Magnetization
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A Create: Aeronautics addon adding a full magnetism layer for Sable-driven contraptions: emitters that pull or push ships (electromagnets, anchors, tractor beams, repulsor coils, excavators), permanent and temporary magnets.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Magnetization
NeoForge 1.21.1 addon for Create: Aeronautics. Adds magnets that push and pull Sable ships, plus a stack of ores, tools, and items built around the same idea.
How it works
Blocks emit a magnetic field with a polarity (NORTH or SOUTH), a strength tier (WEAK to EXTREME), and a shape (omnidirectional, directional, or conical). Like poles repel, opposite poles attract. Forces apply to:
- Sable sub-levels (your Create: Aeronautics ships) inside the field
- Iron golems, undead mobs, metal based mobs
- Players wearing magnetized armor or wearing a magnetic elytra
- Dropped items tagged as ferromagnetic
- Immersive Aircraft entities (Biplane, Airship, Quadrocopter, etc.) — velocity injection works directly
Place magnets on the ground to influence sable contraptions (ships) and mobs/players wearing magnetically susceptible armor. Magnets on a ship contribute to its susceptibility (how strongly fields affect it) but never to its polarity — toggling a mounted electromagnet north↔south won't tear the contraption apart. Polarity comes from Polarity Inverters instead: zero on board = NORTH, one = SOUTH, two cancel back to NORTH, and so on.
Emitters
- Electromagnet — redstone-powered omnidirectional pull. Also accepts FE/RF.
- Kinetic Electromagnet — driven by Create rotation. Strength scales with RPM.
- Magnetic Anchor — locks the first ship that enters its range. Persists across reload. Two anchors bound to the same ship damp angular velocity to keep an airship dock level instead of spinning.
- Repulsor Coil — cone push along its facing. Place facing up for a hover pad, or sideways/down to build a tunnel that shoves ships through it.
- Tractor Beam Emitter — directional pull along its facing.
- Magnetic Excavator — continuous cone scan that pulls every ferromagnetic block in range. Each pulled block becomes its own Sable sub-level, tunnels through anything in the way, and dumps into adjacent inventories when it arrives. Slots for an enchanted tool (Fortune, Silk Touch) and a redstone fuel item.
- Permanent Magnet — always-on weak field. Right-click to flip polarity. Pair between world and ship to build static propulsion tracks.
- Temporary Magnet — same as Permanent but reverts to an iron block after 10 minutes. Cheap for short runs.
- Polarity Inverter — flips the polarity of adjacent emitters. Two cancel.
- Magnetic Switch — emits redstone proportional to the nearest ship's distance. Useful for auto-docking circuits.
- Lodestone Core — crafting ingredient for every emitter.
- Pyrrhotite Block — heat-activated. Inert on its own; broadcasts a NORTH field whose strength rises with the heat source applied to it. Pair with a Pyrrhotite Catalyst (tiered radius upgrades) to extend its heat-source detection range.
- Hematite Polarizer — multiblock polarity filter. Caps an emitter and only lets one polarity through.
- Titanomagnetite Block + Imprint Module — the block records a nearby emitter's full config (range, strength, shape, polarity); the hand-held Imprint Module captures the recording and projects it onto another emitter elsewhere. No manual re-tuning.
FE/RF as alternative power
The five redstone-powered emitters (Electromagnet, Anchor, Repulsor Coil, Tractor Beam, Excavator) accept FE/RF from any tech mod — Mekanism, Thermal, Create: Crafts & Additions, IE generators, AE2, etc. No hard dep on any specific energy mod; FE is a NeoForge-native API. Redstone is free and takes priority; if redstone is off and energy is enabled, the emitter drains its internal buffer. Server admins can disable either power source separately for harder-mode servers.
Ores
Five ferrous ore families, each with stone + deepslate variants:
- Magnetite (Fe₃O₄) — backbone ore. Smelts 1:1 to Magnetite Ingot. Slowly oxidises to Maghemite when exposed to air (off by default).
- Maghemite — oxidation product of magnetite. Found at mid-Y in stone.
- Pyrrhotite — to make the Pyrrhotite Block emitter.
- Hematite — to make the Hematite Polarizer.
- Titanomagnetite — to make the Titanomagnetite Block and Imprint Module.
Plus Ferromagnetic Ingot, Magnetic Plate, and Raw Magnetite as shared crafting bases.
Player-held items
- Magnetic Grapple — right-click an attractive field, susceptible ship, or magnetized entity within 24 blocks. You get yanked toward it. Mobile targets track each tick.
- Repulsor Gun — hand-held conical pusher, paired with the Grapple. Right-click fires a one-tick pulse along your look: ships in the cone get pushed away, magnetized entities get knockback, items + falling blocks get nudged out. Self-recoil triggers when your shot lands on a magnetic emitter — closer = harder kickback. You can launch yourself off a lodestone.
- Field Compass — vanilla-compass-style passive needle pointing at the nearest active emitter. HUD overlay above the hotbar shows bearing (cardinal + degrees), distance, polarity, and strength when held or worn in a Curios charm slot. Goes haywire inside the Anomaly biome.
- Cosmic Compass — points at the nearest Meteorite Core.
- Magnetized armor and tools — choose a polarity at an Electromagnet's GUI. Magnetized armor turns you into an item vacuum and changes how emitters interact with you.
- Magnetic Elytra — ferrous elytra variant with a custom worn-cape texture.
Curios integration
The mod ships its own Curios slots so you don't have to configure any. Charm for the Field Compass (passive — needle and HUD read the slot directly). Back for the Magnetic Grapple. Hands for the Repulsor Gun. The two active items have configurable keybinds under Options → Controls → Key Binds → Magnetization, default unbound.
Meteorite Cores
Rare structures with a decaying magnetic field at the centre — same EXTREME → STRONG → WEAK → inert decay curve as a placed emitter. Right-click with any ferromagnetic item to consume it and reset the timer, turning a found meteorite into a permanent power source at the cost of an ongoing feed. Meteorite Sapling crafted from a fragment grows into a fresh core over ~30 in-game minutes. If Applied Energistics 2 is installed, every AE2 meteor structure also emits the same decaying field — no extra blocks placed, AE2's sky_stone is untouched. Toggle in config.
LIRM (Lightning Induced Remnant Magnetism)
A lightning bolt's transient magnetic field stamps polarity into nearby iron. Every bolt can magnetize one unstamped metal armor or tool piece on whoever it hits, and has a good chance of converting nearby logs to Petrified Wood. Stamps decay over 20 minutes. Cross-mod lightning sources (Iron's Spells, Cataclysm Scylla, Alex's Caves Tesla, IE Tesla Coil, Twilight Forest) trigger LIRM via a damage-type tag that datapacks can extend.
Biomes (off by default, enable in config)
- Magnetic Anomaly — vanilla compass jitters. Field Compass scrambles. Emitters get a 1.5× strength bonus. A smooth random chaos field pushes ships, players, and items around (intensity configurable 0–10×). The surface is a hand-built Anomaly Stone palette (smooth + cobbled + stairs/slabs/walls), heavily veined with iron-oxide ores, magnetic gravel patches, and rare raw-magnetite outcrops.
- Petrified Forest — cold, dry, full of stone trees and stripped trunks. Lightning permanently petrifies logs here too.
Both biomes register their resources unconditionally, so /locate biome magnetization:anomaly, /magnetization tp anomaly, and /place biome keep working even when the biomes aren't generating naturally. A sparse magnetic gravel patch also generates in ~1-in-24 chunks across normal overworld biomes, so survival players who never visit an Anomaly biome can still find a small supply.
Patchouli Field Manual
Craftable in-game guidebook covering basics, every emitter, ship polarity, and advanced topics. Three cheap recipes (Book + Raw Magnetite, Book + Iron Ingot, Book + Lodestone) so you can craft one from whatever you find first. Auto-given to new players on first login.
Integrations
- Create Goggles, Jade, WTHIT, The One Probe — emitter readouts in tooltips and HUD overlays (range rings, anchor tethers, inverter connectors, excavator preview, ship polarity + susceptibility + ferrous-block count).
- JEI, REI, EMI, JER — info pages on the ferromagnetic tag.
- Curios, Patchouli, Applied Energistics 2 — see above.
- Modded armor and tools — Immersive Engineering (Steel + Faraday + Hammer + Wirecutter + Revolver + Railgun), Iron's Spells (iron/netherite-plated armor + Cultist/Executioner/Knight swords), Cataclysm (Ignitium kit + tool set), Alex's Caves (Hazmat suit), Mekanism (Steel armor + tools), Twilight Forest (knightmetal/steeleaf/ironwood/fiery sets) — all accept polarity stamps from the Electromagnet GUI and feed the magnetized-armor pull system.
- Ferromagnetic tag coverage for 25+ mods — Magnetizing, Create: Magnetics, Simulated, Alex's Caves, Twilight Forest, Create: New Age, Create: Crafts & Additions, Mekanism, Aether, Iron Chests / Sophisticated Storage, Immersive Engineering (Tesla Coil, Floodlight, Transformers, Capacitors, plus the full steel/aluminum architecture line — fences, gates, posts, doors, trapdoors, catwalks, scaffolding, ladders, sheetmetal), Modular Golems / Extra Golems / Cataclysm bosses / Bosses of Mass Destruction, Quark Oretoises, Supplementaries, Macaw's mods (Doors / Fences / Lights / Bridges / Trapdoors / Windows — every metal variant), Immersive Aircraft + Aviator Dreams (all 15 aircraft entities + crafting components), and broader
c:metal tag coverage (steel, nickel, cobalt, zinc, brass, tin, lead, silver, osmium, uranium, aluminum, neodymium, electrum, invar, constantan, bronze) so any tech mod populating those gets free integration.
Commands
/magnetization help lists every subcommand with a one-line description. /magnetization version, /magnetization stats, /magnetization config show [filter], /magnetization tp <biome> [player], /magnetization spawn_test_ship [size] [material], plus debug subcommands for energy buffers, Curios slots, ship rotation, and surface diagnostics.
Configuration
Generated config GUI covers physics constants, ship polarity/susceptibility weights, per-emitter GUI ceilings, item cooldowns and ranges, FE/RF buffer sizes, magnetized-tool toggles, worldgen flavor passes, LIRM toggle, command op-level gates, cross-mod compat toggles, and a per-block content disable list. Server owners can lock down specific tiers and ranges to keep things sane on shared worlds.
Requirements
- NeoForge 21.1.230+
- Create 6.0.9+
- Sable 1.2.2+
- Create: Aeronautics 1.2.1+
- Simulated 1.2.1+
- TerraBlender 4.1.0.8+
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