. Right-click it to configure the start angle, end angle and sweep direction. At full signal strength it rotates to the end of its range, and weaker signals give an angle proportional to the strength. It finishes its current rotation before responding to a new signal.[3]

The Stepper Servo also rotates to an angle proportional to the signal strength, but you set the angle of each step instead of a range. A stronger signal rotates it more. It accepts a signal from either side: one side turns it one way, the other side turns it the other way, and with both sides powered it has no target and holds its position.[3]

Both servos cost stress. mechanical_servo.stressImpact and stepper_servo.stressImpact are each 4 SU per RPM in this pack, the same as the mod default. It applies whenever the input shaft has nonzero speed, including while the servo is held at its target.[5]

Gyroscope

The Gyroscope stabilizes ships and draws rotational power. gyroscope.stressImpact is 16 SU per RPM, so the total draw is roughly that times the RPM. At gyroscope.referenceRpm (256 RPM) it reaches 100% effectiveness, and output is capped above that.[3][5]

How many gyros you need depends on ship size. gyroscope.authorityPerUnit is how much ship inertia one gyro fully stabilizes at the reference RPM, and the pack uses 5000. A bigger ship needs more gyros. Too few still stay stable, they just correct more slowly.[5]

The other gyroscope options tune how the correction feels. Their values in this pack are below, each next to what it does.[5]

GyroscopeMod recipe

Crafting Shapeless

Recipe id: aeroworks:gyroscope

Pack recipe changes

The pack changes the recipes of Button Module, Button Panel Module, Yoke Module and the Joystick, and it adds a second Joystick recipe of the Modern Industrialization constructor type. The changed recipes are shown below.[4]

JoystickChanged by the pack

Mechanical Crafting (create)

Mechanical Crafting (create)
Empty slotRedstone LinkEmpty slot
Empty slotPrecision MechanismEmpty slot
Empty slotShaftEmpty slot
Empty slotBrass IngotEmpty slot
Brass IngotBrass IngotBrass Ingot

Recipe id: aeroworks:joystick

Pack-changed mechanical crafting recipe.

JoystickAdded by the pack

Ftb Constructor (modern_industrialization)

Recipe id: ftb:modern_industrialization/ftb_constructor/aeroworks/joystick

Added by the pack.

Button ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Brass Ingot
Brass Casing
Transmitter

Recipe id: aeroworks:button_module

Changed by the pack.

Button Panel ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotBrass IngotEmpty slot
Brass IngotBrass CasingBrass Ingot
Empty slotBrass IngotTransmitter

Recipe id: aeroworks:button_panel_module

Changed by the pack.

Yoke ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Brass IngotBrass CasingBrass Ingot
Empty slotLever ModuleEmpty slot

Recipe id: aeroworks:yoke_module

Changed by the pack.

The copper versions of the button modules convert into the standard ones with a transform recipe. The consoles themselves use ordinary crafting recipes.[4]

Control DeskMod recipe

Crafting Shaped

Crafting Shaped
Empty slotRedstone LinkEmpty slot
TransmitterBrass CasingPrecision Mechanism
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:control_desk

Button ModuleMod recipe

Transform Module (aeroworks)

Recipe id: aeroworks:button_module_from_copper

How do you progress through Create: Aeroworks?

5 parts

Aeroworks is the cockpit mod of this pack. Its quests sit in the "Aeronautics" chapter of the Main Questline (chapter 5 of 31 in the book), and the whole chapter starts at "Taking to the Skies" quest. From there the book splits into quest paths for the hull, lift, engines, keeping level, steering, travel and weapons. Aeroworks shows up in two of them: Controls and Stability.[2]

Tip: Nearly every block in this chapter has a Ponder. Hold W over the item in JEI or your inventory to see it. It can save you a crash or two.[2]

The Controls path

"Controls" quest is the gateway. The book's advice is to start with a lever and a wheel, then graduate to a desk full of modules once the ship has more than three things to adjust. Two quests hang off it.[2]

Servos

The pack changed both servo recipes, so don't trust the mod's defaults here. These are the in-pack Mechanical Servo and Stepper Servo recipes:[4]

Mechanical ServoChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Brass IngotSequenced GearshiftBrass Ingot
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:mechanical_servo

Changed by the pack.

Stepper ServoChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Sequenced GearshiftBrass IngotSequenced Gearshift
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:stepper_servo

Changed by the pack.

Desk and Joystick

Control DeskMod recipe

Crafting Shaped

Crafting Shaped
Empty slotRedstone LinkEmpty slot
TransmitterBrass CasingPrecision Mechanism
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:control_desk

The Joystick has two recipes in this pack. The mod's own recipe was changed by the pack, and the pack also added a second one for the Modern Industrialization constructor machine.[4]

JoystickChanged by the pack

Mechanical Crafting (create)

Mechanical Crafting (create)
Empty slotRedstone LinkEmpty slot
Empty slotPrecision MechanismEmpty slot
Empty slotShaftEmpty slot
Empty slotBrass IngotEmpty slot
Brass IngotBrass IngotBrass Ingot

Recipe id: aeroworks:joystick

Changed by the pack.

JoystickAdded by the pack

Ftb Constructor (modern_industrialization)

Recipe id: ftb:modern_industrialization/ftb_constructor/aeroworks/joystick

Added by the pack.

Modules and the copper versions

The module quest lists the Joystick, Throttle Quadrant, Yoke, Wheel, Pedal, Lever, a single Button, a 2x2 Button Panel and a 3x3 Keypad. Some of these chain off each other: the Throttle Quadrant is made from a Lever Module, and the Button Keypad from a Button Panel Module. The pack changed the recipes for the Yoke Module, Button Module and Button Panel Module.[2][4]

Yoke ModuleChanged by the pack

Crafting Shaped

Crafting Shaped
Brass IngotBrass CasingBrass Ingot
Empty slotLever ModuleEmpty slot

Recipe id: aeroworks:yoke_module

Changed by the pack.

Every module also has a copper version, for example the Copper Lever Module and Copper Joystick Module. You switch between the standard and copper versions with transform recipes, in both directions. The Wheel Module also has dyed versions such as the Red Wheel Module, made the same way.[4]

The Stability path

Aeroworks has one more piece here, the Gyroscope. The path runs from "Stability" quest to "Gyroscopic Mechanism" quest, then "Gimbal Sensor" quest, and finally "Gyroscope" quest.[2]

The Gyroscope holds the ship level along the axis you place it on, and it also bleeds off spin. It wants a lot of rotation: full control arrives at 256 RPM, and the draw is 16 SU per RPM, so one at full speed costs 4,096 SU. One gyro fully steadies about 5,000 units of ship inertia, so a bigger hull needs more of them.[2]

GyroscopeMod recipe

Crafting Shapeless

Recipe id: aeroworks:gyroscope

Tip: This pack has a shortcut. The "Skybound Anchor" quest quest, also on the Stability path, counters pitch and roll with no rotation, stress or fuel. The quest book says that is all the stabilization a starter ship or a mostly parked flying base needs, and to save the Gyroscope for something that has to fly straight at speed.[2]

How does Create: Aeroworks work with other mods?

4 parts

Aeroworks leans heavily on Create. Nearly every control block in this pack is crafted from Create parts, and a few recipes pull in items from other mods as well.[4]

Create parts everywhere

The Control Desk and the Control Stand are both crafted from Create components. The desk uses Brass Casing, while the stand uses Copper Casing instead. Here is the desk recipe in this pack:[4]

Control DeskMod recipe

Crafting Shaped

Crafting Shaped
Empty slotRedstone LinkEmpty slot
TransmitterBrass CasingPrecision Mechanism
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:control_desk

If you want the desk or stand to blend into your hull, the Copycat Control Desk and Copycat Control Stand are made by combining the plain version with a Copycat Panel.[4]

The button, button panel, pedal, wheel, lever and joystick modules are each built around a Create casing and a Transmitter. The Lever Module and Joystick Module both use the Analog Lever. The Pedal Module uses a vanilla Stone Pressure Plate, and the Wheel Module accepts any item from the Create valve handles tag. The Yoke Module is made from a Lever Module, a brass casing and a brass ingot.[4]

Several modules also have a copper version, such as the Copper Lever Module. Combining a copper module with Andesite Alloy gives you the regular version of the same module.[4]

Recipes the pack changed

The pack changed the recipes for the Button Module, Button Panel Module, Yoke Module, Joystick, Mechanical Servo and Stepper Servo. Each of them includes a Brass Ingot, so go by the recipes shown here rather than the mod's own defaults.[4]

Mechanical ServoChanged by the pack

Crafting Shaped

Crafting Shaped
Empty slotPrecision MechanismEmpty slot
Brass IngotSequenced GearshiftBrass Ingot
Empty slotElectron TubeEmpty slot

Recipe id: aeroworks:mechanical_servo

The Stepper Servo recipe uses the same set of ingredients.

JoystickChanged by the pack

Mechanical Crafting (create)

Mechanical Crafting (create)
Empty slotRedstone LinkEmpty slot
Empty slotPrecision MechanismEmpty slot
Empty slotShaftEmpty slot
Empty slotBrass IngotEmpty slot
Brass IngotBrass IngotBrass Ingot

Recipe id: aeroworks:joystick

The pack also adds a second way to get the Joystick: a recipe for the Modern Industrialization machine type ftb_constructor. It asks for 4 brass ingots, where the crafting version asks for one.[4]

JoystickAdded by the pack

Ftb Constructor (modern_industrialization)

Recipe id: ftb:modern_industrialization/ftb_constructor/aeroworks/joystick

Gyroscope and the Simulated mod

The Gyroscope combines a Create Flywheel with the Gimbal Sensor. In the quest book, the "Gyroscope" quest quest comes right after the Gimbal Sensor quest.[2][4]

GyroscopeMod recipe

Crafting Shapeless

Recipe id: aeroworks:gyroscope

It needs Create rotation, and a lot of it. Full control arrives at 256 RPM and the draw is 16 SU per RPM, so a gyroscope at full speed costs 4,096 SU. The servos cost 4 SU per RPM while their input shaft turns.[2]

Where this shows up in the quest book

Everything lives in the "Aeronautics" chapter, in the Main Questline group (chapter 5 of 31). "Servos" quest and "Control Desk" quest both come after "Controls" quest, and "Control Modules" quest comes after Control Desk. The Control Desk quest asks for the desk and the standalone Joystick, and explains that each control sends its movement over redstone link frequencies.[2]

The "Armament" quest quest points you to two more mods: Create Big Cannons for the artillery and Shield Generators for defence. "Casting a Cannon" quest and "Mounted Potato Cannon" quest both come after it. The chapter has 58 quests in total, and the quest book covers many more than are described here.[2]

Which FTB Skies 2: Aero quests use Create: Aeroworks?

2 parts

All of this mod's quests live in one chapter: Aeronautics, in the Main Questline group. It's chapter 5 of 31 in the book and holds 58 quests. Four of them ask for Aeroworks items, and they sit on two branches: one about controls and servos, one about stability.[2]

The controls branch

Everything here hangs off "Controls" quest, which comes after "Taking to the Skies" quest, the chapter's opening quest. Controls is about turning a hand on a wheel or a key press into redstone signals. It tells you to start with a lever and a wheel, then move to a desk full of modules once the ship has more than three things to adjust.[2]

  • "Servos" quest comes after Controls and asks for a Mechanical Servo. It turns a redstone signal into an angle, and the quest says it costs 4 SU per RPM while the input shaft turns. Good uses are rudders, elevators and aiming a propeller.[2]
  • "Tilt Adapter" quest comes after Servos. It isn't an Aeroworks quest, but it's the next step down that line.[2]
  • "Control Desk" quest also comes after Controls and asks for a Control Desk and a Joystick. Every Control Module you mount in the desk becomes a real control with its own keybinds and redstone link frequencies, and desks that touch join into one deck. The standalone Joystick is the single-block version, with four axes and a spare button.[2]
  • "Control Modules" quest comes after the Control Desk and asks for a Joystick Module and a Throttle Quadrant. The Joystick gives two tilt axes and the Throttle Quadrant gives four levers side by side.[2]

The Control Modules quest also lists the rest of the set: the Yoke, the Wheel, the Pedal, the Lever, a single Button, a 2x2 Button Panel and a 3x3 Keypad. Smaller modules fit in larger sockets, and a few big ones carry a small socket of their own for stacking a head on top.[2]

The stability branch

The Gyroscope sits at the end of the Stability path, which also opens after "Taking to the Skies" quest. The order is "Stability" quest, then "Gyroscopic Mechanism" quest, then "Gimbal Sensor" quest, and finally "Gyroscope" quest.[2]

That last quest asks for a Gyroscope. It holds the ship level along the axis you place it on, fighting pitch and roll and bleeding off spin. Full control arrives at 256 RPM and the draw is 16 SU per RPM, so one gyroscope at full speed costs 4,096 SU. One gyro fully steadies about 5,000 units of ship inertia, so bigger hulls need more of them.[2]

Tip: The Stability path also has "Skybound Anchor" quest, this pack's shortcut. The quest says it's all the stabilization a starter ship or a mostly parked flying base needs, and to save the Gyroscope for something that has to fly straight at speed.[2]

Which Create: Aeroworks config options matter?

3 parts

Good news: every Aeroworks option below is set to the mod default in this pack. Nothing was changed, so stock Aeroworks behaviour is what you get. These are the options you are most likely to tweak.[5][6]

Gyroscope tuning

These settings live in the common config and control how the gyroscope stabilizes your ship. All of them are at their defaults.[5]

  • gyroscope.authorityPerUnit is 5,000. It sets how much ship inertia one gyro fully stabilizes at reference RPM. A bigger ship needs more gyros, but an under-powered fleet still stays stable, it just corrects more slowly.[5]
  • gyroscope.referenceRpm is 256. That is the RPM at which the gyroscope reaches 100% effectiveness, and output is capped above it.[5]
  • gyroscope.dampingRatio is 0.9, which settles fast with negligible overshoot. A value of 1.0 is critically damped: no overshoot, but slower.[5]
  • gyroscope.omegaTarget is 3 rad/s, which gives roughly a 2 second natural period. Higher values are snappier, up to about 10.[5]
  • gyroscope.feedForwardGain is 1, meaning full cancellation of the observed disturbance and the firmest hold on unbalanced ships. Lower it if the controller feels too aggressive on heavily unbalanced contraptions.[5]
  • gyroscope.feedForwardSmoothing is 0.2. Lower is smoother but slower to track changes, higher is more responsive but noisier.[5]
  • gyroscope.yawDamping is 1, which settles a spin in about 1-2 seconds. Set it to 0.0 to disable yaw damping.[5]

Stress impact

Console controls

  • console.pixelsPerStep is 30 raw mouse pixels per axis step for mouse-driven modules. Lower is more sensitive, and full deflection is reached at 15 steps.[5]
  • console.keyRepeatDelayMs is 100 milliseconds between repeat steps while a bound direction key is held on a module axis. Lower reaches full deflection faster, higher gives a slower sweep. This one lives in the client config.[6]

Sources

  1. FTB Skies 2: Aero 1.10.0 mod list · pack file
  2. FTB Skies 2: Aero 1.10.0 quests: "Aeronautics" · pack file
  3. aeroworks names, screen text and descriptions (English lang file) · official mod data
  4. FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Create: Aeroworks items · pack recipe dump
  5. FTB Skies 2: Aero 1.10.0 config: config/aeroworks-common.toml · pack file
  6. FTB Skies 2: Aero 1.10.0 config: config/aeroworks-client.toml · pack file
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 17, 2026.

Guides for other versions: 1.2.0 to 1.7.3

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Version in each release

21 releases, first in 1.0.3
FTB Skies 2: AeroVersionJarWhere it came from
1.13.0
Sep 28, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.12.1
Sep 22, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.12.0
Sep 21, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.10.0
Sep 8, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.9.1
Sep 2, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.9.0
Sep 1, 2026
1.5.0aeroworks-1.5.0.jarFrom the published release
1.8.0
Aug 25, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.7.3
Aug 19, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.7.2
Aug 18, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.7.1
Aug 18, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.6.1
Aug 13, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.6.0
Aug 11, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.5.1
Aug 8, 2026
1.4.2aeroworks-1.4.2.jarFrom the published release
1.4.1
Aug 4, 2026
1.4.1aeroworks-1.4.1.jarFrom the published release
1.4.0
Aug 3, 2026
1.4.1aeroworks-1.4.1.jarFrom the published release
1.3.0
Jul 30, 2026
1.3.0aeroworks-1.3.0.jarFrom the published release
1.2.1
Jul 28, 2026
1.3.0aeroworks-1.3.0.jarFrom the published release
1.2.0
Jul 28, 2026
1.3.0aeroworks-1.3.0.jarFrom the published release
1.1.1
Jul 25, 2026
1.3.0aeroworks-1.3.0.jarFrom the published release
1.1.0
Jul 24, 2026
1.3.0aeroworks-1.3.0.jarFrom the published release
1.0.3
Jul 17, 2026
1.3.0aeroworks-1.3.0.jarFrom 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

42 items from the 1.10.0 recipe dump.

FTB Skies 2: Aero quests (4)

Quests from the pack's FTB Quests book that ask for this mod's items.

See all 4 quests →

Aeronautics (4)

Config options (how FTB Skies 2: Aero sets them)

12 settings shipped in the pack's config files; 0 differ from the mod's documented default.

See all 12 settings →

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SettingFTB Skies 2: Aero valueMod default
console.keyRepeatDelayMs
Milliseconds between repeat steps while a bound direction key is held on a module axis. Lower = full deflection reached faster (snappier). Higher = slower sweep.
config/aeroworks-client.toml
100100
console.pixelsPerStep
Raw mouse pixels per axis step for mouse-driven modules. Lower = more sensitive. Full deflection (15 steps) is reached after 15x this many pixels of mouse movement.
config/aeroworks-common.toml
3030
gyroscope.authorityPerUnit
How much ship inertia (kg*m^2) one gyro fully stabilizes at reference RPM. Bigger ship needs more gyros, ratio determines how many. Under-powered fleets degrade gracefully (slower correction, still stable).
config/aeroworks-common.toml
50005000
gyroscope.dampingRatio
Target damping ratio of the closed loop. 0.9 settles fast with negligible overshoot, 0.7 is faster to first peak but bounces ~5%, 1.0 is critically damped (no overshoot, slower).
config/aeroworks-common.toml
0.90.9
gyroscope.feedForwardGain
Fraction of the observed external disturbance the controller cancels via feed-forward. 1.0 = full cancellation (firmest hold on unbalanced ships), 0.0 = disable feed-forward, leaving only the PD loop. Lower if the controller feels too aggressive on heavily unbalanced contraptions.
config/aeroworks-common.toml
11
gyroscope.feedForwardSmoothing
Exponential moving average factor for the disturbance estimate. Lower = smoother but slower to track changes, higher = more responsive but noisier. 0.2 (default) corresponds to a ~5-substep time constant at 80 Hz.
config/aeroworks-common.toml
0.20.2

Which FTB Skies 2: Aero mods work with Create: Aeroworks?

The FTB Skies 2: Aero mods that share the most recipes with Create: Aeroworks. Highlighted ones have a guide.

Where does Create: Aeroworks appear in the FTB Skies 2: Aero quest book?

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