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Equivalent Exchange v2 (SW Compatible) v2.9.5


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About This File

Equivalent Exchange v2

(SW Compatible)

Redesigned version of the original Equivalent Exchange mod. This mod allows you to convert different items into each other.

Basics:

Every item in game has an EMC value, a hidden "matter" energy, which can be converted to other items using an Alchemy and Exchanging Chests.

Changed Science Machine:

You can "give" items to a Science Machine to see, how much EMC is the item worth. Doing that will not consume the item. The machine outputs two values (248/300 EMC for ex.) - the first one is the EMC value you could get if you exchanged that stack of items right now. This value is affected by stack size, durability, freshness, internal EMC buffer etc. The second value is the actual EMC value of the item, not taking stack size or durability, etc. into account.

Changed Alchemy Engine:

You can give items to an Alchemy Engine, and they will be converted into EMC energy items (Golden nuggets, Dark Matter, etc.)

Alchemical Chest:

Because putting single items into the Alchemy Engine gets old and tedious pretty quick, there is an Alchemical Chest, which converts items placed in its inventory into Golden Nuggets.

Exchanging Chest:

An upgraded version of Alchemical Chest, the Exchanging Chest is able to convert the items in it's inventory into target item. Target item must be placed in the upper, target slot and enough EMC energy in form of other items needs to be provided.

Alchemical Researcher:

Spoiler

Alchemical Researcher will create blueprints of given items. Put the item you want the blueprint of in the upper slot, put 3 golden nuggets in the bottom (cost) slot, close the inventory and wait for the blueprint !

You can get a random blueprint when researching Knowledge Fragments - you can find more info under the 'Knowledge Fragment' spoiler.

Upgrading Chests:

Spoiler

You can upgrade Alchemical and Exchanging Chests by putting one Gold/Dark Nugget in each slot of the chest, and reopening it. Gold/Dark Nuggets will be consumed in the process...

Alchemy Chest is upgradeable with Gold Nuggets.

Exchanging Chest is upgradeable with Dark Nuggets.

After upgrading, chests will be exchanging items faster and, instead of dropping gold/items on the ground, they will store them directly in its own inventory.

Philosopher's Stone:

Spoiler

Philosopher's Stone can exchange EMC energy on-the-go. It also can be used as EMC energy storage unit. Simply place EMC energy storage item (such as Golden Nugget, Dark Matter, etc.) in it, close it and energy will be exchanged, sorted and stored. It can also exchange non-EMC energy storage item (any other item), but this process is MUCH slower than the first one. It's mainly used as a EMC storage for travel. Also, caring Philosopher's Stone in inventory causes killed creatures to drop "Energy Orbs". They have 50% chance of doing this.

Knowledge Fragment:

Spoiler

Knowledge Fragment, is an item, that can drop from almost any creature (including rabbits and birds). You can put it in Alchemical Researcher, and get a random blueprint out of it. There is a 75% chance, that it will be an EE blueprint. This allows you to for ex. make silk in spider-less worlds. If you research all EE recipes, you can use it to get any other blueprint in game. Like all other items, it contains some EMC energy inside, but it cannot be exchanged - killing creatures is the only way to get it.

Keep in mind, that this is a pretty rare item - creatures like rabbits and birds have a 0.1% (0.001 or 1/1000) chance of dropping it, so it beats 'Krampus Sack' (which has 1% (0.01 or 1/100) chance of dropping from Krampus). Chances of dropping Knowledge Fragment increases with creature difficulty.

Lightning Sword:

Spoiler

A very powerful (and expensive) sword, that can catch lightnings from the sky:

- Infinite durability

- Discharged does 50 damage

- Charged - based on percentage usage - up to 150 damage

- Super Charged - 150 damage, and ability to kill ANY creature with single lightning burst

Energy Bearing Item Tiers:

- Energy Orb - 1/40 Golden Nugget

- Golden Nugget

- Dark Matter - 20 Golden Nuggets

- Red Matter - 20 Dark Matters

- Miniature Black Hole - 20 Red Matters

Mod is crashing/not working, what I should do ?

Spoiler

If EE is crashing/not working/automatically disables itself etc., try these steps:

- Check if your mod is up to date - the issue you are experiencing may be fixed in latest update

- You can have an older version of the game - try changing the "api_version" value to 5 or 4 and trying again. "api_version" value can be found in 'modinfo.lua' file inside 'EE' folder. You can open that file with any text editor (ex. notepad)

- If you do the steps above and it's still not working/crashes etc., leave a comment below. It will be appreciated to post your log.txt and/or screen from crash along with, it really helps resolving the problem.

Compatibilities:

Spoiler

- Mod is compatible with older versions of the game

- Mod is compatible with RoG DLC

- versions 2.9.0+ should be compatible with SW DLC, if it's not, just let me know

- Mod is compatible with other mods (in most cases)

- Mod supports custom items (mod items) EMC values

Changing EMC values:

Spoiler

If you find that EMC values are to high/low, you can change EMC values modifier in "EE/tuning.lua"

If you have mod that has items that don't have EMC values, let me know and I will add it to the list :D

Mod is fully compatible with "RoG" and "SW" DLC !

Any bug report will be appreciated, if you find any, please leave a comment below !


What's New in Version v2.9.5   See changelog

Released

  • v2.9.5:
  • - fixed the Alchemical Researcher not giving blueprints sometimes
  • - fixed an issue with items having 0 EMC value not getting removed/processed correctly
  • - fixed many other non-significant errors I found in my own 3 year old code
  • - all mod items now float on water, this prevents you from losing very valuable materials (animation is broken/missing right now, I need someone who knows how to add 'on-water' animation)
  • - added Red Matter Multitool - red matter axe, pickaxe and shovel in one tool, craftable under EE Misc tab
  • - added Knowledge Fragment drop chances to all SW DLC mobs and bosses
  • - added missing EMC values for SW DLC items
  • - more balancing of EMC values (again)
  • - I'm making this a new, SW DLC stable release, thus removing v2.8.6 from download
  • Like 2
  • Thanks 1

User Feedback

Recommended Comments



You need to change name Ghammer.txt and .xml to ghammer or it crashes game. (in /images file in this mod)

 

Edit: It still crashes game. Now it can't find Ghammer and my Win7 does not accepts Ghammer and ghammer names in same file...

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Strange... It not crashes for me... Do you have the latest version of the game? Do you have DLC installed?

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can you put it on workshop please ? btw its awesome finally i was waiting for redmatter :D

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OK, so I have managed to (hopeful) fix the crashes you experiencing.

Test it and give me info if it works...

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error...

...Starve - Reign of Giants/data/../mods/EE/modmain.lua:96: attempt to call method 'CanBeHit' (a nil value)
LUA ERROR stack traceback:
        D:/Program Files/Don't Starve - Reign of Giants/data/../mods/EE/modmain.lua(96,1) in function 'DoLightningStrike'
        D:/Program Files/Don't Starve - Reign of Giants/data/scripts/components/seasonmanager.lua(1124,1) in function 'OnUpdate'
        D:/Program Files/Don't Starve - Reign of Giants/data/scripts/update.lua(104,1)
scripts/frontend.lua(712,1) SCRIPT ERROR! Showing error screen
Force aborting...
 
EDIT:
I solved it:
 
-- Adding lightning retarget function to Season Manager
local function SeasonManagerPostInit(inst)
    function inst:DoLightningStrike(pos)
        local rod = nil
        local player = nil
        local rods = TheSim:FindEntities(pos.x, pos.y, pos.z, 40, {"lightningrod"})
        for k,v in pairs(rods) do
            if not rod or distsq(pos, Vector3(v.Transform:GetWorldPosition())) < distsq(pos, Vector3(rod.Transform:GetWorldPosition() )) then
                rod = v
            end
        end
        
        --MOD -->--
        player = GetPlayer()
        local item = nil
        local skip = false
        
        if player and player.components.inventory then
            item =  player.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
        end
        
        if item and ( item.prefab == "depletedlightningsword" or item.prefab == "lightningsword" ) then
            pos = Vector3(GetPlayer().Transform:GetWorldPosition() )
            item:PushEvent("lightningstrike")
            player = nil
            skip = true
        elseif rod then          --<-- MOD
            pos = Vector3(rod.Transform:GetWorldPosition() )
            player = nil
        elseif GetPlayer().components.playerlightningtarget and GetPlayer().components.playerlightningtarget:CanBeHit() then
            player = GetPlayer()
            pos = Vector3(GetPlayer().Transform:GetWorldPosition() )
        end
        
        local lightning = SpawnPrefab("lightning")
        lightning.Transform:SetPosition(pos:Get())
        
        if not skip then
            
            if rod then
                rod:PushEvent("lightningstrike")
            else
                if player then
                    player:PushEvent("lightningstrike")  -- used only by WX-78
                end
                
                print("Let's set something on fire...")
                local ents = TheSim:FindEntities(pos.x, pos.y, pos.z, 3)
                for k,v in pairs(ents) do
                    if not v:IsInLimbo() then
                        if v.components.burnable and not v.components.fueled then
                            v.components.burnable:Ignite()
                        end
                    end
                end
            end
            
        else
            skip = false
        end
        
    end
end
---------------------------------------------------
 
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Ahh, I see... You have DLC installed, and DLC version missing CanBeHit() function in playerlightningtarget.lua in components... I can solve this by adding a DLC Check in modmian.lua, wait to next vesion...

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I'm currently in the middle of fixing broken lightning handling for Lightning Sword... Any help in form of logs and/or screenshots from crashes, from normal or DLC version will help me upload next relase, so... Write as much about bugs/issues/exploits as you can ;-P

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It can be compatible with RoG if you delete marked words in previous page at modmain.lua . It works for me.

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I made mod compatible with RoG DLC (finally), have fun ;)

Any bug/crash/problem - please, post in comments...

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New version of "Equivalent Exchange" - v2.4 is released and brings some bug fixes (See Changelog).

 

Have fun playing with my mod ! ;)

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I've hotfixed that, along with other small changes... I you find another bug/glitch/exploit, please leave a comment, so I can take care of it ;-)

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Hi, I really really want to play with this mod, but I am having a problem. As soon as I open a chest, the game crashes. I hope you can help me fix it, because I love this mod and I am so excited that it got updated.. Thanks. I hope you can take a look at it.

 

Here is the link: http://tinypic.com/r/2le1kll/8

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It occurs for any chest, or chest from one of yours mod ?

 

Try disabling all your mods except of EE, and then try to open a chest. Tell me if it crashed again or not.

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I've updated mod to v2.5, try with this version...

 

EDIT: I realised, that you have an old version of the game... If it will still be crashing with this update, please send me your widgets folder. You should find it in " Don't Starve / data / scripts ". Zip it and upload on dropbox or something, then post the link to it in comments. I take a look at it...

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