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Minetorio

Minetorio

by xxxtrigger50xxx • Downloads: 0 • Followers: 0
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Test Server: MinetorioSMP.minehut.gg

Introduction! Minetorio is all about automation. Heavily inspired by Factorio this plugin aims to add a little bit of its charm into Minecraft. No other plugins are required and it is easy to install and configure with an in game config editor.

Mechanics Here is a list of general Mechanics that Minetorio adds. Please understand this list is not fully inclusive, there is many many features in Minetorio, naming what they 100+ devices or machines do would take some time.

  • Move items with conveyor belts & item teleporters, virtual trains and more!
  • Automate most Minecraft tasks with devices. These devices can break blocks, mine a quarry, kill nearby animals, collect drops, shear sheep, milk cows, gather crops, plant crops and so so much more.
  • You can automate general smelting, you would never need to hand feed a ton of furnaces, it could all be down automatically!
  • A tech system that can be disabled, but it allows users to unlock devices and items as they progress!
  • Pollution systems that slowly alter the world around your big factories, they can eventually create biter nests, which will seek out your factories to destory them! (Can be disabled of course, the biters and or pollution)
  • Most Devices have complete custom skins, without the need for a resource pack and can be customized to a different skin or disabled entirely.
  • A simple but complex power system to power your factory ranging from solar power, wind power, steam power all the way to nuclear power. There is MANY ways to power your factory!

Configuation Minetorio is VERY configurable. You can disable entire features and completely change Minetorio to fit your server. It fits great with a classic SMP server, but also works well with RP and city servers due to the political dynamics that technology and pollution bring to the table.

Minetorio works out of the box! So to get started you can literally just slap it in your server and your good to go. Devices and items will have recipes added to the appropriate devices, which of course you change change at any time or even remove! The out of the box setup works best for SMP / survival servers. More complex servers will likely need to tinker with the config, which has well over 500+ options to configure.

Why Minetorio You should download Minetorio if your looking for the following!

  • Automation
  • Tech mod like plugin
  • Like simple but complex systems

Why Premium? The asking price for premium is cheap compared to what your getting! Im a single developer and I promise bug fixes and update to new minecraft versions! I have another premium resources i've kept up with for years! I feel its fair to ask for the work i've done and hopefully premium can allow me to save up to host events or take some time off to continue to develop the project further! You are getting a modded version of minecraft with this plugin but without your players needing to download a mod! Thats pretty awesome in my book!

Premium adds a few features! Here are some notable ones!

  • Entire new systems like space travel and space ships!
  • Over 100 additional devices and items.
  • Over nearly 200 config options for premium only
  • Access to features like the tech system! Some important devices added by the premium version include the auto miner, the elevator, the teleporter, the deep drill which allows admins to make any item mineable from a virtual source, a 3x3 pickaxe!

This is the free version of Minetorio! But that doesnt mean it wont work or has barely any meat on its bones! Everything mentioned above the why premium section is something you can do in the free version! I have purposely left out premium only features! The premium version just adds more, the orignal content for Minetorio was completed a long time ago. But if you just want MORE minetorio then you can get it and its a way to support me!

All Versions

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Name Game version Platforms Published Downloads Actions
26.3 26.2 26.1.x
Paper Purpur Spigot
20h ago 1
26.2 26.1.x
Paper Purpur Spigot
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26.2 26.1.x
Paper Purpur Spigot
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26.1.x 1.21.11
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26.1.x 1.21.11
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26.1.x 1.21.x
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Paper Purpur Spigot
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Bukkit Paper Purpur Spigot
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[1.0.4] Minetorio 1.0.4 by xxxtrigger50xxx on Oct 15, 2026
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  • 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!
[1.0.3] Minetorio 1.0.3 by xxxtrigger50xxx on Oct 15, 2026
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  • 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.
[1.0.2] Fixes and Changes! by xxxtrigger50xxx on Oct 15, 2026
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  • 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.

[1.0.1] Fixes by xxxtrigger50xxx on Oct 15, 2026
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  • 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.

  • !!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 exchanger can now support 4 heavy steam engines. This means the effective power generation of 3x heat exchanger reactor is now 1,440 power. Thats double the power now.
+ Chunk loaders now use the force chunk load and ticket system. This should ensure that the chunk loader actually loads the chunks.
+ Power Armor now has a built in 100 power storage.
+ Power Armor now charges its battery for whatever power it can replenish from the grid rather then waiting for a static amount to charge.
+ Power Pylons are now viewable by anyone, however you cannot upgrade the pylon unless authorized. This will be good for servers who want to know more information about grids in general without needing to be an operator.
+ The device count is not given in the grid breakdown view.
+ A power breaker when broken or having its connections cleared will turn the cleared connections back on.
+ Explosions reworked, armor is now considered along with enchantments.
+ Explosion damage now falls off with distance, reducing the damage at most to 50% if max distance.
+ Explosions do more damage to unarmored players, about 3x more damage. Wearing full netherrite without enchantments now reduces damage to 10 (old grenade damage) Having maxed protection reduces it to 8 damage, max blast protection reduces it down to 3.
+ Billboards now have a 20 character limit rather then 15.
+ Billboards now can have their offset changed in any XYZ direction and now accepts negative values.
+ Billboards now accept decimal values for their offsets.
+ Power Armor Crafting can now use ANY diamond or netherrite armor. Damaged, trimmed etc. It will always replace the name and lore with the power armor lore though.
+ Power Breakers now show load information on them, so you can have a better idea of how much the connected devices are pulling and could pull at most.
+ Pipes have been updated so that they use the occlusion system but they also use the smart spawning system that all other entities do.
+ Power Breakers are now publicly viewable by everyone, however in order to change their settings you must be shared or the owner of said device.
+ Movers now use a skipping system. If a mover doesn't move anything, it will skip its movement for every 10 times it doesnt move anything. Eventually it caps at 10 skipped moves per 1 move attempt. This will reduce mover overhead substantially as most movers end up sitting idle across larger servers.
+ Movers using this skipping system reset their counts once it does move any item, or if a player is near a mover. Throughput rates will only be effected on belts/containers with very low throughput, but at most they will be slowed down by 10 seconds, but for very slow throughput belts/containers this 10 second difference doesnt change much.
+ PVP turrets will glow red when a target is near. This gives the person its targeting a chance to leave the area before getting attacked.
+ Electric Furnace, Blast Furnace produce 3x less pollution, the electric smoker produces 2x less pollution. (Only applies to newly placed ones)
+ Furnaces produce 30% of the pollution they use to when smelting an item.
+ The Incinerator now produces 1 pollution instead of 2. It also generates charcoal 5x faster. (20 items incinerated will produce 1 charcoal now) It also now accepts productivity modules. This should make deleting items via the incinerator more tempting versus ground moving items.
+ Mover max slowdown time increased from 10 seconds to 30 seconds. (Movers that do nothing tick slower until the finally do something)
+ Pylons only rebuild their connections now when a pylon is placed or removed. This essentially eliminates their overhead when determining pylon connections.

  • Fixes**
+ Fixed an issue allowing some power consumers to keep ticking after being removed.
+ The Power Receiver shows the decimal points correctly for watt price now rather then in exponents.
+ Redstone Emitters can now have multiple connections changed via sneaking.
+ Redstone Emitters can actually remove connections again.
+ Turrets use a more accurate hit detection now, as a result they dont shoot through closed doors anymore.
+ Ceiling Mounted Turrets show their bow icon now on the bottom of the slab.
+ Laser turrets now deal less damage to armored targets, protection reduces some damage, but fire protection is 4x more effective against them.
+ Turrets deal 3x more damage to players to account for the armor and enchantment reduction.
+ The Turret controller & Power Breaker has been updated to use the new connecting system. This allows multi add and multi remove, as well as seeing a visual indicator of connections!
+ A turret when losing its connection to a turret controller reverts to mob mode.
+ Crafting ingredients have had their names adjusted from full caps to proper case names.
+ Fee Buttons can no longer be opened by anyone. (They must be OP or /mt shared to do so now)
+ Power Pylons now properly account for speed modules on power generation devices. For example using 2 speed 3 modules on a solar panel makes its potential 6 power, so it the stats now reflect that.
+ Reversed the description of long grabber and inserter modifications for movers.
+ Power Armor only drains power from your shared grids.
+ Power Wasted on a grid is now specifically shown in the power pylon with an exact amount. In addition to this, it now only appears when it should logically do so. Any power that could not be stored in a battery or consumed at the end of a grid tick, is wasted power.
+ Movers can interact with any shulker box color now.
+ Waste water no longer shows up in the Barrel Pump.
+ You can no longer select devices that you are not authorized on when selecting devices.
+ The Nuclear Reactor & Centrifuge now track their resource consumption/production, so you can view its production and consumption in a production monitor.
+ Uranium Ore can no longer be smelted into emeralds.
+ Tool limits are now enforced properly again with damaged tools. This will fix your devices from getting filled with tools.
+ Electric Furnace, Blast Furnace & Smoker were not smelting at the vanilla speeds. This has been fixed, in addition to this, they will now smelt 20% faster then their vanilla counter parts. (including the fix they will smelt 28% faster then before)
+ The Cargo Rocket can now send its payload to a planet again.
+ The Cargo Rocket now properly sends items with a stack size of one again, in sets of 4.
+ You can no longer drink gas canisters.
+ VanillaDevices now flash their inventory periodically to their physical container. Which should reduce rollbacks on servers with crashing issues.
+ Devices on server bootup now longer have their save timers set to the same exact time. This will heavily reduce their impact by making it over 10 minutes versus saving every devices inventory every 10 minutes.
+ Grid Building has been updated, this should fix an issue with power grids not being fully built until a player was near them.

  • Notes**
+ It is wise to keep your pumps on their own power grid with backup and dedicated power sources for your nuclear reactors.
+ Its also a smart idea to keep your pumps further away from your nuclear reactor. As if radiation ever reaches your pumps, its possible for them to fail or be turned off due to radiation. Which can lead to a meltdown.
+ Old reactors will need to be broken and replaced, this was done due to the nature of the update.
+ Pollution from furnaces were tweaked so that electric furnaces act like the old vanilla smelting furnaces in pollution output while normal furnaces produce far less pollution now.
[V0.99] Fixes and versioning fixes by xxxtrigger50xxx on Oct 15, 2026
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  • 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.
[V0.99] More Fixes by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+ You can no longer place locomotives.
+ The Overdriver and AutoBreaker can now be placed facing up and down when using device head skins.
+ A worldguard error is no longer thrown on servers without it.
+ Fixed an issue with crates crating science packs.
[V0.99] Minor Fixes & Changes by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ Power Pylons give additonal information for the grids potential generation.
+ Fixed an issue with devices that had no idle and active power from running.
+ The power breakdown now shows non renewable power generation properly.
+ Fixed an issue with devices showing incorrect information in the power breakdown.
[V0.99] Filter and other fixes by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+ The PowerPylon Mk2 & The Powersubstation now behave like the base power pylon in its UI. So you can get a full breakdown now and have the new UI provided in the base pylon.
+ stackDescription has been removed from the device class, this is only relevant to add on makers of Minetorio.
+ Optimized the PowerGrid object along with breaking it up into other subclasses.
+ Fixed a major issue allows movers to ignore their filters after a server restart or plugin reload if they were only using a group filter.
[V0.99] Turret Hotfix 2 by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+ Peacekeeper mode now works on turrets.
+ Mob turret mode turrets no longer target players again.
[V0.99] Turret Hotfix by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+ Turrets will never target their placer now, this was disabled during testing and i forgot to turn it back on haha.
[V0.99] Devices Skins & PVP turrets! by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ The following devices now have skins! Air Scrubber, ArtilleryDevice, AutoDuster, Auto Milker, Auto Shearer, AutoCollector, Chunk Loader, Centrifuge, ResearchLab, AutoPlucker, AutoBreaker & Overdriver
+ New repeatable tech, Locomotive Speed! This will reduce your locomotives travel time by 5%. You can unlock this tech 18 times which will reduce their travel time by 90%!
+ Resource Zones now naturally generate with super chunk generation. They only have 10% the chance of their normal chance to spawn this way though.
+ New Config Option! Resource Zone Natural Creation: true. This is so that you can disable this addition if you'd like.
+ New Device! Turret Controller! This device can be crafted at the basic assembler. It can be linked to any of your turrets to control if it will fire at players. It has 3 modes.
  • Peacekeeper Mode, in this mode the turret will attack anyone who attacks something.
  • Mob Mode, this is the default mode that turrets are normally in. In this mode they only attack hostile mobs.
  • PVP Mode, in this mode the turret will shoot players based on the list settings. In Include mode, the turrets target anyone in the list. In Exclude mode, the turrets target anyone NOT in the list.
+ New WorldGuard Flags, MT-Explosive-Block-Damage, MT-Explosive-Damage, MT-Grenades, MT-Artillery. This means explosion-other flag is no longer used. These flags are default true!

  • Changes**
+ The AutoBreaker & Overdriver now works with the blueprinter.
+ The Gas Canister now actually empties inputted canisters. They are placed in the output slots now. You can no longer used a filled canister to fill with another gas.
+ Speed Modules can now be used on newly placed pumps. This makes it possible to fit 5.5 pumps in a single pump if you use tier 3 speed modules in a pump.

  • Fixes**
+ You can now directly equip the oxygen mask rather then only being able to place it via shift click.
+ You can now shift click devices that do not have head skins normally now.
+ The recipe for crafting gunpowder using sulfur and charcoal has been fixed. Though you may need to remove the recipe.
+ Explosive Crossbow Technology description was updated.
+ Arrows shot from bow turrets are now facing the target properly.
+ The Laser from the Laser turret fires from its center now.
+ Laser Turrets no longer have the Laser Upgrades for free. Players actually need to have the tech now.
+ Fixed an issue with taking logistic robots mid flight.

  • Notes**
+ A cool thing about the turret controllers is they need to be powered for turrets to use their parameters. So its possible for turrets to go offline if the controller is removed.
+ Another neat thing is you can have different groups of turrets on the grid with different target parameters if you use multiple turret controllers.
[V0.99] Hotfix by xxxtrigger50xxx on Oct 15, 2026
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  • Changes**
+ Artillery now takes military science.

  • Fixes**
+ Fixed the Observatory on planets staying above 100% instead of consuming the 100%.
+ Fixed an issue with worldguard flags not registering properly.
  • Changes**
+ Devices and movers now use ChebyshevDistance rather then Manhattan distance. Its cheaper to run and in addition to this its more intuitive to a players natural sense of x blocks away. This also makes them more consistent since all measurements use this now rather then various methods of measuring distance.
+ Belts and Lifts now use ChebyshevDistance rather then Manhattan distance. For the same reasons as above.
+ The default values for belt rail, arrows and items have been adjusted.
+ Belt arrows no longer occlude due to limitations within MC.
+ Productivity can now go over 100, saving some productivity on the last tick. It caps at 200 accumulated Productivity now which will allow it to work as intended.
+ Productivity can now work on items that have a stack size of one. Importantly this means it works with science packs and modules. Two output slots need to be open for it to work though.
+ Logistic Robots now get additional *free phases* which is how many times it can pass through a block without slowing down. Logistic Robot Speed I-III add some extra free phases now to.
+ Logistic Robots now only lose 25% power when phasing through a block, they slow down when they run out of power. (was 100% power before)
+ Requester chests now request items per slot. And logistic robots respect the slot locations. So placing 64 diamonds in slot 8 will only placed 64 diamonds in its output slots.
+ Requester chests can now request multiple types of items and work properly.
+ Requester chests only place orders now when their stock slot is empty. This drastically improves logistic robot throughput. As they would send 1 bot to get 1 item, when if they waited 8 seconds they could have sent 1 bot for 8 items. To never have downtime, just add another request as a buffer.
+ Logistic Robots now drop their item off to a roboport if they fail to deliver their item. If the roboport is full, the item is dropped on the ground instead.
+ The Gas Extractor now extracts all gases from the atmosphere rather then one at a time.
+ The Gas Extractor can now create Oxygen and Hydrogen from ice. Hydrogen produces 2x the amount of gas versus oxygen. The advanced assembler recipe has been removed for crafting oxygen canisters as a result of this change.
+ The Gas Extractor will now empty gas canisters that are placed in its input slots.
+ The Gas Extractor now shows the planets composition / density and all of its stored gas.

  • Fixes**
+ Fixed an issue on newer Towns and Nations builds. This build will ONLY work on the most recent town and nations plugin if your using that.
+ Movers have had a major optimization. They now check much more efficiently for inventory space. They read empty slots first, then look at item stacks in close detail if they are not a full stack.
+ Reduced overhead for SteamEngines, Airscrubber, AutoHarvester & AutoLogger
+ Movers, Devices, Belts & Lifts have had their overhead reduced, the now calculate their distance to nearby players much more efficiently.
+ Belt & movers visuals appear right away now.
+ Generic Device class has been heavily optimized.
+ Fixed an issue with Moonlight panels only generating power when a player was nearby.
+ Many small improvements to various devices to reduce their overhead.
+ Belts can be placed on top of belts again.
+ The Research lab now shows module stats in its device information!
+ Fixed an issue with movers ignoring their stack limitation when going into devices and barrels under specific circumstances.
+ Fixed an issue with Worldguard flags being checked even when they are not installed.
+ The Billboard device is now WAXED_CHISELED_COPPER, which will prevent it from breaking after oxidizing.
  • Additions**
+ The AutoLogger, AutoBreeder,Item Teleporter, Autobutcher, Incinerator, Splitter & AutoPlanter now have their own head skins! :)

  • Changes**
+ Massive reduction to belt arrow overhead. Belts no longer teleport instead they interpolate. They also dont spawn and despawn at the start and ends of belts anymore. This will benefit servers with many many belts. Belt arrows now use almost nothing in performance.
+ The Deep Drill now has its own head skin!

  • Fixes**
+ Fixed a temperature spamming the player when they were to cold in space.
+ Splitters now work when not on a power grid as intended.
+ Copper nugget is no longer added to the default table if your server isnt on 1.21.9+
[V0.99] Hotfixes! by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+ Fixed an issue with the pump and oil fields.
+ Fixed an issue preventing minetorio from booting unless plexmap was installed.
+ Atmospheric Controller description updated to say 500 blocks instead of 100 blocks.
  • Additions**
+ New Config Option! Foliage Dissipation Multiplier! This lets you control the impact of foliage on pollution dissipation!
+ Pl3xMap support added! The map will now show pollution information if you show the layer! Its hidden by default!

  • Changes**
+ Movers, devices and belts now use display occlusion in a much more efficient way. This reduces overhead by nearly 33% when using the occlusion system.
+ Device Item Head Distance has been increased to 80 by default to account for the new occlusion system.
+ The Pollution Move Percent config option now works as intended again.
+ Foliage score is now visible in the /mt map command

  • Fixes**
+ The ResearchLab now checks for PDC when checking for Minetorio items. This actually reduces overhead to.
+ Optimized the ResearchLab's action so it should use produce less overhead.
+ Optimized the AutoLogger.
+ You can no longer rename Minetorio devices and items at an anvil.
+ Fixed an issue with servers who have more then 1 world with pollution, this would cause odd issues in the /mt map
+ Fixed an issue with dissipation tagging not tagging nearby super chunks.
+ Fixed an issue with the Asteroid collector spamming console when a material doesn't have a drop. Now the input will be deleted in these cases.
+ Belts removes via liquids or physics are now accounted for correctly and drop the proper belt.
+ Fixed an issue with recipe selecting showing black concrete for vanilla materials.
+ The Crate Manager only works if it has power now.
+ Fixed an issue when breaking a train station that would allow it to drop gravel and rails of unconnected stations.
+ Fixed an issue with potions not stacking properly when crated at crate manager.
[V0.99] Hotfix by xxxtrigger50xxx on Oct 15, 2026
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This fixes an issue with the AutoHarvester and AutoPlanter requring the litefarms plugin to be installed. This no longer is the case and works as intended.
[V0.99] Entity Hotfix by xxxtrigger50xxx on Oct 15, 2026
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This hotfix fixes an issue with display entities not being removed when they should be getting removed.
[V0.99] Hotfix for new servers by xxxtrigger50xxx on Oct 15, 2026
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This update allows new servers to actually generate their base files.
  • Additions**
+ 7 new default device skins added!
+ New Device! The Recycler! This device can recycle items down to their crafting materials. It does work with vanilla items however by default this is disabled until all recipes are ironed out. This can be enabled in the config though.
+ New Tech! Recycling! This can be unlocked after getting basic refinement. Its an early red tech!
+ New Device! The Billboard! This device can project text into the world space, it is configurable in size and its offset. It is unlocked with the Organization tech which is a red science tech!

  • Changes**
+ You can now uncrate items anywhere.
+ You can also uncrate the stack of items your uncrating by sneaking.
+ The AutoBreeder works in a more sensible way when working with rose stacker.
+ The AutoBreeder can breed multiple types of animals nearby rather then a total of animals nearby without the consideration of type.
+ Looting now applies to the auto butcher!
+ Many furnace specific items are now recognized by movers as a smeltable resource.
+ Leaf litter added as a recognized fuel source via movers.
+ The incinerator will now generate 1 charcoal after burning 100 items.
+ You can now hold all trains at a train station. This gives you a way to actually change settings in a reliable way on trains that are incoming or your waiting for them to arrive.

  • Fixes**
+ Fixed an issue with the Crate Manager.
+ Ground movers now consider water and lava as air so they can pickup the items in it.
+ The AutoBreaker can have multiple filters now instead of one.
+ Major Optimization done to movers. Mspt went from 1.38 to 0.3 for my test server. Movers being the highest producer of overhead for Minetorio.
+ Lightning rods are now work properly with the Copper Chamber.
+ Optimizations done to gas canister creation & solar panels.
+ The AutoButcher respects the config option for the butcher amount again.
+ Liquid pumps now calculate their water per tick when the server reloads, this prevents them from soft locking until someone comes near.
+ Placing liquid pipes no longer tells you the liquid in it and will no longer stop you from placing pipes on a cooldown. You can view pipe contents still by right clicking the pipe line with anything but a pipe material.
+ Nuclear reactors now do a 1 time check for nearby heat exchangers. This solves an issue with nuclear setups soft locking until a player would come near after a server restart.
+ The Tunnel pickaxe now follows the same breaking rules devices do to respect world guard regions and other plugins restrictions.
+ Updated the method used to check if a devices could change a block, this should fix an issue with LuckPerms spamming the console.
+ Various improvements across many devices and movers to reduce overhead!
+ Dusting a solar panel only damages the brush if it actually cleans something off the solar panels now.

  • Notes**
+ The wiki now includes the default tables for crushing, sifting & resource zones!
  • Additions**
+ The Advanced Assembler can now craft oxygen from blue ice.
+ The AutoBreaker can have a material filter on it now, so by placing say stone in its input slot, the device will only break stone in front of it. Get creative folks! :D
+ The AutoPlacer can now place lava and water using buckets, the empty bucket is placed into the output slot. Using this in a 1x1x1 setup you could make some interesting farms!
+ You can now right click a pipe to get information about liquid in the entire pipeline.
+ The heavy steam generator, steam engine & petroleum generator now show a hologram of the grindstones while holding them to give players an idea of where the grindstones need to be placed.
+ Rose Stacker now works properly with the auto breeder and the auto butcher.
+ New Device! The Crate Manager! This device can crate 9 items into 1 crate. It can uncrate it as well. In addition to this, you can crate crates, but the depth stops at 3. You can crate tools, potions etc! This is unlocked via the Crate Management tech!
+ New Device! Copper Chamber! This device can oxidize and deoxidize copper blocks! It is unlocked after researching the Copper Manipulation tech.
+ Item Crates from Minetorio can also manually be opened by placing them down! This will drop the item on the ground!

  • Changes**
+ The Fee Button no longer takes power and works without a power grid. Making much more accessible.
+ The Production Monitor now uses 1 power instead of 3.
+ The Power Transmitter now has the same transmit efficiency as the power provider.
+ Movers can now output 4 items onto a belt at once, keeping it fully saturated! This effectively doubles there speed as well when working with belts.
+ Major improvement to movers, they can now move their items currently onto a belt when overdriven, this will allow them to fully saturate fast moving belts.
+ Item Teleporters no longer have 3 idle power, its now 1, however they still have their normal action power based on distance. Teleporting items is weird since it uses power where most other movement types don't.
+ You can now name your PowerReceiver's
+ The Power Transmitter now can select a power receiver from a UI now to power. This is much easier for long distance wiring.
+ Newly placed power receivers now have a built in power pylon!
+ The solid fuel recipes for solid fuel have been adjusted, you will now produce 3x less solid fuel, however using light fuel and heavy fuel uses less liquid compared to petrol to make solid fuel.
+ The breed rate for the auto breeder when breeding a stacked entity from rose stacker is now based on the total amount of animals in the stack. Essentially they can be breed faster the more there is in a stack.
+ The Battery Monitor no longer turns connected devices on when the plugin is unloading. Now it does this when the device is removed instead.

  • Fixes**
+ Cobbled Deepslate is now recognized as a furnace smeltable
+ The text for an oil resource zone now shows properly in the /mt map view.
+ Many Auto Devices now show their modules percentages in the device information.
+ Speed Modules work again! Sorry about that!
+ Solar panels gather dust again. Sorry yall
+ Various improvements to performance for device occlusion and power grid.
+ Major improvement to belt performance, they produce very little overhead. The improvement was a 10x-30x reduction depending on the server!
+ Lift item displays now use the same display cleanup system as belts, this fixes a major issue with entities piling up on lifts in some cases.
+ Breaking a block below a belt will now drop the belt properly.
+ When selecting devices to link to the battery monitor the selected devices UI does not open.
+ The dust particles indicating oil output for advanced oil cracking is now accurate! Heavy and light oil visuals were inverted!
+ The action timer on a device will no longer display as a negative number when disabled.
+ The advanced assembler has been fixed so that you can see the stored liquid and missing liquids. (You no longer just see action time in the device information)
+ The Autoshearer now works with shearing stacked entities from rose stacker! Though at this time the shearer will only drop the displayed entities wool color.
+ The channel information is now visible on the provider and requester chest!
[V0.99] New Devices & More! by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ The Advanced Assembler can now craft oxygen from blue ice.
+ The AutoBreaker can have a material filter on it now, so by placing say stone in its input slot, the device will only break stone in front of it. Get creative folks! :D
+ The AutoPlacer can now place lava and water using buckets, the empty bucket is placed into the output slot. Using this in a 1x1x1 setup you could make some interesting farms!
+ You can now right click a pipe to get information about liquid in the entire pipeline.
+ The heavy steam generator, steam engine & petroleum generator now show a hologram of the grindstones while holding them to give players an idea of where the grindstones need to be placed.
+ Rose Stacker now works properly with the auto breeder and the auto butcher.
+ New Device! The Crate Manager! This device can crate 9 items into 1 crate. It can uncrate it as well. In addition to this, you can crate crates, but the depth stops at 3. You can crate tools, potions etc! This is unlocked via the Crate Management tech!
+ New Device! Copper Chamber! This device can oxidize and deoxidize copper blocks! It is unlocked after researching the Copper Manipulation tech.
+ Item Crates from Minetorio can also manually be opened by placing them down! This will drop the item on the ground!

  • Changes**
+ The Fee Button no longer takes power and works without a power grid. Making much more accessible.
+ The Production Monitor now uses 1 power instead of 3.
+ The Power Transmitter now has the same transmit efficiency as the power provider.
+ Movers can now output 4 items onto a belt at once, keeping it fully saturated! This effectively doubles there speed as well when working with belts.
+ Major improvement to movers, they can now move their items currently onto a belt when overdriven, this will allow them to fully saturate fast moving belts.
+ Item Teleporters no longer have 3 idle power, its now 1, however they still have their normal action power based on distance. Teleporting items is weird since it uses power where most other movement types don't.
+ You can now name your PowerReceiver's
+ The Power Transmitter now can select a power receiver from a UI now to power. This is much easier for long distance wiring.
+ Newly placed power receivers now have a built in power pylon!
+ The solid fuel recipes for solid fuel have been adjusted, you will now produce 3x less solid fuel, however using light fuel and heavy fuel uses less liquid compared to petrol to make solid fuel.
+ The breed rate for the auto breeder when breeding a stacked entity from rose stacker is now based on the total amount of animals in the stack. Essentially they can be breed faster the more there is in a stack.
+ The Battery Monitor no longer turns connected devices on when the plugin is unloading. Now it does this when the device is removed instead.

  • Fixes**
+ Cobbled Deepslate is now recognized as a furnace smeltable
+ The text for an oil resource zone now shows properly in the /mt map view.
+ Many Auto Devices now show their modules percentages in the device information.
+ Speed Modules work again! Sorry about that!
+ Solar panels gather dust again. Sorry yall
+ Various improvements to performance for device occlusion and power grid.
+ Major improvement to belt performance, they produce very little overhead. The improvement was a 10x-30x reduction depending on the server!
+ Lift item displays now use the same display cleanup system as belts, this fixes a major issue with entities piling up on lifts in some cases.
+ Breaking a block below a belt will now drop the belt properly.
+ When selecting devices to link to the battery monitor the selected devices UI does not open.
+ The dust particles indicating oil output for advanced oil cracking is now accurate! Heavy and light oil visuals were inverted!
+ The action timer on a device will no longer display as a negative number when disabled.
+ The advanced assembler has been fixed so that you can see the stored liquid and missing liquids. (You no longer just see action time in the device information)
+ The Autoshearer now works with shearing stacked entities from rose stacker! Though at this time the shearer will only drop the displayed entities wool color.
+ The channel information is now visible on the provider and requester chest!
[V0.99] New Devices & More! by xxxtrigger50xxx on Oct 15, 2026
Download
  • Additions**
+ The Advanced Assembler can now craft oxygen from blue ice.
+ The AutoBreaker can have a material filter on it now, so by placing say stone in its input slot, the device will only break stone in front of it. Get creative folks! :D
+ The AutoPlacer can now place lava and water using buckets, the empty bucket is placed into the output slot. Using this in a 1x1x1 setup you could make some interesting farms!
+ You can now right click a pipe to get information about liquid in the entire pipeline.
+ The heavy steam generator, steam engine & petroleum generator now show a hologram of the grindstones while holding them to give players an idea of where the grindstones need to be placed.
+ Rose Stacker now works properly with the auto breeder and the auto butcher.
+ New Device! The Crate Manager! This device can crate 9 items into 1 crate. It can uncrate it as well. In addition to this, you can crate crates, but the depth stops at 3. You can crate tools, potions etc! This is unlocked via the Crate Management tech!
+ New Device! Copper Chamber! This device can oxidize and deoxidize copper blocks! It is unlocked after researching the Copper Manipulation tech.
+ Item Crates from Minetorio can also manually be opened by placing them down! This will drop the item on the ground!

  • Changes**
+ The Fee Button no longer takes power and works without a power grid. Making much more accessible.
+ The Production Monitor now uses 1 power instead of 3.
+ The Power Transmitter now has the same transmit efficiency as the power provider.
+ Movers can now output 4 items onto a belt at once, keeping it fully saturated! This effectively doubles there speed as well when working with belts.
+ Major improvement to movers, they can now move their items currently onto a belt when overdriven, this will allow them to fully saturate fast moving belts.
+ Item Teleporters no longer have 3 idle power, its now 1, however they still have their normal action power based on distance. Teleporting items is weird since it uses power where most other movement types don't.
+ You can now name your PowerReceiver's
+ The Power Transmitter now can select a power receiver from a UI now to power. This is much easier for long distance wiring.
+ Newly placed power receivers now have a built in power pylon!
+ The solid fuel recipes for solid fuel have been adjusted, you will now produce 3x less solid fuel, however using light fuel and heavy fuel uses less liquid compared to petrol to make solid fuel.
+ The breed rate for the auto breeder when breeding a stacked entity from rose stacker is now based on the total amount of animals in the stack. Essentially they can be breed faster the more there is in a stack.
+ The Battery Monitor no longer turns connected devices on when the plugin is unloading. Now it does this when the device is removed instead.

  • Fixes**
+ Cobbled Deepslate is now recognized as a furnace smeltable
+ The text for an oil resource zone now shows properly in the /mt map view.
+ Many Auto Devices now show their modules percentages in the device information.
+ Speed Modules work again! Sorry about that!
+ Solar panels gather dust again. Sorry yall
+ Various improvements to performance for device occlusion and power grid.
+ Major improvement to belt performance, they produce very little overhead. The improvement was a 10x-30x reduction depending on the server!
+ Lift item displays now use the same display cleanup system as belts, this fixes a major issue with entities piling up on lifts in some cases.
+ Breaking a block below a belt will now drop the belt properly.
+ When selecting devices to link to the battery monitor the selected devices UI does not open.
+ The dust particles indicating oil output for advanced oil cracking is now accurate! Heavy and light oil visuals were inverted!
+ The action timer on a device will no longer display as a negative number when disabled.
+ The advanced assembler has been fixed so that you can see the stored liquid and missing liquids. (You no longer just see action time in the device information)
+ The Autoshearer now works with shearing stacked entities from rose stacker! Though at this time the shearer will only drop the displayed entities wool color.
+ The channel information is now visible on the provider and requester chest!
[V0.99] Hotfix for LightFarms by xxxtrigger50xxx on Oct 15, 2026
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  • Fixes**
+Fixed a minor issue with lightfarms when it wasnt on the server.
[V0.99] API Updates & Balance Changes by xxxtrigger50xxx on Oct 15, 2026
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Additions
+ New API Events, PlaceDeviceEvent, BreakDeviceEvent, PolluteSuperChunkEvent, PollutionWorldEvent, PollutionAlterBlockEvent, BiterSpawnEvent, BiterNestSpawnEvent, OpenDeviceInventoryEvent
+ WorldGuard now has region flags with Minetorio.
+ MT-Devices, this flag can be set to false to prevent players from placing devices in specific regions.
+ MT-Drilling flag, is used to prevent deep drilling in a specific region.
+ MT-Pollution-Effects flag, pollution will have no negative effects within this area, but pollution will still pass through the area.
+ MT-Pollution-Block-Altering flag, is used to prevent pollution from destroying / changing the enviroment in the region.
+ MT-Biter-Spawns flag, this can be used to prevent biters from spawning in a region.
+ MT-Biter-Nests flag, this can be used to prevent nests from spawning in a region.
+ MT-Openable flag, this can used to prevent people from opening devices in a region.
+ The API has had a couple of methods added to it to aid in making custom devices.
+ Debug command added for readding the crude assembler recipe, useful for when other plugins wipe the recipe registery. /mt cruderecipe, usable by admins and console.
+ While wearing power armor you are now given a boss bar that tracks your suites power! This will be configurable later to change how this information is display to above the hotbar, bossbar, or no display. The bossbar hides when you dont have power and when you are at full charge.
+ Azalea is now recognized as a fuel source.
+ Wool is recognized as a fuel source by movers now.
+ Movers have a new mod! Barrel Treatment. Which will make it treat its output as if its a barrel. This is useful for mover and chest setups.
+ You can now swap the direction of lifts by looking at them and hitting your swap key. By default this is F
+ You can now rotate a belts direction by hitting your swap key and looking at it.
+ New Device! The Fee Button! This device cost money to press it for it to activate it. Economy servers can do very cool things like this, like a price to enter a room or something else redstone related!

Changes
+ The Crude Assembler can now craft itself. This helps with not having to remember its recipe.
+ The Infuser now has double the chance to make redstone dust from sand and a 50% increased chance to get it from red sand.
+ The Infuser had its power reduced from 8 to 5.
+ Reduced the sound of the mover when dropping items.
+ The sifter no longer produces feathers, this should make the AutoPlucker the proper way to obtain feathers!
+ Sifters only produce 1 gold nugget now instead of 1-3.
+ Sifters only produce 1 bone now instead of 1-3. The idea is to push players towards a bonemeal farm of their choice instead.
+ Less iron nuggets are now produced from sifters, and the chance is slightly reduced.
+ When using Auto Logger Breaks Leaves: true, the auto logger can now break or collect leaves 5x faster.
+ Tweaked grabber and inserter lore.
+ Lava buckets are now only worth their vanilla fuel rather then double. Lava will only last for 1000 seconds now, on average it takes about 1140 seconds to make a lava bucket from a cauldron. So its not likely to produce its lava before the generator runs out, meaning your generator to bucket ratio is now 1:1.13, or just make extra lava cauldrons.
+ The space suit, oxygen tank, oxygen mask & tunnel pickaxe have been moved to the crude assembler for their default recipes.
+ Belts now respect colors again, they will only connect to belts of the same color! Belt speeds can still be mixed so long as they have the same color!
+ The Centrifuge now has a 1 in 250 chance to make u235 instead of 1 in 500. The goal is to make uranium reporeccsing a very good tech, but nuclear power without it to be viable.
+ The Power Provider & Transmitter now have their transmission loss as a percentage of the power being sent rather then a flat transmission fee. For example if the reciever needed 1 power before, if it had a flat transmission rate of 10, it would send 11 power for 1. Wasting 10. Now it scales in a way that makes sense.

Fixes
+ Fixed the /mt default tables command.
+ Fixed a major issue with sifter tables, sifters would give the result for the last entered item, this is why sifters were producing to much gold ingots, and other sift material amounts seemed off.
+ Blaze rods now have the correct fuel value from 120 instead of 15.
+ Level 1 Modules now have default ingredients, only the productivity module had a recipe.
+ The AutoBreaker can now longer break devices placed in front of it.
+ When using the wire tool to change input for the mover if the input is a device with a device skin it will hide the skin so that you can see the input!
+ Major Improvement to removing belt ghost items.
+ Major improvements done for placing movers, chest and blocks against chests being used by other movers. It works much more similar to vanilla, if you know you know.
+ Speed Modules II's now require a tech, this was missed last patch.
+ The Power Provider & Receiver no longer use scientific notation for the power cost display. I've also fixed the kwh display for the power receiver. This makes it a bit easier to tell what is happening money wise.
+ If you disable pollution world altering, this will no longer stop ecological damage from going up or down, this will only stop alterations. Servers that changed this essentially froze the super chunks ecological damage.
+ Fixed the auto placer ignoring its last input slot.
+ Proudctivity modules in a research lab no longer speed it up, rather it does what its intended and increases productivity.
+ The AutoBreaker now consumes it action power when breaking blocks. Its active power has been reduced from 5 to 3
+ Fixed an issue with the human teleporter not taking power.

Notes
+ The sifter tables were very messed up due to a major bug, the sifters should now have a much more accurate production amount to what I was expecting.
+ I may remove lava buckets from industrial devices entirely. Im not a huge fan of how this basically trivializes power generation for combustion and boiler setups. There is so many cool ways to make fuel that are just overlooked because of how good lava is.
  • Changes**
+ The Space Suit no longer protects the wearer in space from the cold completely. Instead it now it will reduce cold so that you very slowly get cold. You have 160 seconds to warm up now.
+ The tempature buff for heat from the space suite is now 0.475 rather then 0.5
+ You now get a message when you get a heat buff from crouching next to a camp fire. You also get a message when it wears off.
+ Human Teleporters are now linked by clicking its device information button and then selecting the human teleporter you want to link it to.
+ Human Teleporters can now be named, this is simply so you know which teleporter you are linking to.

  • Fixes**
+ Removed a debug message from the liquid silo device.
+ You can equip the Oxygen Mask again!
+ The space suit now protects you from the cold while in space.
+ The Campfire Heat buff works as intended again.

  • Notes**
+ An effective way to use the space suit now in space when first starting out is to use a campfire to warm up then go into space with a space suit on, this will make you warm enough for 3 minutes in space to not freeze.
+ Getting started in space is a lot easier now since you can link a human teleporter to the space ship and your factory. This is the intended way to get on and off your ship before the phase relay.
+ The Wiki has received its first round of updates! Check it out and let me know if you have any suggestions! I still have a few more things to add!

[V0.99] Space Updates! Modules & More! by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ Resource Zones can now be seen in /mt map, it display the amount stored and it displays its X/Z cords making it a little easier to find.
+ New Device! The Auto Stonecutter! This device can be used to automatically cut eligible blocks! Its an early device crafted at the crude assembler. This is unlocked with the basic refinement tech!
+ Super Chunks now sample the foliage to generate bonus pollution dissipation! This is noted in the dissipation breakdown when in /mt map.
+ Super Chunks will update their foliage value only when needed given enough time, this does mean players can now plant trees, place grass and etc to raise the dissipation value of the super chunk.
+ New Config option! Use Foliage Dissipation: true <- You can set this to false if you don't want to use the foliage system.
+ 3 New Bot Speed Techs have been added! Unlocking all three will increase your logistic robot speeds by 60%! That's a speed of 8.0 to 12.8!
+ Production Science Packs have been added! They are produced at the advanced assembler and have a tech to unlock them as well!
+ New Module system! You can research the modules tech using after getting logistic science unlocked. This will give you the Module Tool as well, this tool can be used to open the module panel of any device.
+ Speed Modules I,II,II have been added! These will accumulate speed progress, when progress hits 100% the device performs its action again. Speed progress is capped at 300%, so its possible to have a device perform its action 3 extra times from speed modules.
+ Efficiency Modules I, II, III have been added! These will accumulate Efficiency progress, when progress hits 100 the device has no idle power until its next action, and its action will not cost any power! Note Efficiency is maxed at 80% per action.
+ Productivity Modules, I, II, III have been added! These will accumulate Productivity progress whenever the produce an item. At 100% the device will produce an extra craft in the same output slot for no crafting cost, if the stack size permits it
+ 7 Techs have been added for these modules, they are unlocked through various stages of tech.
+ Devices can support a variant amount of modules, and you can mix and match these modules as well.
+ As of right now the following devices support ALL modules - Basic & Advanced Assemblers, Oil Refinery, Deep Drill, ResearchLab, Centrifuge, Sifter, AutoLogger, AutoShearer, AutoPlucker, Experience Synthesizer, Particle Collector, Gas Extractor and the AutoMiner.
+ Most other devices either use at least 1 of the device modules, but there is still many devices that don't use any. Generators only use speed modules if they use modules at all.
+ Modules will only work with newly placed devices. Just a technical limitation sorry about this.
+ Fish spawns are now effected by pollution levels, they can be prevented completely in high pollution areas, similar to animal breeding & plant growth.
+ New Debug Device! The Power Sink! This device can consume a configurable amount of power from a power grid.
+ LiteFarm improvements, Minetorio now supports Harvesting and Planting of LiteFarm crops! Specifically farmland crops (these are custom crop that have to be grown on farmland)
+ New Device! Liquid Valve! This device doesn't require power, but when connected to a pipe junction, it can be used to pour all of it liquid contents out. Most liquids will create pollution this way! Water and steam are the only liquids that don't! This device is unlocked with the liquid transport tech.
+ New Device! Air Scrubber! This device uses water and collects pollution from the air. It creates Waste Water this way. It creates 100 waste water for every pollution gathered. Making it hard to store. This is unlocked after getting liquid transport and logistics via the Air Scrubbing Tech! Its a fairly cheap green science tech though!
+ New Liquid Type! Waste Water! This liquid when poured from a liquid valve dumps the pollution in the liquid at the same location, like other liquids, but this liquid will have much more pollution in it. About 10x more pollution then other liquids.
+ 2 New Config options to apply multipliers on resource zone spawns per planet, as well as an option to effect zone richness per planet.
+ Exodus now has a much higher chance to spawn uranium, all other zones are 2x more likely to spawn and their richness is 25% larger. (Out of the box settings)
+ The Moon has 3x the amount of copper and iron, everything else is 10x more rare. The richness of these zones is also 50% on the moon. (Out of the box settings)
+ New Admin Command, /mt goto ship ShipName <- Very useful for admins and testing, you now have a way to get to a ship without teleporting to coordinates!
+ Space Bat Poop! Space Bats now poop nether wart blocks, if their poop lands near 3 other poop blocks on your ship, it will explode! Kill the bats with sam sites and make sure to clean your the top of your ship off every once in awhile!
+ Space Nebula has been added to space! There is three space nebulas out of the box. There is only one spot that you have no nebula that is 66-90% of the way to exodus with default settings. Nebula generates dust on solar panels and has a composition of dust which can be used by other devices.
+ New Device! Particle Collector! This device is used in space to gather resources from nebula! This must be placed on a spaceship and can be unlocked with its new tech Nebula Farming which is researchable after Space Travel!
+ New Recipe! You can no make Hydrogen bottles at a advanced assembler using blue ice! Hint There is ways to automate gathering ice and crafting ice :p This recipe is at the advanced assembler! (Unlocked after Gas Extraction)
+ New Device! Cargo Rocket! This device is unlocked with space travel. You can use it to launch items from a planet or space to a target cargo pad on a spaceship. This is a useful way to get items from planets to space, it costs 500 petrol to launch, however these launch stacks of items. This device is limited in its range to 100 space units. This means you could launch a cargo rocket from EarthLike to a ship orbiting the moon for example.
+ You can now click on the device information of a power pylon to open the power grid power breakdown. This will break up the information per device. This makes it a lot easier to tell what device is using X or producing X when you have a large factory.

  • Changes**
+ The Auto Stripper is now unlocked after researching basic refinement.
+ Grass spreading is now effected by pollution.
+ The Production Monitor has had a UI rework. It now shows production and consumption and shows its values over a defined period of time. As apposed to predicting production amounts.
+ The Production Monitor now tracks power produced and consumed as well. Useful for viewing up to the last hours production / consumption.
+ The Production Monitor now organizes its contents by its value, and the list is much more likely to shift around as it logs items for up to 1 hour, this results in a way smoother and accurate monitor.
+ Device power icon color schema has changed above devices, dark red is used to show active power consumption, red is used for idle, gray is used when a device is not drawing any idle power, green is used when a device receives a free power cycle from modules. Yellow is used for active power generation still, gray is used for idle power generation.
+ Device no longer queue up there actions, instead they are performed at once. This should reduce scheduling, but also simplifies their logic abit.
+ Device UI no longer gets paused when overdriven for a second, the UI is also a bit more responsive now.
+ Adjusted tech cost for utility science from 20 - > 50 (This applies to new servers, you have to reset your tech.yml to get these changes)
+ Various techs were changed to include production science as a required research item, again you'll need to update the tech.yml to include these.
+ Geothermals no longer get an efficiency penalty for missing lava on the right or left side, this doesn't change much as geothermals are normally covered in lava, this was redundant.
+ Wooden Doors are no longer air tight, however metal doors like iron and copper ones area. This allows a atmospheric controller to treat wooden doors as air as well, so you can have multiple rooms with one controller now!
+ Breaking pipes will now spill their liquids into the world if it does not have enough space for it in the remaining pipes, if its the last pipe its liquid is always spilled into the world.
+ Breaking any device that has a liquid stored into it will also spill into the world. Be careful when breaking liquid silos filled with Waste Water!
+ Space Bats now have to spawn outside of the ship area with some extra spacing. So they wont spawn right on top of your ship anymore!
+ The Phase Beacon no longer links to a single ship, instead when right clicking with it you will be given a menu to teleport to any of your owned / shared ships. No more getting stranded from your ship.
+ Repeatable techs have been added to the tech.yml, these could be essentially infinite tech as well. These techs can increase in price and can have a max unlock count!
+ Logistic Robot Cargo! This tech is a repeatable late game technology, it can be unlocked 28 times! Each time your logistic robots will be able to carry 2 more items! They carry 8 by default so you could get them up to an entire stack at max level!
+ Asteroids now have Blue Ice that can spawn in them. Nebula Fields can also have Blue Ice Particles.

  • Fixes**
+ Fixed an issue with the AutoStripper throwing an error when stripping copper blocks.
+ Removed old Logistic Robot Speed tech, it was replaced with I,II,III techs, you will need to remove this tech yourself if you dont want it.
+ Improved chat input to not use the player object instead it uses a UUID.
+ Possible fix for PowerReceiver taking money but not adding it to the device balance and not informing the player of the input action.
+ You no longer get a slight heat buff while in space due to sunlight.
+ Hoppers can no longer output to devices, this was just deleting items, this is only temporary until I fix this.
+ You can remove Sifter outputs again using shift right click on items.
+ Liquid silos no longer require a power grid to work.
+ Fixed an issue where it was possible for a Pipe to have liquid stored in it without a liquid type type.
+ The Train Station now converts the block below it into a vanilla device similar to movers, this means you dont need to have a mover moving an item into the chest or barrel to get the station to take fuel.

  • Notes**
+ It is possible for dissipation to drop, but this is from trees and grass dieing. You can raise foliage up, but understand this takes a lot of work as you need to improve a 3x3 chunk area with foliage.
+ Production Monitors will take 1 minute after a server reload for the minute stats to be accurate, this also applies to the hour stats. This data isn't persistent for performance reasons and file size reasons.
+ You can greatly reduce your pollution generation now if your use modules where you can. While you can't use modules to a great extent with power sources, you can use them often for consumers.
[V0.99] Geothermal Fixes & More! by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ New Config! Device Occlusion: true, this just gives you option to disable device occlusion, there's a few reasons you might want to, read the config for more info!
+ New Config! Opt In Occlusion: false, this makes it so no one uses occlusion by default, but players can use /mt occlusion true/false to opt in or out of using it.

  • Changes**
+ Logistic robots now travel 50% faster when traveling to the player.
+ Vanilla materials now show up in the /mt order command.


  • Fixes**
+ Devices now use one method for occlusion and said method has been slightly optimized so the system will use less overhead.
+ Adjusted how pollution particles are spawned, this should reduce overhead on servers with large amounts of pollution and players.
+ Fixed an issue spawning more pollution particles for each player in the area.
+ Geothermals can now actually hit 3 base power generation.
+ Geothermal bonus heat value now shows the accurate number.
+ Geothermal bonus heat can actually hit +2 now rather then maxing at +1
[V0.99] Mover Mod rework & a lot more! by xxxtrigger50xxx on Oct 15, 2026
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  • Additions**
+ 1.21.11 is now the leading version for Minetorio. This means the official supported versions are now 1.21.11/10/9/8
+ New Config! Auto Breeder Limit: 20, this is the limit of animals which an autobreeder will be allowed to breed animals to. Note this includes all animals, and these are only animals within the breedable range!
+ New Config! Blueprinter Preview Limit: 100, this is the amount if displays the device can spawn to show you the hologram of the blueprint. Setting this to zero disables the preview, setting it to -1 will leave it with no limit.
+ New Mover mod, ALTERNATE OUTPUT, this mod will make the mover alternate its output onto the left and right side of the belt when their isn't enough items for both sides of the belt!
+ When using Auto Logger Breaks Leaves: true (default this is false) the auto logger can collect leaves when supplied with both an ax and shears. If shears are not present, then the leaves are broken like normal.
+ New Device, the Auto Stripper! This device is a utility device thank can strip away the color from colored blocks and items. It can also restore copper and make stripped logs! It's available right away at the Crude Assembler!
+ New Command! /mt order item amount, with this command, you can place orders to nearby roboports. Logistic robots will then delivery said item to you if available in a provider chest!
+ New Command! /mt take, you can then open your inventory and click the items you would like to have nearby roboports dispatch bots to collect those items from your inventory!

  • Changes**
+ Boilers can now output steam in any direction rather then only the top.
+ Device crowding updates no longer happen every second, instead they now check when a device is placed or broken in the area. They additionally only make devices of the same type cause updates. This should drastically reduce overhead for servers with high crowding device counts.
+ Power Pylons no longer check for their upgraded status every second. They instead get marked for a single update after a block is broken or placed nearby. This will heavily reduce overhead on servers with a lot of power pylons.
+ Changed the mover display and how its occluded, it should have way less overhead now.
+ Various small improvements across several devices.
+ GameRule changes when creating the space world no run console commands instead, until 1.21.11 becomes the oldest supported version. This means you will see the game rule changes occur in the console when creating the mt space world.
+ Trains now have 1000 fuel rather then 100. This allows far train setups to actually work in practice now.
+ Train fuel has been tripled from fuel sources, so fuel will go a lot longer now then before.
+ Movers no longer use physical mods above them, instead they can be toggled from inside the Manage Modifier section of the mover. This will allow for some fairly custom movers while removing the physical limitations.
+ Movers have had their mods system updated, the wording describing mods is now updated as well, adding mods is a lot easier to do now as well.
+ When copy and pasting mover settings mods are now copied and pasted as well.
+ Geothermals now produce 3 base power rather then 5.
+ Geothermals now fluctuate in power, though unlike wind, this value changes smoothly to its target and changes a little faster then normal. Despite its randomness, it does produce power 99% of the time, its simply a range of power 0-5 now. (On average it'll make 2.5 power)
+ Core Heat Level now represents the current core heat in the geothermal generator (visible in its UI)
+ Clouds changes, generally there is less clouds now. This should bring solar panels power up from its low 130k per 24hr to something closer to 200k
+ Wind Turbines have had their height requirement removed. This should make them more viable in all biomes.
+ Wind speed chances changed, in general wind is not as strong anymore, it should bring it closer to my target 200k per 24hr value.
+ Tidal Generators & Wind Turbines have had their crowding distance reduced from 15 - > 10, this means you should be able to get 33% more in the same space.
+ Tidal Generators are no longer effected by their biome type.
+ Tidal Generators now produce their max power in a volume of water of 150 blocks rather then 50.
+ Tidal Generators now require source water blocks, this is to prevent cheesing the setup. Though most people didn't cheese this anyways.
+ The Sifter no longer has redstone as a siftable product anymore. Look to the Infuser to convert sand into redstone dust!
+ The Sifter now has a 5% chance to give copper nuggets! This is 4x less common the iron nuggets so you'll still need to work towards better copper sources.
+ The Infuser now uses 8 power instead of 20!
+ Updated the method to prevent moving items into movers via hoppers, this should be WAY better for performance.

  • Fixes**
+ Fixed an issue with crafting pipe junctions, they can now craft into granite, diorite and andesite!
+ Fixed an issue preventing upgraded power pylons from connecting at their upgraded range.
+ The AutoBreeder works much more reliably now with feeding animals, it also shows nearby adult animals detected and ones on cooldown now in its UI.
+ Electric Furnaces, Blast Furnaces and Smokers now drop their inventory when broken (in survival) This change will only apply to newly placed ones though sorry! :(
+ Combustion Generators no longer drop unintended items, they also had a rewrite to their code so they are similar to the Electric Furnaces now. This will only apply to newly placed combustion generators.
+ Fixed an issue with the Combustion Generator being treated as a vanilla device which was causes some oddities to occur.

  • Notes**
+ Geothermal were outproducing other power sources by nearly 2x-6x more. To add insult to injury with 6.5 geos you could produce the same amount of power as a t2 source the, that being steam power. A steam power setup takes 4 blocks not including pipes and other devices to move fuel around. Clearly this was an oversight on my part.
+ The Geothermal generator should now produce around 216,000 power per 24hrs, bringing it in line with other power sources.
+ Tidal Generators should be much more viable now, especially in servers using custom biome generation. In general though they will still function best in oceans though.
+ The Sifter changes will only apply to new servers, for existing servers, admins on the server either wipe their Table Data folder in the plugin folder or manually make the changes mentioned above.
+ When using the order command, you can order Minetorio items by name and vanilla items. Custom items are not currently handled properly yet.
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