Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove

MC Plugin Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove V0.95
Automate Everything - Heavily inspired by Factorio

Additions
+ Biter Wave Attacks! A new system has been added for biter attacks. This system sends waves of biters that grow in strength and numbers, it doesn't use biter nests at all. So this is a good way to have biters attacking, but without having nests around the world.
+ New Config! Use Wave Defense: false, if you want to enable the new wave system you will need to set this to true!
+ New Config! Wave Interval: 3600, By default waves attack every hour. You can set this to whatever you want.
+ New Config! Interval Variance: 300, this is hour many seconds a wave may come early or late by, you can set this to zero to make sure it comes exactly when you want.
+ Attack Biters in the config is used to determine the max size of a wave attack. This has also been changed to 40 from 20.
+ Attack Only Online is used by wave defense as well, so waves can attack offline users. Though you likely will want to leave this as false.
+ You can find detailed config info in the config under ######## BITER WAVE DEFENSE ##########, it also explains how evolution is determined for these waves as well.
+ Belts now have railings! This is a visual addition but gives a better feel for what is a belt versus what isn't. (These only render within belt visual range, so the distance at which items are visible on belts)
+ Belts now have directional arrows! These arrows travel in the direction of the belt, also the color depends on the speed of the belt! (These only render within belt visual range, so the distance at which items are visible on belts)
+ Two Config options have been able to disable these if you don't want them, Belt Arrows Enabled & Belt Rails Enabled
+ New Config, Belt Rail Distance: 48, these have very little impact, so they are higher, this is pretty conservative too, id guess this could be view distance on most servers.
+ New Config, Belt Arrow Distance: 48, these can have the largest impact, though most servers could raise this much higher.
+ New Config, Classic Belt Items: false, items on belts now lay on the belt when using Item Mode Display, if you would prefer that they stand upright like a dropped item you can change this to true!
+ MTVehicle Addon, for now there is two config options (MTVehicles Default Recipes & MTVehicles Default Techs) you can enable, it will allow players to make and unlock some vehicles, fuel will also be craftable using Minetorio devices. This is just kind of a little treat to let you start using the plugin with minetorio right away if you want, you will likely want to change the recipes and add or remove vehicle recipes. I personally added this for my own testing with my friends but figured others might like it for testing.
+ Trees are now effected by pollution the same way crops are if you have Plant Growth Stunting: true.
+ Sheep Wool Regrowth is now effected by pollution levels.
+ Chicken Egg laying is now effected by pollution levels.
+ New Config! Animal Stunting: true, this works similar to plant growth stunting but can be used to turn off the animal pollution effects like wool growth and egg laying.

Changes
+ All Displays from minetorio that are ever spawned have been marked as no persistent. This means when the server completely stops, these entities are removed. This will ensure that if impossible for any newly spawned display from minetorio to ever survive a full server restart.
+ When Minetorio is reloaded it now removes any currently loaded displays from MT. Though doing this doesn't guarantee display removal like a full server restart. This is mainly useful for testing.
+ Devices that have floating icons above are now marked as not persistent, meaning they will be removed on full shutdowns.
+ Biters are no longer marked as persistent, so they will now get removed on a full server shutdown.
+ The Dropper Mover mode is now called Ground Mover, when using a heavy weighted pressure plate above a mover it will pickup items from behind it, so long as its air, and drop items in front of it so long as its air. Note that it doesn't have to be able to do both, so if the front is a chest and the back is air, it'll pickup items on the ground behind it and place them inside the chest.
+ Ground Movers only attempt to pickup or drop things when their chunks are loaded. Before it was attempting to do so regardless of players being nearby and this caused them to load chunks when they shouldn't have been.
+ Solar Panels & Moonlight Panels now require copper cables instead of copper ingots. (All early game power sources use these, idk why these don't??)
+ Changed the meta data tag for items that are not to be picked up from "NO PICKUP" to "NO_PICKUP", this allows the plugin to work with upgradeable hoppers!
+ The AutoBreaker now works with silktouch!
+ You can now set your needed items from the /mt items menu by shift left clicking any item in it.
+ Spitters now shoot llamma spit to better visualize their attacks rather then using a particle trail.
+ Pollution is now 10x more potent to crops and animals then it was before, this makes it actually effect them as the numbers were so low before that it rarely would happen. Crops for example will fully be canceled from growing when pollution reaches 1000 in a chunk now.

Fixes
+ Display entities should no longer persist through server restarts in some cases. However any existing bugged ones will need to be manually removed.
+ Major optimizations to the blueprinter device.
+ Various optimizations for devices, mostly with distance checking and pollution handling.
+ Ground Movers have a drastic performance improvement.
+ FastAsyncWorldEdit now works with blueprinters!
+ Fixed an issue with resin clumps not being recognized by movers as a furnace smeltable.
+ Removed some debug messages in regards to the tech bar sorry about that!
+ Items above devices will no longer be created when the block above it is water.
+ Fixed an issue with Spitters throwing console errors when attempting to attack a device that's been broken.
+ Spitters can now target players properly again.
+ Fixed an issue with biter attacks not actually attacking when a spitter was spawned.

Notes
+ I have done a bit of testing with the new pretty belts, if you have any issues with them just remember that restarting the server will remove any bugged display entities from minetorio now.
+ You can always disable or configure any part of the pretty belts if you are experiencing issues with them.
This is the correct version for 0.87, the previous upload was the free version sorry about this.
Fixed a major issue with using DISPLAY for item mode.
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.
Additions
+ New Config, Human Teleporter Range - This allows you to change the max teleport range, using -1 will make human teleporters work at any range.
+ When selecting recipes from the advanced assembler and basic assembler you can now see its crafting items. (Limited to Unlocked Recipes)
+ New Device! Glowstone Generator! This generator makes 10 power from glowstone dust. The glowstone dust burns for 120 seconds in the overworld and 240 seconds in the nether.
+ The Glowstone Generator has a unique feature, after consuming a glowstone dust it produces one of the following, WARPED_HYPHAE, WARPED_STEM, SOUL_SOIL, SOUL_SAND or NETHERRACK
+ You can now sift Soul Sand, it can sift into nothing or back into Soul Sand. As well as having a rare chance of quartz, gold nuggets and enderpearls. (In order of rarity)
+ You can now sift Soul Soil, it can sift into nothing or back into Soul Soil. As well as having a rare chance of warped fungus, bone and netherwart. (In order of rarity)
+ 2 Netherrack can now be crushed into a Soul Sand.
+ AdvancedChest support has been added, AdvancedChests can now have items added to it from a mover. However taking items from an advanced chest is a bit limited at the moment, as it can only take the LAST item from and advanced chest out. I am working towards a fix for this.

Changes
+ Fortune now applies to Pickaxes when in use by both the AutoMiner and AutoBreaker.
+ The Geothermal Generator now generates 2 power when placed below y level 0 in the overworld.
+ The Geothermal Generator now generates 2 power when placed in the nether.
+ The Human Teleporter takes half the power when teleporting from the nether, this includes to other nether locations.
+ Item Teleporters use half the power when in the nether.
+ You can now teleport between worlds using the Human Teleporter. However it will cost 1000 power to do so.

Fixes
+ Logs can now be smelted in electric furnaces again.
+ Plastic when crafted in the advanced assembler no longer skips an action due to coal / charcoal options.
+ Updated lore for the Human Teleporter to be more accurate.
+ Fixed an issue with crusher recipes populating after being deleted. (They should only populate once)

Notes
+ New Sifter and Crusher recipes will generate no matter what, if you don't want them make sure to use /mt tables, and remove the new additions! They will not generate again.
Additions
+ Mover Lifts! Movers when facing directly up or down can be turned into lifts by placing fences in a straight line. Movers can remove and add items to a lift like belts. This is a great alternative to moving items vertically!
+ 23 Mover Filters! (Request yours in discord!)
+ Admins can now change Item Mode, by default it uses DISPLAY. Essentially this will allow admins to switch to uses Display Entities for Minetorio items rather then normal items. Display entities offer superior performance along with item smoothing.
+ New Config Option, Item Mode: true (default)
+ New Config Option, Smooth Movement: true (default) Setting this to false will make items teleport as they did in the past while still being able to use Display Entities.
+ New Config Option, Lift Distance: 20 (default) this controls the distance at which mover lifts can go up or down.
+ Phase Belts! You can now place stairs with the large face facing the end of a belt, then place another stair facing the opposite direction of the first stair to make underground belts! Just like factorio!
+ The Guide has been updated with information regarding the Phase Belts and the Mover Lifts!
+ Logistic Robots now have some sounds they play when entering a roboport, exiting a roboport and dropping of items.
+ New Device! Experience Synthesizer! This device takes items and extracts a small amount if experience from them. However, specific items like amethyst shards, redstone, lapis and most common mob drops give slighly more experience. It is unlocked after logistics and waste disposal.

Changes
+ The Mover UI has been reworked, you can now have more then 9 filters, you can still add filters from your inventory without actually using an item, you can also add filters without having the item.
+ Movers can now be filtered by groups, these are presets that are coded in. This can be things like ores, crops, components, device, tools and more!
+ Movers can now have their type change from the new UI, however you can still manually place items above to change the mover mode. This is mainly for spreading awareness easily in game for the modifiers of movers.
+ Movers can now have their filter list type changed from the new UI.
+ You can now view the amount of mover gears inside the new mover UI.
+ Solar Panels now accumulate debris on them, the amount is dependent on the biome type, temperature biomes accumulate slow, cold accumulate 2x as much and hot biomes accumulate 3x as much.
+ You can clean solar panels off using a brush, currently a Temperature solar panel will need to be cleaned off once about every 3 hours in a temperature biome, though it will lose power at this level, letting the debris get to 75 or higher will reduce output by 2. It takes 9 hours to reach this level of debris though.
+ Newly placed Solar panels now have a UI when being right clicked. Though previously placed solar panels will not have it due to how devices save information.
+ You can now view much more information in regards to solar panels, which should give a better idea as to why your generating the power you are at any given moment.
+ The Incinerator now produces 2 pollution when burning items rather then 10. This should make it a more useful utility for servers using pollution mechanics.

Fixes
+ Fixed an issue with when a server process would be killed it would duplicate items above devices. This wont work for the first time load of this update though.
+ Clicking on an item category in the /mt items will reset the page to zero. This prevents you from looking at empty pages in some circumstances.
+ VanillaDevices now get properly removed when broken. This could possibly fix cases where an double chest could be duplicated.
+ VanillaDevices now keep track of their left and right sides when considering double chests.
+ Fixed an issue preventing clouds from ever effecting solar panels, solar panels are now subject to clouds.

Notes
+ Lifts can have their items released by sneak right clicking the fence holding the items you want, exactly how belts would.
+ In the future I plan to adapt Display Entities into belts as well, along with the smooth movement. Lifts are a bit simpler then belts so it was easier to implement here.
+ Item Mode and Smooth Movement config options will be used for belt items as well, along with other areas to like the display items above devices. Just wanted to make note that these config will apply in these areas in the future to.
+ I will be adding a method in the future to clean solar panels off automatically, however for right now users will need to manually clean them. Solar is intended to be an early game option, not the only option, as many users tend to use solar at all stages of gameplay, its not that you should be able to, its just to easy to do so.
+ To further my last point if users want to build a huge solar farm out, then i think there should be more to it then just placing them and adding some batteries. So adding in an automatic way to clean nearby panels i think will make solar a more fair power source compared to the others, while allowing users to continue to use them at scale.
Additions
+ New Device! Electric Blast Furnace! This device can be unlocked after achieving Utility Science! It smelts ores 2x faster then a normal furnace but is limited to what it can smelt like a blast furnace!
+ New Device! Electric Smoker! This device can be unlocked after achieving Utility Science! It cooks 2x faster then a normal furnace but is limited to what it can cook like a smoker!

Changes
+ Movers now require a weighted pressure plate above it for it to drop items in front of it.
+ The Production Monitor now tracks items in the last 5 seconds rather then 60. This has the side effect of giving more accurate results when trying to look at the current state of production. It also is more performant.
+ The Electric Furnace can now smelt cactus. (Does not apply to electric smokers & blast furnaces)
+ Movers now recognize cactus as a furnace item.

Fixes
+ Movers will now update their state properly when removing a block above them.
+ The Production Monitor will now show pollution as Brown Dye for its icon (as intended)
+ The Production Monitor should no longer show duplicate entries.
Changes
+ Electric Furnaces have been rewritten, they now will behave similar to boilers using a virtual furnace inventory while the physical form of it is purely decorative. This should improve performance, though likely not at first, and they will now be more reliable with maintaining their inventories.
+ The Electric Furnace can now be Overdriven. When overdriven they will use a proportional amount of power and have a proportional speed increase. So overdriving it once will make it use 2x the power, but it will be 2x faster.

Fixes
+ Overdriven devices now account for their power usage properly.
+ PowerPylons now show Potential Load more accurately since they account of overdriven devices now.
+ The Electric Furnace power indicator now shows more reasons for why its not working, for example if it doesn't have output space it'll say that instead of telling the user there is no power.

Notes
+ While working on this patch I discovered an issue with Power Grids that do not use batteries. While I fix this issue I recommend always having at least one battery in your power setups. The issue is a hard one to fix right now, since ill need to add ordering to device ticking on the grid.
+ Electric Furnaces will likely convert into normal furnaces and or lose their content with this update, do to their internal changes. Sorry about this but the changes done are more then worth it as it allows the commonly requested Overdriving feature for them and improves their stability.
Additions
+ Updated to 1.21.4
+ API has been started, it resides in this class path com.MT.xxxtrigger50xxx.API.MTAPI
+ Developers can now use MTAPI.isDevice(location) to check if a location is a device.
+ Developers can now use MTAPI.getDevice(location) to get a Device object at a specific location.
+ Developers can now use MTAPI.getPlayerData(uuid) to get a PlayerData object related to MT.
+ Developers can now use MTAPI.isBiter(entity) to check if an entity is a biter.
+ Developers can now use MTAPI.getSuperChunk(location) to get the superchunk that location resides in.

Changes
+ Minetorio Items can no longer be used in vanilla crafts. However they can be used in vanilla crafts IF you make a custom recipe for it using MT.

Fixes
+ Fixed an issue in 1.21.4 causing Automation Science Packs to be crafted in sets of 10's
+ You can no longer use Minetorio items to craft vanilla items.
+ Fixed an issue with breaking power reciever not returning your money when broken.
+ Updated WorldEdit / WorldGuard to compile with their newer builds.

Notes
+ Build 0.83 is version locked to the 1.21+ versions of Minecraft. As of writing this this version works with 1.21.1, 1.21.2, 1.21.3 & 1.21.4
+ Version 1.20.6 & 1.20.4 support is now SUNSETTING. In the next versions of Minetorio support for these versions will no longer be given. To the 7 servers running these versions, you should consider updating, based on my statistics gathered alone, over 90% of players on servers are using 1.21+
+ Please remember my policy for version support is still 3 MC versions back. 1.21, has over 4 versions in it now. I have maintained these older version despite this policy to help server owners have time to update. But now there is so little users in these versions its okay to not maintain them anymore.
+ Developers make requests of API you would like to see added to Minetorio and It will be added! I have more things ill be adding of course but things developers want will be prioritized.
+ The wiki while out of date, I have added an API section that will help with the basics of the working with it. This will be worked on overtime.
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.
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