
Create: New Age in FTB Skies 2: Aero
FTB Skies 2: Aero 1.13.0 ships version 1.2.0+mc1.21.1 · First seen in 1.0.3
Create: New Age is a mod in FTB Skies 2: Aero 1.13.0, where it is version 1.2.0+mc1.21.1. Create: New Age is an addon for the Create mod that adds integration with electricity. (Summary from the mod's Modrinth page.)
Create: New Age guide for FTB Skies 2: Aero
Last verified for FTB Skies 2: Aero v1.10.0 on Oct 17, 2026 · text last changed Oct 17, 2026
This is the newest guide. It hasn't been checked against 1.13.0 yet.
- Sections
- 8
- Recipes shown
- 27
- Items named
- 57
- 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: New Age?
1 part
Create: New Age is an addon for Create that brings electricity into the mix. You generate power, turn it into rotation, and even move heat around, all while staying inside Create's machine style.[1]
The mod's project page lists these features: electricity generation with large spinning copper coils and magnets, several motors that turn electricity into rotation, energisers that craft a few new items using rotation and electricity, and wires for moving energy around. It also lists multiblock nuclear reactors that produce heat for Create's boilers, solar panels that generate heat, and a heat system for carrying that heat elsewhere. The mod is configurable.[1]
The pack ships Create: New Age 1.2.0 for Minecraft 1.21.1 on NeoForge. It has been in the pack since version 1.0.3 or earlier.[2]
Where it sits in the quest book
The pack has no separate chapter for this mod. Its quests live inside the "Create" chapter, in the "Tech Mods" group. That chapter is number 22 of 31 in the book and holds 100 quests. Most of them cover base Create, from Welcome to Create! and the early rotational force quests through to trains. Of the 100 quests, 57 are not covered here, so open the quest book to read them.[3]
The New Age quests I can confirm in that chapter are these:[3]
- "Converting FE to Stress" quest: asks for a Basic Motor, Advanced Motor or Reinforced Motor, plus a Basic Motor Extension or Advanced Motor Extension. Its text says motors turn FE/t into stress (SU), come in 3 tiers, and can be upgraded with extensions that give more SU at the cost of more power.[3]
- "Energising" quest: asks for a Basic Energiser, Advanced Energiser or Reinforced Energiser. The pack adds a second task here that accepts netherite, platinum, titanium or quantum energisers from its companion mod. The quest says you will likely want to upgrade your energisers as you progress.[3]
- "Solar Heaters" quest: comes after the Plates quest. It asks for a Heat Pipe, a Heat Pump and either a Basic Solar Heating Plate or an Advanced Solar Heating Plate. Its text says the solar panels can work like Blaze Burners and heat the block above them.[3]
How do you get started with Create: New Age?
5 parts
Create: New Age adds electricity to Create: coils and magnets that generate power, motors that turn power back into rotation, an energiser, solar panels, a heat system and nuclear reactors. In this pack its quests sit in the "Create" chapter of the Tech Mods group (chapter 22 of 31 in the book), and the quest book also has a Power Generation chapter. Read that chapter in the quest book for its details.[1][3]
Here is the order I'd go in. Everything below uses the in-pack recipes, and I'll flag the ones the pack changed.[4]
Step 1: A motor, to turn power into rotation
The quest "Converting FE to Stress" asks for a motor and a motor extension. Motors convert power (FE/t) into Stress (SU), come in three tiers, and can be upgraded with extensions to give more SU at the cost of more power. Start with the Basic Motor. In this pack it generates Motors.basicMotorStress = 512 SU, tops out at 128 RPM (Motors.basicMotorSpeed) and stores 16,000 energy (Motors.basicMotorCapacity). Those are the mod defaults, the pack hasn't touched them.[3][5]
The recipe for the basic motor itself isn't in my sources, so check JEI for it.[4]
Step 2: Your first energiser
The "Energising" quest calls energising a key part of Create: New Age and says you'll want to upgrade your energisers as you progress. The Basic Energiser is the entry tier. Once it has electricity and rotation, it energises items sitting on depots and belts under it.[3][6]
The next tier is the Advanced Energiser, which builds on the basic one.[4]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_new_age:shaped/advanced_energiser
The pack gives you several ways to make Overcharged Gold, and you will want it for that upgrade. You can energise a gold ingot, or run it through a different machine. The pack adds this energising recipe:[4]
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_gold
Step 3: Circuits and your first extension
Circuits unlock the motor extension. The pack changed both the blank circuit and the copper circuit recipes, so don't trust older guides for these.[4]
Compacting (create)
Iron Ingot
Quartz
Redstone
- any stone
Recipe id: create_new_age:compacting/blank_circuit
Deploying (create)
Recipe id: create_new_age:deploying/copper_circuit
Then craft the Basic Motor Extension. Its multiplier is [[config:config/create_new_age-common.toml#Motor Extensions.basicMotorExtensionMultiplier]] = 2, which is the mod default. Energy use scales with the stress capacity you configure, so don't crank it higher than you need.[4][5][6]
Crafting Shaped
Recipe id: create_new_age:shaped/basic_motor_extension
Step 4: Heat and the Stirling Engine
The "Solar Heaters" quest comes after "Plates" in the book and asks for a Heat Pipe, a Heat Pump and a solar heating plate. A heating plate makes heat during the day, heat pipes spread it around, and a heat pump pushes heat forward. A Stirling Engine with heat below it starts rotating slowly, and rotates faster with more heat. The pack changed the heat pipe, basic plate and Stirling Engine recipes, and added the heat pump recipe.[3][4][6]
Crafting Shaped
Recipe id: create_new_age:shaped/heat_pipe
Crafting Shaped
| any colorless glass blocks | any colorless glass blocks | any colorless glass blocks |
Recipe id: create_new_age:shaped/basic_solar_heating_plate
Crafting Shaped
Recipe id: ftb:shaped/create_new_age/heat_pump
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_new_age:shaped/stirling_engine
Step 5: Generating your own electricity
Rotated Generator Coil blocks make electricity as long as magnets surround them, and Carbon Brushes collect it. Coils don't produce rotation, only electricity, so you need a rotation source first. One set of brushes can collect from up to 8 coils (maxCoils). The pack changed both recipes.[4][5][6]
Crafting Shaped
Recipe id: create_new_age:shaped/generator_coil
Crafting Shaped
Recipe id: create_new_age:shaped/carbon_brushes
How does Create: New Age work?
7 parts
Create: New Age adds electricity to Create. You spin generator coils to make power, send it through wires to motors and energisers, and there is a separate heat system that can feed boilers. Here is how each part works in this pack.[1][6]
Making electricity
Generator Coils make electricity when you rotate them while they are surrounded by magnets. The Carbon Brushes block collects that electricity. Stronger magnets raise the percentage of SU turned into electricity, but the coils also use more SU as efficiency goes up. Coils do not generate rotation, only electricity.[6]
Carbon Brushes can collect from up to 8 coils, set by maxCoils. The option suToEnergy controls how much energy you get per stress unit per tick. The pack's common config raises it to 0.09 (mod default 0.029296875) and raises conductivityMultiplier to 1.25 (mod default 1).[5]
The server config file in the pack still lists suToEnergy as 0.029296875 and conductivityMultiplier as 1, which are the mod defaults.[7]
Wires and connectors
Wires carry energy from one place to another. A wire block pushes its energy into neighbouring blocks on its own. If you want the opposite, an Electrical Connector can pull energy from the block it stands on once you switch it to 'Pull' mode with a wrench. Pull mode is only there for compatibility with other mods. It cannot take energy out of an energiser or motor's internal storage.[6]
A wire can be at most 16 blocks long, set by maxWireLength. Network pathfinding goes down to a depth of 24, set by maxPathfindingDepth. Electrical Connector has a recipe that the pack changed.[4][5]
Crafting Shaped
Recipe id: create_new_age:shaped/electrical_connector
The pack changed this recipe.
Motors and extensions
Motors turn electricity back into rotation. You set their speed with a wrench, but the SU they output stays the same. Powering a motor with redstone disables it, and right-clicking it inverts that behaviour.[6]
The pack keeps the mod's default values for the motor tiers:[5]
- Basic Motor: top speed 128, 512 SU, 16,000 internal energy capacity.[5][6]
- Advanced Motor: top speed 256, 2,048 SU, 64,000 capacity.[5][6]
- Reinforced Motor: top speed 256, 8,192 SU, 128,000 capacity.[5]
If your motors are overstressed, put a motor extension behind the motor. Extensions let you configure the motor's stress capacity multiplier, and energy consumption rises in proportion to that capacity.[6]
The Basic Motor Extension has a multiplier of 2, adds 64,000 extra energy capacity and has a scroll step of 1. The advanced extension has a multiplier of 8, adds 256,000 capacity and has a scroll step of 8. Look for [[config:config/create_new_age-common.toml#Motor Extensions.basicMotorExtensionMultiplier]] and the matching advanced option if you want to change them.[5][6]
Crafting Shaped
Recipe id: create_new_age:shaped/advanced_motor
The pack changed this recipe.
Crafting Shaped
Recipe id: create_new_age:shaped/basic_motor_extension
Energisers
An energiser needs both electricity and rotation. It then energises the items sitting in depots or on belts under it. The mod's energiserSpeedMultiplier is 1 here.[5][6]
The pack adds its own energising recipes. For example, a diamond needs 10,000 energy to become an Overcharged Diamond, and a gold plate needs 5,000 to become an Overcharged Golden Sheet.[4][8]
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_diamond
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_golden_sheet
Heat
The heat system is separate from electricity. A Heating Plate generates heat during the day, and heat pipes spread it around. A Stirling Engine given heat from below rotates slowly, and it rotates faster with more heat. A heat pump pushes heat forward. The Boiler Heater works like a blaze burner but uses heat instead of fuel, and the more heat you give it, the more it releases.[6]
Heat Pipe has a recipe that the pack changed. Heat pipes lose heat over time, set by passivePipeHeatLoss. They also pick up heat from passive sources like lava or boilers, scaled by passiveHeatSourceMultiplier. Both are 1 in this pack.[4][5]
Crafting Shaped
Recipe id: create_new_age:shaped/heat_pipe
The pack changed this recipe.
Nuclear reactor
The reactor is a multiblock for making a lot of heat. It needs Reactor Rods, a Reactor Fuel Inserter to put fuel in (the block is named Reactor Fuel Acceptor), and a Reactor Heat Vent that collects heat and passes it to connected pipes. A fuel inserter or heat vent can have up to 32 rods in one direction.[5][6]
Each rod generates 30 heat per tick. Above 16,000 times the overheating multiplier, a rod loses 25 heat per tick.[5]
The server config has a Reactor section for the side effects. Radiation poisoning plays geiger counter sounds and causes nausea, both true here. A charged rod's explosion has a scale of 2 and causes fire. The explosion from overheating rods uses a multiplier of 0.9.[7]
Street lights
The server config also covers the Street Light, which has an internal capacity of 10,000 and extracts 1 per tick, multiplied by the current light level.[7]
How do you progress through Create: New Age?
5 parts
Here is how you climb the Create: New Age ladder in this pack. The mod's quests live in the Create chapter of the Tech Mods group (chapter 22 of 31 in the quest book), and the generator coil quest sits in the Power Generation chapter. Several recipes are changed or added by the pack, so go by the recipe boxes below rather than what you remember from the mod's defaults.[3][4][9]
Step 1: Plates, heat pipes and solar heating
The "Solar Heaters" quest quest comes after "Plates" quest, which has you make iron, copper or gold plates and a Mechanical Press. It asks for a Heat Pipe, a Heat Pump and a solar heating plate, which works like a Blaze Burner for the block above it. "Mechanical Mixer" quest comes after both a quest in "Create" and Solar Heaters.[3]
Crafting Shaped
Recipe id: create_new_age:shaped/heat_pipe
Changed by the pack.
Crafting Shaped
Recipe id: ftb:shaped/create_new_age/heat_pump
Added by the pack.
Crafting Shaped
| any colorless glass blocks | any colorless glass blocks | any colorless glass blocks |
Recipe id: create_new_age:shaped/basic_solar_heating_plate
Changed by the pack.
Crafting Shaped
| any colorless glass blocks | any colorless glass blocks | any colorless glass blocks |
Recipe id: create_new_age:shaped/advanced_solar_heating_plate
The advanced plate uses the mod's own recipe.
Step 2: Overcharged materials
Most higher-tier recipes need Overcharged Iron, Overcharged Gold or Overcharged Diamond. The pack adds several routes to them: Create: New Age energising, Powah energizing, the Modern Industrialization electrolyzer, and an Advanced AE reaction recipe. Plates can be charged into sheets such as Overcharged Iron Sheet and Overcharged Golden Sheet. Here are the Create: New Age energising recipes:[4]
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_gold
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_diamond
Step 3: Energiser tiers
The "Energising" quest quest calls energising a key part of the mod and tells you to upgrade your energisers as you progress. The mod has three tiers: Basic Energiser, Advanced Energiser and Reinforced Energiser. The quest also accepts four higher energisers added by the pack: Netherite, Platinum, Titanium and Quantum.[3]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: create_new_age:shaped/advanced_energiser
Crafting Shaped
| Empty slot | Empty slot |
Recipe id: create_new_age:shaped/reinforced_energiser
Changed by the pack.
Step 4: Motor tiers
"Converting FE to Stress" quest covers motors, which turn FE/t into stress (SU). They come in 3 tiers, and extensions let them generate more SU at the cost of more power. The pack changes the basic, advanced and reinforced motor recipes.[3][4]
Crafting Shaped
Recipe id: create_new_age:shaped/basic_motor
Changed by the pack.
Crafting Shaped
Recipe id: create_new_age:shaped/advanced_motor
Changed by the pack.
Mechanical Crafting (create)
Recipe id: create_new_age:mechanical_crafting/reinforced_motor
Changed by the pack. The pack also adds an FTB Constructor version.
The extensions use Copper Circuit, and the pack changes both the Blank Circuit and copper circuit recipes. The pack also adds an FTB Constructor version of the Advanced Motor Extension. The recipes are below.[4]
Compacting (create)
Iron Ingot
Quartz
Redstone
- any stone
Recipe id: create_new_age:compacting/blank_circuit
Deploying (create)
Recipe id: create_new_age:deploying/copper_circuit
Crafting Shaped
Recipe id: create_new_age:shaped/basic_motor_extension
Mechanical Crafting (create)
Recipe id: create_new_age:mechanical_crafting/advanced_motor_extension
Step 5: Magnets and generator coils
To turn stress back into power, the a quest in "Power Generation" quest uses Generator Coil and Carbon Brushes. Up to 8 coils can be stacked in a single line, and neighbouring coils can share magnets. Your magnet tier decides the conversion rate. These are the quest's values for a single ring of magnets:[9]
- Redstone: 12,288 SU gives 180 FE/t.[9]
- Layered: 18,432 SU gives 360 FE/t.[9]
- Fluxuated: 30,720 SU gives 720 FE/t.[9]
- Netherite: 79,872 SU gives 2,376 FE/t.[9]
- Bedrockium: 116,736 SU gives 3,564 FE/t.[9]
The pack adds the magnet recipes below. Each one builds on the tier before it, starting from the Redstone Magnet, which the basic motor also uses. The next steps are the Layered Magnet, then Fluxuated Magnetite, then the Netherite Magnet. The coil and brush recipes are changed by the pack.[4]
Shaped (kubejs)
Recipe id: ftb:create_new_age/redstone_magnet
Shapeless (kubejs)
Layered Magnet
Overcharged Diamond
- any levitite
Recipe id: ftb:create_new_age/fluxuated_magnetite
Crafting Shaped
Recipe id: create_new_age:shaped/generator_coil
Crafting Shaped
Recipe id: create_new_age:shaped/carbon_brushes
How does Create: New Age work with other mods?
4 parts
Basic Motor and friends are an addon for Create, so the first connection is the obvious one: the pack builds the motors, heater and engine from Create parts like casings, shafts and precision mechanisms. Beyond that, the pack's recipes tie Create: New Age into several other tech mods, and that's what this section covers.[1][4]
Create
- Motors: the pack changed all three motor recipes. The Basic Motor starts from an Andesite Casing, while the Advanced Motor and Reinforced Motor start from a Brass Casing. All three also use a Shaft.[4]
- The Stirling Engine is another recipe the pack changed, and Create's Cogwheel is part of it. The full recipe is shown below.[4]
- The pack also changed the Heater recipe, which is built around Create's Empty Blaze Burner. The full recipe is shown below.[4]
- The Heat Pipe recipe is changed by the pack as well, and it is shown below.[4]
- It goes the other way as well: the pack changed Create's Steam Engine recipe so it needs Overcharged Iron Wire.[4]
- The pack added a Create sequenced assembly for the Precision Mechanism that uses an Overcharged Golden Sheet.[4]
- Electrical Connector and Lamp Post both use Andesite Alloy in the pack's changed recipes.[4]
Crafting Shaped
Recipe id: create_new_age:shaped/basic_motor
Crafting Shaped
Recipe id: create_new_age:shaped/advanced_motor
Mechanical Crafting (create)
Recipe id: create_new_age:mechanical_crafting/reinforced_motor
Crafting Shaped
Recipe id: create_new_age:shaped/heat_pipe
Crafting Shaped
| Empty slot | ||
Recipe id: create_new_age:shaped/heater
Crafting Shaped
| Empty slot | Empty slot | |
Recipe id: create_new_age:shaped/stirling_engine
The pack's Create quest chapter sits in the Tech Mods group, chapter 22 of 31 in the book. "Converting FE to Stress" quest explains that motors turn FE/t into SU and come in 3 tiers, with extensions to generate more SU for more power. "Energising" quest covers energisers and says you'll want to upgrade them as you progress. "Solar Heaters" quest introduces the solar heating plates and comes after the Plates quest. Many more quests in that chapter aren't shown here, so check the quest book for them.[3]
Overcharged materials across machines
The pack lets you make Overcharged Golden Sheet from a Gold Plate, and Overcharged Iron Sheet from an Iron Plate, in several different machines. These are the Create: New Age energiser, Powah's energizing, the Modern Industrialization Electrolyzer, and an Advanced AE reaction chamber that also needs water. Mekanism can compress an overcharged ingot with Liquid Oxygen into the same sheet.[4]
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_golden_sheet
Energising (create_new_age)
Recipe id: ftb:create_new_age/energising/overcharged_iron_sheet
Overcharged Diamond Wire comes from an Overcharged Diamond Sheet, either with a Create cutting recipe or with Mekanism sawing.[4]
Modern Industrialization
- The Pump and Advanced Pump need a Basic Motor Extension or Advanced Motor Extension respectively. The pack offers a Create sequenced assembly and an Advanced AE reaction for each.[4]
- The Electrolyzer and Vacuum Freezer machine recipes use a Basic Motor Extension.[4]
- The Electric Wiremill machine recipe uses an Advanced Motor.[4]
- The Arithmetic Logic Unit uses Overcharged Diamond Wire in a QED recipe.[4]
- The Modern Industrialization constructor can also make the Reinforced Motor and the Netherite Energiser.[4]
Other mods
- The Redstone Magnet uses an Oritech Magnetic Coil.[4]
- Carbon Brushes use a Carbon Plate plus Oritech's Magnetic Coil and Motor.[4]
- The Generator Coil combines Mekanism Generators' Electromagnetic Coil with Oritech's Magnetic Coil.[4]
- The Netherite Magnet needs an Sky Replica Ingot as well as Fluxuated Magnetite.[4]
- The Coral Generator and the Dyson Cube Project's EM Rail Ejector Controller both use Create: New Age parts, an Electrical Connector and an Overcharged Diamond respectively.[4]
Shaped (kubejs)
Recipe id: ftb:create_new_age/redstone_magnet
Which FTB Skies 2: Aero quests use Create: New Age?
2 parts
Create: New Age shows up in four quests across two chapters of the pack's quest book. One is in Power Generation, which is chapter 10 of 31 in the Resources & Logistics group. The other three are in the big Create chapter, chapter 22 of 31 in the Tech Mods group. Because Power Generation comes earlier in the book, we'll start there.[3][9]
Power Generation chapter
a quest in "Power Generation" is the one that turns Create's Stress into power. It asks for a Generator Coil and Carbon Brushes. The quest text explains that Generator Coils convert Stress Units (SU) into Forge Energy using magnets and Carbon Brushes. Your power scales better the more SU you invest, and each Nuclear Reactor gives enough SU for around 300,000 FE/t.[9]
Up to 8 Coils can be stacked in a single line. Their magnets can be shared with other Coils placed next to them, which saves some resources. The quest lists these conversion rates for a single ring of magnets, and larger systems may vary slightly depending on your setup:[9]
- Redstone: 12,288 SU for 180 FE/t[9]
- Layered: 18,432 SU for 360 FE/t[9]
- Fluxuated: 30,720 SU for 720 FE/t[9]
- Netherite: 79,872 SU for 2,376 FE/t[9]
- Bedrockium: 116,736 SU for 3,564 FE/t[9]
The quest book shows no prerequisite for this quest. The quest also lists a third task, but its item is blank in the data, so I can't tell you what it is.[9]
Create chapter
"Converting FE to Stress" quest goes the other way, from power to Stress. It asks for any one of the Basic Motor, Advanced Motor or Reinforced Motor, plus either a Basic Motor Extension or an Advanced Motor Extension. Motors convert FE/t into SU. They come in 3 tiers, and extensions make them generate more SU at the cost of more power.[3]
"Energising" quest covers energising. You hand in an Basic Energiser, Advanced Energiser or Reinforced Energiser, plus one of the pack's own energisers: netherite, platinum, titanium or quantum. The quest says you'll likely want to upgrade your energisers as you progress through the pack.[3]
"Solar Heaters" quest is the heat quest. It asks for a Heat Pipe, a Heat Pump, and either a Basic Solar Heating Plate or an Advanced Solar Heating Plate. The quest says these solar panels work like Blaze Burners and heat the block above them. It comes after "Plates" quest, which in turn follows "Andesite Casing" quest.[3]
The next step is "Mechanical Mixer" quest, which the book places after both a quest in "Create" and Solar Heaters. That means either heat source leads you into the mixer.[3]
Which Create: New Age config options matter?
4 parts
Create: New Age is configurable, and this pack only changes two values from the mod defaults. Everything else in the config files matches the mod default, so the options below are the ones worth knowing about.[1][5]
What the pack changed
- conductivityMultiplier is 1.25 in this pack. The mod default is 1. It multiplies wire conductivity.[5]
- suToEnergy is 0.09 in this pack. The mod default is 0.029296875. It controls how much energy is generated per 1 stress unit in a tick. The mod's default is meant to be compatible with the default configuration of Create: Crafts and Additions.[5]
Motors
All motor values are the mod defaults in this pack. The speed is the top speed, the stress is the generated SU, and the capacity is the internal energy capacity.[5]
- Basic motor: Motors.basicMotorSpeed is 128, Motors.basicMotorStress is 512 and Motors.basicMotorCapacity is 16,000.[5]
- Advanced motor: Motors.advancedMotorSpeed is 256, Motors.advancedMotorStress is 2,048 and Motors.advancedMotorCapacity is 64,000.[5]
- Reinforced motor: Motors.reinforcedMotorSpeed is 256, Motors.reinforcedMotorStress is 8,192 and Motors.reinforcedMotorCapacity is 128,000.[5]
- Motors.motorSuMultiplier is 1, the maximum motor SU multiplier.[5]
The motor extensions are also at their defaults. The basic extension has a multiplier of 2 and extra capacity of 64,000. The advanced extension has a multiplier of 8 and extra capacity of 256,000. These are set by [[config:config/create_new_age-common.toml#Motor Extensions.basicMotorExtensionMultiplier]], [[config:config/create_new_age-common.toml#Motor Extensions.basicMotorExtensionExtraCapacity]], [[config:config/create_new_age-common.toml#Motor Extensions.advancedMotorExtensionMultiplier]] and [[config:config/create_new_age-common.toml#Motor Extensions.advancedMotorExtensionExtraCapacity]].[5]
Heat and reactors
- overheatingMultiplier is 1. Set it to -1 to disable overheating.[5]
- ReactorRodHeat is 30 heat per tick for a reactor rod. ReactorRodHeatLoss is 25 heat per tick lost above 16000*overheatingMultiplier.[5]
- maxRodsInDirection is 32, the number of reactor rods a fuel inserter or heat vent can have in one direction.[5]
- Radiation and explosions are set in the server file. Geiger counter sounds, nausea from radiation and fire from a charged rod's explosion are all true. Reactor.radiationDamageExplosionScale is 2 and Reactor.reactorOverheatExplosionMultiplier is 0.9.[7]
Wires
maxWireLength is 16, maxPathfindingDepth is 24 and maxCoils is 8. All of these are mod defaults. On the client side, wireSectionsPerMeter is 10 and wireThickness is 0.03. Lowering the sections value can theoretically improve performance.[5][10]
What changed in Create: New Age between versions?
1 part
FTB Skies 2: Aero 1.10.0 ships Create: New Age 1.2.0 for Minecraft 1.21.1. The mod was first included in pack version 1.0.3 or earlier, so 1.2.0 is the version you are playing with in this pack.[2]
Version 1.2.0
This is the release the pack uses, and it brings a good mix of new content and fixes. Here is what changed.[2][11]
- Added Street Lights and Lamp Posts.[11]
- Added a radiation effect and Geiger counter ticking.[11]
- Reactors now explode upon overheating.[11]
- Added CC:Tweaked compatibility. The mod's changelog calls this a work in progress feature and asks for feedback.[11]
- Added new Simplified Chinese translations.[11]
- Improved wire rendering and stopped crashes with Create Aeronautics.[11]
Unverified No pack changelog entries for this mod were available, so any changes to Create: New Age between pack releases are unverified.
Sources
- Create: New Age project page (modrinth) · official mod data
- FTB Skies 2: Aero 1.10.0 mod list · pack file
- FTB Skies 2: Aero 1.10.0 quests: "Create" · pack file
- FTB Skies 2: Aero 1.10.0 recipe dump: recipes making Create: New Age items · pack recipe dump
- FTB Skies 2: Aero 1.10.0 config: config/create_new_age-common.toml · pack file
- create_new_age names, screen text and descriptions (English lang file) · official mod data
- FTB Skies 2: Aero 1.10.0 config: config/create_new_age-server.toml · pack file
- kubejs/server_scripts/recipes/mods/create_new_age.js (FTB Skies 2: Aero's own script) · pack file
- FTB Skies 2: Aero 1.10.0 quests: "Power Generation" · pack file
- FTB Skies 2: Aero 1.10.0 config: config/create_new_age-client.toml · pack file
- Create: New Age 1.2.0+mc1.21.1 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 17, 2026.
Guides for other versions: 1.2.0 to 1.7.3 · 1.1.0 to 1.1.1 · 1.0.3
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 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.12.1 Sep 22, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.12.0 Sep 21, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.10.0 Sep 8, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.9.1 Sep 2, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.9.0 Sep 1, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.8.0 Aug 25, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.7.3 Aug 19, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.7.2 Aug 18, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.7.1 Aug 18, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.6.1 Aug 13, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.6.0 Aug 11, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.5.1 Aug 8, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.4.1 Aug 4, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.4.0 Aug 3, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.3.0 Jul 30, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.2.1 Jul 28, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.2.0 Jul 28, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.1.1 Jul 25, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.1.0 Jul 24, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.jar | From the published release |
| 1.0.3 Jul 17, 2026 | 1.2.0+mc1.21.1 | create-new-age-1.2.0+neoforge-mc1.21.1.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
54 items from the 1.10.0 recipe dump.
Advanced Energiser
Advanced Motor
Advanced Motor Extension
Advanced Solar Heating Plate
Basic Energiser
Basic Motor
Basic Motor Extension
Basic Solar Heating Plate
Blank Circuit
Carbon Brushes
Copper Circuit
Copper Wire
Copper Wire Block
Corium
Electrical Connector
Fluxuated Magnetite
Generator Coil
Heater
Heat Pipe
Heat Pump
Incomplete Enchanted Golden Apple
Incomplete Fuel
Incomplete Reactor Casing
Incomplete Wire
Lamp Post
Layered Magnet
Magnetite Block
Netherite Magnet
Nuclear Fuel
Overcharged Diamond
Overcharged Diamond Wire
Overcharged Diamond Wire Block
Overcharged Gold
Overcharged Golden Sheet
Overcharged Golden Wire
Overcharged Golden Wire Block
Overcharged Iron
Overcharged Iron Sheet
Overcharged Iron Wire
Overcharged Iron Wire Block
Radioactive Thorium
Reactor Casing
Reactor Fuel Acceptor
Reactor Glass
Reactor Heat Vent
Reactor Rod
Redstone Magnet
Reinforced Energiser
Reinforced Motor
Solid Corium
Stirling Engine
Street Light
Thorium
Thorium Ore
FTB Skies 2: Aero quests (4)
Quests from the pack's FTB Quests book that ask for this mod's items.
Create (3)
- Converting FE to Stress
- Energising
- Solar Heaters
Power Generation (1)
- A quest in "Power Generation"
Config options (how FTB Skies 2: Aero sets them)
69 settings shipped in the pack's config files; 2 differ from the mod's documented default.
Show settings
| Setting | FTB Skies 2: Aero value | Mod default |
|---|---|---|
conductivityMultiplier changed by FTB Skies 2: AeroMultiplier of wire conductivity config/create_new_age-common.toml | 1.25 | 1 |
suToEnergy changed by FTB Skies 2: AeroResponsible for how much energy is generated per 1 stress unit in a tick Default value is supposed to be compatible with default configuration of Create: Crafts and Additions config/create_new_age-common.toml | 0.09 | 0.029296875 |
Reactor.geigerCounterSounds Whether radiation poisoning should play a distinct geiger counter sound config/create_new_age-server.toml | true | not documented |
Reactor.nauseaInducingRadiation Whether radiation poisoning should cause nausea config/create_new_age-server.toml | true | not documented |
Reactor.radiationDamageExplosionFire Whether the explosion of a charged reactor rod should should cause fire config/create_new_age-server.toml | true | not documented |
wireSectionsPerMeter Choose how many wire sections are rendered in one meter (block). Decreasing this value can theoretically improve performance config/create_new_age-client.toml | 10 | 10 |
Which FTB Skies 2: Aero mods work with Create: New Age?
The FTB Skies 2: Aero mods that share the most recipes with Create: New Age. Highlighted ones have a guide.
- FTB Materials
- Create
- Modern Industrialization
- FTB Skies 2: Aero Companion
- Mekanism
- Oritech
- Actually Additions
- Applied Replicatics
- Create Propulsion: Simulated
- Dyson Cube Project
- Just Dire Things
- Mekanism Generators
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