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EldritchCarMaker

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EldritchCarMaker

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About this mod

Exchange Items Equivalently!

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Adds three new buildable interior structures, these are
- The Item Research Station
Used for "researching" and breaking down items into their ECM value. This is the only way to get ECM in the mod, dump items into this glorified trash can extremely high tech laboratory and you'll unlock that item for exchange and get some ECM for future use.


- The Auto Item Converter
On it's own, not much more than a convenience structure. You can tell it an item to make, and it will constantly refill itself with that item at the cost of your ECM (ECM is converted when the item is taken out of the container, so you can change items whenever without worry of wasting any). You can build one next to your cyclops decoy tube, and then you have easy and quick access to more decoys to refill it. You can have it make medkits, so it acts as a medkit fabricator (I will hear no slander of its beautiful model). On its own, it's a convenience item and not much else. The real power comes when combined with Auto Storage Transfer, or any other mods allowing similar functions. That ability to build a container next to your cyclops decoy tube? That just became automatic refilling. Combine with Cyclops Torpedoes and you can now automatically convert ECM to torpedoes as you shoot them. When I finally update Auto Storage Transfer Compatibility, it'll mean automatic bioreactor refills, and semi-automatic nuclear reactor refills. Combine with a drill from a mod like FCS (once that gets update) and automatically transfer items into the Item Research Station for passive ECM gain. The possibilities increase tenfold.

- The Easy Conversion Antenna
REQUIRES EASY CRAFT INSTALLED TO FUNCTION, HAS NO USE OTHERWISE. Allows ECM to be used to automatically convert items whenever easycraft requires an item for fabrication. Drains a small amount of power, and has a limited range, but works for fabricators, builder tool, mobile vehicle bay (if you're close enough), anything easycraft works with.


It also includes an equippable item which acts as a portable version of the Easy Conversion Antenna, but is extremely expensive, and intended for end-game use. This item is a chip that allows you to use the Easy Conversion Antenna effect with unlimited range and no power consumption.

What is "ECM"?
Aside from being a very nice name, it's the "currency" of the mod. Each item has an ECM value, this is calculated automatically via the recipe of that item. Base materials like titanium, copper, magnetite, etc, are all given basic  ECM values, and everything else is calculated from there. Does that make this mod "balanced" or "fair"? No. No it does not. But it does make it fun, and that's my end goal. Unfortunately I'm only one person, and I'm a very lazy person at that, so not all items have ECM values. All items with recipes have them automatically, but certain organic items do not, and as a result they have the default value of 50 ECM. Is this broken? Yea, probably. One decorative plant seed should probably not be the equivalent of 10 titanium. But am I going to go through every organic thing, every seed, fish, etc, and write up the proper values for them? No, I'm honestly not. But this mod thankfully does have a large config, meaning you can change everything from the base cost of resources, the tab that those resources are found in, any inefficiency values between conversions, any blacklisted items that shouldn't be allowed, and any strings to automatically filter (for example filtering "fragment" just in case you somehow got access to a fragment as an item, you shouldn't be allowed to use it with this mod). So if you think I'm too lazy, I highly encourage you to make your own config to add values to things that don't have them, and then put it in the comments or as its own mod. If you give permission, I may even incorporate it into this mod within the main file.

How do I use ECM?
It's main way of use is through the exchange menu, which can be opened by hitting both exchange menu keys at the same time, the keys are K and J by default, but are configurable. They're required to press both at the same time primarily to avoid annoyance when typing into things like the console, locker name inputs, sub name inputs, etc. but they can just be set to the same button if you don't care. The other ways are through the Auto Item Converter and the Easy Conversion Antenna (and chip) as described above.










If you like this mod or any of my others, check out the subnautica modding server as they have a modder of the year poll going
on right now. So go ahead and vote for me!

Mod page brought to you by Abyzma Industries because Eld is lazy