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  • 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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zehmaria

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