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Create Photomovement

Create Photomovement

by dazden • Downloads: 0 • Followers: 0
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Create Photomovement

Create Photomovement is a Create addon that adds solar-powered rotation sources to your mechanical contraptions. Two small generators make power from the sun on their own, and a larger windmill setup turns a field of solar sails into a big source of stress.

The Blocks at a Glance

Block Size Power Best for
Solar Generator 1 block 16 RPM / 16 SU, constant A simple, steady source
Horizontal Solar Generator 1 block 16 RPM, output follows the sun Sun-tracking output on one side
Advanced Solar Generator 1 block 32 RPM / 32 SU, constant Double the basic output
Horizontal Advanced Solar Generator 1 block 32 RPM, output follows the sun Double the sun-tracking output
Solar Windmill Bearing 1 block + sails Scales with the number of sails Large arrays
Solar Sail 1 sail Boosts the windmill in sunlight and rain The windmill's power

Each generator comes in 17 colours (clear glass plus the 16 dye colours). Each sail comes in 16 colours. Colour does not change how much power a block makes; it's purely for looks.


Solar Generator

A reliable, vertical-facing power source.

  • Output: 16 RPM and 16 SU, constant.
  • Requirement: Sky light of 12 or higher at the panel, so it needs direct sky access. It stops at night or when something covers it.
  • Orientation: Place it with the glass panel facing up.
  • Rain: Speed is halved to 8 RPM.
  • Look: A glass panel on top, a polished deepslate base and an andesite casing.
  • Status: Check it with Engineer's Goggles.

Crafting

G G G
S R S
H A H

G = glass, S = polished deepslate slab, R = redstone, H = Create shaft, A = Create andesite casing.


Horizontal Solar Generator

A directional version that follows the sun across the sky. Its output is a stress capacity that changes with the time of day instead of a fixed number.

  • Facing east: Peak output in the morning, falling through the day.
  • Facing west: Output builds through the day, peaking in the evening.
  • Facing north or south: Does not track the sun and stays at the minimum, 8 SU per RPM.
  • Peak: 64 SU per RPM with the default config (the base stress capacity of 16 times 4). The peak can be changed in the server config.
  • Obstruction: A solid block touching the panel stops generation entirely. Blocks 2 to 10 blocks in front pin the output to the minimum of 8 SU per RPM. Blocks 11 or more away have no effect.
    • Clear glass never obstructs.
    • Tinted glass, leaves and ice do.
  • Rain: Speed is halved.

Crafting: Craft a Solar Generator into a Horizontal Solar Generator with no other ingredients, and back again.


Advanced Solar Generator

The basic generator with a brass casing for double the output.

  • Output: 32 RPM and 32 SU, constant.
  • Requirement: The same as the basic Solar Generator.
  • Rain: Speed is halved to 16 RPM.
  • Look: Brass casing, with the shaft sides showing Create's brass gearbox texture.

Crafting

G G G
S R S
H A H

G = glass, S = polished blackstone slab, R = redstone, H = Create shaft, A = Create brass casing.


Horizontal Advanced Solar Generator

The horizontal version of the Advanced Solar Generator.

  • Output: 32 RPM base, with the same sun-tracking stress capacity as the basic horizontal generator.
  • Obstruction and rain: Work the same as on the basic horizontal generator, with the rain speed at half.

Crafting

G G G
S R S
A H A

G = glass, S = polished blackstone slab, R = redstone, H = Create shaft, A = Create brass casing.

You can also craft an Advanced Solar Generator into a Horizontal Advanced Solar Generator, and back again.


Solar Windmill Bearing

A Create Windmill Bearing made for solar sails. It works the same way: it attaches to a windmill of sails and turns them into stress.

  • Connection: Attaches to Solar Sails and to regular Create sails.
  • Output: Stress Units (SU) based on the number of sails and the weather.
  • Requirement: Needs sky access for the solar multipliers. See the table below.
  • Mixed sails: Regular Create sails count too. The bearing fills each group of 8 with solar sails first and gives the remaining spots to regular sails, so a mixed windmill still gets solar output for its solar sails.
  • Look: Each side has an inset solar panel in a brass frame. Create's rotating top is unchanged.

Crafting


R B R
R R R

R = redstone, B = Create windmill bearing.


Solar Sail

Specialised sails that harness sunlight for boosted power. They are the reason the Solar Windmill Bearing is worth building.

  • Look: A dark blue solar panel, four cells divided by silver busbars, with a highlight across the cells. The dye colour shows as a thin stitched border, so a coloured windmill keeps its colour.
  • Colours: 16 colours, with the plain sail as white.
  • Power by weather:
    • Sunny: 2x the output of a white sail.
    • Raining: 1.5x the output.
    • Night, thunder or covered: 1x, the same as a white sail.

Crafting

 G 
W R W
 S 

G = glass pane, W = wool, R = redstone, S = Create white sail.

Dyeing: Craft a Solar Sail with any dye to recolour it, or right-click a placed sail with dye.

Sail Output

Sails Speed (RPM) Standard SU Solar (Rain) SU Solar (Sunny) SU
8 1 512 768 1024
16 2 1024 1536 2048
32 4 2048 3072 4096
64 8 4096 6144 8192
128 16 8192 12288 16384

Sail counts are rounded down to whole groups of 8. The bearing's speed stops increasing at 16 RPM, which Create's default sail count of 128 reaches.


Colours and Conversions

  • Colours: Every generator comes in clear glass and the 16 dye colours, 68 blocks in total across the four generator types. Sails come in 16 colours.
  • Dyeing: Craft any generator or sail with a dye to change its colour, or right-click a placed block with a dye to recolour it without crafting. Coloured blocks can be recoloured again.
  • Conversions: Crafting converts between the vertical and horizontal versions of the same colour, so you never lose the colour when you switch.

Ponder

Ponder scenes for the solar generators and solar sails are included. Hold the Ponder key on an item in your inventory to see one.

How It Works

  1. Place the generator with the panel facing the sky (or the direction you want, for the horizontal version).
  2. Connect shafts to carry the rotation to your machines.
  3. The generator starts working when the sky light at the panel is 12 or higher.
  4. It stops at night or when something blocks it.
  5. Keep nothing above or in front of it that blocks the sky.

Supported Platforms

Platform Minecraft Status
NeoForge 1.21.1 ✅
NeoForge 1.20.1 ✅
Fabric 1.20.1 ✅

There is no separate Forge build. The NeoForge 1.20.1 jar may load under Forge, but Forge is not tested and is not supported.

Requirements

  • Create 6.0 or later (the version depends on your Minecraft version)
  • Flywheel (included with Create)

Translations

  • English (en_us) ✅
  • German (de_de) ✅
  • Spanish (es_es) ✅

Want to help translate? Submit a PR with your language file!

License

This project is licensed under the MIT License. See the LICENSE file for details.

Contributing

Contributions are welcome! Feel free to:

  • Report bugs or suggest features via Issues
  • Submit pull requests with improvements
  • Help with translations

Credits

  • Create Mod Team for the amazing Create mod and its API
  • Flywheel for the rendering engine
  • albertosaurio65 for the Spanish translation
  • Inspired by solar panels from various tech mods and the real world

Harness the power of the sun for your mechanical dreams!

How to Install Create Photomovement (Mod)

Create Photomovement by dazden is verified for Fabric, Forge, Neoforge across Minecraft versions 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21.1 (latest release: 0.3.4+fabric-1.20.1, file size: 366 KB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21.1) and platform (Fabric, Forge, Neoforge).
  2. Make sure you have the compatible loader or environment installed for Fabric, Forge, Neoforge.
  3. Move the downloaded Create Photomovement file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Fabric
3mo ago 1
1.20.1
Forge Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.20.1
Fabric
6mo ago 1
1.20.1
Forge Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.20.1
Fabric
6mo ago 1
1.20.1
Forge Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.20.1
Fabric
9mo ago 1
1.20.1
Forge Neoforge
9mo ago 1
1.21.1
Forge Neoforge
9mo ago 1
1.20.1
Fabric
9mo ago 1
1.20.1
Forge Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
10mo ago 1
1.20.1
Forge
10mo ago 1
1.20.1
Forge
10mo ago 1
1.20.1
Fabric
10mo ago 1
1.20.1
Fabric
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.20.1
Forge
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.20.x
Forge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
### Fixed
  • Solar Sails and the Solar Windmill Bearing dropped nothing on 1.20.1**: breaking a Solar Sail (any colour) or a Solar Windmill Bearing on Fabric 1.20.1 or NeoForge/Forge 1.20.1 destroyed the block without dropping its item, and Silk Touch made no difference. The 17 loot tables involved had only ever been written for 1.21.1. A block with no loot table drops nothing at all, and Silk Touch is a branch *inside* a loot table -- with no table there was nothing for it to trigger. NeoForge 1.21.1 was never affected. Reported on CurseForge.
  • Mineable tags never applied on 1.20.1**: both 1.20.1 targets shipped their mineable/axe and mineable/pickaxe tags under data/minecraft/tags/block/, which is the folder name 1.20.5 introduced. 1.20.1 reads tags/blocks/, so it never saw the files and the solar generators got no tool speed bonus. Drops were not affected by this -- no block in the mod requires a specific tool to drop.

### Internal
  • Shared source set**: the block entities, renderers and server config that were copy-pasted across all three targets now live once under common/ and are compiled into each target against its own Minecraft version.
  • Tests**: headless unit and resource tests (gradlew :common:test) and 36 in-game tests on NeoForge 1.21.1 (gradlew :neoforge:1211:runGameTestServer). Two of the resource tests exist because of the two bugs above: one asserts that every block has a loot table, the other that each target's data folders use the naming of its Minecraft version.
  • CI**: builds and tests all three targets on every push.
  • Build script**: tools/build_mod.ps1 invoked a gradlew.bat inside each target folder. No such file exists -- there is one wrapper, at the repository root -- so the script aborted on the first target. It now runs :neoforge:1201:build and friends from the root, which is also the only way the shared common/ sources resolve. The headless tests run first; -SkipTests opts out.
  • Version bump script**: tools/bump_version.ps1 wrote gradle.properties with a UTF-8 BOM in front of the first line.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Solar Sails and the Solar Windmill Bearing dropped nothing on 1.20.1**: breaking a Solar Sail (any colour) or a Solar Windmill Bearing on Fabric 1.20.1 or NeoForge/Forge 1.20.1 destroyed the block without dropping its item, and Silk Touch made no difference. The 17 loot tables involved had only ever been written for 1.21.1. A block with no loot table drops nothing at all, and Silk Touch is a branch *inside* a loot table -- with no table there was nothing for it to trigger. NeoForge 1.21.1 was never affected. Reported on CurseForge.
  • Mineable tags never applied on 1.20.1**: both 1.20.1 targets shipped their mineable/axe and mineable/pickaxe tags under data/minecraft/tags/block/, which is the folder name 1.20.5 introduced. 1.20.1 reads tags/blocks/, so it never saw the files and the solar generators got no tool speed bonus. Drops were not affected by this -- no block in the mod requires a specific tool to drop.

### Internal
  • Shared source set**: the block entities, renderers and server config that were copy-pasted across all three targets now live once under common/ and are compiled into each target against its own Minecraft version.
  • Tests**: headless unit and resource tests (gradlew :common:test) and 36 in-game tests on NeoForge 1.21.1 (gradlew :neoforge:1211:runGameTestServer). Two of the resource tests exist because of the two bugs above: one asserts that every block has a loot table, the other that each target's data folders use the naming of its Minecraft version.
  • CI**: builds and tests all three targets on every push.
  • Build script**: tools/build_mod.ps1 invoked a gradlew.bat inside each target folder. No such file exists -- there is one wrapper, at the repository root -- so the script aborted on the first target. It now runs :neoforge:1201:build and friends from the root, which is also the only way the shared common/ sources resolve. The headless tests run first; -SkipTests opts out.
  • Version bump script**: tools/bump_version.ps1 wrote gradle.properties with a UTF-8 BOM in front of the first line.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Solar Sails and the Solar Windmill Bearing dropped nothing on 1.20.1**: breaking a Solar Sail (any colour) or a Solar Windmill Bearing on Fabric 1.20.1 or NeoForge/Forge 1.20.1 destroyed the block without dropping its item, and Silk Touch made no difference. The 17 loot tables involved had only ever been written for 1.21.1. A block with no loot table drops nothing at all, and Silk Touch is a branch *inside* a loot table -- with no table there was nothing for it to trigger. NeoForge 1.21.1 was never affected. Reported on CurseForge.
  • Mineable tags never applied on 1.20.1**: both 1.20.1 targets shipped their mineable/axe and mineable/pickaxe tags under data/minecraft/tags/block/, which is the folder name 1.20.5 introduced. 1.20.1 reads tags/blocks/, so it never saw the files and the solar generators got no tool speed bonus. Drops were not affected by this -- no block in the mod requires a specific tool to drop.

### Internal
  • Shared source set**: the block entities, renderers and server config that were copy-pasted across all three targets now live once under common/ and are compiled into each target against its own Minecraft version.
  • Tests**: headless unit and resource tests (gradlew :common:test) and 36 in-game tests on NeoForge 1.21.1 (gradlew :neoforge:1211:runGameTestServer). Two of the resource tests exist because of the two bugs above: one asserts that every block has a loot table, the other that each target's data folders use the naming of its Minecraft version.
  • CI**: builds and tests all three targets on every push.
  • Build script**: tools/build_mod.ps1 invoked a gradlew.bat inside each target folder. No such file exists -- there is one wrapper, at the repository root -- so the script aborted on the first target. It now runs :neoforge:1201:build and friends from the root, which is also the only way the shared common/ sources resolve. The headless tests run first; -SkipTests opts out.
  • Version bump script**: tools/bump_version.ps1 wrote gradle.properties with a UTF-8 BOM in front of the first line.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Modded dye crash**: Fixed [#13](https://github.com/nedzad-winter/CreatePhotomovement/issues/13) — using a modded dye (e.g. from *Dye Depot*, *El and L's Dye mod*, *Delicate Dyes*) on solar generators or solar sails would crash the game and corrupt the world. The dye → block lookup now safely ignores colors the mod doesn't have variants for, so right-clicking with a modded dye is a no-op instead of a crash. Affected blocks: Solar Generator and Advanced Solar Generator (vertical and horizontal variants), and Solar Sails.

### Internal
  • Version bump tool**: Added tools/bump_version.ps1 to update mod_version across the root and all three per-loader gradle.properties files in one go.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Modded dye crash**: Fixed [#13](https://github.com/nedzad-winter/CreatePhotomovement/issues/13) — using a modded dye (e.g. from *Dye Depot*, *El and L's Dye mod*, *Delicate Dyes*) on solar generators or solar sails would crash the game and corrupt the world. The dye → block lookup now safely ignores colors the mod doesn't have variants for, so right-clicking with a modded dye is a no-op instead of a crash. Affected blocks: Solar Generator and Advanced Solar Generator (vertical and horizontal variants), and Solar Sails.

### Internal
  • Version bump tool**: Added tools/bump_version.ps1 to update mod_version across the root and all three per-loader gradle.properties files in one go.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Modded dye crash**: Fixed [#13](https://github.com/nedzad-winter/CreatePhotomovement/issues/13) — using a modded dye (e.g. from *Dye Depot*, *El and L's Dye mod*, *Delicate Dyes*) on solar generators or solar sails would crash the game and corrupt the world. The dye → block lookup now safely ignores colors the mod doesn't have variants for, so right-clicking with a modded dye is a no-op instead of a crash. Affected blocks: Solar Generator and Advanced Solar Generator (vertical and horizontal variants), and Solar Sails.

### Internal
  • Version bump tool**: Added tools/bump_version.ps1 to update mod_version across the root and all three per-loader gradle.properties files in one go.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Solar Windmill Bearing**: Fixed [#11](https://github.com/nedzad-winter/CreatePhotomovement/issues/11) — multiple visual issues with the bearing block:
  • Bearing top and back-shaft were invisible while Flywheel was active (Flywheel default). Registered Create's BearingVisual as the Flywheel visualization for SOLAR_WINDMILL_BEARING, mirroring Create's own WindmillBearingBlockEntity setup.
  • Bearing top showed a static "ghost" while the contraption rotated. Removed the static Top cuboid from solar_windmill_bearing.json — that Y 12-16 slot is reserved for the dynamic partial model.
  • Bearing top and shaft rendered nearly black even with open sky overhead. Added .noOcclusion() and overrode propagatesSkylightDown / getLightBlock on SolarWindmillBearingBlock so sky light reaches the bearing's position.

### Removed
  • Forge 1.20.1**: Removed the empty forge/ build target. NeoForge 1.20.1 is a near-drop-in fork of Forge 1.20.1, so users on Forge can use the NeoForge 1.20.1 jar.

### Internal
  • Publish script**: Fixed tools/publish_mod.ps1 so Modrinth uploads use the same per-loader naming as CurseForge (createphotomovement-{loader}-{mc}-{version}). The previous script sent the same version_number (0.3.2) for all three jars, which Modrinth rejects as a duplicate after the first upload — this is why only 2 of 3 jars made it onto Modrinth for v0.3.1.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Solar Windmill Bearing**: Fixed [#11](https://github.com/nedzad-winter/CreatePhotomovement/issues/11) — multiple visual issues with the bearing block:
  • Bearing top and back-shaft were invisible while Flywheel was active (Flywheel default). Registered Create's BearingVisual as the Flywheel visualization for SOLAR_WINDMILL_BEARING, mirroring Create's own WindmillBearingBlockEntity setup.
  • Bearing top showed a static "ghost" while the contraption rotated. Removed the static Top cuboid from solar_windmill_bearing.json — that Y 12-16 slot is reserved for the dynamic partial model.
  • Bearing top and shaft rendered nearly black even with open sky overhead. Added .noOcclusion() and overrode propagatesSkylightDown / getLightBlock on SolarWindmillBearingBlock so sky light reaches the bearing's position.

### Removed
  • Forge 1.20.1**: Removed the empty forge/ build target. NeoForge 1.20.1 is a near-drop-in fork of Forge 1.20.1, so users on Forge can use the NeoForge 1.20.1 jar.

### Internal
  • Publish script**: Fixed tools/publish_mod.ps1 so Modrinth uploads use the same per-loader naming as CurseForge (createphotomovement-{loader}-{mc}-{version}). The previous script sent the same version_number (0.3.2) for all three jars, which Modrinth rejects as a duplicate after the first upload — this is why only 2 of 3 jars made it onto Modrinth for v0.3.1.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Fixed
  • Solar Windmill Bearing**: Fixed [#11](https://github.com/nedzad-winter/CreatePhotomovement/issues/11) — multiple visual issues with the bearing block:
  • Bearing top and back-shaft were invisible while Flywheel was active (Flywheel default). Registered Create's BearingVisual as the Flywheel visualization for SOLAR_WINDMILL_BEARING, mirroring Create's own WindmillBearingBlockEntity setup.
  • Bearing top showed a static "ghost" while the contraption rotated. Removed the static Top cuboid from solar_windmill_bearing.json — that Y 12-16 slot is reserved for the dynamic partial model.
  • Bearing top and shaft rendered nearly black even with open sky overhead. Added .noOcclusion() and overrode propagatesSkylightDown / getLightBlock on SolarWindmillBearingBlock so sky light reaches the bearing's position.

### Removed
  • Forge 1.20.1**: Removed the empty forge/ build target. NeoForge 1.20.1 is a near-drop-in fork of Forge 1.20.1, so users on Forge can use the NeoForge 1.20.1 jar.

### Internal
  • Publish script**: Fixed tools/publish_mod.ps1 so Modrinth uploads use the same per-loader naming as CurseForge (createphotomovement-{loader}-{mc}-{version}). The previous script sent the same version_number (0.3.2) for all three jars, which Modrinth rejects as a duplicate after the first upload — this is why only 2 of 3 jars made it onto Modrinth for v0.3.1.

### Supported Platforms
  • NeoForge 1.21.1
  • NeoForge 1.20.1
  • Fabric 1.20.1
### Added
  • Ponder**:
  • Created new Ponder scenes for Horizontal Solar Generator
  • Created new Ponder scenes for Solar Generator
  • Created new Ponder scenes for Solar Sails

### Fixed
  • Ponder**:
  • Fixed Ponder scene block pointing for obstructions

### General
  • Mod version bumped to 0.3.1
[MC1201-0.3.1] v0.3.1 by dazden on Feb 16, 2026
Download
### Added
  • Ponder**:
  • Created new Ponder scenes for Horizontal Solar Generator
  • Created new Ponder scenes for Solar Generator
  • Created new Ponder scenes for Solar Sails

### Fixed
  • Ponder**:
  • Fixed Ponder scene block pointing for obstructions

### General
  • Mod version bumped to 0.3.1
[MC1211-0.3.1] v0.3.1 by dazden on Feb 16, 2026
Download
### Added
  • Ponder**:
  • Created new Ponder scenes for Horizontal Solar Generator
  • Created new Ponder scenes for Solar Generator
  • Created new Ponder scenes for Solar Sails

### Fixed
  • Ponder**:
  • Fixed Ponder scene block pointing for obstructions

### General
  • Mod version bumped to 0.3.1
# Changelog

## [0.3.0] - 2026-02-09

### Added
  • Solar Windmill Bearing & Sails**: New windmill bearing and sail components for generating rotational power from wind
  • 16 color variants**: 16 colors for Solar Sails
  • Conversion recipes**: Convert between vertical and horizontal advanced generators (preserving color)
  • Dyeing recipes**: Dye any advanced generator to any of the 16 colors
  • In-world dyeing**: Right-click with dye to change color without crafting

### Changed
  • All generator types now use item tags for dyeing recipes (allows re-dyeing colored blocks)
  • Improved recipe organization with consistent naming conventions
# Changelog

## [0.3.0] - 2026-02-09

### Added
  • Solar Windmill Bearing & Sails**: New windmill bearing and sail components for generating rotational power from wind
  • 16 color variants**: 16 colors for Solar Sails
  • Conversion recipes**: Convert between vertical and horizontal advanced generators (preserving color)
  • Dyeing recipes**: Dye any advanced generator to any of the 16 colors
  • In-world dyeing**: Right-click with dye to change color without crafting

### Changed
  • All generator types now use item tags for dyeing recipes (allows re-dyeing colored blocks)
  • Improved recipe organization with consistent naming conventions
# Changelog
## [0.3.0] - 2026-02-05
### Added
  • Solar Windmill Bearing**: A new kinetic block that acts like a Windmill Bearing but is powered by sunlight.
  • Generates power based on the number of attached Solar Sails.
  • Solar Bonus**: 2x power (SU) during clear days, 1.5x during rain. No bonus at night/thunder.
  • Requires sky access to function optimally.
  • Solar Sails**: A new sail type for the Solar Windmill Bearing.
  • Comes in all 16 colors.
  • Can be dyed in-world.
  • Used in the Solar Windmill Bearing to generate power.
  • Counts towards standard Windmill physics for RPM calculation.

### Changed
  • Creative Tab Order**: Reordered solar generators and sails to match the standard Minecraft dye order (White -> Black).


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