▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Датапаки/Redstone Additions
Redstone Additions

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

Оцените первым
3.4K
12
Все версииRedstone Additions 5.1.16

Redstone Additions 5.1.16

Release23.08.2026

Список изменений

[v5.1.16] - 2026-08-20 - Mixed pipes

Supported versions: 1.21.9 - 26.2 (data pack formats 88 - 107).

Added

  • Networks hold several media at once. Water, lava and steam can share a pipe run, each with its own entry, and the run clogs on the sum rather than on any one medium. A network used to refuse anything but what it already held, so a run was single-purpose for as long as it held anything at all. Nothing refuses an offer now except a lack of room.
  • Liquid Filter. A Valve that passes only the medium it is set to, so a mixed run can be sorted back into single-medium branches. It levels per medium: two runs each holding 5000 mL are not level to a water filter if one is all lava.
  • Potions keep their effects. A potion poured into a Drain is 1000 mL of the potion medium and the network remembers which potion. A Drain set to output applies it to everyone within four blocks, with the duration scaled by how much was drawn and the level the potion says it has. The first potion into a network keeps its identity.
  • item_name properties, and [Set from hand]. A property holding an item id gets a second button that copies whatever you are holding. Nobody should have to spell minecraft:polished_blackstone_slab to configure a sorter.
  • Big Torch. An end rod wearing a torch scaled to a full block tall, always standing up. Denies hostile spawns within 1-100 blocks, set with the Data Handler. It drops what spawned inside the radius into the void and leaves what walked in, by remembering every mob in a band 16 blocks past it — dropping rather than killing is what stops it being a mob farm that also lights the room. Built from Enchanted Coal — sacrifice coal on an enchanting table at 1% — nine of which make an Enchanted Coal Block, which over a stick makes the torch.

Changed

  • The Big Torch drops mobs into the void instead of killing them, and its radius stops advertising a reach it does not have. A kill fires the death, so a torch in a dark room was a passive mob farm that also lit the room; a denied mob is now teleported out of the bottom of the world and nobody collects anything. The destination is deliberately not derived from min_y — void damage starts some distance below it and that distance is not the same across the versions this pack supports, so it goes far enough down that no supported dimension reaches it. The 100-block ceiling was applied to the working value but not written back, so a torch set to 500 swept 100 while the goggles and the Data Handler both said 500.

  • Item Pipe filters are a property, not an item frame. Set with [Set from hand]; the goggles draw the item it is filtering for, above the id. Reading a filter used to mean an entity selector per pipe plus a block_pos comparison per candidate frame, cached and rescanned every 20 ticks — so a frame you had just hung did nothing for up to a second. It is now one data modify with no selector, no cache and no stale second. Existing pipes migrate; their frames are left alone.

  • Tools no longer stack. Every tool is max_stack_size=1. They carry per-tool state — the Clipboard's origin, the Remote's channel — and two in one slot is a stack whose state belongs to whichever was picked up last. The bundles still hold the full set: bundle_contents set by a command is not subject to the weight limit that applies to inserting by hand.

  • The Electric Furnace's top mode cost three EU Generators to run. 1000 EU an item at five ticks an item is 200 EU/t, or about twenty Solar Panels across a daylight cycle — priced out of the game rather than expensive. The table is now anchored on one EU Generator at 60 EU/t: 40/80/160/300 EU per item for low/medium/high/superpowered. Each step still costs more per unit of speed than the one below it.

  • The Creative Fluid Source tops up at a rate instead of claiming the run. It offered the whole of the network's free space every tick, which is what a single-medium source wanted and exactly the wrong thing now that a run can hold several media: one source took the entire network on the tick it was placed — 100000 mL of water in one go — and every other source, Pump and Drain on that run then found a full network for ever. A mixed run could not be built anywhere one was attached, and it looked like the run refusing the new medium rather than like the source having already taken the room. It now adds rate mL per tick, 1000 by default and settable on the Data Handler, so sources sharing a run interleave.

Fixed

  • A nameless total survived every rebuild, and renamed itself to whatever came next. rebuild/snapshot_read would carry a network's bare amount across a rebuild when it had no breakdown to carry, on the grounds that losing the contents silently was worse than losing their name. It is worse. The carried total had nothing to reconstruct amounts from, so the next rebuild carried it again, and the first medium offered afterwards became the only entry in media and therefore the name of all of it — 15000 mL of nothing reporting itself as 15000 mL of the next thing you poured in. Networks reached a state holding a five-figure amount with no medium at all, which neither migration could repair because both are gated on a medium those networks did not have. A rebuild now carries the breakdown and nothing else, and the total is summed back from it, so amount is always exactly the sum of amounts.

  • The read-time migration could never fire on a network that needed it. It tested unless data ... media, and rebuild/reset_net writes media:[] — an empty list is present as far as if data is concerned, so a network holding an amount with an empty breakdown was never migrated. rebuild/snapshot_read made the same test as media[0] and got the right answer; the two disagreeing is what let the state persist.

  • The Big Torch, the Magic Crate and the Breeder each duplicated their own block. All three killed the vanilla drop with a bare kill @e[type=item, ...,distance=..2] — no execute as @e[tag=ra.broken,...] at @s run in front of it — so the distance was measured from wherever the module's tick function stood rather than from the block that had just been broken. The end rod or barrel survived and was handed back alongside the custom item. Every other block in the pack already wrapped this correctly. The bare form also ran every tick, so any end rod or barrel item that drifted near the tick position was deleted.

  • The Data Handler's registry never reached an existing world. It was seeded lazily, unless data storage ra:dh numeric, from three call sites — so a world upgraded from an earlier version already had numeric, the guard passed, and the registry was never rewritten. It kept the old list, with no filter_item and no filter_medium in it and no item_names list at all, so neither filter had a row in the editor on any block. It is now written on every load, like the wrench and readonly registries beside it, and a name added to it reaches an existing world on the next /reload.

  • The Creative Fluid Source's medium could only be set with the wrench. Its medium property was never in the Data Handler's registry, so it had no row — and neither did enabled, which the wrench toggles on emitters and multiblocks. Both are registered now. A medium typed rather than cycled is checked against the media registry before anything is pushed, because free text can name a medium that does not exist and a junk key in a multi-medium network is one nothing could ever drain.

  • The Data Handler had no row for either filter. It draws a row only for a property the block actually has, and Item Pipes were placed carrying none at all, while filter_medium was never added to the registry. Pipes are now placed with an empty filter_item, existing ones get it from the migration, and both names are registered.

  • The same item came out different depending on where it came from. Twenty items had lore that disagreed between the recipe, the give function, the namespace bundle and the block's own break drop — so a crafted Liquid Filter and a broken one were different items and would not stack. All four sources now agree, from the recipe.

  • The Redstone Remote's recipe claimed Channel: default for ever. The lore line was static and set_channel is a copy_custom_data modifier that never touches lore, so a remote switched to another channel went on saying default. The line is gone.

  • The up and down sides read every redstone source as 0. ra_lib:redstone/side substituted the back direction into a redstone_wire connection state, which has no up or down — so the macro line failed to parse and stopped the whole function before it ran. A lever sitting directly on a block never turned it on, and neither did a torch underneath or a redstone block on top. Every block using the library was blind above and below.

  • The readme's counts. The subtitle claimed 52 blocks, 5 tools and 58 recipes while the badges beside it said 57, 7 and 66; the badges were right. The block and tool reference tables were short by four blocks and the Redstone Remote.

Файлы

redstone_additions_v5.1.16(RELEASE)-0000.zip(1.10 MiB)
Основной
Скачать

Метаданные

Канал релиза

Release

Номер версии

5.1.16

Загрузчики

Версии игры

1.21.9–26.2

Загрузок

65

Дата публикации

23.08.2026

Загрузил

ID версии

Главная