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PostPosted: Sat Jul 20, 2013 15:24
by Sokomine
Beeing able to change the price would be most helpful, yes.

As for the limiting of bought nodes through adding "fillers" in the other slots: Yes, that works, but it does not look so great and is rather impractical.

PostPosted: Sat Sep 07, 2013 03:43
by BrunoMine
Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.

PostPosted: Sat Sep 07, 2013 16:58
by kotolegokot
brunob.santos wrote:Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.

Do what you want.

PostPosted: Sat Sep 07, 2013 22:08
by Menche
brunob.santos wrote:Can I change some data in this mod? To use on my server?
I already translated this mod almost completely (for Portuguese).
I want to change only one thing. cr to M $.
The official currency on my server called Minemoney.

You mean change the name of the money? Edit the CURRENCY_POSTFIX variable in settings.lua.

PostPosted: Mon Sep 16, 2013 12:51
by xiong
Announcement

I worked on this mod to address the very issue I raised earlier about easier repricing; that's now in master. Punch to detune a shop, then right-click as usual to open the tuning form.
Details: https://github.com/Kotolegokot/minetest-mod-money/issues/1

I've also straightened out a minor bug that surfaced; and clarified (I trust) some of the words (code and displayed text) used to indicate the direction of a transaction.

Now kotolegokot has worked hard on this mod and created a truly important thing. But I'll be maintaining 'money' from now on and I hope to build on this excellent foundation. Various players have commented casually about things they want and I have a few ideas of my own.

So please, if you are running 'money' now, go ahead and update to the current 'master' branch head; and let me know what you want to see.

PostPosted: Mon Sep 16, 2013 14:51
by hdastwb
One thing that I've been meaning to code into this mod but never got around to is a way to specify merchandise by just dragging a sample of what is to be sold into the formspec rather than having to deduce it's item name; this would be particularly useful when selling stuff from mods like mesecons which have really odd names for their items…

Also, how about adding mesecons/digilines support (perhaps in the form of a block that produces a pulse when payment is issued) so that people can build things that require payment to run, like more generalized merchandise dispensers, pay gates, coin-operated laundry, or online banking…

PostPosted: Mon Sep 16, 2013 16:36
by Sokomine
Automatic determination of the name of the item that is to be sold is certainly important. Most players do not know the name of all items they want to sell. Maybe you could add merchandise to the shops inventory first and then, after something is inserted and thus it's certain what is to be sold, show the setup (shop name, amount to be sold together, price).

For shops that want to buy, setting a limit (only buy for x amount of money/only buy up to y of these) would be very helpful.

The vending system used on the Landrush server gives some helpful information in its infotext shown at mouseover: Is the shop owner out of money? Does the shop contain items? What is sold, and at which price? (even with price per item). That's a nice feature. Maybe that can be adopted for these shops here as well.

The barter shops on VanessaEs server have the advantage that they're able to exchange combinations of items for combinations of items. Maybe that would be too much for this mod as it's more money-based.

It would be great if it would be possible to see who bought which amount of items (not when!) so that you can offer regular customers presents or reduced prices occasionally (manually of course - that's nothing that can be automatized).

Another helpful point would be to have a node that shows you with one click which shops ran dry and need refilling.

If you want to really dig into it, combining the shops with the pipeworks mod and allowing automatic refill through pneumatic tubes might be fun.

PostPosted: Sat Oct 19, 2013 21:01
by Azuna
i cant get rid of the admin shop i placed.

PostPosted: Sat Oct 19, 2013 22:13
by hdastwb
Azuna wrote:i cant get rid of the admin shop i placed.


I sort of accidentally happened across an admin shop vending machine on a server once and wound up placing an indestructible admin shop as well…

I believe that it is possible to dig admin shops if one has money admin privileges; otherwise, worldedit always works…

PostPosted: Sat Oct 19, 2013 23:57
by Topywo
hdastwb wrote:
Azuna wrote:i cant get rid of the admin shop i placed.


I sort of accidentally happened across an admin shop vending machine on a server once and wound up placing an indestructible admin shop as well…

I believe that it is possible to dig admin shops if one has money admin privileges; otherwise, worldedit always works…


Or disable/remove from minetest/mods the money mod. It will give you a diggable unknown block. Then enable/put back in minetest/mods the money mod.

PostPosted: Sun Dec 08, 2013 05:07
by tux_peng
Could you ever make a single inventory_plus GUI that lists all items, for a server shop. I think nodex used to have something like that

PostPosted: Sun Feb 09, 2014 18:22
by BRICK
Is it possible for the shops to buy/sell more than one type of node?
For example, is there a way for the regular shop to sell 1 mese block and 1 steel block for 150?

PostPosted: Sun Feb 09, 2014 18:25
by CraigyDavi
BRICK wrote:Is it possible for the shops to buy/sell more than one type of node?
For example, is there a way for the regular shop to sell 1 mese block and 1 steel block for 150?


Nope, that's not possible. You can only sell one type of item.

PostPosted: Sun Feb 09, 2014 19:10
by Sokomine
BRICK wrote:Is it possible for the shops to buy/sell more than one type of node?

The barter shops from the currency mod allow to trade up to 6 stacks for up to 6 stacks. They can't buy/sell for money.

PostPosted: Sun Mar 02, 2014 17:00
by roniz
On my server new players have an initial value of 2000. I want to change it to 0. I have edited the lua but this still happens. What do I do?

PostPosted: Sun Mar 02, 2014 17:42
by Krock
roniz wrote:On my server new players have an initial value of 2000. I want to change it to 0. I have edited the lua but this still happens. What do I do?

In MINETESTFOLDER/mods/money/settings.txt
Change it there, the variable is called "INITIAL_MONEY"

PostPosted: Sun Mar 02, 2014 18:02
by CraigyDavi
roniz wrote:On my server new players have an initial value of 2000. I want to change it to 0. I have edited the lua but this still happens. What do I do?


It should work if you change it here. Are you sure it is a new player to join. it can't be an existing account.

PostPosted: Sat Apr 05, 2014 00:16
by jwpwns
I keep getting untuned shop what am i doing wrong i am entering everything in....

PostPosted: Sat Apr 05, 2014 08:16
by CraigyDavi
jwpwns wrote:I keep getting untuned shop what am i doing wrong i am entering everything in....

The nodename should be something like default:steel_ingot or wool:white.

PostPosted: Mon Apr 07, 2014 19:57
by jwpwns
When ever my players try to do /money pay it says no perms i gave them the money permission it says i need money_admin but i dont want them to have all the admin commands?

PostPosted: Mon Apr 07, 2014 20:09
by CraigyDavi
jwpwns wrote:When ever my players try to do /money pay it says no perms i gave them the money permission it says i need money_admin but i dont want them to have all the admin commands?

Players need the money priv. You need to make sure you have the money_admin priv.

PostPosted: Mon Apr 07, 2014 20:14
by jwpwns
Yes but i want players to be able to do /money pay Not just me

PostPosted: Mon Apr 07, 2014 20:16
by CraigyDavi
jwpwns wrote:Yes but i want players to be able to do /money pay Not just me

Players with the money priv should be able to use /money pay...
Maybe try this download link?: https://github.com/Kotolegokot/minetest-mod-money/archive/master.zip

PostPosted: Tue Apr 08, 2014 19:33
by Achilles
Nice mod

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Wed May 11, 2016 21:55
by Fixerol
Reuploaded files here since github repo is gone and dropbox is still working, so here it goes
vvv

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Thu May 12, 2016 02:56
by vitalie
Any chance to merge this with the 'currency' mod? You have some good server commands here.

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Wed Dec 07, 2016 15:10
by Lejo
If I want to start the mod I always get this Error:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-12-07 16:07:38: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2016-12-07 16:07:38: WARNING[Server]: Assignment to undeclared global "name" inside a function at /home/user/.minetest/mods/money/init.lua:59.
2016-12-07 16:07:39: ERROR[Main]: ServerError: Lua: Runtime error from mod 'money' in callback on_joinplayer(): bad argument #2 to '?' (string expected, got function)
2016-12-07 16:07:39: ERROR[Main]: stack traceback:
2016-12-07 16:07:39: ERROR[Main]:    [C]: ?
2016-12-07 16:07:39: ERROR[Main]:    [C]: in function 'open'
2016-12-07 16:07:39: ERROR[Main]:    /home/user/.minetest/mods/money/init.lua:61: in function </home/user/.minetest/mods/money/init.lua:58>
2016-12-07 16:07:39: ERROR[Main]:    ...tEC6/usr/bin/../share/minetest/builtin/game/register.lua:412: in function <...tEC6/usr/bin/../share/minetest/builtin/game/register.lua:392>
2016-12-07 16:07:39: ACTION[Server]: singleplayer leaves game. List of players:

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Mon Jan 09, 2017 11:12
by ManElevation
great but could you put it on github.com my dropbox is not working...

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Mon Jan 16, 2017 04:40
by WhiteOwl
i made a mods folder in the minetest folder home/.minetest/mods
i put locked sign and money mod in minetest folder
i get on minetest and there is no new mods on the game.
i dont know how to install it
also i had to make mods folder
is there something i forgot to do
or did i do something wrong.
the mods are named locked_sign and money, do i need to change the names or something.
also i got minetest from the ubuntu software center
my iso is ubuntu 16.10
i have minetest 0.4.15

Re: [Mod] Money (or Economy) [201207] [money]

PostPosted: Mon Jan 16, 2017 12:45
by mahmutelmas06
After you create a world open world settings. Activate mods you have installed.