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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.
  • Fixed an issue with not being able to select items on the second page of any assembler!

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!

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.

Project members

xxxtrigger50xxx

Member

Details

Licensed ARR
Published a year ago
Updated 17 hours ago