While I like the fact I could easily tweak the values in this mod to rebalance it, I still think it would of been smarter for the mod author to put some very basic thought into balancing the exchanges.
For example, 1 diamond is currently worth more than a diamond block in the default configuration you download.
(To configure this simply edit the energy.lua file)
Now, onto more serious issues i have with this mod:
I can't add a category for lava buckets or flowers. Trying to add a category using the example in the energy.lua trying to add a buckets category like how it is done with "default" and "moreswords" does not work and simply crashes on startup.
I wish the mod could do more without me diving deeper into it.
That being said I do like what the mod has already been able to prodive for me, I just am hesitant to recommend it or recommend against it since it may offer someone else a better or worse experience depending on what they want from this mod.
The only way to know if this mod is for you or your server is to try it, and then troubleshoot later.
Thanks for the review. It is planned to remove the need to enter a energy value for each item, instead opting for values on recipe components and then having some kind of calculation.
For example:
wood = 2 energy
planks = wood(2) * 4 * 1.2
I currently have no time available to implement this, however if someone willing to help. I will be more than happy to accept pull requests.
Hey, I don't know how else to write to you, i have modified your mod a bit. I don't think it is in a direction where you would like to replace your own version with mine, however I wish to ask you, can I include this modified work in a published "tech mod pack".
Some of the biggest changes I've made is fixing some energy dupe problems i noticed, rebalanced it a little and retextured the mod.
I also changed how stuff is crafted to use my own materials that i am working on.
But the framework you made is incredibly useful. And i will of course credit you.
Hi, you may include the code in your own project as long as you comply with the GPL-3.0 license. Feel free to link it here if you make it public, it will be interesting to see how you have adapted it!
You can contact me here or on the methods linked on my site: enchantedcode.co.uk/about/
For all you guys that are wondering how to get element exchange to actually register other mods, I think I found out how.
In the mod.conf file, you should see
depends=default
optional_depends=moreswords
As you should know, depends means the mod simply won't run without it. Optional_depends means the mod looks for these mods specifically, in addition to its depends. Simply add on the mods you want it to see, and then you could edit the energy file for the items you want values for, and viola! It will now give those items the values.
I'm the author of ExchangeClone, and would just like to point out a couple of things, just in case this is meant to be an accusation of copying:
This mod is published under a license that allows other people to redistribute it with modification, so it's completely fine for me to take the code and re-release it as my own.
I did give Enchant97 proper credit.
Element Exchange hadn't been updated for two years, so I assumed the author had moved on to other things, and I was too inexperienced at the time to know how pull requests worked, and I just decided to release ExchangeClone as my own mod. And I'm glad I did, because there was no way it would have anywhere near all the features it does now if I had had to do all of it via PR's.
While I like the fact I could easily tweak the values in this mod to rebalance it, I still think it would of been smarter for the mod author to put some very basic thought into balancing the exchanges.
For example, 1 diamond is currently worth more than a diamond block in the default configuration you download. (To configure this simply edit the energy.lua file)
Now, onto more serious issues i have with this mod:
I can't add a category for lava buckets or flowers. Trying to add a category using the example in the energy.lua trying to add a buckets category like how it is done with "default" and "moreswords" does not work and simply crashes on startup.
I wish the mod could do more without me diving deeper into it.
That being said I do like what the mod has already been able to prodive for me, I just am hesitant to recommend it or recommend against it since it may offer someone else a better or worse experience depending on what they want from this mod. The only way to know if this mod is for you or your server is to try it, and then troubleshoot later.
Thanks for the review. It is planned to remove the need to enter a energy value for each item, instead opting for values on recipe components and then having some kind of calculation.
For example:
I currently have no time available to implement this, however if someone willing to help. I will be more than happy to accept pull requests.
Hey, I don't know how else to write to you, i have modified your mod a bit. I don't think it is in a direction where you would like to replace your own version with mine, however I wish to ask you, can I include this modified work in a published "tech mod pack".
Some of the biggest changes I've made is fixing some energy dupe problems i noticed, rebalanced it a little and retextured the mod. I also changed how stuff is crafted to use my own materials that i am working on.
But the framework you made is incredibly useful. And i will of course credit you.
Hi, you may include the code in your own project as long as you comply with the GPL-3.0 license. Feel free to link it here if you make it public, it will be interesting to see how you have adapted it!
You can contact me here or on the methods linked on my site: enchantedcode.co.uk/about/
Someone copied your mod and posted it as their own. https://content.minetest.net/packages/ThePython/exchangeclone/
I was just browsing the content db as i am now getting ready, in the upcoming weeks to publish my modpack, and i see this.
For all you guys that are wondering how to get element exchange to actually register other mods, I think I found out how. In the mod.conf file, you should see
As you should know, depends means the mod simply won't run without it. Optional_depends means the mod looks for these mods specifically, in addition to its depends. Simply add on the mods you want it to see, and then you could edit the energy file for the items you want values for, and viola! It will now give those items the values.
So, something like:
I'm the author of ExchangeClone, and would just like to point out a couple of things, just in case this is meant to be an accusation of copying:
This mod is published under a license that allows other people to redistribute it with modification, so it's completely fine for me to take the code and re-release it as my own.
I did give Enchant97 proper credit.
Element Exchange hadn't been updated for two years, so I assumed the author had moved on to other things, and I was too inexperienced at the time to know how pull requests worked, and I just decided to release ExchangeClone as my own mod. And I'm glad I did, because there was no way it would have anywhere near all the features it does now if I had had to do all of it via PR's.
@ThePython nice work on your fork! You are correct I am currently not working on my minetest mods. I will update the description to indicate this.
Thanks for continuing my work.