It might not be my place to say, but it might be ideal to post the 'items can't be bought' problem that me and Xero had in the FAQ section.
Also, does this mod support automation with any of the tech mods like Buildcraft, Thermal Expansion, etc.? I was curious if it's currently possible to pump in items to automatically sell them, and pump out items to automatically buy them.
It might not be my place to say, but it might be ideal to post the 'items can't be bought' problem that me and Xero had in the FAQ section.
Also, does this mod support automation with any of the tech mods like Buildcraft, Thermal Expansion, etc.? I was curious if it's currently possible to pump in items to automatically sell them, and pump out items to automatically buy them.
Adding the "items can't be bought/sold" issue would be a good thing to add to the FAQ. I have fallen behind on the main post and need to rewrite a lot of it. Especially with the changes the next release includes. I'll put some effort into updating the post.
The trade station and atm is fully compatible with automation. I've used it connected to a buildcraft quarry with pipes to sell everything mined, had it output the coins to an ATM and deposited the coins to my card. It is not a secure setup as any player can come by and steal the coins or card, but I play on a private server with my kids. They know not to mess with my stuff
I keep getting a crash report when I try to run version 1.7.10-1.5.8. I'm running OS X Yosemite and Forge 10.13.2.1230 (The recommended one for 1.7.10)
If someone could help me that would be great. This mod looks really awesome and I would love to try it out.
This is what it says:
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: java/nio/file/Paths
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: java/nio/file/Paths
at universalcoins.util.UCItemPricer.writePriceLists(UCItemPricer.java:174)
at universalcoins.util.UCItemPricer.initializeConfigs(UCItemPricer.java:49)
at universalcoins.UniversalCoins.postInit(UniversalCoins.java:210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
... 10 more
Caused by: java.lang.ClassNotFoundException: java.nio.file.Paths
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:106)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.1
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 108426944 bytes (103 MB) / 244305920 bytes (232 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
universalcoins{1.7.10-1.5.8} [Universal Coins] (UniversalCoins-1.7.10-1.5.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
It looks like you've run into the issue several others have seen on their Mac. You are running an old version of Java. Update to Java 7 and things should work fine.
Quote from MaxJZeus»Thanks for the link! His solution didn't actually work for me, but I did find one in the thread for the "Enchanting Plus" mod. Credit to user JustAStupidName [yes, that's his username]:
-Make sure you have Java 7 installed.
-Go to System Preferences … -> Java -> tab: Java -> View -> Path
-Copy the path value found in the above step.
-Start Minecraft; chose the profile Forge (or create a new profile) and click Edit Profile
-Under Java Settings (Advanced), check the box next to Executable and paste the copied value.
-Click Save Profile
I post the solution here too, since this mod requires Java 7. I've got UC installed and running now.
The Meaning of Life, the Universe, and Everything.
Location:
Victoria
Join Date:
1/9/2013
Posts:
43
Location:
Victoria
Minecraft:
glittertoxin
Member Details
this is a great mod, i was playing with it a bit as i want to be a plugin-less server and use mod support as bukkit is kind of dead.
it works great, even along side other mods. i do however had an issue, with errors occuring when i use the /help command. nothing shows up. I investigated the error, and found it had to do with your mod sadly.
not sure if its the mod itself or running beside other mods. after removing your mod and configs and folders, things are working fine.
i tried researching the issue on google and turned up a bit dried on that end. I am using java 7, your 1.7.10 build as well. Maybe its a forge version incompatibility? im not sure, maybe its not playing well with another mod in my list. either way, just bringing it to your attention. otherwise, great mod man, been looking for something like this for a while.
this is a great mod, i was playing with it a bit as i want to be a plugin-less server and use mod support as bukkit is kind of dead.
it works great, even along side other mods. i do however had an issue, with errors occuring when i use the /help command. nothing shows up. I investigated the error, and found it had to do with your mod sadly.
not sure if its the mod itself or running beside other mods. after removing your mod and configs and folders, things are working fine.
i tried researching the issue on google and turned up a bit dried on that end. I am using java 7, your 1.7.10 build as well. Maybe its a forge version incompatibility? im not sure, maybe its not playing well with another mod in my list. either way, just bringing it to your attention. otherwise, great mod man, been looking for something like this for a while.
Can you PM me a copy of your latest log after running the help command and getting the issue? I'll see if I can find the cause.
The Meaning of Life, the Universe, and Everything.
Location:
Victoria
Join Date:
1/9/2013
Posts:
43
Location:
Victoria
Minecraft:
glittertoxin
Member Details
hey dude, sorry for the late reply. We have since, decided not to use it. We were having issues in general. so i dont even have a log file.
I found a mod/serverside thing that fixes the /help error altogether for all mods, and it works like a dream. So i have since solved that issue. otherwise, all around, great mod. though, not to be rude, the textures could use a bit of work.
if you need a bit of texture work done, let me know, i can pull up something up for you. anyways, great mod man. pm me if you need some pixel's pushed
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.
Yes that sounds also like a good idea, just to see how much money someone has got, is there a newer version with that feature yet?
I think I'm close to having the bugs worked out after adding a few new things. The ATM now uses a text based GUI close to a real ATM. I've added an upgrade to the Universal Card called the Ender Card. This card if held by a player automatically deposits and coins picked up by the player and will also deposit any coins in a player's inventory on right click. I've also added a new block called the Vending Frame. It's like an item frame, but buys or sells stuff like a Vending Block.
I have a couple of small issues to work out before the release. Soon
Just tested out your mod today on mc 1.7.10 using forge 10.13.0.1206.Seems to work fine so far - great job^^, but the hole atm model flickers weird if placed in the world. Some strange lines appear and disappear on the model if I move.
Hello notabadminer! I have a problem with this mod. I am attempting to add this mod to one of the FTB mod packs and when I add the 1.7.2 latest version of the mod, minecraft doesn't load up. There is no crash report of any sorts, it just won't load up. Hopefully someone can help!
Rollback Post to RevisionRollBack
I have been playing Minecraft since 2010, and I created this account to help you guys out, or get helped by you guys!
Just tested out your mod today on mc 1.7.10 using forge 10.13.0.1206.Seems to work fine so far - great job^^, but the hole atm model flickers weird if placed in the world. Some strange lines appear and disappear on the model if I move.
Any tips for this issue?
The flickering textures issue has been present with the ATM from the start. It only occurs on some machines and must be due to the Techne model and the way some machines render OpenGL. Sometimes logging out and then back in makes it go away. Make sure you have the latest version of driver for your video card. Though, I think the only way to resolve it completely is to make a new model. I have plans to rewrite the model with tesselators but haven't found the time yet.
Quote from LegendaryHeroHDjumpHello notabadminer! I have a problem with this mod. I am attempting to add this mod to one of the FTB mod packs and when I add the 1.7.2 latest version of the mod, minecraft doesn't load up. There is no crash report of any sorts, it just won't load up. Hopefully someone can help!
Check the logs. There is usually something that will tell you what the problem is. Make sure you are using Java 7. Forge needs to be updated to 10.12.2.1121. I'm not aware of any incompatibilities with other mods, but I can't rule that out.
Any item can be disabled by setting the price to -1 by command line or editing the pricelists directly.
Actions can be reduced by shift-clicking the items into and out of the GUI. shift-clicking the buy or sell button does a whole stack
The trade station can be disabled in the config file. Players and server admin can use the vending blocks to set up shops for individual items. The next release has the ability to buy or sell. I've also added a vending frame to add more variety to the shops.
I agree that the trade station makes the game too easy. It is one of the reasons I added a sell ratio to the config. If you set it to 0.5, players will earn half as much when selling things. On a server where there is enough players to create a good economy, it would probably be best to disable the recipe for the trade station. You can then place a few in strategic places making players travel to use them or use a local shop instead.
Any item can be disabled by setting the price to -1 by command line or editing the pricelists directly.
Actions can be reduced by shift-clicking the items into and out of the GUI. shift-clicking the buy or sell button does a whole stack
The trade station can be disabled in the config file. Players and server admin can use the vending blocks to set up shops for individual items. The next release has the ability to buy or sell. I've also added a vending frame to add more variety to the shops.
I agree that the trade station makes the game too easy. It is one of the reasons I added a sell ratio to the config. If you set it to 0.5, players will earn half as much when selling things. On a server where there is enough players to create a good economy, it would probably be best to disable the recipe for the trade station. You can then place a few in strategic places making players travel to use them or use a local shop instead.
- Yar, but sadly not one. Only both buy/sell at once, however it's ok if player wants to sell cool rare stuff, but not ok when he can get it.
It might not be my place to say, but it might be ideal to post the 'items can't be bought' problem that me and Xero had in the FAQ section.
Also, does this mod support automation with any of the tech mods like Buildcraft, Thermal Expansion, etc.? I was curious if it's currently possible to pump in items to automatically sell them, and pump out items to automatically buy them.
Adding the "items can't be bought/sold" issue would be a good thing to add to the FAQ. I have fallen behind on the main post and need to rewrite a lot of it. Especially with the changes the next release includes. I'll put some effort into updating the post.
The trade station and atm is fully compatible with automation. I've used it connected to a buildcraft quarry with pipes to sell everything mined, had it output the coins to an ATM and deposited the coins to my card. It is not a secure setup as any player can come by and steal the coins or card, but I play on a private server with my kids. They know not to mess with my stuff
If someone could help me that would be great. This mod looks really awesome and I would love to try it out.
This is what it says:
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: java/nio/file/Paths
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: java/nio/file/Paths
at universalcoins.util.UCItemPricer.writePriceLists(UCItemPricer.java:174)
at universalcoins.util.UCItemPricer.initializeConfigs(UCItemPricer.java:49)
at universalcoins.UniversalCoins.postInit(UniversalCoins.java:210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
... 10 more
Caused by: java.lang.ClassNotFoundException: java.nio.file.Paths
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:106)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.1
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 108426944 bytes (103 MB) / 244305920 bytes (232 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
universalcoins{1.7.10-1.5.8} [Universal Coins] (UniversalCoins-1.7.10-1.5.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
it works great, even along side other mods. i do however had an issue, with errors occuring when i use the /help command. nothing shows up. I investigated the error, and found it had to do with your mod sadly.
not sure if its the mod itself or running beside other mods. after removing your mod and configs and folders, things are working fine.
i tried researching the issue on google and turned up a bit dried on that end. I am using java 7, your 1.7.10 build as well. Maybe its a forge version incompatibility? im not sure, maybe its not playing well with another mod in my list. either way, just bringing it to your attention. otherwise, great mod man, been looking for something like this for a while.
Can you PM me a copy of your latest log after running the help command and getting the issue? I'll see if I can find the cause.
I found a mod/serverside thing that fixes the /help error altogether for all mods, and it works like a dream. So i have since solved that issue. otherwise, all around, great mod. though, not to be rude, the textures could use a bit of work.
if you need a bit of texture work done, let me know, i can pull up something up for you. anyways, great mod man. pm me if you need some pixel's pushed
Yes that sounds also like a good idea, just to see how much money someone has got, is there a newer version with that feature yet?
I have a couple of small issues to work out before the release. Soon
Sneak peak:
Any tips for this issue?
"Stay Legendary" ~LegendaryHeroHD
The flickering textures issue has been present with the ATM from the start. It only occurs on some machines and must be due to the Techne model and the way some machines render OpenGL. Sometimes logging out and then back in makes it go away. Make sure you have the latest version of driver for your video card. Though, I think the only way to resolve it completely is to make a new model. I have plans to rewrite the model with tesselators but haven't found the time yet.
Check the logs. There is usually something that will tell you what the problem is. Make sure you are using Java 7. Forge needs to be updated to 10.12.2.1121. I'm not aware of any incompatibilities with other mods, but I can't rule that out.
No possibility(atleast i didn't find one) to block buying specific(and even all at once) items.
That makes a huge sence for survival servers, focused on roleplay. You shouldn't be able to trade that easy w/o player/npc interaction.
Too much actions to make an order (put this > this > this > this, make exchange, then press this > this > this to get the odd).
For good number of cases it would be much better to just press exchange and get the odd into inventory.
+ (as far as i know, inventory API allows to just take all you need from player inventory and place something back)
Too much interface pressure felt on buying station.
I would be nice to have auto-only machine(buy/sell separatly) w/o any complexity and whole odd given by 1 button.
API/Commands to edit player "bank storage" for quests/jailing etc.
(Control over buy/sell aviability of specific items would be great aswell)
As for RPG only:
Selling/buying everything in a single block looks just awful for any RPG server.
First of all block doesn't look like it got anything you want in a world. And ofcourse that is physically not possible.
It would be nice to have configurable lists(or just place files into different catalogs) for individual tradelists.
That would also make location-specific prices easy as hell.
Any item can be disabled by setting the price to -1 by command line or editing the pricelists directly.
Actions can be reduced by shift-clicking the items into and out of the GUI. shift-clicking the buy or sell button does a whole stack
The trade station can be disabled in the config file. Players and server admin can use the vending blocks to set up shops for individual items. The next release has the ability to buy or sell. I've also added a vending frame to add more variety to the shops.
I agree that the trade station makes the game too easy. It is one of the reasons I added a sell ratio to the config. If you set it to 0.5, players will earn half as much when selling things. On a server where there is enough players to create a good economy, it would probably be best to disable the recipe for the trade station. You can then place a few in strategic places making players travel to use them or use a local shop instead.
- Yar, but sadly not one. Only both buy/sell at once, however it's ok if player wants to sell cool rare stuff, but not ok when he can get it.
- Ok, i just asked for more simplity =(
- Alright, sir, you're awesome out there!
- Ok, sir.