Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






No the hud and trade zone sound effects still dont work.
It may actually be a good idea to reset your trade zones, since some servers might not have planets you can harvest seeds on; and i have stocked the market with a ton of cheap kelp crisps and a few random food items which should keep players tummys full so they dont starve to death
As for the inventory issue, not sure there, unless it is the issue where you need to use " " quotes around the item name
try the /pricelist command or /hud on
we cant spawn keen stations no, frontier economy uses "trade zones" where you typically build a station yourself for immersion, although trade will work if you dont if you are in the zone. Keen stations however use a procedural seed and spawn in a physical space station from their encounter blueprints, and remove it when nobody is nearby the seed location.
Keen economy works more like a "mail order new ships" system that spawns a brand new ship from an encounter folder blueprint into the trade zone that was selling it.
is there a way to have this run on only Keen Space credits
is it possible to have multiple admin stations
can keen stations be converted to frontier stations on spawn to allow for a similar "thriving trade" feel
how is buying ships handled, is there somewhere we have to add the blueprints
thanks in advance
Although the spawn ratios later changed, the price scaling quickly compensates as players buy/sell stuff in the market.
If you have 100000 gold, and 100 silicon, chances are the silicon will go up in price above gold until there is more available to purchase
I can kinda use your system to achieve this by having an alternate admin account log in and spawn a ship - put the sale tag on it - but that means the grid is physically on server taking up Server cpu...
Sucks keen doesnt let us use the prefabs
Just wont work with prefabs, and you can park your for sale ships in keen zones if you like *shrug*
you wouldnt happen to know how to do that? I have taken a look at all the keen files for economy - but it looks like the only way I could make a ship store mod would be to disable all the trade station spawns, leaving only the builder npcs - and then add my life of prefabs to it.
Even then it would require a player to populate a random npc station - and i prefer it to be a fixed point by the admin on the server
So instead of being trapped in the Mine>produce>weld>explode ships loop you have the option to HuntNPC>Buymaterials>weld>explode ships
.
In order to add a custom item to the market make sure to do
/set blacklist item - to toggle it off blacklist
:)
Awesome mod - just now testing in on our server! much love Captain X
some items work fine, but others displayed on the lcd keep giving me that error - I tried case sensitive as well and doesnt seem to work - please help
re xbox: this mod mostly runs server side, but still relies on some client side interactions which would not make it work on xbox.
|
@[br]sharkstrike your best bet would be asking on the torch discord, lots of guys working plugins there chances are one will help