[Mod] Currency and economy [currency][0.1]

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SegFault22
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by SegFault22 » Fri Nov 15, 2013 03:28

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.
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

Sokomine
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by Sokomine » Sun Nov 17, 2013 01:39

mectus11 wrote:Now tell me why would I use this mod?

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 :-)
A list of my mods can be found here.
 

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Dan Duncombe
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by Dan Duncombe » Sun Nov 24, 2013 14:01

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.
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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by BrunoMine » Fri Mar 21, 2014 14:51

In my idea! There must be a central market. Basic intens exchange for cash (such as tree, coblestone...)
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.
This should help experienced in large cities.

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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rubberduck
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Re: [Mod] Currency and economy [currency][0.1]

by rubberduck » Wed Sep 17, 2014 06:33

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.
 

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VanessaE
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Re: [Mod] Currency and economy [currency][0.1]

by VanessaE » Sat Nov 10, 2018 01:06

This mod is still alive, all discussion should happen in my new topic,

https://forum.minetest.net/viewtopic.php?f=11&t=21339
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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