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Magnetization
A NeoForge 1.21.1 addon for Create: Aeronautics that adds magnetic forces, anchors, and propulsion for Sable-driven contraptions.
Current release: 1.4.1. This hotfix completes the expandable Tokamak and Gas Detector behavior that 1.4.0 described prematurely; adds coolant loops, Railgun projectile auto-assembly, iron-oxide golems, active-thruster exhaust feedback, per-golem controls, and complete Ponder scene localization; and restores the MR Fluid Golem, Curios slots, EMP drains, MR Fluid redstone hardening, Solar Sail cutoff, metallic horse-armor interactions, and ship-mounted Railguns.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.219+ and below 22.0 for the complete required stack (Magnetization itself permits 21.1.200+; Create 6.0.10 sets the effective 21.1.219 floor; development uses 21.1.248)
- Create 6.0.10+ (development uses the newer official Maven build 6.0.11-295)
- Sable 2.0.3+
- Create: Aeronautics 1.3.0+
- Simulated 1.3.0+
- TerraBlender 4.1.0.8+
Optional integrations (auto-detected when installed):
- Jade, WTHIT, or The One Probe for live HUD information on Magnetization machines and emitters. Each viewer has its own master compatibility switch.
- JEI, REI, or EMI for recipe browsing plus discovery pages covering magnetic materials, ores, fusion fuels, and the major machines. Each recipe viewer has its own master compatibility switch.
- Just Enough Resources, a JEI add-on, adds synchronized distribution and drop charts for every Magnetization ore family, Helium-3 geodes, magnetic gravel, anomaly lodestone clusters, meteorites, petrified wood, and natural Helium/Radon pockets.
compat.justEnoughResourcesCompatEnableddisables its registration. - Curios — adds three slots to the player: charm (Field Compass), back (Magnetic Grapple), hands (Repulsor Gun). The compass is purely passive — its needle and HUD overlay both read the slot directly. The grapple and gun are active and fire via configurable keybinds under Options → Controls → Key Binds → Magnetization. Default keys are unbound so they never collide with vanilla on first launch.
compat.curiosCompatEnableddisables the complete package. - Patchouli — adds a craftable in-game guide covering basics, emitters, machines, fluids, propulsion, compatibility, and the complete rare-earth progression.
compat.patchouliCompatEnabledgates the book registration, recipes, and automatic gift; restart after re-enabling it. The Book + Raw Magnetite and Book + Lodestone recovery recipes are enabled by default and independently configurable. The generic Book + Iron Ingot alternative defaults off because it may conflict with another mod's Patchouli guide-book recipe. - Create: AeroPortals — transfers Sable ships across dimensions, refreshes their derived magnetic state after traversal, and remaps paired Railgun Remotes to the transferred emitters.
compat.aeroPortalsCompatEnableddisables the bridge. Verified against 1.3.0. - Immersive Aeronautics — preserves and refreshes a Sable ship's magnetic state when Immersive Portals moves it between dimensions.
compat.immersivePortalsCompatEnableddisables cross-portal force and state projection. Verified against the 1.1.4 package and Immersive Portals Core 6.0.7. - Alex's Caves — active Azure and Scarlet Magnets project opposite-polarity fields to physics ships while AC retains ownership of entity movement, preventing doubled force. Neodymium materials drive magnet-slot machines, shared Permanent Magnet/levitation/Ferrofluid recipes bridge progression, and
compat.alexsCavesPotionModecontrols effect coexistence. The complete package has independent master, field, recipe, and force controls. - Create: Coasters Simulated — coaster cars react to magnetic fields like other Sable craft. The Structural Inducer recognizes rail-engaged coaster trains (including linked cars and riveted bodies) as one existing structure, while loose carts are ignored.
compat.simulatedCoastersCompatEnabledis the master above the two independent behavior toggles. - Coasters Simulated: Track Styles — custom track geometries and independent anchor rail/spine colors coexist with the Coasters magnetic bridge. Styled circuits keep the same cart field reaction and Structural Inducer behavior; Magnetization also supplies the empty model omitted from the addon's 1.0.0 client resources. No extra toggle is needed because the addon adds presentation metadata rather than a new vehicle type. Verified against 1.0.0.
- Create: Big Cannons — launched big-cannon shells, autocannon rounds, and their projectile bursts react to magnetic fields; cast iron, steel, Nethersteel, and cannon barrels receive magnetic/eddy-current material parity. Cannon carriages, gas clouds, and primed propellant remain excluded. A master switch sits above the projectile reaction and susceptibility controls.
- Ore Excavation — bulk-excavates Magnetization ore deposits and Helium-3 geodes while preserving Ore Excavation's configured tools, blacklists, range, and excavation limits.
compat.oreExcavationCompatEnableddisables the bridge. - Create Ore Excavation — adds condition-gated infinite-vein recipes for every Magnetization ore family—Magnetite, Maghemite, Pyrrhotite, Hematite, Titanomagnetite, Lithium, Bastnäsite, Monazite, Cobaltite, and Borax—plus Helium-3. The recipes remain absent when the addon or shared Ore Excavation compatibility setting is disabled; the four rare-earth veins also have independent, default-on switches for progression-sensitive packs.
- Create: New Age — every native magnet emits a real field using CNA's published 1/2/4/8/24 strength ladder, with redstone reversing its presented pole. The same ladder drives machine-magnet potency; motors, Energisers, connectors, coils, and wires receive conductive roles; supplemental motor, generator-coil, and Energiser recipes accept Magnetization materials. Independently configurable and verified against 1.2.0.
- Create: Cosmonautics — Magnetization Hydrogen is accepted through Cosmonautics'
rocketnautics:rocket_fuelcontract, its Magnetic Stabilizer contributes ferromagnetic ship susceptibility, and heat-stable Samarium-Cobalt alternatives cover the stabilizer, RCS/vector guidance, and both rocket-thruster tiers.compat.cosmonauticsCompatEnabledis the master above the recipe toggle; fluid/material tags remain datapack-controlled. Verified against published 26.08.307 (runtime mod IDrocketnautics). - Create Crafts & Additions — a powered Tesla Coil emits a field scaled by live FE charge and its damage triggers LIRM. Electric machines, accumulators, connectors, and metal parts receive magnetic/conductive roles; Permanent Magnet motor/alternator recipes bridge progression; standard FE sources continue to power Magnetization machines. Independently configurable and verified against 1.6.0.
- Immersive Engineering — powered Electromagnets emit continuous charge-scaled fields, Tesla Coils emit pulsed fields, and Railgun Shots react to nearby fields. IE Mixer and Metal Press recipes produce Ferrofluid and Magnetic Plates; electrical machines receive eddy-current parity. Magnetization rods and ingots were evaluated as Railgun ammunition but are deliberately not registered: IE's projectile API is a global, non-reloadable runtime list, so it cannot honor this integration's live config controls cleanly and would create an intrusive balance change. Independently configurable and verified against 12.4.2-194.
- Create: The Factory Must Grow — Hydrogen, Lithium, magnetic alloy ingots/plates, magnets, electrical machinery, and industrial fluids interoperate in both directions. All eleven TFMG virtual gases can be routed through a Gas Vent into buoyant, recoverable clouds for redstone or Gas Exciter illumination. TFMG magnets drive Magnetization's magnet-slot machines; molten steel drives the MHD Jet; lubricant/casting/steelmaking/component recipes bridge both progression trees.
compat.tfmgCompatEnabledis the master above the recipe, cooling-fluid, gas-excitation, magnetic-fuel, and opt-in Polarizer controls;compat.tfmgCoolingFluidEnableddisables TFMG Cooling Fluid independently. Verified against published 1.2.0. - Create: Tracks — Track Mounts and all suspension/drive-wheel variants contribute to magnetic susceptibility. Tracked vehicles react as complete Sable craft, and the Structural Inducer preserves initialized Track Mount block entities when lifting a grounded vehicle. Verified against Tracks 1.0.1 with its required Offroad 1.3.0 runtime.
- Create: Steam 'n' Rails NeoForge — magnetic force is projected along the rail and applied once to the shared train, so coupled cars accelerate or brake together without leaving the track graph. Locometal and mechanical train parts receive material parity, assembled trains remain outside Structural Inducer block capture, and the track coupler gains a Magnetization Ponder scene.
compat.steamNRailsCompatEnabledgates all behavior and documentation hooks. Verified against 0.2.1. - Create: Diesel Generators — compact, modular, and huge engines retain their native Create kinetic/goggle behavior and their structural metal contributes ship susceptibility and eddy-current conduction. Chemical sprayers and turrets loaded with Ferrofluid apply Magnetized. Tanks, fermenters, barrels, fuel blocks, and encased pipes remain excluded. Independently configurable and verified against 1.21.1-1.3.15.
- Create: Copycats+ — susceptibility is inferred from the persisted copied material for both single- and multi-material copycats, including after Sable/Structural Inducer assembly. Create goggles show the resolved magnetic class and a dedicated Ponder scene explains the behavior.
compat.copycatsCompatEnableddisables the complete package. Verified against 3.0.4 for NeoForge 1.21.1. - Create: Enchantment Industry — metal processing machines participate as eddy-current conductors, while liquid/super experience and enchantment processing remain intentionally non-magnetic. The addon already supplies its own Create documentation, so compatibility is tag parity rather than a duplicate behavior hook. Verified against 2.4.2.
- Create: Ender Transmission — its Energy Transmitter carries Create kinetic rotation, not NeoForge FE. Dedicated tests cover linked rotation, chunk tickets, Ferrofluid/fusion-gas transport, and preservation of Magnetization item data components. An experimental one-hop field relay is available but disabled by default. Verified against 2.1.1.
- Magnetizing — its magnetite ingots are fungible with ours via
c:ingots/magnetite; its block/item magnets and colored magnetite blocks count as ferromagnetic to our emitters; we honour itsmagnetizing:unmoveable_by_magnetsentity tag so admins only need to curate one list. - Create: Magnetics — ingot/sheet/block all fungible via the
c:tags; its Kinetic Magnet counts as a magnet for ship susceptibility; magnetized crystals are ferromagnetic items. - Simulated — its Redstone Magnet block is recognized as a magnet emitter, so any contraption carrying one gains susceptibility from it and naturally responds to our fields.
- Broader metal coverage — common
c:metal tags (steel, nickel, cobalt, zinc, brass, tin, lead, silver, osmium, uranium, aluminum, neodymium, electrum, invar, constantan, bronze) are all included in our ferromagnetic tags, so any tech/Create addon that populates them gets free integration: those ores/ingots/blocks act as ferromagnetic targets and count toward ship susceptibility when carried. Verified hits: Mekanism (osmium/lead/tin/uranium/refined alloys), Create: Crafts & Additions (electrum, wires, rods), Create: New Age (its authoritative magnet tag, Generator Coil, and conductive wire blocks), AlexsCaves (azure/scarlet neodymium ores/ingots/blocks + their magnets), Twilight Forest (knightmetal, steeleaf, ironwood, fiery armor sets). - AlexsCaves — Magnetron mobs (literally made of metal) and Ferrouslime are in our
magnetizableentity tag. Their armor sets are recognized as magnetizable gear. - Twilight Forest — knightmetal/steeleaf/ironwood/fiery armor sets are in
metal_armorand feed our magnetized-armor system. - Iron Chests / Sophisticated Storage — metal chest/barrel variants act as ferromagnetic blocks.
- Modular Golems / Extra Golems / Cataclysm / Bosses of Mass Destruction — metallic golem entities and metal-themed bosses (Ignis, Netherite Monstrosity, Gauntlet) are magnetizable.
- The Aether — Gravitite item and block tagged ferromagnetic (their "anti-gravity" stays — our pull is just additive).
- Quark — Iron and Copper Oretoises are magnetizable.
- Cross-mod lightning — Iron's Spells (Chain Lightning, Lightning Lance, Thunderstorm, Ascension), Cataclysm Scylla (Lightning Spear / Electric Shock), Alex's Caves Tesla + Magnetron arcs, IE Tesla Coil, Twilight Forest lightning all trigger LIRM stamping and log petrification on hit — same effect as a vanilla bolt. Driven by the
#magnetization:lightning_sourcesdamage-type tag; datapacks can add more sources without code changes. - FE/RF power — the redstone-powered field emitters and Railgun Emitters expose an
IEnergyStoragecapability. Any FE-providing mod (Create: C&A, Mekanism, Thermal, IE generators, AE2, etc.) can drive them. Internal 50 000 FE buffer, 10 FE/tick drain, 200 FE/tick max input. Admin configcompat.allowRedstonePower/compat.allowEnergyPowertoggle which sources are valid for these emitters;compat.allowRedstonePowerdoes not affect propulsion machines, which usepropulsion.allowRedstoneThrustPower. - Analog redstone throttling — off by default. Enable
compat.analogRedstone*for a block and its field force follows the redstone level instead of being on/off: signal 1 = 200 N (Weak's force), signal 15 = 8000 N (Extreme's), ramped geometrically. See Configuration → compat.
New in 1.3.0 — Fusion, Railgun & the fuel overhaul
- Fusion Thruster — an expandable flat-panel multiblock thruster for airships: a
TOKAMAK_COILperimeter around a fill of fusion cells. A bigger panel means exponentially more thrust; it burns the fusion fluids below (Helium-3 is the strongest and longest-running). - Railgun — a paired-rail accelerator: two parallel powered rails form an arc that grabs a ship or magnetic entity and launches it down the channel with force that grows exponentially with rail length, smashing obstructing blocks. Block breaking can be disabled from either paired emitter GUI. Runs automatically, or pair the Railgun Remote for a manual hold-then-fire workflow (trap a ship on the rail, board it, then fire the remote from hand). Rail length and power are uncapped by default; server owners can opt into a configurable maximum rail length.
- Electrolyzer — a cauldron-style powered machine that splits water + FE into Hydrogen, the entry point of the fusion-fuel ladder: Water → Hydrogen → Deuterium → (+ Lithium) Tritium → Helium-3. Tritium is bred from Deuterium + Lithium; Helium-3 is enriched or found in rare deepslate/End geodes.
- New worldgen — a minor Lithium ore (overworld + deepslate) and a rare Helium-3 Geode whose blocks drop Helium-3 Crystals. Nine crystals compact into Solid Helium-3, and the storage block unpacks back into nine crystals.
- Expanded material families — Lithium, Pyrrhotite, Hematite, and Titanomagnetite now have complete tool, armor, and horse-armor sets. Ferromagnetic Alloy, Lithium, Raw Lithium, and Raw Gallium also have compact storage blocks alongside the existing iron-oxide families.
- Rare-earth magnet progression — Bastnäsite, Monazite, Cobaltite, and Borax pass through crushing, washing, chemical reduction, alloy mixing, plate pressing, blanking, and sintering to produce heat-stable Samarium–Cobalt magnets and maximum-strength Neodymium–Iron–Boron magnets.
- Rare-earth equipment — Samarium–Cobalt armor reduces fire/lava damage by 20% per piece. Magnetized Neodymium tools provide double personal harvesting pull, and a complete Neodymium armor set reduces field-driven movement by 75%.
- Machine rebalance — the Tokamak now burns three fuel-cell tiers and supports configurable odd-edged structures from 3x3 through 15x15 by default: a Tokamak-Coil perimeter must surround a solid Reactor-Core interior (one core at 3x3, nine at 5x5, twenty-five at 7x7), scaling capacity, generation, and output with size. The MHD Jet needs a conductive working fluid (gallium/mixed gallium/liquid lithium); the Micro-Thruster accepts magnetized ferrofluid; and magnet-slot machines can consume their magnet over a strength-scaled burn time (disabled by default, toggleable). Every fuel-burning machine accepts hopper/pipe fuel intake.
1.4.0 feature set — Excitable noble gases
- Excitable gases — Hydrogen, Helium, Neon, and Helium-3 rise; Argon, Krypton, Xenon, and radioactive Radon settle. Redstone or the FE-powered Gas Exciter turns a connected same-gas volume from nearly invisible gas into a gas-specific luminous discharge. A directional Gas Vent gives data-profiled virtual gases from optional addons the same recoverable world-cloud path. Tritium instead radioluminesces steadily without external power.
- Air Separator — a Create-kinetic machine that simultaneously produces five atmospheric fractions into face-isolated output tanks. Its GUI has an explicit face map: select a gas or the mechanical input, then click the exact face to assign; no blind cycling is required. Connect Create fluid pipes to the assigned faces to extract the individual gases.
- Ion Thruster — an electric Sable-ship drive with propellant-specific acceleration, cruise speed, fluid efficiency, FE cost, and exhaust. Xenon is the strongest safe propellant; Radon is stronger but exposes nearby living entities.
- Datapack compatibility — external fluids can join
#magnetization:ion_thruster_propellantsand receive the neutral fallback profile. Worldgen, radiation, excitation, machine rates, and propulsion balance are configurable.
Addon and modpack authors can make a non-placeable fluid ventable by adding
data/<namespace>/magnetization/gas_excitation_profiles/<name>.json:
{
"fluids": ["example:gas", "example:flowing_gas"],
"buoyancy": "rise",
"dormant_argb": "30D0F2F5",
"excited_argb": "FFFF6FAE"
}
buoyancy accepts rise, sink, or neutral; colors are eight-digit ARGB. Standard neoforge:conditions are supported, so profiles can remain fully optional. Duplicate fluid claims and references to missing fluids fail data reload with the profile ID named in the error.
The rare-earth progression contract for this release is in PROPOSED_1.4.0.md.
How it works
Every block in this addon either emits a magnetic field or responds to one. Fields have a polarity (NORTH or SOUTH), a strength tier (WEAK→EXTREME), and a shape (omnidirectional, directional, conical). Like polarities repel, opposite polarities attract. Forces are applied to:
- Sable sub-levels (Create: Aeronautics ships) intersecting the field's range — pushes/pulls the contraption.
- Magnetizable entities within the field — iron golems, ferromagnetic item drops, and any mob or player wearing metal armor. (Ordinary undead are not intrinsically pulled; equip them with metal armor to make them susceptible.)
Onboard-only configurations (every magnet on the same ship) produce zero net thrust — internal forces cancel, just like real physics. To propel a ship, you build between the world and the ship.
External fields integrate over the ship's volume: a coarse 3×3×3 sample grid (configurable) means a long ship feels stronger pull at the end closest to a magnet than the far end, which naturally produces torque so the ship rotates into alignment instead of just sliding. Off-center impulses also feed back as angular velocity via the contraption's true inverse inertia tensor, so a tractor beam clipping the nose yaws the ship around its center of mass. A small per-tick linear drag (default 2%) is applied to any ship being pulled by a magnet so constant-force tugs reach a terminal velocity instead of accelerating forever, and the per-tick acceleration cap is now shared across every emitter touching the same ship — three STRONG anchors stacked can't stack 3× the cap.
Ship polarity & susceptibility
Every Sable sub-level carries a derived magnetic state, scanned periodically from its blocks:
- Polarity — NORTH by default. Place a Polarity Inverter anywhere on the contraption to flip the ship to SOUTH; place a second to cancel back to NORTH (parity). Inverters never affect adjacent emitters' polarity when used this way; they're whole-ship modifiers.
- Susceptibility —
baseline + 0.05 × ferrous_blocks + 0.15 × magnet_blocks, capped (default 20×). A heavier ferromagnetic loadout makes the ship visibly more responsive to external fields. Magnet blocks aboard count toward susceptibility only — their own pole has no effect on the ship's pole, so flipping an Electromagnet's polarity for ship-to-ship combat doesn't accidentally invert your own ship and tear the contraption apart.
Magnets mounted on a ship still never pull their own ship directly (the carrying sub-level is excluded from each emitter's force pass). But a static magnet on the ground will pull a ship with onboard magnets normally — composition affects susceptibility, presence doesn't gate it.
Block reference
| Block | Power | Field shape | Use |
|---|---|---|---|
| Electromagnet | redstone | omnidirectional, MEDIUM | Generic pull. Nice for item collectors and "tractor docking" stations. |
| Kinetic Electromagnet | Create rotation | omnidirectional, scales with RPM | Variable strength via gearbox/clutch; fits Create-pack progression. |
| Magnetic Anchor | redstone | omnidirectional, STRONG | Locks a ship in place. The first ship in range becomes the bound target; binding persists across reload. |
| Repulsor Coil | redstone | conical (placement-aligned), MEDIUM | Pushes ships in the direction the coil faces. Place upward for a hover pad; place sideways/downward to line a tunnel and shove ships through it. |
| Tractor Beam Emitter | redstone | directional, STRONG | Pulls ships in front of it toward the emitter. Wrench-rotatable. |
| Magnetic Excavator | redstone or internal redstone slot | continuous cone scan, default STRONG | Continuously projects a widening cone along its facing and pulls every ferromagnetic block in range — each as its own Sable sub-level that tunnels through obstructions toward the emitter, drops on arrival, and feeds adjacent inventories. GUI has strength/range knobs, an in-flight cap slider, an enchanted-tool slot (Fortune/Silk Touch), and an internal redstone-fuel slot so an external redstone signal isn't required. Wrench-rotatable. |
| Permanent Magnet | none (always-on) | omnidirectional, WEAK | Right-click to flip polarity. Pairs of opposing-polarity permanent magnets between world and ship build static propulsion tracks. |
| Polarity Inverter | passive | — | Adjacent emitters get their field polarity flipped. Two inverters cancel. |
| Magnetic Switch | passive | — | Emits redstone signal proportional to nearest ship's distance (8-block range). Pair with anchor + comparator for auto-docking. |
| Lodestone Core | — | — | Crafting component for every emitter. |
Items
- Ferromagnetic Ingot —
8 iron + 1 lodestone → 8 ingots. Base material for everything else. - Ferromagnetic Block — 9× compact storage for Ferromagnetic Ingots, reversible through normal crafting.
- Magnetic Plate —
3 ferromagnetic ingot → 3 plates. Cladding for emitter recipes. - Field Compass —
4 plates + 1 vanilla compass → 1 compass. Right-click for the strongest active field nearby; sneak right-click lists every active field in range. - Magnetic Grapple —
2 plates + 1 lodestone core + 1 string → 1 grapple. Right-click an attractive field source within 24 blocks to be yanked toward it. - Repulsor Gun —
1 plate + 1 lodestone core + 1 ferromagnetic ingot + 3 iron ingots → 1 gun. Inverse of the Grapple. Right-click fires a one-tick conical pulse along your look direction: ships in the cone get pushed (impulse divided by ship mass, so small ships fly farther), magnetized entities get knockback, dropped items + falling blocks get nudged out. If the shot lands on a magnetic emitter block you get self-recoiled along the inverse of your aim — closer = harder kickback, opening up traversal tricks ("aim down at a lodestone to launch backward"). Cooldown 1 s, no fuel. - Magnetite Ore / Deepslate Magnetite Ore — naturally occurring Fe₃O₄. Drops raw magnetite (Fortune ore_drops formula). Stone-tier pickaxe.
- Raw Magnetite / Magnetite Ingot — smelt or blast 1:1. Both are in
#magnetization:ferromagneticso emitters yank them straight off the ground. - Block of Magnetite / Block of Raw Magnetite — 9× compact storage. Iron-tier for the smelted block, stone-tier for the raw block. Both also ferromagnetic in bulk.
- Magnetic ore families — Magnetite, Maghemite, Pyrrhotite, Hematite, and Titanomagnetite each provide raw/refined progression and compact storage. Their material properties differ across tool and armor families.
- Equipment families — Magnetite, Ferromagnetic Alloy, Maghemite, Gallium, Lithium, Pyrrhotite, Hematite, and Titanomagnetite provide craftable tool, armor, and horse-armor options; magnetized tools retain their signature sword, pickaxe, axe, shovel, and hoe abilities.
- Lithium / Raw Lithium / Raw Gallium Blocks — reversible 9× storage for their corresponding progression materials. Solid Gallium remains the phase-changing refined storage block.
- Helium-3 Crystal — rare solid fusion fuel obtained from Helium-3 Geodes or late fusion-fuel processing. Nine crystals craft into Solid Helium-3, a reversible storage block.
Propulsion track example
Line a tunnel with Repulsor Coils all facing the same horizontal direction:
[ coil → ][ coil → ][ coil → ][ coil → ]
Power the coils with redstone; any Sable contraption that enters the tunnel gets pushed along the cone of each coil it overlaps, accumulating thrust through the run.
For static propulsion using only Permanent Magnets:
World floor: [ N ][ N ][ N ][ N ]
Ship underside: [ N ][ N ][ N ][ N ] ← like-pole repulsion, ship hovers
Or for forward push:
World wall: [ N ][ N ][ N ]
Ship rear: [ N ][ N ][ N ] ← repels ship away from wall
Player interactions
- Tagged metal armor makes you magnetizable, including vanilla iron/chainmail/gol


