Create Mod on Bedrock is Really Weird

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Published 2023-12-01
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Is Create Mod on Bedrock is one of the most frequent questions I get about the mod and for the longest time I thought the answer was no! But after some research I found THREE Create Mod Addons that intend on porting over the Java experience.

Download links (stay safe these sites are sketch!!!):

Outside Add-on: mcpedl.com/outside-addon/

Create by Vatonage: www.vatonage.com/amp/_create

Create by Ramcor_14: mcpedl.com/create-addon/

All Comments (21)
  • @ActrosTech
    1:06 Players: "Do you have functional blocks from Create?" Create in Bedrock: "Better, I have pictures of functional blocks!"
  • @cdredstone
    I remember trying to get vehicles into Bedrock. It started walking around so I killed it. I then got Crayfish’s Vehicle Mod on Java and was blown away.
  • @medianoob1642
    The reason why this is, is partly due to molang not yet supporting animated blocks. Since Dejo mentioned that this addon only worked at a past version of bedrock, this means that this is an earlier version of molang. So how are we seeing animated blocks? The reason being that the most accepted work around is using entities with the base of a shulker, so thats why it functions the way it does. So is it possible with the current version of molang? No. The reason why we use entities for blocks sparingly is because they contribute a lot of lag, and bedrock has yet to add the methods of preventing mob related lag from java. The most we can do with it is creating items (sort of), custom blocks, textures, animations for mobs, custom geometry for blocks, queries, custom behaviors for blocks and mobs (not entirely), smart textures and editing vanilla features.
  • @Axelpvz2030
    There's many more create-like add-ons out there that actually work better and are very similar to the create mod if you wanna check them out. Like they don't add more complex stuff like trains and contraptions, but the basics of rotational power and machines work kinda well, only thing is that they are just inspired by create, they have their own generators and machines, but looks and act diferent from create
  • @DmitryYazov519
    They didn't port it because it was impossible to port everything from Create Mod due to code limitations,like a train, they were just inspired
  • @benial
    These addons really have the vibe of like, old java mods before stuff like technic launcher, where things were very jank and not all that well designed but were trying interesting ideas
  • @unschlagbar2302
    The problem in bedrock is that you cant make tile entities. in the original create mod every kinetic block uses a tile entity. if you want to do create stuff that works properly you need to spawn a entity, but entities are not very performant. but bedrock is getting better, for example there added the ability for creators to actualy use script that gives so much potentialities.
  • @hogwar1275
    As an addon creator, i can say that the functionality is there, its possible to make its just not practical and from what i know there hasnt really been a big team porting the mod and has always been just one person.
  • @YokomichiSilver
    you know, sometimes i wonder why people say Bedrock is the better version over Java when most of the free mods in Bedrock aren't all that great and the rest are in the marketplace requiring currency to be purchased. Yet Java mods are entirely free, i mean look at Create in Java we have lightsabers, giant teleporters, jetpacks, trains, an automatic enchantment factory and much more.
  • @SuperCaitball
    It's not that Bedrock isn't "powerful enough", it just has a way more restrictive and anemic modding API compared to Java.
  • @SnapplXD
    if all 3 of these creators got together they could make such a good create mod
  • @PhatPhinx
    Ramcor has been working on his create mod, aswell as some of his other mods it's looking alot more finished
  • @venomgamer9508
    Ah yes, the good old java edition player bullying bedrock edition.
  • @GoggledGecko
    I think part of the issue why addons are sometimes more scuffed compared to Java Mods, is because the whole system is currently still very limited. Not nearly on the scale of like a proper game mod. If you crack open one of these addons you'll probably find a large portion of the thing runs of off vanilla commands, instead of actual scripts. Another issue why many parts of addons can often be broken is because a large chunk of the system still counts as "experimental" and so updates usually breaks some features and change others. I mean, the API for custom terrain generation still hasn't been updated, and Mojang broke that back during 1.18 I think it is improving however, the Javascript API seems to be getting a lot of attention, with new features in pretty much every update, so hopefully one day addons will actually have free rain of the Bedrock engine, instead of being limited to operate within this tiny window of features Mojang currently allows
  • @taldintheamazing
    I’d kind of like to see you cover more of these bedrock create addons, but I wouldn’t really be Interested In watching a play through of any of these.
  • @firestorm5371
    That gives so an nostalgia hit to the early minecraft mods
  • @niolink954
    It's like I'm back in 2013 and I see "mods" on minecraft pocket edition trying to replicate Industrial Craft
  • Im confused do youtubers choose to not change their skins to the ones they use on Java or just dont know how? I have seen multiple youtubers who will test stuff on bedrock and java and not have the same skins