335 lines
21 KiB
Markdown
335 lines
21 KiB
Markdown
# ExchangeClone
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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.
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Welcome to the dev branch! This is the branch I'm currently working on, so it's likely that there are bugs.
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## ExchangeClone's Features:
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* Philosopher's Stone
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* Transmutation Table
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* Energy
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* Alchemical Tome
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* Exchange Orb
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* Deconstructor
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* Constructor
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* Energy Collectors
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* Upgraded Fuels
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* Dark Matter and Red Matter
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* Dark and Red Matter Tools
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* Dark and Red Matter Armor
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* Dark and Red Matter Furnaces
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* PESA (deprecated)
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See the [wiki](https://github.com/ThePython10110/ExchangeClone/wiki) for more information
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[GitHub repo](https://github.com/thepython10110/exchangeclone)
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[Forum topic](https://forum.minetest.net/viewtopic.php?f=9&t=29473)
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[ContentDB](https://content.minetest.net/packages/ThePython/exchangeclone)
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[Wiki](https://github.com/ThePython10110/ExchangeClone/wiki)
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[Direct download](https://github.com/ThePython10110/ExchangeClone/archive/refs/heads/main.zip)
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Dependencies: Minetest Game or MineClone.
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## Known issues:
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* It is impossible to die from most things when wearing DM/RM armor... MineClone's damage system is annoying.
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* When machines are exploded, they (and the items inside) do not drop. I can't figure out why.
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* Dark/Red matter shears will sometimes (randomly) be treated as normal shears when used by MineClone dispensers. This will not be fixed.
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* 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.
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**If you have a suggestion or notice a bug, visit the [GitHub issues page](https://github.com/thepython10110/exchangeclone/issues).**
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![Screenshot](screenshot.png)
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![Transmutation GUI Screenshot](transmutation_screenshot.png)
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## Sources/license:
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* Code: Forked and *heavily* modified from Enchant97's mod [Element Exchange](https://github.com/enchant97/minetest_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.
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* Textures:
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* Energy Collector, Deconstructor, Constructor: Directly from Element Exchange, GPLv3+.
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* Exchange Orb: *Slightly* modified from Element Exchange (I just changed the color to white so it could change colors correctly)
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* Alchemical Coal, Mobius Fuel, and Aeternalis Fuel: modified versions of MineClone's coal texture (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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## Changelog
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<details><summary>Look at this fancy expanding changelog</summary>
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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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* Automatically generated energy values! Based on crafting and cooking recipes.
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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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* Also supports Mineclonia's stonecutter recipes, Netherite upgrades, and more.
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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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* Support for Pipeworks and Hopper mods! (MCL hoppers already worked)
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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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* Mercurial Eye (maybe)\*
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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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* `/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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* 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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* 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 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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* 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, 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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* 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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* 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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* A couple changes involving the Philosopher's Stone:
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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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* 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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* Tool abilities now cost nothing (to match ProjectE).
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* Tool abilities now take upgrades into account (silk touch, fortune, etc.) except for the sword AOE ability (which is annoying).
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* Bugfixes:
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* Fixed potion energy values
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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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* 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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* Fixed a minor bug with the Energy Collector (thanks @programmerjake!)
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### 5.3
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* Bugfixes
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* Fixed shearing beehives in MCL (thanks @Ranko-Saotome!)
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### 5.2
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* Bugfixes
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* Removed unnecessary logging every time players take damage (I was testing stuff out with the armor, thanks @Ranko-Saotome for reporting)
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### 5.1
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* New Features:
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* Added new Mineclonia items (pottery, sculk, smithing templates, suspicious sand, etc.)
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* Changes:
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* Changed a couple of energy values (enchanted golden apple was way too cheap, clay seemed too expensive)
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* 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.
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* DM/RM pickaxe/hammer/morningstar dig times now are approximately the same as ProjectE (at full charge), meaning they are now probably annoying fast.
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* Red Matter Armor no longer increases player health (the wiki lied to me).
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* A couple of changes to DM/RM armor in MineClone, which may or may not be noticeable. I really don't know.
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* Bugfixes:
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* Fixed Mineclonia energy values (I foolishly assumed that all items would have the same itemstrings and groups, thanks @Ranko-Saotome for reporting this).
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### 5.0 (bigger release than any before it)
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**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).**
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* New features:
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* Added a [wiki](https://github.com/ThePython10110/ExchangeClone/wiki)! This is where you can find more complete information on pretty much everything.
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* Because the wiki exists, I won't be including anywhere near as many details about how features work in the changelog.
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* Added the Transmutation Table(t): Much better than the constructor/deconstructor.
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* Alchemical Tome: Instantly teaches every item with an energy value to the Transmutation Table(t).
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* Dark/Red Matter Furnaces: Can be powered by Energy Collectors, much faster, and sometimes double ores.
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* Upgraded Energy Collectors: Now MK1-MK5, use personal energy by default.
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* Upgrades (MCL only)
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* Upgrades can give dark/red matter tools fortune, looting, fire aspect, and silk touch (note: abilities ignore enchantments)
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* Upgrades can give dark/red matter armor thorns and frost walker
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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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* 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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* 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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* The amount of energy you currently have stored is visible in the bottom right of the screen.
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* 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.
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* Energy Collectors, Deconstructors, and Constructors now use the placer's personal energy when they do not contain an orb.
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* A lot of items (including DM/RM tools and armor) will not burn in lava in MineClone2.
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* Deconstructors and Constructors now work with hoppers and don't have that annoying lag thing when deconstructing
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* The lag (not *technically* lag, but still) was caused by the fact that Enchant97 had them use node timers. Now they don't.
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* (De)constructors also now use the placer's personal energy when they do not contain an orb.
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* Red Matter Armor now sets your maximum health to 200 instead of 2000
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* Exchange Orbs are now 18x better as fuel than they used to be
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* DM/RM Shovels will now only create paths on nodes below air.
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* Bugfixes:
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* 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.
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* 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.
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* Fixed right-clicking with an orb not showing charge
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* Removed unnecessary chat logging when deconstructing/constructing
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* The names for Dark and Red Matter Armor now are correct in MineClone2
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* Removed unnecessary tool repair recipes from dark/red matter tools/armor
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* Fixed a couple of armor texture issues in Minetest Game (though it still looks like diamond armor; 3D Armor doesn't support texture modifiers)
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* The Red Katar is now actually craftable in Minetest Game (I just forgot that shears were only in MCL2)
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* A couple other minor things that I've forgotten about.
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### 4.4
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* New Features
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* Mineclonia Support
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* The version numbers kind of disagree around here and I'm too lazy to fix it.
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### 4.3
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* New features:
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* New items from Why (flying sausage, useful green potatoes, etc.)
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* Changes:
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* The changelog now lives here!
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* Exchange Orbs now change color based on the amount of energy (black->red->green->blue->magenta).
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* Exchange Orbs now have a maximum energy of 51,200,000 (to match Equivalent Exchange's Klein Star Omegas).
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* Water is now worth 0 instead of 1 (since it's infinite)
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* Bugfixes:
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* Exchange Orbs will now correctly display their energy value (I typed `orb` instead of `exchange_orb` in the energy value list)
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### 4.2
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* Bugfixes:
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* Fixed a dependency error (thanks, @opfromthestart!)
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### 4.1
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* Bugfixes:
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* Added energy values for new armor/tools
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* Removed unnecessary chestplate image (not only is it unused, but I put it in the wrong folder for some reason)
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### 4.0
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* New features:
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* The "Features that I plan on adding eventually" list below
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* Cooldowns for tool abilities to limit lag
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* Red Katar (combination of sword, axe, hoe, and shears)
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* Red Morningstar (combination of hammer, pickaxe, and shovel)
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* Dark Matter Armor (full set gives immunity to lava/fire and drowning)
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* Red Matter Armor (full set gives lava/fire/drowning immunity PLUS 2000 health, although you may want HUD Bars to see it)
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* Added energy values for MineClone's new items.
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* Changes:
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* Changed the amount of damage done by Dark/Red Matter Sword special abilities (used to be `damage/distance`, now is `damage-distance`)
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* 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
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* Texture/sound license changed to CC-BY-SA-3.0 (because GPLv3+ isn't really meant as a media license).
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* Bugfixes:
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* Fixed an issue where MineClone dispensers could ONLY be used with Dark/Red Matter Shears (whoops).
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### 3.2
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* Changes:
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* Set MineClone mod namespace to `exchangeclone`
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### 3.1
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* Changes:
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* Added new energy values from Why (and Why's new Minetest Game energy values)
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* Bugfixes:
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* Fixed crash based on PESA inventory movement
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* Added `mcl_blackstone` to the mod whitelist
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### 3.0 (the formerly most interesting release)
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* New features:
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* Added Alchemical Coal, Mobius Fuel, Aeternalis Fuel, Dark Matter (blocks and orbs), and Red Matter (blocks and orbs)
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* Added PESA (Personal Energy Storage Accessor)
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* A single inventory slot in which an orb can be placed. Energy from the orb is used for special abilities.
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* Added Dark and Red Matter tools
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* Faster than any other tools (in unmodded MTG/MCL), each has an ability
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* Special abilities that break nodes (as well as shearing) drop items directly on the player.
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* Swords:
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* Can damage all mobs within a radius (Red Matter sword can toggle between hostile/all mobs), costing 384 energy.
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* Pickaxes:
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* Has 3x1 modes (long, tall, and wide, all slightly slower)
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* Can mine a full vein of ores, dropping items and experience on the player and costing 8 energy per node broken
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* Axes:
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* Can break all wood and leaves within a radius, costing 8 energy per node broken.
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* Shovels:
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* Can break all shovely nodes within a radius, costing 8 energy per node broken
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* Can create paths in a radius, costing 4 energy per node
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* Hoes:
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* Breaks dirt incredibly quickly
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* Has a 3x3 mode for digging dirt (slightly slower)
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* Can till all dirt within a radius, costs 4 energy per node
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* Hammers:
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* Breaks pickaxey nodes in a 3x3 area
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* Can break all pickaxey nodes within a radius, costing 8 energy per node broken
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* Shears:
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* More wool/mushrooms dropped when shearing, chance of cloning sheep/mooshrooms
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* Can shear all shearable plants/cobwebs within a radius, costing 8 energy per node broken.
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* Changes:
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* 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
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* Orbs now show their energy on right click instead of left click
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* Changed Philosopher's Stone controls to make everything more consistant
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* 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).
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* Set gravel value to 1 to match sand/stone/dirt/etc (MineClone).
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* Tuff, blackstone, and basalt are now transmutable (MineClone).
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* A couple of minor transmutation changes (MineClone).
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* Changed emerald value to 4096 (MineClone).
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* Gold cannot be crafted into diamonds using the PS; it can now be crafted into emeralds and emeralds into diamonds (MineClone).
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* The PS's enchanting table now is limited to 8-bookshelf enchantments to make it more balanced (MineClone).
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* Fixed terracotta values (MineClone)
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* Enchanted tools/armor are now worth the same amount as unenchanted tools/armor instead of twice as much (MineClone).
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* Enchanted tools/armor cannot be created by the Constructor (MineClone).
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* It is now impossible to get stacks of invalid sizes with the Constructor (>16 ender pearls or >1 pickaxe, for example)
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* Bugfixes:
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* Fixed freezing when attempting to deconstruct 0-energy items
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* The Constructor, Deconstructor, and Energy Collector are now not unbreakable in MineClone (I really should test in survival).
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* Copper blocks are now worth 4 times as much as copper ingots instead of 9 (MineClone).
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* The Energy Collector now drops its contents when broken (MineClone)
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* Fixed Exchange Orb energy value (forgot to change it after changing the recipe)
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* Changed Constructor, Deconstructor, and Collector recipes and energy values to make them cheaper.
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### 2.0
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* New features:
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* Added a changelog (you're reading it now!)
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* Added all items from Why (a MineClone modpack I made)
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* Added Philosopher's Stone (these controls are now inaccurate as of 3.0)
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* Left click to increase range (minimum = 0, maximum = 4).
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* Shift+left click to decrease range.
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* Aux1+left click to open enchanting table (MineClone only).
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* Right click to transmute nodes in range (mode 1).
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* Shift+right click to transmute nodes in range (mode 2, has some differences).
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* Aux1+right click to open crafting table (MineClone only).
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* Can use to craft coal into iron, mese into diamonds, etc.
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* Changes:
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* Changed version numbers from x.x.x to x.x.
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* Changed the recipe for the Exchange Orb
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* New recipe is a Philosopher's Stone in the middle, diamonds in the corners, and iron/steel ingots on the sides.
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* Changed the energy values of tin, copper, and bronze in Minetest Game.
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* Renamed images to reflect mod name change ("exchangeclone" instead of "ee" for Element Exchange)
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* Deleted unnecessary "config.lua"
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* Bugfixes:
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* Ghost Blocks (from Why) are now worth 0 instead of 1 (to prevent infinite energy)
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* Fixed stairs and slabs not working in Minetest Game
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### 1.0.0
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* Initial release
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* New features:
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* MineClone support, including (sort of) hoppers
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* Added the ability to add items by group
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* Shift-clicking (listrings)!
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* Changes:
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* Completely redone recipes, now includes all items.
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* Tools' energy value now depends on wear.
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* Bugfixes:
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* Items can no longer be put in the Constructor's output slot.
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* Honestly, I'm going to count the broken energy values as a bug...
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</details>
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### Features that I plan on adding eventually:
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* As soon as Minetest 5.8 comes out, better textures for armor...
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* Divining Rods
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* Rings (I'll probably add a new PESA-like item for holding rings)
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* Archangel's Smite (arrows will not track targets, MineClone only)
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* Ring of Ignition
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* Zero Ring
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* Swiftwolf's Rending Gale (but without the force field; basically Why's Flying Sausage with a different texture and maybe lightning in MCL)
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* Harvest Band (maybe not)
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* Ring of Arcana (possibly without the Harvest Band)
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* Gem Armor
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* Catalytic Lens |