Create Aeronautics: Automated Logistics

⭐ — (62 endorsements) 📥 56,076 downloads 📌 v0.6.2 📅 5/11/2026
🟡 Updated this year

By sprocket. · neoforge

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 8/18/2026 📅 Created: 5/11/2026
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.1% endorsement rate
  • 🏆 #14 of 31 neoforge mods in this game by downloads

📋 About This Mod

✅ Record real station-to-station flight paths by flying them manually.
✅ Build a separate route plan for each ship directly through its Transponder.
✅ Preview individual routes, every route connected to a station, or routes filtered by ship.
✅ Use distinct per-ship route colours to make larger networks easier to read.
✅ Airship stations only see and control airship routes and airship-capable transponders.

# Create Aeronautics: Automated Logistics Build automated logistics routes that keep running when nobody is nearby. Create Aeronautics: Automated Logistics adds recorded route automation for Create Aeronautics airships, with experimental Simurail train compatibility. Fly each route yourself, install a schedule on the vehicle's **Transponder**, then let it repeat the journey between compatible stations. Vehicles can travel while unloaded, return for physical docking and cargo transfer, wait for conditions, and queue safely when another vehicle is using the same dock. Current builds also include experimental transport-gated **Simurail Station** compatibility for recorded train routes, using the same schedule and route-recording model without mixing airship and train station networks. That transport split is also part of the longer-term groundwork for future non-airship vehicle support. ## Main Features ### Recorded Airship Routes - Record real station-to-station flight paths by flying them manually. - Build a separate route plan for each ship directly through its Transponder. - Preview individual routes, every route connected to a station, or routes filtered by ship. - Use distinct per-ship route colours to make larger networks easier to read. - Airship stations only see and control airship routes and airship-capable transponders. - The same transport-aware route/station split is intended to scale later to other supported vehicle types instead of staying airship-only forever. ### Experimental Simurail Compatibility - Record and run train-only routes through **Simurail Stations**. - Train stations only see and control train routes and train-capable transponders. - Airship stations and Simurail stations stay separated by transport mode and cannot be linked interchangeably. - This is a compatibility layer built on recorded route playback; it is not rail-aware pathfinding, native dispatch logic, or a replacement for future Simurail-native automation. ### Unloaded Ship Travel - Active vehicles continue progressing along recorded routes while players are elsewhere. - Route progress and schedules survive chunk unloads, game reloads, and server restarts. - Ships return to the world near stops so docking, cargo movement, and other physical interactions still happen normally. - Runtime failures remain visible and recoverable instead of silently deleting the vehicle or its route data. ### Docking And Queues - Link a Create Simulated dock to each station and vehicle. - Transfer items and fluids through the physical vehicle and dock setup. - Shared docks use arrival-order reservations so approaching vehicles do not all converge on the same dock. - Waiting vehicles hold at a configurable clearance distance until the previous vehicle has departed safely. ### Schedules And Conditions Create multi-stop schedules with grouped conditions, including: - Scheduled delays - Docked time and dock inactivity - Redstone links - Time of day - Item or fluid empty/full checks - Filtered item and fluid cargo conditions - Ship-side or station-side cargo targets ### Station Chunk Loading Airship Stations can manage the world chunks needed for unattended logistics: - Each station keeps its own chunk loaded while station chunk loading is enabled. - During docking and cargo interaction, the station can temporarily load a configurable square area. - The default interaction radius is `1`, producing a `3x3` chunk area. - The station UI can preview the configured chunk-loading area in-world. - Chunk loading can be disabled if the server already uses another chunk-loading mod. Docking stops require the station, dock, and any station-side cargo blocks to be in loaded chunks. Increase the interaction radius or provide external chunk loading when a station build extends beyond that area. ### Map Integration - Named automated vehicles can appear on supported live maps. - FTB Chunks and JourneyMap integrations refresh markers on minimaps and fullscreen map views. - Marker state is synchronized from the server so long-running routes remain visible while automation is active. - Airships use a blimp icon and Simurail trains use a train icon across supported map integrations. - A placed **Logistics Terminal** provides an in-mod network view with stations, active vehicles, and recorded routes on a dark abstract logistics map. - The Logistics Terminal supports zoom, pan, route hover previews, and right-click tracking without depending on external map mods. ### Multiplayer And Diagnostics - Server-known vehicles and stations remain available to selection menus even when their chunks are not visible to the player opening the UI. - Vehicle and station ownership checks protect important controls. - Optional FTB Teams integration can allow same-team or allied players to control owned stations and transponders. - Station permissions now distinguish between **station use** and **station control**. - Use permission allows landing, queueing, doc

# Create Aeronautics: Automated Logistics

Build automated logistics routes that keep running when nobody is nearby.

Create Aeronautics: Automated Logistics adds recorded route automation for Create Aeronautics airships, with experimental Simurail train compatibility. Fly each route yourself, install a schedule on the vehicle's Transponder, then let it repeat the journey between compatible stations.

Vehicles can travel while unloaded, return for physical docking and cargo transfer, wait for conditions, and queue safely when another vehicle is using the same dock.

Current builds also include experimental transport-gated Simurail Station compatibility for recorded train routes, using the same schedule and route-recording model without mixing airship and train station networks. That transport split is also part of the longer-term groundwork for future non-airship vehicle support.

## Main Features

### Recorded Airship Routes

  • Record real station-to-station flight paths by flying them manually.
  • Build a separate route plan for each ship directly through its Transponder.
  • Preview individual routes, every route connected to a station, or routes filtered by ship.
  • Use distinct per-ship route colours to make larger networks easier to read.
  • Airship stations only see and control airship routes and airship-capable transponders.
  • The same transport-aware route/station split is intended to scale later to other supported vehicle types instead of staying airship-only forever.

### Experimental Simurail Compatibility

  • Record and run train-only routes through Simurail Stations.
  • Train stations only see and control train routes and train-capable transponders.
  • Airship stations and Simurail stations stay separated by transport mode and cannot be linked interchangeably.
  • This is a compatibility layer built on recorded route playback; it is not rail-aware pathfinding, native dispatch logic, or a replacement for future Simurail-native automation.

### Unloaded Ship Travel

  • Active vehicles continue progressing along recorded routes while players are elsewhere.
  • Route progress and schedules survive chunk unloads, game reloads, and server restarts.
  • Ships return to the world near stops so docking, cargo movement, and other physical interactions still happen normally.
  • Runtime failures remain visible and recoverable instead of silently deleting the vehicle or its route data.

### Docking And Queues

  • Link a Create Simulated dock to each station and vehicle.
  • Transfer items and fluids through the physical vehicle and dock setup.
  • Shared docks use arrival-order reservations so approaching vehicles do not all converge on the same dock.
  • Waiting vehicles hold at a configurable clearance distance until the previous vehicle has departed safely.

### Schedules And Conditions

Create multi-stop schedules with grouped conditions, including:

  • Scheduled delays
  • Docked time and dock inactivity
  • Redstone links
  • Time of day
  • Item or fluid empty/full checks
  • Filtered item and fluid cargo conditions
  • Ship-side or station-side cargo targets

### Station Chunk Loading

Airship Stations can manage the world chunks needed for unattended logistics:

  • Each station keeps its own chunk loaded while station chunk loading is enabled.
  • During docking and cargo interaction, the station can temporarily load a configurable square area.
  • The default interaction radius is `1`, producing a `3x3` chunk area.
  • The station UI can preview the configured chunk-loading area in-world.
  • Chunk loading can be disabled if the server already uses another chunk-loading mod.

Docking stops require the station, dock, and any station-side cargo blocks to be in loaded chunks. Increase the interaction radius or provide external chunk loading when a station build extends beyond that area.

### Map Integration

  • Named automated vehicles can appear on supported live maps.
  • FTB Chunks and JourneyMap integrations refresh markers on minimaps and fullscreen map views.
  • Marker state is synchronized from the server so long-running routes remain visible while automation is active.
  • Airships use a blimp icon and Simurail trains use a train icon across supported map integrations.
  • A placed Logistics Terminal provides an in-mod network view with stations, active vehicles, and recorded routes on a dark abstract logistics map.
  • The Logistics Terminal supports zoom, pan, route hover previews, and right-click tracking without depending on external map mods.

### Multiplayer And Diagnostics

  • Server-known vehicles and stations remain available to selection menus even when their chunks are not visible to the player opening the UI.
  • Vehicle and station ownership checks protect important controls.
  • Optional FTB Teams integration can allow same-team or allied players to control owned stations and transponders.
  • Station permissions now distinguish between station use and station control.
  • Use permission allows landing, queueing, doc
🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
sprocket.
Version
0.6.2
Downloads
56,076
Endorsements
62
Category
neoforge
Created
5/11/2026
Updated
8/18/2026
Game Versions
1.21.1
Tags
transportation, utility

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

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Visit the official mod page for specific installation instructions for this mod.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Create Aeronautics: Automated Logistics support?

The author lists 1.21.1. Other versions may work but are untested by the author.

What is the latest version of Create Aeronautics: Automated Logistics?

Version 0.6.2, published 2026-08-18 with 56,076 downloads recorded at the source.

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