It works very well but we need to improve performance a little to reduce CPU usage on server. actually HUD is updated in world loop process, but we need to change it per event.
There seems to be a issue, no matter what i can't get the shops to tune. I know I am doing it right because i have been using kotolegokot and Xiong's version for well over a year.
nrz wrote:
It works very well but we need to improve performance a little to reduce CPU usage on server. actually HUD is updated in world loop process, but we need to change it per event.
What has a shop system got to do with the HUD? Or why does it cause CPU usage?
lightonflux wrote:
Is it possible to change the texture when the shop is empty?
Empty shops are indeed a problem of many mods. Perhaps the infotext could be extended: "Get 3 mese crystals for 2 diamonds at Sokomines shop. Only 5 left!" or "SOLD OUT" if it's empty.
The problem with info texts is that you have to face the node close by. On a server with over 200 shop nodes on one spot this is very annoying. Just visit "Liberty Lands" and go in "Messias Shop"[1] or any other bigger shop (as in building).
A simple text it is definitely better than opening the shop menu, but visual indication on the node would be so much more elegant.
lightonflux wrote:
A simple text it is definitely better than opening the shop menu, but visual indication on the node would be so much more elegant.
Who said they'd exclude each other? The infotext is for fast identification of shops that might be of intrest to the customer (or where the seller might have to refill). More details - like the exact pictures - can be shown in the formspec where the actual sale takes place.
It would be awesome if you could connect these to digilines/luacontrollers, and use them to adjust the prices.
This might cause some problems with people "hacking" other people's shops with luacontrollers, but this could probably be fixed by only letting the owner place digilines and luacontrollers near the shop.
A far better solution would be to:
-only allow the shop to connect in one spot (probably the back), and only directly to the luacontroller. no digiline wires.
-have locked luacontrollers.
OR, you could add another type of shop that can be programmed by itself, without the need for luacontrollers.
For example, you could make the shop rise the price by X dollars every time someone buys something, and drop the price Y dollars every Z minutes that someone doesn't buy something, or opens the shop, but doesn't buy anything (however that could be abused, by rapidly opening and closing the shop)
2018-02-06 16:13:27: ERROR[Main]: ModError: Failed to load and run script from F:\Spiele\minetest-0.4.16-win64\bin\..\mods\minetest_money\init.lua:
2018-02-06 16:13:27: ERROR[Main]: ...inetest-0.4.16-win64\bin\..\mods\minetest_money\init.lua:8: attempt to concatenate a nil value
2018-02-06 16:13:27: ERROR[Main]: stack traceback:
2018-02-06 16:13:27: ERROR[Main]: ...inetest-0.4.16-win64\bin\..\mods\minetest_money\init.lua:8: in main chunk
2018-02-06 16:13:27: ERROR[Main]: Siehe debug.txt für Details.
I know that this mod is old. But I'm new in Minetest and don't know why I get this error.