
Minetorio
Minetorio is a factorio inspired plugin which is all about automation! With this plugin you can automate crafting, farming, mining, smelting, make chest sorters and so much more. There is over 40+ devices that can perform various tasks for automation!
Changes
- Changed how super chunks are obtained, this should reduce their overhead on startup.
- Electronic Circuits now require a redstone dust.
- Processing Units now require a gold ingot.
- The Maintenance Station now keeps track of the amount of spare parts it has consumed. It will also report the amount of broken devices as well!
Fixes
- PlexMap support updated, it should no longer cause an error in the console on occasion. In addition to this, it should be more far more stable.
- Removed some pre 1.0 debug messages from the console.
- Fixed an issue with the FurnaceBurnEvent trying to log air when the result would be set to air from another plugin.
- The RegionPylon disables partially if WorldGuard is disabled.
- The Tunnel Pickaxe no longer ignores if the source block break was cancelled.
Notes
- The recipe changes wont apply to existing servers you will need to add these yourself.
- The recipe changes was voted on in the MT discord with 100% yes across 37 votes. So i dont see this change as a major issue haha.
- The changes also make the infuser a bit more useful as well as making deep drilling gold an option now.
!!MAKE A BACKUP BEFORE UPDATING!! Release Details
- Updated to version 26.1.2! This will still work on 1.21.11!
- Support policy has changed. I will now maintain 2 versions back from the current build. The current supported versions are 26.2 & 26.1 & 1.21.11
- New versioning syntax. The versioning will be in MAJOR.MINOR.PATCH. This build uses the new formatting. 1.0.0, if a build supports only one version of mc the name will indicate it in the jar itself.
- No more endless repeating build numbers. 0.99 went on way to long. But going forward there will not be duplicates of the same versions with different code.
- This is not a perfect 1.0 release like I was wanting. But the reality is Minetorio will never be complete anyways. I'll continue to work on this project, 1.0 signals that the original design goal for the plugin is completed. Meaning I've reached all my planned Milestones when i first made Minetorio over 6 years ago now.
Whats Next?
- Lots of polish. More polish. Bug fixing. More Bugfixing.
- Push translation support closer to 100%, right now about 70% of Minetorio is translatable.
- Content updates are planned but I will not delve into them in much information.
- Those content updates are, Circuit Networks, Synthetics, Space Updates & Pollution Updates
Additions
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Radiation! Nuclear reactors now seep radiation! You will need to surround this with dense materials. Concrete works best, followed by iron blocks then water.
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You can craft a hazmat suite at a crude assembler, you will need to wear the full suite to get a flat radiation protection.
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There is a new radiation module, which can be used with power armor to gain protection protection. This stacks!
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Radiation is long lasting, a stable reactor can leave up to 300 rads behind. Which can take up to 3 irl days to go away fully.
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Radiation will branch out, these branches dont last nearly as long as source radiation. But they can increase the radiation levels in an area greatly.
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A new rad bar appears at the top of your screen while you are radiated. It will give you information about your radiated state.
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You can reduce your radiation directly by standing in water, or eating fish and dried kelp. (A nod to Factorio of course)
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Hostile mobs that spawn in higher radiation will have higher damage, health, armor and some other mutations. The more radiated the area the stronger they are.
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Radiation will kill most crops, some will survive and maybe even mutate.
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Radiation will make players lose hunger, experience and begin to take damage at higher levels of radiation. Eventually it will be lethal to the player if not reduced.
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Animals can be effected to, most will be negatively effected. Animals spawned in radiation can mutate into rad spiders, slightly larger cave spiders!
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Radiated Animals can spawn in radiated areas from breeding. They continue to grow in size if they are in radiation, once they have reached their max size they produce 3x resources when killed. You can tell if an animal is a rad animal from its green particles.
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Radiated Animals are sometimes mutants, which can have different drops based on the type of animal being killed. Below is the list of special mutants.
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Mutant Animals Amethyst Cow, drops amethyst shards instead of leather. Flesh Chicken, drops rotten flesh, lays quartz instead of eggs. Eye Sheep, can be sheared for spider eyes. Crystal Pig, drops prismarine shards and crystals instead of pork. Slime Rabbit, drops slime instead of rabbit foot.
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Radiated animals can be breed as well, however the babies are only 100% mutated if both parents are. If 1 parent is mutated its a 50% chance.
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Mutant animals only have a 50% chance to breed successfully. This encourages letting the animals grow up fully.
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You can tell if a animal is a mutant if it has purple particles in addition to its green particles.
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Radiated Crops, these crops are created from highly radiated areas. They will drop their radiated seeds when gathered. These plants need radiation to stay alive, but they have much higher yields.
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Radiation can cause devices to fail the more exposed they are to radiation. In a rare event, the radiation can turn off the target device. This doesn't effect the nuclear reactor, heat exchanger or debug devices.
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Reactors that are overheating (without water) will meltdown in 1 hour. During this time the reactors heat is treated as double the units when transferring to exchanger. This doubles how long a fuel rod lasts for.
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The Geiger Counter is a new item crafted at the Crude Assembler. It reveals nearby radiation sources in a color coded fashion. It also lets you know the highest radiation source detected and how many sources where found.
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There are 3 config options for changing how radiation works allowing server owners to tweak it and have better control over how it impacts their server.
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New Device! Solar Mirror! This device can double the power output of solar panels and moonlight panels within a 9x9 area of it! It consumes glass prisms to do this. The mirror decays at a speed related to the amount of solar panels connected. So you dont have to use the 9x9 shape.
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The Wind Turbine can now be supplied with reinforced turbine blades, made at an advanced assembler require a few ingredients notably lubricant. This allows the wind turbine to produce 2x power for 900 seconds. (15 minutes)
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The Tidal Generator can now be supplied with tidal kites. When using these the generator will produce 2x the power and slowly output kelp. The tidal generator can also sometimes catch sticks, plastic bars and fish. (2% chance, 1% for fish)
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Geothermal Generators can be supplied with Thermoelectric Plates and water, the geothermal will produce steam instead. This can net positive much more power. Thermoelectric Plates are made with sulfuric acid and steel plates at an advanced assembler!
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New Config! Pipe View Distance: 64, this lets you control how far pipe entities are visible from.
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Three new config options, to support taxing the standing balance in all economy devices. Device Balance Tax, Minimum Balance Tax & Tax Balance Receiver. These allow a admins to the balance present in any device. Taxes occur every 24 hours on a device by device basis.
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EMP Grenades! These are crafted using a grenade and an electronic circuit. They can be used to temporarily disable devices. Devices can only be disabled for up to 60 seconds at most. Each grenade disables them for 15 seconds. The radius of EMP grenades is 5.
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A new worldguard flag has been added to disable the tunnel pickaxe in specific region.
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Region Pylon! This device can be crafted at an advanced assembler. It isnt enabled by default. But this device can allow a power grid to exist for the entire worldgaurd region when placed. I would read the config for this as its better documented there.
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New Device! Battery Bank! This device is unlocked with a new Advanced Power Storage tech! This will allow you to store 50 batteries as 1 battery. However, this is a great way to fight battery runoff and the batteries lose less power over time when not receiving power.
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The Power Receiver can have its internal pylon disabled per device now.
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The Power Receiver can now discharge to the connected grid if enabled.
Changes
- Lightning Generator makes 2000 power now per strike versus its 500.
- Nuclear reactors work without water, however this will cause them to overheat and produce more power. This increases their radiation strength by quite a bit.
- The liquid valves can now store up to 10k liquid. Any placed ones will need to be replaced to have this apply.
- It now takes 9 uranium ore in order to produce u235 or u238.
- The Centrifuge now takes 1 u235 and a rocket fuel to make a uranium fuel cell now.
- The Reprocessing tech has been reworked. It now takes 9 u235 and 1 u238 to make 10 u235. (These changes have better parody with Factorio!)
- A heat exchanger now outputs 180 steam instead of 90. This means each exchanger can now support 4 heavy steam engines. This means the effective power generation of 3x heat exchanger reactor is now 1,440 power. Thats double the power now.
- Chunk loaders now use the force chunk load and ticket system. This should ensure that the chunk loader actually loads the chunks.
- Power Armor now has a built in 100 power storage.
- Power Armor now charges its battery for whatever power it can replenish from the grid rather then waiting for a static amount to charge.
- Power Pylons are now viewable by anyone, however you cannot upgrade the pylon unless authorized. This will be good for servers who want to know more information about grids in general without needing to be an operator.
- The device count is not given in the grid breakdown view.
- A power breaker when broken or having its connections cleared will turn the cleared connections back on.
- Explosions reworked, armor is now considered along with enchantments.
- Explosion damage now falls off with distance, reducing the damage at most to 50% if max distance.
- Explosions do more damage to unarmored players, about 3x more damage. Wearing full netherrite without enchantments now reduces damage to 10 (old grenade damage) Having maxed protection reduces it to 8 damage, max blast protection reduces it down to 3.
- Billboards now have a 20 character limit rather then 15.
- Billboards now can have their offset changed in any XYZ direction and now accepts negative values.
- Billboards now accept decimal values for their offsets.
- Power Armor Crafting can now use ANY diamond or netherrite armor. Damaged, trimmed etc. It will always replace the name and lore with the power armor lore though.
- Power Breakers now show load information on them, so you can have a better idea of how much the connected devices are pulling and could pull at most.
- Pipes have been updated so that they use the occlusion system but they also use the smart spawning system that all other entities do.
- Power Breakers are now publicly viewable by everyone, however in order to change their settings you must be shared or the owner of said device.
- Movers now use a skipping system. If a mover doesn't move anything, it will skip its movement for every 10 times it doesnt move anything. Eventually it caps at 10 skipped moves per 1 move attempt. This will reduce mover overhead substantially as most movers end up sitting idle across larger servers.
- Movers using this skipping system reset their counts once it does move any item, or if a player is near a mover. Throughput rates will only be effected on belts/containers with very low throughput, but at most they will be slowed down by 10 seconds, but for very slow throughput belts/containers this 10 second difference doesnt change much.
- PVP turrets will glow red when a target is near. This gives the person its targeting a chance to leave the area before getting attacked.
- Electric Furnace, Blast Furnace produce 3x less pollution, the electric smoker produces 2x less pollution. (Only applies to newly placed ones)
- Furnaces produce 30% of the pollution they use to when smelting an item.
- The Incinerator now produces 1 pollution instead of 2. It also generates charcoal 5x faster. (20 items incinerated will produce 1 charcoal now) It also now accepts productivity modules. This should make deleting items via the incinerator more tempting versus ground moving items.
- Mover max slowdown time increased from 10 seconds to 30 seconds. (Movers that do nothing tick slower until the finally do something)
- Pylons only rebuild their connections now when a pylon is placed or removed. This essentially eliminates their overhead when determining pylon connections.
Fixes
- Fixed an issue allowing some power consumers to keep ticking after being removed.
- The Power Receiver shows the decimal points correctly for watt price now rather then in exponents.
- Redstone Emitters can now have multiple connections changed via sneaking.
- Redstone Emitters can actually remove connections again.
- Turrets use a more accurate hit detection now, as a result they dont shoot through closed doors anymore.
- Ceiling Mounted Turrets show their bow icon now on the bottom of the slab.
- Laser turrets now deal less damage to armored targets, protection reduces some damage, but fire protection is 4x more effective against them.
- Turrets deal 3x more damage to players to account for the armor and enchantment reduction.
- The Turret controller & Power Breaker has been updated to use the new connecting system. This allows multi add and multi remove, as well as seeing a visual indicator of connections!
- A turret when losing its connection to a turret controller reverts to mob mode.
- Crafting ingredients have had their names adjusted from full caps to proper case names.
- Fee Buttons can no longer be opened by anyone. (They must be OP or /mt shared to do so now)
- Power Pylons now properly account for speed modules on power generation devices. For example using 2 speed 3 modules on a solar panel makes its potential 6 power, so it the stats now reflect that.
- Reversed the description of long grabber and inserter modifications for movers.
- Power Armor only drains power from your shared grids.
- Power Wasted on a grid is now specifically shown in the power pylon with an exact amount. In addition to this, it now only appears when it should logically do so. Any power that could not be stored in a battery or consumed at the end of a grid tick, is wasted power.
- Movers can interact with any shulker box color now.
- Waste water no longer shows up in the Barrel Pump.
- You can no longer select devices that you are not authorized on when selecting devices.
- The Nuclear Reactor & Centrifuge now track their resource consumption/production, so you can view its production and consumption in a production monitor.
- Uranium Ore can no longer be smelted into emeralds.
- Tool limits are now enforced properly again with damaged tools. This will fix your devices from getting filled with tools.
- Electric Furnace, Blast Furnace & Smoker were not smelting at the vanilla speeds. This has been fixed, in addition to this, they will now smelt 20% faster then their vanilla counter parts. (including the fix they will smelt 28% faster then before)
- The Cargo Rocket can now send its payload to a planet again.
- The Cargo Rocket now properly sends items with a stack size of one again, in sets of 4.
- You can no longer drink gas canisters.
- VanillaDevices now flash their inventory periodically to their physical container. Which should reduce rollbacks on servers with crashing issues.
- Devices on server bootup now longer have their save timers set to the same exact time. This will heavily reduce their impact by making it over 10 minutes versus saving every devices inventory every 10 minutes.
- Grid Building has been updated, this should fix an issue with power grids not being fully built until a player was near them.
Notes
- It is wise to keep your pumps on their own power grid with backup and dedicated power sources for your nuclear reactors.
- Its also a smart idea to keep your pumps further away from your nuclear reactor. As if radiation ever reaches your pumps, its possible for them to fail or be turned off due to radiation. Which can lead to a meltdown.
- Old reactors will need to be broken and replaced, this was done due to the nature of the update.
- Pollution from furnaces were tweaked so that electric furnaces act like the old vanilla smelting furnaces in pollution output while normal furnaces produce far less pollution now.
Additions
- While this hasnt been tested for 26.1+ this build should be recognized and run on 26.1+
Changes
- Axes now take damage when used to break leaves via the autologger.
- Power Transmitters now show their connected power reciever by name as well as the coordinates.
Fixes
- The drop rate for leaves is now correct for axes breaking leaves for servers using the setting.
- Fixed an issue with the human teleporter when linking to a teleporter on a second page.
- The geothermal heat bonus does not apply to geothermal generators without lava.
Fixes
- You can no longer place locomotives.
- The Overdriver and AutoBreaker can now be placed facing up and down when using device head skins.
- A worldguard error is no longer thrown on servers without it.
- Fixed an issue with crates crating science packs.
Additions
- Power Pylons give additonal information for the grids potential generation.
- Fixed an issue with devices that had no idle and active power from running.
- The power breakdown now shows non renewable power generation properly.
- Fixed an issue with devices showing incorrect information in the power breakdown.
Fixes
- The PowerPylon Mk2 & The Powersubstation now behave like the base power pylon in its UI. So you can get a full breakdown now and have the new UI provided in the base pylon.
- stackDescription has been removed from the device class, this is only relevant to add on makers of Minetorio.
- Optimized the PowerGrid object along with breaking it up into other subclasses.
- Fixed a major issue allows movers to ignore their filters after a server restart or plugin reload if they were only using a group filter.
Fixes
- Peacekeeper mode now works on turrets.
- Mob turret mode turrets no longer target players again.
Fixes
- Turrets will never target their placer now, this was disabled during testing and i forgot to turn it back on haha.
Additions
- The following devices now have skins! Air Scrubber, ArtilleryDevice, AutoDuster, Auto Milker, Auto Shearer, AutoCollector, Chunk Loader, Centrifuge, ResearchLab, AutoPlucker, AutoBreaker & Overdriver
- New repeatable tech, Locomotive Speed! This will reduce your locomotives travel time by 5%. You can unlock this tech 18 times which will reduce their travel time by 90%!
- Resource Zones now naturally generate with super chunk generation. They only have 10% the chance of their normal chance to spawn this way though.
- New Config Option! Resource Zone Natural Creation: true. This is so that you can disable this addition if you'd like.
- New Device! Turret Controller! This device can be crafted at the basic assembler. It can be linked to any of your turrets to control if it will fire at players. It has 3 modes.
- Peacekeeper Mode, in this mode the turret will attack anyone who attacks something.
- Mob Mode, this is the default mode that turrets are normally in. In this mode they only attack hostile mobs.
- PVP Mode, in this mode the turret will shoot players based on the list settings. In Include mode, the turrets target anyone in the list. In Exclude mode, the turrets target anyone NOT in the list.
- New WorldGuard Flags, MT-Explosive-Block-Damage, MT-Explosive-Damage, MT-Grenades, MT-Artillery. This means explosion-other flag is no longer used. These flags are default true!
Changes
- The AutoBreaker & Overdriver now works with the blueprinter.
- The Gas Canister now actually empties inputted canisters. They are placed in the output slots now. You can no longer used a filled canister to fill with another gas.
- Speed Modules can now be used on newly placed pumps. This makes it possible to fit 5.5 pumps in a single pump if you use tier 3 speed modules in a pump.
Fixes
- You can now directly equip the oxygen mask rather then only being able to place it via shift click.
- You can now shift click devices that do not have head skins normally now.
- The recipe for crafting gunpowder using sulfur and charcoal has been fixed. Though you may need to remove the recipe.
- Explosive Crossbow Technology description was updated.
- Arrows shot from bow turrets are now facing the target properly.
- The Laser from the Laser turret fires from its center now.
- Laser Turrets no longer have the Laser Upgrades for free. Players actually need to have the tech now.
- Fixed an issue with taking logistic robots mid flight.
Notes
- A cool thing about the turret controllers is they need to be powered for turrets to use their parameters. So its possible for turrets to go offline if the controller is removed.
- Another neat thing is you can have different groups of turrets on the grid with different target parameters if you use multiple turret controllers.
Changes
- Artillery now takes military science.
Fixes
- Fixed the Observatory on planets staying above 100% instead of consuming the 100%.
- Fixed an issue with worldguard flags not registering properly.
Changes
- Devices and movers now use ChebyshevDistance rather then Manhattan distance. Its cheaper to run and in addition to this its more intuitive to a players natural sense of x blocks away. This also makes them more consistent since all measurements use this now rather then various methods of measuring distance.
- Belts and Lifts now use ChebyshevDistance rather then Manhattan distance. For the same reasons as above.
- The default values for belt rail, arrows and items have been adjusted.
- Belt arrows no longer occlude due to limitations within MC.
- Productivity can now go over 100, saving some productivity on the last tick. It caps at 200 accumulated Productivity now which will allow it to work as intended.
- Productivity can now work on items that have a stack size of one. Importantly this means it works with science packs and modules. Two output slots need to be open for it to work though.
- Logistic Robots now get additional free phases which is how many times it can pass through a block without slowing down. Logistic Robot Speed I-III add some extra free phases now to.
- Logistic Robots now only lose 25% power when phasing through a block, they slow down when they run out of power. (was 100% power before)
- Requester chests now request items per slot. And logistic robots respect the slot locations. So placing 64 diamonds in slot 8 will only placed 64 diamonds in its output slots.
- Requester chests can now request multiple types of items and work properly.
- Requester chests only place orders now when their stock slot is empty. This drastically improves logistic robot throughput. As they would send 1 bot to get 1 item, when if they waited 8 seconds they could have sent 1 bot for 8 items. To never have downtime, just add another request as a buffer.
- Logistic Robots now drop their item off to a roboport if they fail to deliver their item. If the roboport is full, the item is dropped on the ground instead.
- The Gas Extractor now extracts all gases from the atmosphere rather then one at a time.
- The Gas Extractor can now create Oxygen and Hydrogen from ice. Hydrogen produces 2x the amount of gas versus oxygen. The advanced assembler recipe has been removed for crafting oxygen canisters as a result of this change.
- The Gas Extractor will now empty gas canisters that are placed in its input slots.
- The Gas Extractor now shows the planets composition / density and all of its stored gas.
Fixes
- Fixed an issue on newer Towns and Nations builds. This build will ONLY work on the most recent town and nations plugin if your using that.
- Movers have had a major optimization. They now check much more efficiently for inventory space. They read empty slots first, then look at item stacks in close detail if they are not a full stack.
- Reduced overhead for SteamEngines, Airscrubber, AutoHarvester & AutoLogger
- Movers, Devices, Belts & Lifts have had their overhead reduced, the now calculate their distance to nearby players much more efficiently.
- Belt & movers visuals appear right away now.
- Generic Device class has been heavily optimized.
- Fixed an issue with Moonlight panels only generating power when a player was nearby.
- Many small improvements to various devices to reduce their overhead.
- Belts can be placed on top of belts again.
- The Research lab now shows module stats in its device information!
- Fixed an issue with movers ignoring their stack limitation when going into devices and barrels under specific circumstances.
- Fixed an issue with Worldguard flags being checked even when they are not installed.
- The Billboard device is now WAXED_CHISELED_COPPER, which will prevent it from breaking after oxidizing.
Additions
- The AutoLogger, AutoBreeder,Item Teleporter, Autobutcher, Incinerator, Splitter & AutoPlanter now have their own head skins! :)
Changes
- Massive reduction to belt arrow overhead. Belts no longer teleport instead they interpolate. They also dont spawn and despawn at the start and ends of belts anymore. This will benefit servers with many many belts. Belt arrows now use almost nothing in performance.
- The Deep Drill now has its own head skin!
Fixes
- Fixed a temperature spamming the player when they were to cold in space.
- Splitters now work when not on a power grid as intended.
- Copper nugget is no longer added to the default table if your server isnt on 1.21.9+
Fixes
- Fixed an issue with the pump and oil fields.
- Fixed an issue preventing minetorio from booting unless plexmap was installed.
- Atmospheric Controller description updated to say 500 blocks instead of 100 blocks.
Additions
- New Config Option! Foliage Dissipation Multiplier! This lets you control the impact of foliage on pollution dissipation!
- Pl3xMap support added! The map will now show pollution information if you show the layer! Its hidden by default!
Changes
- Movers, devices and belts now use display occlusion in a much more efficient way. This reduces overhead by nearly 33% when using the occlusion system.
- Device Item Head Distance has been increased to 80 by default to account for the new occlusion system.
- The Pollution Move Percent config option now works as intended again.
- Foliage score is now visible in the /mt map command
Fixes
- The ResearchLab now checks for PDC when checking for Minetorio items. This actually reduces overhead to.
- Optimized the ResearchLab's action so it should use produce less overhead.
- Optimized the AutoLogger.
- You can no longer rename Minetorio devices and items at an anvil.
- Fixed an issue with servers who have more then 1 world with pollution, this would cause odd issues in the /mt map
- Fixed an issue with dissipation tagging not tagging nearby super chunks.
- Fixed an issue with the Asteroid collector spamming console when a material doesn't have a drop. Now the input will be deleted in these cases.
- Belts removes via liquids or physics are now accounted for correctly and drop the proper belt.
- Fixed an issue with recipe selecting showing black concrete for vanilla materials.
- The Crate Manager only works if it has power now.
- Fixed an issue when breaking a train station that would allow it to drop gravel and rails of unconnected stations.
- Fixed an issue with potions not stacking properly when crated at crate manager.
This fixes an issue with the AutoHarvester and AutoPlanter requring the litefarms plugin to be installed. This no longer is the case and works as intended.
This hotfix fixes an issue with display entities not being removed when they should be getting removed.
This update allows new servers to actually generate their base files.
Additions
- 7 new default device skins added!
- New Device! The Recycler! This device can recycle items down to their crafting materials. It does work with vanilla items however by default this is disabled until all recipes are ironed out. This can be enabled in the config though.
- New Tech! Recycling! This can be unlocked after getting basic refinement. Its an early red tech!
- New Device! The Billboard! This device can project text into the world space, it is configurable in size and its offset. It is unlocked with the Organization tech which is a red science tech!
Changes
- You can now uncrate items anywhere.
- You can also uncrate the stack of items your uncrating by sneaking.
- The AutoBreeder works in a more sensible way when working with rose stacker.
- The AutoBreeder can breed multiple types of animals nearby rather then a total of animals nearby without the consideration of type.
- Looting now applies to the auto butcher!
- Many furnace specific items are now recognized by movers as a smeltable resource.
- Leaf litter added as a recognized fuel source via movers.
- The incinerator will now generate 1 charcoal after burning 100 items.
- You can now hold all trains at a train station. This gives you a way to actually change settings in a reliable way on trains that are incoming or your waiting for them to arrive.
Fixes
- Fixed an issue with the Crate Manager.
- Ground movers now consider water and lava as air so they can pickup the items in it.
- The AutoBreaker can have multiple filters now instead of one.
- Major Optimization done to movers. Mspt went from 1.38 to 0.3 for my test server. Movers being the highest producer of overhead for Minetorio.
- Lightning rods are now work properly with the Copper Chamber.
- Optimizations done to gas canister creation & solar panels.
- The AutoButcher respects the config option for the butcher amount again.
- Liquid pumps now calculate their water per tick when the server reloads, this prevents them from soft locking until someone comes near.
- Placing liquid pipes no longer tells you the liquid in it and will no longer stop you from placing pipes on a cooldown. You can view pipe contents still by right clicking the pipe line with anything but a pipe material.
- Nuclear reactors now do a 1 time check for nearby heat exchangers. This solves an issue with nuclear setups soft locking until a player would come near after a server restart.
- The Tunnel pickaxe now follows the same breaking rules devices do to respect world guard regions and other plugins restrictions.
- Updated the method used to check if a devices could change a block, this should fix an issue with LuckPerms spamming the console.
- Various improvements across many devices and movers to reduce overhead!
- Dusting a solar panel only damages the brush if it actually cleans something off the solar panels now.
Notes
- The wiki now includes the default tables for crushing, sifting & resource zones!
Additions
- The Advanced Assembler can now craft oxygen from blue ice.
- The AutoBreaker can have a material filter on it now, so by placing say stone in its input slot, the device will only break stone in front of it. Get creative folks! :D
- The AutoPlacer can now place lava and water using buckets, the empty bucket is placed into the output slot. Using this in a 1x1x1 setup you could make some interesting farms!
- You can now right click a pipe to get information about liquid in the entire pipeline.
- The heavy steam generator, steam engine & petroleum generator now show a hologram of the grindstones while holding them to give players an idea of where the grindstones need to be placed.
- Rose Stacker now works properly with the auto breeder and the auto butcher.
- New Device! The Crate Manager! This device can crate 9 items into 1 crate. It can uncrate it as well. In addition to this, you can crate crates, but the depth stops at 3. You can crate tools, potions etc! This is unlocked via the Crate Management tech!
- New Device! Copper Chamber! This device can oxidize and deoxidize copper blocks! It is unlocked after researching the Copper Manipulation tech.
- Item Crates from Minetorio can also manually be opened by placing them down! This will drop the item on the ground!
Changes
- The Fee Button no longer takes power and works without a power grid. Making much more accessible.
- The Production Monitor now uses 1 power instead of 3.
- The Power Transmitter now has the same transmit efficiency as the power provider.
- Movers can now output 4 items onto a belt at once, keeping it fully saturated! This effectively doubles there speed as well when working with belts.
- Major improvement to movers, they can now move their items currently onto a belt when overdriven, this will allow them to fully saturate fast moving belts.
- Item Teleporters no longer have 3 idle power, its now 1, however they still have their normal action power based on distance. Teleporting items is weird since it uses power where most other movement types don't.
- You can now name your PowerReceiver's
- The Power Transmitter now can select a power receiver from a UI now to power. This is much easier for long distance wiring.
- Newly placed power receivers now have a built in power pylon!
- The solid fuel recipes for solid fuel have been adjusted, you will now produce 3x less solid fuel, however using light fuel and heavy fuel uses less liquid compared to petrol to make solid fuel.
- The breed rate for the auto breeder when breeding a stacked entity from rose stacker is now based on the total amount of animals in the stack. Essentially they can be breed faster the more there is in a stack.
- The Battery Monitor no longer turns connected devices on when the plugin is unloading. Now it does this when the device is removed instead.
Fixes
- Cobbled Deepslate is now recognized as a furnace smeltable
- The text for an oil resource zone now shows properly in the /mt map view.
- Many Auto Devices now show their modules percentages in the device information.
- Speed Modules work again! Sorry about that!
- Solar panels gather dust again. Sorry yall
- Various improvements to performance for device occlusion and power grid.
- Major improvement to belt performance, they produce very little overhead. The improvement was a 10x-30x reduction depending on the server!
- Lift item displays now use the same display cleanup system as belts, this fixes a major issue with entities piling up on lifts in some cases.
- Breaking a block below a belt will now drop the belt properly.
- When selecting devices to link to the battery monitor the selected devices UI does not open.
- The dust particles indicating oil output for advanced oil cracking is now accurate! Heavy and light oil visuals were inverted!
- The action timer on a device will no longer display as a negative number when disabled.
- The advanced assembler has been fixed so that you can see the stored liquid and missing liquids. (You no longer just see action time in the device information)
- The Autoshearer now works with shearing stacked entities from rose stacker! Though at this time the shearer will only drop the displayed entities wool color.
- The channel information is now visible on the provider and requester chest!
Additions
- The Advanced Assembler can now craft oxygen from blue ice.
- The AutoBreaker can have a material filter on it now, so by placing say stone in its input slot, the device will only break stone in front of it. Get creative folks! :D
- The AutoPlacer can now place lava and water using buckets, the empty bucket is placed into the output slot. Using this in a 1x1x1 setup you could make some interesting farms!
- You can now right click a pipe to get information about liquid in the entire pipeline.
- The heavy steam generator, steam engine & petroleum generator now show a hologram of the grindstones while holding them to give players an idea of where the grindstones need to be placed.
- Rose Stacker now works properly with the auto breeder and the auto butcher.
- New Device! The Crate Manager! This device can crate 9 items into 1 crate. It can uncrate it as well. In addition to this, you can crate crates, but the depth stops at 3. You can crate tools, potions etc! This is unlocked via the Crate Management tech!
- New Device! Copper Chamber! This device can oxidize and deoxidize copper blocks! It is unlocked after researching the Copper Manipulation tech.
- Item Crates from Minetorio can also manually be opened by placing them down! This will drop the item on the ground!
Changes
- The Fee Button no longer takes power and works without a power grid. Making much more accessible.
- The Production Monitor now uses 1 power instead of 3.
- The Power Transmitter now has the same transmit efficiency as the power provider.
- Movers can now output 4 items onto a belt at once, keeping it fully saturated! This effectively doubles there speed as well when working with belts.
- Major improvement to movers, they can now move their items currently onto a belt when overdriven, this will allow them to fully saturate fast moving belts.
- Item Teleporters no longer have 3 idle power, its now 1, however they still have their normal action power based on distance. Teleporting items is weird since it uses power where most other movement types don't.
- You can now name your PowerReceiver's
- The Power Transmitter now can select a power receiver from a UI now to power. This is much easier for long distance wiring.
- Newly placed power receivers now have a built in power pylon!
- The solid fuel recipes for solid fuel have been adjusted, you will now produce 3x less solid fuel, however using light fuel and heavy fuel uses less liquid compared to petrol to make solid fuel.
- The breed rate for the auto breeder when breeding a stacked entity from rose stacker is now based on the total amount of animals in the stack. Essentially they can be breed faster the more there is in a stack.
- The Battery Monitor no longer turns connected devices on when the plugin is unloading. Now it does this when the device is removed instead.
Fixes
- Cobbled Deepslate is now recognized as a furnace smeltable
- The text for an oil resource zone now shows properly in the /mt map view.
- Many Auto Devices now show their modules percentages in the device information.
- Speed Modules work again! Sorry about that!
- Solar panels gather dust again. Sorry yall
- Various improvements to performance for device occlusion and power grid.
- Major improvement to belt performance, they produce very little overhead. The improvement was a 10x-30x reduction depending on the server!
- Lift item displays now use the same display cleanup system as belts, this fixes a major issue with entities piling up on lifts in some cases.
- Breaking a block below a belt will now drop the belt properly.
- When selecting devices to link to the battery monitor the selected devices UI does not open.
- The dust particles indicating oil output for advanced oil cracking is now accurate! Heavy and light oil visuals were inverted!
- The action timer on a device will no longer display as a negative number when disabled.
- The advanced assembler has been fixed so that you can see the stored liquid and missing liquids. (You no longer just see action time in the device information)
- The Autoshearer now works with shearing stacked entities from rose stacker! Though at this time the shearer will only drop the displayed entities wool color.
- The channel information is now visible on the provider and requester chest!
