Minetorio | ⚙️Automation ✔️ Autogather ️✔️  Autosort ✔️  Automove |  Free Version icon

Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove | Free Version -----

Automate Everything - Heavily inspired by Factorio! Create Factories & Industry!



Belt, Pipe & Lift Rework & More!
Additions
+ You can now insert items onto belts directly by right clicking on them while holding an item and not sneaking. (Sneaking releases items from the belt)
+ A new Splitter device has been added, this works similar to Factorio's belt splitter! Though it can split into a 1x3 or a 1x2! These are crafted at the Crude Assembler!
+ A new device has been added! The Phaser! This can teleport items up to 15 blocks away to another phaser in the direction the phaser is facing! These don't use power and are similar to underground belts from Factorio. This was possible before but it wasn't a device and just used any stair case in the past.
+ The Splitter and Phaser are unlocked with Belt Tech! A cheap base line red science!
+ Super Chunks will no keep track of the blocks they pollute and will slowly reverse the damage done to the chunk over a long period of time. However the blocks that are restored will only be restored if they are still the block type that was set there by the super chunk. So if its coarse dirt (but was grass block before), and you break it and place obsidian there, it wont revert back to the grass block.
+ New Command! /mt public [true/false], you can use this to set the device your looking at to a public / private device. Public devices can be opened by anyone regardless of /mt sharing!
+ Two new Devices! Liquid Pipes! Yes finally these are actually an item! Liquid pipes accept liquids from devices and move liquids to other pipes. Liquid Junctions, these pipes move liquids to their connected devices, they do NOT accept liquid from devices. Only other pipes. Both are craftable at the crude assembler after unlocking liquid transport!
+ The liquid pipes when crafting can use granite or diorite walls as ingredients as well.
+ New Lifts! Lifts are now craftable at the Crude Assembler! Similar to belts they now have a capacity of 4 items! Lifts are much cheaper then belts!
+ Lifts can use any type of fence when crafting!
+ Three new techs have been added for the new belts & lifts! Faster Logistics, Express Logistics & Turbo Logistics

Changes
+ Belt now have 4 item slots! 2 on each side of the belt! Double the throughput!
+ Movers no longer have a motorized state. RIP repeaters.
+ Belts are independent of each other, breaking one doesn't cause the entire belt to rebuild anymore.
+ Belts play their sounds a little quitter when moving items and they also only play sounds every other belt when moving items.
+ Belts now are crafted in the Crude Assembler and have default recipes! Belt assembling has a unique trait, if you can craft it with any colored carpet to change the color.
+ Belts are no longer restricted by color. So a white belt can connected to a red belt now. Color coding is still a thing of course but there's no technical limitation to this anymore.
+ Devices no longer have a 5 second delay to register. This is great for testing and makes reloading the plugin a lot faster.
+ Item Teleporters now 1/4 the amount of power for teleporting items. At max range of 32 this would have been 16 power per teleport, now it is 4.
+ Human Teleporters now cost 1/2 the amount of power for teleporting.
+ Elevators now use 3 less power per teleport. From 10 to 7
+ Various devices have had their pollution output tweaked, most of them were lowered, though these were mostly uncommon devices. Only one had pollution increased, the crusher now produces 1 pollution rather then zero, but the sifter now produces 1 instead of 2, these are often used in the same setup.
+ Pumps will now only consume 1 power after they have moved 100 liquid. Instead of consuming power for moving 1 liquid in some cases.
+ Liquid Pipes now have a capacity of 100.
+ Liquid Pipes now can only contain 1 liquid. Mixing liquids isn't possible.
+ Liquid Pipes will now always show their liquid type assuming they have one.
+ The Oil Refinery now has a hint based on the chosen recipe. It describes how liquids input and output, its useful for Oil Cracking specifically.
+ The Oil Refinery now has set output directions for liquids when using Oil Cracking. Petrol is output through the backside, heavy oil is the left, and light oil is the right. Oil can be input from any other side though. This change had to be done since pipes can no longer mix liquids.
+ Updated the guide.yml with the new changes. You might want to delete your guide.yml and let it regenerate as it will not change the entries.
+ Lift up down direction is now based on if your looking up or down when placing the lifts!
+ Lifts also have a rotation to them now which is based on the direction your facing when placing it. It is possible to have lifts connect with different rotations!

Fixes
+ Power Pylon upgrade checking now only occurs when a player is near and once on server start. This will reduce overhead by a bit for servers with lots of upgraded pylon use!
+ Belt railing is better aligned which visually looks better in some cases.
+ Movers can now enter a pending state similar to how devices do when waiting for their world to load, rather then just deleting the mover if its world isn't loaded yet.
+ Fixed an issue that would allow users to open an incorrect inventory for chests when quickly placing movers.
+ Fixed an issue when opening a chest you could open the physical inventory of said chest rather then its virtual one if it had a block above it.
+ Fixed an issue with the AutoButcher not working!
+ Power Lines now regenerate after server restarts much more consistently. Before they would connect to whatever pylon was closest, now they remember what pylon they were connected to!
+ Barrel Pumps can output liquid now even if there is no output item space for barrels.
+ Fixed a couple of visual issues with liquid pipes.
+ Biodomes created from the Atmospheric Stabilizer now apply to crops as intended. In addition to this fix, biodomes work on animals and trees as well!
+ Electric Furnaces can make charcoal again, though keep in mind Electric Blast Furnaces will not be able to do this as it mimics normal behavior.

Notes
+ Belts no longer need movers at all to work. This reduces the overall amount of movers you'll use.
+ Belts now update their railing way faster.
+ Changing one belt does not make every belt rebuild its railing.
+ Belts can be placed next to each other now without any janky movement.
+ Movers have much less impact on performance now since they no longer manage belts. And the logic for moving items on and off belts is much more efficient.
+ Movers will still maintain there splitting mod, this allows them to split their output into multiple outputs still.
+ The terrain healing system isn't perfect, it isn't very good at restoring leaf's since they can decay from logs being polluted. Though leaves remove via pollution will be restored.
+ Terrain healing only occurs on newly polluted blocks.
+ The pollution reduction on uncommon devices was to help them actually be able to run, for example a auto harvester making 5 pollution is a bit counter intuitive for game player balance since pollution hurts crop growth.
+ Pipes of different types will not form pipe networks together (still). So having an andesite liquid pipe connected to a granite liquid pipe will not actually pass liquid between the pipes. Very useful for when the liquid management gets wacky.
----------, Dec 14, 2025
Resource Information
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Total Downloads: 14,501
First Release: Oct 7, 2021
Last Update: Yesterday at 7:49 PM
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All-Time Rating:
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