Difference between revisions of "Forks:Warehouse mod"

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(Warehouses)
 
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* Tanh Cliffs
 
* Tanh Cliffs
 
* Melinka
 
* Melinka
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== State of Work ==
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This mod will mostly be based on FaceDeer's Commoditymarket mod. However, this mod has [https://github.com/FaceDeer/commoditymarket/issues/2 some serious issues] due to poor Minetest API design. This could be fixed scaling down inventory images or through some other workaround.

Latest revision as of 19:30, 15 January 2020

This page describes User:gabriel's idea of a warehouse and trade system


Warehouses

Warehouses would be collections of loads of warehouse nodes, each offering a set number of slots, connected to various industry and markets via pipeworks or advtrains.

Removing compatibility to Drawers avoids handling NP-Hard problems, such as repacking the items efficiently.

Markets

These would be based on Facedeer's Commoditymarket mod, and would accept buy and sell orders. The items would then be shipped by rail, possibly with some shipping cost being paid to the operating rail company, in function of congestion and distance. Maybe several routes could be offered, like the fastest route or the cheapest route, which could take a detour over little-congested routes.

Subwarehouse rent

Sets of drawer slots could be rented out to noobs without own warehouses for some amount of money which would be paid in advance. They would be automatically unrented if the money is not paid by the player, having the items go to the warehouse owner.

Planned Market network

An initial plan would see markets at the following locations:

  • Personhood
  • Crossroads
  • Kulbacki
  • Leekston
  • Ehlodex
  • Arcadius/Trap City
  • Spawn South/Onionland
  • South Forest/Stallmangrad
  • Trisiston
  • Tanh Cliffs
  • Melinka

State of Work

This mod will mostly be based on FaceDeer's Commoditymarket mod. However, this mod has some serious issues due to poor Minetest API design. This could be fixed scaling down inventory images or through some other workaround.