Minetorio vV0.9

Automate Everything - Heavily inspired by Factorio
Additions
  • A config option has been added, Use Space Content, for now this is set to false. So you will need to enable this content yourself! I am doing this for a few reasons, primarily for performance reasons and for the build being untested.
  • There is a new config for planets, the planets.yml file is now generated with this version of MT.
  • Planets have an atmosphere composition. This allows them to have multiple gases in them at different densities.
  • Planets can have low oxygen levels, this will cause users to slowly use their oxygen in them.
  • Hydrogen can be found on planets, in planets with high levels of it, it can cause harm to the player.
  • Planets can have their daylight hours adjusted. So they can be longer or shorter.
  • Planets can have their gravity adjust, at the moment it can only lower gravity not make it stronger. (Working on a better implementation of this, it needs to be perfomant friendly)
  • Planets can have temperature, players can either freeze to death on planets or get set on fire on them. The temperature isn't static, during mid day it'll be its hotest, and mid night will be its coldest. Some planets can be cold 24/7 for example, or only cold enough to damage players at around midnight.
  • Planets can have crop growth reduced or accelerated.
  • Planets can rain more or less often, some planets could rain 24/7, others will never rain.
  • Planets have, Tidal levels, Wind levels, a Sun Bonus and a Moon bonus, can effect Minetorio generator devices. Making some of them useless on some planets or OP on others.
  • Planets have Meteors, this is controlled by a couple of settings, Meteor Intensity decides how frequent meteors impact the planet.
  • A config section for planets has been added in the normal config.yml.
  • A config option for Meteor Block Damage has been added, you can change the setting to decide how much the world is affected by meteor strikes, you can disable damage of blocks entirely or allow all blocks to be broken, you could specifiy vanilla only or MT stuff only.
  • Planets have Lightning Intensity, this allows planets to have lightning storms, which strike multiple times over the storm. This also gives the lightning generator a high chance to get struck outside of a vanilla minecraft storm.
  • Devices will consume more power when doing their actions if the planet temperature is over 1.0, a planet with 2.0 heat will only increase devices power usage during the day for example, they will use the most power in mid day versus early morning, at night though the power usage is exactly the same as normal.
  • Two new oxygen items, The Oxygen Mask, this item allows the wearer to breath from Oxygen Tanks in the top row of your inventory. The Oxygen Mask can also let the wearer breath in low oxygen enviroments. Both can be crafted at the basic assembler and have fairly early game recipes.
  • A Space Suit can be crafted at a basic assembler using early tech. This suit protects the wearer from extreme temperatures in the range of 0.5-2.0, it will mitigate the temperatures outside of this range however it doesnt prevent it.
  • The Space suit and oxygen items are intended to be early space options until you can get EVA Module for the modular power armor. The EVA Module is both an oxygen mask and a space suite.
  • Planets using with temperature values that are not 1.0, can effect player temperatures via a few ways, block light will heat the player a small amount, sky light can cool the player under 7, above 7 it will heat the player and being in water can also cool the player.
  • You can crouch next to a campfire or fire, to huddle around a fire to drastically boost your temperature. Doing so will give you a heat bonus for a few minutes. Ideal for colder planets.
  • Fire resistence potions will also reduce heat! Ideal for hotter planets.
  • A Thermometer can be crafted at a basic assembler, this device can be used to detect what the temperature of the enviroment is.
  • New Device! SAM Site, this device will launch SAM missiles at incoming meteors, phantoms and can be used in space to destroy small asteroids. Phantom targeting can be disabled.
  • There is a new advanced assembler recipe for gunpower, it uses 6 charcoal and 3 sulfur. This gives another use to obtaining gunpowder, albeit an expensive method however it adds another reason to make a charcoal farm! (Its unlocked by default!)
  • SAM ammo is fairly cheap to make, using an iron plate and a gunpowder, while the SAM Site recipe is also fairly cheap along with its tech, this is meant to be an early defense option against meteors planet side and entry level defense for spaceships.
  • New Device! Gas Extractor! This device extracts gas from the atmosphere of the planet your in. A planet with a higher gas percentage will gather gas faster! This device can fill Gas Canisters and Oxygen tanks! This is an early tech after logisitics.
  • Gas Canisters can be crafted at the basic assembler, however they are unlocked with the Gas Extraction Tech.
  • New Device! Railgun! This device can be placed on a spaceship, it uses Railgun ammo, which it shoots to destroys asteroids in one hit!
  • New Device! Asteroid Collector! When small asteroids are destroyed they drop asteroid chunks. Which these collectors will pull towards them and mine the resource in them!
  • When in space asteroids will spawn around in the background. These ones are decorative.
  • When in space asteroids can spawn in front of the ship, these ones can cause damage to the ship. These must be destroyed with either rail guns or sam sites. The size of asteroids can vary bigger ones will break into smaller ones.
  • New Device! The Obeservatory! This device is how you will generate space science! It consumes spyglasses! This means youll not only need to automate crafting them, youll also need to automate amethysts.
  • Space offers a much easier way to obtain Amethysts - You can find Amethysts in asteroids, these can show up right at the starting planet. So you can either make a farm for Amethyst's or you gather some by hand, get into space and get your space tech from asteroids. (The preferred Minetorio way!)
  • New Device! The Atmospheric Controller! This device will stabaliz e the rooms tempature and provide oxygen to a room that is at most 100 blocks in volume and is enclosed! Useful for spaceships!
  • New Device! The Phase Relay! This device allows players to teleport to the device directly using a Phase Beacon. Additionally it can be used to teleport to the planets surfce by using its UI! The phase relay needs 100% charge to work! This device will slowly charge without power however having power will drastically increase its charge time.
  • New Item! Phase Beacon, this item will automatically linked to a nearby phase relay! You can right click this to teleport to the phase relay! The relay needs a 100% charge!
  • New Device! Thruster! This can only be placed on spaceships! It provides thrusts to spaceships and is fixed to face the south direction. It has a crowding penatly so stacking a bunch has diminishing returns. This device uses hydrogen to operate so youll need to supply it! It will damage users in its output so steer clear (only when on)!
  • New Config! There is a new config called space.yml. This file can be used to configure Asteroid Fields right now, in the future it will have additional things added to it.
  • I have setup the space.yml config to essentially spawn larger asteroids as you travel to the furthest point. No asteroids will ever spawn at 0.0, so newly created spaceships are safe from asteroids however, they will never be able to gather resources using the Asteroid Collector since none spawn. This is all configurable and i reccomend changing some settings!

Changes
  • Devices no longer get deleted if they dont detect their world, instead they will enter a pending state, which will not tick the device or perform any actions. Once their world is loaded then these devices will perform their usual checks to see if they are valid still. This will vastly improve support with other plugins that use multiple worlds.
  • The Rocket Silo no longer generates space science.
  • Processing Units now take Sulfuric Acid instead of Sulfur, it also was reduced in overal cost slightly. It takes 1 less Advanced Circuit and 2 Less Electronic Circuits. This brings the recipe closer in line with Factorio, as I found I'm not really using liquids as much as i'd like to in other recipes outside of the oil refinery.
  • Multiple devices have had skins added to them.
  • The Human teleporter has adjusted teleport costs when teleporting into spaceships or from spaceships. The teleport cost will be 50 when in orbit of the planet. However the cost increases as you get further from the planet the other teleporter is on.
  • The Rocket Silo no longer requires a grid to launch rockets, this only makes sense considering it doesnt use power.

Fixes
  • The Auto Crafter, Basic Assembler & Advanced Assembler now consume power when performing their actions. This was intended, not sure when this stop, this is going to increase power draw for a lot of factories.
  • Fixed a major issue with Rockets from the rocket silo running for wayyy longer then the needed to. (Even after they despawned)

Notes
  • Planets will ignore the temperature system completely if set to 1.0 in temperature. If you'd like for it to apply to the planet but dont want an extreme temperature, use a value like 0.99 or 1.01. Then the planet will be effected, though youll only experience temperature in specific scenarios.
  • You can only build within 25 blocks of your ship core, being in creative mode allows you to bypass. I will be adding a config option in for this in the next update.
Additions
  • Mover Lifts! Movers when facing directly up or down can be turned into lifts by placing fences in a straight line. Movers can remove and add items to a lift like belts. This is a great alternative to moving items vertically!
  • 23 Mover Filters! (Request yours in discord!)
  • Admins can now change Item Mode, by default it uses DISPLAY. Essentially this will allow admins to switch to uses Display Entities for Minetorio items rather then normal items. Display entities offer superior performance along with item smoothing.
  • New Config Option, Item Mode: true (default)
  • New Config Option, Smooth Movement: true (default) Setting this to false will make items teleport as they did in the past while still being able to use Display Entities.
  • New Config Option, Lift Distance: 20 (default) this controls the distance at which mover lifts can go up or down.
  • Phase Belts! You can now place stairs with the large face facing the end of a belt, then place another stair facing the opposite direction of the first stair to make underground belts! Just like factorio!
  • The Guide has been updated with information regarding the Phase Belts and the Mover Lifts!
  • Logistic Robots now have some sounds they play when entering a roboport, exiting a roboport and dropping of items.
  • New Device! Experience Synthesizer! This device takes items and extracts a small amount if experience from them. However, specific items like amethyst shards, redstone, lapis and most common mob drops give slighly more experience. It is unlocked after logistics and waste disposal.

Changes
  • The Mover UI has been reworked, you can now have more then 9 filters, you can still add filters from your inventory without actually using an item, you can also add filters without having the item.
  • Movers can now be filtered by groups, these are presets that are coded in. This can be things like ores, crops, components, device, tools and more!
  • Movers can now have their type change from the new UI, however you can still manually place items above to change the mover mode. This is mainly for spreading awareness easily in game for the modifiers of movers.
  • Movers can now have their filter list type changed from the new UI.
  • You can now view the amount of mover gears inside the new mover UI.
  • Solar Panels now accumulate debris on them, the amount is dependent on the biome type, temperature biomes accumulate slow, cold accumulate 2x as much and hot biomes accumulate 3x as much.
  • You can clean solar panels off using a brush, currently a Temperature solar panel will need to be cleaned off once about every 3 hours in a temperature biome, though it will lose power at this level, letting the debris get to 75 or higher will reduce output by 2. It takes 9 hours to reach this level of debris though.
  • Newly placed Solar panels now have a UI when being right clicked. Though previously placed solar panels will not have it due to how devices save information.
  • You can now view much more information in regards to solar panels, which should give a better idea as to why your generating the power you are at any given moment.
  • The Incinerator now produces 2 pollution when burning items rather then 10. This should make it a more useful utility for servers using pollution mechanics.

Fixes
  • Fixed an issue with when a server process would be killed it would duplicate items above devices. This wont work for the first time load of this update though.
  • Clicking on an item category in the /mt items will reset the page to zero. This prevents you from looking at empty pages in some circumstances.
  • VanillaDevices now get properly removed when broken. This could possibly fix cases where an double chest could be duplicated.
  • VanillaDevices now keep track of their left and right sides when considering double chests.
  • Fixed an issue preventing clouds from ever effecting solar panels, solar panels are now subject to clouds.

Notes
  • Lifts can have their items released by sneak right clicking the fence holding the items you want, exactly how belts would.
  • In the future I plan to adapt Display Entities into belts as well, along with the smooth movement. Lifts are a bit simpler then belts so it was easier to implement here.
  • Item Mode and Smooth Movement config options will be used for belt items as well, along with other areas to like the display items above devices. Just wanted to make note that these config will apply in these areas in the future to.
  • I will be adding a method in the future to clean solar panels off automatically, however for right now users will need to manually clean them. Solar is intended to be an early game option, not the only option, as many users tend to use solar at all stages of gameplay, its not that you should be able to, its just to easy to do so.
  • To further my last point if users want to build a huge solar farm out, then i think there should be more to it then just placing them and adding some batteries. So adding in an automatic way to clean nearby panels i think will make solar a more fair power source compared to the others, while allowing users to continue to use them at scale.
Additions
+ You can now crush sandstone into four sand!

Changes
  • Crafting Automation no longer requires green science.
  • Advanced Assembler now requires logistics to be unlocked, this sort of already happens, mostly a visual change.
  • Sand was readded as a 25% chance to the sifter, it was accidently removed at not added in.
  • Tables will now attempt to generate new defaults, however this will only happen once per recipe. So it will generate once, if you remove it, it will not generate again unless you run the command /mt default tables
  • Smooth basalt can now be crushed into 5 iron nuggets. This is found naturally in the overworld around amethysts. However the nether has normal basalt, after its smelted, it could be crushed. This is a alternative way to get iron essentially.
  • The Auto Crafter now uses the crafter material, already placed crafters will continue to work however they will drop old crafters which when placed are converted into normal crafting tables. This actually will help with the early game when your using auto crafters and crafting tables all over the place haha.

Fixes
  • Fixed an issue with pollution dissipation in super chunks being allowed to be 0. They should always be at 1 at a minimum.
  • Fixed a config typo in regards to nobiters areas.
  • The crusher only crushes one input at a time again.
  • Sulfuric acid is required to mine uranium once again.
Additions
  • New Command, /mt config, this reloads the config from the config file, useful when editing config not available in the in game config editor.
  • New Config Option! Default Technology, you can use this to have users start with some extra tech unlocked right off the start!
  • You can now guides off as completed to better help follow along the guide!
  • You can now deselect recipes from the assemblers
  • You can now copy a assembler recipe with the swap key! Sneaking will allow you to copy a recipe, and not sneaking will paste the recipe.
  • You can now quickly take output items from all devices by left clicking it without a tool in hand. This also doesn't work for creative mode players.
  • You can now quickly insert items into device input slots by sneak left clicking the device with an item in your hand. It will always deposit 1 item, however if your holding a stack it will deposit 10% of that stack. This also requires an open input slot to work.
  • You can also quick insert into furnaces, smokers and blast furnaces now.
  • New Device! Production Monitor! This device is used to show your factory production and consumption rate! It is a default recipe and is cheap to craft!
  • Two new base components! Electrical Engine Units & Processing Units! Both are craft able in the advanced assembler & have a technology to unlock. These are chemical science items.
  • New Item! Exoskeleton! This device lets the user gain a speed buff if they are wearing it and are within power grid range!
  • New Device! Autobreaker! This device will break whatever block is in front of it, it uses pickaxes to do so. This is a default recipe and will be useful in the early game as it can be used for a few things notably a cobblestone generator.
  • New Command! /mt give playerName item! You can now give players a specific item via command, this is any MT item from the /mt items menu.
  • New Item! Tunnel pickaxe! This item can be unlocked via chemical science and requires blast charges to work. This item is great for making 3x3 tunnels.
  • Two New Science Techs! Research Efficiency I & II, these techs will speed up your research table progress. This means you can nearly double your research speed with both techs. One tech is unlocked after logistics, and one after chemical science.
  • New Device! The Power Pylon Mk2! This device has a 50% larger radius then the default power pylon. This can be unlocked after chemical science!
  • New Item! Mover Gear! This item can be added to movers to increase the quantity of items movers can move from containers. This does nothing for belts. It is unlocked after logistics.
  • New Liquid! Sulfuric Acid! This can be crafted at the oil refinery!
  • New Items! Flying Robot Frame & Micro Battery! These are unlocked after chemical science! (Both have tech to unlock)
  • Logistic Robots! These robots are a chemical science tech, these bots can move items around your factory! They fly in the air, while they can phase through blocks, it uses all of their stored power and makes them very slow. Clear air ways are important!
  • Logistic Devices, Provider Chest, Requester Chest & Roboport! These items allow you to use robots in your factory!

Changes
  • Quarry Technology changed from 30 red science to 20.
  • Automated Farming no longer needs green science packs to unlock.
  • Automated Farming now requires timings technology to be unlocked.
  • Automated Farming changed from 30 red science to 20.
  • Automated collecting now requires timings technology to be unlocked.
  • Movers are now saved periodically with devices.
  • Command tab completer added for most debug commands.
  • You can deselect your current tech research by clicking on it now.
  • Hologram name plates do not display if there is a nearby device displaying its name already.
  • Major Technical change to item saving / loading. Items can now be saved with full NBT data, this includes custom items. Rejoice! It comes at quite a cost read notes.

Fixes
  • Phantoms are now attacked by turrets, turrets now shoot at Enemies rather than monsters.
  • When tech is disabled you can now use the seismic charge without needing the tech unlocked first.
  • The auto placer will now only place actual blocks. This means it wont attempt to place items like bonemeal, swords etc.
  • /mt bedrock now only shows up for admins.
  • Liquid Barrels can no longer be placed.
  • Movers now save when placed.
  • You can no longer select tech that isn't unlocked yet to research.
  • Mining mode & Mining depth changes now apply when changing them in the in game config.
  • When using mining mode 2 physical mode now mines down to 256, it ignores the max depth setting, this also happens when mode 2 is virtual mining now.
  • Reworked autominer device, it now works in all three modes, though there was some changes internally.
  • Fixed an issue with overdriven devices not showing their fail reasons after opened.
  • Free users will no longer see premium devices and items inside of the /mt recipes menu.
  • Fixed the left and right scrolling icons missing their proper names.
  • Fixed an issue on spigot where the chunks were unloading instantly in the newest build of spigot. This fixed multiple issues with belts and display items.
  • Fixed a fail reason showing up on devices with enough power to run specifically ones that don't have active power usage.
  • Fixed some tab completing tabs with incorrect options showing.
  • Unbreaking is now considered for tools when used by devices.
  • Fixed a bug with the advanced assembler not consuming items when crafting due to the production monitor.

Notes
  • This update has a lot of QoL improvements. Fast inserting and fast taking from devices and furnaces will speed up some of the early game and make it more enjoyable in general rather then feeling tedious at times. I want to make the process a bit smoother like how it is in factorio.
  • This is why you also see copy and pasting for recipes for assemblers, from my play testing it becomes tedious to setup multiple assemblers at once.
  • A lot of changes to tech was done to help the early game be a little more smoother for tech servers as it felt like it took some time to progress tech in the early game vs the mid game it felt much better getting the tech since you have automation at this point.
  • Due to autominer changes it is very likely that pre 0.7 autominers when updating will no longer work properly or will cause errors.
  • Due to the new item saving and loading system, recipe data will likely be reset when updating. I have put something in place to stop it from clearing your recipes but it isn't a promise.
  • When I updated my test server to 0.7 from 0.69 I just installed the jar, the server booted up and the plugin gave me Critical Error Messages for loading recipes. In my case my recipes we reset but all of my items persisted in my devices. I did this test before adding a possible catch for older recipes. So you should experience no loss on the players end just the server end has potential to lose recipe data.
  • Please make a backup before updating, as this is a large change to Minetorio overall and on a technical level.
WARNING THIS IS A MAJOR VERSION CHANGE EXPECT ISSUES WITH NEWER SYSTEMS!

Additions

  • New Component the locomotive! Used in the train station!
  • NEW Device! The Train Station! Used to manage locomotives and send them long distances.
  • Science Packs! All 7 seven packs have been added! For now only the first two are actually in use though!
  • NEW Device! Research Lab! This lab is used to consume science pack in exchange for researching new tech!
  • New Technology system! You now have to progress and unlock technology, you can't place items you haven't research and breaking ones you haven't removes it's drop!
  • Most devices now require technology by default, however a few are unlocked by default like the basic assembler, power pylon, wire tool, mover & the combustion generator.
  • New Config option! Use Technology Progression: true, you can set this to false to ignore technology completely!
  • Now Config option! Technology Price Scale: 1.0, you can make tech cost more or less using this! 2.0 would double the price of technology!
  • Train stations & Locomotives can be crafted at the basic assembler.
  • Research Lab can be crafted at a crafter or a crafting table.
  • Red Science packs can be crafted by hand using a copper plate and a iron gear wheel. This can also be done by the crafter,
  • Green Science packs can be crafted at a basic assembler, they require a iron gear wheel and a mover.
  • New Config option, Allow Recipe Updates: true, this allows default recipes to update when the result item changes. Otherwise when false, the result doesn't change and the recipe wont be changed. So if an item has its lore updated then it will not update on your server if this is false. This setting
  • New Device! Electric Furnace! Craftable at a advanced assembler!
  • New Industrial component, Steel plates! These take 3 iron plates to craft.
  • New Industrial item, Barrels! These take iron plates to craft.
  • NEW Device! BarrelPump! This devices acts like a pump, however it only fills and empties barrels in its output slots. You can now transport liquids!
  • Reworked Resource Chunks! Resource zones are found when using seismic charges. However instead of being only in one chunk, they spawn over an area now.
  • Resource Zones are finite and run out of resources, their amount varies based on its richness.
  • NEW Device! Deep Drills! These devices can mine a specific resource from a resource zone! However they require lubricant to operate!
  • Iron Resource chunks can now be found, they have a 1% chance to be in any chunk, however they are more common in cold biomes. In a frozen peak the chance is 6% chance.
  • Iron Resource chunks have a very high chance to be found in underground caves, however they dont need to be deep drilled in them. They have a flat 10% chance to be found in caves.
  • Copper resource chunks have a very high chance to be found in underground caves at a 11% chance. They can be found in savannas and plains at a 13% chance. Otherwise they are found everywhere else at 3%.
  • Gold resource chunks can be found only underground under y level -32. These chunks have a 1% chance to be found. This also cannot be deep drill mined from the surface. It can only be mined with a deep drill at -32 or lower.
  • Redstone resource chunks can be found in lush caves. These can be surfaced mined. They have a 10% to be found in lush caves.
  • Coal resource chunks can be found in swamps at a 11% chance. Forests at a 3% chance and everywhere else at a 1%.
  • Precious minerals like gold and redstone have much less resources in resource chunks.
  • New Config option, Disabled Resource Chunks, you can use this list to prevent any type of resource chunk from spawning.
  • New Config option, Resource Chunk Multiplier: 1.0, you can use this to change how much of a resource is in a chunk!
  • New Config option, Resource Zone Creation: true, Allow Resource Chunk / Zone Creation from seismic charges. You can disable this and use the admin command to make your own if you want to.
  • Mining mode 2! This mode allows Autominers to switch from physical mining to virtual mining once it hits bedrock!
  • New Item! Grenade! This can be crafted at a crafting table! Like factorio it destorys trees and leaves well!
  • New Item! Cliff Explosives! This item is a much stronger tnt item! It is crafted at the basic assembler.
  • New Menu! The /mt command has been changed to open a menu by default. This menu allows you to view your research, view all the items minetorio offers, view recipes and has an extensive guide for the plugin!
  • Updated the command completer
  • New commands, /mt research, guide & menu. These commands are shortcuts.
  • The /mt menu is also sticky to you will reopen where you left off at in it.

Changes
  • The Autominer now breaks 1 block below the Autominer, this leaves the floor its resting on!
  • Iron Gears can now are crafted with two iron ingots instead of 1.
  • Repeater mode 4 on a Oil Refinery is now the setting for crafing lubricant from heavy oil.
  • Oil now has a 18% chance to be found in the desert and the badlands. Deep oceans are now the second best oil source, at 11%
  • The Seismic probe no longer outlines chunks, rather it shows particles based on it resource state. Green for resources available. Gray for unknown, and red for none found.
  • Virtual mining or mode 0 has had it drop chances nerfed quite a bit.
  • All devices that need to store there inventories now serialize their inventory rather then creating chests and loading them from that. This prevents crashes from wiping said devices.
  • Combustion Generator range increased from 5 to 10 for power grid to help with early power setup.
  • /mt items is now available for normal players.
  • /mt items completely reworked. It now allows you to see all the items by category and allows you to get items 1 by 1 or by a stack. You can also view recipes from this menu quickly to!

Fixes
  • Autominer will now longer break air blocks (caused by a player breaking it) and will skip them. This stops it from consuming pickaxes.
  • Autominers max depth trips now when the drill depth exceeds -64.
  • Major serialization fix, devices where saying the same serailization ID by mistake. This can fix a rare few issue with devices randomly being removed.
  • All duplicate default recipes now get deleted. This was caused when a recipe updates, but now it has been fixed. This only applies to non custom recipes, only plugin default recipes.
  • Petroleum Engines now use a different type of particle to make older versions of mc run without erroring.

Notes
  • Some tech requirements like electric smelting for example will change as the tech is expanded more. As of right now there isn't chemical science but it will come soon.
  • There has been some changes for the free version! Power systems are now enabled for the free version!
Changes
  • Oil base chance changed from 5% to be based on biomes
  • Hotter biomes have a higher chance of having oil chunks.
  • Deep ocean biomes have a 11% chance of having an oil chunk.

Notes
This update changes how oil is found. You can find oil anywhere that isnt cold. So if your in a very cold area like ice spikes you will never find oil. However in the desert you have a 4% chance of a chunk being an oil chunk. This is a change to prepare for some of the bigger additions / changes coming. Soon resource chunks like copper, iron & gold will be added. They will be found similar to oil chunks. However since these resources spawn in specific areas across the world players will need to transport said items across the world in order to utilize them. This means that long range transport will be needed. This transport will obviously be trains!

Also include 0.42 changes which was massive, read changes here

https://www.spigotmc.org/resources/minetorio.112737/
Check out the link below. Tons of new additions have come to minetorio!

https://www.spigotmc.org/resources/minetorio-free-version.96681/
Check out a list of updates on spigot the link is provided below!

https://www.spigotmc.org/resources/minetorio.112737/
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1.4 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Economy
Game mode
  1. Survival & SMP
  1. Factions
Game mode
  1. Survival
  1. Factions
Game mode (legacy)
  1. Survival
  1. Factions
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  1. Bukkit
  1. Spigot
  1. Paper
Supported versions
  1. 1.21
  1. 1.20
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  1. English
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Sep 21, 2023 Published
Jul 8, 2025 Updated
1.00 star(s)
Average rating (1)
1.4 MB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. Gameplay
  1. Economy
Game mode
  1. Survival & SMP
  1. Factions
Game mode
  1. Survival
  1. Factions
Game mode (legacy)
  1. Survival
  1. Factions
Supported software
  1. Bukkit
  1. Spigot
  1. Paper
Supported versions
  1. 1.21
  1. 1.20
Supported languages
  1. English
Includes DRM
No
Source access (legacy)
Closed source & unobfuscated
Creator
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