Best redstone&tech datapack, Super optimized, 55+ blocks
(Block breaker, block placer, filters, conveyors, item pipes, breeder, generators, gates, chunk loader, wireless redstone, multiblocks, jetpacks and so much more ! )
59 custom blocks. 7 tools. 69 recipes. 2 jetpacks and 3 upgrade kits. Vanilla datapack for Minecraft 1.21.9–26.2.
Every block the pack adds, in one place. Click to enlarge.
Redstone Additions expands vanilla redstone with logic gates, automation machines, storage, sensors, wireless signaling, chunk loading, multiblocks, and liquid/gas/electric transport networks.
It also goes beyond redstone: jetpacks that fit onto any chestplate, enchant crafting that gambles items on an enchanting table, generators that regrow their own material, and ender links that move items, fluids, power and players between distant places.
All systems run as a pure datapack using marker entities and function-driven runtime logic. No mods required.
The pack declares and loads across that whole span. Exactly one thing inside it
genuinely changes shape: format 102 (26.2-snapshot-3) rewrote entity
predicates into component-map form, so ra:is_sneaking — which gates the
wrench's shift action, the goggles' tinker action and the Redstone Remote's
channel prompt — needs both spellings. The pack ships both: the base file uses
the pre-102 form and overlay_102/ carries the component-map form, applied
automatically from 26.2-snapshot-3 onward. Nothing else in the pack touches a
feature that broke between 88 and 107 — no filtered loot function, no
contents dynamic entry, no renamed game rules, no special crafting recipes.
Earlier versions are not supported, but most of the pack does not actually
need 1.21.9 — the hard floor is the pack.mcmeta schema. If you edit
pack.mcmeta to a lower pack_format and drop min_format/max_format, this
is what breaks and when:
Below
What stops working
1.21.9
Nothing in the content itself — only the min_format/max_format fields, which that version introduced
1.21.5
Item Pipe filters, which identify their item frame by block_pos
1.21.2
Almost every item's appearance and identity (item_model, consumable, component removal)
1.20.5
Setting the Redstone Remote's channel (copy_custom_data)
1.20.2
Everything — the pack is built on macro functions and return run
So in practice the content runs on 1.21.5+ with only the pipe filters missing,
and on 1.21.2+ in a degraded state. None of that is declared or supported.
I recommend using Bundles Beyond for better bundle previews.
Module Previews
One banner per module. Modules without a screenshot yet show a placeholder —
contributions welcome, drop a PNG in docs/images/screenshots/ and swap the
row.
Every recipe in the pack is on one page in the
Recipe Atlas —
listed A to Z and grouped by module.
Module
Banner
Logic Gates
Interactive Machines
Storage
Sensors
Wireless Redstone
Transport Networks
↳ fluids
↳ Electric Furnace
↳ Industrial Light
Chunk Loader
Multiblocks
Enchant Crafting
Jetpacks
Infinite Generators
Ender Links
Tools
Blocks
Logic Gates (6)
UNI Gate
Clock
Delayer
Extender
Randomizer
Shortener
Interactive Machines (12)
Block Breaker
Block Placer
Item Pipe — filters by an item id set from your hand, no item frame
Item Mover
Spitter
Breeder
Magic Crate — pulls dropped items in from 5-20 blocks
Big Torch — denies hostile spawns within 1-100 blocks
Infinite Water Cauldron
Infinite Lava Cauldron
Infinite Snow Cauldron
Message Block
Storage (2)
Boxer
Unboxer
Sensors (3)
Entity Detector
Tag Adder
Tag Remover
Wireless (2)
Wireless Emitter
Wireless Receiver
Transport Networks (21)
Fluids, in millilitres:
Copper Pipe
Liquid Tank
Liquid Pump
Liquid Valve — moves contents between the two networks it separates
Liquid Filter — passes only the one medium it is set to
Liquid Drain — world source in, or network contents back out
Gas Tank
Gas Pump
Gas Valve
Boiler — water plus heat to steam
Electricity, in EU:
Wire
EU Generator — a barrel wearing a furnace; drop fuel in, no smelting slot
EU Consumer
EU Switch — redstone conducts, no redstone cuts
Battery — 10000 EU of grid capacity
EU Breaker — evens EU between the grids either side
Solar Panel
Industrial Light — redstone plus EU, a 10 block beam of real light
Electric Furnace — smelts on EU with no fuel, four power modes
Creative, for building and testing:
Creative EU Source — refills its grid to capacity every tick
Creative Fluid Source — fills with a medium cycled by the wrench
There are no tiers. A netherite pipe was a more expensive way to buy the same
block, so the tiered items now place the single version.
Chunk Loader (1)
Chunk Loader
Infinite Generators (3)
Mineral Generator
Nether Generator
Poppy Generator
Built from a crafted Generator Casing plus a Core won by sacrificing stone,
netherrack or poppies on an enchanting table.
Ender Links (4)
Ender Item Vault — barrels that share their contents across a channel
Ender Fluid Vault — liquid and gas across a channel, as a fluid network node
Ender Power Vault — EU across a channel, as an electric node
Teleport Anchor — redstone strength 1-15 picks which anchor you arrive at
Multiblock Bases (5)
Copper Multiblock Base
Iron Multiblock Base
Gold Multiblock Base
Diamond Multiblock Base
Netherite Multiblock Base
Items (12)
Iron Jetpack Kit — right-click while wearing any chestplate to fit it
Infinite Iron Jetpack Kit — won on an enchanting table; burns no fuel
Thruster Kit — hold sprint while airborne to accelerate
Lift Kit — climbs and sinks about twice as fast
Scorch Kit — sets fire to what flies under you
Generator Casing
Mineral Core
Nether Core
Poppy Core
Enchanted Coal — won by sacrificing coal on an enchanting table
Enchanted Coal Block — nine of them, plus a stick, make a Big Torch
Item Crate — what the Boxer packs a chest into, and the Unboxer unpacks
Fitted kits live on the chestplate and are listed in its lore.
/trigger ra.jp.kits switches one off or takes it back as an item.
Tools (7)
Wrench — the only tool that changes a block. Shift+RMB cycles a setting, or
opens a menu when the block has more than one
Goggles — wear or hold to read every block in range. Read-only
Data Handler — edits one block's properties in detail
Creative Data Handler — edits anything, including what the block owns
Clipboard — copies one block's settings onto others of the same kind
Copyright (c) 2026 AnCarsenat. All rights reserved. See
LICENSE for the
full terms — the short version:
Play with it freely on any world, server or realm, including commercial servers.
Modify your own copy as much as you like.
Do not redistribute it — no reuploads, mirrors, repackages or modpack bundles of
the pack or any part of it, modified or not, without written permission. Link to the
official pages instead.
Addons are welcome and need no permission. A separate pack of your own that
depends on RA, in your own namespaces, containing no RA namespace, is yours: publish
it anywhere, on any terms, and use the snippets from the docs and ra_example to
build it.
Redstone Additions is fan content and is not affiliated with Mojang or Microsoft. The
recipe pictures under docs/images/recipes/ are drawn from Minecraft's own textures,
which remain Mojang's property and are used under their asset guidelines.
## [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.
## [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.
## [v5.1.15] - 2026-08-19 - Settings
**Supported versions:** 1.21.9 - 26.2 (data pack formats 88 - 107).
### Added
- **A settings system, `ra_settings`.** Two scopes, reached two ways on purpose.
Server settings are `/function ra_settings:admin/...` and nothing else, because
`/function` autocompletes and that is the only way an operator finds a setting
without being told its name. Player preferences are `/trigger ra.settings.open`
and nothing else, so somebody with no permissions can change what they see and
hear. `/function ra:settings` is the short way into the operator panel.
- **Blocks can be turned off.** Every placeable block has enable/disable. A
disabled block cannot be placed and the item is handed back; anything already
built keeps working, and the item can still be crafted and held.
- **A disabled-blocks page**, listing every switched-off block in red with a button
to re-enable each, plus a warning on every load when the list is not empty —
shown whether or not the load message is.
- **Block defaults can be retuned** — generator EU/tick, clock interval, vault
transfer rates, crate radius and the rest. Applied when a block is placed, so a
build balanced around the old numbers is not changed underneath it, with
**[Apply to placed]** as the explicit opt-out.
- **Per-player sound and particle switches**, honoured by all 118 `playsound` and
`particle` calls in the pack, plus a debug switch wired through the existing
`ra.debug` tag.
- **Jetpacks and Enchant Crafting settings pages.** Thruster Kit thrust, speed cap
and deadzone are tunable; enchant crafting can be switched off. The jetpack
values are read once per tick rather than per flying player.
- Numeric and text settings can be **typed**, through the same input form the Data
Handler opens for a clock's delay, instead of only stepped.
- The goggles redraw interval and scan range are settings.
- **`ra.admin` grants server-settings access** and persists, so a tagged player
opens the panel straight from the button. Managed with
`ra_settings:admin/grant` and `/revoke`.
- **Uninstall warns twice**, the second time listing exactly what is about to be
destroyed, and is reachable from the settings index. Its own buttons keep the
confirmation dialog on purpose. It also cleans up what the original missed, and
the settings half is generated so it cannot drift again.
- [Settings](settings.md) documentation, covering both scopes, the trigger table
and the JSON contract for adding a page.
### Fixed
- **Ender vaults could not find each other.** `link/send_items` looks for a partner
wearing `ra.ender.recv_item`; `item_vault/tick` cleared that tag every tick and
nothing anywhere set it, so a sending vault searched for a tag no vault could be
wearing. Broken since v5.1.8, when the lines that set it were deleted along with
the `enabled` property they mentioned. All three vault types were affected.
- **The Electric Furnace skin flickered, vanished and z-fought while working.**
`apply_lit` killed the old `block_display` and summoned a replacement, but `kill`
does not remove an entity until the end of the tick — so two identical displays
overlapped for the rest of it. State changes now edit the display already there.
- **A working furnace was drawn as switched off**, one tick in five on
superpowered. Whether it looks like it is cooking is now decided by whether it
can cook, with the cooldown deciding only which tick an item comes out on.
- **A steam-fed EU Generator produced power while drawn permanently unlit** — it
read `data.data.burn`, the solid-fuel countdown, which the steam path never sets.
- **Jetpack upgrade kits fired with the jetpack switched off.** The Thruster and
Scorch ran on "wearing the kit and off the ground", so in normal mode — where the
jetpack only runs while you sneak — jump, sprint, jump gave a forward boost for
free. They were also called above the fuel check, so they worked on an empty tank.
- **Text input never completed.** A settings text edit opened its input session
before `ra_lib:input/tick` in the tick order, so the book was scanned in the same
tick it was handed over — a state the Data Handler cannot reach, which is why its
text input worked throughout and this did not.
- **Settings could consume another tool's input session**, handing the Data Handler
an empty answer and leaving it waiting for one already taken.
- **A failed settings read disabled the module that asked.** `ra_settings:get`
answered 0 for a missing key, and zero is a real value — "off" for a flag,
"disabled" for a gate. It now requires the caller to say what missing means.
- **The debug setting fought the `ra.debug` tag**, stripping it every tick from
anyone who had added it by hand.
- **A bare `/trigger ra.settings.admin` performed an arbitrary action** instead of
opening the index.
- **Back redrew the page you had just left** on top of the index.
- **`/trigger` completion was cluttered** with nine blanket-enabled triggers. They
are now handed out where usable — a tool's while it is in hand, the jetpack's
while one is worn, the settings menu's while a menu is drawn — leaving one.
### Changed
- Settings pages are buttons rather than a wall of text, grouped tunables then
block switches, one namespace per line on the index.
- Player-facing links **run** a trigger rather than suggesting a function: a
suggested `/function` is useless to somebody who cannot run one.
## [v5.1.15] - 2026-08-19 - Settings
**Supported versions:** 1.21.9 - 26.2 (data pack formats 88 - 107).
### Added
- **A settings system, `ra_settings`.** Two scopes, reached two ways on purpose.
Server settings are `/function ra_settings:admin/...` and nothing else, because
`/function` autocompletes and that is the only way an operator finds a setting
without being told its name. Player preferences are `/trigger ra.settings.open`
and nothing else, so somebody with no permissions can change what they see and
hear. `/function ra:settings` is the short way into the operator panel.
- **Blocks can be turned off.** Every placeable block has enable/disable. A
disabled block cannot be placed and the item is handed back; anything already
built keeps working, and the item can still be crafted and held.
- **A disabled-blocks page**, listing every switched-off block in red with a button
to re-enable each, plus a warning on every load when the list is not empty —
shown whether or not the load message is.
- **Block defaults can be retuned** — generator EU/tick, clock interval, vault
transfer rates, crate radius and the rest. Applied when a block is placed, so a
build balanced around the old numbers is not changed underneath it, with
**[Apply to placed]** as the explicit opt-out.
- **Per-player sound and particle switches**, honoured by all 118 `playsound` and
`particle` calls in the pack, plus a debug switch wired through the existing
`ra.debug` tag.
- **Jetpacks and Enchant Crafting settings pages.** Thruster Kit thrust, speed cap
and deadzone are tunable; enchant crafting can be switched off. The jetpack
values are read once per tick rather than per flying player.
- Numeric and text settings can be **typed**, through the same input form the Data
Handler opens for a clock's delay, instead of only stepped.
- The goggles redraw interval and scan range are settings.
- **`ra.admin` grants server-settings access** and persists, so a tagged player
opens the panel straight from the button. Managed with
`ra_settings:admin/grant` and `/revoke`.
- **Uninstall warns twice**, the second time listing exactly what is about to be
destroyed, and is reachable from the settings index. Its own buttons keep the
confirmation dialog on purpose. It also cleans up what the original missed, and
the settings half is generated so it cannot drift again.
- [Settings](settings.md) documentation, covering both scopes, the trigger table
and the JSON contract for adding a page.
### Fixed
- **Ender vaults could not find each other.** `link/send_items` looks for a partner
wearing `ra.ender.recv_item`; `item_vault/tick` cleared that tag every tick and
nothing anywhere set it, so a sending vault searched for a tag no vault could be
wearing. Broken since v5.1.8, when the lines that set it were deleted along with
the `enabled` property they mentioned. All three vault types were affected.
- **The Electric Furnace skin flickered, vanished and z-fought while working.**
`apply_lit` killed the old `block_display` and summoned a replacement, but `kill`
does not remove an entity until the end of the tick — so two identical displays
overlapped for the rest of it. State changes now edit the display already there.
- **A working furnace was drawn as switched off**, one tick in five on
superpowered. Whether it looks like it is cooking is now decided by whether it
can cook, with the cooldown deciding only which tick an item comes out on.
- **A steam-fed EU Generator produced power while drawn permanently unlit** — it
read `data.data.burn`, the solid-fuel countdown, which the steam path never sets.
- **Jetpack upgrade kits fired with the jetpack switched off.** The Thruster and
Scorch ran on "wearing the kit and off the ground", so in normal mode — where the
jetpack only runs while you sneak — jump, sprint, jump gave a forward boost for
free. They were also called above the fuel check, so they worked on an empty tank.
- **Text input never completed.** A settings text edit opened its input session
before `ra_lib:input/tick` in the tick order, so the book was scanned in the same
tick it was handed over — a state the Data Handler cannot reach, which is why its
text input worked throughout and this did not.
- **Settings could consume another tool's input session**, handing the Data Handler
an empty answer and leaving it waiting for one already taken.
- **A failed settings read disabled the module that asked.** `ra_settings:get`
answered 0 for a missing key, and zero is a real value — "off" for a flag,
"disabled" for a gate. It now requires the caller to say what missing means.
- **The debug setting fought the `ra.debug` tag**, stripping it every tick from
anyone who had added it by hand.
- **A bare `/trigger ra.settings.admin` performed an arbitrary action** instead of
opening the index.
- **Back redrew the page you had just left** on top of the index.
- **`/trigger` completion was cluttered** with nine blanket-enabled triggers. They
are now handed out where usable — a tool's while it is in hand, the jetpack's
while one is worn, the settings menu's while a menu is drawn — leaving one.
### Changed
- Settings pages are buttons rather than a wall of text, grouped tunables then
block switches, one namespace per line on the index.
- Player-facing links **run** a trigger rather than suggesting a function: a
suggested `/function` is useless to somebody who cannot run one.
## 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.png` placeholder 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.bbcode` regenerated 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](tools.md) 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_netherite` and
`unlock_liquid_pipe_netherite`, left behind when the tiered wires and pipes were
removed, and `unlock_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_line` distinction that silently renders `N/A` when 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-5.1.12` clears 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's `generation_rate`, a
valve's `rate`, a breaker's `cooldown` — 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.mcfunction` files reached
through a `#ra:hidden_fields` function 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
- **`enabled` from 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-5.1.10` strips 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_try` was rewritten so every slot counts as input, the line
that put the slot number into `ef.hit` went with it and only the score was left.
`take_input` is a macro function reading `ef.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.took` flag it was supposed
to clear still held the `1` from the previous successful smelt. `deliver` ran on
that stale flag and produced an ingot from an ore that was never eaten. The slot
is back in `ef.hit`, and the caller now clears `#ef.took` itself, so a take that
does not run can no longer read as a take that did.
### Removed
- **The `enabled` property, throughout `ra_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-5.1.10` strips 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-5.1.9` fills 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 the `enabled` toggle, 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_creative` for 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 `ra` tag**, 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 by `ra_migrations:5.1.7-to-5.1.8` on load.
- **A `ra_migrations` namespace**, one function per version step, named for the
step it bridges. They run oldest-first from `ra: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) and `cooldown` are 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 runs `as`
the 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 both
`data_line`, which reads `data.status`, and `stacked_data_line`, which reads
`data.data` — different places behind near-identical names. The furnace wrote
`data.status` and asked the stacked reader for it, so every value was simply
absent and rendered as the fallback. Added the missing `stacked_status_line`
and 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/toggle`
removed 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, since `tp` does not collide.
### Fixed
- **The Scorch kit never set anything on fire.** Its selector carried
`type=!boat`, and there has been no `minecraft:boat` entity type since 1.21.2 —
it was split into `oak_boat`, `birch_boat` and 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 with
`tag=!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's `Name`
is 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 through `ra_lib:skin/apply_lit`, which puts them in `Properties` where
they belong.
- **A burning generator reported itself inactive.** `active` was 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. `active` now 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_line` means 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_use` with a bare `data 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 through
`ra_lib:util/property` like 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 `explosion` billows and `large_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 single `lava` for 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.** `flame` alone reads as a
spark however many you ask for; the bulk is `lava` and `large_smoke`, and
`explosion` is 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_data` carries 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 with
`matches`, and empty space is tested as `minecraft:air`/`minecraft:cave_air` by
name rather than through the `#minecraft:air` tag.
### 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 via `execute 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 reads `Items` the way the
rest of the pack reads containers, looks each stack's id up in a new id-keyed
`fuel_map` in 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 items` checks
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/generator` and
`/function ra_wires:debug/light` report, 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
`enabled` and a Gas Valve's rate landing on a Randomizer's chance would quietly
mean something else. Only `data.properties` travels; 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}`
and `side` — 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_small` is told apart from `network_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/A` for 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.
- A Valve's readout reported the fluid-node fields it does not have and printed
`N/A` for 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_small` is now told apart from `network_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 that `cooldown`, everywhere, and its readout says
`Cooldown:`. The Clock's `delay` and the Liquid Drain's `interval` are renamed
to it and migrate themselves; the three generators' goggles said `Period:` over
a field called `cooldown`, which is the kind of drift that makes a setting look
like it belongs to something else. `delay`, `extend` and `pulse` on 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 `execute` lines
re-testing one condition, with the reset on the last. The first line destroys
the block in front, so `unless block ^ ^ ^1 #air` was 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 a `fire` function 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.
- `interval` and `rate` were 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's `eu_use` and the bridges' `rate`
are now declared as tuning fields hidden from survival.
- **The Clock ignored its setting, because it had two of them.** A clock could
carry both `delay` and `cooldown`: the Data Handler listed both, `process` read
`cooldown`, and `delay` — the one a player naturally reaches for — did nothing.
The compatibility line meant to merge them only ran when `cooldown` was
*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 leftover
`cooldown` into 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 get` does 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/property` now re-parses through a macro — substitution inserts a
string's raw characters, so `"5"` and `5` both 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 new
`dir_type:3` orients 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.
- **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.
- **A reload emptied a network's identity.** `transport/init` overwrote 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.
- **A torch standing on a block powered it.** Vanilla never powers the block a
torch is mounted on.
- **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.
- **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.
- `facing/up` and `facing/down` both claimed left was east, so flipping a block
over left its hands unchanged.
- `count_inputs` was 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
- **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 `fuels` registry 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
`triggered` state.
- **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.
- **The Poppy Generator's `patch` mode 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 are
`redact_next`, `redact_one` and the "N fields hidden" footer. The refusal is
enforced server-side too, since a row's action is a `/trigger` a 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/apply` puts 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 a `fuels` registry 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 `shared` mode is gone.** Three modes remain — `link`,
`send`, `receive` — and a vault still set to `shared` becomes `link`, 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.
- Goggles print units: **EU** on electric readouts, **mL** on fluid ones.
- 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 a `Sun:` 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.
- 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.
- `ra_lib:redstone/detect` no longer computes look-space scores or the twelve
direction tags; nothing in the pack read them. `detect_local` does, 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.
## 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.png` placeholder 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.bbcode` regenerated 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](tools.md) 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_netherite` and
`unlock_liquid_pipe_netherite`, left behind when the tiered wires and pipes were
removed, and `unlock_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_line` distinction that silently renders `N/A` when 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-5.1.12` clears 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's `generation_rate`, a
valve's `rate`, a breaker's `cooldown` — 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.mcfunction` files reached
through a `#ra:hidden_fields` function 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
- **`enabled` from 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-5.1.10` strips 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_try` was rewritten so every slot counts as input, the line
that put the slot number into `ef.hit` went with it and only the score was left.
`take_input` is a macro function reading `ef.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.took` flag it was supposed
to clear still held the `1` from the previous successful smelt. `deliver` ran on
that stale flag and produced an ingot from an ore that was never eaten. The slot
is back in `ef.hit`, and the caller now clears `#ef.took` itself, so a take that
does not run can no longer read as a take that did.
### Removed
- **The `enabled` property, throughout `ra_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-5.1.10` strips 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-5.1.9` fills 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 the `enabled` toggle, 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_creative` for 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 `ra` tag**, 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 by `ra_migrations:5.1.7-to-5.1.8` on load.
- **A `ra_migrations` namespace**, one function per version step, named for the
step it bridges. They run oldest-first from `ra: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) and `cooldown` are 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 runs `as`
the 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 both
`data_line`, which reads `data.status`, and `stacked_data_line`, which reads
`data.data` — different places behind near-identical names. The furnace wrote
`data.status` and asked the stacked reader for it, so every value was simply
absent and rendered as the fallback. Added the missing `stacked_status_line`
and 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/toggle`
removed 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, since `tp` does not collide.
### Fixed
- **The Scorch kit never set anything on fire.** Its selector carried
`type=!boat`, and there has been no `minecraft:boat` entity type since 1.21.2 —
it was split into `oak_boat`, `birch_boat` and 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 with
`tag=!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's `Name`
is 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 through `ra_lib:skin/apply_lit`, which puts them in `Properties` where
they belong.
- **A burning generator reported itself inactive.** `active` was 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. `active` now 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_line` means 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_use` with a bare `data 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 through
`ra_lib:util/property` like 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 `explosion` billows and `large_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 single `lava` for 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.** `flame` alone reads as a
spark however many you ask for; the bulk is `lava` and `large_smoke`, and
`explosion` is 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_data` carries 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 with
`matches`, and empty space is tested as `minecraft:air`/`minecraft:cave_air` by
name rather than through the `#minecraft:air` tag.
### 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 via `execute 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 reads `Items` the way the
rest of the pack reads containers, looks each stack's id up in a new id-keyed
`fuel_map` in 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 items` checks
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/generator` and
`/function ra_wires:debug/light` report, 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
`enabled` and a Gas Valve's rate landing on a Randomizer's chance would quietly
mean something else. Only `data.properties` travels; 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}`
and `side` — 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_small` is told apart from `network_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/A` for 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.
- A Valve's readout reported the fluid-node fields it does not have and printed
`N/A` for 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_small` is now told apart from `network_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 that `cooldown`, everywhere, and its readout says
`Cooldown:`. The Clock's `delay` and the Liquid Drain's `interval` are renamed
to it and migrate themselves; the three generators' goggles said `Period:` over
a field called `cooldown`, which is the kind of drift that makes a setting look
like it belongs to something else. `delay`, `extend` and `pulse` on 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 `execute` lines
re-testing one condition, with the reset on the last. The first line destroys
the block in front, so `unless block ^ ^ ^1 #air` was 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 a `fire` function 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.
- `interval` and `rate` were 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's `eu_use` and the bridges' `rate`
are now declared as tuning fields hidden from survival.
- **The Clock ignored its setting, because it had two of them.** A clock could
carry both `delay` and `cooldown`: the Data Handler listed both, `process` read
`cooldown`, and `delay` — the one a player naturally reaches for — did nothing.
The compatibility line meant to merge them only ran when `cooldown` was
*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 leftover
`cooldown` into 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 get` does 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/property` now re-parses through a macro — substitution inserts a
string's raw characters, so `"5"` and `5` both 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 new
`dir_type:3` orients 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.
- **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.
- **A reload emptied a network's identity.** `transport/init` overwrote 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.
- **A torch standing on a block powered it.** Vanilla never powers the block a
torch is mounted on.
- **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.
- **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.
- `facing/up` and `facing/down` both claimed left was east, so flipping a block
over left its hands unchanged.
- `count_inputs` was 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
- **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 `fuels` registry 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
`triggered` state.
- **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.
- **The Poppy Generator's `patch` mode 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 are
`redact_next`, `redact_one` and the "N fields hidden" footer. The refusal is
enforced server-side too, since a row's action is a `/trigger` a 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/apply` puts 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 a `fuels` registry 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 `shared` mode is gone.** Three modes remain — `link`,
`send`, `receive` — and a vault still set to `shared` becomes `link`, 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.
- Goggles print units: **EU** on electric readouts, **mL** on fluid ones.
- 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 a `Sun:` 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.
- 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.
- `ra_lib:redstone/detect` no longer computes look-space scores or the twelve
direction tags; nothing in the pack read them. `detect_local` does, 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.
## v5.1.6 (2026-08-17) — Recipe Atlas, Data Handler Repairs, Licence
A follow-up to v5.1.5: one page holding every recipe, a Data Handler that no longer
mangles what it edits, blocks that decide for themselves what a survival player may
retune, and a licence that says what it was always meant to say.
### Added
- **[Recipe Atlas](recipe-atlas.md)** — all 58 recipes on one page, A to Z and by
module, with the station each is made at and the give-everything command. Generated
from the recipe files, so it cannot drift. It lists the four items that have **no**
recipe too, with the sacrifice and chance that win them on an
[enchanting table](enchant-crafting.md).
- Blocks declare which of their own fields the survival Data Handler hides, so one
block's tuning knob is no longer every block's: `cooldown` is tuning on a generator
and the whole point of a Clock. Creative mode shows everything.
- `/function ra_ender:debug/vaults` reports each vault's mode, channel and reachable
partners.
### Fixed
- The Data Handler asked for a **number when editing any string**, and writing one
broke what it touched — an ender vault channel written that way stopped matching its
partner, so the vault stopped sending. `data get` succeeds on a string and returns
its length, which is what the old type test mistook for a number.
- Properties with no editor were invisible, and hidden ones were still printed in the
raw list. Everything a block carries is shown now; only what a block explicitly hides
is withheld.
- 23 block types never said they registered, and 13 more said it to **everyone** rather
than to players wearing `ra.debug`.
- Coal in the **offhand** did not count as jetpack fuel.
- A Teleport Anchor could not fire on a player's first tick in the world.
- Two enchanting tables a block apart could take each other's result.
### Documentation
- The **licence** is rewritten: addons are explicitly free to build and publish, the
snippets in the docs are licensed for that purpose, and the clause that accidentally
permitted redistributing the pack "in part and modified" is gone. Adds contributions
and Mojang-assets clauses, and a version stamp.
- The home page no longer claims redstone on the Boxer and Unboxer is a lock: both run
while powered, and following that warning would have broken working builds.
- The readme covers the four new modules, with corrected counts (52 blocks, 58
recipes).
## v5.1.6 (2026-08-17) — Recipe Atlas, Data Handler Repairs, Licence
A follow-up to v5.1.5: one page holding every recipe, a Data Handler that no longer
mangles what it edits, blocks that decide for themselves what a survival player may
retune, and a licence that says what it was always meant to say.
### Added
- **[Recipe Atlas](recipe-atlas.md)** — all 58 recipes on one page, A to Z and by
module, with the station each is made at and the give-everything command. Generated
from the recipe files, so it cannot drift. It lists the four items that have **no**
recipe too, with the sacrifice and chance that win them on an
[enchanting table](enchant-crafting.md).
- Blocks declare which of their own fields the survival Data Handler hides, so one
block's tuning knob is no longer every block's: `cooldown` is tuning on a generator
and the whole point of a Clock. Creative mode shows everything.
- `/function ra_ender:debug/vaults` reports each vault's mode, channel and reachable
partners.
### Fixed
- The Data Handler asked for a **number when editing any string**, and writing one
broke what it touched — an ender vault channel written that way stopped matching its
partner, so the vault stopped sending. `data get` succeeds on a string and returns
its length, which is what the old type test mistook for a number.
- Properties with no editor were invisible, and hidden ones were still printed in the
raw list. Everything a block carries is shown now; only what a block explicitly hides
is withheld.
- 23 block types never said they registered, and 13 more said it to **everyone** rather
than to players wearing `ra.debug`.
- Coal in the **offhand** did not count as jetpack fuel.
- A Teleport Anchor could not fire on a player's first tick in the world.
- Two enchanting tables a block apart could take each other's result.
### Documentation
- The **licence** is rewritten: addons are explicitly free to build and publish, the
snippets in the docs are licensed for that purpose, and the clause that accidentally
permitted redistributing the pack "in part and modified" is gone. Adds contributions
and Mojang-assets clauses, and a version stamp.
- The home page no longer claims redstone on the Boxer and Unboxer is a lock: both run
while powered, and following that warning would have broken working builds.
- The readme covers the four new modules, with corrected counts (52 blocks, 58
recipes).
## v5.1.5 (2026-08-17) — Enchant Crafting, Jetpacks, Infinite Generators, Ender Links
Four new gameplay modules, drawn recipe images, a Data Handler that can edit every
property it shows, and two electric transport bugs that had been quietly breaking
wire runs.
**Supported versions:** 1.21.9 – 26.2 (data pack formats 88 – 107).
### New modules
- **[Enchant Crafting](enchant-crafting.md)** — sacrifice items on a vanilla
enchanting table for a small chance at an upgrade. Extensible through the
`#ra_enchanting:recipes` function tag.
- **[Jetpacks](jetpacks.md)** — Iron and Infinite Iron upgrade kits that fit onto
any chestplate. Classic and hover flight, switched with `/trigger ra.jp.mode`;
hover holds station with a servo that reads your vertical speed and aims gravity
against it. `/trigger ra.jp.power` switches the whole thing off, and landing does
it for you.
- **[Infinite Generators](infinite-generators.md)** — a crafted Generator Casing
plus a Core gambled off an enchanting table build the Mineral, Nether and Poppy
generators, which regrow their own material in front of themselves.
- **[Ender Links](ender-links.md)** — vaults that link two places by channel for
items, fluids and EU, plus Teleport Anchors with a string id and a table of
fifteen targets, one per redstone strength. Item vaults are `shared` by default:
the contents follow whoever walks up, since mirroring one stack into two barrels
would give it two extraction points.
### Tooling
- Recipe pictures are drawn from vanilla assets by
[`tools/recipe_render`](recipe-renderer.md) instead of being screenshotted, with
blocks rendered from their real models. All 58 regenerated.
- The [Creative Data Handler](developer-guide.md#creative-data-handler) builds its
rows from a registry and picks the editor from each value's actual type, so
properties it used to display but could not change — a wire's `transfer_rate`, a
tank's `tier`, an anchor's id — are editable, lists included.
### Documentation
- The home page warned that redstone on the Boxer and Unboxer had become a lock and
told players to remove the signal from existing builds. Both have always shipped
**running while powered** — the inversion was a mid-v5.1.4 workaround, reverted in
that same release. Following the warning would have broken working builds.
### Fixed
- Electric charge only ever reached the first two blocks of a run: a node handed EU
back to the neighbour that had just supplied it, and a transfer latch was never
released. Charge now moves downhill only, half the gap at a time.
- A `enabled` flag written as `1` rather than `1b` silently disabled a whole wire run
or pipe line. The runtime gates are tolerant now.
- Poppy Generators planted nothing: 26.2 narrowed `#minecraft:dirt`, which no longer
contains grass blocks.
- Block skins rendered black inside the block they cover.
- Eight multiblock library functions had never been committed, because the directory
they live in is called `build`.
## v5.1.5 (2026-08-17) — Enchant Crafting, Jetpacks, Infinite Generators, Ender Links
Four new gameplay modules, drawn recipe images, a Data Handler that can edit every
property it shows, and two electric transport bugs that had been quietly breaking
wire runs.
**Supported versions:** 1.21.9 – 26.2 (data pack formats 88 – 107).
### New modules
- **[Enchant Crafting](enchant-crafting.md)** — sacrifice items on a vanilla
enchanting table for a small chance at an upgrade. Extensible through the
`#ra_enchanting:recipes` function tag.
- **[Jetpacks](jetpacks.md)** — Iron and Infinite Iron upgrade kits that fit onto
any chestplate. Classic and hover flight, switched with `/trigger ra.jp.mode`;
hover holds station with a servo that reads your vertical speed and aims gravity
against it. `/trigger ra.jp.power` switches the whole thing off, and landing does
it for you.
- **[Infinite Generators](infinite-generators.md)** — a crafted Generator Casing
plus a Core gambled off an enchanting table build the Mineral, Nether and Poppy
generators, which regrow their own material in front of themselves.
- **[Ender Links](ender-links.md)** — vaults that link two places by channel for
items, fluids and EU, plus Teleport Anchors with a string id and a table of
fifteen targets, one per redstone strength. Item vaults are `shared` by default:
the contents follow whoever walks up, since mirroring one stack into two barrels
would give it two extraction points.
### Tooling
- Recipe pictures are drawn from vanilla assets by
[`tools/recipe_render`](recipe-renderer.md) instead of being screenshotted, with
blocks rendered from their real models. All 58 regenerated.
- The [Creative Data Handler](developer-guide.md#creative-data-handler) builds its
rows from a registry and picks the editor from each value's actual type, so
properties it used to display but could not change — a wire's `transfer_rate`, a
tank's `tier`, an anchor's id — are editable, lists included.
### Documentation
- The home page warned that redstone on the Boxer and Unboxer had become a lock and
told players to remove the signal from existing builds. Both have always shipped
**running while powered** — the inversion was a mid-v5.1.4 workaround, reverted in
that same release. Following the warning would have broken working builds.
### Fixed
- Electric charge only ever reached the first two blocks of a run: a node handed EU
back to the neighbour that had just supplied it, and a transfer latch was never
released. Charge now moves downhill only, half the gap at a time.
- A `enabled` flag written as `1` rather than `1b` silently disabled a whole wire run
or pipe line. The runtime gates are tolerant now.
- Poppy Generators planted nothing: 26.2 narrowed `#minecraft:dirt`, which no longer
contains grass blocks.
- Block skins rendered black inside the block they cover.
- Eight multiblock library functions had never been committed, because the directory
they live in is called `build`.