Logistic Robots, Changes & More!
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.