Has anyone made configs for some of the more popular mods?
IE. Ender I/O, A2, TE4, MFR, Forestry, etc.
EDIT: Ore dictionary support would be great, if possible. Then you only have to name wood planks once, or enter copper once (not once for each mod instance of copper).
Would it be possible to be able to set prices for different machines? Like, for example, have one machine sell and buy certain things, such as a machine for selling Potions, one for selling weapons and tools, etc.?
Or make it to where a Universal Trader will sell an item and not buy it, or vice versa?
One last idea. Why not make your denominations multiples of 64? Like 8, 16, 32?
@JudgeGrimm - Making every individual trading station configurable in what it buys/sells would probably take too long to code and would require a lot of time for admins or players to configure in game. I think a better idea would be to have individual potion, weapons, armor, and tool shop blocks. Players would be able to scroll through all the available in game items and buy items that have prices set.
The coin denominations are set at base 9 so that one tier can be crafted to the next higher/lower in a craft table (the craft table has 9 slots). I'm not sure changing that is a good idea.
@ChiefBarbie - I will see if I can fit oredictionary support in the next update. At least for the metal ores, ingots, and maybe even dusts. It shouldn't be too hard.
The next update should be available by late December. I have the month off from work and plan on spending some time overhauling the UC Card and ATM to work more like a the real world equivalent (PINs, multiple cards per account, card replacement, account closures, etc.).
@JudgeGrimm - Making every individual trading station configurable in what it buys/sells would probably take too long to code and would require a lot of time for admins or players to configure in game. I think a better idea would be to have individual potion, weapons, armor, and tool shop blocks. Players would be able to scroll through all the available in game items and buy items that have prices set. The coin denominations are set at base 9 so that one tier can be crafted to the next higher/lower in a craft table (the craft table has 9 slots). I'm not sure changing that is a good idea.
I was thinking of having the different types of blocks implemented. Also, thanks for explaining why you made it 9. I had been wondering about that.
Whenever I use the Coin Station, I can insert and withdraw coins, but any items I put in won't let me sell or buy (this applies to auto-buy or auto-sell); the options are grayed out. I never edited the default config and made sure items had defined prices, which they do. I'm lost on how to fix the problem.
Whenever I use the Coin Station, I can insert and withdraw coins, but any items I put in won't let me sell or buy (this applies to auto-buy or auto-sell); the options are grayed out. I never edited the default config and made sure items had defined prices, which they do. I'm lost on how to fix the problem.
It sounds like the pricelists are not loading or are not in the correct format. Did you upgrade from an older version of UC? The format did change a couple times. If that is the issue, delete the universal coins folder from the config folder and it will generate new pricelists in the correct format.
It sounds like the pricelists are not loading or are not in the correct format. Did you upgrade from an older version of UC? The format did change a couple times. If that is the issue, delete the universal coins folder from the config folder and it will generate new pricelists in the correct format.
I did. Went from 1.6.4 to 1.7.10 so yes, that was the problem, and I didn't think of the config format being the problem. Thanks for pointing that out.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/21/2014
Posts:
47
Member Details
Hey, I have a little request and I don't know if that'd be possible, but I thought I'll just ask ^^
Would it be possible to change your mod a bit in the way that the recipe for coins varies in amount of coins needed? For example: 5 Coins (shapeless) make one larger unit, 2 larger units make the next larger unit, and then again 5 of that make the next and 2 of that the next, so the coins worth could be 1, 5, 10, 50, 100, and it would be much easier to calculate with the coins, I wanted to change it myself, but i have to admit, i would've no idea how xD If you could explain it i'd also do it myself, because I'd like to use the mod on a little server I got with some friends.
Hope I didn't ask too much and didn't put it in too complicated words (tend to do that xD)
Hey, I have a little request and I don't know if that'd be possible, but I thought I'll just ask ^^
Would it be possible to change your mod a bit in the way that the recipe for coins varies in amount of coins needed? For example: 5 Coins (shapeless) make one larger unit, 2 larger units make the next larger unit, and then again 5 of that make the next and 2 of that the next, so the coins worth could be 1, 5, 10, 50, 100, and it would be much easier to calculate with the coins, I wanted to change it myself, but i have to admit, i would've no idea how xD If you could explain it i'd also do it myself, because I'd like to use the mod on a little server I got with some friends.
Hope I didn't ask too much and didn't put it in too complicated words (tend to do that xD)
Greetings
Changing the value of the currency tiers would require a lot of work. I'm not sure I want to take that on right now, but won't rule it out from future changes. What I can do is add a value to the itemstack so it will display the coin value when you hover over it with the cursor. See the attached image. The ucbalance command will display the total coins you have in your inventory.
notabadminer well...it's good...but I have troubles with the last update 1.7.2 of this mod (at difference of Ted's version with I never get really trouble), let me explain this...
As you can see in my images, no care what I put in the coin machine or it has coins inside or not, I can't sell or buy nothing and it's the same in survival mode (In the images I stay in creative mode)
Why is this and how I can do to sell or buy something?
notabadminer well...it's good...but I have troubles with the last update 1.7.2 of this mod (at difference of Ted's version with I never get really trouble), let me explain this...
As you can see in my images, no care what I put in the coin machine or it has coins inside or not, I can't sell or buy nothing and it's the same in survival mode (In the images I stay in creative mode)
Why is this and how I can do to sell or buy something?
I have set up a shop on my private server where people can buy some essential stuff, but it makes no sense to have the shop if people just buy from the trade station.
So what I'm asking, is there any way to disable the buy button on the Trade Station? maybe in the config file or something?
There is no way to disable the buy button, but there are a couple things that can be done.
You could raise the prices by editing the pricelists in the config/universalcoins folder. Doubling the prices would make buying from other players preferable as long as their prices are a bit lower. To prevent players from buying at a lower price from your vending blocks and selling for a higher price in the trade station, you can set the sell ratio in the universalcoins.cfg by editing the "D:"Sell Ratio"=1.0" line. Setting it to 0.5 would make things sell for their original price if you doubled the buy price. This would also be a good idea if you had a mod that doubled the ores to prevent users from just making money by buying ores, processing them, then selling the ingots.
The craft recipes for the trade station can be disabled in the universalcoins.cfg that resides in the config folder. "B:"Trade Station Recipes"=true" is the line you are looking for.
It would be nice if you could both buy and sell items in the vending blocks, and have the buying and selling prices separately configurable. Love your mod.
Greetings, I've been changing a few values on the config files related to the prices of some vanilla items but it seems the mod is not accepting those changes at all. Am I doing something wrong or doesn't the mod accept changes to the vanilla prices?
Are you editing the .minecraft/config/universalcoins/minecraft.cfg file? Changes should take place by restarting minecraft or using the "/universalcoins reload" command.
It would be nice if you could both buy and sell items in the vending blocks, and have the buying and selling prices separately configurable. Love your mod.
Thanks for your time,
Hide
I agree. I updated the vending blocks for the next release so that they can be set up to buy or sell items. You won't be able to do both at the same time though.
I did change that file and some other .cfg for mods I have, I am wondering if I may have mistakenly changed the name of some item by missclick.. Is it ok to assign a value to a default -1 item?
The items in minecraft.cfg that are priced -1 are mostly items that cannot be priced because of the way they were added to minecraft. The function that saves the prices requires items to have unique unlocalized names(as seen to the left of the equals sign in the .cfg files). The best way to see if the item is priceable is to be running minecraft and use "/universalcoins set this xxx" command while holding the item (replace the x's with the price). It will return an error message if the item is not priceable. Changes can then be saved with "/universalcoins save"
If you edit the files directly and change the value of an item without unique unlocalized names, ex. item.potion, all potions would then have that price.
IE. Ender I/O, A2, TE4, MFR, Forestry, etc.
EDIT: Ore dictionary support would be great, if possible. Then you only have to name wood planks once, or enter copper once (not once for each mod instance of copper).
Thanks
Or make it to where a Universal Trader will sell an item and not buy it, or vice versa?
One last idea. Why not make your denominations multiples of 64? Like 8, 16, 32?
The coin denominations are set at base 9 so that one tier can be crafted to the next higher/lower in a craft table (the craft table has 9 slots). I'm not sure changing that is a good idea.
@ChiefBarbie - I will see if I can fit oredictionary support in the next update. At least for the metal ores, ingots, and maybe even dusts. It shouldn't be too hard.
The next update should be available by late December. I have the month off from work and plan on spending some time overhauling the UC Card and ATM to work more like a the real world equivalent (PINs, multiple cards per account, card replacement, account closures, etc.).
I was thinking of having the different types of blocks implemented. Also, thanks for explaining why you made it 9. I had been wondering about that.
Whenever I use the Coin Station, I can insert and withdraw coins, but any items I put in won't let me sell or buy (this applies to auto-buy or auto-sell); the options are grayed out. I never edited the default config and made sure items had defined prices, which they do. I'm lost on how to fix the problem.
It sounds like the pricelists are not loading or are not in the correct format. Did you upgrade from an older version of UC? The format did change a couple times. If that is the issue, delete the universal coins folder from the config folder and it will generate new pricelists in the correct format.
I did. Went from 1.6.4 to 1.7.10 so yes, that was the problem, and I didn't think of the config format being the problem. Thanks for pointing that out.
Would it be possible to change your mod a bit in the way that the recipe for coins varies in amount of coins needed? For example: 5 Coins (shapeless) make one larger unit, 2 larger units make the next larger unit, and then again 5 of that make the next and 2 of that the next, so the coins worth could be 1, 5, 10, 50, 100, and it would be much easier to calculate with the coins, I wanted to change it myself, but i have to admit, i would've no idea how xD If you could explain it i'd also do it myself, because I'd like to use the mod on a little server I got with some friends.
Hope I didn't ask too much and didn't put it in too complicated words (tend to do that xD)
Greetings
Changing the value of the currency tiers would require a lot of work. I'm not sure I want to take that on right now, but won't rule it out from future changes. What I can do is add a value to the itemstack so it will display the coin value when you hover over it with the cursor. See the attached image. The ucbalance command will display the total coins you have in your inventory.
As you can see in my images, no care what I put in the coin machine or it has coins inside or not, I can't sell or buy nothing and it's the same in survival mode (In the images I stay in creative mode)
Why is this and how I can do to sell or buy something?
Thanks
Xero.
Same problem I had.
Try deleting the entire config and restarting.
Xero.
There is no way to disable the buy button, but there are a couple things that can be done.
You could raise the prices by editing the pricelists in the config/universalcoins folder. Doubling the prices would make buying from other players preferable as long as their prices are a bit lower. To prevent players from buying at a lower price from your vending blocks and selling for a higher price in the trade station, you can set the sell ratio in the universalcoins.cfg by editing the "D:"Sell Ratio"=1.0" line. Setting it to 0.5 would make things sell for their original price if you doubled the buy price. This would also be a good idea if you had a mod that doubled the ores to prevent users from just making money by buying ores, processing them, then selling the ingots.
The craft recipes for the trade station can be disabled in the universalcoins.cfg that resides in the config folder. "B:"Trade Station Recipes"=true" is the line you are looking for.
Thanks for your time,
Hide
Are you editing the .minecraft/config/universalcoins/minecraft.cfg file? Changes should take place by restarting minecraft or using the "/universalcoins reload" command.
I agree. I updated the vending blocks for the next release so that they can be set up to buy or sell items. You won't be able to do both at the same time though.
The items in minecraft.cfg that are priced -1 are mostly items that cannot be priced because of the way they were added to minecraft. The function that saves the prices requires items to have unique unlocalized names(as seen to the left of the equals sign in the .cfg files). The best way to see if the item is priceable is to be running minecraft and use "/universalcoins set this xxx" command while holding the item (replace the x's with the price). It will return an error message if the item is not priceable. Changes can then be saved with "/universalcoins save"
If you edit the files directly and change the value of an item without unique unlocalized names, ex. item.potion, all potions would then have that price.