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Assemble to make Money
Disassemble to spend Money
Take Iron for example: the author codes how many iron it takes to make a herald (money). But that's it. The author does NOT code what happens when you "dissassemble" a herald into iron.
Instead, the game code (not the mod, but the game code itself) says "If it took 1000 iron to make 1 herald, then when you disassemble a herald you get 1000 iron back". All it is doing is taking the original recipe (1000 iron -> 1 herald) and reversing it.
So, at least the way this mod is done (using the assembler logic to make it simple), you will always get back out exactly what you put in.
What you mean? Doesn't the author has hardcoded conversion rates into the code? If he wanted to, he can hardcode the transaction fee into the conversino rate.
My second question is making that external - which is a different ballgame.
Or rather put another way, there is no "disassembly" recipe - the game just reverses the assembly recipe.
...mind you I'd love to see Keen put in a game option for disassembly to be lossy as it were... but as it stands right now, not so much.
It would be nice to have the conversion rates read from a cfg file. That way they can be adjusted by the Admin and also the Admin can build in a transaction fee directly into the conversion rate.
10 herald for 50 silver (no transaction fee)
or
10 herald for 45 silver (10% transaction fee).
See - easy. :)
a) Unless I'm missing something, your description above has it backwards. You assemble to make money, and then disassemble to spend money -- since you are using ingots to "assemble heralds" (make money) and then "disassembling heralds" (spending money) to get ingots back.
b) If you're using it as a storage rather than just as an exchange, I can see why you might not want to do this... but personally I'd love to see all "transactions" based on a single herald, rather than 1 for some and 10 for others. Being able to use ctrl for 10 and shift for 100 is plenty for me... but when playing hard core survival mode, the granulaity would be handy.
Seems more like a convenient feature than an exploit, unfortunately though the game has no conversion loss settings for assemblers.
When old mate said exploits honestly I thought of free resources or some kind hack.
1) Love the mod! Nice and simple, but wonderful. :)
2) There may be more, but off the top of my head the big exploit I see is storage/transport. Since there is no loss, you could change all of your ingots to heralds and carry basically your entire inventory of ingots in your pocket, to be instantly turned back into the ingots of your choice at any moment.
3) Both to deal with the above, and just for my general preference... would love it if there was some method to make the process "lossy" -- ie, you don't get back the same amount (selling for less, buying for more - rather than a straight one to one exchange). I don't know if this is possible with this simple method... but would be great if it could be done somehow.
i was always sigh at how all the money mods always overcomplicate the issue. I just wanted a currency and a conversion process so I decided to make one ages ago with some input from players on the server i was running and i updated it now for release.