Balance Remix, Liquid Silo & Fixes!
Additions
+ Liquid Silo! This device can store 10,000 liquid of any kind! It can store 1 liquid at any time and has the unique trait of not using any power in order to output its liquid.
+ New Technology, Liquid Storage! This Technology is unlocked after liquid transport and unlocks the liquid silo device. The default crafting recipe is one Electronic Circuit and 6 iron plates.
+ Train Stations can now be virtually connected to one another, however this will cost gravel and rails to do so. In general it costs more rails to do this, but it can save you a lot of time if you have the physical materials to do so.
- This addition is intended for SMP like server or other servers where building a railway across the map isn't possible or is possible but is annoying due to claim systems needed to actually protect the rail line. This system can be disabled entirely if you want to force users to build physical rail lines, and if it fits in your server I even recommend disabling this feature.
+ New Config Option! Virtual Train Connections, by default this is true, setting this to false will prevent any new virtual connections and disable the system entirely.
Changes
+ Iron Resource Zones (RZ) now yield an average of 82 stacks of iron now rather then 11. (A double chest is 54 stacks)
+ Copper RZ's now yield 160 stacks of copper on average now.
+ Redstone & Coal & Uranium RZ's now yield about 117 stacks.
+ Oil, Iron and Copper are now 2x more likely to occur when scanning for resource zones. This is to reduce the amount of overall scanning needing to be done.
+ The Engine Unit no longer takes andesite walls, instead it now takes 2 iron plates, so the new recipe is 1 steel plate, 2 iron plates and 1 iron gear wheel. This is due to there being no consistent way to obtain the wall materials.
+ The Copper Cable recipe now gives two cables from 1 copper plate.
+ The Advanced Circuit Recipe now requires 2x Electronic Circuits rather then two iron plates, this essentially means an additional 6 copper cables are now required in its recipe to be crafted.
+ Max Liquid Pipeline raised to 200 from 100.
+ Train Station UI has been updated with new formatting and changes.
Fixes
+ Fixed a major issue with lifts, allowing lifts to delete items when only 1 item could move at a time.
+ PowerGrids are now reconstructed much quicker now on startup.
+ PowerGrids that are stretched out should now be constructed on server startup, this should prevent you needing to walk your power pylon lines in order for the grid to see distant devices.
Notes
+ From my testing playtesting it seemed that deep drilling becomes pretty useless for resources like iron. The setup required to get a less then two rows of iron was much more effort especially since its not a permanent resource source.
Compared to something like a cobblestone sifter farm which is infinite but slower. The idea for deep drilling should be a great source of resources even if its not permanent, and a lot of setup is required to actually even access this so the
reward was never worth the squeeze. To address this I've made resource zones yield a lot more resources, so going through the effort makes more sense now. If you are not a fan of this don't forget you have config options to scale this back.
Also with the liquid silo you now have a simple device to extend out a pipeline, similar to how you for redstone using a repeater to extend its length. This on top of doubling the pipeline length now makes accessing nearby resource zones a bit easier.
+ The crafting changes should do a few things, in the mid game jump when copper starts to become needed more the cable recipe giving 2x the amount of cables makes you do 1/2 the amount of manual mining trips, which I found to be quite grindy.
Additionally to balance this change out, Advanced Circuits now take Electronic Circuits, which also makes sense thematically speaking. This should make the mid game resource need remain similar while letting early game be a bit quicker.
+ The recipe changes will only take place on fresh installs, otherwise you can use /mt reset recipes, however this wipes all MT recipes and repopulates the default ones, so custom recipes are lost when doing this.
+ Changes to resource zones will add additional resource zone tables, this means the chances to find resource zones will be a bit higher then intended on existing servers, to fix this yourself use /mt tables and remove the old resource zone information. The newer zones simply have a higher min and max then the older ones. So it should be easy to fix this yourself.