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currently when i set up trades for the silver ring, gold ring, silver bangle, diamond on both silver and gold rings, it creates a second trade option at the bottom of the list with the chosen settings and leaves the original item with its default settings.
i think this is making those items unable to be sold.
I have a suggestion: dynamic pricing option would be really cool. What I mean is the following:
Store owners can set a limit on how many items they want to buy back, and then control what happens to the buyback price once that limit is reached. This could be used in a variety of cool ways. For example:
1. Server stores could have a bounty on items. i.e. until a inventory threshold is reached, the store is paying % of the sell price, and then once it's stocking what it needs, the buyback price drops by %% or by $$ per additional item... this could eventually drop to zero
2. The server could use this as a "bounty" system for competitions - ie first player who finds a rare item sells it for a big payout, but afterwards, the buyback price drops to $0
loads of other fun things could be done with this as well.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2929712315
If you and your friends/community want to visit my Kofi I also include stickers with donations. :)
You'll have to export the games stores, edit the text, and load them back into the game.
plus.. when they logged in, sometimes (inconsistently) it woudl result in a dupe of the stack. Soo... as server admin, I was like "nope nope nope" - and I've removed IC from our server. But... the players loved using both - mainly bc the IC mod allows for people to crack safes, ATMs, vaults, and cash registers to get money out. So now we're looking for something that does that but that will "play nice" with S&T's code base.
Any suggestions?
- Tweak: Selecting shops follow vanilla 'isBlocked' check logic.
- Click on container to browse shop fixed.
- Shops now show markers (system developed from Last Stand Together).
- Added PTBR/PT translations. Credit: Seeker.
- Tweak: Clicking containers browses the store.
- Fix: Store-Assignment requires the object to be a valid container.
Export/edit pushes the data to the file and open the text.
This was all done due to limitations in PZ's text edit window.
I don't have an type of utility, sorry.
how do you manage huge store inventories? do you have any utilities scripts you use for this?
i think i figured out what I was doing wrong. #headsmack... the "LOAD" button I was think I was "loading" the list of stores from the server-side and then exporting it. But Load - if i unstand correctly - means in this context: pull the exportedStores.txt file from the client and replace whatever is stored on the server. Correct?
The way the system works is utilizing in-game data tables, the text file is entirely backup/not-live.
So exporting pulls the in-game data to text, and loading pulls the data from the text file.
local exportedShops = _internal.tableToString(CLIENT_STORES)
so the CLIENT_STORES table is an internal DB your basically stringifying for the exportedShops.txt file. Is that DB something we can directly edit when the server is shut down? I'll look for that...
Question: whats the best way to update a shop with potentially hundreds of items? Do you have a script to convert tables to the JSON like format you're using or something?
While the module allows setting the smallest unit for bill generation to 0.01, it’s currently possible to right-click on a 0.01 bill and split it into bills with a value of 0.00.
These 0.00 bills have no actual function, but they are still treated as items. As a result, in multiplayer environments, players can duplicate an unlimited number of these items, which may cause lag for other players due to the excessive number of objects.
I would like to kindly ask if it would be possible to make the "split" function optionally disableable, or alternatively, prevent 0.01 bills from being split?