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README.md

ExchangeClone

ContentDB

Allows players to turn items into energy, and energy into items. Supports all items in Minetest Game, Technic, More Ores, and MineClone2/Mineclonia, as well as anything that can be made from them! Also adds a whole bunch of other stuff.

If you would like to see the latest changes, check out (pun) the dev branch! Beware of bugs.

ExchangeClone is tested with the latest release of Minetest, Minetest Game, MineClone2, and Mineclonia.

ExchangeClone's Features:

  • Energy
  • Philosopher's Stone
  • Transmutation Table
  • 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, WILL BE REMOVED in 7.0)

See the wiki for more information

GitHub repo

Forum topic

ContentDB

Wiki

Direct download

Dependencies: Minetest Game or MineClone.

Known issues:

  • Dark/Red Matter armor don't work they way they should, especially in MTG. I would greatly appreciate a PR that makes them more like ProjectE.
  • The sword/katar AOE ability does not take upgrades into account. This will probably not be fixed (MCL)
  • For technical reasons (making them work with MCL hoppers), Exchange Orbs and Upgrades can be used as fuel. This isn't really a problem, but it will be removed once I decide the new hopper APIs is new enough that most people are using them.
  • Dark/Red Matter Shears will sometimes (randomly) be treated as normal shears when used by dispensers. This will not be fixed.
  • In Mineclonia, when inserting items into Dark/Red Matter Furnaces with hoppers, they will not start at the correct speed, instead being limited to a maximum of 1 item/second. This will not be fixed unless Mineclonia changes how things work.
  • In Mineclonia, hoppers can put invalid items into Energy Collectors.
  • Tools do not show the wear bar (to show the charge level) when first created or crafted. It only appears after changing the range. This will not be fixed.
  • Unfortunately, caused by the performance improvements to various tool abilities, using the shear ability on sea grass (MCL) will also remove the sand below the sea grass. I can't think of a good way to fix it.

If you have a suggestion or notice a bug that isn't on this list, 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).
    • Covalence Dust: Slightly modified from MineClon(e2/ia)'s redstone dust (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.

PLANS/TODO FOR v7.0 (see dev branch for current progress)

[ ] Achievements/advancements/awards

  • Improvements to tools (mostly only in MCL at the moment) Wear bar for charge level Charge levels match ProjectE (both in number and in range) Charge level affects speed Correct/accurate speeds compared to ProjectE (hopefully) Wear bar on Exchange Orbs for energy Only one item per tool (not a separate 3x3 tool) Make Philosopher's Stone only affect the node type you click on (and also not work when not pointed at anything), so clicking on a grass block will only transmute grass blocks in range (not everything else) Shovels can remove paths (MCL2) Changes to armor (but it's so hard to get it right) * Unfortunately, due to an engine bug, this means that players are kind of invincible most of the time. Remove and add alias for DM/RM shields Divining rods Swiftwolf's Rending Gale (maybe rename?) Mind, Life, Body and Soul Stones (Mind = MCL only) Talisman of Repair (will only work in player inventory, not Alchemical Chests like ProjectE) Gem of Eternal Density (will only work in player inventory, not Alchemical Chests like ProjectE) Edit wiki: Add pages for: Achievements? Divining rods Swiftwolf's Rending Gale Talisman of Repair Gem of Eternal Density Mind, Life, Body, and Soul Stones Modify tools page Remove page for PESA

Changelog

Look at this fancy expanding changelog

v7.0 (The Parity Update)

Overview:

  • NOTE: Updating to this version resets tools to their default mode and range (1x1, range 0). Upgrades will not be affected.
  • Tools' mining speeds, attack damage, and attack speeds now match ProjectE's
  • Most tools' abilities are more similar to ProjectE's, and are more efficient in some cases.

Full changelog:

  • Changes:
    • I'm started a free AI tool called Codeium (no relation to VSCodium), which seems to work well. This obviously isn't a change to the mod, but it makes it easier to do certain things.
    • Several improvements to tools:
      • The pickaxe vein mining ability only checks each position once.
      • Tools do not mine slower in 3x1/3x3 modes (to match ProjectE)
      • Tools do not have a separate 3x1/3x3 item.
      • Charge level is now shown by the wear/durability bar
      • Charge level now affects tool speed
      • Got rid of exchangeclone.node_radius_action function (it was pretty much over-refactoring and made things so much more complicated)
      • Several changes to tool abilities (mostly making them closer to the ProjectE versions)
    • Removed the deprecated PESA.
    • Removed dark and red matter shields (so I could use the same math for MTG and MCL)
  • Bugfixes
    • The Philosopher's Stone is no longer unable to transmute logs and leaves in Mineclonia.

v6.7

  • Made More Ores energy values not MTG-specific

v6.8

  • Fixed a crash caused by using tool abilities on certain nodes

v6.7

  • Allowed More Ores energy values to work in MCL

v6.6

  • Removed energy value for Ancient Debris (since it could be smelted in a DM/RM Furnace to get 2 Netherite Scrap)
  • Removed Philosopher's Stone recipes involving Ancient Debris, Netherite Scrap, and Netherite Ingots (since that's not a thing in ProjectE)

v6.5

  • Fixed MCL gold nuggets sometimes having the energy value of gold horse armor (reported by @programmerjake)
  • Fixed the fact that the previous changelog entry was ## instead of ###

v6.4

  • Yes, I know, v6.3 only came out about 9 hours ago.
  • Mineclonia apparently changed something minor, and it was causing a crash. I fixed it.

v6.3

  • Added Technic items to MCL base energy values (reported by @programmerjake)
  • Fixed a bug where MCL iron nuggets were worth the same amount as a random piece of chain armor (reported by @programmerjake)

v6.2

  • Added a setting to disable the Alchemical Tome crafting recipe (suggested by @programmerjake)

v6.1

  • Damaged tools now give the correct amount of energy (reported by @programmerjake)

v6.0 (The Compatibility Update)

This update took a while... there was just so much that had to be done.

Overview

  • I'm naming updates now for some reason.
  • Automatic energy values! This means I don't have to manually add energy values for every single item. If it's craftable or cookable, ExchangeClone will automatically figure out an energy value for it. There's also an API (with very little documentation because I'm lazy) for adding custom energy recipes and recipe types.
  • The minimum Minetest version has been changed to 5.7.0, because I'm never going to test on any older versions. Of course, it will probably still work (at least mostly) on other versions, but I can't promise anything.
  • Players can now have up to 1 trillion personal energy!
  • Energy values now better match ProjectE's.
  • Changed A LOT of things internally. Any mods depending on ExchangeClone (probably not very many, which is good) will probably need to update stuff.
  • The PESA will be removed in version 7.0.

I didn't get to everything I wanted to, mostly because the automatic energy values required quite a lot of work.

Full Changelog**

  • New Features:
    • Automatically generated energy values! Based on crafting and cooking recipes.
      • Depending on the number of crafting recipes you have, this could increase load times. This is definitely a bit of an issue in MineClone2, probably due to the number of banner/dye recipes. Eventually (hopefully), loom functionality will be added and this will improve quite a bit.
      • Technic recipe types (grinding, alloying, etc.) work, as long as their output_size is 1 (meaning they only output one item at a time, so not the centrifuge or separator).
      • Also supports Mineclonia's stonecutter recipes, Netherite upgrades, and more.
      • Added various ways of adding custom energy values or energy recipes (exchangeclone.register_alias, exchangeclone.register_craft_type, and exchangeclone.register_craft)
    • Support for Pipeworks and Hopper mods! (MCL hoppers already worked)
    • Added energy values for More Ores and Technic.
    • Infinite food (costs 64 energy to use, but isn't consumed, equal to MCL steak)
    • Alchemical Chests, Alchemical Bags, and Advanced Alchemical Chests
    • Labels on items in the Transmutation GUI showing how many items can be created.
    • Added comma separators when energy is shown (to make it easier to identify large numbers)
    • Covalence Dust
      • Left-click (or aux1-left-click in MCL) with Philosopher's Stone to open repairing menu; only tools with an energy value can be repaired)
    • 5 more Energy Collectors (to go with the increased energy limit)
    • Chat commands to set/add/remove energy from a player (requires privs privilege):
      • /add_player_energy [player] value (player defaults to self, value can be negative)
      • /set_player_energy [player] value (player defaults to self, value can be "limit" to set to the limit)
  • Changes:
    • Removed the compatibility thing for Constructors, Deconstructors, and Energy Collectors (there seems to have been a bug that was making it happen too much) meaning that old worlds REALLY SHOULD NOT be updated to this version. And they probably shouldn't have been updated to 5.0 either. So... sorry if I ruined things for you. In the future, I will try to make everything a lot more backwards-compatible.
    • ExchangeClone is now a modpack for annoying reasons.
      • Energy values are now in zzzz_exchangeclone_init/base_energy_values.lua, and are laid out differently, and aliases now work.
    • The default energy value is no longer 1 but none.
    • 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 an unlimited amount of anything with an energy value less than 1. I considered finding some library for arbitrary precision in Lua, but decided it was too much work (and nobody really needs more than a trillion energy anyway).
    • Energy values are now multiples of 0.05 instead of 0.25, for no real reason.
    • MineClon(e2/ia) energy values now (mostly) match ProjectE's, with a few minor differences, including these:
      • Emeralds are still worth less than diamonds because of villager trades (in my opinion, this should be changed in ProjectE as well)
      • Dyes are worth different amounts based on their crafting recipes, so different colors of things are worth different amounts.
      • Since fractional energy values are allowed, some energy values may be slightly different.
    • A couple changes involving the Philosopher's Stone:
      • Ender pearls can now be crafted with 4 iron and the Philosopher's Stone (MCL).
      • Copper's energy value has been changed (128 instead of 85), and the recipe has been changed accordingly.
      • 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. Sorry or you're welcome.
    • Tool abilities now have no energy cost (to match ProjectE).
    • Tool abilities now take upgrades into account (silk touch, fortune, etc.) except for the sword AOE ability (which would require irritating hacky workarounds).
    • Several neutral mobs (endermen, spiders, piglins) are now affected by the dark/red matter sword in "slay hostile" mode, to match ProjectE.
    • No more mod whitelist.
  • Bugfixes:
    • Fixed potion energy values (MCL)
    • Fixed Red Matter Shield recipe (MTG)
    • Fixed other modes of DM/RM tools not having energy values
    • Deconstructors and Constructors will now continue trying to work instead of just stopping when there is too much or too little energy.
    • Tool abilities now update nodes that require support (torches, sand, etc.).
    • MCL raw copper, iron, and gold blocks now correctly double in DM/RM furnaces.
    • Finally fixed that bug where things don't drop when exploded.

v5.4

  • Fixed a minor bug with the Energy Collector (thanks @programmerjake!)
  • Now adding v's to version numbers... because it looks nice, I guess.

5.3

  • Fixed shearing beehives in MCL (reported by @Ranko-Saotome)

5.2

  • Removed unnecessary logging every time players take damage (I was testing stuff out with the armor; reported by @Ranko-Saotome)

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; reported by @Ranko-Saotome).

5.0 (bigger release than any before it)

I would recommend not updating existing 1.x-4.x worlds to this version (any Constructors, Deconstructors, and Energy Collectors may become unusable...)

  • 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.
    • The Vital patch for the ExchangeClone ability sound is now included.
  • 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.
    • Fixed an error message about the invert texture modifier

4.4

  • Added Mineclonia Support (or at least, I thought I did)
  • 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

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

4.1

  • 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

  • Set MineClone mod namespace to exchangeclone

3.1

  • Added new energy values from Why (and Why's new Minetest Game energy values)
  • 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:

  • Achievements
  • As soon as Minetest 5.8 comes out, better textures for armor... Don't want to limit it to 5.8
  • Divining Rods
  • Rings (I'll probably add a new PESA-like item for holding rings)
    • Archangel's Smite (MCL only, arrows will not track targets)
    • 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
  • Mind, Life, Body, and Soul Stones
  • Mercurial Eye
  • Talisman of Repair
  • Gem of Eternal Density
  • Probably other things