
Redstone Additions
Best redstone datapack, Super optimized, 44+ blocks (Block breaker, block placer, filters, conveyors, item pipes, breeder, generators, gates, chunk loader, wireless redstone, multiblocks and so much more ! ) Powerful library
Список изменений
v5.1.14 (2026-08-18) — Pictures
Added
- Screenshots in the wiki. Transport Networks opens on a running EU grid and
shows a fluid network, the Electric Furnace and the Industrial Light lit beside
unlit; Jetpacks shows hover flight. Seven in
docs/images/screenshots/. - A banner per module in the README, with a generated
docs/images/banners/media-missing.pngplaceholder for the ones that have no screenshot yet. Swapping a placeholder for a real picture is a one-line edit. - An Industrial Light section in Transport Networks, which the page never had.
Fixed
- The README was stale in ways that mattered. It listed Netherite Liquid Pipe, Netherite Gas Pipe and Netherite Electric Wire as separate blocks — the tiers were removed, and those item tags now place the single version. It was missing eight Transport Networks blocks (Battery, EU Breaker, Industrial Light, Boiler, Solar Panel, Electric Furnace and both Creative sources), the Magic Crate, the three new jetpack kits, and the Clipboard and Multimeter. Counts corrected: 57 blocks, 7 tools, 66 recipes — the badges said 52, 5 and 58.
- Transport Networks still described tiered pipes in its Block Families table,
and pointed at
ra_wires:items/give_all, which does not exist. It now names the Wires Bundle and the creative give function. readme.bbcoderegenerated from the corrected README.
v5.1.13 (2026-08-18) — Documented
Added
- Recipes for the Clipboard and Multimeter. Both shipped with a give function and nothing else, so in survival they did not exist.
- A Tools page, which the wiki never had. The Wrench, Goggles, Data Handler, Clipboard and Multimeter were described only in scattered module notes and the technical pages; the Clipboard and Multimeter had no usage documentation at all, only a row in the item table.
- Missing unlock advancements for the Battery, EU Breaker, Industrial Light,
Boiler, Solar Panel — and the Wrench and Data Handler themselves — plus
get_*advancements for the Battery, EU Breaker, Industrial Light, Clipboard and Multimeter. Those blocks were craftable but the recipe never unlocked itself.
Removed
- Three dead advancements:
unlock_electric_wire_netheriteandunlock_liquid_pipe_netherite, left behind when the tiered wires and pipes were removed, andunlock_conveyor, which pointed at a recipe and a block that do not exist anywhere in the pack.
Changed
- The wrench and Data Handler sections of How It Works described the old
per-block dispatch and the goggles tinker. Rewritten for the registry-driven
menu, including the
stacked_prop_line/stacked_status_line/stacked_data_linedistinction that silently rendersN/Awhen you pick wrong. - The Developer Guide now documents the migrations system and the read-only registry.
v5.1.12 (2026-08-18) — Depth
Fixed
- Skins z-fought with the block underneath. The overlay was scaled 1.004,
leaving two thousandths of a block of clearance on each face. That is
geometrically separate and practically not: Minecraft's depth buffer loses
precision with distance, so a few chunks out both surfaces resolve to the same
depth and flicker. The margin is now 1.02 — a hundredth of a block per face,
five times the separation, and still about a sixth of a pixel of overhang on a
sixteen-pixel texture, so nothing looks fat. Where a neighbour is solid the
overhang is buried inside it and never drawn.
ra_migrations:5.1.11-to-5.1.12clears existing skins so they redraw with the new geometry — displays keep whatever transformation they were summoned with, and every skinned block already redraws a missing skin within a tick.
v5.1.11 (2026-08-18) — Read Only
Added
-
One declaration for read-only properties,
ra:tools/readonly/init_registry, keyed by block type. A property listed there is shown by the Data Handler with a struck-through[Modify]and a reason on hover, and is never offered by the wrench. Marking something the block owns — a generator'sgeneration_rate, a valve'srate, a breaker'scooldown— is now one edit that both tools obey, instead of one tool knowing and the other not.This replaces five per-module
tools/hidden_fields.mcfunctionfiles reached through a#ra:hidden_fieldsfunction tag, each a chain of tag tests — the same per-block-table shape the Data Handler registry was consolidated to remove. The set is stored as a compound rather than a list because both readers ask "is this name read-only?", which a compound answers in one command and a list needs a walk for.
Removed
enabledfrom the Ender vaults, the Teleport Anchor and the Infinite generators. None of them had anything that could toggle it — no redstone, no wrench action — so it was a property you could set and then watch do nothing. It stays on the Wireless Emitter/Receiver and the Multiblock Base, which are toggled by the wrench's plain right-click and would have no control at all without it.ra_migrations:5.1.9-to-5.1.10strips the dead copies.
Fixed
- The wrench filtered read-only entries after counting them, so a block whose only cyclable property was read-only would have cycled it silently on a plain shift-click instead of reporting that it does not cycle. The filter now runs first, and both the menu and the click path build the list through the same function — a button carries a row index, so a click path that built the list any differently would act on a different property than the one on screen.
v5.1.10 (2026-08-18) — No Second Switch
Fixed
- The Electric Furnace duplicated items — it smelted without consuming the
input. When
find_trywas rewritten so every slot counts as input, the line that put the slot number intoef.hitwent with it and only the score was left.take_inputis a macro function readingef.hit, so it had no$(slot)to substitute; a macro with a missing argument fails without running a single one of its lines, so nothing was removed and the#ef.tookflag it was supposed to clear still held the1from the previous successful smelt.deliverran on that stale flag and produced an ingot from an ore that was never eaten. The slot is back inef.hit, and the caller now clears#ef.tookitself, so a take that does not run can no longer read as a take that did.
Removed
- The
enabledproperty, throughoutra_wires. It was a second off switch sitting next to redstone, on blocks that mostly had nothing else to configure — so the new wrench menu opened on a great many blocks just to offer one useless row. Breaking the wire does the same job and reads better.ra_migrations:5.1.9-to-5.1.10strips it from existing markers so it stops appearing in the Data Handler as a property that does nothing.
Changed
- The EU Switch runs on redstone. It was the one block whose only control was
enabled, which meant the only way to work a switch was to open a menu — in a redstone pack. Powered conducts, unpowered cuts, matching the EU Breaker and the valves, so a lever wired to it now does what a lever obviously should. - Menu buttons are bold and spaced —
[ CYCLE ],[ ON ],[ OFF ],[ REMOVE ]— so they read as buttons and are easier to hit.
v5.1.9 (2026-08-18) — One Tool
Added
- The wrench opens a menu on blocks with more than one setting. Shift+RMB
still cycles immediately when a block has exactly one cyclable property — a
menu with one button is a worse button — but a block with two or more now lists
them with their current values and a
[Cycle]button each. - A cyclable-property registry,
ra:tools/wrench/init_registry. The wrench used to be a chain of "if this block tag, run that block's cycler", which allowed exactly one setting per block; anything that wanted a second had to borrow another tool. A block now declares a list and the wrench works out whether to cycle or to open a menu. Adding a setting is an edit in one file. - Markers record their block type in
data.type, because the registry has to be keyed by something and a data pack cannot ask an entity which of its tags names its kind.ra_migrations:5.1.8-to-5.1.9fills it in for existing worlds.
Removed
- The goggles tinker. Sneak+goggles used to cycle modes and toggle
enabled, which meant two tools that both changed blocks with no rule about which owned what — the Electric Furnace ended up with its output on the wrench and its power mode on the goggles, and a wrench message addressed to a tag only the goggles ever set. The goggles read; the wrench changes. Everything the tinker did is on the wrench now, including theenabledtoggle, which is a menu entry on every RA Wires block, and the Liquid Drain's drain/place mode.
v5.1.8 (2026-08-18) — Reach, Lift, Scorch
Three bugs that all looked like "the block just does nothing", and two new toys.
Added
- Creative EU Source and Creative Fluid Source (
ra_wires) — make power and fluid out of nothing, for building and testing the consuming half of a system without also running a fuel farm to feed it. The EU source refills its grid to capacity every tick, so a machine on a creative grid never browns out; the fluid source fills with a medium cycled by the wrench, because a network holds one medium at a time and a source stuck on water could not test a lava line. No recipes, on purpose; both ship in the Wires Bundle, or/function ra_wires:items/give_creativefor just the two.
Added
- An upgrade menu,
/trigger ra.jp.kits. Lists the three kits with their state and two buttons each: switch one off without removing it, or take it off and get the kit back as an item. Re-shown after every action, so it behaves like a panel rather than a one-shot message.
Added
-
Electric Furnace (
ra_wires) — smelts with EU and no fuel at all, at up to forty times a vanilla furnace. Four power modes cycled with the wrench:Mode Ticks per item EU per item low 100 40 medium 50 100 high 20 300 superpowered 5 1000 EU per item climbs faster than speed does, on purpose — four times quicker for four times the power would make every mode but superpowered pointless.
Input and output are split by slot inside one barrel: the top row (slots 0–8) is input and is only ever read, rows two and three (slots 9–26) are output and are only ever written. Results are also pushed into any container directly below. That combination is what makes hoppers work with no configuration — a hopper feeding the block fills the lowest free slot, which is the input row, while extraction has to be a push because a hopper underneath would otherwise pull unsmelted ore out of slot 0. With nothing below, results stay in the output rows, so it still works as a standalone block you open by hand.
Added
- Every entity the pack owns now carries the plain
ratag, so/kill @e[tag=ra]sweeps up the pack and nothing else. A pack built out of markers, block displays and text displays has no other way to be cleaned up, and killing every marker and display in a world takes other people's builds with it. Worlds built before this are caught byra_migrations:5.1.7-to-5.1.8on load. - A
ra_migrationsnamespace, one function per version step, named for the step it bridges. They run oldest-first fromra:load, and every one runs on every load — so each must be safe to run twice and may only fill in what a newer version expects, never overwrite. (-to-rather than->: a resource location path may only contain[a-z0-9_.-/], and a file with>in its name is skipped by the datapack loader.) - Magic Crate — a barrel that reaches out and takes
dropped items from up to 20 blocks away.
radius(5–20) andcooldownare both editable in the Data Handler; the sweep takes at most eight items per pulse so a hopper standing over a mob farm never spikes the tick. Whole stacks cross verbatim, so names, enchantments and damage survive the trip. It refuses items on a permanent pickup delay, and drops its whole 27-slot inventory when broken. - Jetpack upgrade kits, three of them, right-clicked while wearing a jetpack:
- Thruster — +45% movement speed, in both flight modes and on the ground.
- Lift — climbs at about six blocks a second instead of three, and sinks faster by dropping the slow-falling cushion.
- Scorch — sets fire to anything in a 3×3 column six blocks under your exhaust, with flame and lava particles. Players, dropped items, and every marker and display entity the pack is built from are excluded, so flying over your own base does not burn your machines down.
Fixed
- The wrench cycled the Electric Furnace's output in silence. Its message was
addressed to
@a[tag=ra.wires.tinker_user], which is the tag the goggles tinker puts on the player. The wrench never touches the player — it runsasthe marker off a raycast — so the selector matched nobody. It now messages@a[distance=..10]like every other wrench action.
Fixed
- The Thruster never engaged in classic mode. It was gated on a speed floor of 0.18 blocks a tick, and in classic you fly by holding sneak — horizontal air movement never gets near that, because air control is a small fraction of walking speed. The floor was also the wrong idea in general: it cannot tell crossing terrain from lining up a block, since both can be slow. Hold sprint to engage it instead — an explicit input, meaning "go fast" the same way it does everywhere else in the game, identical in both flight modes, and nobody sprints while placing blocks, which is where the jitter was unwelcome.
Fixed
- Every Electric Furnace readout said
N/A. The billboard library has bothdata_line, which readsdata.status, andstacked_data_line, which readsdata.data— different places behind near-identical names. The furnace wrotedata.statusand asked the stacked reader for it, so every value was simply absent and rendered as the fallback. Added the missingstacked_status_lineand documented the four-way naming trap at the top of it. The Magic Crate's state line had caught the same edge. - A switched-off jetpack kit could never be switched back on.
kit/toggleremoved the tag, then tested for it again on the next line — after its own removal — and put it straight back, so every click ended muted. Same shape as the Block Breaker cooldown bug: a condition re-tested after your own first line invalidated it. The state is now read into a score before anything changes it.
Fixed
- Standing on the edge of a block counted as flying, so the Scorch kit set fire to whatever was below a player who was, from their own point of view, standing still on solid ground. The airborne test sampled one point under the player's exact centre, which is over the drop when you stand on a block's edge while your feet are still on the corner. It now samples all four corners of the hitbox as well — a player is 0.6 wide, so +/-0.3 — and any one of them over something solid means supported, which is how vanilla decides it too. Shared by the Thruster, which had the same bug more quietly.
Fixed
- The Thruster kit did nothing you could feel. It raised
minecraft:movement_speed, which governs walking: once you are off the ground, horizontal movement runs on a much smaller air-control factor, so the attribute was a lever that is barely read in flight. It now measures how far you actually moved last tick and adds 55% of it back, capped at 0.2 blocks a tick each way — so it accelerates rather than snapping to speed, pushes whichever way you are really going (strafing and reverse included), does nothing at all while hovering still, and fades on its own as air drag shrinks the delta. It refuses to push you into a wall, sincetpdoes not collide.
Fixed
- The Scorch kit never set anything on fire. Its selector carried
type=!boat, and there has been nominecraft:boatentity type since 1.21.2 — it was split intooak_boat,birch_boatand the rest. One unknown entity type makes the whole selector fail to parse, so the command never ran, while the particles — separate commands — carried on looking correct. The selector now names only three certain types and excludes this pack's own entities withtag=!ra; the decoration exclusions moved into one guard line each, so a future rename costs one guard rather than the entire feature. - Scorch now works in hover mode. It was gated on an airborne score computed earlier in the player tick; it re-tests the ground itself, so it no longer depends on where it is called from.
Fixed
-
The EU Generator's skin vanished. Teaching it to glow wrote the state into the block's NAME —
minecraft:furnace[lit=true]— and a block_display'sNameis a resource location, which cannot contain brackets. It does not error: the display spawns showing nothing, so the block simply loses its skin. Block states now go throughra_lib:skin/apply_lit, which puts them inPropertieswhere they belong. -
A burning generator reported itself inactive.
activewas set from how much EU the grid accepted, so a generator with no Battery filled the 50 EU it contributes itself and then read as doing nothing — fuel going down, skin lit, readout saying idle.activenow means burning, and a separate line says whether the grid is accepting or full. -
An unlit Industrial Light re-cleared its whole beam every tick, about sixty commands per light per tick for lights that were simply switched off. It now clears on the tick it goes out, with a sweep every ten seconds for beams orphaned by a chunk unload.
-
A vertical Liquid Drain ignored everything above it. It returned early unless a player was sneaking next to it, so a barrel of water buckets sitting on top — or buckets dropped on the block — did nothing at all, and the hand was the only way to load a network. It now tries the hand, then a container above, then loose items above. Only the hand path still requires sneaking; the other two run unattended, which is what makes a hopper-fed loading point possible.
-
Status billboards rendered inside their own block. The text anchor was the block centre, and the block's top face is only 0.5 above that — so every ladder in the pack, which counts downwards from its first line, put its third line onwards under the top face. Blocks with three or more status lines could only be read by standing inside them. The anchor is now above the block, and a floor in
show_literal_linemeans no ladder can reach back down into it however long it gets. -
EU Generators reported "No fuel" while full of coal. The fuel check tested
Items[0], the first occupied stack. A barrel has 27 slots: one stack of anything that is not fuel — a stray cobble, an empty bucket left by a hopper — sits in front of the coal for ever. It now asks the whole container and takes from whichever slot has it. A generator left over from when the block was a real blast furnace now says so instead of silently reading the wrong container, and the goggles name the fuel ("Coal") rather than printing a registry ID. -
The Industrial Light never lit, however much EU was on the grid. It read its own
eu_usewith a baredata get, and a failed read of a missing path does not error — it stores zero. The light asked the grid for nothing, got nothing back, and read "took 0" as "the grid cannot pay". The amount was never the problem, so no amount of EU could fix it. It now reads throughra_lib:util/propertylike every other numeric property, and the goggles say which of the two conditions is missing — "No redstone" or "No EU" — instead of a bare "Dark". -
Valves and EU Breakers left one side empty while the other stayed full. They compared raw stored amounts, so a tank farm holding 2000 mL of 300000 looked fuller than a three-pipe stub holding 3000 of 5000, and the bridge called it balanced. They now compare how full each side is, not how much it holds.
-
Valves ping-ponged the same litre forever. Moving the whole difference between two sides swaps them rather than levelling them: 3000/2000 became 2000/3000 and back, which is what the steady "Moving: 1000 mL" was. They now move half the gap, which converges.
Changed
- The Creative Fluid Source is a beacon, matching the Creative EU Source. A sponge reads as something that absorbs fluid, which is the opposite of what it does. Both break handlers now clear dropped beacons within one block rather than two, so two creative sources side by side cannot eat each other's drop.
Changed
- Skins take their brightness from the light around them. A block_display
samples light at its own position, which is inside the block it draws, where the
light is always zero — so every skin needed a brightness override or it rendered
pitch black. That override was hardcoded to
block:0, right in daylight and wrong beside a torch: the real block would be lit and its skin would not. The level is now sampled one block above, by binary search over fifteen light predicates — four questions rather than fifteen. - The Thruster only engages at travel speed. A data pack cannot set a player's velocity: the only server-side ways to move a player are teleporting, knockback and vehicles, so a continuous boost has to be a teleport a tick, and that is visible as jitter no matter how well the magnitude is smoothed. What can be fixed is when it fires. It now engages above 0.18 blocks a tick and holds until you drop below 0.10 — two thresholds so a single one at cruising speed cannot flicker. Crossing terrain it works as before; placing blocks it stays out of the way entirely.
Changed
- The Electric Furnace pushes its results to a face you choose — under, front, back or top, cycled with the wrench. The old top-row-in/lower-rows-out slot split stopped it re-smelting its own output but made automation awkward, because a hopper cannot be told which rows to touch. Now any smeltable stack anywhere in the barrel is input and nothing ever comes back in, so there is no slot rule to remember and no way for it to find its own product. It refuses to smelt when the destination is missing or full — checked before any EU is spent or any input consumed, so a blocked output costs and loses nothing. Power mode moved to the goggles tinker: two tools, two settings.
- The furnace skin is a blast furnace, matching the item you place it from, and it now places a light above itself while running — a skin is only a picture and emits no light of its own, unlike the vanilla lit block it imitates.
- The Thruster no longer jitters. It pushed a fraction of last tick's raw
movement, and a single tick's delta is noisy — it carries the player's input,
collision nudges and the previous push — so every wobble became a
different-sized teleport, which is exactly what renders as shaking. The delta
now feeds a running average (
smoothed = (smoothed * 3 + delta) / 4, about a four-tick time constant) and the push is built from that, so it changes gradually. Below 0.025 blocks a tick it does not teleport at all, which removes the twitching while drifting to a stop.
Changed
- Scorch deals real damage, not only fire.
/damage 3 minecraft:on_fire, attributed to the pilot so the kill counts and drops experience, on a ten-tick cadence — at one tick apart it would be twenty hits a second, which deletes anything under a hovering player and makes the burning itself pointless. Burning is still applied every tick. - Scorch reach is exactly 6 blocks, down from seven.
- Scorch runs only while airborne, gated both at the call site and inside the function.
- No more lava particles in the exhaust — the popping blobs read as dripping stone rather than flame. Flame and small_flame only, with the width coming from a much wider spread instead of from the count, and the plume widening with depth the way thrust actually does.
- The Thruster kit is stronger again — 80% of last tick's travel added back (was 55%), capped at 0.35 blocks a tick each axis (was 0.2), about seven extra blocks a second on top of whatever you were already doing.
Changed
- Scorch's exhaust is far calmer. It was about a hundred particles a tick
including
explosionbillows andlarge_smoke— a soot cloud rather than a jet, grey swamping the orange and thick enough to hide your own boots. Now flame and small_flame for the shape with a singlelavafor weight: no smoke, no explosion, nothing grey.
Changed
- The Thruster kit is much stronger — +120% movement speed rather than +45%.
- Scorch's exhaust is a plume, not a pilot light.
flamealone reads as a spark however many you ask for; the bulk islavaandlarge_smoke, andexplosionis what makes it puff — one large soft billow does more than hundreds of flame particles. - Converting to an infinite jetpack says so when it keeps your kits.
Changed
- Jetpack upgrades now live on the chestplate, not on the player. Storing
them as player tags meant they followed you onto a different chestplate,
survived losing the jetpack entirely, and — the way it actually showed up —
made every kit report itself already fitted for ever after the first one. The
chestplate is now the record: its
custom_datacarries the flags, the lore lists them, and the flight code re-derives its tags from the worn item every tick, so a jetpack handed to someone else arrives with its upgrades and taking one off stops you having them. Converting an iron jetpack to infinite keeps the kits fitted to it instead of stripping them. - The Industrial Light's beam walk no longer depends on constructs I could not
verify. The mode travelled as the word
"on"in storage and was tested with a root-level compound-filter path, on lines that began with$while containing no macro placeholder at all — all of it in the one code path that was silently doing nothing. It is now a number in a score compared withmatches, and empty space is tested asminecraft:air/minecraft:cave_airby name rather than through the#minecraft:airtag.
Changed
- The EU Generator now walks its own inventory instead of interrogating the
fuel registry. Two earlier attempts asked the registry first — "is there coal
in there? charcoal?" — sixteen questions per attempt, first against
Items[0]and then viaexecute if items ... container.*. Both tested the container indirectly, and when it kept reporting no fuel with a full stack of coal in it there was no way to tell which half was lying. It now readsItemsthe way the rest of the pack reads containers, looks each stack's id up in a new id-keyedfuel_mapin one step, and takes it out by index. Also cheaper: one lookup per stack present, rather than sixteen tests regardless. - The Thruster kit no longer applies on the ground. A flight upgrade that makes you walk faster around your base is not a flight upgrade; it now applies only while airborne, and comes off cleanly on landing.
- Fitted jetpack kits are listed on the chestplate, appended to its lore so the tier line survives. (They still live on the player, so swapping chestplates carries the upgrades but not the lore.)
- The Scorch kit shows itself. Flame, lava and falling-lava at the boots plus a visible column down the burn reach, and the reach went from six blocks to seven.
Changed
-
The Breeder stops before it starts. It ran thirty-five
if itemschecks against its container every tick — one per animal/food pair — before any of them could match, and paid all thirty-five whenever nothing did, which is nearly always: animals wander off, and the ones present are usually already in love or still on cooldown. One entity-type-tag check now answers "is there an animal here that could breed right now?" and skips the other thirty-five. -
The Unboxer stopped pretending sixteen commands were guarded. Its double-chest handling was sixteen macro lines each reading
$execute positioned $(input1) run execute if score ... matches 1 .... Written that way all sixteen still run, still instantiate a macro and still resolve the position, every pass, even for a single chest that can never match. The condition and the positioning moved to one call site. -
EU Generators show when they are running — the furnace skin lights, they emit smoke and flame, and they cast a light level 10 above themselves. The repaint only happens on the tick the state actually changes.
-
New debug readouts:
/function ra_wires:debug/generatorand/function ra_wires:debug/lightreport, per block, every condition that has to hold for it to work.
v5.1.7 (2026-08-18) — Grids, Bridges, Millilitres
Electric stopped pretending to be a network and became one. Fluids got a unit, a hand-loading point and experience. Two library bugs that had been quietly wrong for a long time are fixed, and the redstone reader was rebuilt.
Added
-
Clipboard and Multimeter tools. The Clipboard makes the first block you shift-click the origin and matches every block you shift-click after it, same kind only; shift-click at nothing to clear. Everything is shift+RMB because most configurable blocks are backed by a container and a plain click opens their GUI. The Multimeter reads a block's network in chat: which grid, what it stores, what this block contributes, what it draws or makes.
-
Industrial Light — redstone and EU, projects a 10-block beam of
minecraft:light. Stops at the first solid block, and clears only light blocks, so nothing a player built can be removed by it. -
Clipboard — click a block to make it the origin, then click others of the same kind to match them to it. Shift-click a block to re-origin, shift-click at nothing to clear. Same-kind only, because half the pack has a property called
enabledand a Gas Valve's rate landing on a Randomizer's chance would quietly mean something else. Onlydata.propertiestravels; a block's private working state stays put. -
Multimeter — click a block to read its network in chat: which grid, what it stores, what this block contributes, and what it draws or makes.
-
Industrial Light — redstone and EU, projects a 10-block beam of
minecraft:light. Stops at the first solid block; when it goes out it clears only light blocks, so nothing a player built can be removed by it. -
Electric runs on the transport network engine. Adjacent nodes flood-fill into a grid, the charge belongs to the grid, and a generator's output is spendable by a consumer anywhere on it on the same tick. See the note under Fixed for what it replaced.
-
Battery — 10000 EU of grid storage. Wires, switches and breakers now store nothing, so a grid holds what its batteries hold: build them, or spend your generation on the tick it is made.
-
EU Breaker, and the Valve repurposed to match: a bridge belongs to neither of the networks it sits between, and while powered by redstone it moves contents from the network behind it into the network in front. It never merges them — a run with a bridge in it is two networks, always.
-
Ender Power Vault is a wireless bridge. It joins its local grid, contributes no capacity, and moves EU out of the grid at one end into the grid at the other. Anything the far side cannot take is put straight back.
-
Millilitres. A bucket is 5000 mL, a pipe holds 1000, a tank 100000. Network totals moved out of scoreboards and into
storage ra:transport nets.n<id>, which is where the per-medium map will go when networks can hold more than one thing at a time. -
Experience and potions are media. One experience point is 100 mL, in both directions.
-
A vertical drain is the hand-loading point. Sneak beside it holding a full bucket and its contents go into the network, empty bucket back in hand; with nothing in hand it takes your experience instead, ten points a cycle. Set to place, an experience network gives it back as orbs at the same rate.
-
Wrench-configurable throughput: Liquid Drain at 2.5 / 5 / 10 L per second, EU Consumer at 20 / 40 / 80 EU per tick.
-
ra_lib:redstone/any,detect_switch,local/{front,back,left,right,up,down}andside— read only what you need, instead of every block paying for a full twelve-direction sweep it then threw away. -
Goggles redraw once a second instead of once every two.
Fixed
-
The Liquid Pump could not pump next to water. A pump on two pipes had a 4000 mL network and a water source is 5000 mL, and a source block is all-or-nothing — offering half and deleting the block anyway would quietly destroy a lake. Pumps and drains hold 5000 mL now, one bucket, so they work standing alone.
network_too_smallis told apart fromnetwork_full: one means add a tank, the other means wait. -
Bridges did nothing unless they happened to face along the pipe run. A valve dropped into an east-west line while the player faced south pointed at two empty blocks, with nothing on the block to say so. They have no facing at all now — they look at all six neighbours, find the networks themselves, and move from the fullest to the emptiest.
-
A Valve's readout reported the fluid-node fields it does not have and printed
N/Afor every one of them. -
Bridges have no facing at all now. They look at all six neighbours and find the networks themselves, moving from the fullest to the emptiest. Bridging the block in front and the block behind meant a valve dropped into an east-west pipe run while the player happened to be facing south pointed at two empty spaces and did nothing — with nothing on the block to say so.
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A Valve's readout reported the fluid-node fields it does not have and printed
N/Afor all of them. It says what it is moving, and why not when it is not. -
The Liquid Pump, Gas Pump and Drain hold 5000 mL — one bucket — so a pump works standing alone. A pump on two pipes had a 4000 mL network and could never accept the 5000 mL source block it was sitting next to, so it refused for ever.
network_too_smallis now told apart fromnetwork_full: one means add a tank, the other means wait. -
One name for one meaning:
cooldown. A block that waits N ticks before acting again calls thatcooldown, everywhere, and its readout saysCooldown:. The Clock'sdelayand the Liquid Drain'sintervalare renamed to it and migrate themselves; the three generators' goggles saidPeriod:over a field calledcooldown, which is the kind of drift that makes a setting look like it belongs to something else.delay,extendandpulseon the Delayer, Extender and Shortener stay as they are — those are signal durations, not rate limits, and folding three meanings into one name would be worse than the drift. -
The Block Breaker and Block Placer had no cooldown at all, and the reason was the same shape as the Clock's: five near-identical
executelines re-testing one condition, with the reset on the last. The first line destroys the block in front, sounless block ^ ^ ^1 #airwas false by the time the reset re-tested it and the reset never ran — the counter climbed for ever and the gate was open on every tick. The placer emptied itself at a block a tick the same way. Both are one gated call into afirefunction now, which resets before it touches the world, and five whole-world selector sweeps per block per tick became one. -
The Data Handler's numeric-type list went back to being one entry beside the registry rather than seven per-block functions. The registry exists so that adding a property means editing one list; the per-block version undid that.
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intervalandratewere missing from the registry entirely, so the Handler could not render them — the Liquid Drain's throughput and the bridges' rate were invisible and uneditable. The Industrial Light'seu_useand the bridges'rateare now declared as tuning fields hidden from survival. -
The Clock ignored its setting, because it had two of them. A clock could carry both
delayandcooldown: the Data Handler listed both,processreadcooldown, anddelay— the one a player naturally reaches for — did nothing. The compatibility line meant to merge them only ran whencooldownwas absent, which is precisely the case that did not need fixing. The clock now runs on a single property,delay, in ticks, and folds any leftovercooldowninto it on every tick. A delay of 1 pulses every tick. -
A number typed into the Data Handler could be stored as a string, and every block then read its LENGTH.
data getdoes not fail on a string — it succeeds and returns the character count. So a Clock set to"5"ran with a period of 1 and one set to"100"ran with a period of 3: the number you typed changed nothing but the number of digits, which is exactly what "it ignores its setting" looks like. Nothing errors and nothing logs. The type detection was never wrong; once a value is a string the editor faithfully keeps it one.ra_lib:util/propertynow re-parses through a macro — substitution inserts a string's raw characters, so"5"and5both parse as an integer — and writes the result back as an int, so the repair happens once and the handler offers a number editor from then on. -
execute store result … run data get <missing path>writes zero, and a period of zero means "fire every tick". Three generators and the EU Consumer read their period that way with no guard, so a block that lost its property did not slow down — it ran flat out. There is now one guarded reader,ra_lib:util/property, with a default and a floor. -
The Liquid Valve, Gas Valve and EU Breaker could not be placed at all. Giving them a facing meant
setblock waxed_cut_copper[facing=south], and that block has no states whatsoever — the command failed and nothing appeared. A newdir_type:3orients the marker and leaves the block plain. -
The Block Placer had no cooldown, so a held signal fired it every tick and emptied a stocked placer in under two seconds. Both it and the Block Breaker now run at one action per second, hidden from the survival Data Handler.
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Electric charge could not travel. Every wire held its own buffer and handed half the difference to one neighbour per tick, which levels charge out rather than delivering it: it crawled a block a tick, a generator with six neighbours fed one of them, and once a run had evened out to within 1 EU the transfer guard stopped it moving at all.
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A reload emptied a network's identity.
transport/initoverwrote the storage holding each network's medium on every load, while the amount sat in a scoreboard that survived — so a network filled since the last rebuild came back holding contents with no medium, and refused everything its own pumps offered until a drain emptied it. -
Pressure plates did nothing. The redstone reader knew about dust, levers, buttons, redstone blocks, torches, repeaters and comparators, and nothing else. Pressure plates, weighted plates, tripwire hooks, observers, lightning rods and daylight detectors are all read now, from block tags rather than six hand-copied direction tests.
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A torch standing on a block powered it. Vanilla never powers the block a torch is mounted on.
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The Randomizer overwrote the redstone library's output with a dice roll, mid-read, on the same marker. One roll in a hundred came up zero and made it wipe its own output the instant it fired.
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Two adjacent skinned blocks deleted each other's appearance. A skin sat on the block corner while the marker sat at the centre, and from a centre every surrounding corner is the same 0.866 away — no radius could tell them apart. Skins are centre-anchored now, and old ones migrate themselves.
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facing/upandfacing/downboth claimed left was east, so flipping a block over left its hands unchanged. -
count_inputswas a hand-copied mirror of the redstone reader, with a comment admitting the two had to be kept in step by hand. They share one implementation.
Changed
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The EU Generator is a barrel wearing a furnace skin. A real blast furnace brought two input slots and its own smelting, of which only the fuel slot ever meant anything, so players filled the top with ore and waited. Drop coal in a box is the whole interaction now. Burn times live in a
fuelsregistry beside the other tables; steam still works, so the Boiler chain is intact. -
The Breeder is a barrel wearing a dispenser skin, for the same reason it mattered on the Unboxer: a dispenser throws its own inventory on any rising redstone edge, so a breeder loaded with wheat scattered it across the field the moment you powered it. It reads redstone directly now, since a barrel has no
triggeredstate. -
Tiered pipes and wires are gone. One Copper Pipe, one Wire. The four pipe variants placed the same block with the same marker and the same capacity — gas and liquid pipes were never different, and the tiers stopped meaning anything once a pipe held a litre. Retired place tags still map to the survivors so items already in a chest still place something.
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The Poppy Generator's
patchmode is gone. A second code path over the same ground for a block whose whole job is one flower at a time. The Wrench no longer cycles anything on it. -
The survival Data Handler locks fields instead of hiding them: the value is shown with a struck-through red
[Modify]and a hover saying why. A censored row made a block look like it had fewer settings than it does. The gamemode test is gone with it — creative players use the Creative Data Handler — and so areredact_next,redact_oneand the "N fields hidden" footer. The refusal is enforced server-side too, since a row's action is a/triggera player can type. -
The EU Generator is a barrel wearing a furnace, not a blast furnace. A real furnace brings its own two input slots and its own smelting, of which only the fuel slot ever meant anything — so players filled the top slot with ore and waited. A barrel is a plain inventory: drop coal in and that is the whole interaction, and
ra_lib:skin/applyputs the furnace back on the outside so it still reads as one. It burns solid fuel from its own inventory now, with burn times in afuelsregistry beside the other tables. Steam still works, so the water -> Boiler -> steam -> EU chain is intact: fuel is the direct route, steam is the built one. -
The Ender Item Vault's
sharedmode is gone. Three modes remain —link,send,receive— and a vault still set tosharedbecomeslink, the closest of the three. It took two whole-world entity sweeps a tick to work out which vault a player was standing next to, and it was the one mode that followed people rather than machines, which made it the odd one out in a module about automation. -
Bridges — the Liquid Valve, Gas Valve and EU Breaker — work both ways. They take from whichever side holds more and give to whichever holds less, stopping when the two are level. One-way was a mistake: the placement had a right and a wrong answer that nothing on the block told you about, and a build that looked correct simply did nothing. The facing now picks the axis, not the direction.
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Goggles print units: EU on electric readouts, mL on fluid ones.
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Wire readouts replaced
Enabled: on— true of every wire ever placed — with the grid's state and its change per second. -
The Solar Panel's
Light:line said "Grid full" when the grid backed up. Split into a grid line and aSun:line that only ever talks about the sun. -
Wire tiers removed. L2 differed only in a capacity it no longer has and a transfer rate that stopped existing when charge moved onto the grid.
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The EU Switch is placed as
waxed_cut_copper, the same block as the Valve. -
The Valve is no longer a shutoff. It is a one-way pump between two networks and needs redstone. Existing builds using one as a closed tap will find it does not conduct until powered, and then only in the direction it faces. To cut a fluid line, remove a pipe. The EU Switch is still a true shutoff.
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ra_lib:redstone/detectno longer computes look-space scores or the twelve direction tags; nothing in the pack read them.detect_localdoes, for anyone who wants them. The per-source tags are gone. -
Netherite pipes hold the same 1000 mL as copper ones.
Documentation
- Every recipe picture regenerated, and the Recipe Atlas rebuilt — 59 recipes. Two stale pictures for retired tiers removed.
- The Breeder now documents what it breeds: all 22 animals and the food each takes, extracted from the dispatch table so the page cannot drift from the code.
- Item reference, interactive machines, infinite generators, transport networks and ender links updated for everything above.
Known
- Nothing in this release has been tested in game.
- Networks still hold one medium at a time. Filters, and telling one potion from another, wait on that.
- Battery, EU Breaker and Industrial Light have no unlock advancement, and the Clipboard and Multimeter have no recipe — both are given by function for now.
