
Modrinth · Minecraft modpack
Create Prepare to Dye
An opinionated new take on automation based gameplay
Quick answer
Which Create Prepare to Dye release should I use?
1.233.1-create-prepare-to-dye -forge-modrinth] is a complete pack release for 1.19.2 with Forge 43.4.4. Install it as its own launcher instance. If the creator publishes a separate server file, make sure it names this exact pack release. 80 mods in this pack file.
Pack setup
How should I set up Create Prepare to Dye for players and a server?
Use 1.233.1-create-prepare-to-dye -forge-modrinth] as the pack version. Install the pack as its own launcher instance. The creator’s listing does not name a separate server file, so check the release notes before setting up a dedicated server. Do not upload the ordinary client folder blindly.
A pack is a matched client and server setup, not one mod with an install-side label. Keep its release, loader, manifest and overrides together.
These numbers come from the pack file you chose. “Not labelled” means we don’t know which side it belongs on—not that it is safe everywhere. The file count is not a RAM estimate.
What are the server requirements for Create Prepare to Dye?
1.233.1-create-prepare-to-dye -forge-modrinth]. Change the pack release and its contents or setup may change too.
The selected pack release is 1.233.1-create-prepare-to-dye -forge-modrinth]. That file is for Minecraft 1.19.2 with Forge 43.4.4. It contains 80 mod projects. The creator’s listing does not name a separate server file. Check their notes before using one, and do not upload an ordinary client folder or rebuild the pack mod by mod. A file count cannot tell us the right RAM, CPU or storage; size the server for the players and world you actually run.
About this project
What kind of pack is Create Prepare to Dye?
⚙️ Create : Prepare to Dye
⚙️ Create : Prepare to Dye is an opinionated new take on automation based gameplay
Intro
As the head of a crumbling, inherited, capitalistic space company, you are forced to use the last card you have left, the rights to a small, dead, irradiated planet called Chroma Prime.
Chroma Prime is mostly depleted in resources, but it is all you have left. You must take the planet, and sell as much as possible back to the hungry society of the "United SPACE consumer union plus plus" in order to reestablish your company as the "top shelf", "high volume production", "safe importer/exporter" "wheelchair accessible" winner it once was. You will need to build factories and trade routes, create lasting relationships, compete with rivals and back-stab your way to the top.
Things did start off on the wrong hoof though, as you crash land on the barren planet, your milk powered spaceship is destroyed as you and Betsy are left to pick up the scraps and build your empire from sand and... milk?.
About the project
Concept
- Your goal is to be the highest rated producer in the system. Trade with the best of them and have the most productive and reliable production lines.
- This planet is depleted, you will need to figure out how to produce the resources you'll need on your own, mining need not apply.
- You inhibit the shell of a powerful automaton. You don't eat, you don't sleep, you can build and break blocks with ease, even at a distance.
Gameplay loop
- You accept trade deals with various companies
- You produce the resources needed to fulfill the trade deals
- You use the resources to grow your production and get better trade deals
- Successful trade deals can level up your trade contract, giving you access to more advanced trade deals
Core values
Complex and unique automation
Using Create, botania, quark and supplementries to set the style of automation we want. We deconstruct and construct very intricately built and balanced processing lines. We heavily focus on the concept of difficult automation, cheap devices. You will iterate and design your solutions and each one will take you to new places and areas of problem solving and logistics.
we add/alter many processing lines (over 3000 recipe changes and additions (including dynamic ones)) that focus on the core gameplay loop of the pack, and are designed to be interesting and fun to automate. They are not arbitrary or random, they are finely tuned specifically for this experience.
Radical simplification
No clutter. Every item and block has a reason at least a few reasons to be in the game. Otherwise it gets yeeted. And many things do indeed get yeeted, including from vanilla. Did anyone say nether? Never heard of it. To clarify, a reason is not "it's fun" there are many fun things you won't find in this modpack that are available somewhere else. A reason is "it's fun and it fits the core gameplay loop of the pack".
Remove tiers
- all other recipes have a place in any stage of the game. For example the grindstones from Create are not a flat upgrade over the millstone, the millstone produces a lot of a single product, while the grindstones produce multiple products, but at a lower quantity. Every recipe will have advantages and disadvantages, and depending on your existing processing lines it might make sense to use different ones.
Low amount of tasks that aren't "making cool stuff"
We do everything within our power to prevent the possibility of optimizing the fun out of this game. Specifically with regard to our core gameplay loop. If you are not automating, making and building cool stuff, we assume we have done something wrong, and we sprint to fix it.
Heavily Documented, in game
You item and recipe index is a core gameplay element. Imagine playing Botania without needing to open a book or a wiki. See botania-debookified for technical details.
A new take on progression
Progression and "tiers" in this modpack are not done with more and more expansive machines and devices. You are not leveling up your machines, you are leveling up your production. Your early game white plate production will tie well into your late game, like most of the processes in this pack. As the game progresses the scale and the complexity of your lines will grow. You upgrade processes, not machines.
Customization and Modularity
We have a clear gameplay loop we try to enforce, but if there is something that doesn't fit, you should be able to change it easily.
Our script base uses a feature based aproach, where you can enable and disable features of the pack, and even add your own using our recipe managers.
Server setup
Modrinth
- Go to server/readme.md and follow the instructions
Curseforge
Not uploaded as part of the cf release so a few more steps are required
- download folder manually from here
- Extract it into a new
serverfolder under your modpack folder (can be named anything) - Go there and read readme.md and follow the instructions
Project description from Modrinth.
Mods in 1.233.1-create-prepare-to-dye -forge-modrinth]
Open any mod on Modpacks.ch to check its files and dependencies.
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Create Prepare to Dye by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Made local changes? Try them in a copied instance before touching a world you care about.
Recent files
Create Prepare to Dye versions and loaders
Looking for an older file? The official Modrinth project page is in Resources.
