MoneyMod
Short Intro:
MoneyMod adds a money item to minecraft, which can be made only in the MoneyMod blocks.
The item uses damage value to store money, acting like a wallet as well as currency.
Various blocks provide a source of money (the bank, trading post and warehouse) and functions to spend money on.
Blocks:
Bank: The main component of MoneyMod, provides buy/sell function as well as paid storage.
-Buy mode:
In buy mode, the gui has a left item slot for money, and once money is input, will display items that can be bought.
It will do this in a large chest-like inventory that holds all the blocks that can be bought with the current cash.
All items except those created through a process (smelting, macerating, etc) or crafting can be bought.
There is a baseline price for all items determined by their relative rarity per chunk.
Every time you buy an item it increases it's price by an x margin.
This makes relying on the bank as your sole source of items unwise in the long run.
-Sell mode:
In sell mode, the gui is the same as in buy mode, except the process works the other way around.
Items can be put into the inventory, and will then be converted into money over time.
Like buying, selling items takes longer depending on item value.
Also similar to buying, selling an item decreases it's price by an x margin.
This makes relying on the sale of many of the same item to generate money unwise.
-Bank mode:
Bank mode shares it's gui with the buy/sell modes, except it has buttons to browse storage pages at the top.
Money can be put into the left slot, and this will work like a furnace, with a corresponding bar under the money slot.
While the money is slowly being drained, you have access to an unlimited amount of storage.
However, you pay more overtime the more items you have in storage, this is counted per item, and not per stack.
Trading post:
Has a large inventory in the center, and a smaller 9x9 inventory to the left, and a 9x9 crafting grid with product slot beneath it.
The trading post allows the player to put items into the left inventory, and the item worth is translated into monetary value.
Items buyable with the payment items will be displayed in the center inventory, this holds the same restrictions as the bank.
The advantage of the trading post is that items will always have the same base worth, and so inflation on item worth is non-existant.
But, the trading post only has so much stock (from 1 - 10 stacks per item), and once depleted it takes a very long time to resupply.
Trading items in will increase the stock however, trading items will also take time depending on item worth and amount traded.
Items:
Money:
An item comparable to IC2 RE-batteries, they store an amount of money (to be decided upon) and can be stacked if empty or completely full.
Useable in the Bank to buy items, and later on for all of MoneyMod's functions.
The entire item config is of course adjustable so mod items can be added (don't know if this can be automated).
Item value, item time to buy/sell for base value, amount value increases/decreases at buy/sell, is all adjustable.
EDIT: Condensed everything majorly to make the idea clearer and to provide a picture of how the balancing might play out.
Short Intro:
MoneyMod adds a money item to minecraft, which can be made only in the MoneyMod blocks.
The item uses damage value to store money, acting like a wallet as well as currency.
Various blocks provide a source of money (the bank, trading post and warehouse) and functions to spend money on.
Blocks:
Bank: The main component of MoneyMod, provides buy/sell function as well as paid storage.
-Buy mode:
In buy mode, the gui has a left item slot for money, and once money is input, will display items that can be bought.
It will do this in a large chest-like inventory that holds all the blocks that can be bought with the current cash.
All items except those created through a process (smelting, macerating, etc) or crafting can be bought.
There is a baseline price for all items determined by their relative rarity per chunk.
Every time you buy an item it increases it's price by an x margin.
This makes relying on the bank as your sole source of items unwise in the long run.
-Sell mode:
In sell mode, the gui is the same as in buy mode, except the process works the other way around.
Items can be put into the inventory, and will then be converted into money over time.
Like buying, selling items takes longer depending on item value.
Also similar to buying, selling an item decreases it's price by an x margin.
This makes relying on the sale of many of the same item to generate money unwise.
-Bank mode:
Bank mode shares it's gui with the buy/sell modes, except it has buttons to browse storage pages at the top.
Money can be put into the left slot, and this will work like a furnace, with a corresponding bar under the money slot.
While the money is slowly being drained, you have access to an unlimited amount of storage.
However, you pay more overtime the more items you have in storage, this is counted per item, and not per stack.
Trading post:
Has a large inventory in the center, and a smaller 9x9 inventory to the left, and a 9x9 crafting grid with product slot beneath it.
The trading post allows the player to put items into the left inventory, and the item worth is translated into monetary value.
Items buyable with the payment items will be displayed in the center inventory, this holds the same restrictions as the bank.
The advantage of the trading post is that items will always have the same base worth, and so inflation on item worth is non-existant.
But, the trading post only has so much stock (from 1 - 10 stacks per item), and once depleted it takes a very long time to resupply.
Trading items in will increase the stock however, trading items will also take time depending on item worth and amount traded.
Items:
Money:
An item comparable to IC2 RE-batteries, they store an amount of money (to be decided upon) and can be stacked if empty or completely full.
Useable in the Bank to buy items, and later on for all of MoneyMod's functions.
The entire item config is of course adjustable so mod items can be added (don't know if this can be automated).
Item value, item time to buy/sell for base value, amount value increases/decreases at buy/sell, is all adjustable.
EDIT: Condensed everything majorly to make the idea clearer and to provide a picture of how the balancing might play out.
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