ExchangeClone/README.md

19 KiB

ExchangeClone

Allows players to turn items into energy, and energy into items. Supports all items in Minetest Game and MineClone 2, and anything that can be made from them! Also adds a whole bunch of other stuff.

Welcome to the dev branch! This is the branch I'm currently working on, so it's likely that there are bugs.

ExchangeClone's Features:

  • Philosopher's Stone
  • Transmutation Table
  • Energy
  • Alchemical Tome
  • Exchange Orb
  • Deconstructor
  • Constructor
  • Energy Collectors
  • Upgraded Fuels
  • Dark Matter and Red Matter
  • Dark and Red Matter Tools
  • Dark and Red Matter Armor
  • Dark and Red Matter Furnaces
  • PESA (deprecated)

See the wiki for more information

GitHub repo

Forum topic

ContentDB

Wiki

Direct download

Dependencies: Minetest Game or MineClone.

Known issues:

  • It is impossible to die from most things when wearing DM/RM armor... MineClone's damage system is annoying.
  • When machines are exploded, they (and the items inside) do not drop. I can't figure out why.
  • Dark/Red matter shears will sometimes (randomly) be treated as normal shears when used by MineClone dispensers. This will not be fixed.
  • 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.

If you have a suggestion or notice a bug, visit the GitHub issues page.

Screenshot Transmutation GUI Screenshot

Sources/license:

  • Code: Forked and heavily modified from Enchant97's mod Element Exchange (at this point, I'd say 95% of the code is my own). Both this mod and Element Exchange are licenced under GPLv3+. Based on Equivalent Exchange and ProjectE, mods for MineCraft.
  • Textures:
    • Energy Collector, Deconstructor, Constructor: Directly from Element Exchange, GPLv3+.
    • Exchange Orb: Slightly modified from Element Exchange (I just changed the color to white so it could change colors correctly)
    • 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 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).
  • All other textures (and sounds): Created by me, inspired by Equivalent Exchange and licensed under CC-BY-SA-3.0.

Changelog:

6.0)

  • New Features:
    • Automatically generated energy values! Based on crafting and cooking recipes.
      • 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.
      • Depending on the number of items you have, this could increase loading time.
      • Technic recipe types (grinding, alloying, etc.) will also work, as long as their output_size is 1 and my PR gets merged.
    • Added energy values for Basic Materials and Technic!
    • Infinite food (costs 64 energy to use, equal to steak)
    • Alchemical Chests, Alchemical Bags, and Advanced Alchemical Chests
    • Support for Pipeworks and Hopper mods! (MCL hoppers already worked)
    • Covalence Dust (Aux1+right-click with Philosopher's Stone to open repairing menu; only tools with an energy value can be repaired)
    • Mind, Life, Body, and Soul Stones (although MTG only has the soul stone).
    • Mercurial Eye (maybe)
    • Chat commands to set/add/remove energy from a player (requires privs privilege):
      • /add_energy [player] value (player defaults to self, value can be negative)
      • /set_energy [player] value (player defaults to self)
  • Changes:
    • Energy values are now in _exchangeclone_energy/energy_values.lua, and are laid out differently, and aliases now work.
    • ExchangeClone is now a modpack for annoying reasons. 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.
    • The default energy value is no longer 1 but none.
    • 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.
    • Added comma separators when energy is shown (to make it easier to identify large numbers)
    • Tools that break multiple nodes at once (hammers, hoes, katar, and morningstar) use a better method that may (?) slightly decrease lag.
    • Ender pearls can now be crafted with 4 iron and the Philosopher's Stone.
    • A couple changes the Philosopher's Stone's transmutation:
      • Ice and obsidian can now be transmuted into water and lava, respectively.
      • 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?)
    • 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.
    • Tool abilities now cost nothing (to match ProjectE).
    • Tool abilities now take upgrades into account (silk touch, fortune, etc.) except for the sword AOE ability (which is annoying).
  • Bugfixes:
    • Fixed potion energy values
    • Fixed Red Matter Shield recipe
    • Fixed other modes of DM/RM tools not having energy values

5.4

  • Fixed a minor bug with the Energy Collector (thanks @programmerjake!)

5.3

  • Bugfixes
    • Fixed shearing beehives in MCL (thanks @Ranko-Saotome!)

5.2

  • Bugfixes
    • Removed unnecessary logging every time players take damage (I was testing stuff out with the armor, thanks @Ranko-Saotome for reporting)

5.1

  • New Features:
    • Added new Mineclonia items (pottery, sculk, smithing templates, suspicious sand, etc.)
  • Changes:
    • Changed a couple of energy values (enchanted golden apple was way too cheap, clay seemed too expensive)
    • Sword/Katar AOE damage now matches ProjectE (DM sword = 12, RM sword = 16, katar = 1000... kinda OP). All AOE cooldowns (including swinging swords/katar) are now 0.7 seconds.
    • DM/RM pickaxe/hammer/morningstar dig times now are approximately the same as ProjectE (at full charge), meaning they are now probably annoying fast.
    • Red Matter Armor no longer increases player health (the wiki lied to me).
    • A couple of changes to DM/RM armor in MineClone, which may or may not be noticeable. I really don't know.
  • Bugfixes:
    • Fixed Mineclonia energy values (I foolishly assumed that all items would have the same itemstrings and groups, thanks @Ranko-Saotome for reporting this).

5.0 (bigger release than any before it)

You MUST break and replace any existing Constructors, Deconstructors, and Energy Collectors when updating from any previous version. Nothing will be lost (hopefully). In Minetest Game, this is a bit of a problem (try blowing it up maybe? I don't know, sorry).

  • New features:
    • Added a wiki! This is where you can find more complete information on pretty much everything.
      • Because the wiki exists, I won't be including anywhere near as many details about how features work in the changelog.
    • Added the Transmutation Table(t): Much better than the constructor/deconstructor.
    • Alchemical Tome: Instantly teaches every item with an energy value to the Transmutation Table(t).
    • Dark/Red Matter Furnaces: Can be powered by Energy Collectors, much faster, and sometimes double ores.
    • Upgraded Energy Collectors: Now MK1-MK5, use personal energy by default.
    • Upgrades (MCL only)
      • Upgrades can give dark/red matter tools fortune, looting, fire aspect, and silk touch (note: abilities ignore enchantments)
      • Upgrades can give dark/red matter armor thorns and frost walker
    • Energy values for Portability.
    • Added energy value for Why's Falling Block Tool
    • Mod developers can now set their own energy values by setting exchangeclone_custom_energy in the item/node definition.
  • Changes
    • The changelog now has the most recent updates first, to make things easier to find.
    • 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").
      • The amount of energy you currently have stored is visible in the bottom 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.
      • Energy Collectors, Deconstructors, and Constructors now use the placer's personal energy when they do not contain an orb.
    • A lot of items (including DM/RM tools and armor) will not burn in lava in MineClone2.
    • Deconstructors and Constructors now work with hoppers and don't have that annoying lag thing when deconstructing
      • The lag (not technically lag, but still) was caused by the fact that Enchant97 had them use node timers. Now they don't.
      • (De)constructors also now use the placer's personal energy when they do not contain an orb.
    • Red Matter Armor now sets your maximum health to 200 instead of 2000
    • Exchange Orbs are now 18x better as fuel than they used to be
    • DM/RM Shovels will now only create paths on nodes below air.
  • Bugfixes:
    • Fall damage now works normally when not wearing dark/red matter armor... I accidentally made it decrease regardless of whether armor was worn or not.
    • 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.
    • Fixed right-clicking with an orb not showing charge
    • Removed unnecessary chat logging when deconstructing/constructing
    • The names for Dark and Red Matter Armor now are correct in MineClone2
    • 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)
    • A couple other minor things that I've forgotten about.

4.4

  • New Features
    • Mineclonia Support
  • The version numbers kind of disagree around here and I'm too lazy to fix it.

4.3

  • New features:
    • New items from Why (flying sausage, useful green potatoes, etc.)
  • Changes:
    • The changelog now lives here!
    • Exchange Orbs now change color based on the amount of energy (black->red->green->blue->magenta).
    • Exchange Orbs now have a maximum energy of 51,200,000 (to match Equivalent Exchange's Klein Star Omegas).
    • Water is now worth 0 instead of 1 (since it's infinite)
  • Bugfixes:
    • Exchange Orbs will now correctly display their energy value (I typed orb instead of exchange_orb in the energy value list)

4.2

  • Bugfixes:
    • Fixed a dependency error (thanks, @opfromthestart!)

4.1

  • Bugfixes:
    • Added energy values for new armor/tools
    • Removed unnecessary chestplate image (not only is it unused, but I put it in the wrong folder for some reason)

4.0

  • New features:
    • The "Features that I plan on adding eventually" list below
    • Cooldowns for tool abilities to limit lag
    • Red Katar (combination of sword, axe, hoe, and shears)
    • Red Morningstar (combination of hammer, pickaxe, and shovel)
    • Dark Matter Armor (full set gives immunity to lava/fire and drowning)
    • Red Matter Armor (full set gives lava/fire/drowning immunity PLUS 2000 health, although you may want HUD Bars to see it)
    • Added energy values for MineClone's new items.
  • Changes:
    • Changed the amount of damage done by Dark/Red Matter Sword special abilities (used to be damage/distance, now is damage-distance)
    • 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
    • Texture/sound license changed to CC-BY-SA-3.0 (because GPLv3+ isn't really meant as a media license).
  • Bugfixes:
    • Fixed an issue where MineClone dispensers could ONLY be used with Dark/Red Matter Shears (whoops).

3.2

  • Changes:
    • Set MineClone mod namespace to exchangeclone

3.1

  • Changes:
    • Added new energy values from Why (and Why's new Minetest Game energy values)
  • Bugfixes:
    • Fixed crash based on PESA inventory movement
    • Added mcl_blackstone to the mod whitelist

3.0 (the formerly most interesting release)

  • New features:
    • Added Alchemical Coal, Mobius Fuel, Aeternalis Fuel, Dark Matter (blocks and orbs), and Red Matter (blocks and orbs)
    • Added PESA (Personal Energy Storage Accessor)
      • A single inventory slot in which an orb can be placed. Energy from the orb is used for special abilities.
    • Added Dark and Red Matter tools
      • Faster than any other tools (in unmodded MTG/MCL), each has an ability
      • Special abilities that break nodes (as well as shearing) drop items directly on the player.
      • Swords:
        • Can damage all mobs within a radius (Red Matter sword can toggle between hostile/all mobs), costing 384 energy.
      • Pickaxes:
        • Has 3x1 modes (long, tall, and wide, all slightly slower)
        • Can mine a full vein of ores, dropping items and experience on the player and costing 8 energy per node broken
      • Axes:
        • Can break all wood and leaves within a radius, costing 8 energy per node broken.
      • Shovels:
        • Can break all shovely nodes within a radius, costing 8 energy per node broken
        • Can create paths in a radius, costing 4 energy per node
      • Hoes:
        • Breaks dirt incredibly quickly
        • Has a 3x3 mode for digging dirt (slightly slower)
        • Can till all dirt within a radius, costs 4 energy per node
      • Hammers:
        • Breaks pickaxey nodes in a 3x3 area
        • Can break all pickaxey nodes within a radius, costing 8 energy per node broken
      • Shears:
        • More wool/mushrooms dropped when shearing, chance of cloning sheep/mooshrooms
        • Can shear all shearable plants/cobwebs within a radius, costing 8 energy per node broken.
  • Changes:
    • Added a mod whitelist in energy.lua, any item from a mod NOT in the whitelist (exchangeclone.whitelisted_mods) will have an energy value of 0
    • Orbs now show their energy on right click instead of left click
    • Changed Philosopher's Stone controls to make everything more consistant
    • The Energy Collector setting is now energy/second instead of second/energy to fit much higher costs than Element Exchange (default is 5 energy/s).
    • Set gravel value to 1 to match sand/stone/dirt/etc (MineClone).
    • Tuff, blackstone, and basalt are now transmutable (MineClone).
    • A couple of minor transmutation changes (MineClone).
    • Changed emerald value to 4096 (MineClone).
    • Gold cannot be crafted into diamonds using the PS; it can now be crafted into emeralds and emeralds into diamonds (MineClone).
    • The PS's enchanting table now is limited to 8-bookshelf enchantments to make it more balanced (MineClone).
    • Fixed terracotta values (MineClone)
    • Enchanted tools/armor are now worth the same amount as unenchanted tools/armor instead of twice as much (MineClone).
    • Enchanted tools/armor cannot be created by the Constructor (MineClone).
    • It is now impossible to get stacks of invalid sizes with the Constructor (>16 ender pearls or >1 pickaxe, for example)
  • Bugfixes:
    • Fixed freezing when attempting to deconstruct 0-energy items
    • The Constructor, Deconstructor, and Energy Collector are now not unbreakable in MineClone (I really should test in survival).
    • Copper blocks are now worth 4 times as much as copper ingots instead of 9 (MineClone).
    • The Energy Collector now drops its contents when broken (MineClone)
    • Fixed Exchange Orb energy value (forgot to change it after changing the recipe)
      • Changed Constructor, Deconstructor, and Collector recipes and energy values to make them cheaper.

2.0

  • New features:
    • Added a changelog (you're reading it now!)
    • Added all items from Why (a MineClone modpack I made)
    • Added Philosopher's Stone (these controls are now inaccurate as of 3.0)
      • Left click to increase range (minimum = 0, maximum = 4).
      • Shift+left click to decrease range.
      • Aux1+left click to open enchanting table (MineClone only).
      • Right click to transmute nodes in range (mode 1).
      • Shift+right click to transmute nodes in range (mode 2, has some differences).
      • Aux1+right click to open crafting table (MineClone only).
      • Can use to craft coal into iron, mese into diamonds, etc.
  • Changes:
    • Changed version numbers from x.x.x to x.x.
    • Changed the recipe for the Exchange Orb
      • New recipe is a Philosopher's Stone in the middle, diamonds in the corners, and iron/steel ingots on the sides.
    • Changed the energy values of tin, copper, and bronze in Minetest Game.
    • Renamed images to reflect mod name change ("exchangeclone" instead of "ee" for Element Exchange)
    • Deleted unnecessary "config.lua"
  • Bugfixes:
    • Ghost Blocks (from Why) are now worth 0 instead of 1 (to prevent infinite energy)
    • Fixed stairs and slabs not working in Minetest Game

1.0.0

  • Initial release
  • New features:
    • MineClone support, including (sort of) hoppers
    • Added the ability to add items by group
    • Shift-clicking (listrings)!
  • Changes:
    • Completely redone recipes, now includes all items.
    • Tools' energy value now depends on wear.
  • Bugfixes:
    • Items can no longer be put in the Constructor's output slot.
    • Honestly, I'm going to count the broken energy values as a bug...

Features that I plan on adding eventually:

  • As soon as Minetest 5.8 comes out, better textures for armor...
  • Divining Rods
  • Rings (I'll probably add a new PESA-like item for holding rings)
    • Archangel's Smite (arrows will not track targets, MineClone only)
    • Ring of Ignition
    • Zero Ring
    • Swiftwolf's Rending Gale (but without the force field; basically Why's Flying Sausage with a different texture and maybe lightning in MCL)
    • Harvest Band (maybe not)
    • Ring of Arcana (possibly without the Harvest Band)
  • Gem Armor
  • Catalytic Lens