I really like the idea of having economy, what I don't like is the current systems available.
People should be able to steal currancy, since raiding (at least for me) is the core mechanic of Rust, and for that, currency have to be "physical" like sulfure, batteries, or w/e you want to set for.
A plugin that could allow you to set Items priced in other items may accomplish the idea. Also adding the way to exchange that currency only in some specific places (stores) would be great.
Rust Physical currency / shop
Discussion in 'Plugin Requests' started by DNDante, May 16, 2015.
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That wouldnt be possible with a Plugin, because your currency would be a new item and thats not possible serverside.
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Wulf Community Admin
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Metal Refined maybe looks like a Bar
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Yeah, my main idea is to use an existing item: For me, it could be "batteries" or "Metal Refined" as you mention. Is not about how it looks like, but just as gold in RL, it's more about rarity finding it or utility for it (like Salt was in other age). Btw, thx for the replies and excuseme for my poor english.
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Hello,
I would like to request a plugin that can sell items for items.
Example:
The currency of my server is Paper. I have a shop that the players give me Paper and I give them the item they bought. I would like that to be automatic like "/buy Shotgun" would remove 500 paper out of the buyer's inventory and would add a Shotgun to the buyer's inventory.
I am willing to pay ($$$) for someone to make that for me
It would be very cool if that happened
Thank you for readingLast edited by a moderator: Oct 22, 2015 -
I modified GuiShop to use notes in my server, and I made notes uncraftable as well as drop in larger quantities with LootConfig.
[C#] GuiShop - Pastebin.comLast edited by a moderator: Oct 27, 2015 -
What I'm interested in is a plugin that is an economy based around existing items - one where I can change it to be any item in the game that it relies on. (Notes, Pumpkins, rockets, etc - whatever item I want really). I do like the Human NPC and GUIShop - however I'm envisioning something that's more hard-currency where I can also potentially alter loot tables to make that item drop more frequently to accomodate being a currency. But what would be great is to either tie it into the GUIShop through NPC's without utilizing the Economics plugin and simply just use the items in your inventory as currency, or have a GUI that you can pull up through chat command and also utilize the items and not credits in Economics plugin.
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I am running on my server plugin GUIShop, Economics and NPC.
I wanted to try and do a physical money system, such as with blueprints fragment. It is possible to do this? -
blueprint frags would be a great one i was just thinking that myself, great stimulus to get people out of their bases.
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I tried with blueprint fragments as currency and it became pretty annoying. It works for the economy, but its a hassle to get that many blueprints into the economy (you have to run a server shop and manually give each player currency for resources, and it never stops) and there is also the issue that it makes bps too easy to get. They find a couple rare items, sell them, get a shitload of bp frags and research everything. THis is still an issue no matter what ratio of value you set between resources and frags. It was frustrating. Right now I'm sticking with economics but I am considering making notes uncraftable and using them as currency. I want to edit the GUI shop to use physical items instead of economics then it could check your body for notes. Or maybe a system to deposit notes into economics cash? That would be fantastic.
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I am now using batteries as my currency
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Use Better Loot to alter chances and I don't know but maybe the Thief API could help you out with the steal idea ? You can also use Saltwater AS currency and give players a list how much saltwater reflects the value of an item
Or use stones as value not the Ressource but the tool every player starts with and just give every player ON Start not that stone but a stone pickaxe or hatchet obviously you would need to change the stack size for that but with Salt Water that would be not a Problem its stack size is quite...huge ON default..right ?Last edited by a moderator: Dec 19, 2015 -
Make "Hemp/cloth" as money resource, people would run around and collect "Hemp/cloth", then sell and buy stuff with it!
Also make "Hemp/cloth" to grow like corn, so you could have "Hemp/cloth" fields around your house or at your walled farm =D -
Currency Mod
This is a moderate size plugin detail proposal, that could revolutionize economics in Rust. It basically brings in things like banking, currency issue and backing, economic warfare and if you add the player or clan currency to the server and set up a server-wide store system you have easily and simply created a stock market.
I don't know how to code myself so I cannot do this, I just want to see this happen. So far two developers of plugins have quoted me $600ish to get it done and I could fund half of that no issue but seriously.... I'm not spending $600.
If someone can take the method laid out and run with it just mention someplace that =420th=Chairman had the idea.Last edited by a moderator: Apr 3, 2016 -
Why not post your full idea and have some other developer quote you a price. $600 isn't realistic when this could be done in a weekend if it isn't moderately complex.
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Wulf Community Admin
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I really did try to lay out commands and structure and as best I could implications in the .doc, I don't want anything out of this other than "also Chairman had a good idea" but seriously I can see this being HUGE.
[DOUBLEPOST=1459646987][/DOUBLEPOST]He may miss that on the top of my post the words "Currency Mod" are a clickable link.
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Lol $600? They must be on crack. Is someone doing this for you?
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Well, after reading the Google Doc description what would you charge to deliver a completed plugin code that is fully tested?
No, I have not got anyone to work on this yet.