
A common misconception in modded Minecraft is that Create is light on servers because of Flywheel. Flywheel is a client-side GPU rendering mod that stops rotating cogwheels, shafts, and crushing wheels from hurting client FPS, but the server does not render graphics. On the server, every mechanical network, inventory transfer, and contraption collision check runs on Minecraft's main tick thread.
With Create 6.0 (Post Production), factories rely on Factory Gauges polling Stock Links, Packagers, Frogports, and chain conveyors connected to large item vaults, alongside Smart Chutes, Brass Funnels, and Steam 'n' Rails or Valkyrien Skies contraptions. Every tick, the server checks hundreds of BlockEntity inventories. Keeping those threads pinned to a single Ryzen 9 CCD keeps those lookups inside L3 cache so your tick time stays low as your factory grows.
Premium ($24/mo, Ryzen 9 9900X 5.6 GHz) and High-End ($36/mo, Ryzen 9 9950X 5.7 GHz) plans pin your server to a single CCD so BlockEntity scans stay inside one 32MB L3 cache slice.
If an oversized Create contraption or NBT packet corrupts a chunk, restore just that single .mca region file from a 30-minute offsite snapshot in seconds.
Deploy Create: Above and Beyond, Create: New Age, All The Mods 10, or any custom CurseForge / Modrinth Create 6.0 pack automatically from the panel.
The flagship factory-building progression pack where one continuous Create assembly line feeds the next all the way to space. Ideal on Budget (9600X) for small groups or Premium (9900X) for multi-factory worlds.
Electricity generation, nuclear reactors, magnetic coils, Factory Gauges, and Stock Link logistics networks. Step up to Premium (9900X) or High-End (9950X) for chunk-loaded multi-player train networks.
A deep dive into Create 6.0 Factory Gauges, Stock Links, Smart Chutes, contraption collision checks, and how to profile lagging BlockEntities with Spark.
Why single-CCD Ryzen 9000 core pinning, generational ZGC / tuned G1GC flags, and 30-minute .mca region backups keep heavy modded worlds at 20 TPS.
No. Flywheel only handles client-side GPU rendering for rotating shafts, cogwheels, and belts so your FPS stays high. On the server side, every Create 6.0 Factory Gauge polling a Stock Link, every Smart Chute and Brass Funnel checking target inventories, and every moving contraption or train collision check runs on Minecraft's single main server thread.
In Create 6.0 (Post Production), large factories use Factory Gauges, Packagers, Frogports, and Stock Links that continuously scan multi-vault item networks across chunk-loaded bases. Each inventory scan checks BlockEntity references in memory. On oversold shared hosts, or multi-chiplet CPUs without core pinning, those lookups stall the main tick thread and drop TPS.
On our Premium ($24/mo, Ryzen 9 9900X) and High-End ($36/mo, Ryzen 9 9950X) plans, your server threads are pinned to a single CPU CCD so your tick loop and garbage collector share one 32MB L3 cache slice with no noisy neighbours.
Large Create contraptions, nested trains, or oversized schematic pastes can occasionally corrupt a .mca region file. Because DedicatedMC takes automated offsite snapshots every 30 minutes (retained for 3 months), you can browse the snapshot tree in our panel and restore just the affected .mca region file without rolling back the rest of your world.
