
Create: Avionics — ComputerCraft for Aeronautics in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 0.6.0 · First seen in 1.8.0
Create: Avionics — ComputerCraft for Aeronautics is a mod in FTB Skies 2: Aero 1.13.0, where it is version 0.6.0. CC: Tweaked peripherals for Create: Simulated and Create: Aeronautics. (Summary from the mod's Modrinth page.)
Create: Avionics — ComputerCraft for Aeronautics guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 13, 2026 · text last changed Oct 13, 2026
This is the newest guide. It hasn't been checked against 1.13.0 yet.
- Sections
- 4
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: Avionics — ComputerCraft for Aeronautics?
3 parts
Create: Avionics adds CC: Tweaked peripherals for Create: Simulated and Create: Aeronautics, so you can write Lua and make your airship fly itself. Almost every Aeronautics block, and nearly every Create block, becomes something a computer can talk to.[1]
On the read side you get attitude, altitude, velocity and bearing. On the write side you can drive throttle, propellers and balloon gas.[1]
What you can build
- Altitude-hold for hot-air balloons.[1]
- Heading-and-pitch autopilots for propeller aircraft.[1]
- Cruise control bound to a steering wheel.[1]
- Tracked turrets for mounted potato cannons.[1]
The mod's own example is a heading hold for a twin-engine ship: three peripherals and a simple proportional controller are enough to lock the heading.[1]
Not just aircraft
The same peripheral approach also covers other Create setups. You can send a Create elevator cabin to a floor and read where it is, walk your rotation network to check stress and catch overstress, and set steering and brake overrides on wheel mounts.[1]
In this pack
The pack ships version 0.6.0 of the mod, and it has been included since version 1.8.0 of the pack or earlier. Since it is built on CC: Tweaked, you will need computers to run your Lua programs.[1][2]
How do you get started with Create: Avionics — ComputerCraft for Aeronautics?
3 parts
Create: Avionics doesn't start with a crafting table. It adds CC: Tweaked peripherals to the blocks in Create: Aeronautics and Create: Simulated, so your first steps are about getting a computer talking to a block and writing a small Lua program.[1]
I can't point you to a recipe block here, because I have no in-pack recipes, quests or config for this mod to show you. What I can give you is how the mod itself says you should start.[1]
Your first steps, in order
- Build something worth controlling first. The mod covers instrumentable Aeronautics blocks, plus nearly every Create block, so a small ship, a lift or a rotation network all work as a first target.[1]
- Find your block from a CC: Tweaked computer with peripheral.find(). The names to know are "navigation_table" for heading, "analog_transmission" for engines, "Create_ElevatorPulley" for elevators and "wheel_mount" for vehicles.[1]
- Read before you write. The mod can report attitude, altitude, velocity and bearing, so print those values first and make sure they look sane.[1]
- Then drive something. The mod's own starter example is a heading hold on a twin-engine ship: it reads the heading from the navigation table, then nudges the signal on the port and starboard analog transmissions to correct the error.[1]
Why start with heading hold
That example uses just three peripherals and one simple proportional controller, and the ship locks its heading. It shows the whole loop in a few lines: read a sensor, work out the error, set an actuator, sleep, repeat. Once that makes sense, altitude hold for hot-air balloons or cruise control on a steering wheel are variations on the same idea.[1]
It isn't only for aircraft
The same approach works on Create elevators (call the cabin to a floor and check whether it has arrived), on wheel mounts (steering and brake override), and on the rotation network, where you can total stress load and flag overstressed blocks. If flying feels like too big a first project, one of these is a gentler place to start.[1]
The project page lists the mod's requirements as Minecraft 1.21.1, NeoForge 21.1.219 or newer, Create 6.0.10 or newer, Simulated, Aeronautics and Offroad 1.2.1 or newer, Sable 1.1.0 or newer, and CC: Tweaked 1.115 or newer.[1]
Unverified Whether this pack adds its own crafting recipes, quests or config options for this mod is not confirmed in the sources used for this section.
How does Create: Avionics — ComputerCraft for Aeronautics work?
6 parts
Create: Avionics has no machines or multiblocks of its own to build. Its job is to expose CC: Tweaked peripherals for the instrumentable blocks in Create: Aeronautics, so a computer can read sensors and drive actuators from Lua. Power, fluid and item handling stay with the blocks themselves, and your program decides what they do.[1]
How the peripherals work
You reach everything through the normal CC: Tweaked peripheral calls, mainly peripheral.find() and peripheral.wrap(). The project page says the mod covers every instrumentable block in Aeronautics and nearly every Create block. On the read side you get attitude, altitude, velocity and bearing. On the write side you can drive throttle, propellers and balloon gas.[1]
The same approach reaches beyond aircraft. The page lists lifts, vehicles and your whole rotational network as targets for the same peripheral surface.[1]
Example: heading hold on a twin-engine ship
The page's starter script uses three peripherals. One is a navigation_table, and the other two are a pair of analog_transmission blocks, one for each side of the ship. It stores the current heading as the target, then loops. Each pass it works out the heading error and multiplies it by 4. It clamps the result to between -5 and 5, then sets the port signal to 7 minus that value and the starboard signal to 7 plus it. It sleeps 0.05 between passes. The page describes this as one P-controller that locks the ship's heading.[1]
The same pattern suits the other builds the page suggests: altitude hold for hot-air balloons, heading-and-pitch autopilots for propeller aircraft, cruise control bound to a steering wheel, and tracked turrets for mounted potato cannons.[1]
Elevators
Create Elevators show up as a peripheral called Create_ElevatorPulley. In the page's example you can list the floors with getFloors(), send the cabin with setTargetFloor() and wait until isArrived() returns true. After that, getCurrentFloor() tells you where the cabin stopped, and its short_name field gives the floor's label.[1]
Kinetic networks
Any kinetic block can be queried, and the page's example detects one by checking for a getNetworkId method. From there, getStressImpact() gives the load and getStressContribution() gives the capacity. isOverstressed() flags a problem block, and getSelfId() and getKind() identify it. The example adds these up across the network, prints the total load against capacity in SU, and raises an alarm on overstress. The page also lists getSubnetworkAnchorId and getColumnContacts among the read methods.[1]
Vehicles
Wheel mounts accept steering and brake overrides. setSteering() takes a value from -1 to 1, which the page maps to plus or minus 30 degrees. setBrake() controls the brake, and getTouchingFriction() reports how grippy the surface under the wheel is. The page's example eases the brake off to 0 when friction drops below 0.5, which is handy on slippery ground.[1]
Requirements
The project page lists Minecraft 1.21.1, NeoForge 21.1.219 or newer, Create 6.0.10 or newer, Simulated, Aeronautics and Offroad 1.2.1 or newer, Sable 1.1.0 or newer, and CC: Tweaked 1.115 or newer.[1]
Unverified This pack shows no config files, recipes or tooltips for this mod, so any pack-specific tuning or changed values are unverified. Everything above describes the mod's API as its project page presents it.
What changed in Create: Avionics — ComputerCraft for Aeronautics between versions?
2 parts
FTB Skies 2: Aero 1.10.0 ships Create: Avionics 0.6.0. The mod was already in the pack by 1.8.0 or earlier. I have no pack changelog entries for this mod, so everything below comes from the mod's own changelogs. The 0.6.0 notes were cut off in my source, so this covers only the part I could read.[2]
0.6.0 (the version in this pack)
This release is mostly about the gantry shaft peripheral, Create_GantryShaft. It gets much better for control programs.[3]
- The gantry shaft can now see a carriage while it is moving. Before, every position readback returned nil for the whole move. Positions now stay live and are fractional while travelling.[3]
- New getCarriage method returns position, state and the applicable id, error or remaining value in one read. It is preferred in a control loop because every field comes from one observation, so the fields cannot disagree.[3]
- New getState method tells apart empty, parked, moving, stalled and failed. Before, all of those answered nil.[3]
- New isAssembled, isStalled, getRemainingMovement, getLastAssemblyError, getRailStart and disassemble methods. This brings the gantry in line with the piston, rope pulley, bearing and elevator pulley controllers. getRailStart lets you anchor waypoints in world space, so they don't shift when a player extends the rail at the start end.[3]
- The gantry shaft now queues the events gantry_departed, gantry_arrived, gantry_stalled and gantry_assembly_failed, so a program can wait on an event instead of polling. The rail is checked every five ticks, and only on shafts that have a computer attached.[3]
- Fixed: hasCarriage and getCarriagePosition were looking for the wrong block. The carriage check was inverted, so it reported the carriage below the rail instead of its own. This was most visible on stacked gantries.[3]
- Fixed: rail length and index could run past the end of the rail.[3]
0.5.2
- Releases now publish to CurseForge. The listing had been stuck on 0.4.0 since 2026-05-11 while Modrinth carried through 0.5.1.[4]
- Fixed: the jar now runs on Create: Simulated 1.3.0. That version renamed getLaserRange to getRaycastLength and changed a recovery-compass component type. Both are bridged, so one jar covers Simulated 1.2.1 through 1.3.0 and Sable 1.1.x through 2.0.x, with no change to any Lua-visible value.[4]
- Fixed: the mounted_potato_cannon methods getAimingVector and getBarrelPos returned body-frame values instead of world-frame ones. They now return world-frame values, and pass through unchanged when the cannon isn't on a sub-level.[4]
- Fixed: the linked_typewriter key event fired before the keypress had been applied. It now fires once the key has registered, with true as the third argument.[4]
- Startup now logs when Create: Simulated's own ComputerCraft registration is suppressed, since Avionics replaces it wholesale. This makes reports about missing Simulated peripherals easier to read.[4]
Sources
- Create: Avionics — ComputerCraft for Aeronautics project page (modrinth) · official mod data
- FTB Skies 2: Aero 1.10.0 mod list · pack file
- Create: Avionics — ComputerCraft for Aeronautics 0.6.0 changelog · changelog
- Create: Avionics — ComputerCraft for Aeronautics 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 13, 2026.
Report wrong info
Version in each release
7 releases, first in 1.8.0
| FTB Skies 2: Aero | Version | Jar | Where it came from |
|---|---|---|---|
| 1.13.0 Sep 28, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 0.6.0 | create_avionics-neoforge-1.21.1-0.6.0.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 0.5.2 | create_avionics-neoforge-1.21.1-0.5.2.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
We can't match this mod to the pack's item list: it registers as create_avionics, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser
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