Street Trade 0.4.2
Curse Maven Snippet
What's new
Added
- The Street Trade app: Street Trade now needs the mod Intranet (0.1.0 or newer; the lower bound is checked again at Intranet's first release). The Intranet computer gets its own dark app "Street Trade" with its own icon, next to the general Messenger: customer chats live only there, never in the Messenger. Customers out of town write requests in the app (slangy, in English and German): ware, grams, price, sometimes a lowest grade or a mix wish (strength range, favourite effect). "Send" takes fitting ware from your inventory (bags, packs, bricks and kilos together, counted in grams, each at least the grade asked; if something is missing nothing is taken), "Decline" throws the request away. When the shipment is back the customer writes again: "Collect money" pays the dirty cash as far as your pockets take it, the rest stays in the chat. Intercepted shipments say so. Dice, travel days, heat and daily limits as before, rolled when you send.
- Requests lapse after
messenger.expireDays;messenger.wishPercentof them carry a mix wish. A note in the action bar tells you about new messages (messenger.notify). - Listings (second tab of the app): switch on what you move, ware by ware or a whole group (cannabis, psychedelics, synthetics, cocaine), stored per player on the server. Buyers only ask for wares that are live; with nothing live nobody writes and the inbox shows a hint. Players from before keep the wares of their open requests switched on.
- One customer never has two open requests at a time.
- Buyer profiles (new tab "buyers" of the Street Trade app, page
streettrade:profile): every buyer has a bond of 0-100 per player, shown as a bar with its stage (New, Occasional, Regular from 50, Loyal from 75) and his numbers: deliveries, arrived short, declined, lapsed, lost, grams and pieces shipped, revenue, average quality, favourite ware. The chat header shows stage and bond. A new buyer starts at 20; a shipment that arrives in full gives +5 (+3 more if the grams asked for are on average at least half a grade better than asked; extra grams on top do not count); less arrived than asked -4, declined -6, lapsed -8, intercepted -12; after 5 days without contact -1 on each day the player is online with a ware live (days away do not count and are not made up), never below 10 - fading alone drives nobody away. At 100 a buyer asks up to 25 % more and pays up to 10 % more; since customer system V3 the bond no longer changes how often he writes but adds price tolerance (+1 point per 10 bond), more referrals and a better chance to take a counter-offer - the profile and the handbook show it. Below 10 every other setback may make him leave for good (at 0 with 50 %): he writes no more, a new buyer takes his place, his profile stays as "Gone" (the 20 newest are kept). The bond's extra amount is rounded to request sizes by chance, so it arrives in full on average; wares of other mods never go above their largest amount at the best reputation. Buyers from before get a bond from their history. All numbers inmessenger.bond*. - Darknet look for the Street Trade app (needs an Intranet with app styles): black and terminal green, square corners, a lock and an onion-like address in the title bar. Buyers go by leetspeak cover names (like jay_420), never just their plain name, that stay the same and never repeat in one player's chats, each with one of four hoodie avatars. Tabs and texts read "inbox" and "listings"; a switched-on ware is "live".
- API for other mods (
com.rhille.streettrade.api,StreetTradeApi,StreetGoods, jarstreettrade-api.jar): another mod registers a group and its wares (item, by gram or by piece, price range, amounts, request text, its own check of the stack); they show up in the listings and are asked for, sent and paid like Street Trade's own. API 2 (VERSION2):display(stack)for icon and name when wares share one item, several request texts picked at random per request,minReputation(points)(below it the ware shows locked in the listings and nobody asks for it),step(n)for amounts in multiples of n. - Handbook page "Customers in the Street Trade app" (replaces "Dispatch Box"); the advancement "Return to Sender" now comes with the first shipment through the app.
- Consumption: take your own ware, one gram at a time (packs are opened, the rest comes back as smaller packs). Weed and hash as a joint (rolling papers + one gram or a weed pack, whose rest stays in the grid as smaller packs; keeps grade, strain, mix and genes), pills swallowed, mushrooms eaten, crystal and crack in the glass pipe (64 hits), cocaine through the snort tube. In creative nothing is used up.
- Every ware gives a high and then a comedown (own effects, milk does not cure them); a better grade lasts longer and from grade 2 hits harder. Everyone sees it: red eyes, big pupils, a white nose, sweat; heavy users get eye rings, a pale skin and a ruined face. The faces are made from each player's own skin (eyes, skin colour, hair), so they fit every skin. High, comedown and withdrawal have their own icons.
- Addiction per group (cannabis, psychedelics, synthetics, cocaine) with tolerance and three withdrawal stages (hunger and a grey screen, weakness and shaking hands, nausea, no sleep and some damage of its own kind "withdrawal" through armour - alone never deadly). The effects follow the stage at once and end with it. Calmex from the chemist eases withdrawal; time offline counts like time played. Only one comedown waits at a time: the heavier one stays (a joint never cancels the crash after crystal, nor its sleep ban). All numbers in
consumption.*in the server config (streettrade-server.toml, per world, sent to the clients); everything can be switched off withconsumption.enabled. - Handbook category "Consumption" (with the joint recipe) and the advancement "First Hit". JEI shows the joint recipe.
- Grow Frame (
streettrade:grow_frame): a wooden trellis two blocks tall, crafted from sticks and string, placed on farmland or seedbed soil with room above (grass or snow there is cleared). Right-click a hemp seed into it: the plant growssoil.growFrameSpeedPercent(125 %) as fast, on top of soil, strain and genes. Harvesting the plant (bottom or top half) leaves the empty frame standing; sneaking takes plant and frame at once (the frame as an item, nothing in creative). Harvesters of other mods that only remove the plant leave the frame standing as well; a piston, an explosion, water or lost soil make the frame drop as an item. A block set on top stops the plant at stage 4 and its care line says so ("room above"). Guide page and JEI info. - Buyer types (customer system V3): occasional smoker, party customer, addict, high earner, small dealer and cartel, each with its own amounts, rhythm, price tolerance, pay, haggling and patience (
messenger.type.<type>.*). Party customers order on Fridays and Saturdays (messenger.partyWeekdayPercenton other days); addicts use a little more after every shipment of cocaine, crack or synthetics (messenger.addictGrowPercentup toaddictMaxPercent); high earners come from 25 % reputation, small dealers from 40 % or with a cellar lab, the cartel only from 75 % with a cellar lab. Old buyers get a type from what they bought so far and keep bond and profile. - Word of mouth: after a complete shipment a buyer may bring a friend (
messenger.referPercent, more with bond, reputation and better grade than asked; less the fuller the list). Friends are mostly of his kind, sometimes the next better type (messenger.upgradePercent). Each type has a highest share ofmessenger.maxCustomers(messenger.type.<type>.maxPercent: addict 30 %, high earner 20 %, small dealer 15 %, cartel 5 %); a friend of a full type comes as the buyer's own type or the next free one. A setback of his costs his friends a little bond (messenger.referBond), and when he leaves they may follow (messenger.referLeavePercent). - The rival: a street price per ware and day (
messenger.rivalCenter+-rivalSwing); when your price lies above it by more than the buyer's tolerance, he buys there now and then (messenger.rivalPerPoint% per point) instead of writing. - Haggling: some buyers (by type, and regulars with
messenger.loyalHagglePercent) offer less than your price. "Insist on" your price: he takes it (type's chance plus bond, minus the gap) or buys elsewhere without losing bond.
Changed
- Messenger, customer system V3: requests no longer come at a fixed rate. Every buyer uses his ware day by day and writes when his supply runs low (
messenger.triggerDays), at most one open request each. A new player starts with 8 occasional smokers and 4 party customers (messenger.startOccasional/startParty); more buyers only come by word of mouth, up tomessenger.maxCustomers(150). With the defaults and prompt shipping that is about 9 requests on day 1 (4 starting buyers write at once, the others get a random supply and write spread out), about 30 a day by day 10, about 85 a day by day 20 and 50-60 a day with all 150 buyers (more at the weekend). After a delivery, a decline or a lapse about one rhythm really passes before the next request (a late shipment no longer brings the next request at once). Friday and Saturday are the real weekdays of the Tycoon Calendar date when the calendar is there (else days 6 and 7 of each Minecraft week); after a long absence use is counted day by day. The Messenger shows at most 100 contacts: the courier and buyers with an open request always come first, then by last activity, gone buyers last. Reputation makes requests bigger (messenger.repGramsPercent) and unlocks better buyers. Kilos now come from small dealers and the cartel, not from the cellar lab alone.messenger.requestsPerDayNoRep/TopRep,messenger.gramsNoRep/gramsTopRepandmessenger.bulkPercentare no longer used. - Prices: the default price is the full middle street price (100 %, before 70-80 %); you set your own price per ware in the listings (50-200 %,
messenger.priceMin/priceMax/priceStep), and each type pays its share of it. - The buyers tab shows your reputation and how many buyers write (of
messenger.maxCustomers), each card with the buyer's type; the profile page shows type, who referred him, his friends, his supply and how often he bought from the rival. - The buyers tab has filter chips: "All", one per buyer type with the number still writing (like "Addict (4)"; types without buyers are hidden) and "Gone" for those who went quiet (type filters show only active buyers, "All" everybody as before). The filter is part of the address (
?type=<type>or?type=goneonstreettrade:profile), so the way back from a profile keeps it; nothing is stored. - Setbacks (declined, lapsed, short, lost) cost bond by type (
messenger.type.<type>.setbackPercent): an occasional smoker forgives more, a cartel contact leaves at once. - Order terminal: order as much as you like. The stock per offer is off by default; servers can turn it back on with
orderTerminal.limitedStock. - Buyers pick a category first, then a ware in it: a category with many wares (the weapons of another mod) no longer crowds out one with a single ware (weed). With weed and weapons live, each gets about half the requests.
- Hemp keeps farmland like any crop: dry farmland under a hemp plant no longer turns to dirt (the plant still wants soaked soil for its care).
- Listings tidied up: a bar of categories under the title (All, Cannabis, Psychedelics, Synthetics, Cocaine and the groups of other mods), each with live/total, e.g. "Cannabis 2/2". One row per ware (icon, name and price on the left, the switch on the right, so names fit on phone and tablet too) instead of big cards; "All on"/"All off" under the heading of each group; locked wares stand greyed at the end of their group. A locked ware that is switched on shows "Paused" and does not count as live (nobody asks for it yet).
- Sending more than a request plus
messenger.maxOverPercent(default 50 %, at least one gram or piece) is refused and nothing is taken, e.g. a brick for 3 g; pack smaller first. - The dispatch box and the dispatch station are retired: no recipes, not in the creative tab or JEI any more, the dispatch station no longer ships by itself. Ones already placed stay; a right-click gives the owner his ware back and hands cash and shipments on the way to the "courier" in his Street Trade app, where they pay out as before. An open order of the dispatch box becomes a request in the app. Empty, they can be taken apart.
- Network version 11: client and server need the same version.
- Pills are swallowed now (hold right-click) and mushrooms can be eaten.
- "Pay out" (now "Collect money" in the Street Trade app) puts the money into the purses you carry first (as dirty money); only what does not fit comes as loose notes.
- The greenhouse screen has one field per bed: each shows the seed growing there with its strain and genes, the tooltip its stage and tended steps. A seed put on any bed goes into the first free one; every bed keeps its own genes.
- The greenhouse always gives a bred plant (genes not all 1, or a cross strain with parents even when its genes are all 1) its seed back, so a breeding line no longer dies out there. Plain seeds keep the chance of
seeds.returnPercent; plants on farmland are unchanged. - Less work per tick: stations remember their recipe preview (screens and Jade ask every tick), the greenhouse compares its beds without building a copy, the Messenger list groups requests once and only builds the chats of the contacts it shows, and the scales send only the pan to clients (not the automatic scale's whole inner state) on every add and take.
- The automatic scale waits for a filling pile before it cuts without using energy, and the hydraulic press fixes the length and kind of a round when it starts (kief arriving during a sheet round no longer changes it).
Fixed
- A creative player cutting the top half of a hemp plant no longer gets its drops.
- The greenhouse screen names what is missing: "No power", "No water" or "No power, no water" instead of "Something is missing". The extraction plant and the lab reactor say "No power" as well.
- The Cover Shop and the Laundromat stand at an angle in the inventory and in the hand like the other blocks, instead of showing a flat front.
- Breaking the controller of an extraction plant or lab reactor in survival no longer drops a second controller item when the tank holds a solvent rest; the one controller item keeps the rest.
- The cargo of the Cover Shop no longer merges a ware into one stack above its stack size (such a stack could not be saved); old oversized stacks are split when the shop loads.
- Stations, the sieve and the shaker sieve refuse mixed ware (by hand, screen and pipe) instead of dropping its mix.
- The key "Open device screen" checks the player's reach to the clicked block on the server. A part of a big machine counts from the part, so a click on a near part of a large machine opens it even when its controller is farther away.
- The wholesaler's daily grams (
wholesale.dailyGrams) count per player: one player selling him out no longer closes him for everyone else in multiplayer. New keyGramsBy(per player); the old sharedDay/GramsTodayof earlier saves is ignored. - Suppliers' daily limits and the wholesaler's daily grams count days by Tycoon Calendar when it is installed (like the order terminal and shipping limits), no longer by Minecraft days. On the first day after updating, these limits start fresh once.
- Wares of other mods sold by the piece no longer count as grams: a shipment fills the customer's supply for one rhythm (his
Days) instead of a few "grams", and pieces do not add to the day's shipped grams (intercept chance, travel days). Wares sold by the gram still count their grams. - The sieve and the shaker sieve no longer get stuck on fresh buds when
seeds.budsPerSeedis 0: the hand gives them back and the shaker sieve pushes them out. - A supplier's starter gift comes only once per player and supplier type (talking to him or at the order terminal), not again from every new supplier. New SavedData
streettrade_starters. - Declining a request in the Messenger refreshes the list at once; a counter-offer that could not be sent keeps the request's old price.
- A partly lost shipment counts only the arrived grams for the bond, and the customer's supply only grows by what arrived (an addict's use only grows after a full delivery).
- The customer profile clamps the reputation points shown, and large amounts read in tonnes from 1000 kg on (no more "1000kg").
- A grow frame broken with its plant in an unloaded chunk is no longer lost: it is put back once the chunk loads (within a minute), later only dropped as an item; nothing is kept over a server restart.
- The dealer counts the grams of a handed-in ware before taking it (the grams no longer read 0). A dealer who dies while his owner is offline keeps goods and takings for him; they are handed over at the next login. New SavedData
streettrade_dealer_mailbox. - The order terminal only buys as many units as fit in the free delivery slots.
- When two suppliers of the same post die before a successor reads the book, a player keeps the better trade and the worse temper of both instead of only the last.
- Stations keep up to four results of a batch (the recipe format allows four).
- Liquids can only be piped into a big plant while it is formed.
- Jade shows the mixing table's ware with its real name.
- Breaking a big machine no longer unlinks the parts that a formed neighbour of the same kind holds.
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