Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
The mod works perfectly on my server, thank you very much! However, some players can see the real prices while others see everything priced at $69 — where could the problem be coming from?
Put that one into suggestion topic.
<world1>_myshop.json
<world2>_myshop.json
For the convenience, once shop configuration is read and created by server it reads configuration real time from the disk, so any changes to the JSON file has an immediate effect in-game. Meaning you can tune your items/prices while server is live.
"Same same, but different"
main.json,myshop.json
etc.
then they are mentioned as .json files with a ","
1. Dupe. Your explanation is both logical and weird at the same time. So to dupe my mod item you need to... have a duped item. So you produce a duped item using game engine flaws, not mod, and you can pretty much dupe anything in that way (mirrored items issue) but you asking me to fix that. I can't fix Zomboid dupes from a Lua mod.
2. Lags and deleted cars. When I was making this mod I was no aware of item count issue causing lags, however I never seen or heard anyone report a whole vehicle being gone because of that. We ran a server, we stored at least 10000 gems in one storage unit and it was fine until you drop it on the ground, causing graphical spikes. My point is that you probably wanna deflate your economy, because the most expensive item we had in the game was 1200 gems and it was a car and 40000$ was the most expensive weapon (which is 400 money stacks).
Similarly, when there are many items in a container or cabinet, just walking past it can cause the server to lag.
I like this mod because it's easy to use and allows for immediate item updates without needing to update the mod or create a modpack to fix things. But right now, I’m just trying to find a way to prevent the Money Stack issue :)
I’m not sure if I’ve explained it clearly or not
1. Okay, understood :) I run an MP server to play with friends and allow others to join as well.
2. You know how duplication works, right? That's the issue (we’ll discuss details in point 4).
3. I know the basics of how to use it, and other players understand how to separate money from Money Stacks as well (I'll explain more in point 4).
4. Yes, it might not affect regular players, but duplication is a major issue for those who intend to cheat. The principle is that if you have a Money Stack of $100 (original) and a Money Stack of $100 (dupe), when you separate the money from the stack, you'll get Money $1*100 (original). If you stack it back together, it becomes a new Money Stack of $100 (original).
According to the game’s system, if items with the same ID are in the same slot, they are automatically combined into one, e.g., Original + Dupe = Original (Dupe is removed).
1. Immersive Currency is API mod, shops will not work without it physically.
2. If you found a dupe why not report it, lets take a look instead of trying to remove core mod?
3. You don't need to unstack money, shop can count stacks too. Also you can carry money in cases now found in the world, at most you can use specific high-end currency I've created for that particular case called gems, or even your own currency.
4. Creating new item ID is not an exploit? Its a normal life cycle of any items in this game inventory. This does not impact you or your players by any means that you can notice normally.