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However, you don't need the windmill to be on the same deed as the mill (or even on any deed at all). All that is needed is that the windmill be in range of another mechanical power user/producer, and it will transmit power through all the linked things until it gets to the thing you actually want to use (like the mill).
The windmill's location (for the purposes of which deed it is on) is controlled by the cube containing the box portion, so if you have a wall or even a pillar right at the edge of your deed, you can attach the windmill to it so that it is off your housing deed, but still as close as possible so that the mechanical power is still linked. If that places the windmill over unowned land, there is some risk that another player will come by and steal it if you are on a multiplayer server. To avoid even that slight possibility of problems, you can set up a second deed for industrial stuff adjacent to your housing deed - there are several other industrial things like the oil refinery that you could put in a room, but it is more convenient to place outside.
That being said, Windmills need the space in front of them to be clear in order to produce power. What can be peculiar about this, is that if you have blocks that are in front of the windmill, but also above the windmill, this also counts as blocking windmill. This is because the server pulls the position data for the highest block in a vertical column, and uses that to determine if there's something in the way.
Hope this helps
On the industrial property issue, we have some plans to readjust so industrial furniture only reduce the value of the room type instead of completely blocking it so there will be a slight adjustment to allow these objects to coexist with other rooms..