
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.
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?
"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:
Quote
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.
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:
Quote
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.
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
Quote
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.
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
1.38 - Mode changes were displaying twice on the client side, this should be fixed. Mercurial wall sounds [pillar mode, specifically, I think] were on mega-repeat. This should be fixed. I'm pretty sure the DM/RM furnaces are still broken, but I have no clue how. Will test. Trans tablet is still wonky, but there are ways of fixing it. Still a WIP. Flax seeds from RP2 and all the gem tools, handsaws and sickles are evaluated in EMC mappings. Collector target stack dupe fixed. ISpecialArmor implementation for the new forge rewritten.
1.36 - Modified the push knowledge function attempting to fix whatever weird crash is going on in it. Testing it now.
1.35 - Fixed RM/DM furnaces not smelting after the config options were added (for real this time, I missed a spot), Shears were tweaked to hopefully fulfill their entire consumption routines (fuel values changed, causing it to break), void ring was casting to GoED in weird ways on Alch Chest and Condenser (but not alch bag), those are fixed. The sounds! I managed to overhaul the client majorly, SOME are missing but MOST are back. So yes, sounds mostly being fixed is good. The one I'm certain I failed to fix was the Morning Star. The majority of the others should be good. If anyone notices items misbehaving after this update, post errors/behavior immediately!
1.34 - Forgot to make the damn klein learnable. Awesome version number, your life was short. You will be missed.
1.337 - [lulz] - Had to run back in and make sure the klein star didn't get eaten by stuff it wasn't supposed to (GEM OF ETERNAL DENSITY) or in relays, etc. There were a few instances of possible disaster, crisis averted... I hope.
1.33 - Pretty decent bug fix run - RM/DM furnace smelting was borked by the machine factors config, this should be fixed. Sheep shearing in the katar was borked by the tool fuel nerf, should be fixed. Pedestal NPE client side should be fixed. Kleins now have an EMC value to save you heartache trying to craft an Omega [it takes.. a long time], remember to learn your klein levels as you progress. There was a nasty dupe in the bags with a BHB/void, this SHOULD be fixed. Mod items didn't have an EMC because client side wasn't initializing, this should be fixed. Whew! Keep 'em comin' guys.
1.32 - Added configurations client/server for machine speeds. This number ranges from 1-16 (16 being current speed, 1 being a sixteenth of current speed) to adjust the effectiveness of machines (collectors/relays) on client and server. Only server side is used. Large list of configurable items [simply disables the recipes, don't op someone you don't trust]. Massive Klein Star rebalance - 50k max for Klein Ein, requires 4 of each Klein to upgrade. Don't whine about cost, they were disgustingly OP. Tool power rebalance, breaking is now more costly and tool upgrades no longer increase efficiency, they just improve the AoE. Divining rods now cost substantially more to use. Void ring in chests fixed. There's more but eh. SMP is available for download if you really want it, but I've grown rather tired of coding and there's a few things remaining to be done.
1.11-1.46 -> (1.29) - I'm not even kidding. I had 35 minor revisions in the process of making the TT work, plus 10 more. The Trans Grid now lets you "burn" items by the stack in its burn slot. It has more outputs (+6). Shift clicking now stops at exactly 64 (or 1 if its not a stackable item). It also mostly works in SMP but there's still some wonks. The collector metadata issue was fixed, several SMP NPE crashes fixed, the condenser target slot-fills-first issue was fixed.. bunch of stuff really. I probably forgot a few. PStone works correctly on AoE on lava and water now.. pstone now works on saplings.. mod items now do damage like normal stuff should, the arcana/ignition/zero ring weren't affecting the level the player was on, DM and RM didn't have any manner of explosion resistance. All of these SHOULD be fixed, but there's a handful more work left to be done concerning SMP balance and config. I foresee a lot of grief issues in the future without some good planning. Still, enjoy the TT overhaul. It's not only bigger, badder and more useful, it's also 1000% less resource hungry [less lag, good stuff overall].
1.1 - Ninja update for a bug I wasn't aware of. Divining Rods weren't showing with different icons? Quick fix.
1.0.9 - All the numbers are back on the GUIs. Fixed SMP wonks involving number-wrapping thanks to RichardG and Eloraam. Player was also crucial in getting the GUIs fixed. mDiyo, ShadwDrgn and myself did the testing, so thanks here. Fixed a lot of SMP bugs you guys weren't even aware of, so no sense mentioning them. Re-added the ability of Pedestals/Condensers/Alch Chests to pull items with the black hole band, and finally removed that awful duplication exploit while I was at it. Lava Cells are now classified as fuel in the addon. Condenser has an internal storage cap set in the proper places, and it's much higher, so you can finally condense stuff like Mk3 Machines, RM furnaces, crazy expensive stuff like that. Attempted to make the Trans Grid eat the tome when placed, but it didn't work. Meh. Not a huge priority.
1.0.0
Changed condenser to make more than one item per tick, preventing backlogs. Revamped GUIs not to show numbers (there's a reason for this, SMP does not like big numbers, they may come back eventually. In the meantime the gauges are kind of nice... and numbers seem out of place in a sense) - Hopefully fixed an NPE involving DM/RM armor when mixed with other sets, made a bunch of pipe/tube improvements, let collectors pump passive EMC, improved klein handling in relay/collector (faster, mostly), prevented collectors from INSTANTLY dumping passive emc to klein stars, nerfed collector passive storage, made the SWRG in boots recipes any-damage [should fix crafting issues], increased dye 3 value (cocoa), fixed cookie EMC, condensers now eat any item with a value that isn't being targetted (perfect auto-transmutation) and have a sweet new gauge/revamp [no numbers though, hah] - mercurial and pedestal GUIs "shrunk", lots really.
Oh and SMP is almost done, currently in testing phases to make sure everything works right. You'll notice the download is a "client". Server will be released when I'm sure it works.
For those of you still on 6.22 files, ALL YOUR STUFF SHOULD STILL WORK, BUT I WOULD BACK UP ANYWAYS.
^^^
EE2
6.22 - Divining rod fail. The metadata was already in use for tool level so charging it up is not an option. Instead bound 'mode change' to G key and let the three levels swap between various modes. Also "underped" the level 1 divining rod, it is now substantially more accurate.
6.21 - Fixed metadata not showing up in Trans Grid.. fixed target slot not showing up on top [guaranteed].
6.2 - Fixed IC2 repair of treetaps, fixed sticky piston evaluation.
6.19 - Fixed gold dust value, removed debug recipes [derp], added charge levels to divining rod, which scales up fuel use: level 1 divining always 3x3x3, so don't bother charging it (but it won't consume more fuel if you do), level 2 ranges from 4-16 [0-3 charge levels, each gives 4 distance], level 3 ranges from 16-64 [0-3 charge levels, each gives 16 distance].
6.18 - Added silver dust, tried to add netherFence but MCP effed up the names again. Also, the previous update made the problem with collector/relay dropping Klein Stars worse (made them vanish completely). It's really fixed this time, and now Kleins dropped will retain their EMC. Sorry about that. :\
6.17 - New mode in Mercurial Eye "Pillar Extension", works like extension except for a 3x3 column (vertical or horizontal) will extend in the direction you click (face-sensitive) and stop when it hits an obstruction. Range goes up to 64, minimum of 28 or so.
Cut off and reset DM/RM furnace energy and scaled it properly (no more infinite furnace from being hooked up for a minute).
EMC should now stay preserved in Klein stars when you break a machine holding one.
Klein Star level now drastically effects how fast a Relay can charge/uncharge it.
Fixed Nova values.
Added all blocks EMC ratings so that you can transmute Alch. chests, collectors, etc once you learn the transmutation.
Removed Chest of WOFT function because it sucks.
WOFT Function was debuffing around players instead of pedestals, this is fixed.
Added more metadata sensitive handling for the mod, vanilla items and addons.
Other Trans-grid metadata wonks involving targets not showing up should be fixed.
Nether brick, ghast tears and mycelium now have EMC ratings.
Netherrack can be transmuted via Philosopher's Stone [to cobblestone]. Cobblestone in the Nether will always transmute directly to Netherrack.
Added IC2 Values for iron and gold dust, and lava cells.
6.16 - Mended the issue with the new fuel mapping meta-data sensitivity that causes old fuel mappings to return false! Should make fuel appear as fuel again in the trans grid.
6.15 - Added "panel mode" to the Philosopher's Stone, letting it transmute flat planes of space. Also decreased the minimum effected area of the Mercurial Eye to 0, allowing you to transmute/build a single block at a time. Increased the charge maximum to compensate. Fixed Void Ring's eating stuff and not returning it.. really nasty, that one.
6.14 - Added a few more mini-API hooks for future possible uses, removed some debug recipes I forgot, corrected my Fuel Registry to be metadata sensitive so I could add Nikolite to the list in the RP2 addon.. also swapped Greaves dead-drop ability to being classified as offensive, allowing you to turn off dead-drop but still "fly". Also stopped the Mercurial Eye from being "repaired" by a Talisman, purely cosmetic, but still annoying.
6.13 - Fixed localization for the armor power activation methods/deactivation methods. Added getters and setters for the alchemical value bank for Inficraft's mDiyo, experimental.
6.12 - I had no idea mooshrooms could be sheared. O_o
DM/RM Shears and RM Katar now shear mooshrooms, and also give their low-% clone chance to clone a mooshroom.
6.11 - Heavily optimized the routines for the Trans Grid, making it lag infinitely less. Fixed that annoyance where putting damaged tools in the Trans Grid caused you to learn them over and over, in spite of already knowing them.
6.10 - Derp. Forgot to increase the Talisman of Repair's array when adding bow to the repair options list. Sorry about that guys.
6.09 - Several fuel consumption bugs were fixed, the Divining rod now uses fuel (about 4 EMC per Divining level, so level 3 uses 12), fixed the learning of damaged items to only give you the undamaged knowledge, and enabled damaged items to be used in the transmutation grid for input. Also finished the guide!
6.08 - I fail at making things toggle, derp. Corrected conditionals for toggling gemmed armor powers. Sorry.
6.07 - Alchemy Chest + Gem of Eternal Density fixed. Philosopher's stone transmute-a-tree crash fixed. Strange ModLoaderMp issue when loading in multiplayer (NO EE IS NOT SMP) fixed. Added toggle-keys to disable RM Gemmed armor powers - Pressing G with boots/greaves disables movement functions (flight, fast fall), pressing V with helm, armor or greaves disables offensive powers (creeper-blast, lightning, gravity-launch).
6.06 - Repackaged with the new BC 3.1 Alpha API - I checked it to make sure it was backwards compatible, should fix a problem with people using BC 3.
6.05 - NPE Crash in the Collectors was fixed, caused by 6.04 update. Sorry. >_<
6.04 - Annoying behavior in the collectors not pushing single stacks back into queue fixed.
6.03 - Fixed the annoying lack of cooldown on the philosopher's stone, causing it to double/triple transmute.
6.02 - Fixed a very sneaky trans grid exploit. I'm sure there will be more to follow.
6.01 - Minor recipe derp. Update if you don't feel like cheating.
6.0 - I couldn't even begin to describe the number of changes in this mod. You'll just have to see it for yourself.
1.38 - Mode changes were displaying twice on the client side, this should be fixed. Mercurial wall sounds [pillar mode, specifically, I think] were on mega-repeat. This should be fixed. I'm pretty sure the DM/RM furnaces are still broken, but I have no clue how. Will test. Trans tablet is still wonky, but there are ways of fixing it. Still a WIP. Flax seeds from RP2 and all the gem tools, handsaws and sickles are evaluated in EMC mappings. Collector target stack dupe fixed. ISpecialArmor implementation for the new forge rewritten.
1.36 - Modified the push knowledge function attempting to fix whatever weird crash is going on in it. Testing it now.
1.35 - Fixed RM/DM furnaces not smelting after the config options were added (for real this time, I missed a spot), Shears were tweaked to hopefully fulfill their entire consumption routines (fuel values changed, causing it to break), void ring was casting to GoED in weird ways on Alch Chest and Condenser (but not alch bag), those are fixed. The sounds! I managed to overhaul the client majorly, SOME are missing but MOST are back. So yes, sounds mostly being fixed is good. The one I'm certain I failed to fix was the Morning Star. The majority of the others should be good. If anyone notices items misbehaving after this update, post errors/behavior immediately!
1.34 - Forgot to make the damn klein learnable. Awesome version number, your life was short. You will be missed.
1.337 - [lulz] - Had to run back in and make sure the klein star didn't get eaten by stuff it wasn't supposed to (GEM OF ETERNAL DENSITY) or in relays, etc. There were a few instances of possible disaster, crisis averted... I hope.
1.33 - Pretty decent bug fix run - RM/DM furnace smelting was borked by the machine factors config, this should be fixed. Sheep shearing in the katar was borked by the tool fuel nerf, should be fixed. Pedestal NPE client side should be fixed. Kleins now have an EMC value to save you heartache trying to craft an Omega [it takes.. a long time], remember to learn your klein levels as you progress. There was a nasty dupe in the bags with a BHB/void, this SHOULD be fixed. Mod items didn't have an EMC because client side wasn't initializing, this should be fixed. Whew! Keep 'em comin' guys.
1.32 - Added configurations client/server for machine speeds. This number ranges from 1-16 (16 being current speed, 1 being a sixteenth of current speed) to adjust the effectiveness of machines (collectors/relays) on client and server. Only server side is used. Large list of configurable items [simply disables the recipes, don't op someone you don't trust]. Massive Klein Star rebalance - 50k max for Klein Ein, requires 4 of each Klein to upgrade. Don't whine about cost, they were disgustingly OP. Tool power rebalance, breaking is now more costly and tool upgrades no longer increase efficiency, they just improve the AoE. Divining rods now cost substantially more to use. Void ring in chests fixed. There's more but eh. SMP is available for download if you really want it, but I've grown rather tired of coding and there's a few things remaining to be done.
1.11-1.46 -> (1.29) - I'm not even kidding. I had 35 minor revisions in the process of making the TT work, plus 10 more. The Trans Grid now lets you "burn" items by the stack in its burn slot. It has more outputs (+6). Shift clicking now stops at exactly 64 (or 1 if its not a stackable item). It also mostly works in SMP but there's still some wonks. The collector metadata issue was fixed, several SMP NPE crashes fixed, the condenser target slot-fills-first issue was fixed.. bunch of stuff really. I probably forgot a few. PStone works correctly on AoE on lava and water now.. pstone now works on saplings.. mod items now do damage like normal stuff should, the arcana/ignition/zero ring weren't affecting the level the player was on, DM and RM didn't have any manner of explosion resistance. All of these SHOULD be fixed, but there's a handful more work left to be done concerning SMP balance and config. I foresee a lot of grief issues in the future without some good planning. Still, enjoy the TT overhaul. It's not only bigger, badder and more useful, it's also 1000% less resource hungry [less lag, good stuff overall].
1.1 - Ninja update for a bug I wasn't aware of. Divining Rods weren't showing with different icons? Quick fix.
1.0.9 - All the numbers are back on the GUIs. Fixed SMP wonks involving number-wrapping thanks to RichardG and Eloraam. Player was also crucial in getting the GUIs fixed. mDiyo, ShadwDrgn and myself did the testing, so thanks here. Fixed a lot of SMP bugs you guys weren't even aware of, so no sense mentioning them. Re-added the ability of Pedestals/Condensers/Alch Chests to pull items with the black hole band, and finally removed that awful duplication exploit while I was at it. Lava Cells are now classified as fuel in the addon. Condenser has an internal storage cap set in the proper places, and it's much higher, so you can finally condense stuff like Mk3 Machines, RM furnaces, crazy expensive stuff like that. Attempted to make the Trans Grid eat the tome when placed, but it didn't work. Meh. Not a huge priority.
1.0.0
Changed condenser to make more than one item per tick, preventing backlogs. Revamped GUIs not to show numbers (there's a reason for this, SMP does not like big numbers, they may come back eventually. In the meantime the gauges are kind of nice... and numbers seem out of place in a sense) - Hopefully fixed an NPE involving DM/RM armor when mixed with other sets, made a bunch of pipe/tube improvements, let collectors pump passive EMC, improved klein handling in relay/collector (faster, mostly), prevented collectors from INSTANTLY dumping passive emc to klein stars, nerfed collector passive storage, made the SWRG in boots recipes any-damage [should fix crafting issues], increased dye 3 value (cocoa), fixed cookie EMC, condensers now eat any item with a value that isn't being targetted (perfect auto-transmutation) and have a sweet new gauge/revamp [no numbers though, hah] - mercurial and pedestal GUIs "shrunk", lots really.
Oh and SMP is almost done, currently in testing phases to make sure everything works right. You'll notice the download is a "client". Server will be released when I'm sure it works.
For those of you still on 6.22 files, ALL YOUR STUFF SHOULD STILL WORK, BUT I WOULD BACK UP ANYWAYS.
^^^
EE2
6.22 - Divining rod fail. The metadata was already in use for tool level so charging it up is not an option. Instead bound 'mode change' to G key and let the three levels swap between various modes. Also "underped" the level 1 divining rod, it is now substantially more accurate.
6.21 - Fixed metadata not showing up in Trans Grid.. fixed target slot not showing up on top [guaranteed].
6.2 - Fixed IC2 repair of treetaps, fixed sticky piston evaluation.
6.19 - Fixed gold dust value, removed debug recipes [derp], added charge levels to divining rod, which scales up fuel use: level 1 divining always 3x3x3, so don't bother charging it (but it won't consume more fuel if you do), level 2 ranges from 4-16 [0-3 charge levels, each gives 4 distance], level 3 ranges from 16-64 [0-3 charge levels, each gives 16 distance].
6.18 - Added silver dust, tried to add netherFence but MCP effed up the names again. Also, the previous update made the problem with collector/relay dropping Klein Stars worse (made them vanish completely). It's really fixed this time, and now Kleins dropped will retain their EMC. Sorry about that. :\
6.17 - New mode in Mercurial Eye "Pillar Extension", works like extension except for a 3x3 column (vertical or horizontal) will extend in the direction you click (face-sensitive) and stop when it hits an obstruction. Range goes up to 64, minimum of 28 or so.
Cut off and reset DM/RM furnace energy and scaled it properly (no more infinite furnace from being hooked up for a minute).
EMC should now stay preserved in Klein stars when you break a machine holding one.
Klein Star level now drastically effects how fast a Relay can charge/uncharge it.
Fixed Nova values.
Added all blocks EMC ratings so that you can transmute Alch. chests, collectors, etc once you learn the transmutation.
Removed Chest of WOFT function because it sucks.
WOFT Function was debuffing around players instead of pedestals, this is fixed.
Added more metadata sensitive handling for the mod, vanilla items and addons.
Other Trans-grid metadata wonks involving targets not showing up should be fixed.
Nether brick, ghast tears and mycelium now have EMC ratings.
Netherrack can be transmuted via Philosopher's Stone [to cobblestone]. Cobblestone in the Nether will always transmute directly to Netherrack.
Added IC2 Values for iron and gold dust, and lava cells.
6.16 - Mended the issue with the new fuel mapping meta-data sensitivity that causes old fuel mappings to return false! Should make fuel appear as fuel again in the trans grid.
6.15 - Added "panel mode" to the Philosopher's Stone, letting it transmute flat planes of space. Also decreased the minimum effected area of the Mercurial Eye to 0, allowing you to transmute/build a single block at a time. Increased the charge maximum to compensate. Fixed Void Ring's eating stuff and not returning it.. really nasty, that one.
6.14 - Added a few more mini-API hooks for future possible uses, removed some debug recipes I forgot, corrected my Fuel Registry to be metadata sensitive so I could add Nikolite to the list in the RP2 addon.. also swapped Greaves dead-drop ability to being classified as offensive, allowing you to turn off dead-drop but still "fly". Also stopped the Mercurial Eye from being "repaired" by a Talisman, purely cosmetic, but still annoying.
6.13 - Fixed localization for the armor power activation methods/deactivation methods. Added getters and setters for the alchemical value bank for Inficraft's mDiyo, experimental.
6.12 - I had no idea mooshrooms could be sheared. O_o
DM/RM Shears and RM Katar now shear mooshrooms, and also give their low-% clone chance to clone a mooshroom.
6.11 - Heavily optimized the routines for the Trans Grid, making it lag infinitely less. Fixed that annoyance where putting damaged tools in the Trans Grid caused you to learn them over and over, in spite of already knowing them.
6.10 - Derp. Forgot to increase the Talisman of Repair's array when adding bow to the repair options list. Sorry about that guys.
6.09 - Several fuel consumption bugs were fixed, the Divining rod now uses fuel (about 4 EMC per Divining level, so level 3 uses 12), fixed the learning of damaged items to only give you the undamaged knowledge, and enabled damaged items to be used in the transmutation grid for input. Also finished the guide!
6.08 - I fail at making things toggle, derp. Corrected conditionals for toggling gemmed armor powers. Sorry.
6.07 - Alchemy Chest + Gem of Eternal Density fixed. Philosopher's stone transmute-a-tree crash fixed. Strange ModLoaderMp issue when loading in multiplayer (NO EE IS NOT SMP) fixed. Added toggle-keys to disable RM Gemmed armor powers - Pressing G with boots/greaves disables movement functions (flight, fast fall), pressing V with helm, armor or greaves disables offensive powers (creeper-blast, lightning, gravity-launch).
6.06 - Repackaged with the new BC 3.1 Alpha API - I checked it to make sure it was backwards compatible, should fix a problem with people using BC 3.
6.05 - NPE Crash in the Collectors was fixed, caused by 6.04 update. Sorry. >_<
6.04 - Annoying behavior in the collectors not pushing single stacks back into queue fixed.
6.03 - Fixed the annoying lack of cooldown on the philosopher's stone, causing it to double/triple transmute.
6.02 - Fixed a very sneaky trans grid exploit. I'm sure there will be more to follow.
6.01 - Minor recipe derp. Update if you don't feel like cheating.
6.0 - I couldn't even begin to describe the number of changes in this mod. You'll just have to see it for yourself.
Videos
Spoiler
Install Video with CraftGuide help by Venom from GameFuze
Direwolf20 covers many of the changes in 6.0
Install Video with CraftGuide help by Venom from GameFuze
Spoiler
Direwolf20 covers many of the changes in 6.0
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
So people are a bit confused about the new features and changes. It's time we had a good OP guide again.
Terms used:
AoE - Area of Effect, HoT - Heal over Time, DoT - Damage over Time
Keys used:
(Charge Key) - Default is V, typically charges the item, or nothing.
(Uncharge) - Hold Sneak Key while pressing (Charge Key)
(Toggle Key) - Default is G, usually turns things on.
(Release Key) - Default is R, usually some unique ability.
(Extra Key) - Default is C, usually opens GUI or changes modes.
(Sneak) - Refers to vanilla sneaking, usually shift.
Fuel/Reagents in this mod are classified as:
Charcoal (32 EMC), Redstone (64 EMC), Coal (128 EMC), Gunpowder (192 EMC)
Glowstone Dust (384 EMC), Alchemical Coal (512 EMC), Blaze Powder (768 EMC)
Glowstone Blocks (1536 EMC), Mobius Fuel (2048 EMC) and Aeternalis Fuel (8192 EMC)
Charged Klein Stars can be used in place of any of these fuels and greatly simplify your life.
When firing projectiles, be aware that only specific fuels are acceptable for consumption. Read guide for more details.
Basic Recipes
The Power Items
The Alchemist Machines (Blocks)
So people are a bit confused about the new features and changes. It's time we had a good OP guide again.
Terms used:
AoE - Area of Effect, HoT - Heal over Time, DoT - Damage over Time
Keys used:
(Charge Key) - Default is V, typically charges the item, or nothing.
(Uncharge) - Hold Sneak Key while pressing (Charge Key)
(Toggle Key) - Default is G, usually turns things on.
(Release Key) - Default is R, usually some unique ability.
(Extra Key) - Default is C, usually opens GUI or changes modes.
(Sneak) - Refers to vanilla sneaking, usually shift.
Fuel/Reagents in this mod are classified as:
Charcoal (32 EMC), Redstone (64 EMC), Coal (128 EMC), Gunpowder (192 EMC)
Glowstone Dust (384 EMC), Alchemical Coal (512 EMC), Blaze Powder (768 EMC)
Glowstone Blocks (1536 EMC), Mobius Fuel (2048 EMC) and Aeternalis Fuel (8192 EMC)
Charged Klein Stars can be used in place of any of these fuels and greatly simplify your life.
When firing projectiles, be aware that only specific fuels are acceptable for consumption. Read guide for more details.
Basic Recipes
Spoiler
Just a few things you need to know to really get started.
Dark Matter
Red Matter
Dark Matter Blocks
Red Matter Blocks
Transmutations (or what's left of them)
Plain Band
Covalence Dust
Just a few things you need to know to really get started.
Dark Matter
Spoiler
FFF
FDF
FFF
F- Aeternalis Fuel, D - Diamond Block
The basic building block for a lot of power items.
FFF
FDF
FFF
F- Aeternalis Fuel, D - Diamond Block
The basic building block for a lot of power items.
Red Matter
Spoiler
FFF
FDF
FFF
F- Aeternalis Fuel, D - Dark Matter
The upgrade from Dark Matter.
FFF
FDF
FFF
F- Aeternalis Fuel, D - Dark Matter
The upgrade from Dark Matter.
Dark Matter Blocks
Spoiler
DD
DD
D - Dark Matter, gives you 4 blocks.
Needed for a couple of the items, also virtually indestructable building material (unless you're using IC2, nerfs explosion resistances).
DD
DD
D - Dark Matter, gives you 4 blocks.
Needed for a couple of the items, also virtually indestructable building material (unless you're using IC2, nerfs explosion resistances).
Red Matter Blocks
Spoiler
RR
RR
R - Red Matter, gives you 4 blocks.
Needed for an RM Furnace, 50% more indestructable than DM Blocks (unless you're using IC2, nerfs explosion resistances).
RR
RR
R - Red Matter, gives you 4 blocks.
Needed for an RM Furnace, 50% more indestructable than DM Blocks (unless you're using IC2, nerfs explosion resistances).
Transmutations (or what's left of them)
Spoiler
Put a Philosopher's stone in your crafting grid with any of these combinations:
8 Iron -> 1 Gold, 1 Gold -> 8 Iron
4 Gold -> 1 Diamond, 1 Diamond -> 4 Gold
4 Charcoal -> 1 Coal, 1 Coal -> 4 Charcoal
4 Coal -> 1 Alchemical Coal, 1 Alchemical Coal -> 4 Coal
4 Alchemical Coal -> 1 Mobius Fuel, 1 Mobius Fuel -> 4 Alchemical Coal
4 Mobius Fuel -> 1 Aeternalis Fuel, 1 Aeternalis Fuel -> 4 Mobius Fuel
Note your Philosopher's Stone will "jump out" of the crafting grid. This is a function of vanilla Minecraft, if you were curious.
There are some others that don't require the Philosopher's Stone, but a different ring:
Volcanite + Redstone Dust + Empty Bucket = Lava Bucket
Evertide + Empty Bucket = Water Bucket
Zero Ring + Water Bucket = Ice
Harvest Goddess Band + Dirt = Grass Dirt
Ring of Arcana can do both the Ice and Grass Dirt recipes, as it includes both the Zero Ring and the Harvest Goddess Band.
Put a Philosopher's stone in your crafting grid with any of these combinations:
8 Iron -> 1 Gold, 1 Gold -> 8 Iron
4 Gold -> 1 Diamond, 1 Diamond -> 4 Gold
4 Charcoal -> 1 Coal, 1 Coal -> 4 Charcoal
4 Coal -> 1 Alchemical Coal, 1 Alchemical Coal -> 4 Coal
4 Alchemical Coal -> 1 Mobius Fuel, 1 Mobius Fuel -> 4 Alchemical Coal
4 Mobius Fuel -> 1 Aeternalis Fuel, 1 Aeternalis Fuel -> 4 Mobius Fuel
Note your Philosopher's Stone will "jump out" of the crafting grid. This is a function of vanilla Minecraft, if you were curious.
There are some others that don't require the Philosopher's Stone, but a different ring:
Volcanite + Redstone Dust + Empty Bucket = Lava Bucket
Evertide + Empty Bucket = Water Bucket
Zero Ring + Water Bucket = Ice
Harvest Goddess Band + Dirt = Grass Dirt
Ring of Arcana can do both the Ice and Grass Dirt recipes, as it includes both the Zero Ring and the Harvest Goddess Band.
Plain Band
Spoiler
Needed for all the rings.
III
ILI
III
I - Iron Ingot, L - Lava Bucket OR Volcanite
Just a base component in ring recipes.
Needed for all the rings.
III
ILI
III
I - Iron Ingot, L - Lava Bucket OR Volcanite
Just a base component in ring recipes.
Covalence Dust
Spoiler
Each of these recipes yields 40 dusts!
Low Covalence Dust
SSS
SSS
SSC
S - Cobblestone, C - Charcoal, specifically, do not use coal!
Low Covalence Dust repairs leather armor, stone and wooden tools - it also repairs the fishing rod and bow.
Iron Ingot + Redstone Dust
Medium Covalence Dust repairs iron and gold armor, iron and gold tools - it also repairs flint and steel.
Diamond + Coal, specifically, charcoal will not work!
High Covalence Dust repairs diamond tools and armor.
Covalence dust is required for many of the mod's recipes, but it is provided in large quantities. To repair items with Covalence Dust, simply place them in the crafting grid with a damaged item.
The amount of Covalence Dust required to repair an item is equal to the amount of its base material used to craft it.
Some less obvious recipes include the bow: 3 covalence dust, or flint and steel/fishing rod: 1 covalence dust.
Others follow a simple pattern:
It takes 8 [something] to craft a chestplate, so you must use 8 covalence Dust to repair it.
It takes 3 [something] to make an axe, disregarding the sticks, so you must use 3 Covalence Dust to repair it.
It only takes 1 [something] for a shovel, so you only need 1 Covalence Dust. Make sense?
Each of these recipes yields 40 dusts!
Low Covalence Dust
SSS
SSS
SSC
S - Cobblestone, C - Charcoal, specifically, do not use coal!
Low Covalence Dust repairs leather armor, stone and wooden tools - it also repairs the fishing rod and bow.
Iron Ingot + Redstone Dust
Medium Covalence Dust repairs iron and gold armor, iron and gold tools - it also repairs flint and steel.
Diamond + Coal, specifically, charcoal will not work!
High Covalence Dust repairs diamond tools and armor.
Covalence dust is required for many of the mod's recipes, but it is provided in large quantities. To repair items with Covalence Dust, simply place them in the crafting grid with a damaged item.
The amount of Covalence Dust required to repair an item is equal to the amount of its base material used to craft it.
Some less obvious recipes include the bow: 3 covalence dust, or flint and steel/fishing rod: 1 covalence dust.
Others follow a simple pattern:
It takes 8 [something] to craft a chestplate, so you must use 8 covalence Dust to repair it.
It takes 3 [something] to make an axe, disregarding the sticks, so you must use 3 Covalence Dust to repair it.
It only takes 1 [something] for a shovel, so you only need 1 Covalence Dust. Make sense?
The Power Items
Spoiler
There are a ton of these. I'll divide them into some subsections.
Armor
Tools
Rings
Other
There are a ton of these. I'll divide them into some subsections.
Armor
Spoiler
Dark Matter Armor
Red Matter Armor
Gemmed Red Matter Armor (Infernal Set)
Dark Matter Armor
Spoiler
Made like normal armor using Dark Matter Orbs for materials.
Offers good protection, but not invincibility. If a strike would have been lethal, but your player has more than half a heart, you will instead take only a half a heart of damage.
Made like normal armor using Dark Matter Orbs for materials.
Offers good protection, but not invincibility. If a strike would have been lethal, but your player has more than half a heart, you will instead take only a half a heart of damage.
Red Matter Armor
Spoiler
Made by placing Red Matter in the grid similar to the normal armor recipes, except with your Dark Matter armor in an empty space in the middle.
R is Red Matter, D is the original DM Armor piece.
Recipes:
RM Helmet
RRR
RDR
RM Armor
RDR
RRR
RRR
RM Leggings
RRR
RDR
R_R
RM Boots
RDR
R_R
These combine to provide almost perfect damage immunity, though damage such as poison and fire may still occasionally creep through.
For the most part, completely invincible.
Made by placing Red Matter in the grid similar to the normal armor recipes, except with your Dark Matter armor in an empty space in the middle.
R is Red Matter, D is the original DM Armor piece.
Recipes:
RM Helmet
RRR
RDR
RM Armor
RDR
RRR
RRR
RM Leggings
RRR
RDR
R_R
RM Boots
RDR
R_R
These combine to provide almost perfect damage immunity, though damage such as poison and fire may still occasionally creep through.
For the most part, completely invincible.
Gemmed Red Matter Armor (Infernal Set)
Spoiler
All pieces of the "Gemmed" set, or Infernal Set, require a fully charged Klein Star Omega (32 million EMC) noted in recipes as "KSO".
Abyssal Helmet
RM Helm + Evertide + Soul Stone + KSO
Allows you to shoot lightning from the sky at the block your cursor is on, by pressing R. Also lets you breathe underwater.
Ability disabled by pressing (Charge Key) while not holding an EE power item.
Infernal Armor
RM Armor + Volcanite + Body Stone + KSO
Allows you to explode like a creeper, blowing up blocks and doing AoE damage with the C key. Also makes you immune to fire and poison.
Ability disabled by pressing (Charge Key) while not holding an EE power item.
Gravity Greaves
RM Leggings + Gem of Eternal Density + Watch of Flowing Time + KSO
Lets you push enemies with a forcefield while sneaking. Sneaking while airborne makes you slam into the ground very rapidly.
Mobs around you will have a movement speed debuff while approaching you.
Push ability disabled by pressing (Charge Key) while not holding an EE power item.
Dead-drop ability disabled by pressing (Toggle Key) while not holding an EE power item.
Hurricane Boots
RM Boots + 2 Swift Wolf's Rending Gales + KSO
Lets you jump infinitely when worn and increases your airborne movement factor tremendously. While worn, the player movement will always be sprinting.
Airborne and Sprinting movement abilities disabled by pressing (Toggle Key) while not holding an EE power item.
All pieces of the "Gemmed" set, or Infernal Set, require a fully charged Klein Star Omega (32 million EMC) noted in recipes as "KSO".
Abyssal Helmet
RM Helm + Evertide + Soul Stone + KSO
Allows you to shoot lightning from the sky at the block your cursor is on, by pressing R. Also lets you breathe underwater.
Ability disabled by pressing (Charge Key) while not holding an EE power item.
Infernal Armor
RM Armor + Volcanite + Body Stone + KSO
Allows you to explode like a creeper, blowing up blocks and doing AoE damage with the C key. Also makes you immune to fire and poison.
Ability disabled by pressing (Charge Key) while not holding an EE power item.
Gravity Greaves
RM Leggings + Gem of Eternal Density + Watch of Flowing Time + KSO
Lets you push enemies with a forcefield while sneaking. Sneaking while airborne makes you slam into the ground very rapidly.
Mobs around you will have a movement speed debuff while approaching you.
Push ability disabled by pressing (Charge Key) while not holding an EE power item.
Dead-drop ability disabled by pressing (Toggle Key) while not holding an EE power item.
Hurricane Boots
RM Boots + 2 Swift Wolf's Rending Gales + KSO
Lets you jump infinitely when worn and increases your airborne movement factor tremendously. While worn, the player movement will always be sprinting.
Airborne and Sprinting movement abilities disabled by pressing (Toggle Key) while not holding an EE power item.
Tools
Spoiler
Dark Matter Tools
Red Matter Tools
Omni Tools
Dark Matter Tools
Spoiler
Made by using normal recipes for tools, except instead of sticks, use Diamonds, and instead of materials, use Dark Matter...
With the exception being shears, which are made like so:
_M
D
D - Diamond, M - Dark Matter
The Dark Matter tools can be charged up by pressing (Charge Key) up to twice. To uncharge, press [Sneak + Charge Key].
The Dark Matter tools use fuel.
Pickaxe - Mines an entire ore vein in one swing. Its charge level determines the speed at which it mines. Can mine DM Blocks [no other DM tool can]. Ability is free.
Pressing (Extra Key) changes modes between tall-shot (3 high, centered at target), wide-shot (3 wide, centered at target) and long-shot (3 long, starting at target), or just normal. This power is free.
Shovel - Mines a flat area of dirt, consuming fuel. Size of area determined by charge level. The ability uses fuel: One block break costs 4 EMC.
Pressing (Extra Key) changes modes between tall-shot (3 high, centered at target), wide-shot (3 wide, centered at target) and long-shot (3 long, starting at target), or just normal. This power is free.
Hammer - Crushes a cube area out of stone, but will not break soil. Very fast at rock-breaking. The ability uses fuel: One block break costs 4 EMC.
Pressing (Extra Key) changes modes between normal impact (1x block broken) or mega-impact (3x3 block breaker, centered at target). This power is free.
Axe - Cleaves a large portion of a tree down, depending on the charge level. It favors chopping upward rather than outward, so it is best used at the base of the tree at full chare.
The ability uses fuel: One block break per Wood block broken, Leaf blocks do not count.
Hoe - Simply tills a large area around the player or target. The charge level determines the size. The ability uses fuel: One block tilled costs 4 EMC.
Shears - Cuts leaves, vines, grass, webs and cloth. Also shears sheep. The charge level determines the size of the AoE. The ability uses fuel: One block cut costs 4 EMC.
The shears ability uses fuel based on charge level. It costs 40 EMC per charge level for a single sheep sheared. There is a clone % chance of 1% per charge level, and the ability yields more wool.
Unless intentionally cloning sheep, the ability is not profitable to use, and it is advisable to instead (Left Click) the sheep with the shears. Though it appears they are doing damage, the sheep will never be killed by shearing.
Sword - Acts as a normal sword, with a relatively high damage (6 hearts, ie.. 12 damage), and allows blocking. When (Release Key) is pressed it will do an AoE slash that deals
high damage to surrounding entities. Pressing (Extra Key) will change the way this function behaves, as it normally prevents you from killing peaceful mobs. Be advised that Zombie Pigmen, while passive,
do not count as peaceful, and will be struck by the Kill-Aggro mode when used. Ghasts, currently, are reported immune to the ability. Using the ability costs 64 EMC per charge level, to a max of 128, making it very expensive.
Made by using normal recipes for tools, except instead of sticks, use Diamonds, and instead of materials, use Dark Matter...
With the exception being shears, which are made like so:
_M
D
D - Diamond, M - Dark Matter
The Dark Matter tools can be charged up by pressing (Charge Key) up to twice. To uncharge, press [Sneak + Charge Key].
The Dark Matter tools use fuel.
Pickaxe - Mines an entire ore vein in one swing. Its charge level determines the speed at which it mines. Can mine DM Blocks [no other DM tool can]. Ability is free.
Pressing (Extra Key) changes modes between tall-shot (3 high, centered at target), wide-shot (3 wide, centered at target) and long-shot (3 long, starting at target), or just normal. This power is free.
Shovel - Mines a flat area of dirt, consuming fuel. Size of area determined by charge level. The ability uses fuel: One block break costs 4 EMC.
Pressing (Extra Key) changes modes between tall-shot (3 high, centered at target), wide-shot (3 wide, centered at target) and long-shot (3 long, starting at target), or just normal. This power is free.
Hammer - Crushes a cube area out of stone, but will not break soil. Very fast at rock-breaking. The ability uses fuel: One block break costs 4 EMC.
Pressing (Extra Key) changes modes between normal impact (1x block broken) or mega-impact (3x3 block breaker, centered at target). This power is free.
Axe - Cleaves a large portion of a tree down, depending on the charge level. It favors chopping upward rather than outward, so it is best used at the base of the tree at full chare.
The ability uses fuel: One block break per Wood block broken, Leaf blocks do not count.
Hoe - Simply tills a large area around the player or target. The charge level determines the size. The ability uses fuel: One block tilled costs 4 EMC.
Shears - Cuts leaves, vines, grass, webs and cloth. Also shears sheep. The charge level determines the size of the AoE. The ability uses fuel: One block cut costs 4 EMC.
The shears ability uses fuel based on charge level. It costs 40 EMC per charge level for a single sheep sheared. There is a clone % chance of 1% per charge level, and the ability yields more wool.
Unless intentionally cloning sheep, the ability is not profitable to use, and it is advisable to instead (Left Click) the sheep with the shears. Though it appears they are doing damage, the sheep will never be killed by shearing.
Sword - Acts as a normal sword, with a relatively high damage (6 hearts, ie.. 12 damage), and allows blocking. When (Release Key) is pressed it will do an AoE slash that deals
high damage to surrounding entities. Pressing (Extra Key) will change the way this function behaves, as it normally prevents you from killing peaceful mobs. Be advised that Zombie Pigmen, while passive,
do not count as peaceful, and will be struck by the Kill-Aggro mode when used. Ghasts, currently, are reported immune to the ability. Using the ability costs 64 EMC per charge level, to a max of 128, making it very expensive.
Red Matter Tools
Spoiler
The Red Matter tools are upgraded versions of Dark Matter Tools. Their tool efficiency is exactly twice the efficiency of Dark Matter tools, and they can be charged to a level of 3 instead of 2.
One is always slightly faster, and more damaging, than its Dark Matter equivalent.
Recipes: R is Red Matter, T is the original Dark Matter Tool and D is another piece of Dark Matter, for the handle.
Their abilities remain the same, only larger in effect and less expensive.
RM Pickaxe - Capable of mining RM Blocks. No other RM tool (except Morning Star) can do this. Also mines DM Blocks.
RRR
_T_
_D_
RM Shovel
_R_
_T_
_D_
RM Hammer
RDR
_T_
_D_
RM Axe
RR_
RT_
_D_
RM Hoe
RR_
_T_
_D_
RM Shears - Has a 2% clone chance, per charge level.
_R
T_
The Red Matter tools are upgraded versions of Dark Matter Tools. Their tool efficiency is exactly twice the efficiency of Dark Matter tools, and they can be charged to a level of 3 instead of 2.
One is always slightly faster, and more damaging, than its Dark Matter equivalent.
Recipes: R is Red Matter, T is the original Dark Matter Tool and D is another piece of Dark Matter, for the handle.
Their abilities remain the same, only larger in effect and less expensive.
RM Pickaxe - Capable of mining RM Blocks. No other RM tool (except Morning Star) can do this. Also mines DM Blocks.
RRR
_T_
_D_
RM Shovel
_R_
_T_
_D_
RM Hammer
RDR
_T_
_D_
RM Axe
RR_
RT_
_D_
RM Hoe
RR_
_T_
_D_
RM Shears - Has a 2% clone chance, per charge level.
_R
T_
Omni Tools
Spoiler
The Omni Tools combine the highest tier, Red Matter, into two potent tools. Their max charge level is 4, the highest possible.
Their fuel efficiency is still 2x the fuel efficiency of DM tools, however.
Red Morning Star
Shapeless Recipe:
RM Shovel + RM Pickaxe + RM Hammer + 6 Red Matter
The Red Morning Star combines all 3 powers, has potent AoE and his also a very strong weapon in a pinch.
Right clicking dirt uses the shovel power (planes out a flat area).
Right clicking stone uses the hammer power (crushes a cube out of the land).
Right clicking ore, specifically, uses the pickaxe power, which costs no fuel.
It also supports both 3x Tall, Long and Wide-Shot, normal impact and mega-impact in a single tool.
Red Katar
Shapeless Recipe:
RM Hoe + RM Axe + RM Sword + RM Shears + 5 Red Matter
The Red Katar combines the 4 miscellaneous tools into one item, making it the utility knife for all non-mining activities.
Right clicking wood will cut down the tree as though using an axe, meaning the leaves will be hewn with no drops.
Right clicking leaves, instead, will shear the leaves, resulting in bare wood being left behind.
Right clicking the surface-level dirt will cause it to be tilled.
Right clicking tall-grass, vines or other shearable content will also function as shears.
Left clicking sheep will shear them for bonus wool in addition to a 3% clone chance, per charge level.
Pressing R while holding the Katar will result in the sword slash AoE, while holding right click (careful not to click a block) will hold the katar up defensively.
Blocking with both DM/RM Sword and the Katar are not known to be widely used and may be removed in future releases.
The Omni Tools combine the highest tier, Red Matter, into two potent tools. Their max charge level is 4, the highest possible.
Their fuel efficiency is still 2x the fuel efficiency of DM tools, however.
Red Morning Star
Shapeless Recipe:
RM Shovel + RM Pickaxe + RM Hammer + 6 Red Matter
The Red Morning Star combines all 3 powers, has potent AoE and his also a very strong weapon in a pinch.
Right clicking dirt uses the shovel power (planes out a flat area).
Right clicking stone uses the hammer power (crushes a cube out of the land).
Right clicking ore, specifically, uses the pickaxe power, which costs no fuel.
It also supports both 3x Tall, Long and Wide-Shot, normal impact and mega-impact in a single tool.
Red Katar
Shapeless Recipe:
RM Hoe + RM Axe + RM Sword + RM Shears + 5 Red Matter
The Red Katar combines the 4 miscellaneous tools into one item, making it the utility knife for all non-mining activities.
Right clicking wood will cut down the tree as though using an axe, meaning the leaves will be hewn with no drops.
Right clicking leaves, instead, will shear the leaves, resulting in bare wood being left behind.
Right clicking the surface-level dirt will cause it to be tilled.
Right clicking tall-grass, vines or other shearable content will also function as shears.
Left clicking sheep will shear them for bonus wool in addition to a 3% clone chance, per charge level.
Pressing R while holding the Katar will result in the sword slash AoE, while holding right click (careful not to click a block) will hold the katar up defensively.
Blocking with both DM/RM Sword and the Katar are not known to be widely used and may be removed in future releases.
Rings
Spoiler
Black Hole Band (BHB)
Archangel's Smite
Harvest Goddess Band
Ignition Ring
Swift Wolf's Rending Gale (SWRG)
Zero Ring
Void Ring
Ring of Arcana
Black Hole Band (BHB)
Spoiler
SSS
DRD
SSS
S - Spider String, D - Dark Matter, R - Plain Band
Press (Toggle Key) while holding the ring to activate it, or drop it into an Alchemy Bag to cause that alchemy bag to vacuum nearby items. The ability is free.
Only one alchemy bag with a Black Hole Band can be active at a time. If you have two in your inventory, only the first found will function properly.
SSS
DRD
SSS
S - Spider String, D - Dark Matter, R - Plain Band
Press (Toggle Key) while holding the ring to activate it, or drop it into an Alchemy Bag to cause that alchemy bag to vacuum nearby items. The ability is free.
Only one alchemy bag with a Black Hole Band can be active at a time. If you have two in your inventory, only the first found will function properly.
Archangel's Smite
Spoiler
BFB
DRD
BFB
B - 100% Condition Bow, F - Feather, D - Dark Matter, R - Plain Band
Pressing (Left Click) launches a shotgun barrage of homing arrows, consuming lesser materials in your inventory to create them instantly. An arrow is worth 14 EMC.
If it can't find arrows, it will use 14 sand, dirt or cobblestone, but it prefers a charged Klein Star for simplicity.
Pressing the (Toggle Key) or (Release Key) will activate/deactivate an automatic torrent of homing arrows spraying furiously in the direction of your choice.
BFB
DRD
BFB
B - 100% Condition Bow, F - Feather, D - Dark Matter, R - Plain Band
Pressing (Left Click) launches a shotgun barrage of homing arrows, consuming lesser materials in your inventory to create them instantly. An arrow is worth 14 EMC.
If it can't find arrows, it will use 14 sand, dirt or cobblestone, but it prefers a charged Klein Star for simplicity.
Pressing the (Toggle Key) or (Release Key) will activate/deactivate an automatic torrent of homing arrows spraying furiously in the direction of your choice.
Harvest Goddess Band
Spoiler
SYS
DBD
SRS
or
SRS
DBD
SYS
S - Oak Sapling (normal tree), R - Red Flower, D - Dark Matter, B - Plain Band, Y - Yellow Flower
The Harvest Goddess Band has several abilities which pertain only to the growth of plants.
Simply having the ring in your hotbar is considered "wearing it" for its purposes and will cause crops, tall grass, reeds, and cacti to grow unusually fast/high.
Grass will also grow in places it isn't ordinarily supposed to.
Pressing (Toggle Key) while holding the ring turns on a more potent effect which consumes fuel (10 EMC per second).
While active, the ring will "reap" crops and plants around you, while also simultaneously stimulating a much higher growth acceleration.
Pressing (Left Click) while holding the ring will consume 4 Bonemeal, if available, to forcibly grow all plants in an area around you (about 11x11 field). Trees have a 33% chance of growth.
Crops and other plants have a 100% chance of growing partially or fully. Pumpkins and melons are not currently affected by the Harvest Goddess Band.
When (Right Click)ing the ground, depending on the type of block, a variety of things will occur.
If a dirt block is targetted and is adjacent to water, it will attempt to plant reeds on the bank of the water.
If the dirt block is not adjacent to water, it will attempt to plant saplings, spaced evenly in a field. It will use any of 3 sapling varieties.
If the block is a sand block, it will attempt to plant cacti, spaced evenly in a field.
SYS
DBD
SRS
or
SRS
DBD
SYS
S - Oak Sapling (normal tree), R - Red Flower, D - Dark Matter, B - Plain Band, Y - Yellow Flower
The Harvest Goddess Band has several abilities which pertain only to the growth of plants.
Simply having the ring in your hotbar is considered "wearing it" for its purposes and will cause crops, tall grass, reeds, and cacti to grow unusually fast/high.
Grass will also grow in places it isn't ordinarily supposed to.
Pressing (Toggle Key) while holding the ring turns on a more potent effect which consumes fuel (10 EMC per second).
While active, the ring will "reap" crops and plants around you, while also simultaneously stimulating a much higher growth acceleration.
Pressing (Left Click) while holding the ring will consume 4 Bonemeal, if available, to forcibly grow all plants in an area around you (about 11x11 field). Trees have a 33% chance of growth.
Crops and other plants have a 100% chance of growing partially or fully. Pumpkins and melons are not currently affected by the Harvest Goddess Band.
When (Right Click)ing the ground, depending on the type of block, a variety of things will occur.
If a dirt block is targetted and is adjacent to water, it will attempt to plant reeds on the bank of the water.
If the dirt block is not adjacent to water, it will attempt to plant saplings, spaced evenly in a field. It will use any of 3 sapling varieties.
If the block is a sand block, it will attempt to plant cacti, spaced evenly in a field.
Ignition Ring
Spoiler
SFS
DRD
SFS
S - Flint and Steel, F - Mobius Fuel, D - Dark Matter, R - Plain Band
The ignition ring has a flame-based projectile that is free to use at any time by pressing [Strike]. It ignites mobs for high fire damage, melts sand into glass, obsidian into lava and ice into water.
It will ignite combustible blocks and leaves in a 3x3x3 area of effect at point of impact.
In addition, pressing (Toggle Key) will activate an AoE immolation effect around the player which consumes 10 EMC per second. While active, mobs will ignite taking increased damage as well as being inflicted with a DoT.
Tiles will randomly ignite, but the 3x3 area around the player will extinguish constantly to help prevent low visibility.
Pressing (Right Click) will lay down a long "wall" of fire to your left and right, based on how much you've charged the ring.
It must be at least charge level 1 or higher, at a minimum of 7x3 area centered around the player, to a max of 27x3. This ability is also free to use.
The area in which you are standing will extinguish instantly.
SFS
DRD
SFS
S - Flint and Steel, F - Mobius Fuel, D - Dark Matter, R - Plain Band
The ignition ring has a flame-based projectile that is free to use at any time by pressing [Strike]. It ignites mobs for high fire damage, melts sand into glass, obsidian into lava and ice into water.
It will ignite combustible blocks and leaves in a 3x3x3 area of effect at point of impact.
In addition, pressing (Toggle Key) will activate an AoE immolation effect around the player which consumes 10 EMC per second. While active, mobs will ignite taking increased damage as well as being inflicted with a DoT.
Tiles will randomly ignite, but the 3x3 area around the player will extinguish constantly to help prevent low visibility.
Pressing (Right Click) will lay down a long "wall" of fire to your left and right, based on how much you've charged the ring.
It must be at least charge level 1 or higher, at a minimum of 7x3 area centered around the player, to a max of 27x3. This ability is also free to use.
The area in which you are standing will extinguish instantly.
Swift Wolf's Rending Gale (SWRG)
Spoiler
DFD
FRF
DFD
D - Dark Matter, F - Feather, R - Plain Band
The Swift Wolf's Rending Gale (SWRG for short) is a ring of wind and flight.
Pressing (Left Click) will fire a small tornado projectile with varying effects based on the weather. If it is raining, a lightning bolt will strike, consuming 2 Glowstone Dust (or its fuel equivalent - 768 EMC).
If it is during a storm, several "bonus" bolts will strike at the point of impact, with no addition cost.
If no weather effect is present and a mob is struck, it will launch that mob high and far into the air for the equivalent of 1 Redstone Dust (or its fuel equivalent, 64 EMC).
If the projectile reaches the highest point in the sky while it is raining, any rainstorm will be converted into a thunderstorm, for the price of 1 Redstone Dust (or its fuel equivalent, 64 EMC).
Pressing (Toggle Key) forcibly deactivates the flight effect of the SWRG, which is enabled by double-jumping any time the ring is in your hotbar.
Certain combinations of Evertide or Volcanite will cause the ring to disengage when in or near liquids (water and lava, respectively) to save fuel.
Flight with the SWRG costs 10 EMC per second. To deactivate, you may also alternatively double-jump again, turning the ring off without holding it.
Pressing (Extra Key) activates the interdiction field, which forces mobs in your immediate 5-block range away from you, as well as enemy projectiles. This can be used to deflect arrows back at skeletons.
The effect of interdiction also uses 10 EMC per second. If both effects are active, the total consumption is combined.
Activation is indicated by a blue, red or purple gem. Yellow gem means the ring is completely off.
DFD
FRF
DFD
D - Dark Matter, F - Feather, R - Plain Band
The Swift Wolf's Rending Gale (SWRG for short) is a ring of wind and flight.
Pressing (Left Click) will fire a small tornado projectile with varying effects based on the weather. If it is raining, a lightning bolt will strike, consuming 2 Glowstone Dust (or its fuel equivalent - 768 EMC).
If it is during a storm, several "bonus" bolts will strike at the point of impact, with no addition cost.
If no weather effect is present and a mob is struck, it will launch that mob high and far into the air for the equivalent of 1 Redstone Dust (or its fuel equivalent, 64 EMC).
If the projectile reaches the highest point in the sky while it is raining, any rainstorm will be converted into a thunderstorm, for the price of 1 Redstone Dust (or its fuel equivalent, 64 EMC).
Pressing (Toggle Key) forcibly deactivates the flight effect of the SWRG, which is enabled by double-jumping any time the ring is in your hotbar.
Certain combinations of Evertide or Volcanite will cause the ring to disengage when in or near liquids (water and lava, respectively) to save fuel.
Flight with the SWRG costs 10 EMC per second. To deactivate, you may also alternatively double-jump again, turning the ring off without holding it.
Pressing (Extra Key) activates the interdiction field, which forces mobs in your immediate 5-block range away from you, as well as enemy projectiles. This can be used to deflect arrows back at skeletons.
The effect of interdiction also uses 10 EMC per second. If both effects are active, the total consumption is combined.
Activation is indicated by a blue, red or purple gem. Yellow gem means the ring is completely off.
Zero Ring
Spoiler
SBS
DRD
SBS
S - Block of snow, B - Snowball, D - Dark Matter, R - Plain Band
The Zero Ring is effectively the reverse of the ignition ring.
Pressing (Left Click) throws a snowball immediately, for free. This is mostly for comic relief.
Pressing (Release Key) will freeze water, create snow and cool obsidian in a range based on your charge level. Doing so is also free.
Pressing (Toggle Key) will activate a duration based effect which does precisely the same thing, but automatically. It does consume 10 EMC per second.
While active, mobs in your vicinity will have a movement speed debuff applied, snow will appear and ice and obsidian will form at the appropriate locations as you walk, very rapidly.
SBS
DRD
SBS
S - Block of snow, B - Snowball, D - Dark Matter, R - Plain Band
The Zero Ring is effectively the reverse of the ignition ring.
Pressing (Left Click) throws a snowball immediately, for free. This is mostly for comic relief.
Pressing (Release Key) will freeze water, create snow and cool obsidian in a range based on your charge level. Doing so is also free.
Pressing (Toggle Key) will activate a duration based effect which does precisely the same thing, but automatically. It does consume 10 EMC per second.
While active, mobs in your vicinity will have a movement speed debuff applied, snow will appear and ice and obsidian will form at the appropriate locations as you walk, very rapidly.
Void Ring
Spoiler
Black Hole Band + Gem of Eternal Density + 2 Red Matter
The Void Ring is a combination of the Black Hole Band and the Gem of Eternal Density, and performs both functions simultaneously. It also performs the same function as both items while inside an Alchemy Bag.
When holding the Void Ring, you may teleport to your cursor at any block by pressing the (Release Key). These abilities (all three) are free.
It is possible to appear slightly-inside of certain blocks, but should be relatively safe and avoid placing the player in places he/she would normally suffocate. It has a 150 meter range.
Black Hole Band + Gem of Eternal Density + 2 Red Matter
The Void Ring is a combination of the Black Hole Band and the Gem of Eternal Density, and performs both functions simultaneously. It also performs the same function as both items while inside an Alchemy Bag.
When holding the Void Ring, you may teleport to your cursor at any block by pressing the (Release Key). These abilities (all three) are free.
It is possible to appear slightly-inside of certain blocks, but should be relatively safe and avoid placing the player in places he/she would normally suffocate. It has a 150 meter range.
Ring of Arcana
Spoiler
The combination of:
Ignition Ring + Zero Ring + Harvest Goddess Band + Swift Wolf's Rending Gale + 5 Red Matter
This ring essentially makes all functions of the Ignition Ring and Zero Ring free. The ring itself has no charge level. All abilities are performed at maximum charge.
The Harvest Goddess Bands functions still take their original fuel costs, as does the Rending Gale's.
The Rending Gale's interdiction effect also produces lightning at mob locations while pushing them away.
The controls are the same for the Arcana as they are for their original rings, with (Extra Key) switching between each of the ring's four modes. The ring always initializes in ice mode (when you load your world).
Note that this recipe will not use either the Harvest Goddess Band or your Zero Ring, it just requires you have made them.
The combination of:
Ignition Ring + Zero Ring + Harvest Goddess Band + Swift Wolf's Rending Gale + 5 Red Matter
This ring essentially makes all functions of the Ignition Ring and Zero Ring free. The ring itself has no charge level. All abilities are performed at maximum charge.
The Harvest Goddess Bands functions still take their original fuel costs, as does the Rending Gale's.
The Rending Gale's interdiction effect also produces lightning at mob locations while pushing them away.
The controls are the same for the Arcana as they are for their original rings, with (Extra Key) switching between each of the ring's four modes. The ring always initializes in ice mode (when you load your world).
Note that this recipe will not use either the Harvest Goddess Band or your Zero Ring, it just requires you have made them.
Other
Spoiler
Anything that doesn't fit into the ring/tool category...
Philosopher's Stone
Destruction Catalyst
Evertide (Amulet)
Volcanite (Amulet)
Hyperkinetic Lens
Gem of Eternal Density (GoED)
Watch of Flowing Time (WoFT)
Talisman of Repair
Klein Star
Alchemy Bag
Divining Rod
Mercurial Eye
Transmutation Tablet
Soul, Body, Life and Mind Stones
Anything that doesn't fit into the ring/tool category...
Philosopher's Stone
Spoiler
Allows you to perform the very limited basic transmutations, also a component in the Transmutation Tablet (stationary).
GRG
RDR
GRG
or
RGR
GDG
RGR
R - Redstone Dust, G - Glowstone Dust, D - Diamond
Following the 1.1 release the behavior of container items (like buckets, or the Philosopher's Stone) was changed in the crafting system, causing them to jump out of your crafting grid after each crafting session. This rendered the old style of Philosopher's stone transmutation completely broken. If you don't believe me, try it for yourself: Make a cake and watch the buckets.
Allows you to perform real-time transmutation on the blocks in your world. Transmutations are as follows:
If the transmutation would have produced dirt, and it has an air block above it, it will produce grass instead. This creates very interesting mines.
Dirt/Grass <-> Sand
Dead Bushes <-> Tall Grass (will convert the block beneath required to sustain the plant)
Red Flower <-> Yellow Flower
Brown Mushroom <-> Red Mushroom
Cobblestone <-> Smoothstone
Lava -> Obsidian
Water -> Ice
Gravel <-> Sandstone
Pumpkin <-> Melon
Tree or its leaves -> Different Tree (does not regrow tree, so qualities of tree will be the same, only changes the type of blocks it is made of)
Holding sneak causes more extreme (but still equivalent) transmutation to occur:
Glass -> Sand
Dirt/Grass/Sand -> Cobblestone
Cobblestone -> Sand
In addition, the Philosopher's Stone still retains its (Extra Key) crafting grid (free) and its (Release Key) mob-transmutation projectile, which costs 1 Glowstone Dust (or 384 EMC).
Allows you to perform the very limited basic transmutations, also a component in the Transmutation Tablet (stationary).
GRG
RDR
GRG
or
RGR
GDG
RGR
R - Redstone Dust, G - Glowstone Dust, D - Diamond
Following the 1.1 release the behavior of container items (like buckets, or the Philosopher's Stone) was changed in the crafting system, causing them to jump out of your crafting grid after each crafting session. This rendered the old style of Philosopher's stone transmutation completely broken. If you don't believe me, try it for yourself: Make a cake and watch the buckets.
Allows you to perform real-time transmutation on the blocks in your world. Transmutations are as follows:
If the transmutation would have produced dirt, and it has an air block above it, it will produce grass instead. This creates very interesting mines.
Dirt/Grass <-> Sand
Dead Bushes <-> Tall Grass (will convert the block beneath required to sustain the plant)
Red Flower <-> Yellow Flower
Brown Mushroom <-> Red Mushroom
Cobblestone <-> Smoothstone
Lava -> Obsidian
Water -> Ice
Gravel <-> Sandstone
Pumpkin <-> Melon
Tree or its leaves -> Different Tree (does not regrow tree, so qualities of tree will be the same, only changes the type of blocks it is made of)
Holding sneak causes more extreme (but still equivalent) transmutation to occur:
Glass -> Sand
Dirt/Grass/Sand -> Cobblestone
Cobblestone -> Sand
In addition, the Philosopher's Stone still retains its (Extra Key) crafting grid (free) and its (Release Key) mob-transmutation projectile, which costs 1 Glowstone Dust (or 384 EMC).
Destruction Catalyst
Spoiler
NMN
MFM
NMN
N - Nova Catalyst, M - Mobius Fuel, F - 100% Condition Flint and Steel
A quintessential mining item for the new player, it is only moderately expensive to craft and infinitely useful for clearing large quantities of land.
It is slightly less fuel efficient than a DM Tool, consuming 6 EMC per block broken.
At zero charge level, it will break a 3x3 area at the point of (Right Click), or directly in front of you if using (Release Key).
At level 1, its outward range extends to 4x3x3.
At level 2, its outward range extends to 9x3x3.
At level 3, maximum, its outward range extends to 16x3x3.
The destruction catalyst will not break exceptionally hard blocks, such as obsidian, bedrock or DM/RM blocks, but it will pass through them to the other side if it is able. Be advised.
The area of destruction extends from point of impact, when using (Right Click), but is based on direction when using (Release Key). Be careful to unequip or uncharge this item when in your home.
The effect is limited to blocks and does not harm creatures, though it can be used to open pits beneath a foe, trapping them. Be advised when aiming upwards, as gravel and sand deposits can be deadly.
NMN
MFM
NMN
N - Nova Catalyst, M - Mobius Fuel, F - 100% Condition Flint and Steel
A quintessential mining item for the new player, it is only moderately expensive to craft and infinitely useful for clearing large quantities of land.
It is slightly less fuel efficient than a DM Tool, consuming 6 EMC per block broken.
At zero charge level, it will break a 3x3 area at the point of (Right Click), or directly in front of you if using (Release Key).
At level 1, its outward range extends to 4x3x3.
At level 2, its outward range extends to 9x3x3.
At level 3, maximum, its outward range extends to 16x3x3.
The destruction catalyst will not break exceptionally hard blocks, such as obsidian, bedrock or DM/RM blocks, but it will pass through them to the other side if it is able. Be advised.
The area of destruction extends from point of impact, when using (Right Click), but is based on direction when using (Release Key). Be careful to unequip or uncharge this item when in your home.
The effect is limited to blocks and does not harm creatures, though it can be used to open pits beneath a foe, trapping them. Be advised when aiming upwards, as gravel and sand deposits can be deadly.
Evertide (Amulet)
Spoiler
WWW
DDD
WWW
W - Bucket of water, D - Dark Matter
A simple item which creates water for free. Charging it first allows you to place a longer or wider area of water.
(Release Key) fires a projectile water-bolt which creates water for free at the point of impact. If aimed at the sky, upon reaching the highest point, it will consume 1 Redstone (or 64 EMC) and make it rain.
The water bolt will cool lava to obsidian or cobblestone appropriately if it passes over them.
Simply "wearing" the amulet on your hotbar allows you to fly freely while inside water, though your mining speed will still be encumbered, and you can breathe infinitely at no cost.
"Flying" on the surface of the water will allow you to travel quickly unhindered.
The Evertide can be crafted with an empty bucket to create a bucket of water for free.
WWW
DDD
WWW
W - Bucket of water, D - Dark Matter
A simple item which creates water for free. Charging it first allows you to place a longer or wider area of water.
(Release Key) fires a projectile water-bolt which creates water for free at the point of impact. If aimed at the sky, upon reaching the highest point, it will consume 1 Redstone (or 64 EMC) and make it rain.
The water bolt will cool lava to obsidian or cobblestone appropriately if it passes over them.
Simply "wearing" the amulet on your hotbar allows you to fly freely while inside water, though your mining speed will still be encumbered, and you can breathe infinitely at no cost.
"Flying" on the surface of the water will allow you to travel quickly unhindered.
The Evertide can be crafted with an empty bucket to create a bucket of water for free.
Volcanite (Amulet)
Spoiler
LLL
DDD
LLL
L - Bucket of lava, D - Dark Matter
This item consumes 1 Redstone Dust (or 64 EMC) to create lava at your (Right Click) target. It can also be charged to lay a longer or wider area of lava.
Pressing (Release Key) while holding the Volcanite will fire a projectile lava-bolt towards your cursor target.
Caution: Be aware! This lava bolt is highly volatile and will evaporate water within a 5 block range of it while traveling. It can cause near-irrepairable damage to oceans.
Upon impacting a mob, it will consume 1 Redstone Dust (or 64 EMC) and do normally-lethal fire damage, as well as applying a DoT. It will produce lava at a tile when struck for the same cost.
While "wearing" the amulet on your hotbar, you can "fly" through lava and over it, and are immune to fire.
Pressing (Extra Key) while holding the amulet at some degree of charge will evaporate water around you. Be advised this can make a mess of a pristine ocean and is very laborious to repair.
It can be crafted with an empty bucket and a piece of Redstone Dust to create a lava bucket. It can also be used in place of a lava bucket for the plain band recipe.
LLL
DDD
LLL
L - Bucket of lava, D - Dark Matter
This item consumes 1 Redstone Dust (or 64 EMC) to create lava at your (Right Click) target. It can also be charged to lay a longer or wider area of lava.
Pressing (Release Key) while holding the Volcanite will fire a projectile lava-bolt towards your cursor target.
Caution: Be aware! This lava bolt is highly volatile and will evaporate water within a 5 block range of it while traveling. It can cause near-irrepairable damage to oceans.
Upon impacting a mob, it will consume 1 Redstone Dust (or 64 EMC) and do normally-lethal fire damage, as well as applying a DoT. It will produce lava at a tile when struck for the same cost.
While "wearing" the amulet on your hotbar, you can "fly" through lava and over it, and are immune to fire.
Pressing (Extra Key) while holding the amulet at some degree of charge will evaporate water around you. Be advised this can make a mess of a pristine ocean and is very laborious to repair.
It can be crafted with an empty bucket and a piece of Redstone Dust to create a lava bucket. It can also be used in place of a lava bucket for the plain band recipe.
Hyperkinetic Lens
Spoiler
DDD
MCM
DDD
D - Diamond, M - Dark Matter, C - Nova Catalyst
A companion to the Destruction Catalyst, this allows you to fire a sphere of kinetic destruction at your target using (Left Click) or (Release Key).
Depending on the level of charge, the explosion will vary in size and consume increasing amounts of Glowstone Dust.
Level 0 (pathetic explosion) consumes 1 Glowstone Dust (384 EMC).
Level 1 consumes 2. (close to TNT)
Level 2 consumes 4. (larger than TNT)
Level 3 consumes 6. (quite large)
The blast is, unlike a Nova, very destructive to mobs, but the bolt will fizzle if the player is close enough to be within the blast radius, so it will only detonate successfully at an adequate distance.
DDD
MCM
DDD
D - Diamond, M - Dark Matter, C - Nova Catalyst
A companion to the Destruction Catalyst, this allows you to fire a sphere of kinetic destruction at your target using (Left Click) or (Release Key).
Depending on the level of charge, the explosion will vary in size and consume increasing amounts of Glowstone Dust.
Level 0 (pathetic explosion) consumes 1 Glowstone Dust (384 EMC).
Level 1 consumes 2. (close to TNT)
Level 2 consumes 4. (larger than TNT)
Level 3 consumes 6. (quite large)
The blast is, unlike a Nova, very destructive to mobs, but the bolt will fizzle if the player is close enough to be within the blast radius, so it will only detonate successfully at an adequate distance.
Gem of Eternal Density (GoED)
Spoiler
One of the more crucial mod items, this should be a very early investment for starting players.
DOD
MDM
DOD
or
DMD
ODO
DMD
D - Diamond, M - Dark Matter, O - Obsidian
Activating this item with (Toggle Key) and keeping it on your hotbar will eat one item per tick (20 per second) and store it internally in the Gem.
When it has enough EMC to produce iron, gold, diamond, dark matter or red matter it will deposit the item in your inventory. Be aware that it will sometimes consume the item immediately.
When producing/active, it tends to leave exactly 64 cobblestone for the player to use for utility purposes or emergencies. In your inventory, it is somewhat strict about the kinds of blocks it will eat.
In an Alchemy Bag or Alchemy Chest or Condenser, it is much less restrictive, and also consumes much faster (200 per second). Be aware when placing a Gem in an Alchemy Bag that it will consume virtually all non-ore blocks, with few exceptions.
When placed in a Bag or Chest, it will activate automatically.
In chests, as well, the Gem will occasionally stop functioning when it detects there are not enough materials to transmute to the next tier. This is normal.
If you want to "unload" the Gem and check its storage or progress, simply have it in your hotbar and deactivate it and it will produce the most condensed form of whatever EMC it was carrying.
One of the more crucial mod items, this should be a very early investment for starting players.
DOD
MDM
DOD
or
DMD
ODO
DMD
D - Diamond, M - Dark Matter, O - Obsidian
Activating this item with (Toggle Key) and keeping it on your hotbar will eat one item per tick (20 per second) and store it internally in the Gem.
When it has enough EMC to produce iron, gold, diamond, dark matter or red matter it will deposit the item in your inventory. Be aware that it will sometimes consume the item immediately.
When producing/active, it tends to leave exactly 64 cobblestone for the player to use for utility purposes or emergencies. In your inventory, it is somewhat strict about the kinds of blocks it will eat.
In an Alchemy Bag or Alchemy Chest or Condenser, it is much less restrictive, and also consumes much faster (200 per second). Be aware when placing a Gem in an Alchemy Bag that it will consume virtually all non-ore blocks, with few exceptions.
When placed in a Bag or Chest, it will activate automatically.
In chests, as well, the Gem will occasionally stop functioning when it detects there are not enough materials to transmute to the next tier. This is normal.
If you want to "unload" the Gem and check its storage or progress, simply have it in your hotbar and deactivate it and it will produce the most condensed form of whatever EMC it was carrying.
Watch of Flowing Time (WoFT)
Spoiler
DOD
GCG
DOD
or
DGD
OCO
DGD
D - Dark Matter, G - Glowstone Block, O - Obsidian, C - Pocket Sundial (Vanilla Clock)
Allows you to control time in three manifestations.
Pressing the (Extra Key) causes the sun or moon and sky to move faster, speeding up the perceived progress of time. This has no effect on mobs or mechanics (though it is reported to affect some mods such as RP2 and Buildcraft for functions based on time, be advised).
Pressing the (Toggle Key) causes the watch to turn silver, indicating it is active and is speeding up the progress of your EE machines by 7% (diminishing) per charge level. The amount of EMC this consumes is multiplicative.
At level 0, it consumes 10 EMC per second.
At level 1, it consumes 40 EMC per second.
At level 2, it consumes 90 EMC per second.
At level 3, it consumes 160 EMC per second.
At level 4 (max), it consumes 250 EMC per second.
The Watch also has a potent debuff effect on mobs which scales with the Zero Ring and is active simply by being in your hotbar.
It can also be placed on a Pedestal anywhere in the world (in loaded chunks) to provide a 7% speed buff to machines, globally, while turned on.
The effect of Pedestal - Watch combos is currently capped at 10x speed multiplier, but does not account for chests and the Watch item on the hotbar, meaning 10x + Watch Bonus + Chest Bonuses can be achieved further than 10x. (13.3x maximum)
DOD
GCG
DOD
or
DGD
OCO
DGD
D - Dark Matter, G - Glowstone Block, O - Obsidian, C - Pocket Sundial (Vanilla Clock)
Allows you to control time in three manifestations.
Pressing the (Extra Key) causes the sun or moon and sky to move faster, speeding up the perceived progress of time. This has no effect on mobs or mechanics (though it is reported to affect some mods such as RP2 and Buildcraft for functions based on time, be advised).
Pressing the (Toggle Key) causes the watch to turn silver, indicating it is active and is speeding up the progress of your EE machines by 7% (diminishing) per charge level. The amount of EMC this consumes is multiplicative.
At level 0, it consumes 10 EMC per second.
At level 1, it consumes 40 EMC per second.
At level 2, it consumes 90 EMC per second.
At level 3, it consumes 160 EMC per second.
At level 4 (max), it consumes 250 EMC per second.
The Watch also has a potent debuff effect on mobs which scales with the Zero Ring and is active simply by being in your hotbar.
It can also be placed on a Pedestal anywhere in the world (in loaded chunks) to provide a 7% speed buff to machines, globally, while turned on.
The effect of Pedestal - Watch combos is currently capped at 10x speed multiplier, but does not account for chests and the Watch item on the hotbar, meaning 10x + Watch Bonus + Chest Bonuses can be achieved further than 10x. (13.3x maximum)
Talisman of Repair
Spoiler
LMH
SPS
HML
or
HML
SPS
LMH
A very easy to acquire charm that repairs items for you, at the cost of Covalence Dust or time, depending on how it is used. It can also be placed on a Pedestal, causing the Pedestal to repair any item the player has while near it.
It consumes Covalence Dust automatically in the inventory (does not have to be "worn" on the hotbar) to repair any tools or armor in use. It can also be placed in an Alchemy Bag or Alchemical Chest to repair anything within for 1 point per second.
LMH
SPS
HML
or
HML
SPS
LMH
A very easy to acquire charm that repairs items for you, at the cost of Covalence Dust or time, depending on how it is used. It can also be placed on a Pedestal, causing the Pedestal to repair any item the player has while near it.
It consumes Covalence Dust automatically in the inventory (does not have to be "worn" on the hotbar) to repair any tools or armor in use. It can also be placed in an Alchemy Bag or Alchemical Chest to repair anything within for 1 point per second.
Klein Star
Spoiler
Klein Star Ein (level one)
FFF
FDF
FFF
or
Upgrade:
2x of any level Klein Star -> Next Level Klein Star
F - Mobius Fuel, D - Diamond
Klein Stars are the Equivalent Exchange battery. They hold raw EMC for use or transport for a variety of purposes, including fueling your power items, transmuting directly from a Transmutation Tablet or transferring power.
The Ein holds 1 million EMC, with each level after it doubling the storage capacity. The max is 32 million, in the Klein Star Omega (level 6).
A Klein Star, when used in a Transmutation Tablet holding "Latent Energy" will soak up the energy, simultaneously removing any "Fuel" or "Matter" lock it may have had. Thus, anything can be produced or transmuted with a Transmutation Grid, once a player has a Klein Star.
Pressing the (Extra Key) will tell you how much energy your Klein is holding, exactly.
Klein Star Ein (level one)
FFF
FDF
FFF
or
Upgrade:
2x of any level Klein Star -> Next Level Klein Star
F - Mobius Fuel, D - Diamond
Klein Stars are the Equivalent Exchange battery. They hold raw EMC for use or transport for a variety of purposes, including fueling your power items, transmuting directly from a Transmutation Tablet or transferring power.
The Ein holds 1 million EMC, with each level after it doubling the storage capacity. The max is 32 million, in the Klein Star Omega (level 6).
A Klein Star, when used in a Transmutation Tablet holding "Latent Energy" will soak up the energy, simultaneously removing any "Fuel" or "Matter" lock it may have had. Thus, anything can be produced or transmuted with a Transmutation Grid, once a player has a Klein Star.
Pressing the (Extra Key) will tell you how much energy your Klein is holding, exactly.
Alchemy Bag
Spoiler
HHH
WCW
WWW
or
Alchemy Bag + Some Color Dye = That color Alchemy Bag
W - Some color wool (all must be same color), H - High Covalence Dust (dark blue), C - Alchemical Chest
A massive bag capable of storing a full Alchemical Chest (104 stacks) in a portable container. Enables you to use Void Ring, Black Hole Band, Gem of Eternal Density or Repair Talismans effect while you're on the go.
If you die, even if your bag is destroyed, making the same color bag will grant you access to whatever was inside of it.
HHH
WCW
WWW
or
Alchemy Bag + Some Color Dye = That color Alchemy Bag
W - Some color wool (all must be same color), H - High Covalence Dust (dark blue), C - Alchemical Chest
A massive bag capable of storing a full Alchemical Chest (104 stacks) in a portable container. Enables you to use Void Ring, Black Hole Band, Gem of Eternal Density or Repair Talismans effect while you're on the go.
If you die, even if your bag is destroyed, making the same color bag will grant you access to whatever was inside of it.
Divining Rod
Spoiler
CCC
CSC
CCC
C - Covalence Dust, S - Stick or Divining Rod
(Use Low (Green) Covalence Dust and a Stick to get level 1)
Upgrade using higher tier covalence dust in the same pattern.
The Divining rod allows you to "divine" an area's EMC by (Right Click). The divining goes in the direction you clicked, so clicking a block's bottom will aim upwards, top will aim downwards, etc. Each later stage of the Divining Rod has the ability to do smaller scans by changing modes (Toggle Key.
The first level scans a 3x3x3 area and uses 1 EMC.
The second level scans 16x3x3 and is more accurate. It also gives you the best-block-found. Uses 2 EMC.
The third level scans a 64x3x3 area and is the most accurate. It gives you the three-best-blocks found. Uses 3 EMC.
The first number a Divining Rod tells you is the average EMC of the entire area. The other numbers will give you a more important understanding of what the area contains. It will take practice and experimentation to learn what each EMC might be.
CCC
CSC
CCC
C - Covalence Dust, S - Stick or Divining Rod
(Use Low (Green) Covalence Dust and a Stick to get level 1)
Upgrade using higher tier covalence dust in the same pattern.
The Divining rod allows you to "divine" an area's EMC by (Right Click). The divining goes in the direction you clicked, so clicking a block's bottom will aim upwards, top will aim downwards, etc. Each later stage of the Divining Rod has the ability to do smaller scans by changing modes (Toggle Key.
The first level scans a 3x3x3 area and uses 1 EMC.
The second level scans 16x3x3 and is more accurate. It also gives you the best-block-found. Uses 2 EMC.
The third level scans a 64x3x3 area and is the most accurate. It gives you the three-best-blocks found. Uses 3 EMC.
The first number a Divining Rod tells you is the average EMC of the entire area. The other numbers will give you a more important understanding of what the area contains. It will take practice and experimentation to learn what each EMC might be.
Mercurial Eye
Spoiler
OBO
BRB
BDB
O - Obsidian, B - Brick Block, R - Red Matter, D - Diamond
The Mercurial Eye has the power to build walls straight from the energy source of a Klein Star. To open its GUI, press the (Extra Key).
Open opening, you will see a target slot, used to select the block of choice, and a Klein Star slot, which you are required to give power.
The Mercurial Eye has 3 modes:
Creation Mode - The wall you are building starts the space before the block, so it adds on to existing structures.
Extension Mode - The wall you are building extends from existing structures. This is extremely useful for things such as aiming down and creating bridges.
Transmutation Mode - Whatever your target block is, it will transmute the blocks you target to, similar to extension mode. If the EMC of the changed block was greater than your target, you absorb the EMC. If it was less, you spend EMC. If it is the same, the power costs nothing!
New: Pillar Mode - Operates like a kamehameha of blocks. If you hit the top of a block, it will drop a pillar straight down up to 64 layers long (3x3x64). It will "go through" a limited number of walls before collision with a wall will cause it to stop. The very first 3 layers of the effect are immune to "stoppage", but any impact with a block beyond that will cause that section of the wall to abruptly cease formation. This is an EMC vacuum, so be wary when (ab)using it.
OBO
BRB
BDB
O - Obsidian, B - Brick Block, R - Red Matter, D - Diamond
The Mercurial Eye has the power to build walls straight from the energy source of a Klein Star. To open its GUI, press the (Extra Key).
Open opening, you will see a target slot, used to select the block of choice, and a Klein Star slot, which you are required to give power.
The Mercurial Eye has 3 modes:
Creation Mode - The wall you are building starts the space before the block, so it adds on to existing structures.
Extension Mode - The wall you are building extends from existing structures. This is extremely useful for things such as aiming down and creating bridges.
Transmutation Mode - Whatever your target block is, it will transmute the blocks you target to, similar to extension mode. If the EMC of the changed block was greater than your target, you absorb the EMC. If it was less, you spend EMC. If it is the same, the power costs nothing!
New: Pillar Mode - Operates like a kamehameha of blocks. If you hit the top of a block, it will drop a pillar straight down up to 64 layers long (3x3x64). It will "go through" a limited number of walls before collision with a wall will cause it to stop. The very first 3 layers of the effect are immune to "stoppage", but any impact with a block beyond that will cause that section of the wall to abruptly cease formation. This is an EMC vacuum, so be wary when (ab)using it.
Transmutation Tablet
Spoiler
DSD
STS
DSD
D - Dark Matter Block, S - Smoothstone, T - Stationary Transmutation Tablet
The Transmutation Tablet is a portable item from which to execute your mastery of alchemy. See Alchemy Blocks for more information on the Transmutation Tablet.
DSD
STS
DSD
D - Dark Matter Block, S - Smoothstone, T - Stationary Transmutation Tablet
The Transmutation Tablet is a portable item from which to execute your mastery of alchemy. See Alchemy Blocks for more information on the Transmutation Tablet.
Soul, Body, Life and Mind Stones
Spoiler
Soul Stone
GGG
RLR
GGG
G - Glowstone Dust, R - Red Matter, L - Lapis Lazuli
The Soul Stone refills your hearts at a rapid rate of 2 per second, consuming 1 Redstone Dust (64 EMC) per heart healed.
Body Stone
SSS
RLR
SSS
S - Sugar, R - Red Matter, L - Lapis Lazuli
The Body Stone refilles your hunger meter in much the same way the lifestone does, consuming the same amount of fuel.
Life Stone
Body Stone + Life Stone
Simply combines the functions, granting you basic immortality as long as you have fuel to run it. It provides no bonus for fuel consumption, it consumes 64 EMC per hunger OR health point.
BBB
RLR
BBB
B - Book, R - Red Matter, L - Lapis Lazuli
Rapidly consumes your levels when activated by pressing (Toggle Key) to be obtained again at any time by holding the stone and (Right Click)ing. Whenever you right click it gives you a level back, up to the maximum possible amount stored. Useful for preserving your precious Experience.
Soul Stone
GGG
RLR
GGG
G - Glowstone Dust, R - Red Matter, L - Lapis Lazuli
The Soul Stone refills your hearts at a rapid rate of 2 per second, consuming 1 Redstone Dust (64 EMC) per heart healed.
Body Stone
SSS
RLR
SSS
S - Sugar, R - Red Matter, L - Lapis Lazuli
The Body Stone refilles your hunger meter in much the same way the lifestone does, consuming the same amount of fuel.
Life Stone
Body Stone + Life Stone
Simply combines the functions, granting you basic immortality as long as you have fuel to run it. It provides no bonus for fuel consumption, it consumes 64 EMC per hunger OR health point.
BBB
RLR
BBB
B - Book, R - Red Matter, L - Lapis Lazuli
Rapidly consumes your levels when activated by pressing (Toggle Key) to be obtained again at any time by holding the stone and (Right Click)ing. Whenever you right click it gives you a level back, up to the maximum possible amount stored. Useful for preserving your precious Experience.
The Alchemist Machines (Blocks)
Spoiler
Of which there are a few.. no need for subsections here.
Holding (Sneak) while placing blocks prevents the machine from being activated, allowing you to place blocks on top of them or to their sides directly.
Collector
Condenser
Relay
Alchemical Chest
Nova
Interdiction Torch
Furnace
Transmutation Tablet
Pedestal
Of which there are a few.. no need for subsections here.
Holding (Sneak) while placing blocks prevents the machine from being activated, allowing you to place blocks on top of them or to their sides directly.
Collector
Spoiler
Mk1
GgG
GDG
GFG
G - Glowstone Block, g - Glass, D - Diamond Block, F - Furnace
Produces 4 EMC per second in full sunlight, stores up to 10000 EMC passively. 8 queue slots.
Mk2
GDG
GCG
GGG
G - Glowstone Block, D - Dark Matter, C - Mk1 Collector
Produces 12 EMC per second in full sunlight, stores up to 100000 EMC passively. 12 queue slots.
Mk3
GRG
GCG
GGG
G - Glowstone Block, R - Red Matter, C - Mk2 Collector
Produces 24 EMC per second in full sunlight, stores up to 1000000 EMC passively. 16 queue slots.
Collectors produce energy from sunlight to be used in various processes, be it pumped straight into a Condenser or into a relay to charge a Klein Star.
Collectors provide a bonus "pulse" to Relays touching them every second, but the power is based not on the level of the Collector, but the level of the Relay.
Mk1
GgG
GDG
GFG
G - Glowstone Block, g - Glass, D - Diamond Block, F - Furnace
Produces 4 EMC per second in full sunlight, stores up to 10000 EMC passively. 8 queue slots.
Mk2
GDG
GCG
GGG
G - Glowstone Block, D - Dark Matter, C - Mk1 Collector
Produces 12 EMC per second in full sunlight, stores up to 100000 EMC passively. 12 queue slots.
Mk3
GRG
GCG
GGG
G - Glowstone Block, R - Red Matter, C - Mk2 Collector
Produces 24 EMC per second in full sunlight, stores up to 1000000 EMC passively. 16 queue slots.
Collectors produce energy from sunlight to be used in various processes, be it pumped straight into a Condenser or into a relay to charge a Klein Star.
Collectors provide a bonus "pulse" to Relays touching them every second, but the power is based not on the level of the Collector, but the level of the Relay.
Condenser
Spoiler
ODO
DCD
ODO
O - Obsidian, D - Diamond, C - Alchemical Chest
A Condenser, when placed next to a passive Collector or a Relay with energy in it, will do nothing until it has a valid target. Once the target is specified, it will begin drawing energy.
A meter above the target slot will show you an approximate progress of the item being created, while an EMC gauge at the top will give you a more precise reading you may not be familiar with until you've done some experimentation.
A Condenser does not follow the "rules" of a Transmutation Tablet and can produce both matter and fuel. It is useful for automating processes in tandem with Collectors and Relays, especially in conjunction with RedPower 2 or BuildCraft.
(New in EE2v1.0.9) - Condensers will also now consume any item in it which possesses an EMC value, but which is not your current target, whether it is greater or lesser in value makes no difference. Using any item it will fill its natural storage (like a relay) to produce the item you would like. In this way, it is effectively an "auto transmutation table".
A Condenser also has two Alchemical Chest "powers" -
By storing a Gem of Eternal Density, the chest will rapidly condense anything with an EMC value in an attempt to produce the smallest inventory possible. It will not condense ores.
By storing a Black Hole Band, the chest will pull in items, storing them automatically.
By storing a Void Ring, the chest will combine both Black Hole Band and Gem of Eternal Density functions simultaneously, making it a quick, simple relay-condenser combo.
The uses of this are generally limited as the Condenser already tends to function much like a Gem of Eternal Density on its own, but for the sake of options/convenience, I included this in its functionality.
ODO
DCD
ODO
O - Obsidian, D - Diamond, C - Alchemical Chest
A Condenser, when placed next to a passive Collector or a Relay with energy in it, will do nothing until it has a valid target. Once the target is specified, it will begin drawing energy.
A meter above the target slot will show you an approximate progress of the item being created, while an EMC gauge at the top will give you a more precise reading you may not be familiar with until you've done some experimentation.
A Condenser does not follow the "rules" of a Transmutation Tablet and can produce both matter and fuel. It is useful for automating processes in tandem with Collectors and Relays, especially in conjunction with RedPower 2 or BuildCraft.
(New in EE2v1.0.9) - Condensers will also now consume any item in it which possesses an EMC value, but which is not your current target, whether it is greater or lesser in value makes no difference. Using any item it will fill its natural storage (like a relay) to produce the item you would like. In this way, it is effectively an "auto transmutation table".
A Condenser also has two Alchemical Chest "powers" -
By storing a Gem of Eternal Density, the chest will rapidly condense anything with an EMC value in an attempt to produce the smallest inventory possible. It will not condense ores.
By storing a Black Hole Band, the chest will pull in items, storing them automatically.
By storing a Void Ring, the chest will combine both Black Hole Band and Gem of Eternal Density functions simultaneously, making it a quick, simple relay-condenser combo.
The uses of this are generally limited as the Condenser already tends to function much like a Gem of Eternal Density on its own, but for the sake of options/convenience, I included this in its functionality.
Relay
Spoiler
Relays will attempt to pass any energy they receive directly to a machine which could put it to better use: Collectors which are active or Condensers with targets. If such a machine cannot be found, it will store the energy instead.
The energy it can transfer from its internal storage is limited via tier, but the energy it "relays" in the method described above is not.
Mk1
OGO
OCO
OOO
O - Obsidian, G - Glass, C - Mk1 Collector
Burns 1 item per second, receives 1 EMC per second per attached passive Collector, can transfer up to 4 EMC per second from its storage. 6 Queue slots.
Capable of charging or uncharging a Klein Star by up to 16 EMC per tick. (320 per second)
Mk2
ODO
ORO
OOO
Burns 4 items per second, receives 3 EMC per second per attached passive Collector, can transfer up to 12 EMC per second from its storage. 12 Queue slots.
Capable of charging or uncharging a Klein Star by up to 48 EMC per tick. (960 per second)
O - Obsidian, D - Dark Matter, R - Mk1 Relay
Mk3
OMO
ORO
OOO
O - Obsidian, M - Red Matter, R - Mk2 Relay
Burns 20 items per second, receives 6 EMC per second per attached passive Collector, can transfer up to 24 EMC per second from its storage. 20 Queue slots.
Capable of charging or uncharging a Klein Star by up to 96 EMC per tick. (1920 per second)
Relays in tandem with Collectors allow you to produce more energy than your investment would have normally found possible, given the proper layouts.
As a rule, it is better when Relays and Collectors are shared between eachother. The more sides contacting the 'other' machines, the more bonus EMC produced.
The limit occurs as a result of Relays being incapable of transfering power to Relays, and Collectors being incapable of moving power through other Collectors.
In this way, checkerboard (specifically 3-Dimensional diamond) layouts are optimal for almost any application, with as much Collector-Relay alternating contact as possible.
Relays will attempt to pass any energy they receive directly to a machine which could put it to better use: Collectors which are active or Condensers with targets. If such a machine cannot be found, it will store the energy instead.
The energy it can transfer from its internal storage is limited via tier, but the energy it "relays" in the method described above is not.
Mk1
OGO
OCO
OOO
O - Obsidian, G - Glass, C - Mk1 Collector
Burns 1 item per second, receives 1 EMC per second per attached passive Collector, can transfer up to 4 EMC per second from its storage. 6 Queue slots.
Capable of charging or uncharging a Klein Star by up to 16 EMC per tick. (320 per second)
Mk2
ODO
ORO
OOO
Burns 4 items per second, receives 3 EMC per second per attached passive Collector, can transfer up to 12 EMC per second from its storage. 12 Queue slots.
Capable of charging or uncharging a Klein Star by up to 48 EMC per tick. (960 per second)
O - Obsidian, D - Dark Matter, R - Mk1 Relay
Mk3
OMO
ORO
OOO
O - Obsidian, M - Red Matter, R - Mk2 Relay
Burns 20 items per second, receives 6 EMC per second per attached passive Collector, can transfer up to 24 EMC per second from its storage. 20 Queue slots.
Capable of charging or uncharging a Klein Star by up to 96 EMC per tick. (1920 per second)
Relays in tandem with Collectors allow you to produce more energy than your investment would have normally found possible, given the proper layouts.
As a rule, it is better when Relays and Collectors are shared between eachother. The more sides contacting the 'other' machines, the more bonus EMC produced.
The limit occurs as a result of Relays being incapable of transfering power to Relays, and Collectors being incapable of moving power through other Collectors.
In this way, checkerboard (specifically 3-Dimensional diamond) layouts are optimal for almost any application, with as much Collector-Relay alternating contact as possible.
Alchemical Chest
Spoiler
LMH
SDS
ICI
or
HML
SDS
ICI
L - Low Covalence Dust, M - Mid Covalence Dust, H - High Covalence Dust
S - Smoothstone, D - Diamond, I - Iron Ingot, C - Ordinary Chest
An Alchemical Chest is just a single-block chest with a massive amount of storage.
In addition to providing large storage, it can use a few power items to achieve effects:
By storing a Watch of Flowing Time, it will cause any EE Machine within a 1 block radius of the chest to increase output by 10% (diminishing) for free.
By storing a Talisman of Repair, all items in the chest are simultaneously repaired by 1 point per second.
By storing a Gem of Eternal Density, the chest will rapidly condense anything with an EMC value in an attempt to produce the smallest inventory possible. Again, it will not condense ores.
By storing a Black Hole Band, the chest will pull in items, storing them automatically.
By storing a Void Ring, the chest will combine both Black Hole Band and Gem of Eternal Density functions simultaneously, making it a quick, simple relay-condenser combo.
Finally an Interdiction Torch in the chest will cause it to give a maximum light level, and apply a push force to any mob that gets near your chest.
This can be useful in cave-mining waystations when your back is turned!
LMH
SDS
ICI
or
HML
SDS
ICI
L - Low Covalence Dust, M - Mid Covalence Dust, H - High Covalence Dust
S - Smoothstone, D - Diamond, I - Iron Ingot, C - Ordinary Chest
An Alchemical Chest is just a single-block chest with a massive amount of storage.
In addition to providing large storage, it can use a few power items to achieve effects:
By storing a Watch of Flowing Time, it will cause any EE Machine within a 1 block radius of the chest to increase output by 10% (diminishing) for free.
By storing a Talisman of Repair, all items in the chest are simultaneously repaired by 1 point per second.
By storing a Gem of Eternal Density, the chest will rapidly condense anything with an EMC value in an attempt to produce the smallest inventory possible. Again, it will not condense ores.
By storing a Black Hole Band, the chest will pull in items, storing them automatically.
By storing a Void Ring, the chest will combine both Black Hole Band and Gem of Eternal Density functions simultaneously, making it a quick, simple relay-condenser combo.
Finally an Interdiction Torch in the chest will cause it to give a maximum light level, and apply a push force to any mob that gets near your chest.
This can be useful in cave-mining waystations when your back is turned!
Nova
Spoiler
TNT + Mobius Fuel = 2 Nova Catalysts
Nova Catalyst + Aeternalis Fuel = 2 Nova Cataclysms
A Nova is a specialized explosive which applies EE lag-reduction to create a single item drop entity. All drops that would've normally been produced as a result of the blast are stored in one entity.
The explosion itself is fairly massive, but deals zero damage to entities and, as a result, destroys no drops. It cannot harm the player or creatures, but it can create a crater big enough to deal fall damage.
A redstone torch placed directly on a Nova will not detonate it.
A punch to a Nova will break the block. They must be set off via flint and steel or a redstone pulse, or, optionally, another Nova Catalyst.
When Novas are destroyed by other Novas, they do not set a fuse. Instead their explosion reaction is instantaneous, potentially creating very large chain reactions.
When normally placed by a player, the Nova will "remember" the player and attempt to send the drops directly to that player. Otherwise, the drop will form at the epicenter of the blast.
A Nova Catalyst has an approximate blast radius of 6-7 blocks.
A Nova Cataclysm, by comparison, has about 12 times the explosive power of a Nova Catalyst, with a radius of 12-14.
Be advised when using clusters of Novas that standing too close will result in extreme air time which may or may not kill you.
TNT + Mobius Fuel = 2 Nova Catalysts
Nova Catalyst + Aeternalis Fuel = 2 Nova Cataclysms
A Nova is a specialized explosive which applies EE lag-reduction to create a single item drop entity. All drops that would've normally been produced as a result of the blast are stored in one entity.
The explosion itself is fairly massive, but deals zero damage to entities and, as a result, destroys no drops. It cannot harm the player or creatures, but it can create a crater big enough to deal fall damage.
A redstone torch placed directly on a Nova will not detonate it.
A punch to a Nova will break the block. They must be set off via flint and steel or a redstone pulse, or, optionally, another Nova Catalyst.
When Novas are destroyed by other Novas, they do not set a fuse. Instead their explosion reaction is instantaneous, potentially creating very large chain reactions.
When normally placed by a player, the Nova will "remember" the player and attempt to send the drops directly to that player. Otherwise, the drop will form at the epicenter of the blast.
A Nova Catalyst has an approximate blast radius of 6-7 blocks.
A Nova Cataclysm, by comparison, has about 12 times the explosive power of a Nova Catalyst, with a radius of 12-14.
Be advised when using clusters of Novas that standing too close will result in extreme air time which may or may not kill you.
Interdiction Torch
Spoiler
TDT
DPD
GGG
T - Redstone Torch, D - Diamond, P - Philosopher's Stone, G - Glowstone Dust
Yields 2 torches.
An interdiction torch provides the highest possible natural light (1 point more than a normal torch) in addition to providing a small "push" force to any hostile entities in its AoE.
The push force is 5 blocks of distance, redstone pulses to sustain harder force is no longer an option (or required - the original push force was 3). There may be other torches with different/more potent effects in the future.
TDT
DPD
GGG
T - Redstone Torch, D - Diamond, P - Philosopher's Stone, G - Glowstone Dust
Yields 2 torches.
An interdiction torch provides the highest possible natural light (1 point more than a normal torch) in addition to providing a small "push" force to any hostile entities in its AoE.
The push force is 5 blocks of distance, redstone pulses to sustain harder force is no longer an option (or required - the original push force was 3). There may be other torches with different/more potent effects in the future.
Furnace
Spoiler
DM Furnace
DDD
DFD
DDD
D - Dark Matter Block, F - Normal Furnace
Has 8 queue slots for input, 8 for output, a single fuel slot and an active input/output slot, for a total of 9 each.
When smelting ores, it has a 50% chance to double its output each smelt. It is 2.5x more fuel efficient, and roughly 20 times faster than a standard furnace.
When smelting, if a chest is present, it will attempt to place the results of its labor in the adjacent chest.
It can also be powered by EMC directly using a Collector or Relay, and is the only furnace or machine capable of using Alchemical Coal, Mobius or Aeternalis Fuel.
When using Charcoal, it treats it as normal Coal, but when using normal Coal, it gives it a fuel value 4 times its original equivalent.
RM Furnace
RRR
RFR
RRR
R - Red Matter Block, F - Dark Matter Furnace
Precisely the same as the DM Furnace in most respects, its fuel efficiency is the same, but it is roughly 60 times faster than a standard furnace.
It also has 4 additional input and output slots, for a total of 13 each.
When smelting ores, it will always double the output.
DM Furnace
DDD
DFD
DDD
D - Dark Matter Block, F - Normal Furnace
Has 8 queue slots for input, 8 for output, a single fuel slot and an active input/output slot, for a total of 9 each.
When smelting ores, it has a 50% chance to double its output each smelt. It is 2.5x more fuel efficient, and roughly 20 times faster than a standard furnace.
When smelting, if a chest is present, it will attempt to place the results of its labor in the adjacent chest.
It can also be powered by EMC directly using a Collector or Relay, and is the only furnace or machine capable of using Alchemical Coal, Mobius or Aeternalis Fuel.
When using Charcoal, it treats it as normal Coal, but when using normal Coal, it gives it a fuel value 4 times its original equivalent.
RM Furnace
RRR
RFR
RRR
R - Red Matter Block, F - Dark Matter Furnace
Precisely the same as the DM Furnace in most respects, its fuel efficiency is the same, but it is roughly 60 times faster than a standard furnace.
It also has 4 additional input and output slots, for a total of 13 each.
When smelting ores, it will always double the output.
Transmutation Tablet
Spoiler
OSO
SPS
OSO
O - Obsidian, S - Smoothstone, P - Philosopher's Stone (You get this back)
This is where the journeyman alchemist will take his first steps in transmutation.
At first, you won't know any materials by heart. Open the tablet by (Right Click) and the GUI will open.
To "Learn" a transmutation, you must place an item you wish to learn into the transmutation grid or target slot anywhere. That's all! Once you've encountered an item once in your travels and learned it, you will be capable of transmuting to it whenever you desire.
A Transmutation Tablet is "locked" based on what is in it, or if nothing is in it and it has energy, what was in it last.
Fuel can only be made into fuel. Matter can only be made into matter. Once you have a Klein Star, you can easily bend and break these rules.
OSO
SPS
OSO
O - Obsidian, S - Smoothstone, P - Philosopher's Stone (You get this back)
This is where the journeyman alchemist will take his first steps in transmutation.
At first, you won't know any materials by heart. Open the tablet by (Right Click) and the GUI will open.
To "Learn" a transmutation, you must place an item you wish to learn into the transmutation grid or target slot anywhere. That's all! Once you've encountered an item once in your travels and learned it, you will be capable of transmuting to it whenever you desire.
A Transmutation Tablet is "locked" based on what is in it, or if nothing is in it and it has energy, what was in it last.
Fuel can only be made into fuel. Matter can only be made into matter. Once you have a Klein Star, you can easily bend and break these rules.
Pedestal
Spoiler
RDR
RDR
DDD
R - Red Matter, D - Dark Matter Blocks
The Pedestal is a potent device capable of utilizing specific items of alchemical power to create AoE fields for free.
Currently the items which work on the Pedestal:
Watch of Flowing Time - Creates a global 7% speed boost (diminishing effect) for all Collectors and Relays (and thus Condensers by transit). The speed boost is capped at 10x.
Volcanite - Simply changes the weather, if it's raining, to be sunny.
Evertide - Simply changes the weather, if it's sunny, to be raining.
Swift Wolf's Rending Gale - Causes mobs that stray too near to be struck viciously with lightning, and occasionally summon lightning for no good reason. Be wary.
Soul Stone - Causes a player in the vicinity to be healed rapidly.
Talisman of Repair - Causes a player in the vicinity to have his or her items repaired rapidly.
Ignition Ring - Mobs which stray too close will burst into flames, and take powerful DoT.
Harvest Goddess Band - Causes crops to grow quickly and auto-harvest in the Pedestal's 5 block radius.
Archangel's Smite - Mobs which stray too close will be pummeled by an automated homing arrow machinegun.
Interdiction Torch - Forces arrows, fireballs and creatures away from the Pedestal in a maximum potency push force.
Black Hole Band - Causes mobs to be sucked into a gravity well around the Pedestal, rendering them helpless and incapable. In EE2 v1.0.9 the effect on items was also reintroduced, its exploits have been removed. When a chest is placed next to a BHB equipped pedestal, it will place the items in that chest. This is only arguably useful in mob grinders, since it saves you the requirement of having two Black Hole Bands for both the trap and item storage.
RDR
RDR
DDD
R - Red Matter, D - Dark Matter Blocks
The Pedestal is a potent device capable of utilizing specific items of alchemical power to create AoE fields for free.
Currently the items which work on the Pedestal:
Watch of Flowing Time - Creates a global 7% speed boost (diminishing effect) for all Collectors and Relays (and thus Condensers by transit). The speed boost is capped at 10x.
Volcanite - Simply changes the weather, if it's raining, to be sunny.
Evertide - Simply changes the weather, if it's sunny, to be raining.
Swift Wolf's Rending Gale - Causes mobs that stray too near to be struck viciously with lightning, and occasionally summon lightning for no good reason. Be wary.
Soul Stone - Causes a player in the vicinity to be healed rapidly.
Talisman of Repair - Causes a player in the vicinity to have his or her items repaired rapidly.
Ignition Ring - Mobs which stray too close will burst into flames, and take powerful DoT.
Harvest Goddess Band - Causes crops to grow quickly and auto-harvest in the Pedestal's 5 block radius.
Archangel's Smite - Mobs which stray too close will be pummeled by an automated homing arrow machinegun.
Interdiction Torch - Forces arrows, fireballs and creatures away from the Pedestal in a maximum potency push force.
Black Hole Band - Causes mobs to be sucked into a gravity well around the Pedestal, rendering them helpless and incapable. In EE2 v1.0.9 the effect on items was also reintroduced, its exploits have been removed. When a chest is placed next to a BHB equipped pedestal, it will place the items in that chest. This is only arguably useful in mob grinders, since it saves you the requirement of having two Black Hole Bands for both the trap and item storage.
CREDITS:
Spoiler
-=-Risugami, for your modloader, for your irc channel, and all your help with both.
-=-The Yogscast and specifically Simon and Lewis for their extremely flattering praise of the mod, which has gained it the immense popularity it has lately received. I owe you guys for the spotlight, big time.
-=-303, for homing arrows and BaseProjectile. You're made of win.
-=-Player and RichardG, for not just being supportive of SMP, but sharing knowledge of IC2 to help make EE SMP a reality. I owe you guys.
-=-Eloraam, just because. I've learned more from studying her methods than I think anyone else I've studied. She's also just plain cool.
-=-TheThirdMike, author of RWays, CastleDoors and Garages, for his props file, which I stole in my pathetic beginnings, and still feel bad about.
-=-iChun - I used the portal gun projectile for EntityPyrokinesis. Codewise, they were once suspiciously similar. They're so heavily modified now, I'm not sure iChun belongs on the list. Here he is anyways!
-=-Alblaka - ITNT was the model for Nova Catalyst, and I also use his "sun" image from solar collectors in my Aggregator. Alblaka's mod was my inspiration for modding in the first place, really, and his code has taught me more than I can list here.
-=-The Testers of which there are so many to name, many of whom are already on this list. Cyco, GeminiRai, Cale, WayOfTime and mDiyo put the most time into this one, so HUGE THANKS.
-=-Cyco for his "LootBall" suggestion for saving people lag and misery.
-=-DamionRayne(aka NavyRayne) designed the very mysterious block that currently doesn't have a use. Be patient.
-=-Nandonalt for teaching me that recipes will accept an itemstack with a "-1" durability.
-=-SmallDeadGuy (xSmallDeadGuyx) for Diamond Furnace, which I used as a model for mine, eons ago.
-=-Corosus for pointing out that ItemBucket.class contains a wealth of information on player heading. It still comes in handy to this day.
-=-TheMorgeh for his "Earth Wand", which I tore apart to make wall manipulation functions. They don't look anything like his, now, but I felt him worth mentioning.
-=-grimarchangel gets a special thanks for taking the time and preparation to make videos for this mod, some time ago. He's the source of a lot of the first ideas in the mod. Also thank you for heavy testing and constant input!
-=-mDiyo gets a special thanks for breaking things constantly and helping me fix them, constant input on ideas and balancing suggestions, and generally being all around helpful and wintastic. He also made the sprites for the Klein Star, and he's a huge help with coding. He's just helpful all around really.
-=-MidnightLightning for the awesome GUI of the Transmutation Grid AND the Collector. And for lots and lots of work on the wiki. Seriously, amazing work. And he keeps making them better!
-=-limitless285 for the great mod banners, they really have a minecraft-feel to them, which I tremendously dig. Feel free to add the banner to your sig, I don't think he'll mind. :3
-=-DireWolf20 and KaijHatesCurse for the KICK ASS let's plays and tutorials, they are definitely worth watching.
-=Fudgy Fetus gets a special thanks for the activation sprites, representing the rings which require activations. This makes the items much more transparent in their usage.
-=MatteotheHumbleMiner gets a special thanks for being constantly supportive and keeping my morale up when I was (and frequently am) intensely frustrated, and in general for being a tester and a fan.
-=-aymanar, zHESSTY, EternalDensity, HumdrumInsanity, WayOfTime, Daseku and other fans who have helped me balance and tweak my designs.
-=-Infinitysamurai for saying "hey, you should get a wiki!" - And then we did.
-=-ALL WIKI ORGANIZERS for.. being wiki organizers, duh.
-=-but especially Adam222 who has single handedly done more on the wiki than anybody, except the guy who took, cropped and spritesheeted all the pictures. Oh yeah, that was me.
-=-Tyrecius for his awesome work on recipe formatting scripts and...
-=-Chrometheus for most of the work on 6.0 wiki content being done by him before it was even released.
-=-Caden Donuts and Ruyan for their work on the Sphax texture pack!
-=-ShadwDrgn (aka MisterShakie) for letting us crash at his pad (server) and being awesome support, and also awesome vids. And the SSH and test server. And just being a friend. You rock Shakie.
-=-genshou for not calling my idea teh suck, when I was just starting.
And as importantly, thanks to all who download the mod, suggest new content, vote on polls, read my ramblings, and show their appreciation! I wouldn't be making anything public if it weren't for the lot of you.
-=-Risugami, for your modloader, for your irc channel, and all your help with both.
-=-The Yogscast and specifically Simon and Lewis for their extremely flattering praise of the mod, which has gained it the immense popularity it has lately received. I owe you guys for the spotlight, big time.
-=-303, for homing arrows and BaseProjectile. You're made of win.
-=-Player and RichardG, for not just being supportive of SMP, but sharing knowledge of IC2 to help make EE SMP a reality. I owe you guys.
-=-Eloraam, just because. I've learned more from studying her methods than I think anyone else I've studied. She's also just plain cool.
-=-TheThirdMike, author of RWays, CastleDoors and Garages, for his props file, which I stole in my pathetic beginnings, and still feel bad about.
-=-iChun - I used the portal gun projectile for EntityPyrokinesis. Codewise, they were once suspiciously similar. They're so heavily modified now, I'm not sure iChun belongs on the list. Here he is anyways!
-=-Alblaka - ITNT was the model for Nova Catalyst, and I also use his "sun" image from solar collectors in my Aggregator. Alblaka's mod was my inspiration for modding in the first place, really, and his code has taught me more than I can list here.
-=-The Testers of which there are so many to name, many of whom are already on this list. Cyco, GeminiRai, Cale, WayOfTime and mDiyo put the most time into this one, so HUGE THANKS.
-=-Cyco for his "LootBall" suggestion for saving people lag and misery.
-=-DamionRayne(aka NavyRayne) designed the very mysterious block that currently doesn't have a use. Be patient.
-=-Nandonalt for teaching me that recipes will accept an itemstack with a "-1" durability.
-=-SmallDeadGuy (xSmallDeadGuyx) for Diamond Furnace, which I used as a model for mine, eons ago.
-=-Corosus for pointing out that ItemBucket.class contains a wealth of information on player heading. It still comes in handy to this day.
-=-TheMorgeh for his "Earth Wand", which I tore apart to make wall manipulation functions. They don't look anything like his, now, but I felt him worth mentioning.
-=-grimarchangel gets a special thanks for taking the time and preparation to make videos for this mod, some time ago. He's the source of a lot of the first ideas in the mod. Also thank you for heavy testing and constant input!
-=-mDiyo gets a special thanks for breaking things constantly and helping me fix them, constant input on ideas and balancing suggestions, and generally being all around helpful and wintastic. He also made the sprites for the Klein Star, and he's a huge help with coding. He's just helpful all around really.
-=-MidnightLightning for the awesome GUI of the Transmutation Grid AND the Collector. And for lots and lots of work on the wiki. Seriously, amazing work. And he keeps making them better!
-=-limitless285 for the great mod banners, they really have a minecraft-feel to them, which I tremendously dig. Feel free to add the banner to your sig, I don't think he'll mind. :3
-=-DireWolf20 and KaijHatesCurse for the KICK ASS let's plays and tutorials, they are definitely worth watching.
-=Fudgy Fetus gets a special thanks for the activation sprites, representing the rings which require activations. This makes the items much more transparent in their usage.
-=MatteotheHumbleMiner gets a special thanks for being constantly supportive and keeping my morale up when I was (and frequently am) intensely frustrated, and in general for being a tester and a fan.
-=-aymanar, zHESSTY, EternalDensity, HumdrumInsanity, WayOfTime, Daseku and other fans who have helped me balance and tweak my designs.
-=-Infinitysamurai for saying "hey, you should get a wiki!" - And then we did.
-=-ALL WIKI ORGANIZERS for.. being wiki organizers, duh.
-=-but especially Adam222 who has single handedly done more on the wiki than anybody, except the guy who took, cropped and spritesheeted all the pictures. Oh yeah, that was me.
-=-Tyrecius for his awesome work on recipe formatting scripts and...
-=-Chrometheus for most of the work on 6.0 wiki content being done by him before it was even released.
-=-Caden Donuts and Ruyan for their work on the Sphax texture pack!
-=-ShadwDrgn (aka MisterShakie) for letting us crash at his pad (server) and being awesome support, and also awesome vids. And the SSH and test server. And just being a friend. You rock Shakie.
-=-genshou for not calling my idea teh suck, when I was just starting.
And as importantly, thanks to all who download the mod, suggest new content, vote on polls, read my ramblings, and show their appreciation! I wouldn't be making anything public if it weren't for the lot of you.
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
Here recently, the list has gotten incredibly long, so I decided to put it in a spoiler! I still want to keep it updated so I have a list of everyone who has shown their support. You guys are made of win. Your generosity is downright insane!!
Here recently, the list has gotten incredibly long, so I decided to put it in a spoiler! I still want to keep it updated so I have a list of everyone who has shown their support. You guys are made of win. Your generosity is downright insane!!
Jeffrey H. - $50 Dustin S. - $10 Matt M - $10 W.S.Y. - $3 Don C - $50 Adam R - $7.50 Alex G - $15 Don H - $15 James T - $50 AJ - $10 Jeremiah S - $13.37 (You're made of win!) My Buddy Drew! - $20 (I miss you man!) Mike MB - $40 Andrew S - $150 Mike M - $2.50 Anony Mouse (lol) - $25 Bob T - $5.91 Scott H - $25 C Bacon - $0.01 Matt HB - $5 Ryan H. - $15 ED - $100 Scott L. - $20 Ed M. - $10 Antonio L. - $5 David C. - $10 Daniel S. - $5 RD. - $15 Charles T. - $25 Craig S. - $50 Per E. - $10 Audrius B. - $20 Michael Y. - $5 Rob D. - $25 Daniel S. - $30 Brandon T. - $5 Devin H. - $10 Michael R. - $10 Brian S. - $10 George C. - $10 Lucas G. - $10 Zachary K. - $100 Miesha - $25 Neal P. - $10 Josh C. - $30 Ren? B. - $10
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

Best friends.

Oh.. a thousand.

Original.

Finest!

Enjoy the mod.

Help





button in the bottom right of my post.


















