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Automobility: The Auto Mechanic Table and Vehicle Parts

guide

Automobility adds buildable vehicles, and nearly all of it lives behind one station. This guide covers that split.

Sixty-three recipes at one table

The Auto Mechanic Table holds 63 recipes on 1.21.1 (62 on 1.20.1) against just 12 ordinary crafting recipes.

That is an unusually lopsided mod: 84% of everything it makes requires the table. Until you build it, Automobility is a dozen recipes and nothing to show for them.

Twenty pages, seventy-five recipes

20 pages across 10 items and 10 blocks, with roughly 75 recipes between the two categories.

More than three recipes per page means the mod is built on combinations rather than on a long catalogue of parts — the same small set of components assembles many ways at the table.

The version difference is one recipe

63 against 62 at the table, and 12 against 11 in crafting. Two recipes separate the builds, so version choice makes almost no difference to content.

The builds are 0.5.0.h on NeoForge (1.21.1) and 0.4.2 on Forge (1.20.1).

No worldgen

The mod generates no structures. Vehicles are built, not found.

Where to start

Build the Auto Mechanic Table first. This is not a mod where you can experiment before committing — the crafting grid holds only twelve recipes, and most of them exist to produce the table and its immediate inputs.

What to expect

A vehicle construction system rather than a set of finished vehicles. With a 10-item, 10-block registry feeding 63 table recipes, the depth is in what you assemble rather than in what the mod hands you.

Reading the recipe list

Because so much sits behind one custom category, a crafting-only lookup will make this mod look nearly empty. Check the Auto Mechanic Table category specifically — that is where the mod is.

Why the recipe-per-page ratio is high

Twenty pages and roughly 75 recipes works out at close to four recipes per registered page. In most mods that number sits below one. It happens here because the same small set of parts assembles into many configurations at the table, rather than each recipe needing its own unique component.

That is what makes this a construction system rather than a parts catalogue.

No dependency

Automobility defines its own recipe type and generates no worldgen, so it needs no partner mod and changes no terrain. It can be added to a world in progress and removed again cleanly.

Covers the mod's in-game guide topics:

Auto Mechanic TableAuto Mechanic TableCrafting