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!
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.