Multible Input is possible for trading? Then empty battery + coins for sure.
Posts by Blood Asp
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Maybe buy empty battery for x coins and sell full batterys for x+y coins?
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- This concept is interesting enough for players too, it shouldn't be for admins only.
The Admin only part was only for the part that provides items out of nothing only for money.
- It should consume energy for every trade, as much as when you remove an item from an AE Terminal. And for a public room, we can use creative cells anyways.
The idea behind not using Energy was, that players can set up a store early game. Before they produce energy. The automated functions need energy.
- It shouldn't auto-adjust prices, it kills the competition imo. However you could adjust prices whenever you want.
Otherwise I really like the idea. Makes AE2 more useful.The dynamic price against admin storage would allow trading without another player there in that moment. Fix price and automated trading would still be possible even without admin help.
another option is to just make an ae system with a creative cell having all the forestry mail stuff(as long as that can't be turned into other stuff, that is)
That would not allow automation and no real market.
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It often crashed galacticraft when i remember right. It's spawn distribution did not fit GTs needs. There were more reasons against it i do not currently remember.
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There is a reason why no one is using Trade-O-Mats. It is annoying as hell to set up a huge store and allways keep it stocked.
What i meant by programming is a special mod only for Trading that provides everything needed on a big server with many players.
I have a idea, but before i make anything i would like to hear other opinions.
I'm thinking about an AE2 addon that adds everthing that could be needed for easy trading. My current ideas are:
Direct trading. A Trading Terminal that can be acced by everyone. Needs no energy and can be linked with other terminals by AE2. Without linking it allready shows other trades that exist and the coordinates of the terminal. It also offers all ae sorting, search and filter options.
Free trade.
Needs to be set up by a server admin/op. Set Item, Storage size and base price. Everyone can buy or sell to this storage. Storage fills up, item gets cheaper, storage emptys, items get more expensive. This then also allows for automated trading. Setup a trading interface, set a pricelimit and export items into the Interface.
Next both trade forms also should work with energy and fluids through P2P channels.
Do you all think? I there a demand for this that would pay off the dev time needed for this? -
afaik the trading station scanns for villagers around and shows all their trades in a single GUI.
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Does it?
When you say it like that i'm not sure anymore... Maybe i remember another block. -
Also what options do exist for player/player trading? Direct negotiations trough chat and then meeting is the worst way of trade there is...
IC2 Trade-O-Mat only allows one machine per material, needs energy and the trading amount is quite limited... Forestry mail allows for trading without meeting but needs bees and still negotiations. Do bettery ways of trading exist?
Or do i have to programm them myself? -
By the way, I don't want to sound rude here, but I don't want K3 to become a Pokedex/beating simulator of every GT player/modder in existence...
I have some kind of a story behind all the stuff I'm making right now, and I don't really want it altered by endless cameos and easter eggs, especially if said users plan on playing (or at least trying) the server.I was just going with the flow. No need to add named NPCs. But please keep the Mad Greg as an execption.
Anything making tech progression easier, like ingot plating by NPC, is vetoed for now.
I only meant that as an way for players to decide beween mining time and questing time. Not exactly any tech jump here.
D: I said staaahp !
*Puts on tin foil hat.*
Now, can you read my mind, CAN YOU ?
What, you can't read minds? -
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Or how about 1:1 ingot to plates but they have to pay for it with money gained in quests?
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How about a bit cheaper early game metal working? instead of 2ingots per plate 5 ingots for 4 plates?
Generally metals related stuff.
As quest giver maybe quests about gathering rare ores/metals?
And since i missed this thread for a few days:
Funny this happens just as I'm about to hop back onto Kirara after a stupidly long hiatus. I'm in.
EDIT: Didn't Bloody have some kind of idea for a town a while back, where everyone had certain types of jobs? This could mesh with that idea rather nicely, where people can sell certain types of goods in a town, and be able to expand within limit.
I plan to make a soft version of that with GTExtras research. Allowing to be more efficient trough research allowing to create ares where you are better than others.
It seems nice seen that way however. Starminer could well be added later. I suggested it be it's too obscure for people to care. And Galacticraft will be next question on my thread. Probably. If people wouldn't mind me splitting the oregen a bit, I think it could make the game real long and sort of an epic quest. As I plan on hosting the server for as long as people are interested... I think even though this will take forever, we might see the end. ;P
How about one ore needed for progression on moon in average/low frequent oreveins. Mars has a second ore for progression in average/low frequency and the moon ore in high frequency. The asteroids have no new progression ore but moon/mars ores in high frequency. Also rare overworld/nether ores should spawn there more frequent. That way those going far trough galacticraft could easily sell ores to others that do not want to do galacticraft.
Also the town certainly needs a inn with (private?) rooms for beds and a small storage.
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A NPC of me needs to be in a underground forge. Deep down in a maze.
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I just remember, is Gendustry the mod that allows adding custom bees? If yes, GregTech bees? Some modpacks add them.
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While i also would like to mix TFC and GT, it will be difficult to do. There was a modpack in work doing that a while back. Maybe ask them what problems they had and see if it is possible.
There will also be problems with GT6 that were not there in GT5. -
Instead of removing it every tick, you could just give the armor a damage resistance of Integer.MAX_VALUE if the DamageSource irs radiation.
That would stop the damage, but not the effects. The confusion and other effects that warp your sight, slow you down or are otherwise annoying. Also the radiation effect goes up to insanely long times quickly.
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On the original MachineMuse issue tracker yes. Not on the fork.
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I searched for the same thing for my modular armor in GTExtras. In the end the only way i got to work was to remove the effect each tick... It is not perfect, sometimes the effect goes trough for one tick.
Maybe it's time to request such an api function?
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Aren't we able to charge it in the ae2 charger?
No, the AE2 Charger does not work with it. BUT MPS uses the energy of charged AE2 tools in the hotbar like portable cells or wireless terminal. That mechanic is bugged again. AE2 tools do not loose charge, so you have infinite energy...