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Create Picky Wheels

Create Picky Wheels

by zehmaria • Downloads: 0 • Followers: 0
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Create Picky Waterwheels modifies Create's Waterwheels default behavior. It makes it so they work similarly to Hose Pulleys, where the wheels require to be in contact with a large body of water, but in addition to that, they also require to be inside a River Biome to function. Otherwise, there is no power generation. This change is applied to both small and large waterwheels.

The mod also modifies Create's Windmill default behavior. It makes it so they check the surrounding area to see if there is enough open space for "air to circulate." It also checks the biome of placement, and by default only allows the Windmills to work inside the Overworld.

This mod adds no new blocks.

For the warning tooltips, like shown below for that windmill, use Create's Google.

Configuration is available for the threshold like for the Hose Pulley in Create. For the biome requirements, it can be tweaked via a biome tag.

This project was designed to work in tandem with Crete Low-Heated [plus, the intent is to pair it with capacity nerfed windmills and waterwheels].

Compat notes:

  • TFC: set waterwheelsSourceRequiresFlow to true, and rivers will turn the wheel correctly.
  • FlowingFluids: set waterwheelsAcceptsFlowing to true, and wheels will consider non-full water blocks. Change waterwheelsMinimumShallowness, if you want even shallower water to be included. For this to actually work, you must first set water_wheel_requirements in the config of flowing fluids mod to FLOW, so that this mod does the biome check and all instead of FF.
  • By default, for structures that use wheels, waterwheelsPickyOnPlacement is set to true, so that requirements are only for player placed wheels.

Showcase of the conditions where waterwheels now works

Windmills failing due to lack of air flow

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
7mo ago 1
1.20.1
Forge Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.20.1
Forge Neoforge
7mo ago 1
1.21.1
Neoforge
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.20.1
Forge Neoforge
10mo ago 1
1.21.1
Neoforge
last yr. 1
1.21.1
Neoforge
last yr. 1
1.20.1
Forge Neoforge
last yr. 1
1.20.1
Forge Neoforge
last yr. 1
1.19.2
Forge
last yr. 1
1.18.2
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.18.2
Forge
last yr. 1
1.20.1
Forge Neoforge
last yr. 1
1.18.2
Forge
last yr. 1
1.19.2
Forge
last yr. 1
1.20.1
Forge
last yr. 1
Compat stuff

  • Flowing fluids, added waterwheelsAcceptsFlowing, set it to true for it to work with that mod.
  • TFC, fixed the wheel not updated correctly when needed, making the bigger one have the wrong capacity and rpm. Also likely fixed the capacity increasing overtime.
Compat stuff

  • Flowing fluids, added waterwheelsAcceptsFlowing, set it to true for it to work with that mod.
  • TFC, fixed the wheel not updated correctly when needed, making the bigger one have the wrong capacity and rpm. Also likely fixed the capacity increasing overtime.
  • change the empty space check slightly to make it less clunky. allows to disable this part now if wanted, as to keep only the two other checks. 
  • change the empty space check slightly to make it less clunky. allows to disable this part now if wanted, as to keep only the two other checks. 
  • another config renamed, sorry.

  • changed the tooltip a bit, maybe it is more clear? idk
  • another config renamed, sorry.

  • changed the tooltip a bit, maybe it is more clear? idk
  • porquenolosdos update

 

For those updating: warning warning, config changes! So, I recommend deleting it and regenerating, then applying any changes again. Or whatever else. 

 

  • enables create's default behavior but at a high penalty. optimal conditions is now buffed. 

  • changed configs around a bit, adding new stuff in. change of default values. just more clean and clear. 

  • you can now boost/penalty RPM and STRESS separately, so any slightly buffed wheel doesn't turn too fast. 

  • revamped the goggles tooltips, more clarity and a few touches. show optimal conditions due to having enough water around. 
  • porquenolosdos update



For those updating: warning warning, config changes! So, I recommend deleting it and regenerating, then applying any changes again. Or whatever else. 



  • enables create's default behavior but at a high penalty. optimal conditions is now buffed. 

  • changed configs around a bit, adding new stuff in. change of default values. just more clean and clear. 

  • you can now boost/penalty RPM and STRESS separately, so any slightly buffed wheel doesn't turn too fast. 

  • revamped the goggles tooltips, more clarity and a few touches. show optimal conditions due to having enough water around. 
  • add base boost config
  • add requiresFlow config (for TFC compat, so waterwheel only work on their rivers since they have flow like vanilla flowing water).
  • add base boost config
  • add requiresFlow config (for TFC compat, so waterwheel only work on their rivers since they have flow like vanilla flowing water).
  • removing annoying console logging
  • update 6 for 1.21.1
  • Waterwheels now have a block state called Picky. It is set to true onPlacement event. 

  • Why? When worldgen'ed Picky will be false since that don't trigger onPlacement. So the waterwheels will work as default, specifically requested for the IDAS structures mod on discord. 

  • If you plan to make a structure and doesn't desire such logic, there is config option to disabled the condition. 

  • I tested placing the block a few ways, and it set Picky as true even with the deplayer. There might be exceptions, and if I find it, I will make this config as not default. For now, it is on.

  • Notice 1: If updated from previous version, replacing the waterwheels is required for it to work again. Otherwise, the ones placed with the older version will remain with picky set to false. 

  • Notice 2: If updated from previous version, if the water wheels don't work even after being replaced, try deleting the config and reloading the world.  
  • Waterwheels now have a block state called Picky. It is set to true onPlacement event. 

  • Why? When worldgen'ed Picky will be false since that don't trigger onPlacement. So the waterwheels will work as default, specifically requested for the IDAS structures mod on discord. 

  • If you plan to make a structure and doesn't desire such logic, there is config option to disabled the condition. 

  • I tested placing the block a few ways, and it set Picky as true even with the deplayer. There might be exceptions, and if I find it, I will make this config as not default. For now, it is on.

  • Notice 1: If updated from previous version, replacing the waterwheels is required for it to work again. Otherwise, the ones placed with the older version will remain with picky set to false. 

  • Notice 2: If updated from previous version, if the water wheels don't work even after being replaced, try deleting the config and reloading the world. 
  • Waterwheels now have a block state called Picky. It is set to true onPlacement event. 

  • Why? When worldgen'ed Picky will be false since that don't trigger onPlacement. So the waterwheels will work as default, specifically requested for the IDAS structures mod on discord. 

  • If you plan to make a structure and doesn't desire such logic, there is config option to disabled the condition. 

  • I tested placing the block a few ways, and it set Picky as true even with the deplayer. There might be exceptions, and if I find it, I will make this config as not default. For now, it is on.

  • Notice 1: If updated from previous version, replacing the waterwheels is required for it to work again. Otherwise, the ones placed with the older version will remain with picky set to false. 

  • Notice 2: If updated from previous version, if the water wheels don't work even after being replaced, try deleting the config and reloading the world. 
  • Fixed windmills glitchy animation and generated speed



  • Changed how biomes preference works. It now has 3 layers. The first gives full generation, the second works but at some penalty, and the third it doesn't generates at all. The efficiency shows it the tooltip. Now there are four tags instead of 2.

  • For waterwheels, rivers biomes gives full, while others with enough water only gives 0.25. Outside of overworld still doesn't work.

  • For windmill, Ocean, Deserts, Peaks, Badlands, and Plains gives full, while others within overworld gives only 0.75. Other dimensions doesn't generate at all either.



  • Changed windmill height influence. And it now shows in the tooltip. At ground level it gives 0.5, when averaging ~12 blocks above ground, it gives full power.

  • The generated power still takes create default values, which can be changed in the create-server config. But, instead of adding to it, the mod now subtracts a percentage from it when under certain conditions.
  • Fixed windmills glitchy animation and generated speed



  • Changed how biomes preference works. It now has 3 layers. The first gives full generation, the second works but at some penalty, and the third it doesn't generates at all. The efficiency shows it the tooltip. Now there are four tags instead of 2.

  • For waterwheels, rivers biomes gives full, while others with enough water only gives 0.25. Outside of overworld still doesn't work.

  • For windmill, Ocean, Deserts, Peaks, Badlands, and Plains gives full, while others within overworld gives only 0.75. Other dimensions doesn't generate at all either.



  • Changed windmill height influence. And it now shows in the tooltip. At ground level it gives 0.5, when averaging ~12 blocks above ground, it gives full power.

  • The generated power still takes create default values, which can be changed in the create-server config. But, instead of adding to it, the mod now subtracts a percentage from it when under certain conditions.
  • Fixed windmills glitchy animation and generated speed.



  • Changed how biomes preference works. It now has 3 layers. The first gives full generation, the second works but at some penalty, and the third it doesn't generates at all. The efficiency shows it the tooltip. Now there are four tags instead of 2.

  • For waterwheels, rivers biomes gives full, while others with enough water only gives 0.25. Outside of overworld still doesn't work.

  • For windmill, Ocean, Deserts, Peaks, Badlands, and Plains gives full, while others within overworld gives only 0.75. Other dimensions doesn't generate at all either.



  • Changed windmill height influence. And it now shows in the tooltip. At ground level it gives 0.5, when averaging ~12 blocks above ground, it gives full power.

  • The generated power still takes create default values, which can be changed in the create-server config. But, instead of adding to it, the mod now subtracts a percentage from it when under certain conditions.
Adjusted requirement rules.
  • done using the new version of Create 0.5.1.e.

  • Add config to disable modifications [windmill and/or waterwheel] if desired. For the cases that an user only want one of the two.
  • done using the new version of Create 0.5.1.e.

  • Add config to disable modifications [windmill and/or waterwheel] if desired. For the cases that an user only want one of the two.


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