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.
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.
Additions
- New Config! Manufacturing Permission: none, You can set this to a permission and if set users will need this permission in order to open the assemblers & research lab.
- Devices now show their pollution generation on the item info. The icon is a Biohazard sign ☣!
Changes
- You can now use devices in the tech.yml as tech cost items. Example - MT:Combustion Generator.
- Mangroove Roots can now be broken by the auto logger
- The liquid pump now also shows its liquid per second.
- Updated Deep Drill lore to include its oil mining.
- Various device now show their liquid production / consumption on the device item.
- Updated devices that use block inventory holders to use the same clickable system as normal devices. This fixes some odd UI issues in furnace based devices.
- Updated the Centrifuge device info to make it more clear in regards to Uranium Reprocessing.
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 alot 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.
- Allow Recipe Updates: true, now works again with the new recipe system.
- When researching a tech that no longer exists then the players selected research is reset. A warning is sent to the console for this as well.
- Biter nests when broken with a silktouch pickaxe no longer drop the spawner.
Notes
- In order for the vanilla recipes to update (if you dont have Allow Recipe Updates: true) you would need to delete the effected device recipes. Those being, Pump, SteamEngine, HeavySteamGenerator, Boiler, DeepDrill, PetroleumEngine, Nuclear Reactor & Heat Exchanger
- For this version only i have made it so recipes starting with default_ will now update automatically if they are not flagged as a default recipe. It was possible for these recipes to not be flagged with this if they were generated in 0.9.
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.