Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove

VIP Plugins Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove V0.99

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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.

Notes
+ The changes to biter nests should make it so you can kill biter nests in different ways. Early on you might clear them manually, eventually youll use grenades to pop small holes in a nest and clear it, then you might spam grenades to clear it later on and eventually youll just bomb it with artillery. This will make it so the way you kill biters advances with your factory.
+ The sun adds a nice anchor to the space that you can always rely on as a point of reference. It also just adds to the space feel! It will also help make it clear for when solar panels generate power. As you'll need to place them on the bottom side of your ship as your ship travels above the sun!
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
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
Changes
+ Newly generated recipes will now save with their result as the name, duplicates will have their name ending with a number larger then 1. This will make it easier to manage recipes via files when needed.

Fixes
+ Fixed an issue with mover validation when they were deleted while the plugin was disabled or the device was removed on another world.
+ Fixed an issue with device validation when the server is enabled in removed worlds or in cases where the device was removed when the plugin was disabled.
+ Fixed an issue with Crop Growth being stunted if animal growth was being stunted.
Additions
+ The infuser can infuse Spiders Eyes into Ender Pearls. However without an amethyst shard the chance this occurs is 25%
+ You can now view more detailed power information in regards to generation and load inside a power pylon. It will give you a break down of consumers from active usage to idle and power generation can show you your renewables vs your non renewables. Along with inactive power sources.

Changes
+ Default Resource Zone Spacing reduced to 96 from 128. (You can change this using /mt config if you have an existing server.)
+ Research Efficiency II now requires Research Efficiency I to unlock.
+ Nuclear Power now requires Processing Units in the tech tree. Keep in mind it Processing Units are needed in the recipe anyways.
+ Coal / Charcoal are treated as material choices now when crafting in the basic and advanced assemblers. Along with planks. This change notably makes it possible to craft plastic with charcoal.
+ Coal / Charcoal are treated as material choices in the auto crafter now.
+ The Boiler will now inform you on its water icon if its been turned off by the Battery Monitor.
+ Updated the oil refinery so that it tells the user explicit liquid amounts needed when giving a fail reason for missing some liquid.
+ The Production Monitor has been changed back to its 60 second sample size.
+ The Production Monitor is now sorted alphabetically! This reduces items moving around as well which will make it easier to read.

Fixes
+ Fixed an issue with downward mover lifts. They should now work as intended!
+ Uranium Ore resource zones are now only found in biomes colder then 0.3, this was not actually being checked. This means you'll find Uranium in cold biomes as intended.
+ Using F swap on directionals works as intended through transparent blocks.
+ Using F Swap now treats slabs as transparent.
+ Basic Oil Cracking recipe in the oil refinery will no longer show needless liquid info.
+ Fixed an issue with the production monitor not clearing older entries, this could cause multiple of the same item to appear in the menu.
+ Fixed an issue with the overdriver, it was always consuming 4 power. It will now only consume 2 power as intended, this will only apply to any newly placed overdrivers.
+ The roboport and requester chest should now populate their recipe properly again.
+ Fixed an issue with 1.21.1 not applying movement correctly due to an attribute instance being renamed in these versions.
Additions
+ New Device! Electric Blast Furnace! This device can be unlocked after achieving Utility Science! It smelts ores 2x faster then a normal furnace but is limited to what it can smelt like a blast furnace!
+ New Device! Electric Smoker! This device can be unlocked after achieving Utility Science! It cooks 2x faster then a normal furnace but is limited to what it can cook like a smoker!

Changes
+ Movers now require a weighted pressure plate above it for it to drop items...
This fixes a version issue preventing 1.21, to not work. Other versions like 1.21.1/2/3/4 work fine. So you dont need to update to this if your using those versions
Fixes
+ The Craft and the Assemblers can now be copied and pasted with the Blueprinter!
+ Fixed Admin Claims in GriefPrevention!
+ Fixed an issue with looking up and down when mining using the tunnel pickaxe.
Additions
+ New Device! Redstone Emitter! This device can wirelessly send power to certain blocks, right now this includes doors, redstone lamps, repeaters, redstone wires (a single wire, multiple is weird) and anything powerable, so levers for example. These only emit when they are loaded since redstone can be expensive on unloaded chunks.
+ The Redstone Emitters power cost depends on the devices connected and their distances to the device! The is a fairly early tech, unlocked after getting logistics and timings technology.
+ New Device! Power Transmitter! This device can send power wirelessly to Power Receivers! However the further the distance the more it costs! This is a chemical science tech by default and is crafted at the advanced assembler.
+ New Device! Power Receiver! This device can receive power from Power Transmitters! It works like a battery, however it cannot be charged on the grid and can only be charged from transmitters. Its also the last the on the grid to use its power. Unlocked with the same technology as the transmitter.
+ Grid power is used in this order Grid Power > Battery > Power Receiver
+ New Device! Power Meter! This device allows you to keep track of power usage and creation by linking it to another device. It is unlocked via power management in the tech tree, an early game technology.
+ New device! Power Substation! This device allows you to change the range of its grid range. It cost more power the farther the range. This is a chemical science tech but will make late game bases quite a bit easier to expand.
+ Uranium can now be found with seismic charges and can be spawned with the /mt rz create command. This can be mined with a deep drill using sulfuric acid instead of lubricant.
+ New Device! Nuclear Reactor! This device takes uranium fuel cells to make an immense amount of heat which is transferred to adjacent heat exchanges.
+ New Device! Heat Exchanger! This device uses heat and water to create a massive amount of steam! This steam could be used by either Steam Engines or by Heavy Steam Generators. This is over 2x as efficient in making steam vs a boiler.
+ New Device! Heavy Steam Generator! This device converts a massive amount of steam to energy. It is essentially 4 steam engines in one!
+ New Device! The Centrifuge! This device can take uranium ore and extract uranium 235 or 238 from the ore. It can also take use uranium fuel cells and 8 u238 to make a normal uranium fuel cell. Additionally it can take 8 u238 and 1 u235 to make 2 u235. Both of those require additional technology to work though.
+ Uranium Fuel Cell can be crafted at the advanced assembler!
+ New Technologies! Uranium Reprocessing, allows the centrifuge to use the extra refining processes when unlocked. Nuclear Power, this unlocks most nuclear based devices.

Changes
+ Wind Turbines now check for their airblocks in a 5x5x10 pattern. They will require more space overall.
+ Wind Turbines rescan their environment every 6 minutes, only counting down when a player is near them. So its best to place them after clearing an area.
+ Required water/lava mass for tidal/geothermal generator doubled. This means the smallest body of liquid they can be in was raised to 50 blocks.
+ The /mt create rz command now has autofill options for the types of resource zones to create.


Notes
This is a pretty big update for Minetorio. Nuclear power is the end game power source and is a big milestone for myself. There were close to a dozen new devices added this patch and this concludes the new devices that are power related. I wanted to spend some time working on power sources for Minetorio hence the three patches regarding power devices and such. Something I always wanted in Factorio was additional ways to make power so when I played through the game again it wouldn't be so similar. Or just having a different start then just the boiler setup that we all know. This really only mattered to me for the early game though, as I rarely would make it to nuclear power in factorio, literally one time in my 130 hours of playing it did i make one. Now that I feel there is plenty of ways to make power and nice tools to manage the power I think i can close this chapter of Minetorio.

This being said the new additions have a TON of cleanup work ahead for me. You will notice that in some of these new devices the UI formatting is different then what I normally do. You can see this in the research tab for minetorio to. I plan to overall a lot of how devices look presented. With this said the new nuclear devices UI are a bit more basic since I plan to redo how its presenting its information anyways.

My next plan after polish is to work towards control of loot tables in Minetorio. So devices like the crusher, sifter and resource zones for example will be configurable for server owners. I also plan to officially start the API for Minetorio as well. This will take some time to build out completely but my first goal is to add a way for developers to make their own devices. The next roadmap goal is approaching 0.8 is the rocket update! Which is one of the 2 last major content update for Minetorio until 1.0. Im very excited to be approaching the 1.0 version of Minetorio my goal is still set by the end of the year for 1.0!
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