
Create Picky Wheels
Makes Create's Waterwheels and Windmills have requirements [biome, space, position].
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.
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another config renamed, sorry.
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changed the tooltip a bit, maybe it is more clear? idk
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another config renamed, sorry.
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changed the tooltip a bit, maybe it is more clear? idk
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- porquenolosdos update
For those updating: warning warning, config changes! So, I recommend deleting it and regenerating, then applying any changes again. Or whatever else.
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enables create's default behavior but at a high penalty. optimal conditions is now buffed.
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changed configs around a bit, adding new stuff in. change of default values. just more clean and clear.
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you can now boost/penalty RPM and STRESS separately, so any slightly buffed wheel doesn't turn too fast.
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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
- update 6
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Waterwheels now have a block state called Picky. It is set to true onPlacement event.
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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.
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If you plan to make a structure and doesn't desire such logic, there is config option to disabled the condition.
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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.
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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.
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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.
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Fixed windmills glitchy animation and generated speed
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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.
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For waterwheels, rivers biomes gives full, while others with enough water only gives 0.25. Outside of overworld still doesn't work.
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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.
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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.
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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.
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-
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.
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Adjusted requirement rules.
