Space Engineers

Space Engineers

[VisSE] [2017] Simple Money System
26 Comments
Skallabjorn 27 Jun, 2021 @ 5:22am 
This is an old mod, Keen made file and block changes since. You may have to word search it to find it in the menu.
Sonny0jim 27 Jun, 2021 @ 3:12am 
is this a new block? I cannot find it in the blocks menu. what is it down as in the menu?
Topminator 28 Jul, 2019 @ 2:37am 
help, in the mod folder i can only find a .bin file. how do i edit prices?
jetblade545 16 Aug, 2017 @ 12:51pm 
nm i see the list in the description
jetblade545 16 Aug, 2017 @ 12:51pm 
ok um well when i use the mod it is assemble to spend money and disassemble to make money i dont know if that is just my pc been weird and so if i make money and then spend it but what can i get for sending it becuase i cant buy anything its empty
Visentinel  [author] 16 Aug, 2017 @ 7:01am 
Like an assembler

Assemble to make Money
Disassemble to spend Money
jetblade545 15 Aug, 2017 @ 10:50pm 
im lost how does this work!?
Visentinel  [author] 14 May, 2017 @ 5:46pm 
open the mod and edit the blueprints :)
Skallabjorn 14 May, 2017 @ 9:01am 
How does one change the conversion baselines to suit?
><> DarkUncle 17 Feb, 2017 @ 8:31am 
Oh if i do end up doing that, it won't be for release - it would just be for me. As much as I'd love to release something like that, I would feel silly about releasing something that could so easily be exploited / worked around (and that I am aware of, no way that I could restrict that).
Visentinel  [author] 17 Feb, 2017 @ 6:50am 
you wont be able to use the model, u might need to talk to CodeCat, hes pretty protective of his models.
><> DarkUncle 16 Feb, 2017 @ 10:25pm 
I'm tempted to make my own version with a bit of a workaround... make a recipe for all transactions as assembling (so an assembly recipe of 1000 iron -> 1 herald, and another assembly recipe for 1 herald -> 800 iron)... and then just make the personal choice to "ignore" the disassembly option entirely. It would still technically be there, I just wouldn't use it.
Visentinel  [author] 16 Feb, 2017 @ 10:18pm 
yeah nothing is hardcoded, i just type in the recipe and i cannot define a reverse recipe the game just reverses the normal one. thats it.
Fox 16 Feb, 2017 @ 9:23pm 
Got it - it forces a 'lossless' conversion without exception. Thanks. :)
><> DarkUncle 16 Feb, 2017 @ 8:54pm 
@Fox: No, that is my point.

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.
Fox 16 Feb, 2017 @ 6:44pm 
@ ><> DarkUncle

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.
><> DarkUncle 16 Feb, 2017 @ 5:45pm 
@Fox: You make it sound easy, but since this uses the assembler logic, you don't actually get to define both sides.

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.
Visentinel  [author] 16 Feb, 2017 @ 5:55am 
Fixed the blunder in the description xD
Fox 16 Feb, 2017 @ 5:11am 
Isn't it bizarre how there are other currency mods out there with a % transaction fee and those subscribers want it removed.

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. :)
><> DarkUncle 15 Feb, 2017 @ 6:09pm 
Oh, meant to mention..

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.
Visentinel  [author] 15 Feb, 2017 @ 5:43pm 
Lol I do that... find it nice to not have 7 million iron ingots or more clogging up my containers.

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.
><> DarkUncle 15 Feb, 2017 @ 5:36pm 
Three things:

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.
Visentinel  [author] 14 Feb, 2017 @ 4:30am 
what kind of exploits ?
Eddy 14 Feb, 2017 @ 3:41am 
I think its a really cool idea I was actually waiting for. It has some exploits but I think its a good way to start the economy. Very easly which is important. Also wouldnt mind if you made a model in form of till for shops =P
Visentinel  [author] 14 Feb, 2017 @ 3:34am 
:) thanks

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.
Eddy 14 Feb, 2017 @ 3:30am 
Under-rated!! This need some attention.