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Additions
+ You can now insert items onto belts directly by right clicking on them while holding an item and not sneaking. (Sneaking releases items from the belt)
+ A new Splitter device has been added, this works similar to Factorio's belt splitter! Though it can split into a 1x3 or a 1x2! These are crafted at the Crude Assembler!
+ A new device has been added! The Phaser! This can teleport items up to 15 blocks away to another phaser in the direction the phaser is facing! These don't use power and are similar to underground belts from Factorio. This was possible before but it wasn't a device and just used any stair case in the past.
+ The Splitter and Phaser are unlocked with Belt Tech! A cheap base line red science!
+ Super Chunks will no keep track of the blocks they pollute and will slowly reverse the damage done to the chunk over a long period of time. However the blocks that are restored will only be restored if they are still the block type that was set there by the super chunk. So if its coarse dirt (but was grass block before), and you break it and place obsidian there, it wont revert back to the grass block.
+ New Command! /mt public [true/false], you can use this to set the device your looking at to a public / private device. Public devices can be opened by anyone regardless of /mt sharing!
+ Two new Devices! Liquid Pipes! Yes finally these are actually an item! Liquid pipes accept liquids from devices and move liquids to other pipes. Liquid Junctions, these pipes move liquids to their connected devices, they do NOT accept liquid from devices. Only other pipes. Both are craftable at the crude assembler after unlocking liquid transport!
+ The liquid pipes when crafting can use granite or diorite walls as ingredients as well.
+ New Lifts! Lifts are now craftable at the Crude Assembler! Similar to belts they now have a capacity of 4 items! Lifts are much cheaper then belts!
+ Lifts can use any type of fence when crafting!
+ Three new techs have been added for the new belts & lifts! Faster Logistics, Express Logistics & Turbo Logistics
Changes
+ Belt now have 4 item slots! 2 on each side of the belt! Double the throughput!
+ Movers no longer have a motorized state. RIP repeaters.
+ Belts are independent of each other, breaking one doesn't cause the entire belt to rebuild anymore.
+ Belts play their sounds a little quitter when moving items and they also only play sounds every other belt when moving items.
+ Belts now are crafted in the Crude Assembler and have default recipes! Belt assembling has a unique trait, if you can craft it with any colored carpet to change the color.
+ Belts are no longer restricted by color. So a white belt can connected to a red belt now. Color coding is still a thing of course but there's no technical limitation to this anymore.
+ Devices no longer have a 5 second delay to register. This is great for testing and makes reloading the plugin a lot faster.
+ Item Teleporters now 1/4 the amount of power for teleporting items. At max range of 32 this would have been 16 power per teleport, now it is 4.
+ Human Teleporters now cost 1/2 the amount of power for teleporting.
+ Elevators now use 3 less power per teleport. From 10 to 7
+ Various devices have had their pollution output tweaked, most of them were lowered, though these were mostly uncommon devices. Only one had pollution increased, the crusher now produces 1 pollution rather then zero, but the sifter now produces 1 instead of 2, these are often used in the same setup.
+ Pumps will now only consume 1 power after they have moved 100 liquid. Instead of consuming power for moving 1 liquid in some cases.
+ Liquid Pipes now have a capacity of 100.
+ Liquid Pipes now can only contain 1 liquid. Mixing liquids isn't possible.
+ Liquid Pipes will now always show their liquid type assuming they have one.
+ The Oil Refinery now has a hint based on the chosen recipe. It describes how liquids input and output, its useful for Oil Cracking specifically.
+ The Oil Refinery now has set output directions for liquids when using Oil Cracking. Petrol is output through the backside, heavy oil is the left, and light oil is the right. Oil can be input from any other side though. This change had to be done since pipes can no longer mix liquids.
+ Updated the guide.yml with the new changes. You might want to delete your guide.yml and let it regenerate as it will not change the entries.
+ Lift up down direction is now based on if your looking up or down when placing the lifts!
+ Lifts also have a rotation to them now which is based on the direction your facing when placing it. It is possible to have lifts connect with different rotations!
Fixes
+ Power Pylon upgrade checking now only occurs when a player is near and once on server start. This will reduce overhead by a bit for servers with lots of upgraded pylon use!
+ Belt railing is better aligned which visually looks better in some cases.
+ Movers can now enter a pending state similar to how devices do when waiting for their world to load, rather then just deleting the mover if its world isn't loaded yet.
+ Fixed an issue that would allow users to open an incorrect inventory for chests when quickly placing movers.
+ Fixed an issue when opening a chest you could open the physical inventory of said chest rather then its virtual one if it had a block above it.
+ Fixed an issue with the AutoButcher not working!
+ Power Lines now regenerate after server restarts much more consistently. Before they would connect to whatever pylon was closest, now they remember what pylon they were connected to!
+ Barrel Pumps can output liquid now even if there is no output item space for barrels.
+ Fixed a couple of visual issues with liquid pipes.
+ Biodomes created from the Atmospheric Stabilizer now apply to crops as intended. In addition to this fix, biodomes work on animals and trees as well!
+ Electric Furnaces can make charcoal again, though keep in mind Electric Blast Furnaces will not be able to do this as it mimics normal behavior.
Notes
+ Belts no longer need movers at all to work. This reduces the overall amount of movers you'll use.
+ Belts now update their railing way faster.
+ Changing one belt does not make every belt rebuild its railing.
+ Belts can be placed next to each other now without any janky movement.
+ Movers have much less impact on performance now since they no longer manage belts. And the logic for moving items on and off belts is much more efficient.
+ Movers will still maintain there splitting mod, this allows them to split their output into multiple outputs still.
+ The terrain healing system isn't perfect, it isn't very good at restoring leaf's since they can decay from logs being polluted. Though leaves remove via pollution will be restored.
+ Terrain healing only occurs on newly polluted blocks.
+ The pollution reduction on uncommon devices was to help them actually be able to run, for example a auto harvester making 5 pollution is a bit counter intuitive for game player balance since pollution hurts crop growth.
+ Pipes of different types will not form pipe networks together (still). So having an andesite liquid pipe connected to a granite liquid pipe will not actually pass liquid between the pipes. Very useful for when the liquid management gets wacky.
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
+ 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
+ Elevator Range is now a config option and defaults to 50 now.
Changes
+ The Power Transmitter transmission fee is now 1 power every 30 blocks instead of 10. The power provider is 1 every 50 due to the economy cost.
+ The AutoPlanter can place saplings on leaf litter!
+ The AutoPlanter can now plant from a much further way, the range was pretty limited before.
+ The Elevator now has a max range of 50 versus 20.
+ The load icon and generation icon in the power pylon now show their max potential load or generation.
+ The Human Teleporter now uses half the amount of power for teleporting over distances.
Fixes
+ The AutoLogger will now recognize WOOD materials as well. This improves auto logger support with custom world generation plugins that use WOOD.
+ The Crusher will now recognize WOOD as a log so it can be crushed into charcoal now. Note this will only apply to new servers, you would need to delete your table data or manually add it yourself.
+ Lava buckets now have a max stack size of 1 rather then 3, this fixes furnace based UI's from deleting lava buckets.
+ Wood logs can now be smelted like logs!
+ Biter Nests no longer require power to work lol.
+ Biter Nests no longer show a icon above them for not being powered.
+ Players can no longer open a chests inventory if a mover is above it without the correct permissions.
Changes
+ Superchunk tick overhead reduced to nearly nothing when idle ticking, as its world is no longer constantly checked for it being loaded, instead the world is checked to be loaded once before they tick, excluding them from the tick if its not loaded.
+ Improved a common method for distance checking, this should have a slight improvement in multiple areas across the plugin.
+ Fixed an issue with the power receiver using an inaccurate amount of money in some cases, this could use less or more money then needed.
+ The power receiver should now be able to charge from a power provider that has a full charge.
+ The power receiver can now receive 250 power a second rather then 1000. This helps other receivers distribute power more fairly on lower battery providers.
Fixes
+ Movement speeds are now working again, walking on belts, and speed materials now works as you'd expect!
+ Fixed an issue that could cause wind turbines to drain batteries.
+ The mover screen can no longer be opened by anyone, instead its treated just like devices now!
Additions
+ New Device! Pollution Deleter! This device will set the pollution in its super chunk to zero every second. This is intended to be a debug device. Its useful for server spawns for example!
Changes
+ When tracking the needed items for a device recipe the needed items menu now informs you of the command to clear it!
Additions
+ Added 7 more device messages to the locale_messages!
+ Added 12 notification messages to the locale_messages!
Changes
+ Fixed some typos for the power transmitter and reciever descriptions.
+ Tweaked Power Reciever's device information to be a bit more clear.
+ Super Chunks that have their world disabled or are not loaded yet, no longer try to tick. This should fix various issues with multi world setups.
+ Fixed an issue with resource zones with disabled or deleted worlds when using devices or systems that would check for resource zones.
Additions
+ 67 messages have been added to the locale_messages.yml, these messages are specifically ones that would be sent to the chat to the player, mostly device based ones. Please note that localization is NOT complete. This is an ongoing process. I will continue to add more!
Changes
+ When killing a mob in a polluted area the player is now informed why they did not get any drops from killing an animal when this occurs.
+ The wire tool can no longer change a mover from a whitelist or a blacklist. You can do this by opening the Mover UI though still.
+ The Chunk loader can now load a single chunk, if the radius is set to 1.
+ The Chunk loader now shows its actually chunk area in the UI, so 1x1, 3x3, etc.
+ The Rocket Silo now has a max item cap for movers of 100, rather then 9.
+ When using the lookup function in the /mt items menu, the category filter is removed. This will reduce confusion in case you happened to be filtering by category. I did this constantly and would think the item wasn't in the menu anymore lol.
+ The /mt tab completer is now a bit more concise, it will remove options as you type now and will only suggest choices for the correct command syntax now.
+ The AutoBreeder now can breed any animal! Make sure to input the corresponding food for said animal of course!
+ Yml files created from Minetorio have been adjusted. The items, locale_ui, locale_messages, tech ymls now continue to populate new additions. Don't forget the tech.yml has an option to disable techs. This allows new techs to still be added as i add default ones, but allows you to disable them still.
+ The following yml files no longer auto populate with their defaults, in order to update these if I make changes to them, you will have to delete the files to have them generate with my newer changes to them. This applies to the planets, space & guide ymls.
+ The planets yml now shows its comments correctly when generated!
+ Geothermal generators now display their power icon a bit taller when they have a slab above them.
Fixes
+ Fixed an issue with assemblers not showing the full lore of items when selecting one from the recipe selector.
+ Fixed an issue with the Crude Assembler not ticking while not part of a power grid.
+ When a mob is killed in polluted chunks, the drop nerf only applies to Animals now, not all entities.
+ Fixed an issue with quick pulling items from an inventory, which was deleting items when you ran out of inventory space.
+ Fixed formatting in the Advanced Assembler UI for liquid input recipes.
+ The Power Receiver now shows its stored funds even if it isn't setup to a provider yet.
Notes
+ The 0.96 patches are going to have major patches of localization added to it to try and cut the distance down for finishing localization.
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.
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