Allows players to turn items into energy (stored in orbs), and energy from orbs into items. Supports all items in Minetest Game and MineClone 2! Includes other things from Equivalent Exchange (the MineCraft mod)
All energy values are in `energy.lua`. You can also change the speed at which the Energy Collector collects energy (default: 5 energy/second) in `minetest.conf` or the Minetest settings.
* Aux1-right-click and aux1-sneak-right-click to increase and decrease transmutation range (0-4 nodes away from the node you are currently standing on)
* Right-click and sneak-right-click to transmute nodes in range (two different modes with minor differences)
* Left-click to open crafting table (MineClone only)
* Shift-left-click to open enchanting table (MineClone only)
* Ability to exchange resources by crafting (the Philosopher's Stone is always returned)
* Dark and Red Matter armor look kind of terrible in MineClone. I might fix this eventually...
* There is an error reported in MineClone related to Red Matter armor setting health.
* In MineClone, it is impossible to heal past 20 health (10 hearts) without potions of healing (or the soul/life stones, which I haven't added yet)
* With a full set of red matter armor, you can almost instantly go back to 2000 health (1000 hearts), no matter what you health is, by removing one piece of red matter armor and putting it back on. I don't really know what to do about this, because of the previous issue. Normally, I would simply make 2000 the maximum health, and leave the player's health how it is, but that doesn't really work because the extra maximum health would be useless because it's unreachable.
* When items are inserted into the Energy Collector, Deconstructor, or Constructor with MineClone hoppers, it does not trigger the machines to start. I could probably fix this just by looking at the hopper API, so this could be fixed eventually.
* When machines are exploded, they (and the items inside) do not drop. I can't figure out why.
* Nodes destroyed by special abilities will not usually update surrounding nodes (so you may end up with floating gravel, flowers, torches, etc.). This will *probably* not be fixed, unless a change to Minetest makes it easier.
* Code: Forked and *heavily* modified from Enchant97's mod [Element Exchange](https://github.com/enchant97/minetest_element_exchange). Both this mod and Element Exchange are licenced under GPLv3+. Based on Equivalent Exchange and ProjectE, mods for MineCraft.
* Alchemical Coal, Mobius Fuel, and Aeternalis Fuel: modified versions of MineClone's coal texture (CC-BY-SA-3.0).
* Dark and Red Matter Armor (and eventually Gem Armor): modified versions of diamond armor from 3D Armor (CC-BY-SA-3.0) and `mcl_armor` (CC-BY-SA-3.0).
* All other textures (and sounds): Created by me, inspired by Equivalent Exchange and licensed under CC-BY-SA-3.0.
* A whole bunch of things that won't be noticible when playing, mostly code reorganization. It's *possible* that tools that mine multiple nodes at a time (hammer, pickaxe, hoe, katar, and morningstar) will be slightly less laggy
* A much better (and cheaper) way to manage energy than the Constructor and Deconstructor.
* Teach items to the table by putting them in the Learn slot.
* Recreate learned items by clicking on them, then the "+1," "+5," "+10," and "+Stack" buttons to add them to the Output slots of the Table(t)
* The Table(t) will not show items that cost more energy than the player has.
* Charge orbs by putting them in the Charge slot.
* The Transmutation Tablet is the portable version of the Transmutation Table, and does exactly the same thing.
* All data (learned items, stored energy, etc.) is stored with the player, and will not be lost upon death or breaking/destroying the Transmutation Table(t).
* Mod developers can now add energy values to their own mods! Just set `exchangeclone_custom_energy` in the item/node definition.
* Alchemical Tome
* Feed this item to a Transmutation Table to teach it *all items* with energy. The Tome will NOT turn into energy, and will be completely lost.
* This is mostly so you can't just use it, then make a new one for no real cost and give it to someone else.
* Mod developers can now set their own energy values by setting `exchangeclone_custom_energy` in the item/node definition.
* Added a [wiki](https://github.com/ThePython10110/ExchangeClone/wiki)!
* Changes
* Energy for Dark/Red Matter tool abilities (as well as the Transmutation Table) is no longer stored in an orb, but inside the player.
* The amount of energy you currently have stored is visible in the top right of the screen.
* Because of this, the PESA is now useless and deprecated. It will be removed after a few releases (so probably a couple months at least). Remove any Exchange Orbs from your personal storage.
* A lot of items (including DM/RM tools and armor) will not burn in lava in MineClone2.
* Energy Collectors now send their energy to the placer's personal energy by default.
* Placing an orb into an Energy Collector causes energy to go into the orb instead.
* If the Collector is near a DM/RM Furnace, all energy will be used to fuel the furnace.
* Red Matter Armor now sets your maximum health to 200 instead of 2000
* Energy Collectors now require less light to work (15->14)
* Exchange Orbs are now 18x better as fuel than they used to be
* DM/RM Shovels will now only create paths on blocks below air.
* Bugfixes:
* I must have skipped a row while going through MineClone's mod list. Several mods starting with `mcl_b` or `mcl_c` have been added to the whitelist.
* Removed unnecessary tool repair recipes from dark/red matter tools/armor
* Fixed a couple of armor texture issues in Minetest Game (though it still looks like diamond armor; 3D Armor doesn't support texture modifiers)
* The Red Katar is now actually craftable in Minetest Game (I just forgot that shears were only in MCL2)