Space! Planets! Spaceships!
Additions
+ A config option has been added, Use Space Content, for now this is set to false. So you will need to enable this content yourself! I am doing this for a few reasons, primarily for performance reasons and for the build being untested.
+ There is a new config for planets, the planets.yml file is now generated with this version of MT.
+ Planets have an atmosphere composition. This allows them to have multiple gases in them at different densities.
+ Planets can have low oxygen levels, this will cause users to slowly use their oxygen in them.
+ Hydrogen can be found on planets, in planets with high levels of it, it can cause harm to the player.
+ Planets can have their daylight hours adjusted. So they can be longer or shorter.
+ Planets can have their gravity adjust, at the moment it can only lower gravity not make it stronger. (Working on a better implementation of this, it needs to be perfomant friendly)
+ Planets can have temperature, players can either freeze to death on planets or get set on fire on them. The temperature isn't static, during mid day it'll be its hotest, and mid night will be its coldest. Some planets can be cold 24/7 for example, or only cold enough to damage players at around midnight.
+ Planets can have crop growth reduced or accelerated.
+ Planets can rain more or less often, some planets could rain 24/7, others will never rain.
+ Planets have, Tidal levels, Wind levels, a Sun Bonus and a Moon bonus, can effect Minetorio generator devices. Making some of them useless on some planets or OP on others.
+ Planets have Meteors, this is controlled by a couple of settings, Meteor Intensity decides how frequent meteors impact the planet.
+ A config section for planets has been added in the normal config.yml.
+ A config option for Meteor Block Damage has been added, you can change the setting to decide how much the world is affected by meteor strikes, you can disable damage of blocks entirely or allow all blocks to be broken, you could specifiy vanilla only or MT stuff only.
+ Planets have Lightning Intensity, this allows planets to have lightning storms, which strike multiple times over the storm. This also gives the lightning generator a high chance to get struck outside of a vanilla minecraft storm.
+ Devices will consume more power when doing their actions if the planet temperature is over 1.0, a planet with 2.0 heat will only increase devices power usage during the day for example, they will use the most power in mid day versus early morning, at night though the power usage is exactly the same as normal.
+ Two new oxygen items, The Oxygen Mask, this item allows the wearer to breath from Oxygen Tanks in the top row of your inventory. The Oxygen Mask can also let the wearer breath in low oxygen enviroments. Both can be crafted at the basic assembler and have fairly early game recipes.
+ A Space Suit can be crafted at a basic assembler using early tech. This suit protects the wearer from extreme temperatures in the range of 0.5-2.0, it will mitigate the temperatures outside of this range however it doesnt prevent it.
+ The Space suit and oxygen items are intended to be early space options until you can get EVA Module for the modular power armor. The EVA Module is both an oxygen mask and a space suite.
+ Planets using with temperature values that are not 1.0, can effect player temperatures via a few ways, block light will heat the player a small amount, sky light can cool the player under 7, above 7 it will heat the player and being in water can also cool the player.
+ You can crouch next to a campfire or fire, to huddle around a fire to drastically boost your temperature. Doing so will give you a heat bonus for a few minutes. Ideal for colder planets.
+ Fire resistence potions will also reduce heat! Ideal for hotter planets.
+ A Thermometer can be crafted at a basic assembler, this device can be used to detect what the temperature of the enviroment is.
+ New Device! SAM Site, this device will launch SAM missiles at incoming meteors, phantoms and can be used in space to destroy small asteroids. Phantom targeting can be disabled.
+ There is a new advanced assembler recipe for gunpower, it uses 6 charcoal and 3 sulfur. This gives another use to obtaining gunpowder, albeit an expensive method however it adds another reason to make a charcoal farm! (Its unlocked by default!)
+ SAM ammo is fairly cheap to make, using an iron plate and a gunpowder, while the SAM Site recipe is also fairly cheap along with its tech, this is meant to be an early defense option against meteors planet side and entry level defense for spaceships.
+ New Device! Gas Extractor! This device extracts gas from the atmosphere of the planet your in. A planet with a higher gas percentage will gather gas faster! This device can fill Gas Canisters and Oxygen tanks! This is an early tech after logisitics.
+ Gas Canisters can be crafted at the basic assembler, however they are unlocked with the Gas Extraction Tech.
+ New Device! Railgun! This device can be placed on a spaceship, it uses Railgun ammo, which it shoots to destroys asteroids in one hit!
+ New Device! Asteroid Collector! When small asteroids are destroyed they drop asteroid chunks. Which these collectors will pull towards them and mine the resource in them!
+ When in space asteroids will spawn around in the background. These ones are decorative.
+ When in space asteroids can spawn in front of the ship, these ones can cause damage to the ship. These must be destroyed with either rail guns or sam sites. The size of asteroids can vary bigger ones will break into smaller ones.
+ New Device! The Obeservatory! This device is how you will generate space science! It consumes spyglasses! This means youll not only need to automate crafting them, youll also need to automate amethysts.
+ Space offers a much easier way to obtain Amethysts - You can find Amethysts in asteroids, these can show up right at the starting planet. So you can either make a farm for Amethyst's or you gather some by hand, get into space and get your space tech from asteroids. (The preferred Minetorio way!)
+ New Device! The Atmospheric Controller! This device will stabaliz e the rooms tempature and provide oxygen to a room that is at most 100 blocks in volume and is enclosed! Useful for spaceships!
+ New Device! The Phase Relay! This device allows players to teleport to the device directly using a Phase Beacon. Additionally it can be used to teleport to the planets surfce by using its UI! The phase relay needs 100% charge to work! This device will slowly charge without power however having power will drastically increase its charge time.
+ New Item! Phase Beacon, this item will automatically linked to a nearby phase relay! You can right click this to teleport to the phase relay! The relay needs a 100% charge!
+ New Device! Thruster! This can only be placed on spaceships! It provides thrusts to spaceships and is fixed to face the south direction. It has a crowding penatly so stacking a bunch has diminishing returns. This device uses hydrogen to operate so youll need to supply it! It will damage users in its output so steer clear (only when on)!
+ New Config! There is a new config called space.yml. This file can be used to configure Asteroid Fields right now, in the future it will have additional things added to it.
+ I have setup the space.yml config to essentially spawn larger asteroids as you travel to the furthest point. No asteroids will ever spawn at 0.0, so newly created spaceships are safe from asteroids however, they will never be able to gather resources using the Asteroid Collector since none spawn. This is all configurable and i reccomend changing some settings!
Changes
+ Devices no longer get deleted if they dont detect their world, instead they will enter a pending state, which will not tick the device or perform any actions. Once their world is loaded then these devices will perform their usual checks to see if they are valid still. This will vastly improve support with other plugins that use multiple worlds.
+ The Rocket Silo no longer generates space science.
+ Processing Units now take Sulfuric Acid instead of Sulfur, it also was reduced in overal cost slightly. It takes 1 less Advanced Circuit and 2 Less Electronic Circuits. This brings the recipe closer in line with Factorio, as I found I'm not really using liquids as much as i'd like to in other recipes outside of the oil refinery.
+ Multiple devices have had skins added to them.
+ The Human teleporter has adjusted teleport costs when teleporting into spaceships or from spaceships. The teleport cost will be 50 when in orbit of the planet. However the cost increases as you get further from the planet the other teleporter is on.
+ The Rocket Silo no longer requires a grid to launch rockets, this only makes sense considering it doesnt use power.
Fixes
+ The Auto Crafter, Basic Assembler & Advanced Assembler now consume power when performing their actions. This was intended, not sure when this stop, this is going to increase power draw for a lot of factories.
+ Fixed a major issue with Rockets from the rocket silo running for wayyy longer then the needed to. (Even after they despawned)
Notes
+ Planets will ignore the temperature system completely if set to 1.0 in temperature. If you'd like for it to apply to the planet but dont want an extreme temperature, use a value like 0.99 or 1.01. Then the planet will be effected, though youll only experience temperature in specific scenarios.
+ You can only build within 25 blocks of your ship core, being in creative mode allows you to bypass. I will be adding a config option in for this in the next update.