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[1.1.0] Equivalent Exchange 2 - v1.38 [SMP] Read known issues before you install SMP.

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Posted 06 June 2011 - 05:55 AM

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To summarize: this mod allows you to transmute tons of materials into other materials. It adds a lot of what is classified by many as "endgame content", to make you feel more godlike in your sandbox world. If this offends your Minecrafting sensibilities, this may not be the mod for you.

These items are psychotically expensive, so before you bash them, try acquiring the items legitimately. You'll find it's not exactly a cakewalk.

READ THE CHANGELOG FOR 1.20+

SMP isn't exactly perfect. Keep DETAILED reports coming, posting them on the wiki is also helpful. I'm taking a break. Sort of.

RULE ONE:

Quote

READ THIS POST. NEVER, UNDER ANY CIRCUMSTANCES, CLICK REPLY TO THIS POST.

IF YOU ASK A QUESTION ANSWERED HERE, OR QUOTE THIS POST, YOU WILL BE LUCKY TO RECEIVE A FACEPALM.


RULE TWO:

Quote

READ A COUPLE OF THE LAST PAGES.

"WAAAH ITS 400 PAGES" IS NOT AN EXCUSE FOR ASKING A QUESTION THAT WAS ANSWERED HOURS AGO, OR YESTERDAY. DO YOU WANT TO LOOK STUPID?


RULE THREE:

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KNOW HOW TO REPORT AN ERROR

DOWNLOAD THIS (Windows). IF YOU CRASH, RUN IT, REPRODUCE THE PROBLEM IF YOU CAN, AND COPY PASTE THE ERROR. PUT IT IN A SPOILER AND POST IT IN THIS THREAD.


RULE FOUR:

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STOP ASKING ME FOR UPDATES.

I WORK AT ONE SPEED: AWESOME. TRYING TO RUSH ME OR BOTHERING ME FOR PROGRESS REPORTS ACCOMPLISHES NOTHING EXCEPT MAKING YOU LOOK LIKE A SELFISH JERK.


Need a hand?


TroubleShooting

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Known issues in SMP - The Red Matter Armor's movement powers [boots/greaves] are non-functional. Don't detonate novas at bedrock, place them at bedrock level via breaking bedrock in creative mode, or anything else involving breaking bedrock. The problem with the explosion reaching past bedrock is a known issue.

If you are having crashes when using things/opening your GUI/projectiles displaying as the wrong thing, you need to DELETE YOUR MOD_EE.PROPS FILE and let the mod make you a new one. The GUI/Entity IDs have changed, and you need to match the server to work properly.

Known issues in general- Convenient Inventory completely ignores Trans Grid slot clicking, it lets you cheat, it breaks shift clicking's normal functions and alt-click gives you more than it should let you. In general, CI breaks the Trans Grid. Don't bother reporting this one. Tell it to CI.

I can't see spoilers. That's my excuse for not reading the wiki and asking dumb questions.
GET CRAFTGUIDE. Link is by the downloads. Else - you're on your own!

When my [collector/condenser] finishes, the product disappears.
Look in the chest next to it. If you're using a condenser, take the Gem of Eternal Density and/or void ring out. The Condenser does that on its own. What you're basically seeing is the condenser eating everything the Gem of Eternal Density produces. To use the GoED, you have to stop the Condenser, else it will just eat whatever it finds.

My textures and sprites for items look wrong.
In older versions it meant you had ItemSprite API but were trying to use Forge Version, or some combination. Also executing an HD patch in the wrong order may cause this to happen. In short, you did something wrong.

I get "item X" when trying to craft "item Y".
Your item IDs are messed up. Either delete your props file (mod_EE.props) or edit it manually with notepad. IDResolver can help too.

Block/Item ID Conflicts
Most mods have config files these days. mod_EE.props is mine, and it's in your .minecraft folder. Find the offending ID (it tells you in your error report, you have no excuse) and change it to something that isn't being used by any of your other mods (or this one).

Installation/Requirements
You have to have:
ModLoader, ModLoaderMP, and Minecraft Forge API Client [in this order]
You will probably also want AudioMod.

To install, take the download, extract it anywhere. Drag and drop the two resulting folders ("resources" and "mods") directly into your .minecraft folder. It should ask you for permission to merge the resources folder, and the mods folder provided you have one. Just say yes-to-all or whatever you're comfortable with.

That's all you need to do.

My keyboard keys conflict between two of my favorite mods!
The keys are configurable in your mod_EE.props file as well. It uses number codes for keys, and you can find those here. You can also change them in the minecraft options menu, but you'll need a mod to move that stupid Done button.

Where are the Philosopher's Stone recipes? That was the whole point! Waaaaah
Not exactly Mister-Current-Events are we? Try making a cake. See what happened to the buckets? They jumped back in your inventory. Now pretend that's the Philosopher's Stone. Makes transmutation impossible, doesn't it? Vanilla Minecraft broke container item recipes (which means the P-Stone) so stop whining.

My Gem of Eternal Density/Black Hole Band doesn't work! It won't transmute/is not vacuuming items!
Turn it on.

How do I charge? How do I activate?
Default keys are as follows:
V = Charge +1
Sneak + V = Charge -1
C = Alternate option, some items have it, others don't.
G = Activate option, if an item can be activated.
R = Use option, many items just use right click. Some items have an extra function tied to R.

Does the Philosopher's Stone get used up in recipes?
No.

Specific errors/FAQ -
java.lang.NoClassDefFoundError: ITextureProvider, or anything else for that matter
It means you didn't follow instructions.

The "Groundstomp" ability of the Gravity Greaves isn't working.
Provided you have turned the movement abilities on there is something in Smart Moving and Player API which conflicts with the greave's sneaking-in-midair effect. I haven't fixed it yet.



This mod has a wiki!


This mod uses an IRC server where you can catch me at times.


What else is new?
Recent Changes:
Spoiler



Videos
Spoiler


Copyright:
Ask me for permission before you distribute this mod, or any part of the information contained here or any of my work. It belongs to me. I'm sharing it because I like you. Don't make me not like you.

Downloads:
Newest Versions (requires Forge API, ModLoader MP and ModLoader (AudioMod Recommended))

1.0.0 (old Minecraft) EE (v5) worlds are COMPLETELY INCOMPATIBLE with v6, for several reasons. Sorry.
If you're switching from version 6 to the "mostly-the-same-but-almost-SMP-ready" EE2, your stuff should still work, but I would recommend you back up anyways.

If you're upgrading from v6 or pre-1.1 I highly recommend you empty your Alchemy Bags. The way they were named for SMP was changed, resulting in loss. If you experience loss, but you had a save backed up (or even if you didn't, actually), simply load up an old version of the mod, empty the bags, THEN upgrade. This will get your stuff back.

Also, Everything beyond 1.1 is going to use a different, upgraded Transmutation Tablet. This TT does not remember your transmutes from previous versions. I apologize for this, it was to merge some unnecessary classes in the mod so that I didn't have to maintain such a big spread (16 files are a lot harder to manage than 8). It takes a good 5 or 10 minutes re-learning your transmutes but I promise you the new TT is worth it.

If you're just starting out on a server, do yourself a favor and delete the GUI/Entity sections of your mod_EE.props file. It'll save you a lot of trouble when the mod repopulates those fields automatically. They have changed. [Should cause no conflicts client side if using fresh props]

Client
EE2 v1.38 for Forge API
Mirror to Dropbox

Server
EE2 v1.38 Server File
Mirror for Server File

Old version - 6.22
This was a good stable build (the last v6) for anyone who experienced a loss with the Alchemy Bag name changes. Boot this up and you'll have your old Alchemy bags back. Empty them and THEN upgrade.
EE v6.22

Links for suggested/required components:
ModLoader and AudioMod
ModLoaderMP
ForgeAPI
Craft Guide

Sphax Texture Pack Addon
Caden Donuts has created a Sphax addon for Equivalent Exchange. Thanks to him and Ruyan for supporting the pack and others. If you're using Sphax rockin' texture pack and would like the EE stuff to match, it already exists.

The Guide
Spoiler


CREDITS:
Spoiler


You can show a bit of monetary support by donating to me through paypal. This is loverly and appreciated, but absolutely not something I ask of you.

A huge thanks to everyone who donates, you help feed me and keep a roof over my computer. Your generosity is sincerely appreciated!
Spoiler



If you would like to link my mod, or support it with your own Equivalent Exchange banner, my friend Drew, and a fellow Minecrafter, limitless, have created some banners for us. The one on the bottom, I'm fairly certain, was made by Fudgy Fetus, who is also in the credits for creating the active itemsprites the mod currently uses.
Drew's
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Best friends.
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Oh.. a thousand.
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Original.
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Finest!
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Enjoy the mod.
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#2 User is offline

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Posted 06 June 2011 - 05:59 AM

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well I really like it!
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Posted 06 June 2011 - 06:00 AM

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Wow...
This is truly amazing.

Very good work!
Damn I'm impressed.

repped you.
Founder of ZF-Servers.com
You can thank me by clicking the Posted Image button in the bottom right of my post.
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Posted 06 June 2011 - 06:01 AM

Any instillation help? Or do we just drag it all into the minecraft zip?
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#5 User is offline

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Posted 06 June 2011 - 06:02 AM

So this is the substitution of furnace...sort of?

I mean this is extremely useful. I mean the price is expensive, but after that you got an infinite fuel to produce anything in mass quantity.

This could be a useful mod. Imagine you need to dig out alot of material and sometime furnace it, this will take ass long of time.

Download it. right now a rating of :GoldBar: for you.
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Posted 06 June 2011 - 06:06 AM

View Posthappyxcrab, on 06 June 2011 - 06:01 AM, said:

Any instillation help? Or do we just drag it all into the minecraft zip?


Yes, if you're unfamiliar with mod installation maybe I should say something here.
You MUST have the newest modloader installed for version 1.6.6 - shouldn't be hard to find. Google "Risugami Modloader" and it should be the first link on the page. :P

After you've installed Risugami's modloader, follow the EXACT same directions to install my mod:
Open your minecraft.jar using WinRAR (my preference) and make sure there is no "META-INF" folder, and if there is, delete it. Then drag and drop "x3n0" folder and all 3 "class" files into the .jar file (not one of the folders in it, just.. in the jar file)

If you're on a mac, I'm sorry. I have no clue. :(

View Postsonic_stream, on 06 June 2011 - 06:02 AM, said:

So this is the substitution of furnace...sort of?

I mean this is extremely useful. I mean the price is expensive, but after that you got an infinite fuel to produce anything in mass quantity.

This could be a useful mod. Imagine you need to dig out alot of material and sometime furnace it, this will take ass long of time.

Download it. right now a rating of :GoldBar: for you.


Well, it won't allow you to smelt anything, it can't be used as fuel. It's more useful for transmuting excess materials (like dirt) into more useful things, or "more useful" things into less useful things, depending on what you need. Keep in mind that this item doesn't produce anything out of nothing. You must always spend resources to gain new ones. Some of the newer recipes might give you a bit more back when you use enough of them but it takes up a lot of time and most of these recipes require a bucket of water (which you don't see in the list because they're sort of secret. :3)
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Posted 08 June 2011 - 05:39 AM

Bloody brilliant mod! I'm going to download it right away! I honestly think you did an amazing job with this mod.
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Posted 08 June 2011 - 05:48 AM

Very, VERY nice ;) (especially for a first mod) Excellent idea, wish I had thought of it D:

I'll be using this on my non-building worlds :3

Suggestions:
- Repair damage (already in OP but oh well :P)
- Some kind of multi-use health item (like a supercharged golden apple that has multiple uses?)
- Maybe you can use it to make special kinds of weapons (iron sword + alchemy stone + red coal -> enhanced iron sword? dunno :0 enhanced items that have more uses/strength/power/etc would be cool)

Just throwing random ideas out there :blink:
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Posted 08 June 2011 - 01:58 PM

View Postbillybombill, on 08 June 2011 - 05:48 AM, said:

Very, VERY nice ;) (especially for a first mod) Excellent idea, wish I had thought of it D:

I'll be using this on my non-building worlds :3

Suggestions:
- Repair damage (already in OP but oh well :P)
- Some kind of multi-use health item (like a supercharged golden apple that has multiple uses?)
- Maybe you can use it to make special kinds of weapons (iron sword + alchemy stone + red coal -> enhanced iron sword? dunno :0 enhanced items that have more uses/strength/power/etc would be cool)

Just throwing random ideas out there :blink:


Thanks for the ideas. I was hoping to work on the repair stuff last night but I got distracted actually playing minecraft. >_<
The multi-use health item is a use my roommate suggested for the Lifestone, while I had a similar idea for the soul stone to heal you slowly over time, both consuming themselves after a set number of uses, so I like that as well.
The weapon enhancements are an interesting idea. I'm curious as to whether I can add a "left-click" ability to the Philosopher's Stone that allows you to 'switch' to an alchemy-blade for a swing, doing serious damage with it equipped. (without it looking like you're just beating people over the head with a flaming rock) Would be neat, but not the same.

The enhanced items in general are a good idea, and I was thinking I may implement something but it's frustrating because so many new toolsets are already out there, it's hard to balance them. I was hoping for something basically the same strength as diamond, if barely faster, and just increase the amount of uses it gets to something ridiculous/almost-forever. I've had experience with overpowered tools leading to more mistakes than progress.
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Posted 08 June 2011 - 02:08 PM

this mod is just damn good... damn damn good good damn good damn good good good damn damn good damn good... DAMN GOOD!
also full metal alchemist for teh wins :3
ever seen the treasure mobs mod???? well i did the artwork :D
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Posted 08 June 2011 - 11:52 PM

Bumping troll is bumping, to say this mod has item repair now, (1.05) and has completely broken Risugami's Recipe Book. Try it and you'll see. It won't hurt your save or anything, it just.. has a LOT of crap in it, thanks to the way recipes and item damage works. To be honest, I wish it were a different way but.. oh well. Bumping troll has bumped.
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Posted 09 June 2011 - 12:08 AM

is this from Fullmetal Alchemist?
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Posted 09 June 2011 - 12:14 AM

View Postacrobian, on 09 June 2011 - 12:08 AM, said:

is this from Fullmetal Alchemist?


Initially no, it was more in the spirit of "I've got too much F#$!ing dirt", but after I made it, added some stuff, fixed some things, added some more stuff and then started having ideas, one of them was to start adding stuff from the anime series (because I'm not going to lie, I've seen it, I think it's pretty cool) - But initially this mod was in the traditional sense of alchemy, the primary purpose of which was to transmute non-precious metals (lead, mainly) into gold.

The philosopher's stone is a legend that far precedes any recent media, but if you want to think of it as being all about FMA, you wouldn't be too far off. It's not a bad comparison to make.
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Posted 09 June 2011 - 12:27 AM

Wow. I'm the first one to participate in the poll? Seriously, people, vote!
Anyway, this looks really cool; I'm debating whether or not I consider it game-breaking before I install it.

Also:

View Postx3n0ph0b3, on 08 June 2011 - 11:52 PM, said:

Bumping troll is bumping, to say this mod has item repair now, (1.05) and has completely broken Risugami's Recipe Book. Try it and you'll see. It won't hurt your save or anything, it just.. has a LOT of crap in it, thanks to the way recipes and item damage works. To be honest, I wish it were a different way but.. oh well. Bumping troll has bumped.

Do you mean there's a different recipe registered for EVERY SINGLE level of damage of EVERY SINGLE tool? O_o
i.e. 1 recipe for brand new tool
another recipe for tool used once
another recipe for tool used twice
another recipe for tool used three times
etc.?
"What's up?" "Up is a direction." -_-
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Posted 09 June 2011 - 12:30 AM

View PostAdamantium9001, on 09 June 2011 - 12:27 AM, said:

Wow. I'm the first one to participate in the poll? Seriously, people, vote!
Anyway, this looks really cool; I'm debating whether or not I consider it game-breaking before I install it.

Also:

Do you mean there's a different recipe registered for EVERY SINGLE level of damage of EVERY SINGLE tool? O_o
i.e. 1 recipe for brand new tool
another recipe for tool used once
another recipe for tool used twice
another recipe for tool used three times
etc.?


Yes, unfortunately in practical terms the only way to make recipes a viable option for tool repair is to add a recipe for each and every damaged tool state possible. Furnaces have the benefit of ignoring this simple limitation. That's why you always see people with tool recipes stating "tool must be undamaged for use in recipes" - It's problematic, all in all, I think the total recipe list exceeds 8000, which may cause a slight delay when using your crafting grid. If, after, some testing, I decide the feature is too annoying, I'll remove it. There's other options for repairing your tools. I'm also still toying with the idea of creating a material higher tier than diamond. Possibly something to do with Dark Matter. I don't know yet.
EDIT: Obviously I've figured out a way to get around this so yeah. Ignore everything I said HERE. And here.
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Posted 09 June 2011 - 12:40 AM

View Postjohn111898, on 09 June 2011 - 12:36 AM, said:

Great first mod!!

I suppose I should've mentioned this sooner, but thanks to everyone who has given me feedback. It's greatly appreciated, and I hope people will continue to, good or bad!
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Posted 09 June 2011 - 12:40 AM

So you get back the stone after every craft or you need to make a new stone each time?
-Everyone around me its an idiot until proven otherwise-
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Posted 09 June 2011 - 12:42 AM

View Postdante9898, on 09 June 2011 - 12:40 AM, said:

So you get back the stone after every craft or you need to make a new stone each time?

Yes, after every craft, the stone is never used.
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Posted 09 June 2011 - 12:46 AM

Wow, very nice mod! Ive been wanting something like this for awhile. Now i have to many damn recipee's for things in game that i can never remember what does what or makes what :/
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Posted 09 June 2011 - 12:53 AM

View Postthrandisher, on 09 June 2011 - 12:46 AM, said:

Wow, very nice mod! Ive been wanting something like this for awhile. Now i have to many damn recipee's for things in game that i can never remember what does what or makes what :/


Replying troll replies :P
I had a similar problem, half the reason I made this mod was for my own personal resource management.. after a while I realized I had made so many recipes, undocumented, I was overriding game mechanics and several of my own! So the new item not only serves as a tier-preserver to force you to do atleast a little work, but it also serves as a recipe-preserver, to prevent recipe conflicts with other mods.
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