Fixes
- Fixed an issue with updating from 0.98 to 0.99
- The Tunnel Pickaxe no longer can destroy bedrock. Boooo
Additions
- You can now insert items onto belts directly by right clicking on them while holding an item and not sneaking. (Sneaking releases items from the belt)
- A new Splitter device has been added, this works similar to Factorio's belt splitter! Though it can split into a 1x3 or a 1x2! These are crafted at the Crude Assembler!
- A new device has been added! The Phaser! This can teleport items up to 15 blocks away to another phaser in the direction the phaser is facing! These don't use power and are similar to underground belts from Factorio. This was possible before but it wasn't a device and just used any stair case in the past.
- The Splitter and Phaser are unlocked with Belt Tech! A cheap base line red science!
- Super Chunks will no keep track of the blocks they pollute and will slowly reverse the damage done to the chunk over a long period of time. However the blocks that are restored will only be restored if they are still the block type that was set there by the super chunk. So if its coarse dirt (but was grass block before), and you break it and place obsidian there, it wont revert back to the grass block.
- New Command! /mt public [true/false], you can use this to set the device your looking at to a public / private device. Public devices can be opened by anyone regardless of /mt sharing!
- Two new Devices! Liquid Pipes! Yes finally these are actually an item! Liquid pipes accept liquids from devices and move liquids to other pipes. Liquid Junctions, these pipes move liquids to their connected devices, they do NOT accept liquid from devices. Only other pipes. Both are craftable at the crude assembler after unlocking liquid transport!
- The liquid pipes when crafting can use granite or diorite walls as ingredients as well.
- New Lifts! Lifts are now craftable at the Crude Assembler! Similar to belts they now have a capacity of 4 items! Lifts are much cheaper then belts!
- Lifts can use any type of fence when crafting!
- Three new techs have been added for the new belts & lifts! Faster Logistics, Express Logistics & Turbo Logistics
Changes
- Belt now have 4 item slots! 2 on each side of the belt! Double the throughput!
- Movers no longer have a motorized state. RIP repeaters.
- Belts are independent of each other, breaking one doesn't cause the entire belt to rebuild anymore.
- Belts play their sounds a little quitter when moving items and they also only play sounds every other belt when moving items.
- Belts now are crafted in the Crude Assembler and have default recipes! Belt assembling has a unique trait, if you can craft it with any colored carpet to change the color.
- Belts are no longer restricted by color. So a white belt can connected to a red belt now. Color coding is still a thing of course but there's no technical limitation to this anymore.
- Devices no longer have a 5 second delay to register. This is great for testing and makes reloading the plugin a lot faster.
- Item Teleporters now 1/4 the amount of power for teleporting items. At max range of 32 this would have been 16 power per teleport, now it is 4.
- Human Teleporters now cost 1/2 the amount of power for teleporting.
- Elevators now use 3 less power per teleport. From 10 to 7
- Various devices have had their pollution output tweaked, most of them were lowered, though these were mostly uncommon devices. Only one had pollution increased, the crusher now produces 1 pollution rather then zero, but the sifter now produces 1 instead of 2, these are often used in the same setup.
- Pumps will now only consume 1 power after they have moved 100 liquid. Instead of consuming power for moving 1 liquid in some cases.
- Liquid Pipes now have a capacity of 100.
- Liquid Pipes now can only contain 1 liquid. Mixing liquids isn't possible.
- Liquid Pipes will now always show their liquid type assuming they have one.
- The Oil Refinery now has a hint based on the chosen recipe. It describes how liquids input and output, its useful for Oil Cracking specifically.
- The Oil Refinery now has set output directions for liquids when using Oil Cracking. Petrol is output through the backside, heavy oil is the left, and light oil is the right. Oil can be input from any other side though. This change had to be done since pipes can no longer mix liquids.
- Updated the guide.yml with the new changes. You might want to delete your guide.yml and let it regenerate as it will not change the entries.
- Lift up down direction is now based on if your looking up or down when placing the lifts!
- Lifts also have a rotation to them now which is based on the direction your facing when placing it. It is possible to have lifts connect with different rotations!
Fixes
- Power Pylon upgrade checking now only occurs when a player is near and once on server start. This will reduce overhead by a bit for servers with lots of upgraded pylon use!
- Belt railing is better aligned which visually looks better in some cases.
- Movers can now enter a pending state similar to how devices do when waiting for their world to load, rather then just deleting the mover if its world isn't loaded yet.
- Fixed an issue that would allow users to open an incorrect inventory for chests when quickly placing movers.
- Fixed an issue when opening a chest you could open the physical inventory of said chest rather then its virtual one if it had a block above it.
- Fixed an issue with the AutoButcher not working!
- Power Lines now regenerate after server restarts much more consistently. Before they would connect to whatever pylon was closest, now they remember what pylon they were connected to!
- Barrel Pumps can output liquid now even if there is no output item space for barrels.
- Fixed a couple of visual issues with liquid pipes.
- Biodomes created from the Atmospheric Stabilizer now apply to crops as intended. In addition to this fix, biodomes work on animals and trees as well!
- Electric Furnaces can make charcoal again, though keep in mind Electric Blast Furnaces will not be able to do this as it mimics normal behavior.
Notes
- Belts no longer need movers at all to work. This reduces the overall amount of movers you'll use.
- Belts now update their railing way faster.
- Changing one belt does not make every belt rebuild its railing.
- Belts can be placed next to each other now without any janky movement.
- Movers have much less impact on performance now since they no longer manage belts. And the logic for moving items on and off belts is much more efficient.
- Movers will still maintain there splitting mod, this allows them to split their output into multiple outputs still.
- The terrain healing system isn't perfect, it isn't very good at restoring leaf's since they can decay from logs being polluted. Though leaves remove via pollution will be restored.
- Terrain healing only occurs on newly polluted blocks.
- The pollution reduction on uncommon devices was to help them actually be able to run, for example a auto harvester making 5 pollution is a bit counter intuitive for game player balance since pollution hurts crop growth.
- Pipes of different types will not form pipe networks together (still). So having an andesite liquid pipe connected to a granite liquid pipe will not actually pass liquid between the pipes. Very useful for when the liquid management gets wacky.
Fixes
- Fixed an issue preventing Overdrivers from saving due to the recent caching addition.
- Fixed an issue with Overdrivers trying to cache their linked device after it was removed.
- Fixed an issue with 1.21.8 spamming console when a player would interact with a block.
Changes
- The Liquid Silo now caches its connected devices, it will only updates its connection when a player is nearby. This should reduce overhead for server with many liquid silos. MS went from 3.22ms to 0.01ms for my tests!
- Heavily reduced the amount of overhead for VanillaDevices from 2ms to about 0ms.
- Reworked VanillaDevice system. Non chest blocks are now a hybrid when it comes to inventory access. When accessing say a barrels inventory it will use the physical inventory if loaded and a virtual if not. Chests use a full virtual inventory now to account for double chests. As they can be in two chunks at once.
- Hoppers now fully work with movers as a result of this new system!
- VanillaDevices now unload and load their inventories when the chunks load and unload. This should reduce overhead by quite a bit.
- Train Stations now convert the container under them into a VanillaDevice, this will drastically reduce their overhead on the server as before they would have to load the chunk in order to check the inventory.
- Train Stations no longer have to use a Barrel as the container under it, it can be any container type now!
Fixes
- The Overdriver now uses caching for its connected devices. This will drastically reduce its impact. Went from 0.9ms to 0ms on my server.
Additions
- Rocket launches can now be launched for space science packs. They will grant 50 science packs when launched. However this only works if it doesn't create a space ship and isn't used to travel to a space ship.
- Water when placed by a player or a dispenser in space is now instantly frozen, unless a Atmospheric Controller is heating the place location up.
- Torches when in space must be placed in an Oxygenated space from an Atmospheric Controller, otherwise they will break when placed.
- Crops no longer grow on planets with an oxygen level that is lower then 0.5! However you can make Biodomes now using the atmospheric controller!
- The Atmospheric Controller now protects the enclosed area from the effects of pollution! Biodomes! Yay!
Changes
- Space techs are now hidden from the tech tree if the server has space content disabled.
- The Rocket Silo has had its UI updated, it will now reflect information better based on if space tech is enabled or not.
- Solar Panels work in space, however there power output is based on your distance from the sun. Any further then 1000 will result in power output. Using out of box settings this is the distance to Exodus.
- Solar Panel UI has been updated to display different information in space.
- Solar Panels only work in space when they have a clear line of sight below them. This is how they generate power, since the sun is position under the ship by default, this also just makes it a little more interesting.
- When creating a new space ship there will be a glazed terracotta arrow that shows the forward direction of the ship to help people with getting started!
- The Atmospheric controller now considers crops and non solid blocks as air, these are blocks you can walk through, like saplings, crops etc. This also indirectly improves space crop farming.
- The Atmospheric controller now adjusts 3x faster when a player is nearby.
- The default world generator for the space world is now a frozen peaks biome, which means water blocks will now freeze like in vanilla.
Fixes
- Fixed an issue with how biome names were detected, this was due to a Minecraft change in the recent versions.
- This fixes a visual issue in /mt map, however if you have bugged names in /mt map, use /mt resample. This will have your super chunks resample their biomes when possible and will resolve any bugs with biome naming. You could also just wipe the super chunk folders.
- This fixes custom world generators like TerraformGenerator.
- Fixed an issue with inventories desyncing for movers attached to containers like chests, barrels etc.
- Improved the logic for VanillaDevice virtualization.
- Greatly improved how hoppers interact with movers! From my tests they appear to be working fully now!
- Wind Turbines & Moonlight Panels no longer work in space.
Notes
- If you were not running the last version of 0.97 or an older version of Minetorio make sure you backup your Minetorio data folder in case you need to roll back if updating isnt successful for you.
- The biome name issue only occurs on newly generated super chunks that have not been explored yet. So existing ones will not have this issue!
Additions
- Movers now show some basic information in the mover settings screen at the bottom of the UI. This info is hidden when applying filters though.
- Movers can now interact with Shulker Boxes!
- Movers can now interact with Ender Chests! But movers will only be able to access them while their placer is online! This might change later. This feature might turn into toggle feature depending on how balanced it is or have some sort of other balance change done to it.
- Belts, Belt Arrows, Belt items & Pipes now occlude to players depending on if they can be seen, this is more aggressive the further the y difference between the player and the displays. This greatly improves client side fps when players are in very large factories!
Changes
- The Crafter no longer works with Minetorio items, this fixes a few fuel exploits.
- The AutoBreaker now works if its chunk is loaded rather then needing a player nearby.
- The AutoBreeder, AutoButcher & AutoPlucker now work if their chunk is loaded rather then if a player is nearby. Though it can only target loaded entities.
- The AutoLogger, AutoHarvester, AutoPlanter now work if its chunk is loaded rather then only if a player is nearby. However it can only target blocks if the chunk the target is in is loaded. These devices can only find new blocks in loaded chunks as well.
- The AutoPlacer now works if its chunk is loaded rather then only if a player is nearby.
- Did a small change to inventory opening with vanilla devices, the change makes it so containers open and close properly though this might be reverted.
- The above change also improves hopper interactions with movers.
- When using the /mt give command, if the player doesn't have space for all of the items given, the rest are dropped on the ground.
- Trains now don't consider wild card slots when deciding if the train is considered full so long as it has one reserved item. This can allow trains to leave much sooner then they normally would when having trains wait until they are full.
Fixes
- Fixed an issue that would leave ghost displays when a space only device place was cancelled.
- Fixed an issue with the geothermal generator trying to cache information when its no longer a valid block.
- Netherrack is now recognized as a smeltable ingredient for movers.
- Fixed an issue with liquid recipes not being able to be crafted in assemblers when the recipe was viewed first in /mt items.
- Wood is now treated as a log material when it comes to crafting or assembling.
- You can no longer wear devices as helmets :(
- Fixed an issue with teleporting to planets when outside of the world border, it would have the wrong y level making users fall to there death.
- The Blueprinter now has its 3 block change per action applied to breaking blocks.
- The Cold Fusion Reactors built in power pylon is working correctly now.
- Ship Cores built in power pylon is working correctly again. This should make getting started in space a little less hectic.
- Wood blocks can now be polluted.
- Fixed an issue with train stations returning an incorrect amount of gravel when having their connections removed.
- Train stations when broken now drop all of their rails and gravel that were used to connect to other train stations virtually.
- Various typos and polish corrected in train stations and locomotives.
Notes
- If you were not running the last version of 0.97 or an older version of Minetorio make sure you backup your Minetorio data folder in case you need to roll back if updating isn't successful for you.
- The additional occlusion systems will have some config options to them in the coming patch, depending on the impact these changes have for client side fps, i may add more options in per user to disable certain entities from showing.
!!BACKUP your Minetorio data folder before updating! Just in case the update fails for you!!
Changes
- Movers, Devices, Super Chunks & Player Data now have a corresponding file that now manages their categories. For long running servers this means instead of loading 10k+ files on startup, you'll be loading a MUCH smaller amount.
- This reduces the plugins startup time, stop time and reload time dramatically! On my test server of around 30k files, the startup time dropped from 32 seconds to 6 seconds.
- Minetorio can be reloaded using plugins like Plugman much more smoothly now.
- Super chunks validate their nests one second after they are loaded, however this is no longer a scheduled task and should improve plugin bootup performance.
- Automatic device saving should now impact server performance even less.
Fixes
- Chests with movers above them now work properly with GriefPrevention.
Notes
- BACKUP your Minetorio data folder before updating! Just in case the update fails for you!
- 1.21.4 is no longer supported, as it is now less then 12% of minecraft servers.
- The current supported versions are now 1.21.8/9/10
Changes
- Adjusted the Device Item Head Distance to 80. Discovered that by default this is the normal distance for displays to actually track client side, despite what the spigot.yml might suggest. This will actually improve server performance a bit. I advise all existing servers to change this value from 128 to 80!
- Devices will now always be rendered when a player is within 50% Device Item Head Distance to it. However any devices past this will use the occlusion system.
- The Occlusion system will hide devices that cannot be seen by players. This can greatly increase client side performance at a small expense to the server.
- The Occlusion system scale with your y level difference to devices. So if you far above or below a device this will decrease its forced render distance radius to the player, allowing it to be occluded sooner.
Fixes
- The Crude Assembler now shows up in the free version, this was somehow lost when reworking the assemblers.
- The Pretty devices setting now applies to movers as well.
- Movers now render in at the Device Item Head Distance, rather then the servers view distance. This will also improve server performance slightly.
- Fixed an issue with people being able to open chests with movers above them due to the last patches changes.
Notes
- From testing on my server the impact off these client side changes use a small fraction of performance. So far it seems worth using. But i want to see how it works for everyone else first. Eventually i will be adding a config option to disable the entire occlusion system if servers don't want it or need it.
Additions
- You can now mover filters while holding a wire tool in your and sneak right clicking a mover. Then you can paste the mover filters by right clicking with the wire tool on a mover.
- New Config! Auto Saving Interval: 600, Allows you to customize the save interval of devices.
- New Config! Auto Saving Console Message: true, Allows you to disable the auto saving devices message sent in the console to cut back on console messaging.
- New Command, /mt saveall & /mt saveall instant. Saveall will trigger the performant friendly automated saving system. The instant one will save the devices instantly, this will cause lag on server with 10k plus devices! In general you should always use /mt saveall. But the option is there for smaller servers.
Changes
- Mover gears is now increased by its gear count in the mover UI for faster viewing.
- You can now open double chests when a mover is above them from either side, before it would only be openable from one side.
- Devices now longer have an item icon above them if they have a device skin. As they both serve the same purpose so the device icon is redundent when skins are enabled for said device. This will improve performance in large setups.
Fixes
- Oil Tech now requires liquid transport in the tech tree.
- You can now use an amount when using /mt give <player> mt-item amount
- Fixed an issue with the AutoMiner that could allow a pickaxe to mine more of a resource then it should have.
- In order to drop items onto a belt, the player needs to have permission to do so at the movers connected location. Random can no longer jam up your conveyor belts!
- Overdrivers now tick before other devices, this will reduce issues where they overdrive devices when they should and shouldn't.
- The Power Grid now stores its energy at the start of the power grid tick. This will allow overdrivers to work properly on specific devices. Notably this allows Electric Furnaces and its variants to be overdriven once again!
- Hotkey clicking in custom UI across Minetorio will no longer allow items to be moved into their UI. (Prevents losing your items)
- The Autologger now works with WOOD blocks now. This was only partially fixed in the past, but now it is fully fixed!
Additions
- Over 20 more messages have been added to the locale_messages!
Changes
- Geothermal Generators now generate +40% extra power from core heat or nether heat. They still end up giving +2 power, but works this better with a pool of lava versus none.
- Adjusted default gold resource zones to have 2k-4k, this will not apply to existing servers, you would need to wipe your table data for this to apply.
Fixes
- Speed Materials work again in 1.21.9
- Fixed an issue with 1.21.4 on the newest build.
Notes
- The current supported builds for 0.97+ is now 1.21.7-1.21.10. I am only supporting 1.21.4 due to the remaining user base. Which is decreasing! You should make an effort to update as I will be dropping support for this soon!
- The 0.97 patches will be dedicated to bug fixing, balance changing and of course more translating!
Additions
- 1.21.9 is now supported.
- Copper chests are now seen by movers.
Fixes
- Model data fixed so it should now apply to items when setting their model data.
- Hoppers can no longer move items into movers. (This also fixes a minor issue giving the illusion of deleting items)
- Optimized pipelines, they were producing alot of overhead, on my own server it brought it from 2.0mspt to 0.03mpst.
Additions
- TerrformGenerator is now accounted for biomes when considering pollution dissipation. This will improve pollution handling quite a bit as pollution levels would be very high on these worlds.
- Admins can now make importers and exporters have infinite funds when clicking them with a wire tool. This will only work if the player is opped!
- Power Providers will now show a clients count. This will be the amount of unique receivers that have connected to the device since the last server restart.
Changes
- The River Biome now has a dissipationvalue of 2! Which makes it alot better to pollute in! Yay?
- A Unexplored superchunk now has a Unexplored Indicator.
- Reduced the rail cost for virtual connections.
- The Exporter now shows offers based on their taxes being included.
- Both the exporter and importer have their lore updated to inform players of tax being included to make things more clear.
- Exporters can never export at a price of zero now, regardless of tax rate.
- Tidal Generators now make 2x the power during storms!
- The Tidal Generator now works best in oceans, rivers & shores. There is only a penalty now to production if its not in one of the biomes.
- Geothermal Generators now work best in lava source blocks. Using flowing lava only gives 10% of the normal power value. It can still be used but with much less power output.
- Fish drops are now effected by pollution levels the same way it effects other animals.
- Power Grids now drain 2 power for ever 5 batteries connected to the grid. This will show up as Battery Runoff in the power pylon. Read notes for this change.
Fixes
- The AutoPlanter can plant saplings on podzol now! Useful for custom world generation plugins!
- Devices and movers now drop as expected when broken!
- Breaking a mover with a modification material above it will now be dropped and when dropped it will drop at the movers broken location.
- When breaking a mover with mover gears, the gears will now be dropped on the ground.
- Fixed the text displayed when killing an animal and getting no drops.
- Fixed an issue with the crusher not being able to crush recipes that used an amount 8 or greater when the inputs were split up.
- The Importer can now have its items moved via movers.
- The Exporter can now have items stored in it via movers.
- Power Receivers will need to have their power provider reselected if the provider increases their price from the last selected price. This means it could be lowered and the receiver will continue to work, it will stop working if it goes over the orignal selected price.
Notes
- The Battery Runoff is a change added to combat people spamming hundreds of batteries on very low power gen setups essentially allowing them to use low power setups forever. I'm not against using batteries but this impacts performance heavily and just feels cheap and undercuts all other active power setups. This will balance battery spam greatly. Dont forget admins can configure the battery capacity! So if you want high battery capacity simply 10x the battery capacity and now your batteries will have 10x the storage and 10x less runoff and performance will be way better.
Additions
- Elevator Range is now a config option and defaults to 50 now.
Changes
- The Power Transmitter transmission fee is now 1 power every 30 blocks instead of 10. The power provider is 1 every 50 due to the economy cost.
- The AutoPlanter can place saplings on leaf litter!
- The AutoPlanter can now plant from a much further way, the range was pretty limited before.
- The Elevator now has a max range of 50 versus 20.
- The load icon and generation icon in the power pylon now show their max potential load or generation.
- The Human Teleporter now uses half the amount of power for teleporting over distances.
Fixes
- The AutoLogger will now recognize WOOD materials as well. This improves auto logger support with custom world generation plugins that use WOOD.
- The Crusher will now recognize WOOD as a log so it can be crushed into charcoal now. Note this will only apply to new servers, you would need to delete your table data or manually add it yourself.
- Lava buckets now have a max stack size of 1 rather then 3, this fixes furnace based UI's from deleting lava buckets.
- Wood logs can now be smelted like logs!
- Biter Nests no longer require power to work lol.
- Biter Nests no longer show a icon above them for not being powered.
- Players can no longer open a chests inventory if a mover is above it without the correct permissions.
Changes
- Superchunk tick overhead reduced to nearly nothing when idle ticking, as its world is no longer constantly checked for it being loaded, instead the world is checked to be loaded once before they tick, excluding them from the tick if its not loaded.
- Improved a common method for distance checking, this should have a slight improvement in multiple areas across the plugin.
- Fixed an issue with the power receiver using an inaccurate amount of money in some cases, this could use less or more money then needed.
- The power receiver should now be able to charge from a power provider that has a full charge.
- The power receiver can now receive 250 power a second rather then 1000. This helps other receivers distribute power more fairly on lower battery providers.
Fixes
- Movement speeds are now working again, walking on belts, and speed materials now works as you'd expect!
- Fixed an issue that could cause wind turbines to drain batteries.
- The mover screen can no longer be opened by anyone, instead its treated just like devices now!
Additions
- New Device! Pollution Deleter! This device will set the pollution in its super chunk to zero every second. This is intended to be a debug device. Its useful for server spawns for example!
Changes
- When tracking the needed items for a device recipe the needed items menu now informs you of the command to clear it!
Additions
- Added 7 more device messages to the locale_messages!
- Added 12 notification messages to the locale_messages!
Changes
- Fixed some typos for the power transmitter and reciever descriptions.
- Tweaked Power Reciever's device information to be a bit more clear.
- Super Chunks that have their world disabled or are not loaded yet, no longer try to tick. This should fix various issues with multi world setups.
- Fixed an issue with resource zones with disabled or deleted worlds when using devices or systems that would check for resource zones.
Additions
- New Config Option, Prebuild Power Grids: true If this is set to true, when the server boots up Minetorio will build the power grid for devices right away. This can slow down server startup for larger servers. In some cases it can even crash servers with less resources. If this is set to false, startup speeds are greatly increased. However, it can take around a minute for devices to fully rebuild their power grid as they were before the server shutdown.
Changes
- The assemblers have been updated so that when trying to use Minetorio items, they now look at the items internal value rather then the item itself when looking for ingredients to craft with.
- This essentially means that if you have say two boilers, one with old lore and one with new lore, the assembler will accept both! I used the lore as the example, but even the material could be different, the name, the persistent data container etc.
- These changes generally improve localization support indirectly, as admins would no longer need to worry about their players having broken crafting items as they translate the Minetorio files. It also future proofs the plugin in the event that numbers are changed on a device like pollution, power usage etc.
Fixes
- Fixed an issue with the Flint Powder recipe not showing up. (it now has a different default crafting recipe name)
Notes
- The Prebuild Power Grids is a temporary solution for servers who are having issues on startup with grid construction. I plan to either change how they are built entirely, or make it possible to save the power grids, so that they can just be loaded rather then built every time. I just don't have the time to do a proper fix yet so this is what I could get out.
Additions
- The world biter specifics config can now take a new option, "nopollution/world" for example will disable pollution creation in a specific world.
Changes
- Reactors now produce 4000 heat instead of 2000, this means a 4 heat exchanger setup can last ~16.6 minutes for one fuel rod instead of ~8.3 minutes.
- The Hydrogen Engine now uses 20 Hydrogen to produce its power rather then 10. This will make the hydrogen engine in a self contained loop produce 62 of the 100 hydrogen needed for a full canister.
- If Use Pretty Devices is set to true, then batteries will no longer have the item display above it. Since the battery skin changes based on charge level already, this can save performance in large battery banks.
- Biter Evolution is only visible in super chunks if biters are enabled!
- Arced particles for devices connections when holding a wire tool or device when crouching has been changed to only show power pylon connections. This also fixes an issue that would kick players from specific servers when there was a lot of devices nearby.
Fixes
- Gas Extractor's now require their action power to operate and consume their power usage now. This fixes a major infinite power exploit with them.
- Optimized the main onSecond event for holding a device / wire tool.
Additions
- Devices now show a text icon above them when they are not connected to the grid, the icon looks like a plug! They also show when they are not powered with a red power icon. These icons only appear when you are close to them.
- New Config Use Device Text Icons: true, this is a config option to disable this feature if you dont want to use it.
Changes
- Devices now have their action ticked by the power grid rather then itself. Power grids tick device actions in order of power generators first then power consumers.
- Power on the grid no longer tapers off, instead it is fully depleted at the end of the power grid tick. This tapering off system use to allow devices to run when they really shouldn't have.
- Batteries are not charged every time a device produces power. Instead the grid charges the batteries after all devices have ticked. This is a great performance boost.
- Batteries when being charged lose 25% of the power put into the charge. So if you produced 10 power, that wasn't used by any device, the power is stored into the grids batteries as 7 power. (Rounding down)
- This changes the power balance a bit, this means using any power source is best right when its produced. But using power from a battery isn't as efficient. Non renewable sources are not nearly as good now to charge batteries with since it cost a resource to produce said power.
- Ecological damage pollution factor adjusted from 25 to 200. This will slow down ecological damage greatly and also make it so 1 combustion generator isn't devastating an area completely.
- Ecological damage only has a chance to go down now when the pollution is less then 50 in a chunk. Otherwise if the pollution level is between 51-199, then the ecological damage will remain the same.
- /mt map has been updated, you now are given a bit more information on ecological damage. You can see if a super chunk is healing, taking damage, or in stasis (not healing or taking damage)
Fixes
- Its now possible to run a power grid reliably without a battery.
- Asteroid collectors now drop the correct block drop when mined. So mining iron ore will now give the asteroid collector raw iron for example.
- The Rocket from the Rocket silo is spawning again :)
- When breaking a device its inventory is dropped from its center rather then a corner.
- Movers now recognize iron_ore, deepslated ores and other ores as a furnace smeltable item!
- Furnace based devices now have their name on the UI updated properly when placed.
- The petroleum engine and steam engine now show their proper ui icons even if they are not connected to a power grid!
- Fixed an issue with space content working even when it was disabled. Also ensured these systems were disabled where needed to save on performance where possible.
Notes
- Due to the recent device changes with how they tick, if you experience any oddities please report them, as the device ticking system was made a long time ago. I have don't testing to make sure devices work, though its only surface level testing!
- An example issue I found was the combustion generator wouldn't show it info button in its UI unless it was connected to a grid. While this issue wasn't game breaking it was still not intended. I imagine most issues this update causes will be similar to this, harmless but not intended.


