Economic Server Questions

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LandMine
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Economic Server Questions

by LandMine » Sun Jun 02, 2013 01:55

I decided that in a few days i will open 3 new servers for mt. They will be creative, survival and Economic.

I got creative and survival mods, but i dont know what mods would make a good Economic based server, where users will be able buy/sell/trade.

The server will run using this domain i bought: http://mineconomy.biz/ (.com and .net were taken, but aren't actual websites)

So what mods will make a great economic based server, what would you like to see on it, anything that can allow me to make a server that many will like. :D
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by Inocudom » Sun Jun 02, 2013 03:11

To start off, you will need the economy mod. It is found beyond the link below.
http://forum.minetest.net/viewtopic.php?id=2263
You will also want a mod that players can use to protect their buildings. The two links below lead to two options.
http://forum.minetest.net/viewtopic.php?id=4212
http://forum.minetest.net/viewtopic.php?pid=8061#p8061
 

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Cooper97
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by Cooper97 » Sun Jun 02, 2013 08:06

I recommend you the mod Node_ownership to protect buildings:

http://forum.minetest.net/viewtopic.php?pid=8061#p8061

But please use the default Version and install the patch.

Default version: http://www.mediafire.com/?0uht67sjm4yp1of
Patch to install: http://www.mediafire.com/?0uzt1oepapst5n7

You can use the money mod "money" or the "vendor" mod.

Money mod: http://forum.minetest.net/viewtopic.php?id=2263
Vendor mod: http://forum.minetest.net/viewtopic.php?id=3039
Last edited by Cooper97 on Sun Jun 02, 2013 08:07, edited 1 time in total.
Sorry for my bad english. (I am from germany.)
 

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LandMine
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by LandMine » Sun Jun 02, 2013 15:59

Cooper97 wrote:I recommend you the mod Node_ownership to protect buildings:

http://forum.minetest.net/viewtopic.php?pid=8061#p8061

But please use the default Version and install the patch.

Default version: http://www.mediafire.com/?0uht67sjm4yp1of
Patch to install: http://www.mediafire.com/?0uzt1oepapst5n7

You can use the money mod "money" or the "vendor" mod.

Money mod: http://forum.minetest.net/viewtopic.php?id=2263
Vendor mod: http://forum.minetest.net/viewtopic.php?id=3039


Nice :D....But can you tell me what that patch fixes? Or anyone who knows can tell me
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by Zeg9 » Sun Jun 02, 2013 16:34

LandMine wrote:
Cooper97 wrote:I recommend you the mod Node_ownership to protect buildings:

http://forum.minetest.net/viewtopic.php?pid=8061#p8061

But please use the default Version and install the patch.

Default version: http://www.mediafire.com/?0uht67sjm4yp1of
Patch to install: http://www.mediafire.com/?0uzt1oepapst5n7

You can use the money mod "money" or the "vendor" mod.

Money mod: http://forum.minetest.net/viewtopic.php?id=2263
Vendor mod: http://forum.minetest.net/viewtopic.php?id=3039


Nice :D....But can you tell me what that patch fixes? Or anyone who knows can tell me

This mod is quite old, are you sure the patch is still needed/does it still work?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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LandMine
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by LandMine » Sun Jun 02, 2013 16:38

Zeg9 wrote:This mod is quite old, are you sure the patch is still needed/does it still work?


I dunno...what do you recommend for protection Zeg?
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by Cooper97 » Sun Jun 02, 2013 20:51

The patch changes are as far as I know important things. I use it with the patch and it works great.

@Zeg9

Are you sure that it is old? 90% of the servers use this mod.
Sorry for my bad english. (I am from germany.)
 

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by LandMine » Sun Jun 02, 2013 22:13

Would it be fun to disable all the crafting for mods like mesecons, homedecor, pipeworks, to make users actually buy items?
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by Inocudom » Sun Jun 02, 2013 23:08

LandMine wrote:Would it be fun to disable all the crafting for mods like mesecons, homedecor, pipeworks, to make users actually buy items?


That would not be very fun at all. Concerning Zeg9's protector mod, protectors could be sold at stores, but could also be crafted by a recipe that requires three mese blocks, three diamond blocks, two gold blocks, and one obsidian block.
 

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by LandMine » Sun Jun 02, 2013 23:23

Inocudom wrote:
LandMine wrote:Would it be fun to disable all the crafting for mods like mesecons, homedecor, pipeworks, to make users actually buy items?


That would not be very fun at all. Concerning Zeg9's protector mod, protectors could be sold at stores, but could also be crafted by a recipe that requires three mese blocks, three diamond blocks, two gold blocks, and one obsidian block.


Then what would you recommend? they have to spend the money on something....if not, you can just craft everything then you will just add more and more money with out having anything to spend it on. Giveme ideas...i wanna make this server fun for everyone who plays it
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by LandMine » Mon Jun 03, 2013 00:01

Common i need ideas, of what players could do with money, my idea would be that i could disable all the crafting of mods and just leave vanilla craftings as i already mentioned, and sell the other blocks for money...users can sell gold, diamond and other metals in order to get money and buy other blocks

Anyhow i am working on a spawn for this server idea...got it from an MC world

Image
Last edited by LandMine on Mon Jun 03, 2013 00:02, edited 1 time in total.
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by Inocudom » Mon Jun 03, 2013 00:25

LandMine wrote:Common i need ideas, of what players could do with money, my idea would be that i could disable all the crafting of mods and just leave vanilla craftings as i already mentioned, and sell the other blocks for money...users can sell gold, diamond and other metals in order to get money and buy other blocks

Anyhow i am working on a spawn for this server idea...got it from an MC world

Image


You could do that I guess.

Nice castle you built there.
 

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by PilzAdam » Mon Jun 03, 2013 00:26

Maybe use a crafting table for crafting that takes time to craft (like a furnace). So people could either wait and craft it themselves or they do the quick way and buy it.
You could add a field "worthiness" to all node/craftitem definitions. The price to sell would be that -10% and buying +10%.
Also shops could be limited to only sell nodes up to a certain level (that would require some kind of "level" field in nodedef).

Just my random thoughts :-)
 

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by BrandonReese » Mon Jun 03, 2013 02:19

I had an idea of adding skills. I haven't looked into it yet so I don't know if it can be done with just lua. The idea is each player would start with no skills, and they can learn smelting, learn crafting with certain items, etc... They would learn from books and from practice. For instance if they have a low smelting skill and they throw 10 iron ore into a furnace they might get 1 iron ingot and the rest would be left as ore or possibly ruined.

If they have a low skill in crafting with iron when they craft an iron tool and it might not craft it, or it might craft it but it only last for 10 uses.

So skills would force players to purchase things, plus give the players goals to reach.

I have the money and vendor mods on my server and I have set up a shop so new players can buy good tools right away instead of starting with wood, there isn't a lot of incentive to buy after that. Unless say you've been mining with a mese pick you bought from me, you haven't found any mese and your pick breaks. Another user has setup a vending machine for mese and if I don't have any I will buy it from her instead of going out and finding any, or even instead of walking to my shop.

I think if people understand what the vendors blocks are they would be inclined to use them. Doesn't the Wazu server have a market where users buy and sell items?
 

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by LandMine » Mon Jun 03, 2013 02:51

PilzAdam and BrandonReese thanks for these great ideas...that's the kind of stuff i needed :D.....

My mod skills arent that good so ill see how i can achieve these ideas
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by aldobr » Mon Jun 03, 2013 10:27

 

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by Evergreen » Tue Jun 04, 2013 00:55

BrandonReese wrote:I had an idea of adding skills. I haven't looked into it yet so I don't know if it can be done with just lua. The idea is each player would start with no skills, and they can learn smelting, learn crafting with certain items, etc... They would learn from books and from practice. For instance if they have a low smelting skill and they throw 10 iron ore into a furnace they might get 1 iron ingot and the rest would be left as ore or possibly ruined.

If they have a low skill in crafting with iron when they craft an iron tool and it might not craft it, or it might craft it but it only last for 10 uses.

So skills would force players to purchase things, plus give the players goals to reach.

I have the money and vendor mods on my server and I have set up a shop so new players can buy good tools right away instead of starting with wood, there isn't a lot of incentive to buy after that. Unless say you've been mining with a mese pick you bought from me, you haven't found any mese and your pick breaks. Another user has setup a vending machine for mese and if I don't have any I will buy it from her instead of going out and finding any, or even instead of walking to my shop.

I think if people understand what the vendors blocks are they would be inclined to use them. Doesn't the Wazu server have a market where users buy and sell items?

Brandonreese, that is the greatest mod idea ever. Someone PLEASE do that, it would be (in my book) one of the best mods ever.
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