Zeppelin Must Have is a Java add-on for Create Aeronautics on Minecraft 1.21.1 NeoForge. It develops the existing Create, Sable, Create Simulated, and Aeronautics systems with zeppelin-specific control, telemetry, buoyancy, propulsion, navigation, and mooring equipment.
Author: us.Kayla
Minecraft 1.21.1 / NeoForge 21.1.235
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Create 6.0.10
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Sable 2.0.0
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Create Simulated 1.3.0
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Create Aeronautics 1.3.0
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Zeppelin Must Have 0.16.0
All upstream mods are mandatory compile-time and runtime dependencies.
The add-on does not replace or patch upstream mechanics:
- no Mixins;
- no access transformers;
- no registry replacement;
- no overwritten Create or Aeronautics blocks;
- no parallel balloon, gas, airtight-envelope, air-pressure, or lift simulation.
Integration uses public contracts:
Sable.HELPER.getContaining(...)for containing sub-level discovery;RigidBodyHandlefor authoritative physics telemetry;- Aeronautics
BalloonMapandBlockEntityLiftingGasProviderfor balloon interaction; - Create fuel data maps for regular and superheated burner fuel;
- Create
IHaveGoggleInformationfor Engineer's Goggles; - Ponder
PonderPluginfor documentation scenes; - NeoForge server resource reload for data-pack profiles.
Release 0.14.1 adds a vessel-local control bus for large Sable airships: Flight Computer, Engine Telegraph, Emergency Cutoff, Control Transmitter, and Control Receiver. Routing is server-authoritative, limited to one Sable sub-level, requires physical controller power, and preserves Aeronautics/Create ownership of the actual physics.
See docs/FLIGHT_CONTROL_NETWORK.md for addressing, command ranges, power rules, bipolar analog encoding, actuator integration, and emergency behavior.
zeppelin_must_have:airship_helm is a server-authoritative telemetry block.
It reports:
- vessel name and persistent Sable sub-level UUID;
- global position and altitude;
- heading, pitch, and roll;
- linear, vertical, and angular velocity;
- sub-level mass;
- Aeronautics balloon count and capacity;
- filled and target lifting-gas volume;
- balloon fill ratio and raw lift.
Telemetry is sampled every five server ticks and synchronized only after material changes or the periodic refresh interval.
Looking at the Helm while wearing Create Engineer's Goggles displays normal flight information. Sneaking adds diagnostic information: sub-level UUID, global coordinates, angular velocity, and telemetry age.
All three burners extend the native Aeronautics hot-air burner block entity and retain its value behaviour, gas type, balloon discovery, fill interpolation, air-pressure handling, Ponder rendering, sound, and particle systems.
| Burner | Profile ID | Gas multiplier | Full-power fuel use | Fuel capacity | Envelope range |
|---|---|---|---|---|---|
| Airship Burner | zeppelin_must_have:standard |
1.0× |
1.0 tick/tick |
12,000 ticks | 16 blocks |
| Forced-Draft Airship Burner | zeppelin_must_have:forced_draft |
2.25× |
1.6 ticks/tick |
24,000 ticks | 32 blocks |
| Industrial Airship Burner | zeppelin_must_have:industrial |
4.5× |
3.0 ticks/tick |
48,000 ticks | 64 blocks |
These are data-pack defaults, not Java constants. Server packs may replace them and apply changes with /reload.
Profile documentation and a reusable template:
docs/DATA_PACK_PROFILES.md
docs/templates/airship_burner_profile.template.json
AirshipHeatSources normalizes existing upstream fuel mechanisms into one heat-source contract:
- vanilla and NeoForge furnace fuels;
- regular Create Blaze Burner fuels;
- superheated Create Blaze Burner fuels;
- Creative Blaze Cake for infinite operation.
AirshipHeatReservoir stores regular and superheated contributions in separate layers. Both grades may be inserted in any order; superheated heat is consumed first and the burner falls back to the regular reserve automatically. Existing 0.4.x fuel NBT is migrated during block-entity loading.
The add-on does not create a parallel heat network. BalloonHeatAggregate observes the native Aeronautics Balloon.getHeaters() collection and reports connected sources, active sources, and combined gas output. Every burner remains an independent BlockEntityLiftingGasProvider; Aeronautics remains responsible for combining providers, filling the envelope, pressure, and lift.
Detailed design: docs/HEAT_SYSTEM.md.
Every burner now provides three persistent sockets:
- Thermal — Heat Recuperator for endurance and reservoir capacity;
- Airflow — Forced Induction for higher output and envelope range;
- Control — Precision Regulator for finer low-power redstone control.
Modules install by right-clicking the burner. Sneak-use the Create Wrench to remove the most recently occupied socket; breaking the burner drops all modules. Definitions, compatibility, conflicts, and numerical modifiers are loaded from data/*/airship_upgrades/*.json, so server packs can add or rebalance upgrades without Java changes.
Documentation: docs/UPGRADES.md.
Burner goggles preserve the standard Aeronautics balloon section and append:
- total, regular, and superheated heat reserves;
- active heat grade;
- redstone strength and calculated throttle;
- individual gas output;
- active and connected balloon heat sources;
- combined gas output of the native Aeronautics heater collection;
- profile ID, capacity, range, and current consumption;
- installed upgrade modules and their aggregated effective modifiers.
Extended diagnostics appear while sneaking. The resolved profile and heat-network aggregate are synchronized from the server, so clients do not need the server data pack installed.
The add-on provides three pressure-vessel grades implemented as direct descendants of Create's Fluid Tank. The graded block is the tank itself:
Copper / Brass / Industrial Boiler blocks
Copper / Brass / Industrial Boiler blocks
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Blaze Burner or another registered BoilerHeater
Blocks of one grade merge through Create's native tank connectivity, share fluid capacity, render their contents, accept the Create Wrench, and support Steam Engines and Steam Whistles. Different grades have separate block-entity types and cannot merge into one controller.
| Grade | Normal active heat | Superheated heat | Maximum per heater column |
|---|---|---|---|
| Copper — Grade I | 2 | 3 | 3 |
| Brass — Grade II | 3 | 5 | 5 |
| Industrial — Grade III | 5 | 8 | 8 |
Passive heat remains passive and absent heat remains absent. Create remains authoritative for multiblock dimensions, fluid storage, water requirements, attached engines, efficiency, boiler level, comparator output, and generated Stress Units.
Engineer’s Goggles append the resolved grade profile to Create's native tank/boiler information. Tuning is data-driven through data/*/boiler_grade_profiles/*.json.
Same-grade boiler blocks render as one continuous pressure vessel. Connected textures remove the 1×1 block grid and keep structural rims only on the outer perimeter.
The pressure gauge frame, scale, and live pressure indication are selected from the vessel grade, so the front instrument matches Copper, Brass, or Industrial construction.
The block registry IDs retain the historical _boiler_base suffix for save and recipe compatibility. Documentation: docs/BOILER_GRADES.md.
The Omni Speed Controller accepts kinetic power from any one of its six faces and drives the remaining five faces at a configured signed limit. It can reduce or reverse rotation, but the output magnitude can never exceed the available input RPM. Engineer's Goggles report the selected limit and the currently resolved input face. Conflicting external sources remain subject to Create's normal kinetic-network safety rules.
The graded boiler family now has matching Steam Engines. Every grade inherits Create's normal shaft placement, rotation-direction control, boiler efficiency, and kinetic-network integration, while adding its own stress capacity, housing, and internal drive architecture.
| Grade | Capacity | Boiler load | Mechanical layout |
|---|---|---|---|
| Copper — I | 1024 SU | 1 unit | one cylinder |
| Brass — II | 2560 SU | 2 units | two cylinders, 180° opposed |
| Industrial — III | 4608 SU | 3 units | three cylinders, 120° phased |
| Grand — MK IV | 8192 SU | 4 units | four cylinders, 90° phased; twin flywheels, valve gear, governor |
| Sovereign — MK V | 12288 SU | 6 units | five cylinders, 72° phased; pressure core, crown rotor, flagship mechanism |
| Leviathan — MK VI | 20480 SU | 10 units | eight cylinders in two banks; four-cell T-frame, twin flywheels, four valve banks |
| MK VII | 36864 SU | 18 units | three banks, nine internal crankshafts, central reduction gearbox, one output shaft |
Higher-grade engines remain bounded by Create's boiler size, heat, water supply, and efficiency. MK I–V attach to any matching Zeppelin Must Have graded boiler. MK VI requires an Industrial Boiler MK III and reserves three additional cells for its two cylinder banks and forward shaft nose. MK VII requires three adjacent Industrial Boiler MK III cells, two free side-body cells, a clear three-cell service row, and one central output position. Vanilla Create Fluid Tanks continue using the native Create Steam Engine.
Numerical capacity, boiler load, crank geometry, cylinder spacing, and steam-particle intensity are data-driven through data/*/steam_engine_grade_profiles/*.json.
MK IV remains the Grand flagship engine. MK V Sovereign advances the line with five 72°-phased cylinders and a rotating pressure core. MK VI Leviathan is a four-cell T-frame power plant with eight 45°-phased cylinders, two lateral cylinder banks, a dedicated shaft nose, twin flywheels, and four valve-gear banks. MK VII expands into three synchronized banks with nine internal crankshafts coupled through one central reduction gearbox to a single output shaft. The MK VI drive train uses an open bearing tunnel and a visible keyed crankshaft spanning two synchronized flywheels; its crossheads, forked rods, governor, valve banks, and balance core animate as one mechanism. MK I Copper and MK II Brass engines now repair load-order damage at chunk activation: missing engine BlockEntities are recreated, regular shafts are promoted back to Powered Shafts, and gaps inside an existing shared crankshaft row are reconstructed before the engines reconnect. Their mechanisms remain visible in an idle pose while client-side shaft references initialize.
Documentation: docs/STEAM_ENGINE_GRADES.md.
Piped Redstone provides protected analog redstone routing for airships and dense Create machinery.
Reciprocally connected conduit blocks render as one continuous constant-section tube: internal end caps are culled, while closed ports remain visibly sealed and electrically isolated.
Its connections are explicit six-sided ports rather than automatic adjacency. Use the Create Wrench on a selected face to open or close that port. Two conduits may therefore run in neighboring blocks, cross beside one another, or pass through the same machinery compartment without merging unless reciprocal ports are deliberately enabled.
The conduits are solid, waterloggable blocks. Water and flowing liquids do not wash them away or interrupt their signal.
Holding another conduit and using it on an existing straight run activates Create Placement Assist: the far end is extended like a Shaft, the axis ports are preserved, and the normal placement-assist/Extendo Grip range applies.
| Tier | Data-pack profile | Propagation delay | Repeater-free distance |
|---|---|---|---|
| Copper | zeppelin_must_have:copper |
4 game ticks | 32 edges |
| Brass | zeppelin_must_have:brass |
2 game ticks | 64 edges |
| Resonant | zeppelin_must_have:resonant |
1 game tick | 128 edges |
The complete analog value 0..15 is preserved without per-block attenuation until the tier distance limit. Mixed-tier components use the greatest delay and shortest distance present in the connected network.
The Piped Redstone Native Lever mounts directly to a conduit face, automatically opens that port, and emits 0/15 only into the attached isolated line. Its physical handle rotates smoothly through a block-entity renderer and it remains usable while waterlogged.
The waterproof Piped Redstone Repeater preserves analog strength and starts a new distance segment. Ordinary right-click cycles the same four delay settings as a vanilla repeater: 1..4 redstone ticks, or 2/4/6/8 game ticks.
Profiles are loaded from data/*/piped_redstone_profiles/*.json. Detailed mechanics, recipes, and automated tests are documented in docs/PIPED_REDSTONE.md.
The existing Altitude Gauge is now a functional directional flight sensor and inline burner controller.
It provides four Create-Wrench-selectable analog modes:
- Altitude telemetry — maps global Sable altitude across the dimension build range;
- Vertical-speed telemetry — maps descent and climb around neutral signal
8; - Balloon-fill telemetry — exposes the native Aeronautics fill ratio as
0..15; - Altitude Hold — adds proportional altitude correction and vertical-speed damping to a rear trim input.
A practical control chain is:
Piped Redstone Native Lever
│ base burner trim
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Altitude Gauge rear input
│ stabilized output
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Piped Redstone
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Airship Burners
Sneak-right-click with an empty hand captures the current altitude and arms the controller. Sneak-right-click again disables it; while disabled, trim passes through unchanged. Output slew limiting and a configurable deadband reduce oscillation.
All controller gains, sampling rate, damping, and slew limits are data-pack driven through data/*/altitude_control_profiles/*.json.
Documentation: docs/ALTITUDE_CONTROL.md.
The Ballast Tank is a water-only NeoForge fluid handler with an 8000 mB bundled capacity. It accepts buckets and Create fluid pipes, exposes comparator fill output, and renders the stored level in its front service gauge.
When installed inside a moving Sable sub-level, stored water is applied directly to ServerSubLevel.getSelfMassTracker(). This changes the real rigid-body mass, center of mass, and inertia tensor rather than applying an artificial downward force. The bundled profile assigns 1000 kg per bucket of ballast water.
Capacity and fluid density are data-driven through data/*/ballast_tank_profiles/*.json. Documentation: docs/BALLAST_TANK.md.
The Mooring Winch is a specialized descendant of Create Simulated's Rope Winch. It reuses the native kinetic winch behavior, rope strand, endpoint attachment, tension, break force, rendering, and Sable physics constraints.
Shaft rotation pays out or retrieves the line. A moored zeppelin remains physically simulated and may move within the rope length while propulsion, lift, ballast, and wind-equivalent forces act on it.
Documentation: docs/MOORING_WINCH.md.
The Vertical Thruster is a Create-powered Aeronautics propeller restricted to upward/downward installation. Its block entity participates in the native BlockEntitySubLevelPropellerActor pipeline, so Sable applies propulsion force at the thruster's physical mounting position every physics tick.
Create Wrench interaction reverses thrust or flips the unit between upward and downward operation. The bundled profile provides 1.75× thrust scaling with 8 SU stress impact. Thrust, airflow, radius, and stress are data-driven through data/*/vertical_thruster_profiles/*.json.
Documentation: docs/VERTICAL_THRUSTER.md.
Version 0.16.0 defines every public block and item through one canonical Zeppelin Parts catalog:
33 functional block parts
3 burner upgrade parts
36 catalogued item entries
The catalog now drives creative-tab ordering, item tooltips, Ponder category membership, public tags, startup validation, and automated coverage tests. Every part displays its subsystem and gameplay role in English, Russian, Italian, and Polish.
Public integration tags:
#zeppelin_must_have:zeppelin_parts
#zeppelin_must_have:zeppelin_parts/flight_control
#zeppelin_must_have:zeppelin_parts/lift
#zeppelin_must_have:zeppelin_parts/steam_power
#zeppelin_must_have:zeppelin_parts/redstone_control
#zeppelin_must_have:zeppelin_parts/ballast
#zeppelin_must_have:zeppelin_parts/mooring
#zeppelin_must_have:zeppelin_parts/propulsion
#zeppelin_must_have:zeppelin_parts/upgrade
Every block part has an explicit tool policy: fabric envelopes use axes, metal machinery uses pickaxes, and high-grade fluid equipment requires the appropriate tool tier.
Complete manifest and extension checklist: docs/ZEPPELIN_PARTS.md. Release notes: CHANGELOG.md. Cumulative 0.9.0 → 0.11.0 patch notes: docs/PATCH_NOTES_0.9.0_TO_0.11.0.md.
Version 0.14.1 adds a dedicated server-authoritative advancement tree for building and commissioning Zeppelin systems.
25 advancement definitions
9 fabrication categories
13 commissioning milestones
1 complete-catalog challenge
Crafting a Zeppelin Part awards its subsystem milestone and records the exact registry path toward Master Shipwright. Operational milestones require verified system activation rather than simple placement: accepted burner fuel, an attached Helm, engaged Altitude Hold, an issued Engine Telegraph order, a latched Emergency Cutoff, loaded ballast, active steam output, physical vertical thrust, or an attached mooring rope.
The tree is fully localized in English, Russian, Italian, and Polish. Complete trigger conditions and architecture: docs/ADVANCEMENTS.md.
The mod registers its own isolated PonderPlugin and the category Zeppelin Parts.
Implemented scenes:
- Zeppelin Parts Overview — a guaranteed entry scene registered on every public Zeppelin Part;
- Airship Helm Telemetry — vessel detection, flight telemetry, and balloon-state inspection;
- Airship Burner Operation — fuel, throttle, lift tiers, and all three upgrade items;
- Envelope Grades — Reinforced and Industrial lifting-envelope construction;
- Graded Boilers — boiler tiers, heat, water, and engine-load limits;
- Graded Steam Engines — Copper, Brass, Industrial, and Grand Grade IV progression;
- Flight Control Network — Flight Computer, Engine Telegraph, Emergency Cutoff, Transmitter, and Receiver;
- Automatic Altitude Control — trim input, sensor modes, target capture, and burner output;
- Fluid Pipe Grades — Reinforced and Industrial fluid-routing tiers;
- Protected Redstone — conduit ports, waterlogging, tier limits, levers, and repeaters;
- Ballast Tank — fluid handling, dynamic vessel mass, center-of-mass trim, and comparator output;
- Mooring Winch — kinetic rope deployment and native Simulated rope physics;
- Vertical Thruster — Create kinetic input, reversal, and Aeronautics propulsion.
Every one of the 36 catalogued Zeppelin Parts receives the overview scene and a subsystem-specific scene. Startup validation reads all storyboard templates with Minecraft NbtIo and fails immediately on missing files, malformed dimensions, empty palettes, or empty structures.
Scene structures are stored under:
assets/zeppelin_must_have/ponder/
The packaged manifest currently validates 13 storyboard templates. PonderCoverageGameTests verifies catalog coverage, specialized coverage, template validity, and duplicate-free storyboard paths.
Ponder preview state is applied through the burner block entity rather than by faking only its blockstate.
Complete key parity is maintained for:
- English —
en_us - Russian —
ru_ru - Italian —
it_it - Polish —
pl_pl
The language files include block names, chat telemetry, burner status, Engineer's Goggles sections, Ponder scenes, and the Ponder category.
The asset pass follows Create's visual grammar:
- native Create andesite, brass, copper, industrial iron, fan, fluid-tank, pulley, axis, and gearbox textures;
- compact block silhouettes and restrained detailing;
- one shared item-display template for GUI, hand, ground, and fixed transforms;
- NeoForge
neoforge:compositeburner models built from reusable core, fan, source-manifold, and auxiliary modules; - six custom 16×16 functional textures: Helm panel, altimeter, ballast indicator, burner panel, heat chamber, and heat manifold;
- native Aeronautics hot-air burner renderer for flame and redstone indication;
- single, dual, and triple combustion layouts that visibly converge into common collectors.
All registered equipment blocks and upgrade modules have production recipes; every block has a loot table.
| Equipment | Production path |
|---|---|
| Airship Helm | Simulated steering wheel, gimbal and altitude sensors, plus Create precision mechanisms and brass casing |
| Airship Burner | Create Blaze Burner upgraded with copper sheets and andesite alloy |
| Forced-Draft Burner | Airship Burner, Encased Fans, brass sheets, and precision mechanisms |
| Industrial Burner | 5×5 Create Mechanical Crafting recipe using the forced-draft tier, fluid tanks, fans, sturdy sheets, brass sheets, and precision mechanisms |
| Copper Boiler — Grade I | Create Fluid Tank upgraded with Copper Sheets, a Fluid Pipe, and Andesite Casing |
| Brass Boiler — Grade II | Mechanical Crafting upgrade from Copper grade with Brass Sheets, Electron Tube, Brass Casing, and Precision Mechanisms |
| Industrial Boiler — Grade III | 5×5 Mechanical Crafting upgrade from Brass grade with Sturdy Sheets, tanks, Electron Tubes, sheets, and mechanisms |
| Copper Steam Engine — Grade I | Create Steam Engine upgraded with Copper Sheets, Shafts, a Precision Mechanism, and Andesite Casing |
| Brass Compound Steam Engine — Grade II | Mechanical Crafting upgrade with Brass Sheets, Electron Tube, Brass Casing, and Precision Mechanisms |
| Industrial Triple-Expansion Steam Engine — Grade III | 5×5 Mechanical Crafting with Sturdy Sheets, Flywheels, Brass Casings, Electron Tubes, and mechanisms |
| Copper Piped Redstone | Copper Sheets, Create Fluid Pipes, and redstone dust; produces eight conduits |
| Brass Piped Redstone | Mechanical Crafting upgrade using Copper conduits, Brass Sheets, Electron Tubes, and Precision Mechanisms |
| Resonant Piped Redstone | 5×5 Mechanical Crafting with Brass conduits, Sturdy Sheets, Polished Rose Quartz, Electron Tubes, and Precision Mechanisms |
| Piped Redstone Native Lever | Copper conduit, vanilla Lever, Brass Sheet, and Electron Tubes |
| Piped Redstone Repeater | Copper conduit, Brass Sheets, Electron Tubes, and a Comparator |
| Ballast Tank | Create fluid tanks, fluid valve, smart pipe, copper sheets, and precision mechanism |
| Mooring Winch | Create Rope Pulley, large cogwheels, shafts, brass casing, and chain |
| Altitude Gauge | Simulated altitude sensor, Create speedometer, precision mechanisms, brass sheets, and compass |
| Vertical Thruster | Aeronautics propeller and gyroscopic bearing with Create Encased Fans and brass casing |
The Ballast Tank, Mooring Winch, Vertical Thruster, and Altitude Gauge are fully functional. Their gameplay implementations use the native Sable mass tracker, Create Simulated rope system, Aeronautics propeller actor, and server-authoritative altitude-control pipeline respectively.
| Component | Version |
|---|---|
| Minecraft | 1.21.1 |
| Java | 21 |
| NeoForge | 21.1.235 |
| Create | 6.0.10 / Maven build 6.0.10-280 |
| Sable | 2.0.0 |
| Create Simulated | 1.3.0 |
| Create Aeronautics | 1.3.0 |
| Ponder | 1.0.82 |
| Flywheel | 1.0.6 |
| Registrate | MC1.21-1.3.0+67 |
| Zeppelin Must Have | 0.16.0 |
Registration and runtime responsibilities are split by domain. ZmhBlocks remains the stable public facade, while construction is delegated to the airship, steam-power, and redstone catalogs through a shared typed registrar. Large runtime classes delegate presentation, configuration, persistence, topology, graph discovery, and signal solving to focused collaborators.
See docs/REFACTORING.md for the complete internal module map and compatibility invariants. The complete public parts manifest is documented in docs/ZEPPELIN_PARTS.md. The latest class-cohesion review is documented in docs/MONOLITH_AUDIT.md.
# Compile and package
./gradlew.bat clean build
# Development client
./gradlew.bat runClient
# Dedicated development server
./gradlew.bat runServer
# Data-generation runtime
./gradlew.bat runData
# Automated NeoForge GameTests
./gradlew.bat runGameTestServerLinux and macOS use ./gradlew.
| Field | Value |
|---|---|
| Repository | ZeppelinMustHave |
| Mod ID | zeppelin_must_have |
| Java package | us.kayla.zeppelinmusthave |
| Maven group | us.kayla.zeppelinmusthave |
| Author | us.Kayla |
All Rights Reserved. The original NeoForge MDK template notice remains in TEMPLATE_LICENSE.txt.
Curios provides one dedicated localized Goggles slot shared by Create Engineer's Goggles and Aeronautics Aviator's Goggles. The empty slot uses the exact semi-transparent item silhouette of Create Engineer's Goggles, and only one of the two items can be equipped at a time.