Space Engineers

Space Engineers

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Frontier Economy (Adds money and Trade)
   
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Type: Mod
Mod category: Modpack, NPC, Other
Etiquetas: hud
Tamaño
Publicado el
Actualizado el
889.913 KB
22 AGO 2015 a las 1:33
8 SEP a las 22:53
63 notas sobre cambios ( ver )

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Frontier Economy (Adds money and Trade)

En 2 colecciones creadas por Captain X (PhoenixX)
Ramblers Frontier
26 artículos
Blue Mining Inc
30 artículos
Descripción
Note:
As it turns out I might be doing some more updates to this as a side effect of another project. Nothing certain yet, but I at least have a working Dev workspace again now. - Author

[ Adds an economic system to space engineers. Type /ehelp in game for command summary]

Congratulations on joining the "Blue Mining Inc" trading network. Blue mining Prides itself for being the largest mining company in the frontier, and we welcome you to our family.

What can your new trading system do for you?

Below we have compiled a quick list of the benefits of joining the Blue Mining Inc Trade Network -
  • As a miner - it allows you to easily sell your mined ores, and negotiate the purchase of much needed supplies.
  • As a trader - it will streamline the process of making money buying and selling commodities.
  • As a mercenary - makes it easier to get paid then safely refuel, repair, and resupply your warships quickly.
  • As a contractor - it allows you to easily requisition building materials and supplies to build your ships and bases and minimising inconvenient distractions such as running out of air or the lights going out.
  • As a shuttle operator - it allows your clients to easily pay you for transporting passengers and goods with a minimum of fuss.
Install today, and Blue Mining gives all space pioneers a complimentary 100 credit for all new installs. Just issue the command /bal to your trade system to get started.

Blue Mining Inc thanks you for your business.

Please refer to the attached manual for details on how to service and operate your Trade system.


(( Click here For Instruction Manual ))

-----------------------------
In short:

* It tracks a money balance against all players that join the server.
* Players can pay each other
* It assigns a economic value to each raw material or resource (current)
* It allows players to calculate approximate value of ores or cargo quantities (partially implemented)
* It allows players to trade these. (partially implemented - players can buy/sell to server or each other)
* Balance survives server restarts

==================
Tips / Donations
==================
Bitcoin:
Tip Screaming Angel - Main Programmer
(Bitcoin):
1NtUSvncmgRcQwxg6azsWMTtRnmGJaZX82

Tip xPhoenixXx - Project Design / Director
(Bitcoin)
15FWUsjLK4Ma5j4sspRR2FYbRZoun2ws99
(Mars coin)
M9VMGxLaEcbfu665p75keZQCq8TDW5Ks6Y


=====================================
Interesting Unforseen Consequences (For Server Admins):
=====================================
  • You can now disable players starting with ships or tools. They start with just enough cash to buy tools.
  • They can mine by hand and sell the ore to the main market to make enough money to buy enough parts to build a ship !
  • Griefers hate having to do hard work .. no more "ramming" issues unless they steal a ship.
  • If ship stealing and ramming is an issue, put up the price of grinders to above the starting money by editing the pricing! Now to grief requires mining and hard work first.. they hate that.
  • You should build an oxygen supply and/or medbay in or near location 0,0,0 on the map to "represent" your NPC trading station.. miners dont appreciate suffocating!
  • Players are more likely to sell off their junk ore instead of tossing it out an airlock, minimising lag hopefully!

We also have a github for the curious:
https://github.com/jpcsupplies/Economy_mod

Also running pre-release test versions on my game server "Ramblers Frontier Wars"
http://se.our-game.net/indexb.html and https://space-engineers.com/server/16582/ for details.

Known issues:
1) Trying to trade with someone in space master mode is not a good idea. Game bug not economy.
2) Due to Keens changes to the realism settings of space engineers, refining/assembling speed and inventory size settings can change the manufacturing requirements. This may have a subtle effect on your economy as the default price table is based on 1:1:1. Eg Platinum ;o)
3) NPCZONE's - strange thing may happen if zones overlap.. try to avoid operlappng them.
4) If a player and NPC zone overlap, the NPC zone has priority.
5) A few commands dont do anything yet.
6) The movehere paramter defaults size to 2500 sphere

Refer here for a full list of changes.
http://steamproxy.net/sharedfiles/filedetails/changelog/504209260

Wyqer suggests the following file for calculating your item pricing (German) http://www.killahpotatoes.de/files/SEconomy.xlsx
Discusiones populares Ver todo (12)
19
18 AGO 2021 a las 15:02
Frontier Economy - Feature Suggestion Collection
Infernicus
21
5 SEP 2021 a las 18:31
Frontier Economy Server List
Captain X (PhoenixX)
4
7 DIC 2017 a las 10:36
Feature Suggestion - Credits as physical currency
Daegan Jukes
834 comentarios
pierce3383 hace 5 horas 
Add the ability to set where the Config file is. Would allow many Instances in Multiplayer to have a connected economy (Assuming they are connected by something like Wormholes).
Captain X (PhoenixX)  [autor] 9 SEP a las 0:46 
Easiest way to reset your markets is delete EconomyConfig.xml from your save, then delete/(re)add a new market..
Captain X (PhoenixX)  [autor] 8 SEP a las 23:06 
Yes it works with latest Apex update, yes I added support to the default NPC market for food items. you may need to remove and re-add your NPC trade zones. refer the manual for how.
No the hud and trade zone sound effects still dont work.
It may actually be a good idea to reset your trade zones, since some servers might not have planets you can harvest seeds on; and i have stocked the market with a ton of cheap kelp crisps and a few random food items which should keep players tummys full so they dont starve to death
Captain X (PhoenixX)  [autor] 24 JUL 2024 a las 21:40 
Maintaining the mod has become difficult as all the visual studio development machines i had, have since stopped working, and microsoft took over github, messing up my ability to even log in and update code.
Captain X (PhoenixX)  [autor] 24 JUL 2024 a las 21:40 
Was working on my own servers when I checked last, but that said, there is a major update coming soon, there is a chance of issues. The main one being that by default new materials will not be offered in the NPC market, unless the admin whitelists them for sale and sets a buy/sell price. Also economy lists the old universal ammo for the rifles, not the rifle specific ammo. The ammo still works, but it not available to make in the assemblers anymore, so when it runs out, a player or admin will need to setup a shop stocking the new ammo. Most of the mod was coded in pretty non-extreme ways, that makes it fairly reliable across versions, to my knowledge last I tested it, the only part not working was the 'trade zone detected' sound it played if you had the hud running - which was more of a gimmick than actually important.
RougeSable 22 JUL 2024 a las 1:32 
is it still functional?
Captain X (PhoenixX)  [autor] 23 ABR 2023 a las 16:37 
ah desync thing, thats the game, thought they fixed it, you playing local or dedicated server?
Grawlix 19 ABR 2023 a las 5:19 
i learnt a work around i have to jus tsave and quit amd reload then i have an hour before it happens again
Captain X (PhoenixX)  [autor] 18 ABR 2023 a las 21:19 
Strange, never got a notification of comment. Each player operated store would need a beacon yes, unless you wanted an NPC managed one, but then they cant get the money.

As for the inventory issue, not sure there, unless it is the issue where you need to use " " quotes around the item name
Grawlix 9 ABR 2023 a las 18:41 
having issue keeps saying nothing in player inventory when buyiung and selling