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It's no secret that a few of us are trying to get mods ported over from the Civcraft genre of minecraft servers. Next item on our list (hopefully), is something that recreates only the basic functionality of the mod which I've posted a demonstration video of below. The purpose of this is to enable players to trade with one-another without having to coordinate play-times, and enable trade in a multiplayer environment independent of the NPC traders. By no means will this decrease the significance or utility of the NPC traders, as there are still many items which cannot be crafted in survival as of yet. On the contrary, this will provide greater opportunity for more homebodied players, or those more adept at building and farming that caving and mining, to acquire gears and other valuable goods by supplying more adventurous types with basic commodities that they might not feel inclined to farm. The benefits of inter-player commerce are myriad. (Also, I figure this is one less feature for me to nag Tyron about, and most certainly one that can find use in other multiplayer settings (Hi, Tony) until such time as player-owned shops are a vanilla feature.) The idea of the mod is as follows: A player creates a shop chest (more on that below), which acts as a sort of simple vending machine. The shop outputs an item (or multiples of a single type of item) for a predetermined input cost. A customer approaches the shop with the input selected in their hotbar (right hand), and double-clicks on the chest, at which point the input items in their right hand are exchanged for the output item(s). In order to set up a shop chest I want to deviate from the example below and add a material cost other than the chest and reinforcement: the Temporal Gear (everyone's favorite). The steps as I envision it are as follows: 1.) Shopkeeper places a chest or labeled chest (remember to lock and reinforce). 2.) Shopkeeper places desired output in the first slot of the chest. 3.) Shopkeeper places input requirement in second slot of chest. 4.) Shopkeeper shift+right-clicks on the intended shop chest with a Temporal Gear, instantly consuming the gear and permanently defining the shop's exchange condition. 5.) Shopkeeper may remove the input material, stock up on output material and reap the benefits of trade and division of labour. Now, I don't expect anyone in the community to do this for us (though that would be nice), but I figured I'd do a bit of preliminary research while Light is temporarily unavailable to see if it's possible with the current API functionality or if we'll have to beg Tyron for some additions. (Thank-you for your time and attention)
System information: OS: Windows 10 CPU: i5 / 2500k GPU: GTX 570 RAM: 8 GB Bugs- when loading a world you just left, the game will crash with the following crash report: https://pastebin.com/xjCUgaLH (Reproduction steps: make world, leave world, re-enter world; work around: after leaving the world, restart the game.) when loading some mods, the first instance of a code mod throws "System.UnauthorizedAccessException." Tested with Carry Capacity (Reproduction steps: install code mod. boot game, check mods.) Workaround When loading a world after viewing mods, the game crashes with the following crash report: https://pastebin.com/5WTTh6i8 Reproduction- Start game, view mods, switch to singleplayer, load world)
Here im gonna provide u with my mods and recipes! Im working on 1.4.2 so the mod is only compatible with 1.4.2+ Im doing some animals for now, the sheep is already done and can be enjoyed fully here: They come in 3 variants and are friendly, they bah and drop some meat (hopefully wool in future!) sheep.zip