ProjectE+ProjectExpansion is overpowered in Minecraft, all I'm doing is bringing the features into ExchangeClone. I get the armor issue, and I might eventually add a setting that disables it. I may also add settings that nerf collectors or something like that... if I ever go back to working on this mod again.
The main problem is that splash_timer, underwater_timer, footstep_timer, first_entry, and entered_water are not per-player. This means that only one person will ever hear underwater sounds if multiple players are underwater (whoever is first in the minetest.get_connected_players() list), and several other similar issues.
The second "problem" (if you can call it that) is that... it really isn't "physics." I would expect a mod with this name to actually affect how water flows or interacts with things, not just adding some particles and sounds.
The third (very minor) problem is that it only applies to players, not other objects. For performance reasons, this makes sense, I guess, but still.
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.
On ContentDB, it's tagged with "Library/API," but it has no externally accessible functions. In my opinion, one of those things should change. Other than that, it works great. I actually submitted a PR that makes the find_biome function global (and nothing else).
I was wondering when/whether this would be mentioned. It was completely unintentional. I didn't notice the similarity until a few weeks ago, but didn't do anything about it because I have no idea what else to do (I'm pretty terrible at art)... plus, I really just wanted to finally get v6.0 released after months. If you want it changed, send me replacement textures (or, even better, create a pull request), because I really don't feel like redoing everything.
I know this is old, but this mod is really designed to use Unified Inventory (all the custom recipes for grinding/alloying and things like that show up there).
Basically, creative fuel is actually kind of terrible fuel (burning for a very short amount of time), but every time it is used, it is replaced with itself (in the same way that when you use a lava bucket for fuel, it's replaced with an empty bucket). This means that it will never run out until it's removed from the furnace.
The only good thing this adds is the ability to smelt rotten flesh into leather.
The other two recipes are as follows:
Crafting a slimeball into 4 mesecons_materials:glue... but the problem is that slimeballs are just an alias to mesecons_materials:glue, so you're just crafting one slimeball into 4... which I suppose is NonUseless, but it's weird.
Crafting feathers and sticks into glider:glider, but the glider mod isn't marked as a dependency, so it will probably just fail.
Probably just a Linux issue on my end... I have absolutely no idea how that could have happened.
This was a 2024 game jam submission, which is probably the only reason it ended up on ContentDB.
ProjectE+ProjectExpansion is overpowered in Minecraft, all I'm doing is bringing the features into ExchangeClone. I get the armor issue, and I might eventually add a setting that disables it. I may also add settings that nerf collectors or something like that... if I ever go back to working on this mod again.
I'm currently making a wiki, which will be available here. I don't exactly know what you mean about the
/help
command not working.Edit: Wiki moved to here
The main problem is that
splash_timer
,underwater_timer
,footstep_timer
,first_entry
, andentered_water
are not per-player. This means that only one person will ever hear underwater sounds if multiple players are underwater (whoever is first in theminetest.get_connected_players()
list), and several other similar issues.The second "problem" (if you can call it that) is that... it really isn't "physics." I would expect a mod with this name to actually affect how water flows or interacts with things, not just adding some particles and sounds.
The third (very minor) problem is that it only applies to players, not other objects. For performance reasons, this makes sense, I guess, but still.
:D
I mean, you've always been able to have up to 100 trillion, which is enough for most cases.
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.
The new version has been released, and this issue has been resolved.
In the next version of ExchangeClone, I'm mostly using the textures from ProjectE and changing most of the other textures.
On ContentDB, it's tagged with "Library/API," but it has no externally accessible functions. In my opinion, one of those things should change. Other than that, it works great. I actually submitted a PR that makes the
find_biome
function global (and nothing else).I was wondering when/whether this would be mentioned. It was completely unintentional. I didn't notice the similarity until a few weeks ago, but didn't do anything about it because I have no idea what else to do (I'm pretty terrible at art)... plus, I really just wanted to finally get v6.0 released after months. If you want it changed, send me replacement textures (or, even better, create a pull request), because I really don't feel like redoing everything.
I know this is old, but this mod is really designed to use Unified Inventory (all the custom recipes for grinding/alloying and things like that show up there).
Basically, creative fuel is actually kind of terrible fuel (burning for a very short amount of time), but every time it is used, it is replaced with itself (in the same way that when you use a lava bucket for fuel, it's replaced with an empty bucket). This means that it will never run out until it's removed from the furnace.
Yeah, I understand the reason for the check, which is why I didn't suggest disabling it entirely.
The only good thing this adds is the ability to smelt rotten flesh into leather. The other two recipes are as follows: Crafting a slimeball into 4
mesecons_materials:glue
... but the problem is that slimeballs are just an alias tomesecons_materials:glue
, so you're just crafting one slimeball into 4... which I suppose is NonUseless, but it's weird. Crafting feathers and sticks intoglider:glider
, but the glider mod isn't marked as a dependency, so it will probably just fail.