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Create Picky Wheels

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Create Picky Wheels

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Makes Create's Waterwheels and Windmills have requirements [biome, space, position].

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Type
Mod
License
MIT License
Latest Version
createpickywheels-neoforge-1.21.1-6.0.9-6.jar
Authors
CurseForge
Modrinth

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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. 

Changed water flow requirement

Picky windmills

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

Screenshots

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  • Changed water flow requirements
    Changed water flow requirements water must be present on only one of the waterwheel's side of contact, and the water source must be connected to a large body of water inside a river biome
  • 2026-04-07_23.02.44.png
    2026-04-07_23.02.44.png All errors gone.
  • 2026-04-07_23.05.36.png
    2026-04-07_23.05.36.png The windmill now requires enough space around it to function. In addition, having it slightly above ground will increase power generation slightly.
  • 2026-04-07_23.03.21.png
    2026-04-07_23.03.21.png failing to meets requirements
  • 2026-04-07_23.02.19.png
    2026-04-07_23.02.19.png This one is inside a river, so only the other two errors appear.
  • 2026-04-07_23.06.07.png
    2026-04-07_23.06.07.png 2 requirements added. [For biomes: it only works in the overworld now; there is a biome tag].
  • Banner
    Banner
  • Change air flower requirements
    Change air flower requirements The windmill now requires enough space around it to function. In addition, having it slightly above ground will increase power generation slightly.
  • Changed water flow requirements
    Changed water flow requirements water must be present on only one of the waterwheel's side of contact, and the water source must be connected to a large body of water inside a river biome
  • Working waterwheel
    Working waterwheel All warnings gone.
  • failing windmill
    failing windmill 2 requirements added. [For biomes: it only works in the overworld now; there is a biome tag].
  • failing waterwheel
    failing waterwheel This one is inside a river, so only the other two errors appear.
  • failing waterwheel
    failing waterwheel

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