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README.md
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README.md
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@ -54,39 +54,58 @@ Dependencies: Minetest Game or MineClone.
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* Dark and Red Matter Armor (and maybe eventually Gem Armor): modified versions of diamond armor from 3D Armor (CC-BY-SA-3.0) and `mcl_armor` (CC-BY-SA-3.0).
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* Dark and Red Matter Armor (and maybe eventually Gem Armor): modified versions of diamond armor from 3D Armor (CC-BY-SA-3.0) and `mcl_armor` (CC-BY-SA-3.0).
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* All other textures (and sounds): Created by me, inspired by Equivalent Exchange and licensed under CC-BY-SA-3.0.
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* All other textures (and sounds): Created by me, inspired by Equivalent Exchange and licensed under CC-BY-SA-3.0.
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<details><summary><h1>Changelog:</h1></summary>
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## Changelog
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<details><summary>Look at this fancy expanding changelog</summary>
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### v6.0
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TODO:
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Written/writable book alias
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Campfire copy value
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Philosopher's Stone/copper
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Map aliases
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Sponge aliases
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Auto coral
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Stripped stuff (kinda already works but still)
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Bamboo block is automatically too much (tree group).
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Bamboo mosaic (MCLA) actually has no energy value
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Labels on Transmutation Table(t) items showing amount left (1.4K, 999.9M, 25.9B, etc.)
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\* Not actually added yet
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### v6.0 (The Automation Update)
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* New Features:
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* New Features:
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* Automatically generated energy values! Based on crafting and cooking recipes.
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* Automatically generated energy values! Based on crafting and cooking recipes.
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* For reasons beyond my control, things kind of vary a bit between loads because of which items are added to the `minetest.registered_items` first (which is kind of random). For instance, the Lookup Tool in MineClone2 might sometimes have an energy value of 5 (1 stick + 1 glass) or 16 (4 sticks) depending on whether the energy value for glass is added first or not. At least, I assume that's the reason.
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* Depending on the number of items you have, this could increase loading time.
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* Depending on the number of items you have, this could increase loading time.
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* For reasons beyond my control, things kind of vary a bit between loads because of which items are added to the `minetest.registered_items` first (which is somewhat random). For instance, the Lookup Tool in MineClone2 might sometimes have an energy value of 5 (1 stick + 1 glass) or 16 (4 sticks) depending on whether the energy value for glass is added first or not. At least, I assume that's the reason.
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* Technic recipe types (grinding, alloying, etc.) will also work, as long as their `output_size` is 1 and my PR gets merged.
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* Technic recipe types (grinding, alloying, etc.) will also work, as long as their `output_size` is 1 and my PR gets merged.
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* Added energy values for Basic Materials and Technic!
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* Also supports Mineclonia's stonecutter recipes, Netherite upgrades, and more.
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* Infinite food (costs 64 energy to use, equal to steak)
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* Added energy values for Basic Materials\* and Technic
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* Infinite food (costs 64 energy to use, but doesn't disappear, equal to MCL steak)
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* Alchemical Chests, Alchemical Bags, and Advanced Alchemical Chests
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* Alchemical Chests, Alchemical Bags, and Advanced Alchemical Chests
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* Support for Pipeworks and Hopper mods! (MCL hoppers already worked)
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* Support for Pipeworks and Hopper mods! (MCL hoppers already worked)
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* Covalence Dust (Aux1+right-click with Philosopher's Stone to open repairing menu; only tools with an energy value can be repaired)
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* Covalence Dust (left-click with Philosopher's Stone to open repairing menu; only tools with an energy value can be repaired)\*
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* Mind, Life, Body, and Soul Stones (although MTG only has the soul stone).
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* Mind, Life, Body, and Soul Stones (although MTG only has the soul stone).\*
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* Mercurial Eye (maybe)
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* Mercurial Eye (maybe)\*
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* Chat commands to set/add/remove energy from a player (requires `privs` privilege):
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* Chat commands to set/add/remove energy from a player (requires `privs` privilege):
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* `/add_energy [player] value` (player defaults to self, value can be negative)
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* `/add_energy [player] value` (player defaults to self, value can be negative)
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* `/set_energy [player] value` (player defaults to self)
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* `/set_energy [player] value` (player defaults to self)
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* Added `exchangeclone.register_energy_alias(alias, itemstring)` function, which allow items to be treated as other items.
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* Added `exchangeclone.register_energy_alias(alias, itemstring)` function, which allow items to be treated as other items.
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* Changes:
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* Changes:
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* Energy values are now in `_exchangeclone_energy/energy_values.lua`, and are laid out differently, and aliases now work.
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* Energy values are now in `_exchangeclone_energy/energy_values.lua`, and are laid out differently, and aliases now work.
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* ExchangeClone is now a modpack for [annoying reasons](https://forum.minetest.net/viewtopic.php?f=47&p=429775s). *Every single mod* in the modpack is required, regardless of what it says the dependencies are. Disable and then enable it for everything to work correctly.
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* ExchangeClone is now a modpack for [annoying reasons](https://forum.minetest.net/viewtopic.php?f=47&p=429775s). *Every single mod* in the modpack is required, regardless of what it says the dependencies are. You may need to disable and then enable it for everything to work correctly.
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* The default energy value is no longer 1 but none.
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* The default energy value is no longer 1 but none.
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* The 2-billion-ish personal energy limit is has been increased to 1,000,000,000,000 (1 trillion). Any higher and there are precision-based exploits like being able to create infinite glass panes (or really anything with an energy value less than 1) when you have enough energy. It's still a 50,000% increase.
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* The 2.14-billion-ish personal energy limit is has been increased to 1,000,000,000,000 (1 trillion). Any higher (literally ANY higher) and there are precision-based exploits like being able to create infinite glass panes (or really anything with an energy value less than 1) when you have enough energy.
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* ExchangeClone's energy values now (mostly) match ProjectE's, with a few minor differences.
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* MineClone(ia/2) energy values now (mostly) match ProjectE's, with a few minor differences.
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* Emeralds are still worth less than diamonds, mostly due to villager trades.
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* Emeralds are still worth less than diamonds, because villager trades make then *way* easier to get than diamonds.
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* Bamboo is worth less so things make more sense.
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* Dyes are worth different amounts based on their crafting recipes, so different colors of things are worth different amounts.
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* Dyes are worth different amounts based on their crafting recipes, so different colors of things are worth different amounts.
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* Since fractional energy values are allowed, some energy values may be slightly different.
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* Since fractional energy values are allowed, some energy values may be slightly different.
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* Energy values are now multiples of 0.05 instead of 0.25, for no real reason.
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* Energy values are now multiples of 0.05 instead of 0.25, for no real reason.
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* Added comma separators when energy is shown (to make it easier to identify large numbers)
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* Added comma separators when energy is shown (to make it easier to identify large numbers)
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* Tools that break multiple nodes at once (hammers, hoes, katar, and morningstar) use a better method that may (?) slightly decrease lag.
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* Tools that break multiple nodes at once (hammers, hoes, katar, and morningstar) use a better method that may (?) slightly decrease lag.\*
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* Ender pearls can now be crafted with 4 iron and the Philosopher's Stone.
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* A couple changes involving the Philosopher's Stone:
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* A couple changes the Philosopher's Stone's transmutation:
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* Ender pearls can now be crafted with 4 iron and the Philosopher's Stone (MCL).
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* Copper's energy value has been changed (128 instead of 85), and the recipe has been changed accordingly.\*
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* Ice and obsidian can now be transmuted into water and lava, respectively.
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* Ice and obsidian can now be transmuted into water and lava, respectively.
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* It is now impossible to transmute between bedrock and barriers (MCL). I thought it was funny originally, but now I'm realizing that I don't want this to be annoying to people who run servers (are there any servers with this mod?)
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* It is now impossible to transmute between bedrock and barriers (MCL). I thought it was funny originally, but now I'm realizing that I don't want this to be annoying to people who run servers (are there any servers with this mod?)
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* It now costs 4 dark/red matter to make a block, which is great news if you already have some (because they're now worth more), but not so great if you don't.
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* It now costs 4 dark/red matter to make a block, which is great news if you already have some (because they're now worth more), but not so great if you don't.
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@ -96,6 +115,7 @@ Dependencies: Minetest Game or MineClone.
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* Fixed potion energy values
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* Fixed potion energy values
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* Fixed Red Matter Shield recipe
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* Fixed Red Matter Shield recipe
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* Fixed other modes of DM/RM tools not having energy values
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* Fixed other modes of DM/RM tools not having energy values
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* Deconstructors and Constructors now (sort of) use node timers again, meaning they won't stop trying to work.
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### v5.4
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### v5.4
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* Fixed a minor bug with the Energy Collector (thanks @programmerjake!)
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* Fixed a minor bug with the Energy Collector (thanks @programmerjake!)
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@ -135,6 +155,7 @@ Dependencies: Minetest Game or MineClone.
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* Energy values for [Portability](https://github.com/thepython10110/Portability).
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* Energy values for [Portability](https://github.com/thepython10110/Portability).
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* Added energy value for Why's Falling Block Tool
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* Added energy value for Why's Falling Block Tool
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* Mod developers can now set their own energy values by setting `exchangeclone_custom_energy` in the item/node definition.
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* Mod developers can now set their own energy values by setting `exchangeclone_custom_energy` in the item/node definition.
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* The Vital patch for the ExchangeClone ability sound is now included.
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* Changes
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* Changes
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* The changelog now has the most recent updates first, to make things easier to find.
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* The changelog now has the most recent updates first, to make things easier to find.
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* Energy for Dark/Red Matter tool abilities (as well as the Transmutation Table) is no longer stored in an orb, but inside the player (called "personal energy").
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* Energy for Dark/Red Matter tool abilities (as well as the Transmutation Table) is no longer stored in an orb, but inside the player (called "personal energy").
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@ -28,7 +28,7 @@ if exchangeclone.mcl then
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["mcl_armor:leggings_chain"] = 1799,
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["mcl_armor:leggings_chain"] = 1799,
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["mcl_armor:boots_chain"] = 1029,
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["mcl_armor:boots_chain"] = 1029,
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["mcl_bamboo:bamboo"] = 32,
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["mcl_bamboo:bamboo"] = 2,
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["mcl_banners:pattern_globe"] = 49152,
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["mcl_banners:pattern_globe"] = 49152,
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["mcl_banners:pattern_snout"] = 512,
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["mcl_banners:pattern_snout"] = 512,
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["mcl_ocean:sea_pickle_1_dead_brain_coral_block"] = 16,
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["mcl_ocean:sea_pickle_1_dead_brain_coral_block"] = 16,
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["mcl_ocean:seagrass"] = 1,
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["mcl_ocean:seagrass"] = 1,
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["mcl_potions:dragon_breath"] = 8.5,
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["mcl_potions:fermented_spider_eye"] = 175,
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["mcl_potions:glass_bottle"] = 1,
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["mcl_potions:speckled_melon"] = 1832,
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["mcl_pottery_sherds:pot"] = 16,
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["mcl_pottery_sherds:pot"] = 16,
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["mcl_sponges:sponge"] = 128,
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["mcl_sponges:sponge"] = 128,
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and mod_name
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and mod_name
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and def.description
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and def.description
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and def.description ~= ""
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and def.description ~= ""
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-- I hate recovery compasses.
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-- Recovery compasses are annoying.
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and ((minetest.get_item_group(itemstring, "not_in_creative_inventory") < 1) or (mod_name == "mcl_compass"))
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and ((minetest.get_item_group(itemstring, "not_in_creative_inventory") < 1) or (mod_name == "mcl_compass"))
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and (not exchangeclone.get_item_energy(itemstring))
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and (not exchangeclone.get_item_energy(itemstring))
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and (itemstring:sub(1,12) ~= "mcl_potions:")
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-- This does mean that other items in mcl_potions will be ignored unless explicitly specified,
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-- and items that are in groups mentioned above.
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) then
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) then
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auto[itemstring] = true
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auto[itemstring] = true
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end
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end
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