Shop Block Ideas

    StormWing0

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    I know they are planning on updating these things at some point but I figured we'd all want to cook up ideas around them.

    A Couple of the main things I want to see is shops ending up with controllable volume limits just like storages but starting at a way higher volume level say 50,000 volume before we have to start adding cargo spaces.

    Another idea is being able to link it to things like other storages, factories and other blocks with an inventory in them but also link them to it. This allows for people to build totally automated shops with factories or shipyards on the side to either fuel the shop or be fueled by it. It also means they don't have to pay it any attention outside of restocking its credits. :)


    Anyone else got some ideas to add to this? :)
     

    NeonSturm

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    Bump ;)
    Just make shop blocks adjacent to a storage block add volume and use this one.
     
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    i think shop volume & inventory should come directly from a linked storage facility. not 50K of each thing, but x.x mass total divided up among the stock. if you just want to sell power blocks, you could just make a 100K storage unit, fill it with power, and link it to the shop.

    shops should be able to handle multiple linked storages too.

    and allow players to have buy/sell prices be different on the same item or why even bother.
     
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    1. Make the shop linkable to storage blocks and give the base shop block the same storage as the storage block. (will need to alter the default trade stations)
    2. Make a trading ship block allowing you to set buy sell prices on the ship that can link to storage as well.
    3. Allow placing credits into storage.
    4. Make both shop blocks and ship trade blocks able to link to a rail or rail docker.
    5. Upon docking The trade block compares prices of the item it has in its storage vs the prices shown by the shop block linked dock and automatically carries out buying and selling .



    P.S.:Make shop blocks drop their contents on destruction.
     

    StormWing0

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    hmm thought of another one. How about letting the players and the game add a Faction Name into the owner field so a whole faction could be named the owners of a shop? This would be handy for those of us that want to setup a certain rank or higher to all be owners of a particular shop block. So it'd look something like this: [FactionName] (Rank#) . Rank# is optional, if there it means only those of a rank or higher can use the shop as an owner, while if not there it means all members of a faction can be shop owners. :)
     

    NeonSturm

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    hmm thought of another one. How about letting the players and the game add a Faction Name into the owner field so a whole faction could be named the owners of a shop? This would be handy for those of us that want to setup a certain rank or higher to all be owners of a particular shop block. So it'd look something like this: [FactionName] (Rank#) . Rank# is optional, if there it means only those of a rank or higher can use the shop as an owner, while if not there it means all members of a faction can be shop owners. :)
    Would be OK once shop blocks use cargo.
    When I learned about it, I kicked myself out of the owner-ship, essentially deleting items which didn't drop as loot.

    But pure users shouldn't be able to trash it for others of their rank.

    Neither should admins be required in case a faction dies.
    Shop:
    Lists: [ Allowed values ]
    Owners: [ 'player, ('faction, #rank) ]
    Lists: [ ('faction, 'list), ('player, 'list) ]

    Admins: [ 'player, ('faction, #rank), ALLY, NEUTRAL, CEASEFIRE ]
    Users: [ 'player, ('faction, #rank), ALLY, NEUTRAL, CEASEFIRE ]
    Owners: Can only be added/delete by the highest rank available. Owners are also admins.
    If there is no owner, admins can add themselves as owner.
    If there is no admin either, users can.
    Lastly, Public can.​
    Lists: Allows owners to draw entries from lists created by players or factions.
    Java then looks in these lists (Client-side if you can see your ownership, the server checks your claim. Or Server-side if you don't know how you are allowed to)​
    Admins: Can add users and alter the inventory through the shop-menu. Owners are also admins.
    Users: Are only allowed to use.​
    Java Data:
    Array{( (ID: faction or player), (byte: [0: player] or rank), (ID/date: list or check-expire=date-time), (byte: shop-rank) )}
    2 ints, 2 bytes per entry = fairly low if compared to display blocks, especially when using shared lists from a faction.

    Entry-date updates to avoid check-spam on "expire-player" server-side in a different data-set.
    Lists need to be fetched again anyway and don't have a Date. It uses the same data-type, thus not a problem.​

    Players that don't login for 1/2 year (server.cfg : "expire-player") could be removed from the list the next time the shop is visited.