Compatibility
Minecraft: Java Edition
1.21.x
1.20.x
Platforms
Creators
Details
Licensed ARR
Published 2 years ago
Updated 5 days ago
Changelog
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.
Files
Metadata
Release channel
BetaVersion number
V0.99Loaders
Game versions
1.21.8–1.21.11Downloads
31Publication date
January 11, 2026 at 8:12 PMPublisher
xxxtrigger50xxx
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