Minetorio
1.0.4Minetorio is a factorio inspired plugin which is all about automation! With this plugin you can automate crafting, farming, mining, smelting, make chest sorters and so much more. There is over 40+ de
1.0.4latestMinetorio 1.0.4Oct 1, 2026 **V1.0.4 - Power Poles & Fixes! Additions** + New Power Transmission system! + New Config options for adjusting transmission loss. + New Config options for adjusting power poles! + NEW Device! Power Pole! This device is used to make power networks. These networks allows power providers to send power to power receivers! + Crates can now have weight! So carry to many will slow you down and eventually make you completely immobile! + Crates are now crafted at a basic assembler using planks. These are used to crate items. You always get crates back when opening crated items! + Turrets now shutdown when they are crowded too heavily in an area. Turrets begin to shutoff when there is 5 turrets nearby within a 16 block radius. + There are config options to customize the turret crowding you may disable this entirely! Changes + Productivity Modules now increase pollution production, by 4%/4.5%/5%, making higher productivity modules the best bang for your buck pollution wise. + The Lightning Generator now discharges its power overtime rather then at once. + The Lightning Generator now generates power from vanilla lightning strikes as well. + The Lightning Generator now has a built in capacitor which charges when struck, it slowly drains and is used to generate power overtime now rather then all at once. + Crates now slow you down! + The Airscrubber now moves alot more pollution per second while using the same amount of water per second. + Each overdriver added to the pump increases water per tick by 500%! Making this the most space effective way to obtain large amounts of water! A tip has been added to the pump UI to tell players this to! Fixes + Fixed a major issue with airscrubbers deleting more pollution then it would spill via liquid valve. + Fixed various errors spamming console. Notes + The new power receiver mode allows for more realistic power transfer versus just beaming the power hundreds of blocks. Though this may not be fitting for typical SMP servers. + City servers will benefit greatly from this addition!1.0.3Minetorio 1.0.3Aug 26, 2026 Additions - Resource Zones are now shown on the pl3xmap. With their own layer. Changes - Pollution for pl3xmap only renders if there is any amount of pollution or ecological damage. This should help its performance quite a bit when using both plugins. - Boilers will now only boil water when there is space for generated steam. This will reduce fuel from being wasted when no steam is being produced due to the output being full. - Boilers now store 1k water and steam. Fixes - Foliage dissapation multiplier now appears properly in /mt map. - The Cargo Ejector is now recognized by movers! (You will need to replace placed ones) - Fixed an issue with WorldGuard errors when not using WorldGuard.1.0.2Fixes and Changes!Aug 13, 2026 Additions + 26.2 Support! + Added basic support for PlotSquared. Roads never allow the tunnel pickaxe to work in them. + New Device! Crude Battery this battery is crafted at a crude assembler, it has only 5% the capacity of a normal battery. But it very useful for early game starts. + Native custom industrial items. You can now create custom items for Minetorio in the items.yml. The Scrap Metal item is an example that documents how to use these additions. + A new recipe type has been added, the recycler recipe! This will act as the default reclying ingredients for the recycler! If there isnt a recycle recipe, then it will attempt to find the first available normal MT recipe! Changes + The recycler will yield 50% ingredients for non recycler recipes, otherwise for recycler recipes the full recipe is returned. + Coal Liquefaction has been changed to match the complexity it has in Factorio. Using steam, but now outputing heavy oil, light oil and petrol. Fixes + Populate Default Recipes is fully respected now. + Fixed an issue with the liquid valve not populating its recipe. + Cargo Pads are now recognized by movers! + The recycler can now recycle components. Notes + The intent for the crude battery is to be used with early devices like the hand crank or other manual power based devices. + In order for Coal Liquefaction to work you have to replace the oil any old refineries.1.0.1FixesJun 9, 2026 Changes + Changed how super chunks are obtained, this should reduce their overhead on startup. + Electronic Circuits now require a redstone dust. + Processing Units now require a gold ingot. + The Maintenance Station now keeps track of the amount of spare parts it has consumed. It will also report the amount of broken devices as well! Fixes + PlexMap support updated, it should no longer cause an error in the console on occasion. In addition to this, it should be more far more stable. + Removed some pre 1.0 debug messages from the console. + Fixed an issue with the FurnaceBurnEvent trying to log air when the result would be set to air from another plugin. + The RegionPylon disables partially if WorldGuard is disabled. + The Tunnel Pickaxe no longer ignores if the source block break was cancelled. Notes + The recipe changes wont apply to existing servers you will need to add these yourself. + The recipe changes was voted on in the MT discord with 100% yes across 37 votes. So i dont see this change as a major issue haha. + The changes also make the infuser a bit more useful as well as making deep drilling gold an option now.1.0.0Hazardous Update! MASSIVE Update!Jun 4, 2026 **!!MAKE A BACKUP BEFORE UPDATING!! Release Details** + Updated to version 26.1.2! This will still work on 1.21.11! + Support policy has changed. I will now maintain 2 versions back from the current build. The current supported versions are 26.2 & 26.1 & 1.21.11 + New versioning syntax. The versioning will be in MAJOR.MINOR.PATCH. This build uses the new formatting. 1.0.0, if a build supports only one version of mc the name will indicate it in the jar itself. + No more endless repeating build numbers. 0.99 went on way to long. But going forward there will not be duplicates of the same versions with different code. + This is not a perfect 1.0 release like I was wanting. But the reality is Minetorio will never be complete anyways. I'll continue to work on this project, 1.0 signals that the original design goal for the plugin is completed. Meaning I've reached all my planned Milestones when i first made Minetorio over 6 years ago now. Whats Next? + Lots of polish. More polish. Bug fixing. More Bugfixing. + Push translation support closer to 100%, right now about 70% of Minetorio is translatable. + Content updates are planned but I will not delve into them in much information. + Those content updates are, Circuit Networks, Synthetics, Space Updates & Pollution Updates Additions + Radiation! Nuclear reactors now seep radiation! You will need to surround this with dense materials. Concrete works best, followed by iron blocks then water. + You can craft a hazmat suite at a crude assembler, you will need to wear the full suite to get a flat radiation protection. + There is a new radiation module, which can be used with power armor to gain protection protection. This stacks! + Radiation is long lasting, a stable reactor can leave up to 300 rads behind. Which can take up to 3 irl days to go away fully. + Radiation will branch out, these branches dont last nearly as long as source radiation. But they can increase the radiation levels in an area greatly. + A new rad bar appears at the top of your screen while you are radiated. It will give you information about your radiated state. + You can reduce your radiation directly by standing in water, or eating fish and dried kelp. (A nod to Factorio of course) + Hostile mobs that spawn in higher radiation will have higher damage, health, armor and some other mutations. The more radiated the area the stronger they are. + Radiation will kill most crops, some will survive and maybe even mutate. + Radiation will make players lose hunger, experience and begin to take damage at higher levels of radiation. Eventually it will be lethal to the player if not reduced. + Animals can be effected to, most will be negatively effected. Animals spawned in radiation can mutate into rad spiders, slightly larger cave spiders! + Radiated Animals can spawn in radiated areas from breeding. They continue to grow in size if they are in radiation, once they have reached their max size they produce 3x resources when killed. You can tell if an animal is a rad animal from its green particles. + Radiated Animals are sometimes mutants, which can have different drops based on the type of animal being killed. Below is the list of special mutants. + Mutant Animals Amethyst Cow, drops amethyst shards instead of leather. Flesh Chicken, drops rotten flesh, lays quartz instead of eggs. Eye Sheep, can be sheared for spider eyes. Crystal Pig, drops prismarine shards and crystals instead of pork. Slime Rabbit, drops slime instead of rabbit foot. + Radiated animals can be breed as well, however the babies are only 100% mutated if both parents are. If 1 parent is mutated its a 50% chance. + Mutant animals only have a 50% chance to breed successfully. This encourages letting the animals grow up fully. + You can tell if a animal is a mutant if it has purple particles in addition to its green particles. + Radiated Crops, these crops are created from highly radiated areas. They will drop their radiated seeds when gathered. These plants need radiation to stay alive, but they have much higher yields. + Radiation can cause devices to fail the more exposed they are to radiation. In a rare event, the radiation can turn off the target device. This doesn't effect the nuclear reactor, heat exchanger or debug devices. + Reactors that are overheating (without water) will meltdown in 1 hour. During this time the reactors heat is treated as double the units when transferring to exchanger. This doubles how long a fuel rod lasts for. + The Geiger Counter is a new item crafted at the Crude Assembler. It reveals nearby radiation sources in a color coded fashion. It also lets you know the highest radiation source detected and how many sources where found. + There are 3 config options for changing how radiation works allowing server owners to tweak it and have better control over how it impacts their server. + New Device! Solar Mirror! This device can double the power output of solar panels and moonlight panels within a 9x9 area of it! It consumes glass prisms to do this. The mirror decays at a speed related to the amount of solar panels connected. So you dont have to use the 9x9 shape. + The Wind Turbine can now be supplied with reinforced turbine blades, made at an advanced assembler require a few ingredients notably lubricant. This allows the wind turbine to produce 2x power for 900 seconds. (15 minutes) + The Tidal Generator can now be supplied with tidal kites. When using these the generator will produce 2x the power and slowly output kelp. The tidal generator can also sometimes catch sticks, plastic bars and fish. (2% chance, 1% for fish) + Geothermal Generators can be supplied with Thermoelectric Plates and water, the geothermal will produce steam instead. This can net positive much more power. Thermoelectric Plates are made with sulfuric acid and steel plates at an advanced assembler! + New Config! Pipe View Distance: 64, this lets you control how far pipe entities are visible from. + Three new config options, to support taxing the standing balance in all economy devices. Device Balance Tax, Minimum Balance Tax & Tax Balance Receiver. These allow a admins to the balance present in any device. Taxes occur every 24 hours on a device by device basis. + EMP Grenades! These are crafted using a grenade and an electronic circuit. They can be used to temporarily disable devices. Devices can only be disabled for up to 60 seconds at most. Each grenade disables them for 15 seconds. The radius of EMP grenades is 5. + A new worldguard flag has been added to disable the tunnel pickaxe in specific region. + Region Pylon! This device can be crafted at an advanced assembler. It isnt enabled by default. But this device can allow a power grid to exist for the entire worldgaurd region when placed. I would read the config for this as its better documented there. + New Device! Battery Bank! This device is unlocked with a new Advanced Power Storage tech! This will allow you to store 50 batteries as 1 battery. However, this is a great way to fight battery runoff and the batteries lose less power over time when not receiving power. + The Power Receiver can have its internal pylon disabled per device now. + The Power Receiver can now discharge to the connected grid if enabled. Changes + Lightning Generator makes 2000 power now per strike versus its 500. + Nuclear reactors work without water, however this will cause them to overheat and produce more power. This increases their radiation strength by quite a bit. + The liquid valves can now store up to 10k liquid. Any placed ones will need to be replaced to have this apply. + It now takes 9 uranium ore in order to produce u235 or u238. + The Centrifuge now takes 1 u235 and a rocket fuel to make a uranium fuel cell now. + The Reprocessing tech has been reworked. It now takes 9 u235 and 1 u238 to make 10 u235. (These changes have better parody with Factorio!) + A heat exchanger now outputs 180 steam instead of 90. This means each exchV0.99Fixes and versioning fixesApr 15, 2026 Additions + While this hasnt been tested for 26.1+ this build should be recognized and run on 26.1+ Changes + Axes now take damage when used to break leaves via the autologger. + Power Transmitters now show their connected power reciever by name as well as the coordinates. Fixes + The drop rate for leaves is now correct for axes breaking leaves for servers using the setting. + Fixed an issue with the human teleporter when linking to a teleporter on a second page. + The geothermal heat bonus does not apply to geothermal generators without lava.0.99New Mover Mods & Fixes!Dec 19, 2025 Additions + Two New Mover mods! Long Inserter & Long Grabber! These mods allow movers to grab or insert things from 1 extra block away. Think red inserter from factorio, but it has the option of doing both! Changes + If your using DISPLAY mode for Device Icons and for Item Mode then Minetorio no longer needs to listen for item merging, this can heavily reduce server overhead. These are default settings so if you didnt change these then your server will get a performance buff! + Virtual Devices will no longer wipe the physical inventory, this helps with servers that have crashing issues, as the inventory will no longer be empty, rather it will roll back! Fixes + Blaze Rods are now recognized as a fuel source. + Breaking a belt drops the items stored on the belt now (not in creative) + Belt railing when placed appears way faster now. + Corner belts are working again, though you will need to break and place them to get them to update! (Placing and breaking is how corner checking updates occur for performance) + Fixed a few belt arrow issues that would occur when breaking belts in specific orders. + Reduced overhead for devices that need to check for nearby devices of the same type. + Various small performance improvements that should add up for a good reduction in overhead overall!V0.98OverDriver HotfixDec 2, 2025 Fixes + Fixed an issue preventing Overdrivers from saving due to the recent caching addition. + Fixed an issue with Overdrivers trying to cache their linked device after it was removed. + Fixed an issue with 1.21.8 spamming console when a player would interact with a block.V0.97Startup, shutdown & reload time improvements!Nov 14, 2025 !!BACKUP your Minetorio data folder before updating! Just in case the update fails for you!! Changes + Movers, Devices, Super Chunks & Player Data now have a corresponding file that now manages their categories. For long running servers this means instead of loading 10k+ files on startup, you'll be loading a MUCH smaller amount. + This reduces the plugins startup time, stop time and reload time dramatically! On my test server of around 30k files, the startup time dropped from 32 seconds to 6 seconds. + Minetorio can be reloaded using plugins like Plugman much more smoothly now. + Super chunks validate their nests one second after they are loaded, however this is no longer a scheduled task and should improve plugin bootup performance. + Automatic device saving should now impact server performance even less. Fixes + Chests with movers above them now work properly with GriefPrevention. Notes + BACKUP your Minetorio data folder before updating! Just in case the update fails for you! + 1.21.4 is no longer supported, as it is now less then 12% of minecraft servers. + The current supported versions are now 1.21.8/9/10V0.961.21.9 Update!Oct 5, 2025 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.V0.95Balance Changes & FixesAug 22, 2025 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.V0.94Hydrogen Power! Exporter & Importers!Jul 27, 2025 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.V0.930.93 Patch 2Jul 18, 2025 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.V0.920.92 HotfixJul 13, 2025 Fixes + The Power Provider should now have its tech present in the tech.yml + The Power Provider should now be obtainable again.V0.91Custom Technology! Customizable Guide, UI Localization!Jul 9, 2025 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.V0.90.9 - Patch 6Jul 7, 2025 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.0.9V0.9 - Patch 4Jul 4, 2025 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!0.89Fixes Round 4May 23, 2025 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.0.88Minor FixMay 6, 2025 Fixes + Fixed an issue with Resource Zone Empty Deletion: true, which caused newly spawned resource zones to instant delete.0.87Quality of Life & FixesMar 31, 2025 Additions + New Config! Share Tech Progression! By default this is false. This allows tech progression to be shared to anyone you are shared with using /mt sharing. This means if you progress a tech by 7%, it also is progressed for your shared people by 7%. It's possible to have separate progression keep in mind. Its possible to finish a tech while your friend still hasnt finished one. + You can now see the remaining blocks in blueprinter for any loaded blueprint. + You can now keep track of needed items for a recipe for the Crafter, Basic Assembler & Advanced Assembler. This is done by simply clicking on the device information icon. Then you will have a scoreboard that will appear with your needed items. After collecting all required items it will message you in chat reminding you what you were collecting the items for and for what recipe. This will help with going back and fourth on what you were doing. (At least for me lol) + New Command! /mt needs, this command will clear the item tracker, in the event you decide you don't want to track them anymore. + There is now an edit button when in /mt recipes, switching it to edit mode will allow you to change recipes. This prevents admins from accidently deleting recipes or changing them when they didn't want to. + While in the recipe viewer, so long as your not editing when you click an ingredient in a recipe it will now open its recipe if its a minetorio recipe. + You can now search for items in the Minetorio items menu using a search function! + When progressing tech, a boss bar shows up for 3 seconds giving you an update on how far along your research is! (Includes a config option to disable "Disable Tech Bar") Changes + Some trade beacon trades have been adjusted to require a higher score requirements. Preventing things like Utility Science appearing before you've likely even researched chemical science. + Locomotive Technology price has been reduced to 20 science packs versus 50, I'd really like to encourage people to use trains earlier, I find myself discouraged in using them early myself as I'd rather invest the 50 packs into something else more pressing. Which causes me to essentially never get into it as the timing seems off for it. + Biters now only give drops 90% of the time. This should help reduce Spider Eye inflation + Adjusted controls for the Blueprinter for the blueprint schematic pasting so it follows the same controls as other UI elements. + The blueprinter now defaults to 1x1x1 bounding box, making it immediately visible and easier to see. + The blueprinter can now skip missing blocks, this allows it to continue to keep building rather then waiting for the first missing material detected. + Updated the measurement lore for the blueprinters length, width and height to be more concise and simple. + The Blueprinter now has its reveal area setting set to true by default. + When selecting a recipe in the basic assembler or advanced assembler the ingredients list is not populated right away. No more waiting 5 seconds to see the ingredients! + The Autocrafter also updates its ingredients quicker now so you dont have to wait to see the ingredients. + Updated second steps in the guide to give an idea of how to find items. + Polished all /mt menus to follow the new formatting for text. + You now select from a list of online users to share your factory with rather then searching by name. This is much quicker for adding multiple friends. Fixes + Fixed an issue with copper wires being double in cost for most recipes. (You will need to update the recipes us /mt reset recipes, or manually updating the recipes) + Biter Nest debuff is now applied when 16 blocks away, this means more of their webs will a apply poison when broken. + You can no longer place water buckets within 16 blocks of biter nests. (Creative mode players exempt) + Devices that are shared with others now show their power grid accurately when holding out a power pylon or the wire tool. + You can now see the bounding box for the blueprinter device when reveal area is selected without having a schematic loaded. + The blueprinter will now skip materials that don't have direct item types like lava or water. It also currently skips beds, this may be fixed in the future. + You can no longer use devices, minetorio components or tools as fuel ingredients, with the exception of rocket fuel. + You can no longer double click while in a custom UI from Minetorio. + Fixed an issue with items moving smoothly in DISPLAY mode causing one side of the belt to delete items under specific circumstances. + The Blueprinter will now show & paste multi facing blocks more accurately, things like glass panes for example will be shown & pasted properly. (The visual isnt perfect quite yet but the pasting is) + The Blueprinter will now rotate directional faces correctly along with showing them correctly in the preview. + Fixed an issue with VanillaDevices causing a repeating console error. Notes + Please keep in mind that sharing tech progression has some oddities, its really intended to be used for friends on a private server as balancing such a thing is tough.0.85Fixes & PolishFeb 22, 2025 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.0.84Mover Performance Update & Fixes!Feb 12, 2025 Changes + The ElectricFurnace/Smoker/BlastFurnace will only increase its smelt time if an item is actually smeltable now. + ElectricFurnace/Smoker/BlastFurnace now cache their smelting recipes, this is great for performance, however it means if you make custom furnace recipes somehow you will need to restart the plugin. + ElectricBlastFurnace and smoker now extend the ElectricFurnace class. This allows for them to all be changed at the same time using the same code. This should have been done from the start. + If you try and cook or smelt an item that isnt eligible in that electric device it will now inform you with orange concrete. These devices will no longer consume power during this time as well. + Various improvements to performance of the Electric Blast Furnace / Smoker / Furnace + Major change to movers, vanilla block holders that Minetorio interfaces with are now converted into VanillaDevices, these are essentially virtually inventory holders. This is a major breakthrough as it HEAVILY reduces mover overhead! + Items should now stack better with movers, this fixes stacks of 8 and a stack of 1 of the same items rather then stacking them together in stacks of 9. Fixes + Fixed an issue with the Electric Furnace/Blast Furnace/Smoker trying to log null items. Added a catch to this so that in the future if this occurs it can be corrected as well. + Fixed an issue with WorldGuard causing the console to error out and allowing devices to bypass worldguard protections. + Fixed an issue with Movers from other worlds that were deleted, this would prevent the plugin from fully loading devices and movers. + The ElectricFurnace can now smelt glass. This wasn't possible because furnace recipes for some reason apply unspecific meta data to sand. Thanks Mojang! + Operators now have worldguard bypass when being considered for their placed devices. + Reduced some overhead due to mover caching even on servers not using it. + Removed some overhead to movers when determining if they were alternate movers or not. This system was changed some time ago, but residue methods were leftover that were firing, they since have been removed. + Fixed the centrifuge locking up and not producing as it should when it had split stacks of items. + Fixed an issue with Science Packs being produced with the incorrect amount.0.83Fixes & API First StepsJan 9, 2025 Additions + Updated to 1.21.4 + API has been started, it resides in this class path com.MT.xxxtrigger50xxx.API.MTAPI + Developers can now use MTAPI.isDevice(location) to check if a location is a device. + Developers can now use MTAPI.getDevice(location) to get a Device object at a specific location. + Developers can now use MTAPI.getPlayerData(uuid) to get a PlayerData object related to MT. + Developers can now use MTAPI.isBiter(entity) to check if an entity is a biter. + Developers can now use MTAPI.getSuperChunk(location) to get the superchunk that location resides in. Changes + Minetorio Items can no longer be used in vanilla crafts. However they can be used in vanilla crafts IF you make a custom recipe for it using MT. Fixes + Fixed an issue in 1.21.4 causing Automation Science Packs to be crafted in sets of 10's + You can no longer use Minetorio items to craft vanilla items. + Fixed an issue with breaking power reciever not returning your money when broken. + Updated WorldEdit / WorldGuard to compile with their newer builds. Notes + Build 0.83 is version locked to the 1.21+ versions of Minecraft. As of writing this this version works with 1.21.1, 1.21.2, 1.21.3 & 1.21.4 + Version 1.20.6 & 1.20.4 support is now SUNSETTING. In the next versions of Minetorio support for these versions will no longer be given. To the 7 servers running these versions, you should consider updating, based on my statistics gathered alone, over 90% of players on servers are using 1.21+ + Please remember my policy for version support is still 3 MC versions back. 1.21, has over 4 versions in it now. I have maintained these older version despite this policy to help server owners have time to update. But now there is so little users in these versions its okay to not maintain them anymore. + Developers make requests of API you would like to see added to Minetorio and It will be added! I have more things ill be adding of course but things developers want will be prioritized. + The wiki while out of date, I have added an API section that will help with the basics of the working with it. This will be worked on overtime.0.81Changes & BugfixesDec 6, 2024 Changes + Refactored the AutoMiner device screen. Looks a little simpler and includes the current Y level! + The AutoMiner can now have its drill radius changed! Users can change the radius from 1-7! 7 Was the default radius before! A radius of 1, is a 3x3, a radius of 7 is a 15x15 for reference! + A Pump when drilling for oil will now show the oil in the connected oil field in its device information! Fixes + WorldGuard can now block explosions from grenades and artillery. It uses the OTHER_EXPLOSION flag! Set to false if you don't want grenades to work in certain regions! + GriefPrevention now blocks grenades and artillery! + Towny now prevents grenades and artillery from exploding if the town has explosions disabled! + Fixed an issue with the power receiver taking wayyy to much power then it needed. + Pumps will no longer collect items above them. However this can still happen when the server is first booting up and shutting down. But in most use cases this is fixed now. + Devices that attempt to load on a world that no longer exists should now be skipped. These devices will also be removed automatically.0.78Sifter / Crusher Updates & FixesOct 19, 2024 Additions + You can now crush sandstone into four sand! Changes + Crafting Automation no longer requires green science. + Advanced Assembler now requires logistics to be unlocked, this sort of already happens, mostly a visual change. + Sand was readded as a 25% chance to the sifter, it was accidently removed at not added in. + Tables will now attempt to generate new defaults, however this will only happen once per recipe. So it will generate once, if you remove it, it will not generate again unless you run the command /mt default tables + Smooth basalt can now be crushed into 5 iron nuggets. This is found naturally in the overworld around amethysts. However the nether has normal basalt, after its smelted, it could be crushed. This is a alternative way to get iron essentially. + The Auto Crafter now uses the crafter material, already placed crafters will continue to work however they will drop old crafters which when placed are converted into normal crafting tables. This actually will help with the early game when your using auto crafters and crafting tables all over the place haha. Fixes + Fixed an issue with pollution dissipation in super chunks being allowed to be 0. They should always be at 1 at a minimum. + Fixed a config typo in regards to nobiters areas. + The crusher only crushes one input at a time again. + Sulfuric acid is required to mine uranium once again.0.77Major Update 100+ ChangesOct 8, 2024 This adds all of the features from 0.7 to 0.77 on modrinth! You can find the full changelog on the spigot post! There has been well over 100+ additions since the last update here!0.7Logistic Robots, Changes & More!Jul 13, 2024 Additions + New Command, /mt config, this reloads the config from the config file, useful when editing config not available in the in game config editor. + New Config Option! Default Technology, you can use this to have users start with some extra tech unlocked right off the start! + You can now guides off as completed to better help follow along the guide! + You can now deselect recipes from the assemblers + You can now copy a assembler recipe with the swap key! Sneaking will allow you to copy a recipe, and not sneaking will paste the recipe. + You can now quickly take output items from all devices by left clicking it without a tool in hand. This also doesn't work for creative mode players. + You can now quickly insert items into device input slots by sneak left clicking the device with an item in your hand. It will always deposit 1 item, however if your holding a stack it will deposit 10% of that stack. This also requires an open input slot to work. + You can also quick insert into furnaces, smokers and blast furnaces now. + New Device! Production Monitor! This device is used to show your factory production and consumption rate! It is a default recipe and is cheap to craft! + Two new base components! Electrical Engine Units & Processing Units! Both are craft able in the advanced assembler & have a technology to unlock. These are chemical science items. + New Item! Exoskeleton! This device lets the user gain a speed buff if they are wearing it and are within power grid range! + New Device! Autobreaker! This device will break whatever block is in front of it, it uses pickaxes to do so. This is a default recipe and will be useful in the early game as it can be used for a few things notably a cobblestone generator. + New Command! /mt give playerName item! You can now give players a specific item via command, this is any MT item from the /mt items menu. + New Item! Tunnel pickaxe! This item can be unlocked via chemical science and requires blast charges to work. This item is great for making 3x3 tunnels. + Two New Science Techs! Research Efficiency I & II, these techs will speed up your research table progress. This means you can nearly double your research speed with both techs. One tech is unlocked after logistics, and one after chemical science. + New Device! The Power Pylon Mk2! This device has a 50% larger radius then the default power pylon. This can be unlocked after chemical science! + New Item! Mover Gear! This item can be added to movers to increase the quantity of items movers can move from containers. This does nothing for belts. It is unlocked after logistics. + New Liquid! Sulfuric Acid! This can be crafted at the oil refinery! + New Items! Flying Robot Frame & Micro Battery! These are unlocked after chemical science! (Both have tech to unlock) + Logistic Robots! These robots are a chemical science tech, these bots can move items around your factory! They fly in the air, while they can phase through blocks, it uses all of their stored power and makes them very slow. Clear air ways are important! + Logistic Devices, Provider Chest, Requester Chest & Roboport! These items allow you to use robots in your factory! Changes + Quarry Technology changed from 30 red science to 20. + Automated Farming no longer needs green science packs to unlock. + Automated Farming now requires timings technology to be unlocked. + Automated Farming changed from 30 red science to 20. + Automated collecting now requires timings technology to be unlocked. + Movers are now saved periodically with devices. + Command tab completer added for most debug commands. + You can deselect your current tech research by clicking on it now. + Hologram name plates do not display if there is a nearby device displaying its name already. + Major Technical change to item saving / loading. Items can now be saved with full NBT data, this includes custom items. Rejoice! It comes at quite a cost read notes. Fixes + Phantoms are now attacked by turrets, turrets now shoot at Enemies rather than monsters. + When tech is disabled you can now use the seismic charge without needing the tech unlocked first. + The auto placer will now only place actual blocks. This means it wont attempt to place items like bonemeal, swords etc. + /mt bedrock now only shows up for admins. + Liquid Barrels can no longer be placed. + Movers now save when placed. + You can no longer select tech that isn't unlocked yet to research. + Mining mode & Mining depth changes now apply when changing them in the in game config. + When using mining mode 2 physical mode now mines down to 256, it ignores the max depth setting, this also happens when mode 2 is virtual mining now. + Reworked autominer device, it now works in all three modes, though there was some changes internally. + Fixed an issue with overdriven devices not showing their fail reasons after opened. + Free users will no longer see premium devices and items inside of the /mt recipes menu. + Fixed the left and right scrolling icons missing their proper names. + Fixed an issue on spigot where the chunks were unloading instantly in the newest build of spigot. This fixed multiple issues with belts and display items. + Fixed a fail reason showing up on devices with enough power to run specifically ones that don't have active power usage. + Fixed some tab completing tabs with incorrect options showing. + Unbreaking is now considered for tools when used by devices. + Fixed a bug with the advanced assembler not consuming items when crafting due to the production monitor. Notes + This update has a lot of QoL improvements. Fast inserting and fast taking from devices and furnaces will speed up some of the early game and make it more enjoyable in general rather then feeling tedious at times. I want to make the process a bit smoother like how it is in factorio. + This is why you also see copy and pasting for recipes for assemblers, from my play testing it becomes tedious to setup multiple assemblers at once. + A lot of changes to tech was done to help the early game be a little more smoother for tech servers as it felt like it took some time to progress tech in the early game vs the mid game it felt much better getting the tech since you have automation at this point. + Due to autominer changes it is very likely that pre 0.7 autominers when updating will no longer work properly or will cause errors. + Due to the new item saving and loading system, recipe data will likely be reset when updating. I have put something in place to stop it from clearing your recipes but it isn't a promise. + When I updated my test server to 0.7 from 0.69 I just installed the jar, the server booted up and the plugin gave me Critical Error Messages for loading recipes. In my case my recipes we reset but all of my items persisted in my devices. I did this test before adding a possible catch for older recipes. So you should experience no loss on the players end just the server end has potential to lose recipe data. + Please make a backup before updating, as this is a large change to Minetorio overall and on a technical level.0.67QoL, Bugfixes, 2 New Devices & More!Jun 12, 2024 Additions + You can now invert overdrivers! + Deep Drills can now be crafted at the advanced assembler. + New Config Option! Allow Train Catching: true, you can disable this if you want to turn of train teleportation. + You can now place a comparator above a mover to have it move items in overflow mode. This means it will only output items if its input is completely full of items. This only applies to things with more the 1 input slot. + There is now a config button available for OP's in the /mt menu now. + New Device! Auto Cauldron! This device when filled via dripstones can use buckets to empty the cauldron. Great for automating lava buckets! This recipe is unlocked by default and is only slightly more expensive then the cauldron. + New Device! Human teleporter! This device uses a lot of power to teleport a player to a location in any direction. It is a chemical science tech! This device does have a range of 300 blocks and is linked by using the wire tool. Changes + Grenades can now be crafted with a charcoal or a coal again! Yay! + You now select the type of liquid your barrel pump is filling or emptying. + Barrel pumps only store the liquid they are filling or emptying. + Trains will now pickup barrels if there is at least 8 of them instead of 64. + Fuel usage for trains has been reduced by 50% + Trains / Train stations now can only store 4 stacks of any item inside of it. + Moved a lot of config options from the editor that do nothing for the free versions of MT. Fixes + Liquid Barrels no longer get the industrial component tag after being emptied. + Oil Refineries now get empty barrels properly again. + Recipes that have multiple material choices like grenades can now be hand crafted with either coal or charcoal. + Recipes that have multiple material choices like grenades can now be crafted by assemblers and the crafter! + Engine Units can now be crafted with andesite, granite or diorite walls (pipe materials) + Fixed a major issue where movers wouldn't consider damaged items, this would make devices stockpile more tools then needed. + This also fixes an issue with autominers eating all of your pickaxes! yay! + Trains no longer get stuck with full inventories + Fixed mover inverting yay! + Lever and repeaters will now drop when breaking a mover while in survival mode, they were getting deleted before.V0.57Crafting & Tech UpdatesMay 21, 2024 Additions + All craftable recipes from minetorio are now visible by default in the recipe book you do not need to craft it once anymore. Changes + Changed some early technology prices, a few early techs have been reduced in price. + Changed some late game technology prices have been reduced in price to make the middle game bridge to late game smoother.0.42Major Patch - Additions, Changes & More!Feb 21, 2024 Additions + Alot of foods added as an input for the furnace. This allows more automated cooking. + Barrels can now be interacted with by movers. + Barrels only store items 1/8 the stack size. + Blast Furnaces & Smokers can now interact with movers. + Movers can now interact directly with hoppers. + A lever when placed ontop of a mover, will now allow the mover to grab from both sides of the belt. + Mover lore updated with new functions. Changes + Auto Shearer now shears 1 entity at a time. + Devices that do not provide a power grid will no longer show it on their tooltip. + Default Recipe changed for solar panel, redstone blocks changed to redstone and quartz changed to gold. + Autominers will no longer break carpet at all. + Crushers now have an action time of 3 seconds versus 2. + The autominer can now be overdriven. This will increase its mining rate. + Belts no longer teleport their items. Instead they display their current item. + Belts no longer display their attached item unless a player is nearby. + Inventory caching has been disabled for devices for now. + Devices like pumps and boilers which do not use power will no longer show their zero power draw. Fixes + Shears now get destroyed properly. + Fixed a bug preventing movers from rebuilding their cache when their input or output was broken. This fixes them from deleting their items. + Autominers dont break carpet, for performances reason we will no longer check if its a belt. + Autominers can now work with raw ore rather then their ore block type. Though both work for older versions. + Fixed an issue with crafting devices not giving the correct amount. + Vertical movers will no longer duplicate items on the left side of the belt. + Fixed an issue where belt items would stack in place when their chunks were unloaded. + Belts from a distance would stop working properly, this has been fixed. + Bow turrets reset the damage ticks on hostiles allowing them to hit mobs back to back rather then an arrow bouncing off. + Devices will now drop their stored items when broken. + Placing blocks against devices now works like vanilla. This means you can place movers against devices easier along with pipes. + UI elements no longer appear on first open, they are now populated once on start. + Furnaces can now cook food and smelt ores as intended. Notes Belts have had major changes to them. They use to teleport their items for movement which could cause some issues if no one was nearby for lower end servers. It also had this jitter effect as well. Them being physical items in the world could also cause some issues with belts. So instead the belts display their current item rather then having a real item. To a player nothing would appear to have changed. Now belts and movers can work properly from a distance and overall is cleaner. Inventory caching is disabled for now, this will come back soon, the new belt changes required me to disable this caching system as I will now need to update it to this new belt system. I wanted to bring some functionality to the plugin I've wanted for awhile like some more mover interactions with blocks like the smoker, and other functions like some mover mechanics like the lever to allow grabbing from both sides. On a big note, backup your data! Anything in general! Recently my drive with my source code for minetorio went bad! This made me decompile the plugin from a jar file, causing a huge headache. Thankfully the project is recovered and clearly back on track with this huge update. But please keep in mind their may be some unforeseen issues with this since i had to decompile the plugin and fix over 900 errors. This is why I took so long for this update to come out and why my other project Minions & Hunger hasn't had an update in some time. Anyways just wanted to shout at you to backup your pictures of your dog or your minecraft plugin lol. Thanks for reading!
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