This is a question about how shop and economy plugins interoperate on FTB based servers. I'm going to have to talk about a lot of different plugins and stuff, but it's all FTB related since the coremods are kitted from the FTB MindCrack server, and the generally accepted workaround to enable plugins is to adopt and use MCPC+ (or BukkitForge in mods).
It's bound to be asked "upload .yml, .log files", but I don't think that's relevant yet. I pasted the versions of things below for reference. My question is not at the 'how do I configure the low level options' yet.
I'm confused about the way an entity becomes a currency, how a shop (a system that buys/sells entities for currency) interact.
I'll just number the questions:
1. How exactly does an entity, like iron ingot for example become a currency accounted by an economy plugin?
It seems like there's a side-effect that whichever plugin is loaded first owns the root of all currency balances? or loaded last. What (if anything) can be used to route which economy gets to "own" the management of a currency. Eg., I run Essentials and Vault and BOSEcon.. So... I have two currencies (one owned by Essentials, and one owned by BOSEcon) ?
Walk me through it.. A player smelts an ingot then <stuff happens>, and then ends up with a balance accounted by an economy plugin. I need help understanding the gory details of what <stuff happens> is exactly. Which capability of the mods/plugins I run are involved? What "touches" this sequence of steps based on the list of mods/plugins below?
2. So let's say a player has a balance within a certain economy, like BOSEcon, and they want to buy something. I assume that the Selling mechanism is going to validate the balance from the economy the Selling mechanism supports.
Eg., A player has:
BOSEcon balance of 100
Esssentials balance of 50
Gringotts balance of 20 entities-of-X
Then the player goes to buy something from a Selling mechanism, like perhaps a SignStoreThing (punch sign, get stuff).
I assume that the configuration of the SignStoreThing determines which economy balance to query?
I am getting worried that there can be N number of "mechanisms that withdraw currency" from a player with the various economy balances and it's not clear that I (the admin) would be able to provide the correct configuration. I get confused about the web of interdependencies between the economy plugins and currency conversions intrinsic to the currency plugins.
So, is it possible to perhaps turn off the "currency action" of Essentials and turn off "currency action" of Gringotts so that I wind up with:
One economy balance - owned by BOSEcon
One Utility for commands (not managing currency anymore) like Essentials
One entity-to-currency conversion system - owned by Gringotts?
3. SignShop2 - I really wanted to use this system because it had the right kind of abstraction for the game. An interface (sign) provded the capabilities to interact with the inventory (Chest). This is perfect. Except for FTB servers with the MCPC+ work-around for BukkitPlugins, I have yet to discover the right combination of SignShop versions that are compatible. [ Side issue -- is there a way to set a debug flag both in MCPC+ and SignShop to trace where the problem lies?]. Again, the web of interdependencies just kill me... Does the economy system drive which balance is used by the shop mechanism? I see that there is homework to do:
Solve:
The matrix of plugins/mods/drivers that work (simply load!)
The configuration of those plugins/mods/drivers so that the interactions are intended where:
A single owner of currency management is in place.
A single owner of entity-conversion-to-currency is in place
A ShopSellBuyThing mechanism works in this situation.
Let's start the thread then with that set of questions. I'd prefer to summarize online the responses, but follow up here to suit.
-sibomots
(this is not meant to be a plug, but to see how I've *@#!'d it up, spin-off dot com : 32323)
I setup a server that has this profile:
FTB_MindCrack.... then MCPC+ L67 drop, then...
(awk'd out of the log file, sorted)
[AutoMessage] Loading AutoMessage v2.1.2
[BOSEconomy] Loading BOSEconomy v0.7.3.1
[EssentialsAntiBuild] Loading EssentialsAntiBuild v2.10.1
[EssentialsChat] Loading EssentialsChat v2.10.1
[Essentials] Loading Essentials v2.10.1
[Essentials] Payment method found (Vault - Economy: BOSEconomy version: 1.2.24-b304)
[EssentialsProtect] Loading EssentialsProtect v2.10.1
[EssentialsSpawn] Loading EssentialsSpawn v2.10.1
[GriefPrevention] Loading GriefPrevention v7.6.2
[INFO] [ForgeModLoader] Forge Mod Loader version 4.7.35.556 for Minecraft 1.4.7 loading
[INFO] [IC2] Loading IC2 submodule: bcIntegration32x
[INFO] [PortalGun] [1.4.7v5] Loading properties.
Loading CCTurtle v1.5 (rev 887)
Loading ComputerCraft v1.5 (rev 887)
[Modifyworld] Loading Modifyworld v1.19.4
[ModularForceFieldSystem] Loading module for Buildcraft
[ModularForceFieldSystem] Loading module for EE3
[ModularForceFieldSystem] Loading module for IC2
[ModularForceFieldSystem] Loading module for ThermalExpansion
[ModularForceFieldSystem] Loading module for Universal Electricity
[MultiMOTD] Loading MultiMOTD v1.0.0
[PermissionsEx] Loading PermissionsEx v1.19.5
[SignChestShop] Loading SignChestShop v1.2-RC1
Starting minecraft server version 1.4.7
[TekkitCustomizer] Loading TekkitCustomizer v1.6
This server is running CraftBukkit version git-MCPC-Plus-jenkins-MCPC-Plus-Legacy-67 (MC: 1.4.7) (Implementing API version 1.4.7-R1.1-SNAPSHOT)
[Vault] Loading Vault v1.2.24-b304
[WorldEdit] Loading WorldEdit v5.5.1
[WorldGuard] Loading WorldGuard v5.7.1
It's bound to be asked "upload .yml, .log files", but I don't think that's relevant yet. I pasted the versions of things below for reference. My question is not at the 'how do I configure the low level options' yet.
I'm confused about the way an entity becomes a currency, how a shop (a system that buys/sells entities for currency) interact.
I'll just number the questions:
1. How exactly does an entity, like iron ingot for example become a currency accounted by an economy plugin?
It seems like there's a side-effect that whichever plugin is loaded first owns the root of all currency balances? or loaded last. What (if anything) can be used to route which economy gets to "own" the management of a currency. Eg., I run Essentials and Vault and BOSEcon.. So... I have two currencies (one owned by Essentials, and one owned by BOSEcon) ?
Walk me through it.. A player smelts an ingot then <stuff happens>, and then ends up with a balance accounted by an economy plugin. I need help understanding the gory details of what <stuff happens> is exactly. Which capability of the mods/plugins I run are involved? What "touches" this sequence of steps based on the list of mods/plugins below?
2. So let's say a player has a balance within a certain economy, like BOSEcon, and they want to buy something. I assume that the Selling mechanism is going to validate the balance from the economy the Selling mechanism supports.
Eg., A player has:
BOSEcon balance of 100
Esssentials balance of 50
Gringotts balance of 20 entities-of-X
Then the player goes to buy something from a Selling mechanism, like perhaps a SignStoreThing (punch sign, get stuff).
I assume that the configuration of the SignStoreThing determines which economy balance to query?
I am getting worried that there can be N number of "mechanisms that withdraw currency" from a player with the various economy balances and it's not clear that I (the admin) would be able to provide the correct configuration. I get confused about the web of interdependencies between the economy plugins and currency conversions intrinsic to the currency plugins.
So, is it possible to perhaps turn off the "currency action" of Essentials and turn off "currency action" of Gringotts so that I wind up with:
One economy balance - owned by BOSEcon
One Utility for commands (not managing currency anymore) like Essentials
One entity-to-currency conversion system - owned by Gringotts?
3. SignShop2 - I really wanted to use this system because it had the right kind of abstraction for the game. An interface (sign) provded the capabilities to interact with the inventory (Chest). This is perfect. Except for FTB servers with the MCPC+ work-around for BukkitPlugins, I have yet to discover the right combination of SignShop versions that are compatible. [ Side issue -- is there a way to set a debug flag both in MCPC+ and SignShop to trace where the problem lies?]. Again, the web of interdependencies just kill me... Does the economy system drive which balance is used by the shop mechanism? I see that there is homework to do:
Solve:
The matrix of plugins/mods/drivers that work (simply load!)
The configuration of those plugins/mods/drivers so that the interactions are intended where:
A single owner of currency management is in place.
A single owner of entity-conversion-to-currency is in place
A ShopSellBuyThing mechanism works in this situation.
Let's start the thread then with that set of questions. I'd prefer to summarize online the responses, but follow up here to suit.
-sibomots
(this is not meant to be a plug, but to see how I've *@#!'d it up, spin-off dot com : 32323)
I setup a server that has this profile:
FTB_MindCrack.... then MCPC+ L67 drop, then...
(awk'd out of the log file, sorted)
[AutoMessage] Loading AutoMessage v2.1.2
[BOSEconomy] Loading BOSEconomy v0.7.3.1
[EssentialsAntiBuild] Loading EssentialsAntiBuild v2.10.1
[EssentialsChat] Loading EssentialsChat v2.10.1
[Essentials] Loading Essentials v2.10.1
[Essentials] Payment method found (Vault - Economy: BOSEconomy version: 1.2.24-b304)
[EssentialsProtect] Loading EssentialsProtect v2.10.1
[EssentialsSpawn] Loading EssentialsSpawn v2.10.1
[GriefPrevention] Loading GriefPrevention v7.6.2
[INFO] [ForgeModLoader] Forge Mod Loader version 4.7.35.556 for Minecraft 1.4.7 loading
[INFO] [IC2] Loading IC2 submodule: bcIntegration32x
[INFO] [PortalGun] [1.4.7v5] Loading properties.
Loading CCTurtle v1.5 (rev 887)
Loading ComputerCraft v1.5 (rev 887)
[Modifyworld] Loading Modifyworld v1.19.4
[ModularForceFieldSystem] Loading module for Buildcraft
[ModularForceFieldSystem] Loading module for EE3
[ModularForceFieldSystem] Loading module for IC2
[ModularForceFieldSystem] Loading module for ThermalExpansion
[ModularForceFieldSystem] Loading module for Universal Electricity
[MultiMOTD] Loading MultiMOTD v1.0.0
[PermissionsEx] Loading PermissionsEx v1.19.5
[SignChestShop] Loading SignChestShop v1.2-RC1
Starting minecraft server version 1.4.7
[TekkitCustomizer] Loading TekkitCustomizer v1.6
This server is running CraftBukkit version git-MCPC-Plus-jenkins-MCPC-Plus-Legacy-67 (MC: 1.4.7) (Implementing API version 1.4.7-R1.1-SNAPSHOT)
[Vault] Loading Vault v1.2.24-b304
[WorldEdit] Loading WorldEdit v5.5.1
[WorldGuard] Loading WorldGuard v5.7.1