Minetorio | ⚙️Automation ✔️ Autogather ️✔️ Autosort ✔️ Automove

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

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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.
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
+ 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.
!!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!
Fixes
+ The Power Provider should now have its tech present in the tech.yml
+ The Power Provider should now be obtainable again.
!!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!
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