Ways for trading on bigger SMP servers.

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Blood Asp

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Jul 29, 2019
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I really like playing on bigger modded SMP servers (10+ players online at the same time 100+ online at last once a month).

And the main reason for playing SMP and not SSP is to play together. 2-5 player in a base, many bases helping each other by trading.

The problem is, trading is quite annoying in most cases. You don't want to set up a automatic production for a item you need once in a time but trading it in with other players is not better. Asking around who would sell it,negotiate a price, decide a meeting point and then going there. In most cases, hunting/mining/farming it by hand is faster.

There are some mods that make some of it easier.

I know of: Foresty Letters. Allow sending items to other players somewere on the server for a low fee.

IC2 Trade-O-Mat. Allows setting up shops that work even when offline. But they only allow for one item per machine and are limited to a small storage of times even when extended with a safe.

So, does anyone know of other mods/machines/mechanics to ease trading? Or even ways of automating trades like: Selling energy or fluids constantly? Setting up automatic sales of certain items once the storage is above a set number?

Is there a demand for such a mod?
Should there be enough players/serverowners that would like to have such a mod and there is nothing that can be easily used for that, i might try to make one myself.

Please give me some feedback.
 
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Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
I'd be interested in this.

Simple price management would be a must. As you're aware, inflation is going to be a constant, regular problem for just about any resource.

Do you have ideas on how you'd handle pricing? Would your preference be to introduce a currency somehow, or rely on a barter system ("I'll trade 4 diamonds for 1 tungsten dust", etc).
 

Blood Asp

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Jul 29, 2019
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I allready thought about ways and solutions for this and a few other problems. Also allready wrote them down. For now i want to wait for uninfluenced opinions first before posting and discussing them.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
Of course.

One thought: Introduce a zero-balance credit system. You don't need physical coins for this. Allow players to run negative balances, but require negative-balance transactions to be approved by the seller. Its simpler than writing a currency system and removes the necessity of creating arbitrary units (like everyone should start with 1000 coins, you know, because.)

* Everyone starts at zero credit balance (don't try the notion of starting all players with X gold; it works terribly)
* Pyure is selling diamonds and wants 500 credits per diamond
* Blood Asp wants diamonds and has zero balance.
* Blood Asp goes to Pyure's market machine, initiates a transaction to buy 2 diamonds. It requires approval.
* Pyure logs on, sees the incomplete transaction, approves it. Pyure's market machine loses 2 diamonds; Pyure gains 1000 credits. Blood Asp has a balance of -1000 credits.
* Blood Asp is selling iridium for 1000 credits. Pyure wants some.
* Pyure goes to Blood Asp's market machine, initiates a transaction to buy 1 iridium. It happens immediately because Pyure has sufficient credits on hand.

This economy operates on the premise that currency-money represents effort. Many players will constantly be running negative balances, and that's OK.

Edit: depending on how tradable resources are stored (on-site or magically in the ether) this would also work fine if "market machines" are universally linked. So that I don't necessarily have to travel to another base to trade.
 
Last edited:

malicious_bloke

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Jul 28, 2013
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I've always been very self-sufficient. If I want a ready supply of something i'll set up a system to produce it for me.

The last time I played seriously on a server was back in unleashed and the only things I ended up trading for were nether stars (because I was too lazy to set up a wither-killing apparatus) and oblivion frames to speed up my bee breeding program.

I ended up flogging bee serums for ridiculously inflated prices because I was one of the few people who'd bothered taking bee breeding to that extreme...

But raw materials and standard manufactured goods? Yeah I can make that myself, cheers :)
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
I've always been very self-sufficient. If I want a ready supply of something i'll set up a system to produce it for me.

The last time I played seriously on a server was back in unleashed and the only things I ended up trading for were nether stars (because I was too lazy to set up a wither-killing apparatus) and oblivion frames to speed up my bee breeding program.

I ended up flogging bee serums for ridiculously inflated prices because I was one of the few people who'd bothered taking bee breeding to that extreme...

But raw materials and standard manufactured goods? Yeah I can make that myself, cheers :)
Yeah this is precisely why simple price management and simple currency systems are critical. Mining iron is stupidly easy in most packs. But in some, say a GT pack where I don't simply have a quarry somewhere getting me unlimited quantities of Every Resource Ever, would it be worthwhile for me to spend some credit on a few crates of iron ingots? Yeah, actually, maybe it would: i value my time highly.
 

Blood Asp

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Jul 29, 2019
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Yes, i like difficult packs and usually also take many things to the extreme. On my last 5 servers i had an average playtime of 300h, one even 600h before i got bored and started on the next.
And even in that time i did not get to automate everything.
 

Inaeo

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Jul 29, 2019
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My server is small and private, thus we have no use for it. That said, I like the idea of a market. A simple "Auction House" block, similar to the OpenBlocks Trading Post would work for me. Each player could set up a few (four or five max, IMO) trades at a time while dictating the price. You physically place your goods to be sold in one side, then set a amount and resource as your asking price. All auction houses are linked, and can be searched by seller, wanted, and sold goods. Maybe a system for automatically resetting the trade as long as the same goods are pumped into the block?
 

immibis

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Jul 29, 2019
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IMO a barter system is more Minecrafty, and runs into less problems with changing prices. Resources are naturally fixed to each other; maybe one machine is worth 20 iron ingots (or a range of 15-25 depending on the buyer and seller). But credits would change their value all the time, and people would have to keep adjusting prices.