How to Host a Create Colonies - AERONAUTICS Server
Create Colonies - AERONAUTICS is a NeoForge 1.21.1 triple-fusion pack blending Create's mechanical automation, MineColonies' citizen-run settlements, and Aeronautics' airships into one 300+ quest campaign with a custom starting structure. That three-system combination makes it heavier to boot correctly than a typical Create pack, so getting the RAM floor and the import right on day one matters more than usual.
Start with 8 GB of RAM as your floor — this is a triple-fusion pack running Create's mechanical systems, MineColonies' citizen AI, and Aeronautics' airship simulation all at once, which is heavier than any single one of those systems alone.
Import the official Create Colonies - AERONAUTICS modpack from the server panel rather than rebuilding it by hand — NeoForge 1.21.1 plus three deeply interlocking mod systems is easy to get subtly wrong when assembled manually.
Let the first boot run through to a clean, finished console — the 300+ quest book needs to initialize alongside Create's kinetic network and MineColonies' building schematics, and interrupting any of them tends to corrupt state.
Don't invite players until that first clean boot is confirmed — a load that gets cut short can leave colony buildings, factory lines, or airship structures half-registered, which is much harder to untangle once people have built on top of it.
Take a backup before any world import, NeoForge update, or config change — losing a Create Colonies - AERONAUTICS world means losing a colony, an automated factory, and an airship fleet all at once, not just one system.
Use a cleaner Create Colonies - AERONAUTICS path
CoalHost is built around modpack hosting, which makes Create Colonies - AERONAUTICS much less annoying to launch correctly.
Deploy Create Colonies - AERONAUTICS now →