[Mod] Money (or Economy) [201207] [money]
- kotolegokot
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- Location: Russia, Ishim
To get admin shop, you should use /giveme.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
How to solve the money ammount problem :
1 - create a new item called money that is worth one minetoon each
2 - create a ATM machine that is placed by the admins. That ATM machine lends money with a interest rate that is setup by the admins. That interest rate should take into account the rate of failure, because some people will be unable to pay their debts.
3 - a new player enters the server, he goes to the ATM and takes a loan.
4 - With the loan the player buys mining equipment and goes mining. He sells the mining results and pays his outstanding debits with the ATM.
5 - The surplus he can sell in the market to earn more money.
6 - The admins should setup "public works", like building roads and leveling land for a city to grow. Admins pays a salary for that work, transfering back to the players what was earned by the lend system.
1 - create a new item called money that is worth one minetoon each
2 - create a ATM machine that is placed by the admins. That ATM machine lends money with a interest rate that is setup by the admins. That interest rate should take into account the rate of failure, because some people will be unable to pay their debts.
3 - a new player enters the server, he goes to the ATM and takes a loan.
4 - With the loan the player buys mining equipment and goes mining. He sells the mining results and pays his outstanding debits with the ATM.
5 - The surplus he can sell in the market to earn more money.
6 - The admins should setup "public works", like building roads and leveling land for a city to grow. Admins pays a salary for that work, transfering back to the players what was earned by the lend system.
- kotolegokot
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- Location: Russia, Ishim
Maybe, they fill in the form wrong.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
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The mod is very nice for multiplayer servers. It would be good if it would be easier to define how much a shop is willing to buy of a certain node - else you may end up with a chest full of nodes of which you only wanted half a stack - and without no money left.
Also it would be nice to have a log that shows who bought what (not the time! only the amount) so that popular shops can be refilled and it gets easier to find out what the customers want.
Also it would be nice to have a log that shows who bought what (not the time! only the amount) so that popular shops can be refilled and it gets easier to find out what the customers want.
A list of my mods can be found here.
Is it possilbe to have a way for admins to monitor transactions?
Something that would register in the server logs any time a money mod function is used?
For settling disputes and confirming large transactions (between who and how much and for what).
Perhaps a GUI menu that is invoked by a money command. The fields of the menu would carry out the action as well as write a line to the server log.
For example:
Player1 _______________
Player2 _______________
Pay
Amount _______________
For item:code ___________
Trade
Trade item:code quantity
For item:code quantity
Thanks for a great mod!
Something that would register in the server logs any time a money mod function is used?
For settling disputes and confirming large transactions (between who and how much and for what).
Perhaps a GUI menu that is invoked by a money command. The fields of the menu would carry out the action as well as write a line to the server log.
For example:
Player1 _______________
Player2 _______________
Pay
Amount _______________
For item:code ___________
Trade
Trade item:code quantity
For item:code quantity
Thanks for a great mod!
My blog: LazyJ's Minetest World
This is an awesome mod, but I found a bug. If I freeze the account of a player, he can still use money (buy and sell). Please solve this problem.
Edit: I tested it with the Minetest version 0.4.6
Edit: I tested it with the Minetest version 0.4.6
Last edited by Cooper97 on Sun Jun 02, 2013 07:52, edited 1 time in total.
Sorry for my bad english. (I am from germany.)
- Menche
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Same as you would give any privilege:brunob.santos wrote:how can I give the privilege of money to a player?kotolegokot wrote: Commands for players (requires "money" privilege):
Code: Select all
/grant user priv
Code: Select all
/grant user money
An innocent kitten dies every time you top-post.
I only want one thing: the ability to retune my shop without emptying it, digging it up, and replacing it. Being able to change prices (in particular) is a normal part of doing any sort of business. I do not see why, if I left-click my own shop (containing goods), I should not be taken to the tuning screen.
As for not wanting a shop to be flooded with goods when you only want some: You may have offered too much for the item in question; offer less. Another strategy is to move dummy goods into most of the slots -- dirt, perhaps. It only takes one block to fill that slot. You can leave as few as one slot open to accept goods and limit your buy to 99 items regardless of supply.
This is a fine, well thought-out mod. It needs only that one tweak.
As for not wanting a shop to be flooded with goods when you only want some: You may have offered too much for the item in question; offer less. Another strategy is to move dummy goods into most of the slots -- dirt, perhaps. It only takes one block to fill that slot. You can leave as few as one slot open to accept goods and limit your buy to 99 items regardless of supply.
This is a fine, well thought-out mod. It needs only that one tweak.
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Beeing able to change the price would be most helpful, yes.
As for the limiting of bought nodes through adding "fillers" in the other slots: Yes, that works, but it does not look so great and is rather impractical.
As for the limiting of bought nodes through adding "fillers" in the other slots: Yes, that works, but it does not look so great and is rather impractical.
A list of my mods can be found here.
- BrunoMine
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Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
Comunidade Minetest Brasil
www.minetestbrasil.com
- kotolegokot
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- Posts: 131
- Joined: Mon Jul 02, 2012 17:03
- Location: Russia, Ishim
Do what you want.brunob.santos wrote:Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
- Menche
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- Joined: Sat Jul 02, 2011 00:43
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You mean change the name of the money? Edit the CURRENCY_POSTFIX variable in settings.lua.brunob.santos wrote:Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.
An innocent kitten dies every time you top-post.
Announcement
I worked on this mod to address the very issue I raised earlier about easier repricing; that's now in master. Punch to detune a shop, then right-click as usual to open the tuning form.
Details: https://github.com/Kotolegokot/minetest ... y/issues/1
I've also straightened out a minor bug that surfaced; and clarified (I trust) some of the words (code and displayed text) used to indicate the direction of a transaction.
Now kotolegokot has worked hard on this mod and created a truly important thing. But I'll be maintaining 'money' from now on and I hope to build on this excellent foundation. Various players have commented casually about things they want and I have a few ideas of my own.
So please, if you are running 'money' now, go ahead and update to the current 'master' branch head; and let me know what you want to see.
I worked on this mod to address the very issue I raised earlier about easier repricing; that's now in master. Punch to detune a shop, then right-click as usual to open the tuning form.
Details: https://github.com/Kotolegokot/minetest ... y/issues/1
I've also straightened out a minor bug that surfaced; and clarified (I trust) some of the words (code and displayed text) used to indicate the direction of a transaction.
Now kotolegokot has worked hard on this mod and created a truly important thing. But I'll be maintaining 'money' from now on and I hope to build on this excellent foundation. Various players have commented casually about things they want and I have a few ideas of my own.
So please, if you are running 'money' now, go ahead and update to the current 'master' branch head; and let me know what you want to see.
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One thing that I've been meaning to code into this mod but never got around to is a way to specify merchandise by just dragging a sample of what is to be sold into the formspec rather than having to deduce it's item name; this would be particularly useful when selling stuff from mods like mesecons which have really odd names for their items…
Also, how about adding mesecons/digilines support (perhaps in the form of a block that produces a pulse when payment is issued) so that people can build things that require payment to run, like more generalized merchandise dispensers, pay gates, coin-operated laundry, or online banking…
Also, how about adding mesecons/digilines support (perhaps in the form of a block that produces a pulse when payment is issued) so that people can build things that require payment to run, like more generalized merchandise dispensers, pay gates, coin-operated laundry, or online banking…
-
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Automatic determination of the name of the item that is to be sold is certainly important. Most players do not know the name of all items they want to sell. Maybe you could add merchandise to the shops inventory first and then, after something is inserted and thus it's certain what is to be sold, show the setup (shop name, amount to be sold together, price).
For shops that want to buy, setting a limit (only buy for x amount of money/only buy up to y of these) would be very helpful.
The vending system used on the Landrush server gives some helpful information in its infotext shown at mouseover: Is the shop owner out of money? Does the shop contain items? What is sold, and at which price? (even with price per item). That's a nice feature. Maybe that can be adopted for these shops here as well.
The barter shops on VanessaEs server have the advantage that they're able to exchange combinations of items for combinations of items. Maybe that would be too much for this mod as it's more money-based.
It would be great if it would be possible to see who bought which amount of items (not when!) so that you can offer regular customers presents or reduced prices occasionally (manually of course - that's nothing that can be automatized).
Another helpful point would be to have a node that shows you with one click which shops ran dry and need refilling.
If you want to really dig into it, combining the shops with the pipeworks mod and allowing automatic refill through pneumatic tubes might be fun.
For shops that want to buy, setting a limit (only buy for x amount of money/only buy up to y of these) would be very helpful.
The vending system used on the Landrush server gives some helpful information in its infotext shown at mouseover: Is the shop owner out of money? Does the shop contain items? What is sold, and at which price? (even with price per item). That's a nice feature. Maybe that can be adopted for these shops here as well.
The barter shops on VanessaEs server have the advantage that they're able to exchange combinations of items for combinations of items. Maybe that would be too much for this mod as it's more money-based.
It would be great if it would be possible to see who bought which amount of items (not when!) so that you can offer regular customers presents or reduced prices occasionally (manually of course - that's nothing that can be automatized).
Another helpful point would be to have a node that shows you with one click which shops ran dry and need refilling.
If you want to really dig into it, combining the shops with the pipeworks mod and allowing automatic refill through pneumatic tubes might be fun.
A list of my mods can be found here.
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I sort of accidentally happened across an admin shop vending machine on a server once and wound up placing an indestructible admin shop as well…Azuna wrote:i cant get rid of the admin shop i placed.
I believe that it is possible to dig admin shops if one has money admin privileges; otherwise, worldedit always works…
Or disable/remove from minetest/mods the money mod. It will give you a diggable unknown block. Then enable/put back in minetest/mods the money mod.hdastwb wrote:I sort of accidentally happened across an admin shop vending machine on a server once and wound up placing an indestructible admin shop as well…Azuna wrote:i cant get rid of the admin shop i placed.
I believe that it is possible to dig admin shops if one has money admin privileges; otherwise, worldedit always works…
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