Links
Tags
Creators
Details
1.3.3-mc26.2-3
Compatibility
Required content
Changes
Everything since 1.3.2-mc26.2-2, the last version published here.
1.3.3-mc26.2-3 - 2026-10-04
Fixed
- The sixteen Create: Dragons Plus dyeing catalysts and the dragon's breath ending catalyst still could not be made in 1.3.3-mc26.2-2. Their recipes used a NeoForge-only ingredient format, so none of the seventeen loaded once Dragons Plus was installed. Fixed.
- Mechanical Arms stalled on inventories whose first item had nowhere to go (a Create Fly bug, fixed here until it is fixed there). A basin making granite with leftover quartz in it held 512 granite the arm never moved, because the arm only ever looked at the first stack. It now checks every slot, as in Create.
- Mechanical Arms in schematics made with Create lost all their targets (a Create Fly bug).
Create saves a target's mode as
TAKE/DEPOSITand Create Fly only readtake/deposit; both are read now.
1.3.3-mc26.2-2 - 2026-09-27
Published on CurseForge only.
Fixed
- The Create: Dragons Plus fan catalysts could not be made. Their recipes, and the data that tells Dragons Plus which blocks are catalysts, were removed while porting because Dragons Plus had no 26.2 release then; Create: Dragons Plus Fly exists now. Back with it installed: the freezing catalyst (powder snow bucket on an empty catalyst), the ending catalyst filled with dragon's breath, the sanding catalyst, and the sixteen dyeing catalysts working as Dragons Plus coloring catalysts. The Dye Depot colours stay out, as Dye Depot has no 26.2 release. (The dyeing and dragon's breath recipes did not load in this build; see 1.3.3-mc26.2-3.)
1.3.3-mc26.2-1 - 2026-09-26
Brings the port up to upstream 1.3.3.
Added
- Mechanical Crafters behind Inventory Access Ports and Bridges. A packager unpacking into a port or bridge in front of a Mechanical Crafter now lays the items out in the recipe's shape and starts the craft, as it does when aimed at the crafter directly. A bridge between a packager and two crafters fills whichever is free, for double the crafting speed; every ingredient must pass that side's filter for the recipe to go there.
Fixed
- Stock duplication through Inventory Access Ports and Bridges. A chest reached by one stock link directly and another through a port or bridge had its contents counted twice, and ordering both counts duplicated the items. The network now sees through the port or bridge to the inventory behind it.
- The Sequenced Pulse Generator's "until" instructions never finished. "Output until exact signal strength is reached", and every other instruction that waits on the input signal, kept its output on forever: a change of input while the sequence ran was recorded before the instruction could see it.
- Inventory Access Ports and Bridges did not connect or disconnect when their redstone signal changed, until something else changed next to them.
- Inventory Access Ports and Bridges were slow in large storage networks: they looked up the inventory behind them on every access. It is now remembered until a neighbour changes.
- Schematicannons built Farmer's Delight rich soil farmland out of plain dirt. Create Fly charges every kind of farmland one dirt; the special case making rich soil farmland cost rich soil is switched off in Create Fly. It costs rich soil again. Original to this port, and a fix for Create Fly rather than for Connected: it applies whenever both this and Farmer's Delight are installed.
- Printing a material checklist in the schematicannon ate the whole stack of books or clipboards in its input slot instead of one. Another Create Fly bug fixed from here.
- Translations updated from upstream: German, Hungarian, Japanese, Russian, Turkish, Ukrainian, Simplified Chinese and the pirate one.
1.3.2-mc26.2-6 - 2026-09-26
Added
- A goggle slot, original to this port. Engineer's Goggles can be worn in a slot of their own,
shown just above the offhand slot in the inventory and on the creative Inventory tab, so wearing
them no longer means taking off your helmet. Right-click goggles in the air, shift-click them in
the inventory, or click them into the slot. It holds goggles only, can be switched off with the
goggle_slotfeature toggle, and steps aside when Trinkets Updated is installed, which already gives Create Fly a goggle slot. - Goggles in the goggle slot show on the player, other players included. Over a helmet they sit pushed up on the forehead, the way Create Fly draws goggles worn through Trinkets.
- JEI integration is back. Switching a feature off while the game is running now hides its items from JEI as well as from the creative menu.
Fixed
- Closing the game always wrote a crash report ("Watchdog (Client shutdown from post-main)"). Create Fly never stops Flywheel's worker threads, and on 26.2 they keep the game from exiting. This is Create Fly's bug (ZurrTum/Create-Fly#357), worked around here by stopping those threads when the client shuts down; it helps anyone with this port installed, whatever else they run.
- Fluid Vessels held 81 times less than they should. A 3x3x4 vessel topped out at about 3.5 buckets instead of 288. The capacity was computed in NeoForge's units, millibuckets, where Fabric counts droplets. Existing vessels pick up the correct capacity on their own.
1.3.2-mc26.2-5 - 2026-09-21
Fixed
- Hovering an Inventory Bridge in the inventory crashed the client. Its ponder scene stored the side of each filter as a number, and Create Fly reads it as a direction name with no fallback. Present since the port's first release.
- Breaking a Fluid Vessel that was part of a working boiler crashed the server. Breaking one part re-forms the multiblock around a new controller, and the pipe organ advancement check assumed every vessel carries an advancement tracker. In Create Fly only blocks a player placed by hand do.
- The Kinetic Battery neither charged nor discharged, and the Crank Wheels provided no stress capacity. The stress config was built before the blocks registered their values, so no Connected block had any. The same mistake left the per-block feature toggles out of the config. Existing config files fill themselves in on the next launch; nothing needs deleting.
- Breaking an Item Silo dropped none of its contents, and placing a silo back in the same spot brought the items back, because the multiblock was never split. Extracting from a silo in that state could also misbehave.
- Breaking a linked button, lever or analog lever lost the Linked Transmitter, and a linked lever broken while on left its frequency powered.
- Extending a 3×3 Item Silo by placing onto its end checked the wrong layer: part of the layer could be placed for free, and obstructions were ignored, leaving incomplete L-shaped layers. This one also exists in the original mod (hlysine/create_connected#222).
Known issues
- Large Item Silos have been reported to split into 1×3×1 columns after their chunk reloads. It could not be reproduced on this build. If it happens to you, please report whether the silo crosses a chunk border (F3 + G).
1.3.2-mc26.2-4 - 2026-09-08
Fixed
- Jade, and any other mod reading Fabric's transfer API, showed no contents for the Fluid Vessel,
Item Silo, Inventory Bridge or Inventory Access Port -- the Fluid Vessel had no fluid bar and no
bucket count, even though Create's own pipes filled it normally. Declaring an inventory the way
Create Fly does exposes it to Create; it does not expose it to anything else, and each block
entity type has to be registered with
ItemStorage.SIDED/FluidStorage.SIDEDseparately. - 142 pieces of block entity data in the ponder structures were still in pre-26.2 formats and
failed to load silently, so scenes played with details missing -- a deployer not holding its
item, machines not showing where their rotation came from -- and the log filled with
Serialization errors:lines.
Note
Serialization errors:in the log is not necessarily this mod. Create Fly ships some of the same format drift in its own ponder structures, so its scenes produce those lines too.
1.3.2-mc26.2-3 - 2026-09-08
Fixed
- Hovering a Kinetic Battery crashed the client, from anything that drew the item's tooltip -- the creative inventory, JEI, a chest. Hovering an item compiles every ponder scene tagged for it, and that writes every block entity in the scene back out; one structure carried a deployer with an owner UUID left over from upstream's dev world, and the field written beside it did not exist when that structure was saved, so it was serialised as null.
Needs Minecraft 26.2, Fabric Loader, Fabric API, Create Fly 6.0.9-1 and Java 25.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:DwndSliU:XYhxFsMq"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:DwndSliU:XYhxFsMq"
}

