[Mod] Mint & Automatic Commerce Machines [mint]

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VoidLord
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by VoidLord » Post

The download link is dead? Can you provide a new one?
-webdesigner97
Last edited by VoidLord on Wed Jun 12, 2013 20:41, edited 1 time in total.
</randomtextcrap>
</forumposthing>
</body>
</html>
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Cooper97
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by Cooper97 » Post

Yes omploader is dead can you upload it again please? I recommend DropBox or Github.
Sorry for my bad english. (I am from germany.)

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Bas080
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by Bas080 » Post

Can you sell nodes in bundles? F.e. 20 wood for 10 minetoon coins.

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aldobr
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by aldobr » Post

this mod is lost. i have no backup :(

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ExeterDad
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Re: [mod] mint & automatic commerce machines [mint]

by ExeterDad » Post

Just hoping someone has a copy of this mod laying around somewhere? Anyone?

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Topywo
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Re: [mod] mint & automatic commerce machines [mint]

by Topywo » Post

ExeterDad wrote:Just hoping someone has a copy of this mod laying around somewhere? Anyone?
Found this one. I didn't check it

https://dl.dropboxusercontent.com/u/65428713/mint.zip

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ExeterDad
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Re: [mod] mint & automatic commerce machines [mint]

by ExeterDad » Post

Topywo wrote:
ExeterDad wrote:Just hoping someone has a copy of this mod laying around somewhere? Anyone?
Found this one. I didn't check it

https://dl.dropboxusercontent.com/u/65428713/mint.zip
I've never seen the original mod to determine if it's been modified or not, but it sure looks like the code snippets in this thread, and seems it will do as the OP advertised!
Thanks so much!

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Re: [mod] mint & automatic commerce machines [mint]

by kaeza » Post

Topywo wrote:
ExeterDad wrote:Just hoping someone has a copy of this mod laying around somewhere? Anyone?
Found this one. I didn't check it

https://dl.dropboxusercontent.com/u/65428713/mint.zip
Package attached to first post. Thanks for the link!
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lightonflux
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Re: [mod] mint & automatic commerce machines [mint]

by lightonflux » Post

Can you add the license for code, textures and sounds in the archive please? A file called LICENSE would work well.

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aldobr
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Re: [mod] mint & automatic commerce machines [mint]

by aldobr » Post

Yes ! Thats my code !

Thanks !

This cold is a little older than the last version, it still works with mese.

So i believe this has the strange operator precedence bug that allows players other than the machine owner to move stuff in the machine, pls check this (i cant because i dont know how to mimmick "other player" here).

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Re: [mod] mint & automatic commerce machines [mint]

by ExeterDad » Post

Glad to see you are back in business!

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aldobr
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Re: [mod] mint & automatic commerce machines [mint]

by aldobr » Post

Everything was updated, even the code. But i need some testers to verify safety.

Licence is still WTFPL for the code. Some images have their own free licences. Sounds are free from a free sounds site.

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aldobr
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Re: [mod] mint & automatic commerce machines (Updated) [mint

by aldobr » Post

*bump it pls*

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Topywo
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Re: [mod] mint & automatic commerce machines (Updated) [mint

by Topywo » Post

- (Tried with singleplayer and then topywo on a server) I couldn't change the price of the goods to sell, but had full access to the machine's inventory (so I could swap items)
- For crafting the machines it might be better to use group:wood instead of default:wood

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aldobr
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Re: [mod] mint & automatic commerce machines (Updated) [mint

by aldobr » Post

The problem with setting price/fields is because you cannot leave a formspec by pressing enter. This is a minetest bug, not mod bug. Set the price (or item) field and click on something else at the inventory. Then press enter. Its annoying.

Edit: Fixed the ownership bug. For lua, "not a = b" is like "(not a) = b" instead of "not (a = b)". So i used "a ~= b", and i should have used this right from the start.

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aldobr
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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by aldobr » Post

Change 1.3, added a bank system to the mod. But i am still figuring out why it doesnt work.

Code: Select all

	accountexists = function(machine, account)
		-- Return true if the account account exists
		print('checking for account '..account..' '..machine.accounts.getn)
		for name, value in pairs(machine.accounts) do
			print(name, '=', value)
			if name == account then
				return true
			end
		end
		return false
		-- return machine.accounts[account] ~= nil
	end,
This function is not working. Accounts is a table with key = playername and value = ammount of coins.

It doesnot work upon startup.

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aldobr
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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by aldobr » Post

Bump

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balthazariv
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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by balthazariv » Post

Hello,

I have this error
00:49:00: ERROR[main]: ========== ERROR FROM LUA ===========
00:49:00: ERROR[main]: Failed to load and run script from
00:49:00: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\mint\init.lua:
00:49:00: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\mint\init.lua:86: bad argument #1 to 'lines' (L:\Minetest\minetest - Copie\bin\..\worlds\Test/accounts.dat: No such file or directory)
00:49:00: ERROR[main]: stack traceback:
00:49:00: ERROR[main]: [C]: in function 'lines'
00:49:00: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\mint\init.lua:86: in function 'loadaccountsdatabase'
00:49:00: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\mint\init.lua:1188: in function 'mintonstartup'
00:49:00: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\mint\init.lua:1194: in main chunk
00:49:00: ERROR[main]: ======= END OF ERROR FROM LUA ========

tbillion
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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by tbillion » Post

Code: Select all

2015-11-22 07:55:36: ERROR[Main]: ModError: Failed to load and run script from /home/tjohnson/Downloads/minetest-master/bin/../mods/mint/init.lua:
2015-11-22 07:55:36: ERROR[Main]: .../Downloads/minetest-master/bin/../mods/mint/init.lua:86: bad argument #1 to 'lines' (/home/tjohnson/Downloads/minetest-master/bin/../worlds/Old_World/accounts.dat: No such file or directory)
2015-11-22 07:55:36: ERROR[Main]: stack traceback:
2015-11-22 07:55:36: ERROR[Main]:       [C]: in function 'lines'
2015-11-22 07:55:36: ERROR[Main]:       .../Downloads/minetest-master/bin/../mods/mint/init.lua:86: in function 'loadaccountsdatabase'
2015-11-22 07:55:36: ERROR[Main]:       .../Downloads/minetest-master/bin/../mods/mint/init.lua:1188: in function 'mintonstartup'
2015-11-22 07:55:36: ERROR[Main]:       .../Downloads/minetest-master/bin/../mods/mint/init.lua:1194: in main chunk
2015-11-22 07:55:36: ERROR[Main]: Check debug.txt for details.

skiphoppy
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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by skiphoppy » Post

The Dropbox link for this module's code no longer works. Does anyone have a copy?

I've been looking through several currency and exchange mods and this one has the best concept I've seen!

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Re: [Mod] Mint & Automatic Commerce Machines [mint]

by ronangills » Post

Your thread will be helpful for the readers looking for automatic commerce machines.

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FreeGamers
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Re:

by FreeGamers » Post

ch98 wrote:
Fri May 17, 2013 15:04
maybe a minting machine made from very rare materials so only banks and governments can make it then make creation of each coin cheeper than coin itself so government does not go bankrupt. Also make it so only few players can operate it.
ALERT! GLOBALIST DETECTED!

lol jk.

aldobr, I reached the conclusion in my game that gold coins and precious metals were more natural and more fun and sound than using minegeld. Fiat is not really a good aspect of real life and I hope more devs realize that coins and metals are a better form of currency for players to use anyways :)
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