Additions
+ Space Bats! These pesky creatures spawn as you travel in space! Space bats are phantoms with different hp, damage and size.
+ By default bat configuration is set to spawn bats after leaving the starting planet, and they don't spawn whilst at exodus. However they gain strength equal to how far from the starting planet you are. These are configurable just like asteroid fields.
Changes
+ The Atmospheric Controller has had its max space increased to 500 blocks rather then the tiny 100.
+ The Atmospheric Controller now displays if the room is to large as a warning.
+ The Atmospheric Controller has been fixed to consider the world border more accurately.
+ Gravity has been changed for planets, 0.66-0.99 is now going to be jump boost 1, 0.33-0.66 is 2, anything lower is 3!
+ Oxygen loss has been adjusted on planets, 0.0 oxygen will translate into running out of air in 20 seconds without o2 tanks. 0.5 would result in running out in 40 seconds and so on.
+ Updated oxygen mask lore so that it includes the low oxygen level that is breathable with it worn.
+ The Phase Relay now works for users who are not the owner and are shared with the owner.
+ The base ship speed of a sheep is now 10x slower. So its still useful for getting into orbit if you just barely run out, but not so easily afk-able.
+ Asteroid fields now spawn based on the density of the field. The higher the density the more likely they are to spawn.
+ Asteroid fields now spawn 20 asteroid by default. 25% of them will be incoming asteroids, these are ones that can destroy the ship and be gathered. The rest are decorative.
Fixes
+ Spaceships have their local target updated when created, preventing them from traveling right away to 0/0
+ The Phase Beacon no longer relinks over and over again, this was due to the translation updates.
+ Asteroid miners now mine the correct material, they were mining the primary material before rather then the secondary.
+ Fixed an issue preventing non creative mode players from building in space.
+ Rockets now spawn in the related world the rocket silo is in, this fixes rockets not appearing in some servers when spawned.
+ Ship cores now compute after created for the first time, this makes planets render right away and fixes other issues.
Additions
+ Liquids are now tracked in the production monitor, they show up as concrete to represent liquid based on color.
+ Super Chunks now have Ecological damage, which goes up as it gains pollution. It slowly goes down when there isnt any pollution.
+ Pollution/Ecological Damage can alter the world! As you pollute an area, grass dies, logs become pale, flowers turn into dead bushes etc. Your crops can directly be killed by this type of pollution. The higher the ecological damage the more likely the world is to change.
+ Polluted chunks now emit particles, if they have current pollution the particles are a dark gray, if it is long lasting pollution damage the particles can be green. Its possible for both to show! The amount of particles is directly related to the pollution levels as well.
+ New Config Allow Pollution Altering: true! This is used to disable the mentioned system.
+ New Config Allow Pollution Particle: true! This is used to allow particles to spawn in polluted chunks.
+ When bonemealing a crop if it failed to grow due to pollution it will now inform you.
Changes
+ Updated geothermal generator lore to say CUT copper slab.
+ Various trade beacon recipes have had their price increased for the industrial trader.
+ Various trade beacon recipes for the mining ship have had the amount of ores given increased.
+ The Tunnel Pickaxe was moved to logi tech rather then chemical, it also requires advanced assembly now instead of chemical science, and it is half the price.
+ The Glowstone Generator now burns 50% longer in both the nether and the overworld.
+ Various military tech is now locked behind the Military Technology tech.
Fixes
+ Fixed an issue with the geothermal generator generating more 2 more power then it should have.
+ Movers no longer rebuild their belts if you place a carpet that isn't their color.
+ Super Chunks have been updated with how they tick. I've optimized it while doing this, the logic for ticking super chunks is much better. However there was also an issue causing them not to tick, which was fixed with this.
Notes
+ The pollution changes likely need to be tweaked, I'll probably change some values to it based on my play testing! For now you can disable the additions if they dont fit your server or if its causing some sort of problem.
Changes
+ The Research Lab now takes 1 Electronic circuit, not 4. This was a typo.
+ The Trade Beacon is now craftable in the Crude Assembler.
+ The Trade Beacon no longer requires technology to unlock.
+ When shift clicking items into a device from your inventory, if the item is placed into the device output slots, the clicked items will be moved into the input slots if possible on click. This bothered me for a long time whilst playing haha.
Fixes
+ Placing a device that uses a head skin against a wall now places the device as it should rather then a head.
+ When selecting a recipe the ingredients list now updates right away for the device info.
+ Fixed an issue with tracking recipes that could cause items to be set to air in the tracking.
+ Trade Ship recipes are now generating again. So the trade beacon will actually work again essentially.
Notes
+ 1.21.8 works without issue!![]()
+ I am doing a playthrough right now on MT, so I will hopefully fix most issues that players encounter!
!!TURBULENT BUILD!!
THIS WILL BREAK YOUR OLD MINETORIO CONFIG AND SETUP!
Additions
+ All items in Minetorio, devices, tools, armor etc are now customizable. (Items.yml has been added) Items can even have their materials changed. You can change their display names along with their description. This means you can now translate them of course to your native language!
+ All items have had their display updated. Everything is now uniform and much more concise. Items with missing information have had their information updated, dated information was updated etc. The items look so much better now honestly.
+ Items and devices now support model data! Resource pack makers rejoice! By default all MT items have no set model data, however you can change it in the new items.yml file.
+ New Config! Device Item Heads: true! This changes device item stacks to look like their assigned head skin. Keep in mind not all devices have an assigned head skin yet. This can be disabled if needed! But this helps immensely with looking for devices since they can now have a specific look to them versus all being observers for example!
+ All devices can now have a head skin assigned to them in the items.yml file. If a device has a head skin defined in there, then its head item will also be that as well as making the device that head skin when placed! You can customize the looks of the placed devices now this way!
+ A few new skins have been added to some devices.
Fixes
+ Fixed an issue with the liquid silo head skin being offset incorrectly.
+ You can no longer place ship core. This would just cause an error in console to appear. (You place these by launching them via rocket silos!)
Notes
+ This update WILL break your server. You will need to delete your recipe data folder for this update to work!
+ ALL items from MT before this update that are on your server will NOT work with this build! This is a clear breaking point! YOU HAVE BEEN WARNED
+ Devices that are already placed will be fine! So your factories that shouldn't have their devices break. However they will likely have their recipes reset in devices like assemblers. And most devices will likely get clogged up with tons of OLD mt items.
+ I recommend using making a backup of your server or Minetorio data before doing this update if your an existing server.
+ A fresh install of Minetorio will guarantee success (deleting all of your minetorio data)
+ Many devices are missing head skins still, and some cannot be changed yet like power pylons / batteries as they have multiple head states. This will come later on.
Additions
+ New Config! Artillery Full Explosion: false, setting this to true will allow artillery rounds to fully break all blocks. Keep in mind biter nests will still require two good hits to kill the nest. By default this is set to false, but for servers who want some more fun feel free to enable this!
+ Provider Chest, Requester Chest & Roboport now have channel settings! These devices will only interact with one another if they are on the same channel!
Fixes
+ Fixed an issue with movers spamming console when destroyed by a biter when no one was nearby.
+ Asteroids now choose materials properly rather then always picking the same one.
+ Asteroid sizes now properly adjust their size rather then always picking the same size.
Additions
+ A config option has been added, Use Space Content, for now this is set to false. So you will need to enable this content yourself! I am doing this for a few reasons, primarily for performance reasons and for the build being untested.
+ There is a new config for planets, the planets.yml file is now generated with this version of MT.
+ Planets have an atmosphere composition. This allows them to have multiple gases in them at different densities.
+ Planets can have low oxygen levels, this will cause users to slowly use their oxygen in them.
+ Hydrogen can be found on planets, in planets with high levels of it, it can cause harm to the player.
+ Planets can have their daylight hours adjusted. So they can be longer or shorter.
+ Planets can have their gravity adjust, at the moment it can only lower gravity not make it stronger. (Working on a better implementation of this, it needs to be perfomant friendly)
+ Planets can have temperature, players can either freeze to death on planets or get set on fire on them. The temperature isn't static, during mid day it'll be its hotest, and mid night will be its coldest. Some planets can be cold 24/7 for example, or only cold enough to damage players at around midnight.
+ Planets can have crop growth reduced or accelerated.
+ Planets can rain more or less often, some planets could rain 24/7, others will never rain.
+ Planets have, Tidal levels, Wind levels, a Sun Bonus and a Moon bonus, can effect Minetorio generator devices. Making some of them useless on some planets or OP on others.
+ Planets have Meteors, this is controlled by a couple of settings, Meteor Intensity decides how frequent meteors impact the planet.
+ A config section for planets has been added in the normal config.yml.
+ A config option for Meteor Block Damage has been added, you can change the setting to decide how much the world is affected by meteor strikes, you can disable damage of blocks entirely or allow all blocks to be broken, you could specifiy vanilla only or MT stuff only.
+ Planets have Lightning Intensity, this allows planets to have lightning storms, which strike multiple times over the storm. This also gives the lightning generator a high chance to get struck outside of a vanilla minecraft storm.
+ Devices will consume more power when doing their actions if the planet temperature is over 1.0, a planet with 2.0 heat will only increase devices power usage during the day for example, they will use the most power in mid day versus early morning, at night though the power usage is exactly the same as normal.
+ Two new oxygen items, The Oxygen Mask, this item allows the wearer to breath from Oxygen Tanks in the top row of your inventory. The Oxygen Mask can also let the wearer breath in low oxygen enviroments. Both can be crafted at the basic assembler and have fairly early game recipes.
+ A Space Suit can be crafted at a basic assembler using early tech. This suit protects the wearer from extreme temperatures in the range of 0.5-2.0, it will mitigate the temperatures outside of this range however it doesnt prevent it.
+ The Space suit and oxygen items are intended to be early space options until you can get EVA Module for the modular power armor. The EVA Module is both an oxygen mask and a space suite.
+ Planets using with temperature values that are not 1.0, can effect player temperatures via a few ways, block light will heat the player a small amount, sky light can cool the player under 7, above 7 it will heat the player and being in water can also cool the player.
+ You can crouch next to a campfire or fire, to huddle around a fire to drastically boost your temperature. Doing so will give you a heat bonus for a few minutes. Ideal for colder planets.
+ Fire resistence potions will also reduce heat! Ideal for hotter planets.
+ A Thermometer can be crafted at a basic assembler, this device can be used to detect what the temperature of the enviroment is.
+ New Device! SAM Site, this device will launch SAM missiles at incoming meteors, phantoms and can be used in space to destroy small asteroids. Phantom targeting can be disabled.
+ There is a new advanced assembler recipe for gunpower, it uses 6 charcoal and 3 sulfur. This gives another use to obtaining gunpowder, albeit an expensive method however it adds another reason to make a charcoal farm! (Its unlocked by default!)
+ SAM ammo is fairly cheap to make, using an iron plate and a gunpowder, while the SAM Site recipe is also fairly cheap along with its tech, this is meant to be an early defense option against meteors planet side and entry level defense for spaceships.
+ New Device! Gas Extractor! This device extracts gas from the atmosphere of the planet your in. A planet with a higher gas percentage will gather gas faster! This device can fill Gas Canisters and Oxygen tanks! This is an early tech after logisitics.
+ Gas Canisters can be crafted at the basic assembler, however they are unlocked with the Gas Extraction Tech.
+ New Device! Railgun! This device can be placed on a spaceship, it uses Railgun ammo, which it shoots to destroys asteroids in one hit!
+ New Device! Asteroid Collector! When small asteroids are destroyed they drop asteroid chunks. Which these collectors will pull towards them and mine the resource in them!
+ When in space asteroids will spawn around in the background. These ones are decorative.
+ When in space asteroids can spawn in front of the ship, these ones can cause damage to the ship. These must be destroyed with either rail guns or sam sites. The size of asteroids can vary bigger ones will break into smaller ones.
+ New Device! The Obeservatory! This device is how you will generate space science! It consumes spyglasses! This means youll not only need to automate crafting them, youll also need to automate amethysts.
+ Space offers a much easier way to obtain Amethysts - You can find Amethysts in asteroids, these can show up right at the starting planet. So you can either make a farm for Amethyst's or you gather some by hand, get into space and get your space tech from asteroids. (The preferred Minetorio way!)
+ New Device! The Atmospheric Controller! This device will stabaliz e the rooms tempature and provide oxygen to a room that is at most 100 blocks in volume and is enclosed! Useful for spaceships!
+ New Device! The Phase Relay! This device allows players to teleport to the device directly using a Phase Beacon. Additionally it can be used to teleport to the planets surfce by using its UI! The phase relay needs 100% charge to work! This device will slowly charge without power however having power will drastically increase its charge time.
+ New Item! Phase Beacon, this item will automatically linked to a nearby phase relay! You can right click this to teleport to the phase relay! The relay needs a 100% charge!
+ New Device! Thruster! This can only be placed on spaceships! It provides thrusts to spaceships and is fixed to face the south direction. It has a crowding penatly so stacking a bunch has diminishing returns. This device uses hydrogen to operate so youll need to supply it! It will damage users in its output so steer clear (only when on)!
+ New Config! There is a new config called space.yml. This file can be used to configure Asteroid Fields right now, in the future it will have additional things added to it.
+ I have setup the space.yml config to essentially spawn larger asteroids as you travel to the furthest point. No asteroids will ever spawn at 0.0, so newly created spaceships are safe from asteroids however, they will never be able to gather resources using the Asteroid Collector since none spawn. This is all configurable and i reccomend changing some settings!
Changes
+ Devices no longer get deleted if they dont detect their world, instead they will enter a pending state, which will not tick the device or perform any actions. Once their world is loaded then these devices will perform their usual checks to see if they are valid still. This will vastly improve support with other plugins that use multiple worlds.
+ The Rocket Silo no longer generates space science.
+ Processing Units now take Sulfuric Acid instead of Sulfur, it also was reduced in overal cost slightly. It takes 1 less Advanced Circuit and 2 Less Electronic Circuits. This brings the recipe closer in line with Factorio, as I found I'm not really using liquids as much as i'd like to in other recipes outside of the oil refinery.
+ Multiple devices have had skins added to them.
+ The Human teleporter has adjusted teleport costs when teleporting into spaceships or from spaceships. The teleport cost will be 50 when in orbit of the planet. However the cost increases as you get further from the planet the other teleporter is on.
+ The Rocket Silo no longer requires a grid to launch rockets, this only makes sense considering it doesnt use power.
Fixes
+ The Auto Crafter, Basic Assembler & Advanced Assembler now consume power when performing their actions. This was intended, not sure when this stop, this is going to increase power draw for a lot of factories.
+ Fixed a major issue with Rockets from the rocket silo running for wayyy longer then the needed to. (Even after they despawned)
Notes
+ Planets will ignore the temperature system completely if set to 1.0 in temperature. If you'd like for it to apply to the planet but dont want an extreme temperature, use a value like 0.99 or 1.01. Then the planet will be effected, though youll only experience temperature in specific scenarios.
+ You can only build within 25 blocks of your ship core, being in creative mode allows you to bypass. I will be adding a config option in for this in the next update.
Changes
+ Newly generated recipes will now save with their result as the name, duplicates will have their name ending with a number larger then 1. This will make it easier to manage recipes via files when needed.
Fixes
+ Fixed an issue with mover validation when they were deleted while the plugin was disabled or the device was removed on another world.
+ Fixed an issue with device validation when the server is enabled in removed worlds or in cases where the device was removed when the plugin was disabled.
+ Fixed an issue with Crop Growth being stunted if animal growth was being stunted.
Fixes
+ Fixed an issue with Populate Default Recipes: false, not populating ui elements in /mt items.
+ Fixed an issue with Vanilla Flipping config option being inverted.
+ Movers when broken by biters will not properly get removed. (They dont target these but get attacked like vanilla blocks sometimes.)
+ New Config! Biters Regen Vanilla Blocks: false, if you set this to true then all blocks broken by biters will regenerate after their attack. Keep in mind some blocks already do this like grass blocks regardless of this setting.
Fixes
+ Fixed an issue with placing solar panels sending an error one time to the console.
+ Fixed an issue with Science Pack Recipe defaults always repopulating.
+ Fixed an issue with Recipes being remade over and over again due to a recent change.
Notes
+ If your updating to 1.21.5 make sure to run this build one time on 1.21.4 if you skipped the last Minetorio update!