Fixes
- Train station item merging has been fixed to check once every 60 seconds if the inventory is full, not once every second. For servers using a lot of train stations this should remove their performance impact to near nothing.
- Fixed an issue with biters when breaking a block that was used by a mover.
Notes
- Please send in sparks profiler reports! I would like to do a batch of optimizations! So if you can and are willing please send one in!
Additions
- locale_messages.yml, has been added, this will be used to translate messages sent to the player. This is not even close to being done, more will be added overtime!
- In the items.yml you can now override materials of devices, see the battery example to see how to do so. Note then when doing so you lose the head skin for the device for now.
Changes
- Space bats now spawn at a much further range which should reduce their density. It now scales off view distance.
- space bats now spawn over a longer period of time, should reduce them all spawning in at once almost.
- The Oxygen breathing sound now players once every 10 seconds rather then every second. Making less annoying.
- Ecological damage will now only occur if the super chunk has a pollution level over 25
- Ecological damage will now slowly heal if the pollution is less then 25.
Fixes
- Fixed an issue with disabled worlds trying to tick super chunks.
- ChatInput now times out after 30 seconds. This will prevent people from somehow getting locked out of chat when forgetting to enter input.
- The Power Receiver and Transmitter now show the items skins when they are items rather then just when placed.
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
- New Device! Hydrogen Engine! This device uses gas canisters filled with hydrogen! It requires advanced assembly and gas extraction to research. It produces 30 power, making it between steam engine and petrol engines!
- When holding a device that suffers from device crowing, the power particles that indicate power grid range turn orange. This will inform you that that spot will be effected by device crowding.
- New Device! The Importer! This device you can set a max buy price, which then if there is any exporters on your same world, the device will automatically by the set item at the lowest price possible. The further the exporter the larger the sales tax though, which the importer pays. There is also a flat 2% tax by default. Funds are added to the device to make purchases.
- New Device! The Exporter! This device you can set a sell price, which then if there is any importers, they will buy your items automatically for the configured price. Funds are added to the device to be collected later.
- New Config! Import Tax Distance: 1000, if this is set to 1000, that means for every 1000 blocks away a importer and exporter are, the tax in increased by 1 percent.
- New Config! Import Flat Tax: 0.02, this is the flat tax that must always be paid in order to import an item. 0.02 is 2%
- New Config! Rocket Launch Sharing Required: true, in order to be taken into space via rocket ship launch now, you either need to be the owner of the rocket, or have devices shared with the placer of the rocket. This can be disabled to allow just anyone to go up so long as your close to the rocket silo.
Changes
- AutoPlanters no longer try to bonemeal crops if the pollution level in their super chunk is over 1000, as nothing can grow past this level of pollution
- Devices when powered off via power breakers or battery monitors etc, will no longer draw idle power. This can be useful for power management at large scales!
- The Rocket Silo distance has been cut in half in order to board the rocket if its going to a spaceship.
Notes
- The Hydrogen Engine on out of the box settings is interesting. For it takes 50 seconds from a gas extractor on default planets to fill a canister. Which can be consumed by a hydrogen engine in 10 seconds.
- The idea is you could use this as backup power, but in other planets this scale might be a net positive instead. So maybe one gas extractor can fuel 2 hydrogen engines instead. I really like this in the mid game as your can use it sort of like a battery.
- The new Import / Export device will finally unlock a true autonomous way for factories to rely on other factories for their goods. Due note that you cant exactly specify who your buying from or selling to, in general the best offer is always taken for both sides of a transaction. But in the cases of tie between two sellers, the result is random. 2 items can be bought at a time, to ensure all devices have a fair chance of buying items.
- The devices currently do not connect to devices on other worlds. Though I will likely revisit this.
- The taxes also add a great way to remove money from the server, server owners will likely enjoy this, but also note this prevents the importer and exporter from being overpowered versus other forms of transport.
- These devices use vault, so it should hook into most economy systems.
Additions
- You can now disable default tech by adding the line Disabled: true See example tech for and example!
Changes
- Tall flowers can now be polluted (they turn into tall dead grass)
- Ecological damage now grows 5x slower along with alterations to the environment being 5x slower.
- Biter evolution cap changed from 1000 lifetime pollution to 10k, this will slow down biter evolution by 10x.
- Naturally generated oil fields now have 100k-200k oil rather then 50k-100k (Minetorio table data folder would need be wiped to get this change on existing servers)
- Coal Liquefaction now produce 200 oil rather then 500, making natural oil fields more appetizing.
Fixes
- Polluted logs should preserve their rotation now
- Pollution shows up as brown dye again in the production monitor.
- Liquids show up as colored concrete, this was meant to apply in the last patch.
- 1.21.4 servers using the new pollution changes will no longer error when trying to replace grass, instead of using 1.21.5+ dead grass the dead bush is used instead.
- Fixed a few issues with biters breaking vanilla blocks and mover modifiers causing errors in the console.
Notes
- 1.21.4 is only supported due to 40% of Minetorio servers running it. Once it drops below 20% or the next MC version is released, I will no longer support it as itll be well outside my 3 version rule.
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.
Fixes
- Fixed an issue with the AutoCrafter failing on 1.21.8 on paper, vanilla recipes randomly added the damage value again to logs in recipes. This should be fixed for good this time.
- The Crude Assembler can now work with movers! Yay!
- Phase Belts no longer send their arrow and items phasing through the stairs they use.
- /mt create rz URANIUM 1000 10, this command now accepts URANIUM before it wouldn't do anything.
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**
- Railgun now has a tech, it requires same site tech and uses utility science to unlock.
- New Device! The Crude Assembler! This device doesn't use power, however it can craft very basic devices. This is now the only item from Minetorio that is craftable using a crafting table out of the box that is.
- The Recipe Viewer can now be used to view most vanilla recipes. Though these will show without an item selected in the recipe viewer.
- Biter nests now can spawn with dead bubbles on them. This helps make the nests look a bit cooler and less uniform!
Changes
- Recipes have been reworked, they can now support stack sizes, and MT no longer supports custom crafting table recipes. However it still maintains custom crafts for its own devices.
- The recipe changes will greatly increase readability and it will make it easier to get into Minetorio for new players. As users will only need to know one recipe. That being the recipe for the Crude Assembler.
- The recipe viewer / editor has been updated, this includes various bug fixes for it too.
- The recipe view / editor now has a new create recipe button, rather then being an item in the recipe list it now has a dedicated button.
- All default recipes are now generated with default_, custom recipes are generated with custom_. This will make it easier to tell what recipe is what, typically this helps with custom server setups.
- The Assemblers were rewritten to account for these changes. I'm expecting performance to be better here as well, but we will have to watch closely.
- New Device! The Crude Assembler! This is the new assembler where players can craft most of the old hand crafted items. It doesn't need power to work, all of its crafts take 3x longer to craft. However if powered, it will craft at the same speed as a basic assembler.
- There is a new config option called Crude Assembler Recipe: true, you can disable this if you want to remove the recipe for the crude assembler, though you would need to supply a way to get it as it gate keeps all of Minetorio now.
- Biter nests can now form with variation in their spread location. This will make them not spawn in a perfect grid. This also means some nests can merge into one nest.
- The Auto Timer is now crafted in the Basic Assembler rather then by hand.
- All hand crafted items have been moved to the Crude Assembler and the Basic Assembler.
- The Power Breaker is now unlocked with Basic Power Management tech.
- Sam Sites now require Logistics and Advanced Bow turret to research.
- Gas Extraction now requires logistics to reseach.
- The Oxygen Mask, Tank and Space Suit are now unlocked from a new tech called Environmental Protection
- Military tech now cost 5 automation and 5 logistic science packs to unlock and also requires logisitcs to be researched. And now unlocks grenades.
- Oil Refinery now unlocks sulfur & plastic (this doesn't change anything as youd need the oil refinery to make it anyways, this just hides the item until its actually useful)
- The Asteroid collector is now unlocked with space travel.
- The Artillery Beacon is now unlocked with Artillery tech. (Doesn't change anything besides it appearing when you can use it)
- Explosive is now only visible when youve unlocked Cliff Explosive (this is used in that recipe)
- The EVA Module now has a technology to unlock it. It requires space travel to be unlocked, and Environmental Protection. It require space science as well.
- Logistics now unlocks Engine Units, this again is just to hide it to when it becomes actually useable.
- Logistics now unlocks the production monitor.
- The Atmospheric Controller is now unlocked with a new tech, Environmental Stability which is unlocked after gas extraction using utility science.
- The Guide.yml has had some updates to the Getting Started section to reflect the recent changes. You may want to delete your guide.yml if you havent changed it so older entries are removed.
- Local locale_ui was moved to the main plugin folder, as the locale folder isn't actually being used the way i thought i would use it.
Fixes
- Modular Power Armor Mk2 requires Module Power Armor tech now.
- The Sam Site now unlocks the same site and not the rail gun.
Notes
- Basic and Advanced Assemblers will revert to vanilla blocks when updating to this. The changes to them were to vast to try and save them.
- Most tech changes should apply, however if you want to ensure they do, just delete your tech.yml file. There was a lot of misc changes with tech this patch.
- All old recipes will no longer with Minetorio. In fact the recipe folder was changed. There is no way around the recipe changes. Recipes from 0.92 and below WILL NOT work on 0.93 and above! This is a clear breaking point!
- This should be the last Turbulent build! No more clear breaks for the plugin! I have completed all of the back end technical changes that would cause break to MT. We are now in the clear all the to 1.0!
!!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
- The Guide Menu has been updated with the guide.yml! Admins can remove and add custom entries you this list. This will help custom servers with explaining how to use Minetorio in a way that fits their server better. This also has the benefit of being changed to fit the language of the server to!
- The Guide.yml is populated with the default information that has been present so far. I will be updating these later though but feel free to change them yourself, and or make suggestions!
- Admins can now completely customize technology, and I mean that! You can remove and add tech at your will.
- Tech now can give permission rewards & command rewards. Permission rewards are given when a player logs in and when the tech is unlocked. This makes this work with any permission plugin. It does mean that the perms wont show up in luckperms, however this doesnt mean they don't have the permission. I plan to add luckperms support directly to fix this.
- Command rewards from tech are given to the player once they are logged in, as you can unlock tech while offline.
- This also has the added benefit of allowing users to translate the tech.yml to their native language. Good luck, as this is over 1000 lines of text haha.
- locale_ui.yml is now generated in the locale folder for Minetorio. This yml file is used for, you guessed it, UI translations!
- The Main Menu has been added to the locale_ui, so it can be translated fully now. You can even change the displayed command here in the event that you want to direct users to another plugin or alias.
- The Config Editor Menu has been added to the locale_ui, though descriptions are being skipped for now.
- The Minetorio Guide menu has been added to the locale_ui, this covers the category buttons and their descriptions.
- The Recipe viewer menu has been added to the locale_ui
- The Research menu has been added to the locale_ui, this is for the buttons that are not tech itself.
- Factory sharing menu has been added to the locale_ui
- The Item Menu has been added to the locale_ui
- Most common UI elements have been added to the locale_ui, for example left click, key words like open etc.
- Admins can now add an alias in the config for the /mt command, so you can now change it to for example /industry, it will also work with the tab completer. It doesn't really replace /mt, its just an alias for it. Though this will be useful for other languages when they don't have m & t on their keyboards! (The subcommands are still the same and not configurable, but can still be tab completed)
Changes
- UI color syntax is changing, the title UI color for custom UI in MT is now going to be white instead of gold. This will help with reading the title.
- Info icon name color changed from gold to green.
- The Minetorio Config Editor has been updated to use the proper color syntax and format.
- Tech is now sorted by the total amount of tech required to research it, this applies to unlocked, available and locked tech. Each is sorted per category. So now in general the more complicated techs will be further in the list!
- Space Travel tech, changed production science to utility science requirement.
- Space Travel now require utility science to research. This is already the case, now it will just show it in the tech tree in a better way.
Notes
- UI translations do NOT break servers, so you can safely update to this build without issue.
- It will take a few patches before ALL ui is added to the locale_ui.yml, please refrain from asking for me to add x in for translation until 1.0!
- Please be patient as I work on integrating localization in, it is quite time consuming versus normal coding and boring haha
- Custom servers rejoice! You can now use the tech system in a completely unique way! I hope you enjoy! Due note i will be adding in support for luck perms in a later patch so that the permissions given by MT appear on luckperms! I just wanted a future proof solution so that the plugin never relies on another plugin to operate. So if luckperms ever is dethroned then this will work with whatever replaces it.
- Expect odd issues with any of the above changes, it took a lot of time to port this information from hardcoded to yml files.
- Nothing changed will break the server entirely. As this is not a turbulent update. Though I'd expect something to break with all these changes haha. Please be patient, just go back yo 0.9 if you have any issues, going back to 0.9 should be safe!
- Custom items for tech will be added in a coming patch. I have to make a solution that will work for any item from any plugin. I have an idea but I didn't want to hold this update up.
Additions
- Updated to 1.21.7 - 1.21.6/5/4 are now the supported versions. All older versions will no longer have support going forward.
- This version will work just fine with your 1.21.4/5/6 servers! Just make sure if you try to update your server you make a backup first! Minetorio does NOT support downgrading!
Changes
- Decorative asteroids now vary there size depending on the asteroid field size settings that a ship is in.
Fixes
- Fixed an issue with biter waves being able to attack offline players.
- Fixed an issue with movers when biters would break their input or output.
- Fixed an issue with resource asteroid collisions in space.
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
- The Auto Planter can now plant cocoa beans on jungle logs! (The AutoHarvester could already harvest cocoa)
Changes
- Train Stations now store up to 1000 units of fuel. This allows them to top up trains without the trains having to be below a specific fuel level.
- Train Stations now can be loaded with rails and gravel. Now when establishing virtual connections you spend the virtual stored gravel and rails instead. This will make it much easier to connect further stations along with allowing you to make further connections.
- Locomotives now behave differently. They now use the top row of their inventory as whitelist slots. Placing an item in the first slot for example means all slots beneath it are reserved for that item. If there isn't any item in the first slot, then any item can be used below that slot then. The top row is never dropped off and will always remain in the locomotives inventory.
- Power Pylons wires are now visible from much further away!
- The Biter Detector now informs players of biter attacks that are also in the attacking stage rather then just the moving stage.
- You can no longer grow crops in space. However crops can grow in space if the air block above it is stabilized from the Atmospheric Controller. (This will be updated later so that the atmospheric controller can stabilize crops themselves, but this will do for now)
Fixes
- Fixed a major issue with locomotives wiping their inventories when the server would reboot.
- Particles for power grid boxes can only be seen if they are within 50% of the view distance to the player.
- The same is applied for when the player is sneaking to view power connections.
- The Autoplanter rebuilds its cache when players are very close. This allows them to plant things when they should be able to! It is limited to rebuilding its cache once every 10 seconds.
- Fixed an issue with biters destroying devices and leaving behind their display icon.
- Biter Waves should now work again, their timers were not decrementing. I'm not sure at what point this started happening at.
- The Biter Detector now works for incoming attacks from biter waves!
- Max Concurrent Attacks config setting actually works now.
- Natural biter attacks have been fixed! You should now get attacked by biters again if your using them!
Notes
- The new changes to Locomotives should allow trains to actually depart when full now, as well as give users way more control over their trains!
Additions
- Solid fuel can now be used in train stations. Trains will take it when they have 40 or less fuel, which will give them 60 more fuel! 3x better then coal and charcoal!
- A new mod has been added to mover, the Forward Modification. This mod will only work if the splitter mod is enabled. It allows the mover to move items out its front face, if its an item in its filters. Otherwise they are output to the left or right side.
- While holding the deep drill you will now see the resource zone view, like when holding a seismic charge.
- The AutoBreaker when held, now shows a particle box for its placement location and for its predicted breaking location.
- The Chunk loader will now highlight the chunk your standing in so you know what chunk is going to be loaded when you place it.
- Various devices now show their bounding box around you when holding them. This will give you an idea of what the AOE actually is for that device. For example holding an autologger will reveal the area in which it can actually gather logs in.
- The AutoCollector can now have its pickup radius adjusted, it is clamped to a 1-8 radius. This device also works in a bounding box now rather then circle. Which makes it a lot easier to work with.
Changes
- The Cold Fusion Reactor now has a built in power pylon. It will act almost the same as power pylons now. CFR's are intended to be a debug item so it makes sense for them to be this way.
- The Ship Core now has a built in power pylon. It will act almost the same as power pylons now. This makes sense since you only needed 1 to cover your spaceship anyways. It also doubles as showing the boundaries of your building area in space naturally.
- Several auto devices have had their range changed from 16 to 10. However their range calculation is now done in a square area rather then a circle. The volume of space that is in range is generally the same though.
Fixes
- Fixed an issue with the PrepareItemCraftEvent for recipes that didn't have a crafting location. This happens when users were disabling a recipe by changing its craft location to nothing.
- Fixed an issue with AdvancedChests not being able to move items into the last row of the AC.
- Fixed an issue with overflow movers causing an error in the console.
Additions
- There is now a sun that's visible in space! In order for it to not be visible, you would need to travel 5x further then exodus in default settings. (5k solar distance)
Changes
- The way movers cache their input slots is now the same as how they cache their output slots. This is a technical change that has a fix attached to it.
- Grenades can now break Crimson Hyphae a material used by biter nests.
- Weeping vines will no longer be dropped from grenades or artillery.
- Biter Nests can be destroyed with grenades directly now (the spawner part of it), it takes 5 grenades to do so.
- Artillery can destroy biter nests now (the spawner part of it), it only takes 2 hits to destroy it, though artillery of course has accuracy issues.
- Spaceships now have their spacing increased from 300 blocks to 600 blocks.
Fixes
- Fixed an issue with movers only being able to move items into double chests when the double chest was the output and not the input.
- Various debug messages for space content has been removed.
Fixes
- The Overdriver should be less taxing for servers now, It was checking for movers even when the chunk was unloaded causing massive performance issues.
- The Thruster now uses hydrogen, I had this disabled for testing.
- So long as a deep drill has power, it will now move the oil it pumps out of it when deep drilling an oil field.
- The Deep drill will also now show its stored oil when set to mine a resource zone with oil in it. This should make this a little more clear.
Notes
- The following patches will be smaller like this, but the idea is that I will be able to get something out rather then having to wait a month for some form of content drop. Generally speaking going forward there isn't any large content additions planned for MT. Mostly just reworks and what not, though there is content additions still planned they just shouldn't be as large as 0.9
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.