Equivalent Exchange v2 (SW Compatible) v2.9.5

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Equivalent Exchange v2

(SW Compatible)

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


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:


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:


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:


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:


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:


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 ?


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.



- 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:


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


  • 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 1
  • Thanks 1

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Hmm thats awkward mines fixed after updating. Did you empty your mods folder only leaving EE in the folder instead of just disabling all the mods.

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Ok, so, after 2 hours of trying, I've caught the problem... I used some hack-ish techniques to force-load some things and it crashed for me with the same error as yours... The problem was with local variables not passing to my modmain, which should be happening, unless Klei messed up this function... I fixed it simply by adding this local variables on top of the postinit, which isn't perfect and flexible, but successively fixes this issue...


Unfortunately, this fix is very small, and changes I've already made too huge, to release a fast hotfix, so it must wait until next update... If someone want/can fix it by it's own, here is a fast instruction:


1. Open "EE/modmain.lua" in text editor

2. Find something like: "local function RecipePopupPostInit..." (it's around 500-th line)

3. Add these lines under it:


local TEASER_SCALE_BTN = 1.5


4. Save a file, launch Don't Starve, enjoy ;)


EDIT: I've seen something interesting in your log.txt... The new EMC-assigning system is reporting that it cannot assign EMC values to all items correctly... I will be (maybe) working on assigning EMC values for all mod items... Could you post your mod list ?

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That thing in tuning.lua is not conversion rate, it's the global EMC value of 1 gold nugget... Changing it to higher or lower DOES NOT CHANGE the conversion rate ! It changes ALL of the EMC relations... (I gave it even a special comment, didn't I?)


For ex.:


GOLD_EMC = 300

One gold nugget is worth 300 EMC, and alchemy chest drops one g.n. after hitting 300 EMC


GOLD_EMC = 100

One gold nugget is worth 100 EMC, and alchemy chest drops one g.n. after hitting 100 EMC


So, it's basically not changing anything ! And this refers to everything EMC related !

On the other side, what do you exactly mean by: "gold conversion rate" ?

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I'm going to add a EMC modifier in a couple next updates, that you can change to higher or lower... This will do what you want ;)

Also, I moved that GOLD_EMC thing to modmain, so I will no longer confuse people...

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What do you wanted to do with that EMC value - increase it or decrease ?

I will study (again...) all EMC values and release an update in couple of hours...

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Two folders ? O.o Yyy... Fixing mode enabled...


EDIT: Fixed. I already have "EE.zip" file on desktop, and my EE folder merged with it...Sorry for the problem...

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Um, in tuning.lua, I set force raw recipes to false, because I want a different recipe for gear crafting. But, alas, my other mod for gear crafting isn't showing up like it should.

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Yeah, quotes are generic, but I'm a Pole, so my English is not "very" good ;)


Quotes and sprites are not my good side, but I love programming, so...


If you want to, you can write for me some quotes... You don't have to write all, but any help will be appreciate :-)

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Ok, I just updated to v2.7, and it is compatibility and swords update:


- I added support for custom items from other mods, they will now have EMC values, no more no-EMC stuff ;)

If you have a mod, that adds item that doesn't have EMC value (and is not "special") , leave a comment about it, and I add it to the list :grin:


- I updated Lightning Sword, it has better graphics now (thank you soo much for sprites @Cacahuatoforo ;) )

It also has improved code and a super charged state (lightning discharge is still WIP)

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Oh, and current EMC supported mods:

- Vending machine

- Pickle It

- Milkable beefalo

- Emeralds

- Diggable reeds

- More platables


- Up and Away - will be constantly updated

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Thats because Trading system mod is poorly written (without using API), as it REPLACES files, instead of modifying it... I can't do much with this issue...


EDIT: I can add support for the second button (because thats what I'm missing in my replacing function, but TS modifies much more than adding second button, so I will be not working properly...


EDIT2: Looks like I managed to get my SingleSlotTinting stuff work from inside of invslot.lua, so it's not replaced by Trading System :grin: Thanks @Minik435 for the report, fix will be in next release...

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Hey, it s not actually compatible with older version, because when i am not using the dlc when i want to make the blueprints thing i still need batteries..

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