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Все версииHazardous Update! MASSIVE Update!

Hazardous Update! MASSIVE Update!

Release1 нед. назад

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!!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

  • Radiation! Nuclear reactors now seep radiation! You will need to surround this with dense materials. Concrete works best, followed by iron blocks then water.

  • You can craft a hazmat suite at a crude assembler, you will need to wear the full suite to get a flat radiation protection.

  • There is a new radiation module, which can be used with power armor to gain protection protection. This stacks!

  • 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.

  • 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.

  • A new rad bar appears at the top of your screen while you are radiated. It will give you information about your radiated state.

  • You can reduce your radiation directly by standing in water, or eating fish and dried kelp. (A nod to Factorio of course)

  • 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.

  • Radiation will kill most crops, some will survive and maybe even mutate.

  • 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.

  • Animals can be effected to, most will be negatively effected. Animals spawned in radiation can mutate into rad spiders, slightly larger cave spiders!

  • 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.

  • 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.

  • 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.

  • 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.

  • Mutant animals only have a 50% chance to breed successfully. This encourages letting the animals grow up fully.

  • You can tell if a animal is a mutant if it has purple particles in addition to its green particles.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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)

  • 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)

  • 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!

  • New Config! Pipe View Distance: 64, this lets you control how far pipe entities are visible from.

  • 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.

  • 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.

  • A new worldguard flag has been added to disable the tunnel pickaxe in specific region.

  • 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.

  • 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.

  • The Power Receiver can have its internal pylon disabled per device now.

  • 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.

Метаданные

Канал релиза

Release

Номер версии

1.0.0

Загрузчики

Paper
Purpur
Spigot

Версии игры

1.21.11–26.1.2

Загрузок

20

Дата публикации

1 нед. назад

Загрузил

ID версии

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