linushsao wrote:what's difference between mineninth(green money_note) & minegeld(yellow Coin) in Mars-World?
mineninth is like currency for all players,coming from these ways:
1.player's working for in game(auto added to inventory of player).
2.selling items in vendor_machine,you get ballance of acount,then exchange for mineninth
3.exchange from minegeld.
minegeld is like "offical" currency,coming from these ways:
1.dig coin_base ore(like gold_ore in real world),burning coin_base to minegeld.
2.exchange from mineninth.
there are at least 2 ways to get resource,dig it&buy it.Mars-World's offical shop(NPC_trader or vendor machine)will sell something rarily.so if players prefer to buy copper not digging it,they could buy copper_lump to NPC_trader by minegeld.so players have to exchange minegeld by mineninth.
clever like you,will soon realiz that what kind of currency could keep your wealth.the answer may not always the same.let's image 2 situations about copper_lump,.
A)if many players have copper_lump,others who need copper_lump could directly buy copper_lump from them,so they maybe not need to use minegeld(needed when trade with NPC_trader,using offical currency"minegeld",remember?).the price of copper will be cheapper.
B)if copper_lump is rarily(yes,it is),advenced players will try to make quarry-machine to earn copper_lump(should be good trainning in technic mod) by machine,that kind of players are like enterpriser in real world.then maybe only few players(enterpriser) get rich resource,it's not easy to get copper_lump for others,so others(not as enterpriser) could mining other items,exchange for money,and buy copper_lump. it's maybe harder and need more time,but it's a solution.i know some player perfer to earn ore by their hand with pick,not machine.the price of copper will be more expensive.
players have to notic the exchange_ratio between mineninth&minegeld,the more minegeld needed,the more price minegeld is
in face,we will have the new feature about getting rarily ore for the player who perfer to earn ore by their hand with pick ,plan MASTER will be announce this week.(sorry tm3/Michael,i owe you some mods,i still remember..XD)
tm3 wrote:Wowowo, you got it completely wrong :P lol.
Minegeld is the green note.
Actually, they come in 3 denomination(color too)
Green (denomination - 1)
Blue (denomination - 5)
Red (denomination - 10)
Minecoin first come in coinbase from where you can make pencil colored coin. You can make gold color looking minecoin from those coins.
tm3 wrote:...
Also, if you think quarry digs a hell lot of things it is not true, it digs at max a square area of 17x17 nodes with a depth of 104m at most. It not that much area. which can be achieved with a mining drill mk3 too. only quarry gives more time to do something else while it digs out things for you. There is another disadvantage of quarry, you can't explore near by areas, which you can do with map and a mining drill and if you have made a prospector; you gonna get resources much faster than a quarry and avoiding all those unnecessary stones lol :P
Regarding digging without machine help at all (only with pick); i will say its a bad idea. Ok for starting but for later use after advancement, even if not quarry, at least player should use mining drill or laser mk1,mk2 or mk3. Its far better and give broad amount of resources. Plus, that's why we have 12 recharge machines and 6 repair machines at public mine station lol xD.
linushsao wrote:
but when i watch the action of players,i found that still some players prefer digging with normal tool as dwarf more than use machine(like mining laser and so on).
i wish two kinds of players could also have fun in our Mars-World. about digging without machine help at all (only with pick),pls wait for new feature i thought for a long time...XD. maybe here will be a CULTURAL MARS at next step.
linushsao wrote:and of course,it's very good that our supervisors always tell me their option,even reject my thought. it means they are serious for this game.
linushsao wrote:tm3 wrote:...
Linus, you have one vending machine in there too. ;) :P but don't worry bro that will be there for players' use. i will tell you when to shift it ;)...
of course,tm3. tks for your remind.pls wait me a moment tonight.
all player's accounts bundled with vending-machine,if i directly remove vending-machine,i afraid that players will lose all their acounts in bank.i'll test it and make sure all player's accounts in bank could be allright tonight.
tm3 wrote:Ok. let's wait and see what's the new thing you are adding :) But for info to players and to you too; there is already a powerful basic tool called "Mese Pickaxe with light" which digs all node quite faster, no need for special tools for different nodes plus it generates light on the way. so, quite good ;) So, your next addition of basic tool should compliment the power of this tool. let's see :)
LOL thanks bro. we don't reject though, but give honest opinions based on previous experience of things in this game :) :P
tm3 wrote:Michael Eh? wrote:Of course, this is on my list of builds for Mars Survive....
Though I plan to make it accurately but maybe not functional... except for air support. Space port anyone?
Looking good. But what the space port will do anyway. if you are saying travelling to space, juli has a travelnet in the spawn travelnet center which will take you to a height of 1000m above into ISS and his satellite area.
You are welcome to make your own iss if you can travel to that high up. :) or best is contact juli to make a satellite or something near his satellite.
linushsao wrote:tm3 wrote:Ok. let's wait and see what's the new thing you are adding :) But for info to players and to you too; there is already a powerful basic tool called "Mese Pickaxe with light" which digs all node quite faster, no need for special tools for different nodes plus it generates light on the way. so, quite good ;) So, your next addition of basic tool should compliment the power of this tool. let's see :)
Michael Eh? wrote:This is one thing that didn't make sense... light on something you swing around? I would rather have a mod to the spacesuit that would allow to attach a light to your suit which could be turned off/on. That would make sense as most sci-fi shows has this as standard equipment.
Michael Eh? wrote:linushsao wrote:tm3 wrote:Ok. let's wait and see what's the new thing you are adding :) But for info to players and to you too; there is already a powerful basic tool called "Mese Pickaxe with light" which digs all node quite faster, no need for special tools for different nodes plus it generates light on the way. so, quite good ;) So, your next addition of basic tool should compliment the power of this tool. let's see :)
This is one thing that didn't make sense... light on something you swing around? I would rather have a mod to the spacesuit that would allow to attach a light to your suit which could be turned off/on. That would make sense as most sci-fi shows has this as standard equipment.
Michael Eh? wrote:tm3 wrote:Michael Eh? wrote:Of course, this is on my list of builds for Mars Survive....
Though I plan to make it accurately but maybe not functional... except for air support. Space port anyone?
Looking good. But what the space port will do anyway. if you are saying travelling to space, juli has a travelnet in the spawn travelnet center which will take you to a height of 1000m above into ISS and his satellite area.
You are welcome to make your own iss if you can travel to that high up. :) or best is contact juli to make a satellite or something near his satellite.
Actually I was thinking it as a prop or structure in a fixed place just to give that feel of being on Mars. Since SpaceX is planning to land the first one of these on Mars in 2020, it might be interest to build one to scale because I can. Outfit it with oxygen generator and power, etc.
On top of this, United Arab Emirates, UAE, wants a city on Mars by 2117. Some of the concept illustrations in the article look weirder than alien city.
Part of my 'project' on Mars Survive is to explore what will be ... if we get as far as Mars that is.
linushsao wrote:no,not new tools,but new "Systems". u know i always think about keeping balance about this game. i means, for example,in real world, we have two ways break stone.
1) using big hammer,with much time to earn money to buy a hammer.
2) by our hand , with much time for KON-FU trainning
no pain,no gain. that's what i try to explain. we have many way to get resource,spend much time to learning how to use machine(technic/pipework),or spend much time to train skill without any technic/pipework supported but normal tools.
linushsao wrote:i'm working for it for a week when been off work and have many ideas for it.so it'll not take effect recently,because it will be a complex system(include teamwork/rank/exp/ore-caculating/skill/reputation systems),i make it from zero,maybe some part a little similar with rubenwardy's "Achievements mod".
tm3 wrote:Achievements or quests kind of thing is a good idea. But i think you should make it an optional thing rather that forcefully making someone do something he don't like and until then he can't make some machine or something or can't get some ore etc. Optionally, rather giving a quest that if you do this quest you will get some crystal / service /ore / any such thing as achievement in a place. By using that thing or service your machine get speed up or you dig faster or build faster etc. :) So, every one will like to achieve that kind of thing.
tm3 wrote:Achievements or quests kind of thing is a good idea. But i think you should make it an optional thing rather that forcefully making someone do something he don't like and until then he can't make some machine or something or can't get some ore etc. Optionally, rather giving a quest that if you do this quest you will get some crystal / service /ore / any such thing as achievement in a place. By using that thing or service your machine get speed up or you dig faster or build faster etc. :) So, every one will like to achieve that kind of thing.
juli wrote:now its up again right?
@linushsao and you sayd u wanna create some recipes for scifi-nodes, can u say how long we have to wait for it? :)
tm3 wrote:juli wrote:now its up again right?
@linushsao and you sayd u wanna create some recipes for scifi-nodes, can u say how long we have to wait for it? :)
ah juli nice to see you brother after so many days. Hope doing fine in school :). Oh regarding scifi-nodes actually i am sorry. Don't scold linus ;), its my fault :P. i told linus, i will make the recipe. At first i was thinking of just writing the recipe as a table in word file but then i thought linus will again write it to a lua file. So, i learned a little bit of how to do some minetest mod thingy and started doing it. Then i went busy with some work and family matters ;). But still i have forked scifi nodes from doomed and making the recipe in github. Since github editor pissed me off; lol, i ditched it and using offline my editor (VIM) and soon will upload the file into the repo. see you soon. :)
https://github.com/tanmayameher/scifi_nodes/blob/master/crafts.lua
linushsao wrote:hi,tm3&jili. sorry for latelyto reply,i was back to my country to be together with my parents.
i always thought about recipes of sici-node have to be finished. sorry for busy before,my job is about the planning of urban regeneration(URO,not UFO..XD) ,Taipei City Hall has a big plan of URO,i was busy for that.now i'm sure will have free time this week,and also i plan to Temporarily stop the previous plan(New Skill Trainning System) .because it's a complex system,i have finish part of it and have to thing about the relationship between sub-systems in it.
so i want to switch my mind to make recipes of sciti-node,for me it's will be a rest...XD,i'll finish it this weekend.
bro, i'll merge your recipes in github and keep go on,tks. in fact,maybe i'll make a tools first to help me generate the code of recipe...XD.my ideas of this little tools is a UI of 9x9 grid,when i place items in it,it could generate the lua-code for me to copy/paste.
so,juli. after your exam of school,the recipes of sici-node should be finished.
tm3 wrote:...
Don't worry, bro. I am almost finished with the basic recipes of scifi nodes. I will push these first into git. Then, i will push more later on. :)
Regarding making recipe in game with grid will be really a nice idea and easy too. Also, for recipe making, you should make it in way that the blocks we use to make recipe should not disappear or else it has be to made again. I mean making recipe should be like creative mode. just one block of the recipe is sufficient to make the recipe of another.:P :)
Also, Regarding the head lamp light kind of thingy Michael Eh was telling, there is 2 things i have considered. There is already a flash light in technic mod. its rechargeable too.
Its here in the line no. 8 of https://github.com/minetest-technic/technic/blob/master/technic/config.lua
file. Setting it to true will do it :)
Secondly, there is a rechargeable nightvision goggles mod in minetest too. i think it is from mt-firearms mod. I saw it in Tony's server. i will look into it and tell you. In the mean time you can test the flash light of technic i think it is good :)
linushsao wrote:
flashlight been tested(it's great) and enable updated to server,will take effect after server reboot.
i checked the firearm mod,it seems that modder is doing something change,folder structure of newest firearm mod is much different from old one,and now it's a beta version,even inventory-image of NVG is not avilable(althouht i could fixed the broken link),and NVG now could not be used.
Michael Eh? wrote:What are the blocks in scifi-nodes? Or is all of them shown at spawn? Kind of interested to what they offer for building props like SpaceX Dragon capsule.
On another note, the experiment is a success. The experiment was to create an air cavity LARGER than 20 nodes with only one air generator. The only problem is removing the air generator leaves behind a vacuum node which if you don't immediately replace with something destroys the air space. Plan to have the whole underground area under Canada House fully pressurized.
Tech hanger built and protected. Moved most of my gear there. Plus LV solar powered equipment built in. Will expand to MV and HV as I go.
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