I suggest that the currency be coins, minted from a metal like Gold, because paper (what it looks like now) is generally worthless.
However, you could make it so the paper functions as a kind of "IOU", where in a bank somewhere there would be gold matching the printed value of the note.
Also, machines for making money would be nice. You can use the "crafter" mod to make custom crafting definition types for said machines, instead of having to do horrible hackwork.
[Mod] Currency and economy [currency][0.1]
- SegFault22
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The shops are decorative, work fine and are easy to use. If you want to give your players a simple to use trade system, this one here will be ok for most servers. The barter table certainly is a nice idea. Just don't expect a flowing economy with a handful of players and on a MT server :-)mectus11 wrote: Now tell me why would I use this mod?
A list of my mods can be found here.
- Dan Duncombe
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Update all! I fixed the message error, thanks to nore's help.
EDIT: This resulted in a new bug where trades don't work properly. Hopefully this will get fixed soon.
EDIT: This resulted in a new bug where trades don't work properly. Hopefully this will get fixed soon.
Last edited by VanessaE on Sun Nov 24, 2013 23:07, edited 1 time in total.
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- BrunoMine
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In my idea! There must be a central market. Basic intens exchange for cash (such as tree, coblestone...)
Note:
With everything, we need a mod that works as gps pointing stores. (but you can still use it to land in the center/spawn.)
this is my strategy in minemacro (it was a success, I intend to keep 24 hours in the future)
Note:
- Players will start as a miner or lumberjack and later sell rare items (such as ingots, crystals, food....)
- Money is given to those in greatest works.
- internal market works constantly.
With everything, we need a mod that works as gps pointing stores. (but you can still use it to land in the center/spawn.)
this is my strategy in minemacro (it was a success, I intend to keep 24 hours in the future)
Last edited by BrunoMine on Fri Mar 21, 2014 14:52, edited 1 time in total.
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Re: [Mod] Currency and economy [currency][0.1]
i have the idea, that most items are stackable in a shop,
some examples:
tools like axes ore pickaxes, screwdriver
buckets,
lava/water cans, tree taps, batteries (technic mod)
smoker, queen bee (bees mod)
but these items should only be stackable then, if their "state" is the same:
tools should be unused (all tools, including tools from mods)
reloadable items (battery, lava/water can) should be loaded at 100%
empty buckets only to empty ones and water buckets with water buckets only.
some examples:
tools like axes ore pickaxes, screwdriver
buckets,
lava/water cans, tree taps, batteries (technic mod)
smoker, queen bee (bees mod)
but these items should only be stackable then, if their "state" is the same:
tools should be unused (all tools, including tools from mods)
reloadable items (battery, lava/water can) should be loaded at 100%
empty buckets only to empty ones and water buckets with water buckets only.
- VanessaE
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Re: [Mod] Currency and economy [currency][0.1]
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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