Tags
Creators
Details
0.6.0-alpha
Compatibility
Changes
New Features
Survival-friendly recipes, building, and resource scanning!
Recipes: All factory items can now be crafted by hand in a crafting table. Future items probably won't get the same treatment, but there needed to be some way to obtain them in survival to get a factory initially going
Build Gun: Crafted with basic factory items, the Build Gun adds a survival-friendly way to place and demolish factory buildings. Press B to open the build menu, where you can select buildings and see a preview of them. Placing a building requires you to have all materials on hand (configurable) for that building's recipe.
To delete things with the Build Gun, left click on them, and you'll see a red box outline the building. Up to 50 things can be selected at once. Hold left click (while not looking at a block) to delete all selected buildings, and have the materials refunded (configurable)
Resource Scanner: Like the Build Gun, the Resource Scanner is also crafted from basic factory items. Using it will open a radial menu where you can select the node type to scan for. Upon making your selection (left click), the scan will ping all of the nodes for that type within 1000 blocks (configurable). The bar at the top of the screen shows the distance to each node, showing only the closest node when multiple nodes sit close together on the bar.
CREDIT: The scan shader was adapted from Scannable
New Config Options
Building Costs: Whether buildings should require materials to be built with the Build Gun
Demolition Refund Percent: What percent of materials are returned when demolishing buildings with the Build Gun
Generate Resource Nodes: Whether newly generated chunks should generate Resource Nodes. Must restart the world/server to take effect
Resource Scanner Range: The maximum range the Resource Scanner can detect nodes at. Does not load chunks, so increasing the range won't make it find nodes that haven't already been generated
Afterword
For better explainations and stuff for the things in this changelog (e.g. listing out each recipe), I'll probably be working on the wiki over the coming week. For now, you're kinda on your own to figure things out
Anyway, sorry the update took a bit longer than anticipated, I got a little carried away... This was initially meant to be 0.5.1 and just add recipes, but I realized that the Build Gun was pretty much a necessity to add, and adding standard recipes for buildings simply would not work the way Satisfactory's building system works. The Resource Scanner was just for fun though :)
As for what's next, 0.7.0 is going to take a while (upward of 2 weeks), and it will add Smelters and Constructors. This will be a huge breaking change and will make Machines completely irrelevant
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:pt0HXtYw:LSBAOtqD"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:pt0HXtYw:LSBAOtqD"
}

