Additions
+ New config option! Speed Materials! This is a custom list that allows you to make specific materials give a speed buff or speed debuff. This new system is what concrete and smooth stone uses for its speed buff!
Changes
+ Cliff explosives now only have a 20% chance to break ores now rather then always breaking them making them good for mining!
+ Concrete is now faster to walk on then SMOOTH stone as intended.
+ Smooth stone slabs now also give a speed bonus.
Fixes
+ Fixed a major issue with the recipe viewer allowing users to delete recipes when it should have only been admin only. Thank you SimSim for the report!
+ Fixed an issue with exploding entities dropping vanilla devices and movers.
+ Fixed an issue with cliff explosives not being placeable.
+ Fixed cliff explosives being able to explode blocks that were protected by protection plugins.
+ Fixed an issue with explosions being inverted, allowing them to blowup blocks when they shouldnt and not breaking blocks when they should have.
Fixes
+ The Craft and the Assemblers can now be copied and pasted with the Blueprinter!
+ Fixed Admin Claims in GriefPrevention!
+ Fixed an issue with looking up and down when mining using the tunnel pickaxe.
Additions
+ You can now apply a forward and backwards offset to the blueprint prints.
+ You can now apply a rotation to the blueprint print.
Fixes
+ The tunnel pickaxe now works in a 3x3x3 area in east and west directions rather then a 3x3x1
+ Fixed Battery & ResearchLab placement.
+ Some fixes have been done to some devices, specifically with how grief prevention determines if it can break a block or not.
+ Fixed an issue with grief prevention considering the target location the same as its placed location.
Notes
+ The combination of the two additions to the blueprinter allows you to print stackable designs similar to how you would in Factorio.
Changes
+ The Blueprinter now saves and loads schematics from a new folder, \plugins\Minetorio\schematics. This will make sure admin schematics are seperated, however if your an admin and want Minetorio to have access to these blueprints simply copy and paste them over into that new folder!
Fixes
+ ResearchLab, Power Pylon, Batteries & Solar Panels can now be copied by the blueprinter.
+ The Barrel Pump will no longer create liquids out of thin air. (Thanks Skye!)
Notes
+ There is a lot of devices that need to be migrated over to a new internal system, this system the blueprinter uses. So if you have a device that does not get placed and needs its base ingredient this is why. These will slowly be added overtime!
+ I will be focusing on adding the most common devices first to the blueprinter.
Additions
+ The Blueprinter device has been added! This device can be research after logistics. It uses worldedit, so if you dont have that installed this device will not be there. Essentially the device can copy an area of blocks defined by the player using the device and build it with the device in another location. And yes, this does copy and build minetorio devices!
Fixes
+ Fixed an issue with online players causing some specific devices from working. (Devices that check for protection plugins)
+ ArmorStands for power displays are now markers, so they have small hitboxes, this makes certain devices easier to work with like the ItemTeleporter.
+ Fixed an issue with ItemTeleports when broken while teleporting had a chance to drop their dropped item with the wrong power usage, making different device stacks and preventing them from stacking.
+ Fixed a WorldEdit issue with onSecond console spam for some servers.
Notes
+ The Blueprint device is VERY new. I assume this device will have performance issues, actually I'll just say it WILL have performance issues on weaker servers. I will work towards optimizing though of course! This device is highly complex, please make sure to READ the UI elements when using it!
+ Admins!!! Schematics will NOT paste devices when using //paste! This is unique currently to the Blueprinter. However you can still make your own vanilla schematics and users can still use those blueprint cards
Additions
+ RocketLaunchEvent is now fired for when a rocket is launched. You can currently pull the Rocket Silo device from this event, as quality of life addition the event has a method called getOfflinePlayer, this returns an offline player object of the placer of the silo. They may or may not actually be online.
Changes
+ Devices that modify the world will now respect WorldGuard regions, GriefPrevention & Towny permissions. So if a region has the owner of a player, but its an autominer trying to break a block outside of its area, say in another region they are not apart of, it will skip that block.
Fixes
+ Fixed an issue with multiple world setups when placing blocks.
+ Changed the event message from chat, it should now maintain the original message before most plugins modify the chat. This should fix some chat input issues across several chat based plugins.
+ Resource Zones with regeneration should now regen at the proper rate, they were only going up by 1, they should go up by their proper amount now and always go up by 1 if resource regeneration is enabled.
Changes
+ Refactored the AutoMiner device screen. Looks a little simpler and includes the current Y level!
+ The AutoMiner can now have its drill radius changed! Users can change the radius from 1-7! 7 Was the default radius before! A radius of 1, is a 3x3, a radius of 7 is a 15x15 for reference!
+ A Pump when drilling for oil will now show the oil in the connected oil field in its device information!
Fixes
+ WorldGuard can now block explosions from grenades and artillery. It uses the OTHER_EXPLOSION flag! Set to false if you don't want grenades to work in certain regions!
+ GriefPrevention now blocks grenades and artillery!
+ Towny now prevents grenades and artillery from exploding if the town has explosions disabled!
+ Fixed an issue with the power receiver taking wayyy to much power then it needed.
+ Pumps will no longer collect items above them. However this can still happen when the server is first booting up and shutting down. But in most use cases this is fixed now.
+ Devices that attempt to load on a world that no longer exists should now be skipped. These devices will also be removed automatically.
Changes
+ The Power Reciever now shows a different message for when the device is using grid power and not relying on the provider.
Fixes
+ Fixed an issue with the failed interact message showing up in cases where it shouldn't have been.
+ The F to swap direction feature has been toned back, so now it will only work on specific things, dispenser, dropper, observer, stairs, repeaters and comparators.
+ You can now remove authorization for users who are offline, this only occurred if a server did a restart and the target user had yet to log in.
+ Fixed an issue with train stations spawning more display items then they should have had and not removing it.
+ When configuring doubles in the config in game it will now accept entries like 0.1, and 1.2, before it was setting it weirdly. This has been resolved.
Additions
+ WorldGuard is now respected when it comes to protections. You can no longer use the rotate feature for example in regions you cannot build in.
+ Quick take & quick deposit into devices / furnaces now requires permission to do so.
+ GriefPrevention is now supported by Minetorio! So features like rotating devices and quick deposit and quick take from furnaces have been disabled.
Changes
+ Authorization priority changed, from most important to least. WorldGuard > Towny/GriefPrevention > Minetorio Sharing
Fixes
+ Fixed an issue with liquid recipe caching, this allows sulfur to be craftable again! (It would craft one then stop, this was fixed)
+ Fixed an issue with movers taking display items from crafters.
+ Fixed a visual issue with the pump in regards to oil.
+ Fixed an issue with movers with a lever override placing items twice when it only had one to place, this only happened in one direction, I'm not sure at what point this was possible as it seems unlikely this was always this way. The fix was very simply, its as if i accidently deleted a line of code here at some point.
Notes
+ Please request your claim plugin for me to add support to, as right Minetorio is only hooked into WorldGuard, Towny & GriefPrevention.
Additions
+ Coal Liquefaction now can use Charcoal
+ Items from EliteMobs that are visualItem's will no longer be picked up!
Changes
+ Basalt is now considered a smeltable item. So movers will move it into furnaces!
+ The Boiler no longer burns a new item if there is no water.
+ The Boiler is now using a new system for its inventory. This allows for new stuff, when the boiler is boiling the smelting arrow will go up.
+ The Boiler now allows input passthrough, so they work similar to combustion generators allowing movers to treat their input slots as output slots.
+ Devices when they become invalid or broken due to whatever reason, their last location is set to air if possible. So if a device breaks to a bug you can no longer get its vanilla item.
Fixes
+ Using the wire tool to change the input slot of a mover now is restricted to the cardinal directions, so it works as intended.
+ Fixed the Electric Furnace smelting display.
+ The Block Breaker now will update properly when flipped using F.
+ Fixed various liquid issues with Oil Refineries.
+ Fixed mt tables not showing its server data.
+ Fixed an issue with devices that were removed sometimes not actually being removed due to i/o operation issues, instead when this fails, the device when booting up on the next start attempts to delete itself again and never runs its compute.
+ You can no take the glass from boilers using movers.
+ Fixed an issue with the Rocket Silo be able to print stacks of science packs under specific circumstances.
Notes
+ The Boiler rework is quite significant, it should use less resources then the older version and it wont suffer from desync inventories anymore from server restarts under specific circumstances and its UI can be utilized better. If it proves itself in the coming days then all furnace based devices will use this system going forward.
+ Due to the nature of the boiler change, all older boilers will be deleted as their data structure has changed to much to not do so.
+ This patch was intended to have some newer devices but instead of waiting to release it due to IRL things, i decided to release the patch without the new devices. Im hoping the next patch will some new things for everyone to enjoy but just have stuff going through a real life move right now.
Additions
+ New Oil Refinery Recipe! Basic Oil Cracking, this takes 10 oil and makes 20 petrol. This is half as efficient as normal oil cracking. But can help with utilizing petrol power quickly after researching.
+ Movers can now dispense items in front of them if the front face is air. (Only works when players are within 64 blocks)
+ Movers can now input dropped items! (Only works when players are within 64 blocks)
+ Movers can now have a button placed above them to allow them to bypass container limiting. So if you want a barrel to exceed its item limits, simply place a button above the mover.
+ You can now flip any directional device using the f key, similar to movers. This applies to things like droppers, observers, and even things like stairs which is neat.
+ You can now use the wire tool to change the input location of a mover. Normally its always the opposite side, this allows you to do very interesting things, a nice example is creating *corner movers* so they could move items similar to a hopper. You can do this by left clicking the mover with the wire tool!
+ The Furnace, Blast Furnace and Smoker can now be chained with movers similar to the research lab, so you can do Furnace Mover Furnace, and it will move both fuel slots and ore slots down the line. However ingots and smelted materials are left so you still need to use belts to automate the process however still helps get to full smelting automation as a stepping stone.
+ The AutoHarvester will now work with LiteFarms! So it can harvest custom crops once they are fully grown!
Changes
+ Hoppers disable for 1 second if someone logs out or logs in the server within view distance range. This prevents hoppers from duping items with the caching system. Though mover caching is still being worked on. Its not suggested to enable it yet!
+ Liquid Barrels now store 500 liquid per barrel rather then 100. This will help with moving liquids via barrels greatly.
+ Barrel Pumps now show a fail reason so it should be a little more clear as to whats happening when trying to empty or fill a barrel.
+ Oil Cracking now takes 10 oil instead of 30. This will result in oil fields lasting 3x longer, also it will allow one oil pump to supply three Oil Cracking Recipes in Oil Refineries.
+ Oil Refineries can now hold 1000 of each liquid.
+ Coal Liquefaction now creates 500 Oil instead of 10 oil, they also require 50 water now instead of 10. This will make coal actually possible to fuel petrol engines in a useful way. While still letting oil fields be way to get oil in a less intensive way.
Fixes
+ The following memory optimizations also optimize the ms usage per tick! However the main benefit here is the reduced memory usage.
+ Major memory optimization to movers, this should reduce their usage in many use cases.
+ Memory Optimizations done for the Oil Refinery. This will benefit servers with many users using them.
+ Memory Optimizations done for the Electric Furnace furnace.
+ Memory Optimizations done for the Pump.
+ Memory Optimizations done for the Solar Panel.
+ Memory Optimizations done for all crafting devices.
+ Memory Optimizations done for power grids again.
+ Memory Optimizations done to the main onSecond method which effects various things.
+ Fixed an issue with double chests not being allowed to use all their slots at a distance, this would also throw errors sometimes.
+ Movers can now use the last slot in block inventory holders like chests and barrels.
+ Fixed an issue with the power provider not being added due to plugin load order.
+ Movers can now move items from movers again. This means you can change filters using movers on the fly to. (Could be used to bypass the filter limit as well with around robin setup.)
Additions
+ New Oil Refinery Recipe! Basic Oil Cracking, this takes 10 oil and makes 20 petrol. This is half as efficient as normal oil cracking. But can help with utilizing petrol power quickly after researching.
+ Movers can now dispense items in front of them if the front face is air. (Only works when players are within 64 blocks)
+ Movers can now input dropped items! (Only works when players are within 64 blocks)
+ Movers can now have a button placed above them to allow them to bypass container limiting. So if you want a barrel to exceed its item limits, simply place a button above the mover.
+ You can now flip any directional device using the f key, similar to movers. This applies to things like droppers, observers, and even things like stairs which is neat.
+ You can now use the wire tool to change the input location of a mover. Normally its always the opposite side, this allows you to do very interesting things, a nice example is creating *corner movers* so they could move items similar to a hopper. You can do this by left clicking the mover with the wire tool!
+ The Furnace, Blast Furnace and Smoker can now be chained with movers similar to the research lab, so you can do Furnace Mover Furnace, and it will move both fuel slots and ore slots down the line. However ingots and smelted materials are left so you still need to use belts to automate the process however still helps get to full smelting automation as a stepping stone.
+ The AutoHarvester will now work with LiteFarms! So it can harvest custom crops once they are fully grown!
Changes
+ Hoppers disable for 1 second if someone logs out or logs in the server within view distance range. This prevents hoppers from duping items with the caching system. Though mover caching is still being worked on. Its not suggested to enable it yet!
+ Liquid Barrels now store 500 liquid per barrel rather then 100. This will help with moving liquids via barrels greatly.
+ Barrel Pumps now show a fail reason so it should be a little more clear as to whats happening when trying to empty or fill a barrel.
+ Oil Cracking now takes 10 oil instead of 30. This will result in oil fields lasting 3x longer, also it will allow one oil pump to supply three Oil Cracking Recipes in Oil Refineries.
+ Oil Refineries can now hold 1000 of each liquid.
+ Coal Liquefaction now creates 500 Oil instead of 10 oil, they also require 50 water now instead of 10. This will make coal actually possible to fuel petrol engines in a useful way. While still letting oil fields be way to get oil in a less intensive way.
Fixes
+ The following memory optimizations also optimize the ms usage per tick! However the main benefit here is the reduced memory usage.
+ Major memory optimization to movers, this should reduce their usage in many use cases.
+ Memory Optimizations done for the Oil Refinery. This will benefit servers with many users using them.
+ Memory Optimizations done for the Electric Furnace furnace.
+ Memory Optimizations done for the Pump.
+ Memory Optimizations done for the Solar Panel.
+ Memory Optimizations done for all crafting devices.
+ Memory Optimizations done for power grids again.
+ Memory Optimizations done to the main onSecond method which effects various things.
+ Fixed an issue with double chests not being allowed to use all their slots at a distance, this would also throw errors sometimes.
+ Movers can now use the last slot in block inventory holders like chests and barrels.
+ Fixed an issue with the power provider not being added due to plugin load order.
+ Movers can now move items from movers again. This means you can change filters using movers on the fly to. (Could be used to bypass the filter limit as well with around robin setup.)
Additions
+ New Config! Disable Deep Drills When Unloaded: false, this gives server owners a way to prevent users from overnighting resources from deep drills without having to disable their devices when logging off!
Changes
+ The chance to get Uranium 235 is now 1/500 instead of 1/1000, this will make uranium a little more accessible in the late game.
+ Heat Generated From Nuclear reactor went from 200 - > 2000, this makes one fuel rod worth a lot more in terms of power.
+ Heat Exchangers now produce 90 steam using 60 water. (2x)
+ Heavy Steam Generators now produce 120 power instead of 60, they also use 40 steam instead of 20. This doubles their power output, for existing setups the only thing that changes is you need more water pumps. But the result is nuclear setups now produce 960 power.
+ Petrol Engines now produce 60 power instead of 40. This helps offset the oil refinery costs but also makes petrol engines more viable in the mid game.
+ Sulfuric Acid recipe now gives 100 instead of 10 acid. This 10x the output, this should assist with deep drilling uranium.
+ Deep Drills now only take 5 liquid per drill, this means you can run 2 deep drills off one lubricant oil refinery now. For uranium you could run much more.
+ Wind Turbine Crowding reduction reduced from 25% to 10%, this will make early wind farms a little easier in the early game.
+ Wind Turbine Crowding Distance reduced from 25 to 15!
Fixes
+ Major Optimization to memory usage, specifically this targets larger grids!
+ Multiple devices optimized with item stack caching, instead of recreating an item stack from a string over and over again, we cache the result of what the string value is, this will make improvements across the board.
Recently it was brought to my attention of the memory of Minetorio, after doing some debugging and with assistance from a community server of Minetorio I was able to drastically reduce the memory usage of Minetorio. It now uses about 8x less memory then it was before. This was really only effecting servers with high player count and low ram based on my data. Its worth mentioning that generally Minetorio doesn't use a lot of memory, however it does use more then the average plugin but i think thats to be expected considering the plugin does so much compared to the average plugin. But with that said i will now be improving memory performance going forward to, in the past i've focused heavily on mspt performance, which is why its so good considering the plugins scope. So given enough time memory performance will be great too! For now this is the first update targeting memory usage specifically! There will be more!
Changes
+ Tidal Generator Crowding Range Changed from 25 - > 15. This means you don't have to space them out as much to avoid a penalty. From my play testing this was really annoying to work with early on with t1 power pylons
+ Tidal Generator Penalty reduced from 25% to 15% this will make having them near each other in small amount somewhat better. The idea with these changes is to make them not so annoying to setup, when compared to something like solar for example.
+ Changed Multiple Starting Technology prices, Basic Power Management and Power Storage, Crafting Automation, Basic Refinement & Quarry Technology have been reduced in half.
Fixes
+ Fixed an issue making the deep drill use lubricant instead of sulfuric acid.
+ Fixed the display for the Sulfuric Acid recipe in the Oil Refinery. It was saying it made lubricant despite making Sulfuric Acid
+ Fixed an issue with resource zones spawning custom items and ignoring all lore except their name. This fixes Uranium Resource Zones. However old ones will need to be deleted.
+ Deep Drills now take sulfuric acid and not lubricant.
Additions
+ 4 New Industrial Items, Solid Fuel, Rocket Fuel, Rocket Parts and Space Science Packs
+ Solid Fuel can be crafted at an advanced assembler using 1 of 3 recipes, using light oil, heavy oil or petroleum.
+ New Device! The Rocket Silo! This device is used to launch rockets into space! In return it will generate space science packs! This takes a lot of time to get to if using technology.
+ New device! Mob Blocker! This device prevents hostile monsters from spawning naturally in a 100 block radius around this device. It uses quite a lot of power. And is a space tech item.
+ 2 New Items, Artillery Shell & Artillery Beacon, both are parts of the artillery tech, this is a space tech item.
+ New device! Artillery! This device shoots artillery shells! When the placer throws a artillery beacon, its impact location will signal all nearby artillery within 500 blocks to send a barrage. This barrage takes time to travel, up to 10 seconds at most. The further away the longer, it also becomes inaccurate at a distance. Also mountains or other tall structures can block artillery, its possible to hit a tree for example in the way of the intended target, or a mountain.
+ Artillery explosions act like grenades, they do have double the entity damage range and triple the base damage. This damage is LETHAL to most entities including players. Stand VERY clear!
+ New Config! Biter Victory Nests: true, if your using biters by default this is true, this will allow biters to spawn nests after they have a successful attack, this always was the case but now you can turn this off if you want.
+ New Config! Resource Zone Regeneration: false, this will allow resource zones to slowly refill their stored resources every hour.
+ New Config! Resource Zone Regeneration Amount: 0.001, this will allow you to control how much resource zones refill their stored amount by every hour, a good number is something lower generally speaking, the default example is one tenth of a percent.
+ New Device! Power Provider! This device can provide power to power receivers, however it cost the power receiver money to obtain the power. This allows users to setup economy based power companies! So you can provide power to someone for money essentially! However this will only work if your using an economy plugin that uses vault!
+ New Device! Chunk Loader! This device can load chunks in a radius, by default a radius of zero will load the chunk its placed in so long as it has power. The distance is configurable by the placer.
+ New Config! Max Chunk Loader Radius: 1, this is the distance the chunk loader can be set to by non operator players. OP's can bypass this up to 10 at most. A radius of 1 is a 3x3 area of chunks, don't set this higher unless you know what your doing.
+ New Config! Bypass Version Enforcement: false, you can use this to disable the plugin from disabling itself it its outside of its native version, however if you do this do not expect the plugin to work as intended, you will likely need to disable features and do your own work arounds. This does allow users to attempt to use it in older version though.
Changes
+ This release of the plugin is Version Locked! It will only work if the server is running 1.21. This is due to some recently discovered issues with older versions due to certain mc classes being changed to interfaces.
+ Logistic Robots no longer requires utility science, it now only requires up to chemical science.
+ Biter attacks now spawn their victory nest on the last broken device location. This should prevent nests from spawning inside of users bases since the attack nests previously were just spawning via the super chunk. This would allow nests to spawn inside of areas they should not have.
+ When using a seismic charge it will now display if there is multiple resource zones when scanning an existing zone area. So overlapping zones can now be visualized, this will only matter for custom resource zones spawned manually or if spacing is set to a very low number like 0.
+ When holding a seismic charge, if two zones are overlapping an area, and one zone has nothing stored in it, and another does, instead of showing only 1 dust color, both will be mixed together in that area to represent the current state of both resource zones at once.
+ Deep drilling for oil using a Deep Drill will now extract 5x the amount of oil, this is due to it using lubricant, as the pump was always just better so this gives a reason to use the deep drill but also makes oil mining slightly better later on.
+ Deep Drills can now select which resource zone they will mine, this accounts for overlapping resource zones basically. However if this doesn't happen normally in your setup there is no worries as deep drills will automatically attempt to mine whatever the first available resource zone is. This does mean if your resource zones are not deleted when they hit zero stored resources, they will stay locked onto that resource zone and mine nothing.
+ Having resource zones that delete when they are empty, will then allow deep drills to automatically switch to the first nearby resource zone or until one becomes generated nearby for it to link to.
+ Pump device information has been updated to be more responsive and show proper information, this also applies to when the device is unpowered! This should help with onboarding when working with liquids!
+ Pumps can now gather water in oil resource zones, if you place the pump above water in an oil resource zones it will now gather water instead of oil. This is actually very useful in some setups.
+ Assembler & Crafter devices no longer show their ingredients when unpowered, this will help with onboarding and displaying information to users.
+ When changing recipes in either assemblers their old ingredient display is immediately cleared and is updated on the next action. This will also help reduce confusion when changing recipes.
+ The guide will now filter some of the getting started tips out for the free version of the plugin, for example research is no longer mentioned as that's a premium feature!
+ You can no longer place a repeater on a mover to motorize it, if the carpet in front of it is already part of another movers belt! This will heavily reduce small mistakes resulting in movers fighting for control over belts.
+ You can no longer place carpet in a location that would join two separate belts together, this would make the movers fight for control over the belt. This helps prevent making these simple mistakes.
+ All devices have been updated to follow the new lore syntax, many devices had some UI adjustments as well.
+ The Power Receiver has been updated, it can now accept power from Power Providers as well, however you select your provider if one is available by clicking the power receivers device information button. (Any Vault Economy)
+ You can now add funds to the power receiver if you have some form of economy enabled. Selecting power providers will only be possible if there is some form of economy on the server. (Any Vault Economy)
+ You can now see the remaining science packs inside of any research lab, similar to the /mt research menu.
+ The hand crank now takes 1 hunger instead of 2.
Fixes
+ Liquids requiring a liquid to be crafted now actually take the liquid, at some point this stopped, and was not intended.
+ Oil fields now have their oil drained properly again, a bug was causing them to not actually consume oil from resource zones!
+ Pumps now extract water at a variable rate depending on the body of water they are in, as intended.
+ Fixed an issue with the crusher not removing all of the info lore from the /mt tables menu
+ Fixed an issue with combustion generators being able to move items twice in some circumstances, this fixes an issue allowing them to duplicate buckets.
+ Compatibility added for RoseStacker plugin, which should prevent items from Minetorio devices from stacking!
+ Fixed multiple grammar mistakes in the /mt guide, and changed some information in it to show more relevant information.
+ When removing the repeater above a mover it now releases its belt, this allow other movers to take over the belt properly.
+ Fixed a major issue with view distances on servers being set over 15 being considered, this could cause massive lag since the server wouldn't actually load anything past 15 view distance, but minetorio would still consider the server as doing so. This wont effect many servers, but if your view distance is higher then 15, there's no reason to do that, however minetorio now views a view distance of 60 as 15.
+ Empty Buckets will no longer be consumed by the Combustion Generator when it needs fuel!
+ Solar panels will now consider storms in their info message.
Notes
+ Solid Fuel will be left as a fuel source. Keep in mind this means it can be used in furnaces as a fuel source, it has the same burn time a coal blocks! Making it an amazing fuel source once oil tech has been reached! This will likely be balanced changed in the future.
Fixes
+ Vastly improved belt performance, movers now keep a record of the order of their belts, this way belts no longer need to check if the following belt is valid or is even a belt.
+ SuperChunks only attempt to generate their dissipation when a player is within 3 super chunks of it.
+ SuperChunks now are ticked over 20 ticks. Rather then all being ticked on one tick. This can reduce lag spikes by evening the load out.
Additions
+ New Config Option, Use Mover Caching, by default this is set to false. Enabling this allows you to use an experimental feature that has not been fully tested yet. It can improve mover performance by insane margins though.
Changes
+ Web poison has been reduced from 10 second to 5 seconds and its strength was reduced by 1.
+ Spider web debuff range reduced to 32.
+ Super Chunks will now slowly dissipate evolution as well. Though this will take a very long time compared to pollution dissipation. It will go down about 3.5% evolution per day.
+ Nest Spawn Timer changed from 300s to 900s. This means super chunks by default will only attempt to spawn new nests every 15 minutes rather then every 5. (This didn't actually get updated in 0.78 for some reason)
+ Biter nests now get destroyed in a way cooler way, over time with some sound effects.
+ When a nest is killed biters now lose half their health.
+ Defender biter respawn time at nests increased from 10s to 15s
+ Gold Nugget chance reduced from 10% to 5%
+ Iron Nugget chance increased from 15% to 20%
Fixes
+ Broken movers now properly remove when being placed and broken rapidly.
+ Slightly changed how super chunks tick landmines, generate dissipation & dissipate pollution, this should improve super chunk performance.
+ Optimized motorized mover carpet checking. It will now only force check once, after that it relies on players being nearby in order to attempt staging a rebuild for its belt.
+ Belt movement direction is now cached on success this should improve belt moving performance.
+ The Crafter will now display current ingredients correctly.
+ Nests will now remove all of their nest blocks. However already spawned nests will use the old removal method, which can still leave some things behind like cobwebs.
+ Fixed an issue causing chunks to stay loaded in cases when they shouldn't have due to devices.
+ Fixed an issue in 1.21.2/3 with items bouncing into the air.
Additions
+ Updated to 1.21.3 (Still works on any 1.21 version though)
+ New Item & Research, Low Density Structure this can be researched after Chemical Science. Crafted at the advanced assembler.
+ New Science Pack! Utility Science! This can be crafted at an advanced assembler and is unlocked after Low Density Structure is unlocked.
+ Modular Power Armor! You can now research modular power armor. It utilizes the top row of your inventory by using power chips in them.
+ Integrated Exoskeleton Chip, gives 33% less speed then the exo skeleton, however it can stack, so having two of them make you faster then the normal exo skeleton.
+ Mobile Battery Chip, gives your character a personal 1k power storage. This can stack.
+ Mobile Solar Panel, gives your character power generation when exposed to the sun. This can stack.
+ Personal Laser Turret chip, you use power from your character to shoot lasers at nearby enemies. The more chips the higher the damage and power usage.
+ Personal Shield Generator, prevents damage of any kind so long as you have the power needed to prevent the damage. Taking 1 damage uses 100 power, taking 10 damage takes 1000 power.
+ Modular Power Armor and chips can be researched after unlocking Utility Science and all are crafted at the advanced assembler.
+ New Tech! Research Efficiency III! Makes your research speed even faster! (Utility Science)
+ New Tech! Laser Upgrades! Makes your laser turrets to 2x the damage! (Utility Science)
+ New Tech! Logistic Robot Speed! This makes your logistic robots move 2x faster! (Utility Science)
+ Pollution is now tracked as a production item in the production monitor as brown dye.
+ New Command, /mt removeallpoll, this command removes all pollution and resets all evolution across all super chunks.
+ /mt removepoll now actually removes all pollution in nearby superchunks, it still resets local evolution as well!
Changes
+ The research lab has been reworked, it has a larger inventory to accommodate for more science packs and the information displayed has been updated.
+ The research lab inputs and outputs are now the same, this allows movers to move science packs directly from one lab to another. Think Factorio!
+ The max container space for science packs has been adjusted to 4 for movers. This means research labs will be able to store double the amount of science packs now.
+ Logistic Robots now use Utility Science packs. However the overall science packs has been cut in half, so instead of using 200 packs it now uses 100 for the science packs.
+ Evolution Amount Percentage changed from 1000 to 10000. Meaning it takes 10x longer for biters to evolve. They were evolving insanely fast for small factories.
+ Nests how up in the /mt map as nether wart blocks, making it easier to find them in the map view.
+ Attack Only Online changed to true, this means servers that enable biters by default biters will no longer attack offline player factories. Keep in mind users can use this in a explotive way. Running an autominer overnight for example without the risk of an attack could be unbalanced.
+ Disabled the async operations for super chunk pollution mechanics, this may be reenabled, I believe that scheduling these is actually using more performance then we would use without doing the operation in async. (Substantially more)
Fixes
+ The crusher now logs crushed items as removed not produced.
+ Reduced mover performance when a mover outputs onto a belt. Should be about a ~0.18ms reduction (You need 50mspt to encounter tps loss)
+ Reduced mover performance when a mover is checking its in slots for inventory size. About ~0.07ms reduction. (Results vary based on the server hardware of course)
Additions
+ Sand can now be moved into furnaces from movers!
Changes
+ Some updates have been done to biters in preparation for the 1.21.2 changes.
+ Nest Spawn Timer changed from 300 to 900 by default, meaning nest spawning is attempted every 15 minutes instead.
+ All biomes now give a 0.25 dissipation rounded down, which means a super chunk will now always have a dissipation of 2 at a minimum.
+ SuperChunks that are currently generated will now have a minimum of 2 dissipation.
+ Taiga now gives -4 dissipation to super chunks, however this only applies to new super chunks.
Additions
+ You can now crush sandstone into four sand!
Changes
+ Crafting Automation no longer requires green science.
+ Advanced Assembler now requires logistics to be unlocked, this sort of already happens, mostly a visual change.
+ Sand was readded as a 25% chance to the sifter, it was accidently removed at not added in.
+ Tables will now attempt to generate new defaults, however this will only happen once per recipe. So it will generate once, if you remove it, it will not generate again unless you run the command /mt default tables
+ Smooth basalt can now be crushed into 5 iron nuggets. This is found naturally in the overworld around amethysts. However the nether has normal basalt, after its smelted, it could be crushed. This is a alternative way to get iron essentially.
+ The Auto Crafter now uses the crafter material, already placed crafters will continue to work however they will drop old crafters which when placed are converted into normal crafting tables. This actually will help with the early game when your using auto crafters and crafting tables all over the place haha.
Fixes
+ Fixed an issue with pollution dissipation in super chunks being allowed to be 0. They should always be at 1 at a minimum.
+ Fixed a config typo in regards to nobiters areas.
+ The crusher only crushes one input at a time again.
+ Sulfuric acid is required to mine uranium once again.
Additions
+ Belt Speed! You now go faster when walking in the direction of a belt! Going against the belt slows you down though! (1.21+ Only)
Changes
+ Wind Turbines are now capped to 10 power as they should have been.
+ Wind Turbines crowding distance reduced to 25 from 50.
+ Wind Turbines now suffer from wind. Crazy. Wind takes a bit longer to change so it is fairly unreliable, however it is super cheap to make and it is a form of infinite power so its very good for early game setups still.
+ Tidal Generator now suffer from tides. They will produce their peak power at 6000 and 18000, which is midday and midnight, similar to real life tides on earth. This makes them a reliable renewable power source at specific times, similar to a solar panel.
+ Tidal Generator crowding penalty range reduced to 25 from 50.
+ Tidal Generator power generation reduced from 15 to 10.
+ Both the wind turbine and tidal generator have device information.
Fixes
+ Fixed a visual issue with the crafter showing ingredients when no item is present for crafting.
+ Logistic robots no longer require uranium reprocessing, this was an unintended human error bug. (I'm the human lol)
+ Logistic robot no longer shows as unlocked by default in the basic assembler, this will also fix other head based items from custom recipes from doing the same thing.
+ Servers when updating or first booting the server with the plugin will no longer require a server restart to apply default table recipes for devices and resource zones.
Notes
+ Wind turbines and tidal generators were pretty unbalanced, this was because I never added their downsides when I first made them. From testing it was pretty neat using wind power so early. But it was clearly giving to much power. But I did like that my power setup was different then
all the other runs I've done. I really wish Factorio had something like this, always starting with boilers for power gets kind of old. So its cool it see this get resolved even in my own project here.
Additions
+ Belt Speed! You now go faster when walking in the direction of a belt! Going against the belt slows you down though! (1.21+ Only)
Changes
+ Wind Turbines are now capped to 10 power as they should have been.
+ Wind Turbines crowding distance reduced to 25 from 50.
+ Wind Turbines now suffer from wind. Crazy. Wind takes a bit longer to change so it is fairly unreliable, however it is super cheap to make and it is a form of infinite power so its very good for early game setups still.
+ Tidal Generator now suffer from tides. They will produce their peak power at 6000 and 18000, which is midday and midnight, similar to real life tides on earth. This makes them a reliable renewable power source at specific times, similar to a solar panel.
+ Tidal Generator crowding penalty range reduced to 25 from 50.
+ Tidal Generator power generation reduced from 15 to 10.
+ Both the wind turbine and tidal generator have device information.
Fixes
+ Fixed a visual issue with the crafter showing ingredients when no item is present for crafting.
+ Logistic robots no longer require uranium reprocessing, this was an unintended human error bug. (I'm the human lol)
+ Logistic robot no longer shows as unlocked by default in the basic assembler, this will also fix other head based items from custom recipes from doing the same thing.
+ Servers when updating or first booting the server with the plugin will no longer require a server restart to apply default table recipes for devices and resource zones.
Notes
+ Wind turbines and tidal generators were pretty unbalanced, this was because I never added their downsides when I first made them. From testing it was pretty neat using wind power so early. But it was clearly giving to much power. But I did like that my power setup was different then
all the other runs I've done. I really wish Factorio had something like this, always starting with boilers for power gets kind of old. So its cool it see this get resolved even in my own project here.
Changes
+ The Crafter, Basic Assembler & Advanced Assembler now show what items they are missing in a much nicer fashion! This will help with new players and general information.
+ The same devices also now have a slightly cleaner device information display.
+ The same devices will now properly show when they dont have enough power if the grid cant cover their idle cost.
+ The Item Infuser now requires logistics to unlock, it technically already did since it needed logistic science packs. This really just fixs a visual issue.
+ The Crafter, Basic Assembler and Advanced Assembler no longer look at recipes that are not Shapeless or Shaped, so furnace recipes for example are ignored. This can actually improve perfomance slightly for these devices.
Fixes
+ Fixed an issue with the logistic bot showing up in the recipes viewer even if it is not unlocked. (This also fixes heads in custom recipes from doing the same thing)
Notes
+ The crafter will only ever display one recipes ingredients even if its not the recipe you might be trying to use, for example sticks, but crafting them with bamboo. It will always ask for planks even though it will still work with bamboo.
+ The crafter will warn you if their is multiple recipes though despite the previous note.
A hotfix for to prevent a startup error!
Additions
+ New *tables* menu added, you can manage multiple tables here for different devices and systems.
+ You can now remove and add your own sifter recipes.
+ You can now remove and add your own crusher recipes.
+ You can now remove and add your own resource zones.
+ Op players can also use /mt tables to open the table editor!
+ OP's can also use /mt default tables, to generate all default tables if for some reason you need to redo them!
Changes
+ You can now open the tables menu by right clicking the config icon in /mt menu.
+ Resource Zones are slightly more common for ones that were temperature dependent.
+ You can now use "hand" as a type when using /mt create rz type amount radius, this will allow you to create a zone quickly with literally any item your holding. You can still use the old options available as well.
Fixes
+ Fixed an issue with device sharing when player data is removed but the device is not.
+ Sifter can now actually sift red sand
Notes
+ The tables menu can be a bit complex, the best way to use it, is to reference the default entries there. I will be updating the wiki soon, and this is a section that will be covered in detail there.
+ Due to the new changes, expect sifters, crushers and resource zones to work slightly differently then they did before. This includes simple bugs, granted ive tested them all, but that usually doesn't stop small issues from coming through.
+ Existing resource zones should update to the new resource zone structure, however if they don't, you can always wipe their data folder or use /mt remove rz! If you encounter resource zones that doesn't update it will actually automatically get removed by a deep drill mining or you scanning it with a seismic charge!
This is the 100th update for Minetorio!
I started this project nearly 3 years ago as a prototype plugin on October 7th the first public build was released! It was so basic then, it had movers and belts and the auto crafter. No power systems or anything like that. And that's all it had! Then 2 years passed and it went into premium! It had tons of features added into it. And now we are in the present. The plugin is almost complete! 0.9 is the last build that will add major content, with 0.9 to 1.0 being things like plugin compatibility being added and worked on, polish and bugfixes. I am still pushing for my goal of 1.0 by the end of the year! We only have two major features left to add in, rocket launches! (coming verrry soon, 0.8) and planets which more or less give options for server owners to make their extra worlds more unique!
The plugin has come a long way. And I'm super grateful for the community it has started to curate over the last year. I've played on a dozen or so minetorio servers now and its so cool to see how you all use it. Some of you have even made custom content for the plugin like 3D models and an awesome resource pack. This has been an amazing project to work on and I've had so much fun! Here is for the years to come cheers! To celebrate the plugin will be 50% until its next update!
Changes
+ The AutoPlanter can now bonemeal crops! Note that it will bonemeal as many crops as it can in its radius every 5 seconds.
+ Updated the AutoPlanter description to reflect these changes as well!
Fixes
+ The AutoPlanter no longer requires an open output slot to work, considering the autoplanter never produces any items.
+ Fixed an issue with biters attacking players who are not online causing an onSecond spam in console. (Thanks Seafury18)
Changes
+ Major perfomance improvements to super chunks! Thank you Cobrex!
Fixes
+ Fixed an exploit allowing users to steal floating items from devices. Thank you Lexivale!
+ Fixed an exploit allowing users to take items using the knowledge book. Thank you Cobrex!
Changes
+ Optimized super chunks with landmines performance tweaks and they now tick in a more performant friendly way.
Fixes
+ You can no longer select an item you have not unlocked when tech is enabled in the assemblers.
+ Selecting on the second page of the assemblers has been fixed.
+ Fixed an issue with resource zones with no resource type. Likely due to running out of it.
Additions
+ You can now see why a recipe is locked in the basic / advanced assembler.
+ New Config! Assembler Autocrafting Permissions, this allows you to limit certain recipes and crafts in your assemblers requiring a specific permission to select them in the assemblers. Read config for more detailed information!
+ You can now see the permission locking a basic / advanced assembler.
+ New Config! Permission Masking, with this you can mask a specific permission to show up as something else in the UI for MT, this is entirely optional but just helps with making the plugin fit your server better. Read config for more detailed information!
+ New Config! Permission Mask, this allows you to change UI from saying "Permission Locked" to something else like "Skill Locked" for example!
+ New Oil Refinery Recipe! Coal Liquefaction, just like in Factorio you can now convert coal and water into oil. Of course mining straight oil is always easier. But this is a nice alternative.
Fixes
+ The /mt config reload command is working properly now.
+ Chemical science is now needed to research nuclear power.
+ Advanced Assembler can now craft sulfur.
+ Recipes can now take only a liquid in the advanced assembler with no other ingredients.
Additions
+ New Command! /mt copy recipe hand craftingSource, this allows you to copy recipes from minecraft or from other plugins into Minetorio.
Fixes
+ Fixed an issue with recipes with no ingredients.
+ Cleaned up UI typos in crafting menu.
+ When creating a new MT recipe for the first time the menu no shows the crafted at button after setting the recipe.
+ Crafted At button in the recipes menu now shows its actions, including how to remove recipes.
+ Fix to data loading, it will overall attempt to load less files that are not related to the plugin and will improve compatibility with my other plugins.
Additions
+ New Config! Autocrafter Disable: false, if set to true, the autocrafter will no longer be able to craft custom recipes, it will be restricted to vanilla crafts only!
+ New Config! Resource Zone Empty Deletion: false, if set to true, resource zones will be deleted when they run out of resources.
+ New Config! Resource Zone Spacing: 128, This is the distance at which you can scan for more zones from existing zones.
+ New Command! /mt remove rz! This can be used by admins to remove a resource zone that your standing in.
Changes
+ Sand produced from sifting sand no longer is tracked on the production monitor since nothing is actually changed.
+ Config no longer saves on shutdown, since the in game editor saves after each edit anyways. This makes it possible to reload the plugin when changing config options not in the editor as well.
+ Changed the grid information that is displayed in the power pylons, it is much more informative and is much more concise!
+ Combustion generator will now display its burn time on its smelting slot.
+ Battery drain can only happen now if the battery was not recently charged. The drain rate is still the same, every 5 seconds.
+ Depleted resource zones now show up as yellow when holding a seismic charge rather then green.
Fixes
+ Battery Monitor now works properly when inverted.
+ Battery Monitor now applies its power toggle when above or below its threshold continuously.
+ The Power Grid now correctly updates its generators and consumer lists when there is no live power in the grid now. This allows power pylons to properly show information.
+ Batteries no longer drain power from the grid when they have no charge.
+ Resource Zones are now deleted when emptied.
+ Belts no longer leave behind ghost items when being broken rapidly.
+ Movers are now queued to rebuild their belts. This prevents them from spam rebuilding their belt when removing and adding a lot of new belts to it. This helps performance as well when placing.
Additions
+ New Command! /mt create craftl liquid amount, this will allow admins to get a useful liquid bucket that can be used to make custom recipes that use liquids in the advanced assembler!
+ New Config! Device Autocrafting Permissions, players have all permission to craft any item in the auto crafter, however if you want to require a permission for a specific item or device you can now do so by adding it to the config. It is well documented in the config so read more there for info!
Fixes
+ Seismic reading no longer requires you to have the tech unlocked to use it when tech is disabled.
+ If tech is disabled you no longer will be told you cannot craft an item in the autocrafter if it requires a tech.
Additions
+ New Device! Redstone Emitter! This device can wirelessly send power to certain blocks, right now this includes doors, redstone lamps, repeaters, redstone wires (a single wire, multiple is weird) and anything powerable, so levers for example. These only emit when they are loaded since redstone can be expensive on unloaded chunks.
+ The Redstone Emitters power cost depends on the devices connected and their distances to the device! The is a fairly early tech, unlocked after getting logistics and timings technology.
+ New Device! Power Transmitter! This device can send power wirelessly to Power Receivers! However the further the distance the more it costs! This is a chemical science tech by default and is crafted at the advanced assembler.
+ New Device! Power Receiver! This device can receive power from Power Transmitters! It works like a battery, however it cannot be charged on the grid and can only be charged from transmitters. Its also the last the on the grid to use its power. Unlocked with the same technology as the transmitter.
+ Grid power is used in this order Grid Power > Battery > Power Receiver
+ New Device! Power Meter! This device allows you to keep track of power usage and creation by linking it to another device. It is unlocked via power management in the tech tree, an early game technology.
+ New device! Power Substation! This device allows you to change the range of its grid range. It cost more power the farther the range. This is a chemical science tech but will make late game bases quite a bit easier to expand.
+ Uranium can now be found with seismic charges and can be spawned with the /mt rz create command. This can be mined with a deep drill using sulfuric acid instead of lubricant.
+ New Device! Nuclear Reactor! This device takes uranium fuel cells to make an immense amount of heat which is transferred to adjacent heat exchanges.
+ New Device! Heat Exchanger! This device uses heat and water to create a massive amount of steam! This steam could be used by either Steam Engines or by Heavy Steam Generators. This is over 2x as efficient in making steam vs a boiler.
+ New Device! Heavy Steam Generator! This device converts a massive amount of steam to energy. It is essentially 4 steam engines in one!
+ New Device! The Centrifuge! This device can take uranium ore and extract uranium 235 or 238 from the ore. It can also take use uranium fuel cells and 8 u238 to make a normal uranium fuel cell. Additionally it can take 8 u238 and 1 u235 to make 2 u235. Both of those require additional technology to work though.
+ Uranium Fuel Cell can be crafted at the advanced assembler!
+ New Technologies! Uranium Reprocessing, allows the centrifuge to use the extra refining processes when unlocked. Nuclear Power, this unlocks most nuclear based devices.
Changes
+ Wind Turbines now check for their airblocks in a 5x5x10 pattern. They will require more space overall.
+ Wind Turbines rescan their environment every 6 minutes, only counting down when a player is near them. So its best to place them after clearing an area.
+ Required water/lava mass for tidal/geothermal generator doubled. This means the smallest body of liquid they can be in was raised to 50 blocks.
+ The /mt create rz command now has autofill options for the types of resource zones to create.
Notes
This is a pretty big update for Minetorio. Nuclear power is the end game power source and is a big milestone for myself. There were close to a dozen new devices added this patch and this concludes the new devices that are power related. I wanted to spend some time working on power sources for Minetorio hence the three patches regarding power devices and such. Something I always wanted in Factorio was additional ways to make power so when I played through the game again it wouldn't be so similar. Or just having a different start then just the boiler setup that we all know. This really only mattered to me for the early game though, as I rarely would make it to nuclear power in factorio, literally one time in my 130 hours of playing it did i make one. Now that I feel there is plenty of ways to make power and nice tools to manage the power I think i can close this chapter of Minetorio.
This being said the new additions have a TON of cleanup work ahead for me. You will notice that in some of these new devices the UI formatting is different then what I normally do. You can see this in the research tab for minetorio to. I plan to overall a lot of how devices look presented. With this said the new nuclear devices UI are a bit more basic since I plan to redo how its presenting its information anyways.
My next plan after polish is to work towards control of loot tables in Minetorio. So devices like the crusher, sifter and resource zones for example will be configurable for server owners. I also plan to officially start the API for Minetorio as well. This will take some time to build out completely but my first goal is to add a way for developers to make their own devices. The next roadmap goal is approaching 0.8 is the rocket update! Which is one of the 2 last major content update for Minetorio until 1.0. Im very excited to be approaching the 1.0 version of Minetorio my goal is still set by the end of the year for 1.0!
V0.76 - Power Sources II
Additions
+ New Config! Require Loaded Chunks: false. If this is set to true, devices will not work if their chunk is not loaded.
+ New Device! Tidal Generator! This device generates power from bodies of water! It uses iron trapdoors on the left and right to make it more efficient. It also performs best in oceans, rivers are alright and anything else is a lot worse. This is a early game tech crafted at the basic assembler.
+ New Device! Geothermal Generator! This device generates power from bodies of lava! It uses a copper slab above it and requires lava to be on the left and right to be efficient. 25 blocks of connected lava are required for the best output. This also an early game tech, and is crafted that basic assembler.
+ New Device! Wind Turbine! This device generates power from the wind! It will receive an update soon, as of right now it just needs to have space available around it. This device also has a crowding debuff and has a tech to be unlocked but is an easy tech. It also is crafted at the basic assembler.
Changes
+ Lightning rods now go on a minute cooldown after being struck.
+ Devices can now be established completely in their own class. This will be very useful for developers using the future API. This is a technical change. All other devices still need to be migrated.
+ Internal change to item menu, this will be useful for developers using the api in the future, as items can be added to the menu now using a single method.
+ Power grids will no longer merge with players that you have not shared your factory with.
+ When holding a wire tool or power pylon you will only see your power grids.
Notes
This update was about finishing up the early game power sources! I will no doubt be balancing the new power devices in the next patch as I have a lot of tweaks i want to make but i just don't have the time at the moment, but i really wanted to get these out to everyone! Enjoy!
Its worth mentioning that the wind turbine will change as well to use a structure that gets placed when it is placed. So this device is sort of an early release. If you don't want people to have broken wind turbines for when they update then for now remove their base recipe that is provided.
Additions
+ Updated to 1.21.1
+ New Device! Moonlight Panel! This device gathers trace light from the moon! Granted it is worse off then the solar panel, since it is effected by both clouds and the moon cycle. A full moon does give a +1 to power boost, letting it reached a +4 power generation. But that is about its only advantage.
+ New Device! Crank Generator! This device lets you make power by simple pulling the lever up or down! It cost hunger to work. This device is intended for the very early game. It is also unlocked by default!
+ New Device! Lightning Generator! This device can harness power from lightning strikes! Place it high up in stormy biomes and it will generate power when struck! This is crafted at a crafting table and has a corresponding technology to unlock!
Changes
+ When right clicking a solar panel it will now tell you what the current level of clouds is along with the coverage type.
+ Clouds are now biome dependent for solar panels. Colder climates will have more cloud coverage then hot climates. Temperate places like plains for example are left unchanged.
+ You now unlock the Moonlight Panel with solar harvesting.
Fixes
+ Fixed an issue with listener objects initiating. This could throw errors that would do nothing.
+ Fixed an issue with the recipe updater updating the flint powder and logi bot recipe endlessly.
Notes
+ The Moonlight panel addition will make a lot more sense to use in the future with planets. As some planets will be able to have orbit locked moons locking their phase.
+ Additionally when planets are added it will make sense to have a moonlight panel and a solar panel as when planets are added some will have shorter or longer day or night cycles. This ensures players have cheap renewable power option early game.
+ The same can be said for the lightning generator, while this is more situational in a vanilla world to be used, in other planets storms may be much more frequent.
Additions
+ New Tool! The Pipe Tool! This tool is used to see the liquid path / flow of a device that pumps liquids into pipe networks.
+ The new tool will repeat show the path of the selected liquid mover so long as the tool is held out. This tool should help figure out what is going on with liquids!
+ The new tool has a cheap recipe for early game using three iron ingots by default.
+ New Guide explaining the pipe tool in game as well in the basic concepts!
+ The bell info in the main menu for minetorio can now be left clicked to be given a link to the minetorio wiki!
Changes
+ Reworked lore on technologies in the research menu. It is a bit easier on the eyes now.
+ You can now see the cost of tech even after you have unlocked it and its requirements. Useful for helping other players.
+ You can also now see the devices if any are unlocked from a specific text. This frees the description for more flavor text instead.
+ Changed some of the descriptions for techs and fixed some typos.
Fixes
+ The Boiler no longer has barrier block when first placed in its UI and is updated has the UI updated right away.
Additions
+ New Config Option! Disabled Worlds, this is a list of worlds in which minetorio will be disabled. Using /mt in it will not work nor will you be able to place devices in these worlds.
+ You can no obtain tech cards using /mt give playerName techCard techName - This auto completes as well.
+ New menu for /mt bedrock, this menu should be the main hub for bedrock players. It has two new menus for items and tech cards.
Changes
+ The tab completer for /mt give playerName item, now allows an item amount using /mt give playerName item amount.
+ The tab completer will now tab complete for the available players rather then showing playerName
+ The tab completer will now show possible items rather then item as well.
+ The /mt give command now works for console senders. This means other plugins can now use /mt give command.
+ /mt bedrock was changed, the old UI has been replaced. This menu still only works for OP's though.
Fixes
+ The Mover can now be obtained via the /mt give command.
Fixes
+ Fixed multiple issue with item logging on power grids. This removes the console spam for devices warning that they are logging air.
Fixes
+ Fixed an issue with the crusher device spamming console/
Additions
+ Tech cards! These cards can be right clicked to unlock the given tech!
+ Tech cards can be obtained by shift clicking any tech in the /mt research menu. This only works for OP players.
Fixes
+ Fixed an issue with players not being able to interact anywhere!
+ Assemblers no longer keep crafting after having their recipe set to nothing.
+ Fixed an issue with research labs sending an error every few seconds when trying to research a tech in some circumstances.
Additions
+ New Button added to the main menu! Factory Sharing!
+ Users can now share their factory using the factory sharing button! This allows players to authorize others to interact with their devices and movers.
+ New Command, /mt sharing! Shortcut to get to this menu if needed.
Changes
+ Internal changes to permission handling for devices and movers.
+ Some UI name changes.
+ Layout to the main menu /mt has been updated.
Notes
+ The factory sharing system is layered below other plugins like towny. So if towny says the user cannot interact at a devices location then the user will not be able to.
+ Towny takes priority when it come to permission. So if a outsider in a town tries to open a device while a friend in that town shared the devices with them, it will not allow the user to open the device.
+ In general for a user to have access to something they need permission in everyway when it comes to working with other plugins. So towny has to say okay and so does minetorio. If they disagree the event is cancelled.
+ Op players always ignore permissions, they can view and edit anyone's placed devices.
Additions
+ Logistic robot guide added to the advanced section.
Fixes
+ Fixed an issue with older version not enabling due to the setItemName method not being around in older versions of mc.
Additions
+ New Command, /mt config, this reloads the config from the config file, useful when editing config not available in the in game config editor.
+ New Config Option! Default Technology, you can use this to have users start with some extra tech unlocked right off the start!
+ You can now guides off as completed to better help follow along the guide!
+ You can now deselect recipes from the assemblers
+ You can now copy a assembler recipe with the swap key! Sneaking will allow you to copy a recipe, and not sneaking will paste the recipe.
+ You can now quickly take output items from all devices by left clicking it without a tool in hand. This also doesn't work for creative mode players.
+ You can now quickly insert items into device input slots by sneak left clicking the device with an item in your hand. It will always deposit 1 item, however if your holding a stack it will deposit 10% of that stack. This also requires an open input slot to work.
+ You can also quick insert into furnaces, smokers and blast furnaces now.
+ New Device! Production Monitor! This device is used to show your factory production and consumption rate! It is a default recipe and is cheap to craft!
+ Two new base components! Electrical Engine Units & Processing Units! Both are craft able in the advanced assembler & have a technology to unlock. These are chemical science items.
+ New Item! Exoskeleton! This device lets the user gain a speed buff if they are wearing it and are within power grid range!
+ New Device! Autobreaker! This device will break whatever block is in front of it, it uses pickaxes to do so. This is a default recipe and will be useful in the early game as it can be used for a few things notably a cobblestone generator.
+ New Command! /mt give playerName item! You can now give players a specific item via command, this is any MT item from the /mt items menu.
+ New Item! Tunnel pickaxe! This item can be unlocked via chemical science and requires blast charges to work. This item is great for making 3x3 tunnels.
+ Two New Science Techs! Research Efficiency I & II, these techs will speed up your research table progress. This means you can nearly double your research speed with both techs. One tech is unlocked after logistics, and one after chemical science.
+ New Device! The Power Pylon Mk2! This device has a 50% larger radius then the default power pylon. This can be unlocked after chemical science!
+ New Item! Mover Gear! This item can be added to movers to increase the quantity of items movers can move from containers. This does nothing for belts. It is unlocked after logistics.
+ New Liquid! Sulfuric Acid! This can be crafted at the oil refinery!
+ New Items! Flying Robot Frame & Micro Battery! These are unlocked after chemical science! (Both have tech to unlock)
+ Logistic Robots! These robots are a chemical science tech, these bots can move items around your factory! They fly in the air, while they can phase through blocks, it uses all of their stored power and makes them very slow. Clear air ways are important!
+ Logistic Devices, Provider Chest, Requester Chest & Roboport! These items allow you to use robots in your factory!
Changes
+ Quarry Technology changed from 30 red science to 20.
+ Automated Farming no longer needs green science packs to unlock.
+ Automated Farming now requires timings technology to be unlocked.
+ Automated Farming changed from 30 red science to 20.
+ Automated collecting now requires timings technology to be unlocked.
+ Movers are now saved periodically with devices.
+ Command tab completer added for most debug commands.
+ You can deselect your current tech research by clicking on it now.
+ Hologram name plates do not display if there is a nearby device displaying its name already.
+ Major Technical change to item saving / loading. Items can now be saved with full NBT data, this includes custom items. Rejoice! It comes at quite a cost read notes.
Fixes
+ Phantoms are now attacked by turrets, turrets now shoot at Enemies rather than monsters.
+ When tech is disabled you can now use the seismic charge without needing the tech unlocked first.
+ The auto placer will now only place actual blocks. This means it wont attempt to place items like bonemeal, swords etc.
+ /mt bedrock now only shows up for admins.
+ Liquid Barrels can no longer be placed.
+ Movers now save when placed.
+ You can no longer select tech that isn't unlocked yet to research.
+ Mining mode & Mining depth changes now apply when changing them in the in game config.
+ When using mining mode 2 physical mode now mines down to 256, it ignores the max depth setting, this also happens when mode 2 is virtual mining now.
+ Reworked autominer device, it now works in all three modes, though there was some changes internally.
+ Fixed an issue with overdriven devices not showing their fail reasons after opened.
+ Free users will no longer see premium devices and items inside of the /mt recipes menu.
+ Fixed the left and right scrolling icons missing their proper names.
+ Fixed an issue on spigot where the chunks were unloading instantly in the newest build of spigot. This fixed multiple issues with belts and display items.
+ Fixed a fail reason showing up on devices with enough power to run specifically ones that don't have active power usage.
+ Fixed some tab completing tabs with incorrect options showing.
+ Unbreaking is now considered for tools when used by devices.
+ Fixed a bug with the advanced assembler not consuming items when crafting due to the production monitor.
Notes
+ This update has a lot of QoL improvements. Fast inserting and fast taking from devices and furnaces will speed up some of the early game and make it more enjoyable in general rather then feeling tedious at times. I want to make the process a bit smoother like how it is in factorio.
+ This is why you also see copy and pasting for recipes for assemblers, from my play testing it becomes tedious to setup multiple assemblers at once.
+ A lot of changes to tech was done to help the early game be a little more smoother for tech servers as it felt like it took some time to progress tech in the early game vs the mid game it felt much better getting the tech since you have automation at this point.
+ Due to autominer changes it is very likely that pre 0.7 autominers when updating will no longer work properly or will cause errors.
+ Due to the new item saving and loading system, recipe data will likely be reset when updating. I have put something in place to stop it from clearing your recipes but it isn't a promise.
+ When I updated my test server to 0.7 from 0.69 I just installed the jar, the server booted up and the plugin gave me Critical Error Messages for loading recipes. In my case my recipes we reset but all of my items persisted in my devices. I did this test before adding a possible catch for older recipes. So you should experience no loss on the players end just the server end has potential to lose recipe data.
+ Please make a backup before updating, as this is a large change to Minetorio overall and on a technical level.
Additions
+ New Config! Disable Devices When Offline: false, You can use this so players devices will not work if they are offline. This happens once every 10 minutes.
+ New Device! Flood Light! This device is unlocked by default and can be crafted at a basic assembler. It provides a huge area with light!
Changes
+ Every minute super chunks near players will validate their nests. This can fix spawning of new nests and fix /mt map issues.
+ Deepslate now is crushed into two cobblestone instead of gravel. This change should help the mid game with the need for cobblestone.
+ Grindstone is revealed by default in the recipe viewer.
Notes
The new config option will eventually be expanded to plugins like towny, for now this is its first implementation. This config option is multifaceted. It can be used to prevent overnight farming if admins so desire and it can be used for performance.
Additions
+ Breaking cobwebs in range of a nest now makes them have a chance to apply plosion.
+ You cannot break nest materials by hand anymore.
Changes
+ Biter nests spawn biters faster when a player is near them.
+ Biter nests will now always spawn up to 3 biters for free to defend their nest. They will always be small variants though.
+ Biters now aggro players regardless of the time of day.
+ Default autominer depth changes from 64 to 128
+ The Autologger now reaches 5 blocks higher. (This help with finishing most trees)
+ Bow Turrets are now default unlock. This is a balance change for servers using biters.
Fixes
+ Movers can now move up to two items again.
+ Fixed an issue with items merging onto belts when released from the belt.
+ When a mover is broken the belt is now fully released, this fixes a couple of issues.
+ Fixed a typo that allowed tools to be treated as their own item with durability.
Changes
+ Disabled mover caching
- This was causing a known issue, sadly this system will need to be reworked from scratch.
+ Recipe book now default unlocks repeater, observer and dropper to help with early game recipes.
Fixes
+ Movers now have their placer assigned to them when placed. This fixes a mover permission issue.
+ Biter nests no longer drop a device when broken.
+ Unlocked techs will no longer appear as black concrete after unlocked.
+ Locomotive is no longer selectable in the basic assembler unless you have the required tech.
+ Devices will now show not enough power if they do not have enough power for their action instead of just their idle power.
+ Fixed an issue on 1.20.6 where basic assemblers could not craft specific recipes.
Changes
+ You no longer need the required tech to get a device drop when breaking devices.
Fixes
+ Fixed a major issue with some recipes not being craftable by hand.
+ Fixed custom crafting recipes with spaces in them.
+ Devices can no longer be interacted with if you were not the player who placed them.
+ You can no longer take items from a belt if you did not place the mover.
Additions
+ New Admin Command! /mt set dissipation #, you can set a superchunks dissipation this way. Useful for admin areas with devices.
+ Tab completer now completes the rz create command.
Fixes
+ Fixed an issue with advanced assemblers and basic assemblers no setting their target craft until a player opened its UI.
+ Fixed an issue with combustion generators, petrol engines and electric furnaces not breaking properly, resulting in vanilla drops.
Additions
+ Operators can now use /mt bedrock, or /mt bedrock # for the specific page number. This allows bedrock admins to grab items from the menu using left click!
Fixes
+ Fixed devices not dropping on servers with technology disabled.
+ Fixed an issue with power pylons sometimes giving an error on startup.
+ Fixed an issue with locomotive stacks not being placeable in the train station UI for servers using via version.
Additions
+ Periodic device saving! All devices now save over time. A save starts every 10 minutes. Read the config for more information!
+ New Config Use Periodic Device Saving: true - Used to toggle on and off periodic saving.
+ More Model Data for GUI items. Found in notes!
Changes
+ Devices now cache their inventory state every 10 minutes.
Fixes
+ Fixed an error with researching when logging off.
+ Devices no longer clear their old inventory after loading it, instead this happens when shutting down. This prevents it from wiping inventory on server crashes.
+ When using /reload playerdata is now constructed for online players. You should still avoid using /reload.
+ Boilers no longer need fuel to update their UI. (This also stops the barrier block from being their)
Notes
+ New Modal Data for GUI items!
- Device Information Icon (Assemblers / Crafters / Item Forge): 9525
- Device Information Icon (Barrel): 9526
- Device Information Icon (Barrel Pump): 9527
- Steam Engine / Boiler Steam Icon: 9528
- Petrol Engine Oil Icon: 9529
- Boiler Water Icon: 9530
- Battery Power Icon: 9531
- Battery Montior Off: 9532
- Battery Montior Info: 9533
- Battery Montior On: 9534
- Combustion No fuel: 9535
- Combustion Has fuel: 9536
- Eletric Furnace On: 9537
- Eletric Furnace Off: 9538
- AutoPlacer length: 9539
- AutoPlacer width: 9540
- AutoPlacer height: 9541
- Train Statoion Open Rail: 9542
- Train Statoion Parked Locomotive: 9543
- Train Statoion Incoming Locomotive: 9544
- /mt items Power Items: 9545
- /mt items Manufactoring: 9546
- /mt items Logistics: 9547
- /mt items Automation: 9548
- /mt items Defense: 9549
- /mt items Tools & Weapons: 9550
- /mt items Components: 9551
- /mt map Dissapation: 9552
- /mt map No Pollution: 9553
- /mt map Low Pollution: 9554
- /mt map Moderate Pollution: 9555
- /mt map High Pollution: 9556
- /mt map Very High Pollution: 9557
Changes
+ Changed guide menu text to white from gray.
+ Most UI panes come from one source now, and additionally have a model data applied to them now. These same panes now always have a single space for a name now.
+ All left and right scrolling icons have been updated to use the proper scrolling icons.
+ The return arrow is now sourced from one location code wise. This will reduce visual inconsistency
+ Most UI items now have model data on them.
+ UI model data list
- Gold Panes: 9500
- White Panes: 9501
- Info Icon: 9502
- Left Scroller: 9503
- Right Scroller: 9504
- Research Icon: 9505
- Guide Icon: 9506
- Recipe Icon: 9507
- Items Icon: 9508
- Config Icon: 9509
- Free Icon: 9510
- Return Icon: 9511
- Unlocked Tech: 9512
- Available Tech: 9513
- Locked Tech: 9514
- Current Tech: 9515
- Guide Getting Started: 9516
- Guide Basic Concepts: 9517
- Guide Advanced Mechanics: 9518
- Guide Factory Examples: 9519
- Recipe Filters: 9520
- Yellow Panes: 9521
- No Recipe (Assemblers / Oil Refinery): 9522
- Device Information Icon: 9523
- Power Information Icon (Power Pylon / Battery Monitor): 9524
Fixes
+ Fixed an issue with trains not using their inventory properly.
+ Fixed a major issue with movers moving items into full chests deleting the item.
+ Fixed the config return button not going to the main menu.
+ Fixed an issue with the glow not showing for selected guide menus besides the first category.
+ Fixed some typos and color typos across some devices.
Notes
This is just the start for resource pack support. This is not a primary focus of the development of the plugin right now but gradually more will be added overtime! If you want more resource pack support please let me know what your working on and I can try to add whatever you may be waiting on me for! Keep in mind some things wont be done yet as they will effect existing factories.
Fixes
+ Fixed an issue with the autominer & other tool devices considering tools with damage as separate items. (This also fixes them deleting them in some cases)
+ Fixed an issue with recipes. There is now a solution for both spigot and paper. Now recipes will work properly on both versions yay!
Changes
+ Enabled mover caching system - This is experimental, the performance improvements are immense by enabling this system. However in the past it had issues so I will disable it if needed.
+ Train stations now sort their inventory when their inventory has an item at their max total limit. Most items have a max limit of 256 in the station or 4 stacks.
+ Train stations now rebuild their connected stations every 30 seconds. (This heavily improves performance)
+ Train stations rebuild their connected stations immediately when someone is viewing their inventory.
Fixes
+ Fixed an issue with trains where renaming the train and removing it would cause a spam error.
+ Fixed an issue where items with 1 stack amount would all move at once if possible.
+ Fixed an issue where movers in chests could move more then 2 items at a time of different stacks. This actually heavily improves performance.
+ Fixed the autoplanter in 1.21 erroring on start up due to new saplings.
+ Major performance changes for electric furnaces, over drivers and power grids. About 5x more performant now.
+ Performance went from 11 milliseconds per tick to 0.7 milliseconds per tick. To give an idea you need 20 mspt to experience tps loss or lag in regular terms. This was done on my personal pc using a test server provided by fluffy with over 2.3k devices on it. With these improvements we could see about 60k devices on a server now before losing tps.
+ Technical change to item serialization, items with damage on them that are not normally damageable no longer persist. This fixes an inconsistency between spigot and paper. This fixes 1.21 crafters from not working
Additions
+ The wire tool can now sort chest inventories! Sneak right click a chest to sort the inventory.
+ Train stations now sort their inventory when their inventory becomes full. This can only happen once per minute though.
+ You can now sort your own inventory when holding a wire tool by swapping it.
+ 1.21 Support Added!
+ New Premium button in main menu visible to only admins giving some idea of premium only features.
Changes
+ The sifter now can find string, this does reduce the change of finding flint by 5% however it will still be abundant.
+ Nest Generate Chance default value changed from 0.25 to 0.15
+ Hide some premium only items from the /mt item menu
+ Basic assembler has been made into a free version device.
+ Baisc assembler in free version will only show a few recipes needed to craft some of the free items.
Fixes
+ Fixed an issue with the barrel pump sending errors in the console when broken from a grid as the power source.
+ Fixed an issue with nests erroring when setting the spawn timer to -1.
+ Fixed the config option for changing nest generation chance. (It now applies correctly instead of always 100%)
+ Breaking the repeater on a mover updates its state so now it will stop being a motorized mover.
+ Free version users can now craft iron plates, copper plates, copper cables and Electronic Circuits at the basic assembler. So now out of the box the default recipes work!
Additions
+ You can now invert overdrivers!
+ Deep Drills can now be crafted at the advanced assembler.
+ New Config Option! Allow Train Catching: true, you can disable this if you want to turn of train teleportation.
+ You can now place a comparator above a mover to have it move items in overflow mode. This means it will only output items if its input is completely full of items. This only applies to things with more the 1 input slot.
+ There is now a config button available for OP's in the /mt menu now.
+ New Device! Auto Cauldron! This device when filled via dripstones can use buckets to empty the cauldron. Great for automating lava buckets! This recipe is unlocked by default and is only slightly more expensive then the cauldron.
+ New Device! Human teleporter! This device uses a lot of power to teleport a player to a location in any direction. It is a chemical science tech! This device does have a range of 300 blocks and is linked by using the wire tool.
Changes
+ Grenades can now be crafted with a charcoal or a coal again! Yay!
+ You now select the type of liquid your barrel pump is filling or emptying.
+ Barrel pumps only store the liquid they are filling or emptying.
+ Trains will now pickup barrels if there is at least 8 of them instead of 64.
+ Fuel usage for trains has been reduced by 50%
+ Trains / Train stations now can only store 4 stacks of any item inside of it.
+ Moved a lot of config options from the editor that do nothing for the free versions of MT.
Fixes
+ Liquid Barrels no longer get the industrial component tag after being emptied.
+ Oil Refineries now get empty barrels properly again.
+ Recipes that have multiple material choices like grenades can now be hand crafted with either coal or charcoal.
+ Recipes that have multiple material choices like grenades can now be crafted by assemblers and the crafter!
+ Engine Units can now be crafted with andesite, granite or diorite walls (pipe materials)
+ Fixed a major issue where movers wouldn't consider damaged items, this would make devices stockpile more tools then needed.
+ This also fixes an issue with autominers eating all of your pickaxes! yay!
+ Trains no longer get stuck with full inventories
+ Fixed mover inverting yay!
+ Lever and repeaters will now drop when breaking a mover while in survival mode, they were getting deleted before.
Changes
+ Players will no longer see items it /mt items if they are not craftable by anything by default.
+ Players can bypass this if they have MT.ALLITEMS permission (also used to see debug items)
+ The same change applies to players viewing recipes using /mt recipes.
+ Adjusted the oil refinery so that it is much more informative now of its state
Fixes
+ Fixed an issue with biters breaking movers where it would spam console.
+ Fixed a major issue preventing admins from changing recipes and changing where they are crafted at.
+ Lubricant can now be crafted again. There was an issue with the new menu that broke this.
+ Fixed an issue with items not being craftable that were supposed to be.
+ Grenade recipe was adjusted to only use coal for the ingredient, don't forget you can craft coal blocks from charcoal and convert charcoal to coal this way.
Additions
+ Pump now shows the liquid it is extracting.
+ Pump now shows its action time.
+ You can now catch a train! Shift left click on a parked train at a station to board it, once it leaves you have to stay around the train station to get teleported.
+ While holding a wire you can now see item teleporters links!
Changes
+ The seismic charge now shows the rough amount of a resource when scanning a already discovered resource zone.
+ Oil Refineries now use 5 power per action instead of 10.
+ Petrol engines now produce 40 power instead of 30.
+ Updated description for crusher to include stick recipe.
+ Item teleporters now save when linking an another teleporter to them.
+ The Item Teleporter will now show its price to teleport in the device info.
+ By default trains will now have -1 set to their train time for both dropoff and pickup.
+ Train travel time is now at a minimum always 5 seconds rather then adding 5 seconds of travel time no matter what.
Fixes
+ Fixed pump so that it can now pump water in an oil field if water is under it.
+ Oil Refineries no longer constantly consume oil, they will consume oil if they have space for their liquids now.
+ You can invert movers through some blocks like glass, carpet and tall grass
+ Fixed electric generator dropping its fuel block on spigot.
+ Industrial components can no longer be placed
+ You can no longer shift click to place seismic charges.
Additions
+ Lava buckets can now be used by movers.
+ Movers will now see empty buckets in furnace fuel slots.
Changes
+ Belt trails now indicate their direction a little better with its movement pattern. Waiting a couple of seconds after holding a wire tool out makes it very obvious though!
+ Belt particles are now have less impact on a single tick since it is balanced out over many ticks rather then all at once.
+ Slight improvement across all custom ui, as the is no longer duplicate ui elements in some slots.
+ Changed pylon visual when holding it, you now can see all of the connections while holding it out. This gives you a better idea of your pylon coverage.
+ Science packs limit per container is now 1 rather then 3. This will allow labs to have all sciences in them.
+ You can now shift right click an item in the /mt items menu to have 1 added to your inventory. Shift right clicking in item in your inventory while this is open will delete the items. This applies to OPS only.
+ Fuel time for lava buckets adjusted.
Fixes
+ Fixed an issue with locomotive errors in the console when refueling
+ Fixed an issue with the version checker
+ Fixed a major issue on spigot servers causing items to not be selectable in the recipe selector.
+ Fixed a major issue on spigot servers causing UI to no activate when clicked. This has been fixed.
+ Fixed a major issue on spigot servers where belt items would not reattach on a full restart. This has been fixed.
+ Fixed an annoying issue where when trying to grab items from /mt items it would sometimes not grab and placing it would sometimes not place. This is because your actually drag clicking the single item.
+ Fixed an issue where movers would have to be near a player first before working.
+ Boilers, Combustion Generators & Furnaces now leave an empty bucket behind in their fuel slot.
Notes
+ I discovered a nice minecraft bug today. Thanks to the help of Fluffywills. Spigot servers for some reason apply an internal tag to an item when entered into a hashmap or in other scenarios. This does not happen for paper servers. I was only able to find one source online from 6 years that even talks about this and they did have a solution but really it was a work around. I too came up with my own solution. Its things like this that make developers go crazy because you can report an issue as a user and its an environmental issue not a plugin issue. MC coding in a nutshell.
+ For some reason lava value is to high for minecraft to handle when setting it to a furnace when its double for 2000 seconds. However since 800 seconds work lava uses that smelt time. So its 20% worse then vanilla when used in devices. But dont forget MT doubles the fuel length in combustion engines and boilers so its still a very good source to use.
Additions
+ ClearLagg support added! Clearlagg will no longer remove belt items!
+ Towny support added! Devices now act like chests for towns. No more item thief's!
+ New Config - Towny Prevent Biter Removal: true, this prevents towny from removing biters.
+ New Guide tip for colored belts!
Changes
+ The Autologger will now reset its cooldown timer when a tree grows nearby. This helps bonemeal autologger alot.
+ Device grid ticking now attempts to build more of its grid after a restart.
+ Most particles now only spawn for the player causing them to spawn, this applies to things like wire tools, power pylons etc.
+ Particle spawning is general more performant as less particles are being spawned overall and spawn over time rather then all at once.
+ Major optimization to particle rings when looking at power grids, it now uses about 20x less resources!
+ Major belt optimization, belts now use quite a bit less performance. Using about 5x less resources.
Fixes
+ Movers will now update correctly when inverting their direction
+ Fixed an issue where some servers would drop the glass from the petroleum generator.
Notes
+ In an effort to add support for more plugins i am now collecting metrics on server plugins. This will help me give support for the most commonly used plugins! Adding support for tons of plugins isn't a huge goal of mine but getting support for the really used ones i can squeeze into updates here and there. Granted most support wont be fleshed out completely but will at least prevent game breaking issues. Like clearlagg for example would delete items from the belt and could cause issues.
+ I just want it to be noted that performance numbers like 20x less resources is alot, but i want it to be known that im splitting hairs here really as the performance before wasn't even causing a drop in tps before the optimizations. So please do not think that these things were breaking the server as they were not, most obvious performance issues are fixed before the feature causing it is even released.
Additions
+ Default recipe has been added for military science!
+ Steel plate added to the /mt items menu
+ You can now click f while looking at a mover to invert its direction! (New guide entry for this too)
+ New config option for debug mode, mostly used for when directly communicating with me over a fixing a bug or issue!
+ New Device! The placer! This device places blocks in a rectangle area! Its dimensions are configurable per device! It is a red science research! It is also crafted at a basic assembler!
Changes
+ Bamboo and bamboo blocks now have proper burn times.
+ Barrel item name changed to Liquid Barrel.
+ Barrel pump now uses a chest instead of a barrel for the default recipe.
+ Movers now update at the near distance, by default this is 16.
+ Belt items reattach to the belt in a different way now. This should help some servers with items not reattaching.
Fixes
+ Bamboo and bamboo blocks can now be moved by movers into furnaces.
+ Fixed an issue where boilers and furnaces would sometimes drop their smelting slot on specific server instances.
+ Solar panels now can avoid clouds like the description says!
+ Drills in mode 1 / 2 no longer set their current mining depth to their y level. This was intended for virtual mining only.
+ Fixed an issue with potions not serializing properly. This fixes an issue with not being able to select potions in recipe selectors as well.
+ Fixed an error for the overdriver, it would spam console when one would be broken by a biter.
+ Custom items now show their name properly at their crafting device / assembler!
+ Fixed an issue where oil zones where showing up as null.
+ Crafting things like a pump will no longer give the empty bucket it used to make it the craft.
+ Fixed an issue with assemblers and the crafter not showing their item name properly when switching their craft.
Additions
+ New Config! Belt Item Distance: 64! This is the distance at which items are visible on belts.
Changes
+ Devices now save when placed, this will fix issues with devices converting to mc blocks when the server doesnt shutdown properly.
+ Belt moving sounds only play if a player is within far distance of the belt location (32 blocks by default) - This is a slight performance improvement.
+ Various optimizations for movers, around 20% increase in performance for movers.
+ Minelayer tweaked, it places landmines every 3 blocks now instead of 2, along with various balancing changes for it.
Fixes
+ Use technology is no longer disabled by default in the premium version.
+ Setting use technology to false now actually disables tech from being needed, allowing you to select any recipe in the assemblers and device breaking yields their drops.
+ The research lab will now work with science packs again in 1.20.6. However as a side effect all old packs spawned before this version will not work.
+ You can no longer drink science packs.
+ Fixed an issue with the autoplanter on startup for older versions of MC. Now saplings are cached against the version of MC. So running 1.18 will no longer check for cherry saplings for example.
+ Fixed a visual issue with the biter detector.
+ Fixed an issue with the biter detector not messaging the player on attacks.
EXPERIMENTAL BUILD - This is a major version update, expect some issues for the first couple of builds! Thank you! <3
Additions
+ Updated to 1.20.6
+ Most devices now produce pollution, noteably power generators produce the most, followed by manufactoring like assemblers and crafter then least amount from most electrical devices.
+ New Command! /mt map! This shows the pollution map! You can use this to see what areas have the most pollution!
+ New Device! Pollution Generator! This device produces 100 pollution per second. Great for testing!
+ Crops now have stunted growth based on pollution in the super chunk they are in. Every 100 pollution gives 1% chance to fail on growth.
+ When animals breed they have a chance to not spawn a new entity based on the pollution of the chunk. 100 pollution gives 1% chance to fail.
+ Biters! Biter nests now spawn in super chunks with more then 50 pollution in it!
+ Biter nests obsorb pollution from the enviroment and then turn it into new biters.
+ Biter attacks! Biter nests will spawn a certain amount of biters around them, then when they have reached their max amount they will begin gathering an attack with nearby nests.
+ Biter attacks can happen every 10 minutes and can have a max size of 20.
+ Biters when attacking target pollution causing devices. They will attack anything in their way though and break blocks. When they cannot reach something they can create web towers to get to it.
+ If a better attack destroys its target and all other devices in a 100 block radius, then a nest spawns in that superchunk ending the attack.
+ Biters are disabled by default, however pollution is still enabled. Biters may not work well on weaker servers.
+ New Permission MT.ALLITEMS, this permission or being OP will now show all items that are "debug" items, these items are items like the cold fusion reactor, pollution generator and the item forge.
+ New Device the Advanced Auto Turret! This device is similar to a Bow Turret, however it shoots 3 arrows so its dps is 3x higher! It can be researched after bow turrets!
+ New Industrial components! Engine Units, Sulfur & Explosives!
+ Chemical Science packs have been added to the advanced assembler. They are crafted with advanced circuits, engine units and sulfur.
+ New Device! The Laser Turret, this device uses electricy! No ammo! Yay! It uses alot of power to deal damage. Its dps is about 33% lower then the advanced bow turret. It requires a bit of tech to get to, and its tech needs chemical science.
+ New Item! Repair pack! These are used to repair damaged blocks, they repair in a 3x3 area!
+ New config options for general distances. These distances control everything. This will give servers the ability to reduce performance or spend more performance if they desire.
+ 22 New Config options for biters!
+ Some config options are reserved for only in the config file as they have alot to digest before changing them.
+ Land mines! These are great for defending from biter attacks!
+ New Device! Mine Layer! This device will scatter landmines in front of it! This is a great way to turn landmines into a reliable defense!
+ A couple of new guide options have been added to inform players of biters!
Changes
+ Technical change - The reference API is no longer shaded.
+ Turrets can now shoot from 4 points, each point is 1 block in a cardinal direction. This allows them to shoot straight down walls and allows them to shoot along walls.
+ Grenades can now blow up cobwebs and nether wart blocks. (Useful for clearing nests)
+ Assemblers and Crafters now show the name of the item they are crafting when you are close to it.
+ Electric Furnace & Explosive Crossbow Technology now requires Chemical Science to unlock.
+ When a recipe uses liquid as an ingredient it now displays the requirement in a nicer way and informs the player of needing a connection to the assembler.
+ Cliff Explosives now use explosives instead of tnt as an ingredient.
+ New /mt item category's for Defense items and tools!
Fixes
+ All devices now attempt to get their proper material, if they cant they default to a smooth stone slab if their supposed to be a slab, if they are not a slab they default to a crafting table. (Helps with older versions)
+ Text for the config editor now wraps in the description of the config option.
+ Fixed an issue with steam engines not enabling when placed.
Notes
+ If you are updating from 1.20.4 there will be no issues updating.
+ If you want to continue to use 1.20.4 this build will work fine.
+ If you want to go from 1.20.6 to 1.20.4 you will need a fresh install of Minetorio, deleting all stored MT data is a must.
+ There is alot of technical details with this update, by default biters are disabled. This is due to the physical demands it can have, which may not work well on lower systems.
+ Fine tuning the biters will likely be needed until testing is concluded. After sometime of testing and performance changes biters will likely be enabled by default but likely at a smaller capacity.
Additions
+ New Config, Virtual Mining Warmup: false, When using mining mode 0 you can make autominers not benefit from being placed at a lower y level. They have to virtually dig down to get access to better resources which will take time.
+ New Config, Virtual Mining Spacing: 16, this is how far apart autominers must be, keep in mind this is 2d distance not 3D.
+ New Config, Virtual Mining Drop Scaling: 1.0, this changes how many drops you get from autominers, 0.5 would double the drops. Think of it this way, 1 in 1000 * 0.5 is 1 in 500, making it double as often.
+ Assemblers & The Crafter now show an icon above them for the item they are set to craft!
Changes
+ Autominers Mode 0 now needs to mine 225 blocks until going down 1 depth rather then 25. This makes it much more accurate to how it works in mode 1.
+ The Autominer in mode 0 now has much more accurate numbers to vanilla.
+ The Autominer in mode 0 now drops 2-5 copper instead of 2, mimicking vanilla.
+ The Autominer in mode 0 now drops 4-5 redstone instead of 2-4, mimicking vanilla.
+ Copper & Iron can be virtually mined immediatly to mimick vanilla more closely.
Fixes
+ Fixed an issue with the config not updating when changed in game for booleans & doubles. Ints worked as intended.
+ Drill depth now is set correctly when placed.
+ Lapis Lazuli added to virtual mining drop pool.
+ Fixed version checking config option showing as a double.
+ All devices will now remove their drop icon if the block above them is solid.
Additions
+ You will now get informed via console and first login each server restart about minetorio updates!
+ New Config option "Disable Version Checking", you can set this to true if you do not want to be notified with updates.
Changes
+ Left & Right scrolling arrows in all menus updated to custom heads with left and right arrows.
+ Movers in the factory example screen now cycles between the mover icon and a directional head icon. This helps greatly with diffusing confusion with mover direction in the UI.
Fixes
+ Reworked combustion generator. Overall now it is working as intended and to users there is no noticeable difference besides it not locking up anymore.
+ Fixed a visual issue with tech requiring other techs not showing in green if unlocked. They were always showing as red giving the illusion it wasn't unlocked.
Additions
+ New Device! Infuser! This device uses alot of power to infuse sand with power, the sand is likely to be burned into nothing but when successful it converts the sand into redstone.
Changes
+ Pumps moved to liquid transport tech.
+ Steam technology now require liquid transport tech.
+ Gold nugget amount from sifters reduced from 2-5 to 1-3
+ You can now shift redstone dust from sand at a very small amount, its a 10% chance to get 1 dust.
+ Bone amount from sifter is reduced from 2 to 1.
+ Research progress is slightly faster, it saves 1 tick total which saves 3s per bottle.
+ All devices now keep track of who placed them.
Fixes
+ All crafting table recipes from minetorio can no longer be crafted without the proper tech.
+ Fixed an issue with the recipe selector not showing its crafted at location when getting there via the item menu.
+ Fixed an issue with selecting a recipe from the item menu and not having the recipe populated.
+ Fixed an issue with the combustion generator not updating it producing icon and getting stuck on producing.
Notes
With movers being needed for green science there needed to be an early automated way to get some redstone for droppers.
The infuser should help bridge the redstone needed for advancing technology for logistic science packs.
Additions
+ All craftable recipes from minetorio are now visible by default in the recipe book you do not need to craft it once anymore.
Changes
+ Changed some early technology prices, a few early techs have been reduced in price.
+ Changed some late game technology prices have been reduced in price to make the middle game bridge to late game smoother.
Fixes a minor issue with metrics. And finally allows the config file to update and generate with all of the comments yay!
Additions
+ New Device! Battery Monitor! This can be researched after getting basic power storage, it can then monitor the connected grids power and turn on and off devices based on the power grid.
Changes
+ The Battery now has an icon above it based on its charge level, the color changes as it is gets charged!
+ The Power Pylon now has an icon above it, it is a redstone torch.
Additions
+ New Tech! Flint Powder! You can craft flint powder from 9 flint at an advanced assembler. It takes 2 flint powder to make gunpowder! This require advanced assembly tech!
+ New Device! AutoPlucker! This device is unlocked with animal husbandry! It will pluck nearby chickens every 30 seconds giving some feathers!
+ Three new Industrial items! Autobow, Burstbow and the explosive crossbow. These items can all be unlocked via technology, these using military science!
Changes
+ Using a seismic charge in a resource zone will now tell you the resource inside of it.
Fixes
+ Fixed an issue with custom crafts not showing in the assemblers if it didn't have a custom name.
Additions
+ New Device! Item Teleporter! This device can teleport items over 32 blocks to another teleporter! It is crafted at the advanced assembler and requires logistics and advanced assembler tech.
Changes
+ You can now overdrive every device.
+ Various tech requirements have been updated to reflect what would be needed in order to actually use a tech. For example oil tech needs advanced assembly as it uses advanced assemblers.
+ Advanced Circuits now require a technology to craft.
+ Electric furnace tech locked behind advanced circuits now.
+ Automatic device corruption deleting re-enabled.
Fixes
+ Op's can now use seismic charges without the tech
+ Fixed an issue with seismic charge being place able if trying to place it to quickly after placing one.
Additions
+ Smooth stone and concrete added to item menu, this will help inform players of the speed buffs.
+ Auto Smelter example added into the example factories!
+ Repeater added to item menu to inform players of repeater mechanics.
Changes
+ The Advanced assembler and basic assembler now use a recipe selector rather then a scroller this will make recipe selection much faster.
+ Technology that is required to unlock via the tech system is no longer possible to select as a crafting option unless you have it unlocked. This will help with new player experience.
+ Cliff Explosives tech is no longer needed to use it, however you cannot craft it unless its researched now.
+ The recipe viewer now by default hides locked crafts. However you can now right click the filter option to all crafts including locked ones.
+ Notes when looking at example factories are now in yellow text while basic text is still in white.
+ When using /mt guide or /mt if you were looking at an example factory you will now re open it.
Fixes
+ Players can now sprint on smooth stone and concrete and get the speed buff without it going away when jumping.
Additions
+ New Device! Cold Fusion Reactor! This is a very powerful power device. By default there is no recipe for it. It produces 100 power from nothing. This is mainly being added in for testing out builds and what not for server owners.
+ New Device! Item Forge! This item creates a target item from the target slot from nothing. This has no recipe by default, this is intended to be used by admins for debug testing and designing factories!
+ New Device! Elevator! This device when placed can teleport players up and down! Very useful for vertical factories! It can be crafted at the basic assembler and researched for 20 red science!
Changes
+ Autominers now break 1 block below the one they are resting on, this was supposed to be the case, however didn't apply properly when added.
+ Autominers now mine in a 15x15 area rather then a 11x11, from sea level to bedrock with no air in them that's 7502 possible blocks to mine to 13950. This should help reduce having to move your autminers by almost half the amount.
+ Autominer now shows its mining range in its description.
+ Automilker & Autoshearer now displays its range on its item.
+ Autoharvesters & Auto planters now show there range on its item.
+ Autologger now also shows its range on its item.
Fixed an issue with /mt not working for non op players.
Just a small update adding metrics for the plugin using bstats. Thanks Kasper for the suggestion!
WARNING THIS IS A MAJOR VERSION CHANGE EXPECT ISSUES WITH NEWER SYSTEMS!
Additions
+ New Component the locomotive! Used in the train station!
+ NEW Device! The Train Station! Used to manage locomotives and send them long distances.
+ Science Packs! All 7 seven packs have been added! For now only the first two are actually in use though!
+ NEW Device! Research Lab! This lab is used to consume science pack in exchange for researching new tech!
+ New Technology system! You now have to progress and unlock technology, you can't place items you haven't research and breaking ones you haven't removes it's drop!
+ Most devices now require technology by default, however a few are unlocked by default like the basic assembler, power pylon, wire tool, mover & the combustion generator.
+ New Config option! Use Technology Progression: true, you can set this to false to ignore technology completely!
+ Now Config option! Technology Price Scale: 1.0, you can make tech cost more or less using this! 2.0 would double the price of technology!
+ Train stations & Locomotives can be crafted at the basic assembler.
+ Research Lab can be crafted at a crafter or a crafting table.
+ Red Science packs can be crafted by hand using a copper plate and a iron gear wheel. This can also be done by the crafter,
+ Green Science packs can be crafted at a basic assembler, they require a iron gear wheel and a mover.
+ New Config option, Allow Recipe Updates: true, this allows default recipes to update when the result item changes. Otherwise when false, the result doesn't change and the recipe wont be changed. So if an item has its lore updated then it will not update on your server if this is false. This setting
+ New Device! Electric Furnace! Craftable at a advanced assembler!
+ New Industrial component, Steel plates! These take 3 iron plates to craft.
+ New Industrial item, Barrels! These take iron plates to craft.
+ NEW Device! BarrelPump! This devices acts like a pump, however it only fills and empties barrels in its output slots. You can now transport liquids!
+ Reworked Resource Chunks! Resource zones are found when using seismic charges. However instead of being only in one chunk, they spawn over an area now.
+ Resource Zones are finite and run out of resources, their amount varies based on its richness.
+ NEW Device! Deep Drills! These devices can mine a specific resource from a resource zone! However they require lubricant to operate!
+ Iron Resource chunks can now be found, they have a 1% chance to be in any chunk, however they are more common in cold biomes. In a frozen peak the chance is 6% chance.
+ Iron Resource chunks have a very high chance to be found in underground caves, however they dont need to be deep drilled in them. They have a flat 10% chance to be found in caves.
+ Copper resource chunks have a very high chance to be found in underground caves at a 11% chance. They can be found in savannas and plains at a 13% chance. Otherwise they are found everywhere else at 3%.
+ Gold resource chunks can be found only underground under y level -32. These chunks have a 1% chance to be found. This also cannot be deep drill mined from the surface. It can only be mined with a deep drill at -32 or lower.
+ Redstone resource chunks can be found in lush caves. These can be surfaced mined. They have a 10% to be found in lush caves.
+ Coal resource chunks can be found in swamps at a 11% chance. Forests at a 3% chance and everywhere else at a 1%.
+ Precious minerals like gold and redstone have much less resources in resource chunks.
+ New Config option, Disabled Resource Chunks, you can use this list to prevent any type of resource chunk from spawning.
+ New Config option, Resource Chunk Multiplier: 1.0, you can use this to change how much of a resource is in a chunk!
+ New Config option, Resource Zone Creation: true, Allow Resource Chunk / Zone Creation from seismic charges. You can disable this and use the admin command to make your own if you want to.
+ Mining mode 2! This mode allows Autominers to switch from physical mining to virtual mining once it hits bedrock!
+ New Item! Grenade! This can be crafted at a crafting table! Like factorio it destorys trees and leaves well!
+ New Item! Cliff Explosives! This item is a much stronger tnt item! It is crafted at the basic assembler.
+ New Menu! The /mt command has been changed to open a menu by default. This menu allows you to view your research, view all the items minetorio offers, view recipes and has an extensive guide for the plugin!
+ Updated the command completer
+ New commands, /mt research, guide & menu. These commands are shortcuts.
+ The /mt menu is also sticky to you will reopen where you left off at in it.
Changes
+ The Autominer now breaks 1 block below the Autominer, this leaves the floor its resting on!
+ Iron Gears can now are crafted with two iron ingots instead of 1.
+ Repeater mode 4 on a Oil Refinery is now the setting for crafing lubricant from heavy oil.
+ Oil now has a 18% chance to be found in the desert and the badlands. Deep oceans are now the second best oil source, at 11%
+ The Seismic probe no longer outlines chunks, rather it shows particles based on it resource state. Green for resources available. Gray for unknown, and red for none found.
+ Virtual mining or mode 0 has had it drop chances nerfed quite a bit.
+ All devices that need to store there inventories now serialize their inventory rather then creating chests and loading them from that. This prevents crashes from wiping said devices.
+ Combustion Generator range increased from 5 to 10 for power grid to help with early power setup.
+ /mt items is now available for normal players.
+ /mt items completely reworked. It now allows you to see all the items by category and allows you to get items 1 by 1 or by a stack. You can also view recipes from this menu quickly to!
Fixes
+ Autominer will now longer break air blocks (caused by a player breaking it) and will skip them. This stops it from consuming pickaxes.
+ Autominers max depth trips now when the drill depth exceeds -64.
+ Major serialization fix, devices where saying the same serailization ID by mistake. This can fix a rare few issue with devices randomly being removed.
+ All duplicate default recipes now get deleted. This was caused when a recipe updates, but now it has been fixed. This only applies to non custom recipes, only plugin default recipes.
+ Petroleum Engines now use a different type of particle to make older versions of mc run without erroring.
Notes
+ Some tech requirements like electric smelting for example will change as the tech is expanded more. As of right now there isn't chemical science but it will come soon.
+ There has been some changes for the free version! Power systems are now enabled for the free version!
Additions
+ You can now throw an item onto a belt. If the item is an amount more then 1, it will split off 1 by 1 onto the belt.
+ New Device! Incinerator! This new device can delete anything put in it!
+ You now get a speed buff when walking on concrete or smooth stone. Concrete is faster. (Speed does NOT use potions!)
+ New config option! Allow Speed Changes, you can disable this if you don't want speed changes!
+ New Device! AutoTimer! This new device will send a power pulse to adjacent observers, the timer is based on the amount of items in the input slots!
Changes
+ Sifter iron nuggets chance changed from 25% to 15%
+ Movers can now interact with storage minecarts!
Fixes
+ Fixed an issue with sifters, their randomness was off due to a typo. This caused them to only spawn iron, flint and sand.
+ Fixed a typo in the device info in multiple devices
+ Fixed an issue with crushers spawning inactive particles when they were working fine.
+ Calcite and smooth basalt is now crushable into gravel.
+ Fixed a major typo with sifters, causing only 25% of sand to get sifted
Additions
+ You can now use the wire tool on a mover to change it from an allowlist filter to a blocklist filter!
+ New Config option, Auto Butcher Amount! By default this is 6, this determines how many animals must be present before the auto butcher kills a creature.
Changes
+ Levers placed on inserters allow devices to output on both sides of the belt now.
+ Levered inserters now dispense on both sides of the belt.
+ Cleaned up device UI so now alot of the information is more compact.
+ Power Pylon UI has changed slightly as well.
+ The AutoCollector now uses its input slots as an allowed pickup list!
+ Autobutcher now runs at 6 instead of 8. This helps combat plugins that mob stack.
+ The Combustion generator now burns twice as long.
+ The Combustion generator can no longer smelt items.
+ The Boiler now burns twice as long.
Changes
+ The page you were last on is the page opened when using /mt recipes
+ The same applies to your filters!
+ Boilers now use the same system as combustion engines. This should resolve weird inventory issues with boilers.
+ Boilers will now warn when their isn't enough water for the device.
+ Deepslate and tuff now crushes into gravel rather then cobblestone.
+ Crushers now have an action time of 2 rather then 3.
+ Glass bottles and amethyst shard removed from the sifter when sifting sand.
+ The sifter drop table has been changed for sand, notably iron nuggets have a 25% versus the 20% and all other drops are more common except flint, though its still the most common.
+ The sifter has a higher drop chance for bones raised from 15 to 20% for dirt.
+ The sifter now only has a 20% chance to destroy the sifted material instead of a 50% chance.
+ The sifter now produces more then 1 item per sift, the amount differs per item. Notably you will get 3-6 iron nuggets now instead of 1.
+ The Combustion Generator now gives 15 power instead of 10. This should help combustion generators be an early game option instead of just solar.
+ Steam Engines now produce 15 power instead of 10. This helps maintain its place as a midgame power source.
+ Crushers when crushing gravel have a 25% to produce flint instead of 50%.
Fixes
+ Fixed an issue with belts now spawning their display items after a server reset.
+ Fixed an issue with combustion generators not lighting up when players were near if they were active.
+ Combustion Generators now give stored items back when broken.
+ Combustion Generator now correctly burns kelp blocks for the right amount of time.
+ Fixed an issue where Power Pylons could sometimes error for not being attached to a grid since its reconnecting to one.
+ Fixed auto miners locking up on a layer, this was happening because block skipping wasn't working as intended when a block couldn't be broken.
+ Fixed auto miners moving on to the next layer after a server restart.
+ Fixed an issue with the auto logger spamming when a block was no longer a log.
Notes
I have been focusing on the balance of early game with minetorio, I've found that the iron given from quarries was so little, the sifter adds a way to get rid of all that stone you don't care about and turn it into various materials including iron. However the sifter and crusher balance before was pretty awful for getting any practical iron from it. Now though a quarry can provide a small trickle of iron once sifters and crushers are used in combination, this should allow players to progress better and focus on factory development more. With the balance taken care of I've been working hard on cleaning up the plugin and getting the bugs ironed out. Once i feel the bugs have been squashed and removed thoroughly I will finally get to work on the next batch of major content!
Additions
+ The crusher can now crush all logs into charcoal.
+ The crusher can now crush 8 sticks into charcoal. - Think sifter & auto collector for this one!
+ The crusher can now crush a boneblock into charcoal.
+ The AutoPlanter can now plant cactus!
+ The AutoHarvester can now harvest cactus!
+ The AutoHarvester can now harvest kelp, however it does not gather kelp *stems*!
+ Devices will now recognize dried kelp as a fuel source, this means movers will treat them as fuel.
+ Devices will now treat kelp as a cookable.
+ Repeaters can change the way Movers with motors work.
- Repeater Delay 1, Makes the mover place items on both sides of the belt.
- Repeater Delay 2, Makes the mover place items on the left side of the belt.
- Repeater Delay 3, Makes the mover place items on the right side of the belt.
- Repeater Delay 4, Makes the mover place items on the alternating sides of the belt.
Changes
+ Crusher idle power changed from 3 to 1.
+ Crusher active power usage changed from 6 to 5.
+ Movers will move up to 9 items into devices, this makes it possible to craft blocks of items.
+ Movers no longer use comparators to become motors, instead they use repeaters!
+ AutoShearer only shears 1 sheep at a time.
Fixes
+ Movers can now interface with advanced assemblers!
+ Fixed a few typos.
+ Autobutcher correctly shows its fail reason for no killable animals.
+ The bow turret now requires & uses ammo, it would use it before if it was in there, if it wasnt it would shoot anyways.
+ You can no longer steal the glass from the Petrol Engine and the Boiler via mover.
+ Fixed a bug with the crafter allowing items with no recipes to be crafted for free.
+ The crusher now gives fail messages!
+ Removed inaccurate lore from the Seismic charge.
+ You can now place and take items out of the overdriver.
+ The AutoShearer no longer can use WireTools for shearing.
+ The AutoBreeder had its error messages updated so that it is more clear what is happening.
+ Fixed a console spam bug when breaking a device.
Additions
+ New Config Option, Use Cloud Coverage, by default this is set to true, this allows solar panels to vary power production based on simulated cloud levels.
+ New Cloud Coverage system, every 10 minutes a cloud coverage type is set, this alters the power output of solar panels, every 30 seconds the cloud level changes based on the coverage type.
+ New Command, /mh reset recipes, this clears all MH recipes and sets them to the default recipes.
+ New Command, /mh wipe recipes, this clears all MH recipes.
+ You can right click solar panels to view cloud coverage!
+ You can now right click in the basic and advanced assembler to cycle the recipes backwards.
+ Cobbled deepslate and tuff now can be crushed into cobblestone.
Changes
+ Default recipes for Auto Crafter changed, it no longer uses redstone, instead it uses an extra gold bar. This change should make crafters a little easier to obtain in the early game.
+ Power Pylon is now crafted at the crafting table / autocrafter. This should make early game setup a little easier.
+ Pumps are now crafted at crafting table / autocrafter. This makes them not needed to be crafted at a basic assembler freeing them up for other things.
+ The Autominer will now attempt to use stone pickaxes first instead of better ones if possible, in miner mode 1 (Physical mining)
+ The Autoshearer now gives 1-3 wool.
Fixes
+ The crafter can now use different planks in recipes, however it will not mix and match. It will use the first type of plank in its inputs.
+ You can no longer flip solar panels.
+ Stone picks fixed to no longer break gold, redstone and diamond in mode 0
+ Changes / making recipes is now working again.
+ Changing a recipe will now update the recipe live, no restart is required now!
Additions
+ Powergrids now show as different colors to help identify each grid when holding a power grid device such as a battery or wire tool.
Changes
+ Power grid visual changed from lava particles to colored dust.
Fixes
+ Fixed assemblers and crafter not taking the correct amount of items from their inputs when crafting.
+ Grid merging has been fixed.
+ Devices when broken are now removed from the grid properly.
+ Stranded devices from a grid now create their own grid rather then being linked to their severed grid.
+ The power grid range visual is much more accurate now, the range will change based on height.
Additions
+ Assemblers & Crafter now show the specific missing ingredient that caused the device to fail. This is a nice QoL addition. Note that it only works if the item has one recipe.
+ NEW Device! The Sifter! This device sifts dirt and sand for trace materials. Dirt and sand give different resources, its a great way to get rid of both materials with some alternative ways to acquire some resources.
- Sand can give iron nuggets, gold nuggets, glass bottles, bones, sticks, feathers, flint and amethyst shards. Most of these are rare drops you'll commonly get flint.
- Dirt can give, seeds, potato's, carrots, bones, flint, clay and sticks. You will most commonly get clay / sticks and flint though.
- This device can be crafted at a crafting table and is relative easy to craft.
Changes
+ All batteries now have a capacity of 1000.
Fixes
+ Autominer's now ignore the blocks that cannot be mined and move past them. This prevents them from being halted.
+ Cobblestone & Stone have been added as smeltable items, this means movers can now move them into furnaces.
+ Movers can now use logs & clay balls as a smeltable resource.
+ Movers can now use planks and charcoal as a fuel source.
+ Removed a deprecated method for display items, this will improve performance slightly across the board. It is now impossible to get lore name - "NO PICKUP" items from the plugin.
+ Fixed an issue with basic assemblers and advanced assemblers crafting items with no ingredients provided.
+ Fixed an issue with assemblers getting stuck on previous recipe ingredients, essentially locking it to the one item for crafting.
+ Fixed an issue when using filters on movers.
+ Fixed caching issues with breaking and placing when it came to movers with levers.
+ The Autominer now changes the amount mined from copper, redstone and lapis, so that it now is more like vanilla. Before it was picking a drop number and sticking with that until the next restart.
Notes
- Some items may still have the NO PICKUP text on them since the plugin no longer removes or adds them. This will only happen for items currently on belts.
- Doing some really basic math the amount of batteries you would need to even have 1 device run over night off of some solar panels was immense. I have 10x the battery capacity to fight this.
- All newly placed batteries will have this new capacity, all old ones will need to be broken and placed down to have the capacity updated.
Additions
+ New Config Option! Pickaxe Damage Amount: 1.0
- This determines the damage pickaxes take in quarry's / autominers. 1.0 means itll do 1 damage per block break, 0.5 means there is a 50% chance to lose 1 durability.
+ Plastic Bar is now available in /mt items
+ When holding a power pylon a line will be drawn from you to the nearest power pylon, if its green that means it is close enough to create a connection to that power pylon, if its red then it isnt.
Fixes
+ MAJOR FIX - This build was merged with an older build. Alot of QoL features and changes are now back and working!
+ Changing the config in game now properly updates the config without the need to restart the server for the changes to apply.
+ Advanced assemblers now check for their required liquids after checking for their needed ingredients. This fixes an issue where it says they are missing liquids for recipes that dont use any liquid.
+ Autominers changed so that in order to break obsidian, diamond is now required.
+ Autominers now account for deepslated ores, this means stone pickaxes will no longer break diamond deepslate ore for example.
+ Gold pickaxes are now accounted for in the autominer, they are treated as stone pickaxes.
+ Conveyor Items will no longer despawn after 5 minutes, this was happening due to the belt rework.
+ Improvements to Basic Assembler and Advanced Assemblers performance.
+ The AutoPlanter now goes on a longer action timer when no one is nearby. It will go on a 10 minute cooldown since most things planted take along time to grow.
+ The AutoPlanters cooldown resets to its action timer when a player is nearby. This allows it to work at full speed when players are nearby.
+ The AutoHarvester only runs now when there is someone nearby to load the chunks since crops do not grow unless the chunk is loaded.
+ Device grid updating is now reduced to only occur once and then update when players are nearby. Generally speaking the idea is if players are not nearby then new devices are not being removed or added, therefore updates are not needed.
+ Device inventory updates happen much left often now, once to create their UI on start, and then after that they only update the UI when players are nearby.
+ Pumps have had major improvements to performance.
+ Fixed an issue with the saveable system scanning non folder files, this would break startup if you happened to have had a file in the server data folder that was not placed there by the server.
+ All devices now run 1 one time validation check. This prevents looping second errors if the device was invalid.
Notes
Thanks to Seraphim_Here for reporting a lot of issues that I have been able to resolve. With their reports I discovered that I had two builds of minetorio and I had been missing the major belt rework in the current build. After merging the builds alot of issues that were around are gone now. The plugin is working really good now! Especially after all of the optimizations that I got done this patch. I'm going to continue to do more optimizations, mostly focusing on movers and newer devices. This next patch will likely be the last before the new science / research system is added!
Fixes
+ Boilers now perform better while active.
+ Boilers now require 30 water, they were removing 30 water if it was available and creating steam regardless if there was water or not.
+ Boilers now update their physical form when players are now nearby. This means they only appear to be burning when your within 64 blocks of them, this saves a bit of performance.
+ Boilers now have their UI force updated once, this prevents inventory UI pop-in. So you shouldn't have to wait a second to see the UI if it was the first time viewing it.
+ Combustion Engines now only update their furnace appearance when a player is nearby. This increase performance quite a bit.
+ Combustion Engines now cache their inventory and use that inventory for the actions. This increase performance quite a bit.
+ Boilers can now use movers to take out their fuel as an output slot. This allows you to do a mover boiler pattern. I'm sure someone more clever then I will come up with a good use for this!
+ Combustion generators can now do the same thing, this is pretty useful for early game combustion power.
+ Boilers no longer show their power icon since they dont use power.
+ Fixed an issue with the autominer where it would break nothing but use the pickaxe durability.
Notes
This was the second round of optimization, a major change was done to both boilers and combustion engines, while they both use way less performance they are handling themselves differently. Rather then coding both to use the same code base because they are very similar, I was torn between two ways to optimize either of them, so I did each idea for each system. Each system with these optimizations have a pro and a con. The man pro to both of them is they are very performant, however larger scale testing needs to be done to see who is king. The other thing different is their con, the downside to the boiler method is the display doesnt show the furnace as cooking despite its visual representation as being on and cooking. The combustion engine method's con is it does show as cooking however it is slightly off in fuel time. Either way the improvements from my testing where huge. Bringing a 2 minute benchmark of 800ms+ down to almost only 20ms. Scaling with large scale factories will now perform alot better! It will be sometime before the next major update comes out, but I have decided that its time for research to be added before adding in any more complex things.
Fixes
+ The Autominer when in miner mode 1, now caches the layer it is breaking, and goes through the layer block by block. This heavily reduces its impact since its not constructing the list of blocks it can break in that layer each tick.
+ The Autominer now only considers its input slots when looking for pickaxes. This reduces the amount of checks for pickaxes greatly.
+ The Autominer now caches block drops, these means that instead of constantly calculating the drops from a specific block like stone, itll only be done once, and then all future instances of breaking stone refer to that instance. This greatly reduces tps loss.
+ Sounds no longer play for the autominer unless someone is within 32 blocks of it, this is a slight performance increase.
+ Generally optimized the structure of the Autominer so it should overall be making less calls on cloning methods to improve performance.
+ Device grid ticking heavily optimized, instead of devices creating a copy of all of the devices and checking them, we instead check over a read only list. Rather can creating a new large list every tick for every device.
+ Autologger only scans for axes in its input slots, it no longer uses axes in output slots. This reduces checks greatly just like the autominer.
+ Autologger now checks for axes before even bothering to look for logs. This will decrease tps loss for inactive autologgers.
+ The Autologger now caches there corners to reduce log scanning impact and stores the possible log locations for a fairly good performance improvement.
+ When the Autologger doesnt find any logs nearby it goes on a cooldown for 60 seconds now. This prevents it from constantly checking for logs needlessly since trees take about 30 minutes to grow anyways. This reduces the autologger call rate from 60 calls per minute to 1. The device will also show this cooldown timer to prevent confusion in its failure message.
+ The Autologger now pools all detected logs together, then iterates through those logs until there is no more, then it will allow a new list of logs to be scanned. This should reduce the overall impact of the autologger.
+ The Autologger doesnt tick unless someone is within 128 blocks (8 chunks) of it, this is because trees cannot grow unless the chunk is loaded. Making the device ticking useless when the chunk isnt loaded.
+ The AutoCrafter now calculates it target craft once rather then 3 times when attempting to produce a craft. This should decrease tps drops from autocrafters.
+ The AutoCrafer target craft calculation has been improved, it no longer is looking for lore that shouldnt be there anyways, this was due to a port I did, when I updated the crafter to be an actual device.
+ Small Improvements to the AutoPlanter
+ Motors now use a lot less tps and mspt due to the hasBeltMotor being changed, it only updates if the comparator above it is broken or placed. This will have a big impact on large scale factories.
+ The same change was done for motors that alternate, which results in less tps and mspt. Again the effect is larger on larger factories, even if they dont have alternate motors on most of them.
Notes
This update was focused on performance, alot of new devices were added in since the last performance based update, now the plugin is running better then the last performance update and is the first update of two ill be making. The next update will also be performance based and focuses on decoupling devices that use furnaces / blast furnaces from actually using the physical block.
Fixes
+ Using older versions of 1.20 will no longer spam the console with errors for WHITE SMOKE, the particle uses FIREWORKS SPARK now instead on older versions of 1.20.
+ Autoplanter now plants saplings again.
+ Autoplanter no longer needs a restart to start planting saplings again.
Fixed a major duplication bug with the crafter! It has been fixed thank you Seraphim_Here for finding this and reporting it!
Restarting a the server or plugins that disable MT will now close any player with an open inventory to remove players from being able to grab items from the inventory left open. This is pretty niche most servers will never experience this.
Additions
+ Autoplanter can now bonemeal cocoa!
+ Autoplanter can now plant cocoa!
+ Autoplanter can now bonemeal melon / pumpkin stems!
+ Autoharvest can now harvest cocoa!
+ NEW device! AutoButcher! This devices uses swords to kill nearby animals once there is 8 adults nearby!
Changes
+ Water pumps now give water based on the amount of water in the body of water its attached to.
+ Water pumps give 4 water per action per amount of water capped at 100.
Notes
The water pump change is intended for players who want to use steam power to setup close to a body of water. However players can easily cheeze this by creating a 5x5 area of water. I don't intend on fixing that either as there is really no need to. All of the power sources need a major drawback, location is one of them for steam now! So you can't just use a 1x1 of water for 100 water per action! Some notes about the autobutcher, it only considers adults of the same type nearby so if you have 3 chickens and 5 cows all of which are adults, it wont butcher either as it needs to be 8 cows or 8 chickens to butcher one from that type. This system when tied together with an autocollector is a good way to automate animals completely.
Changes
+ Oil base chance changed from 5% to be based on biomes
+ Hotter biomes have a higher chance of having oil chunks.
+ Deep ocean biomes have a 11% chance of having an oil chunk.
Notes
This update changes how oil is found. You can find oil anywhere that isnt cold. So if your in a very cold area like ice spikes you will never find oil. However in the desert you have a 4% chance of a chunk being an oil chunk. This is a change to prepare for some of the bigger additions / changes coming. Soon resource chunks like copper, iron & gold will be added. They will be found similar to oil chunks. However since these resources spawn in specific areas across the world players will need to transport said items across the world in order to utilize them. This means that long range transport will be needed. This transport will obviously be trains!
Additions
+ Alot of foods added as an input for the furnace. This allows more automated cooking.
+ Barrels can now be interacted with by movers.
+ Barrels only store items 1/8 the stack size.
+ Blast Furnaces & Smokers can now interact with movers.
+ Movers can now interact directly with hoppers.
+ A lever when placed ontop of a mover, will now allow the mover to grab from both sides of the belt.
+ Mover lore updated with new functions.
Changes
+ Auto Shearer now shears 1 entity at a time.
+ Devices that do not provide a power grid will no longer show it on their tooltip.
+ Default Recipe changed for solar panel, redstone blocks changed to redstone and quartz changed to gold.
+ Autominers will no longer break carpet at all.
+ Crushers now have an action time of 3 seconds versus 2.
+ The autominer can now be overdriven. This will increase its mining rate.
+ Belts no longer teleport their items. Instead they display their current item.
+ Belts no longer display their attached item unless a player is nearby.
+ Inventory caching has been disabled for devices for now.
+ Devices like pumps and boilers which do not use power will no longer show their zero power draw.
Fixes
+ Shears now get destroyed properly.
+ Fixed a bug preventing movers from rebuilding their cache when their input or output was broken. This fixes them from deleting their items.
+ Autominers dont break carpet, for performances reason we will no longer check if its a belt.
+ Autominers can now work with raw ore rather then their ore block type. Though both work for older versions.
+ Fixed an issue with crafting devices not giving the correct amount.
+ Vertical movers will no longer duplicate items on the left side of the belt.
+ Fixed an issue where belt items would stack in place when their chunks were unloaded.
+ Belts from a distance would stop working properly, this has been fixed.
+ Bow turrets reset the damage ticks on hostiles allowing them to hit mobs back to back rather then an arrow bouncing off.
+ Devices will now drop their stored items when broken.
+ Placing blocks against devices now works like vanilla. This means you can place movers against devices easier along with pipes.
+ UI elements no longer appear on first open, they are now populated once on start.
+ Furnaces can now cook food and smelt ores as intended.
Notes
Belts have had major changes to them. They use to teleport their items for movement which could cause some issues if no one was nearby for lower end servers. It also had this jitter effect as well. Them being physical items in the world could also cause some issues with belts. So instead the belts display their current item rather then having a real item. To a player nothing would appear to have changed. Now belts and movers can work properly from a distance and overall is cleaner. Inventory caching is disabled for now, this will come back soon, the new belt changes required me to disable this caching system as I will now need to update it to this new belt system. I wanted to bring some functionality to the plugin I've wanted for awhile like some more mover interactions with blocks like the smoker, and other functions like some mover mechanics like the lever to allow grabbing from both sides. On a big note, backup your data! Anything in general! Recently my drive with my source code for minetorio went bad! This made me decompile the plugin from a jar file, causing a huge headache. Thankfully the project is recovered and clearly back on track with this huge update. But please keep in mind their may be some unforeseen issues with this since i had to decompile the plugin and fix over 900 errors. This is why I took so long for this update to come out and why my other project Minions & Hunger hasn't had an update in some time. Anyways just wanted to shout at you to backup your pictures of your dog or your minecraft plugin lol. Thanks for reading!
Additions
+ New Device! The Autobreeder! This device uses seeds and wheat to feed nearby animals, up to 16 blocks away. It goes on cooldown until they can be fed again. This device only works when there is a player keeping chunks loaded nearby since animals are dependent on chunks being loaded.
Additions
+ The autoplanter will now plant trees down and bonemeal them.
Fixes
+ Performance improvements done on the autoplanter.
Additions
+ Changing the repeater above a oil refinery will now tell you the recipe its set to.
+ Power display is now shown when holding a battery or a power pylon.
+ You can now use granite and andesite for liquid tubing.
+ Granite / Andesite / Diorite tubing must all be the same type to move liquids. Mix matching them does not work.
Changes
+ Oil Refinery action time is set to 1 now instead of 2. This was an oversight as my numbers were balanced on the assumption that they were on 1 second ticks not 2.
+ Oil Refinery oil cracking recipe changed from 8/6/6 to 10/10/10, it also consumed 30 oil now instead of 20.
+ Oil Refinery production sound changed.
+ Reduced distance for steam engine sounds / smoke particles.
Fixes
+ Fixed an issue with liquid splitting, in some cases it wouldnt split the amount correctly.
+ Fixed oil pumps not splitting their oil properly
+ Pumps no longer show the no water message when extracting oil.
+ Petroleum debug no longer shows on oil refinerys.
+ Various performance improvements bringing sparks ms timing from 260ms to 28ms
Notes
Oil had some reworking to make it work as I originally wanted balance wise. I also added some QoL things I wanted after doing another small test this time focusing on liquids. I also observed performance and did some optimizing to reduce the overhead of the new devices. I also did some performance improvements since all of the new additions. It's worth mentioning on a small scale the impact on the server is non existent. But at a much larger scale these impacts could be a lot larger. So doing periodic improvements to performance is a good idea!
Additions
+ Recipes have been added for all older devices and newer ones have had their added to!
+ New industrial components Advanced Circuit & Plastic bar
+ New Industrial Tool - Seismic Charge - This is used for finding oil chunks.
+ The Pump can now pump oil out of the ground if its in an oil chunk.
+ New Device - Oil Refinery, this device uses a repeater above it to determine its recipe.
+ Oil Refinery has 3 recipes. Oil cracking, heavy oil cracking and light oil cracking.
+ Petroleum Engine, an engine that makes alot of power however uses petroleum.
Changes
+ Major change to liquids so devices can store multiple types rather then one.
Fixes
+ Fixed a permissions place bug preventing placement when you had the permission while not OP.
+ Fixed an issue allowing basic assembler to make barrier blocks when there was no recipe selected.
+ Liquid pipes no longer end their connection at a polished diorate block it continues as if it was a pipe.
Notes
+ The liquid changes will likely break any old devices that use liquid. A plugin data folder wipe is likely needed.
+ Oil additions are only for premium version. This might change in the future as more content is added.
Additions
+ The crusher! The crusher crushes stones down into gravel, then gravel can be crushed into either sand or flint.
This device will be useful for crafting mass amounts of arrows for turrets. It also provides a way for autominers to have an outlet for their abundant cobblestone and put it to good use.
Additions
+ Movers can now interface with Blast Furnaces just like normal furnaces.
+ Version Control, anything server running 1.18 or less will activate version control.
Fixes
+ Furnace input no longer caches its inventory this prevented it from grabbing most fuel items. (Mover Fix)
+ Furnace input now considers all items as fuel besides coal and sticks. (Mover Fix)
Notes
Version control wont be perfect yet. It will for now replace the materials that don't exist in older version with one that does exist in that version. This will be built on as time goes by.
Additions
+ Pump, this device pumps water from a water source block below it. Water is pump into connected water devices with water storage.
+ Boiler, this device boils water into steam. It uses fuel to do so. It also pumps steam into connected steam devices.
+ Steam Engine, this device consumes steam to produce power. This device produces more power when it has 2 grindstones attached to the left and right side of it.
LIQUID PIPES
- Diorite walls are used to to move liquids around. Connected polished Diorite blocks are used as valves / junctions. Devices adjacent to polished Diorite will be connected to the pipeline. Pipe always split their liquids evenly across all of their connected devices.
These additions are for premium only. After the expansion of more power devices the power system as a whole will have multiple items moved to the free version.
Fixes
+ Fixed a some issues with the combustion generator.
Additions
+ Bow Turret, this device uses bows and arrows to defend your factory!
Fixes
+ Fixed an issue with custom crafting recipes!
Additions
+ New config option "Use Place Permissions" by default this is false. When set to true users need to have the correct permission to place.
+ New config option "Place Deny Message" by default this is set to "You need %PERM% to place a %DEVICE%!". Perm and device will be replaced with the perm required and the device being placed. However these are option.
Additions
+ Non op players can now view all recipes however they cannot edit, change or add recipes. It's strictly for viewing purposes!
Additions
+ Devices that are not powered will spawn smoke particles above them.
+ Devices that are powered but need a tool to operate will spawn smoke particles above them.
+ You can now see the action time for all devices in their info pane similar to the crafter.
+ All devices can also show their fail reasons in their info pane.
+ Players can now sneak right click a belt to release the items from the belt. Allowing them to be picked up.
Changes
+ Increased spacing on the particle line drawn from devices when nearby, this helps performance slightly.
Fixes
+ Fixed an issue allowing players to grab items off the belt when sneaking after a server restart.
+ Devices UI now does a update when the inventory is updated, this ensures UI's are setup.
Warning!
There was some internal changes to crafters and devices during this update, likely your old devices wont work properly or cause errors on startup. Wiping your plugin data is recommended for this update.
This build increases performance in many many areas. In sparks report i brought down the cake factory example i have setup from a 2164ms to just 28ms. That's a 76x decrease, which is huge. This was my first large scale test with performance in mind. I will be pushing the scale larger and larger as time goes on. Once I feel I have pushed it to the limits in optimizations I will add in choice based optimizations, so owners will be able to do things like set a disable range for devices so they don't do anything if no one is nearby, have chunks stay loaded if devices are in them, a device for keeping chunks loaded as well will be added, however all of these features will be optional and can be used or not used. For now though I will continue to focus on just making it all run better and as best as it can at scale. There is still some small things to improve on but im sure other devices at scale need to be improved too!
Changes
+ Power Pylons now draw 1 power every 5 seconds.
+ Batteries now lose one power every 5 seconds instead of 3
+ The Crafter now uses 2 power on crafting and idles at 1 power.
+ The Crafter is now a proper device. This means it will display power usage as well.
+ Auto Harvester now gathers wheat like vanilla. 1 Wheat a harvest and 1-4 wheat seeds.
Fixes
+ Fixed items merging on belts after a restart.
+ All devices now pull their required idle power as a lot of them did not.
+ Power Pylon now shows power grid information like net power gain / loss.
+ Fixed the basic assembler from producing crafts when it didn't have all required ingredients.
+ Fixed an issue with device form recreation.
+ Batteries no longer store the form on restarts.
+ Power Pylons no longer show power usage when holding the wire tool.
+ Fixed an issue with auto items not reappearing when de-rendering.
+ Auto planter will now break its tools properly.
+ Breaking a mover no longer drops two of them.
WARNING
The crafting change will likely break on bootup. It is recommended to wipe your server data for this plugin!
Additions
+ Dispensers / Droppers can now be used with movers. Yes a mover can access another movers inventory.
Changes
+ The Autoharvester now collects the top of sugar canes leaving the very bottom sugar cane.
Fixes
+ Fixed a crafter issue where it would create its craft without all required items.
+ Fixed an issue causing items on belts to get the nopickup tag added to them on server restart.
+ Fixed an issue with the auto collector picking up no pickup items.
+ Fixed a grid issue that would cause devices to be isolated sometimes.
Additions
+ You can now filter by crafting station location in the recipe viewer!
Fixes
+ Minetorio now softdepends on Multiverse to help reduce / prevent issues on worlds outside of the main world. This means the plugin loads after multiverse has been loaded.
Fixes
+ Fixed a major issue on startup for movers.
Additions
+ Basic Assembler, similar to the crafter but can only craft recipes designed for it specifically.
+ Industrial components! These items do nothing on there own, however they are used in many default recipes.
Changes
+ Reworked the UI for the battery as it was very old.
Fixes
+ Combustion generator will no longer delete the entire stack in the fuel slot. This was an oversite with the recent optimization fix.
Additions
+ While holding the wire tool you can now see active belt paths as well.
+ The borders for the wire tool have a fencing effect now to help with visuals.
+ Devices will now have power indicators above them while holding out the wire tool. It is also color coded to represent its state.
+ Devices now show their range on them in the description. Represented by the triangle symbol.
Changes
+ Power Pylon now has a range of 20 instead of 32.
+ Batteries now drain 1 power every 3 second.
Fixes
+ Various performance improvements - You can expect more of there, this was my first small test for performance, i will be doing a larger scale test soon.
Additions
+ Overdriver! The overdriver is used to speed up movers! This allows them to grab items faster from belts or put them on belts faster it also allows movers with motors to move their belts faster!
+ The wire tool has been added which allows you to visibly see the power range of your grid if you are holding it in your hand!
Expect changes to both the overdriver and the wire tool!
Additions
+ The Power Pylon device has been added, it has no function besides providing a large power grid range. A default recipe has also been added for it!
Additions
+ There are now default recipes for all of the current devices.
+ New config option, this config option will auto generate all of the default recipes if set to true, by default it is true.
+ New command, /mt recipes. Used to view and manage custom recipes.
Notes
- Free users will not be able to add custom recipes.
- You can change where an item is crafted from, currently basic assembler is visible as an option as this is how you will set what recipe can be crafted where in the future!
Fixes
+ Tools for the auto harvester will now break properly again.
Additions
+ Autologger! The auto logger will gather logs within a 10 block radius around it. It of course uses axes and uses power! This is also a free device! Cheers everyone!
You can expect some balance changes to come to this in regards to power, gather rates etc.
Fixes
+ Belts when broken will now release their items properly so they can be picked up again.
+ Belts now perform periodic validation checks. This means if removed via any method the belt will release its items. So world editing a belt, creeper explosion etc will now release its items properly.
+ All devices now do validation checks to make sure they are still placed their and not destroyed via other methods. This only occurs when players are nearby for performance reasons.
+ Autominers no longer mine blocks directly under belts.
+ Autominers no longer mine in an area, instead it works as intended scanning each layer 1 by 1.This means after it removes the top layer and moves on to the next you could fill in the top layer hiding the hole and the miner will ignore those blocks since its not in the current mining layer.
+ Fixed an onSecond error for when a belt became invalidated.
Additions
+ If a drill has hit max depth, meaning it cannot mine anymore the drill depth will now display "MAX"
Additions
+ Autominer now shows drill depth, which is useful to know what resources you could get.
Changes
+ Autominer now can only mine the appropriate ore types based on the current best pickaxe in its inventory.
+ Autominer now uses the best pickaxe in its inventory first.
+ Autominer in mode 1 will skip over blocks it cannot mine.
Fixes
+ Autominer now consumes its pickaxes again.
Changes
+ Autominer in mode 0 which is virtual mining now uses a different mining methodology. It should be more accurate to resource depths to Minecraft. Also as a result andesite, granite and diorite are now in the mining pool, along with copper ore. Redstone and copper also give vanilla amounts as well. You can expect some more changes to the auto miner in mode 0 and 1 coming soon.
Additions
+ Solar Panel! This unique generator creates power based on the time of the day!
Fixes
+ Batteries now properly store power.
Just a quick update to latest version also 20% off for xmas!
+ Items now display their power usage on their item's when the power system is enabled.
+ Auto Planter had its power usage raised to 3 by default instead of 1.
Added a validation check to movers, so when they become invalid due to anything like being removed with worldedit they are removed fully. This fixes some spamming in the console for examples like this.
Just a quick update to 1.20.2!