Mod
Create Picky Wheels
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Makes Create's Waterwheels and Windmills have requirements [biome, space, position].
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Heavily focused around the Create mod, known for its unique mechanical systems and contraptions.
Adds extra features or content to an existing mod.
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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 and other stuff. 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. (TFC biomes are not tagged by default)
- 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.


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.


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