Enables players to have a safe way to set-up and pay out tasks for money.
Integrated into player owned tablets for personal use.
Uses the word 'bounty' again.
Standardized Payment Component(WIP) https://github.com/tgstation/tgstation/pull/51944 enables objects, structures, items, weapons, anything to have a uniform way to charge players for something. Built for ease of use on the administrative and code side, in the same way that all you need to do to turn something into a reagent holder is just adding "create_reagents(Number)" to initalize, now you can turn ANYTHING into a way to exchange money. Not much to say with this because it's on the backburner because of what's next:
And finally, here's the big PR that's being worked on unless I get hit by a bus this weekend.
ARCONOMY 1.0: FINAL STAGE CAPITALISM
Here's the list of features that have been codified:
Lavaland mint? GONE
Dynamic Inflation Handling? DONE
Passive Income Crutch? TAKEN AWAY
Supplemental Income System AKA Civilian Bounties? WORKED THE FUCK OUT
Self-Adjusting Vending Prices? YOU BETTER BELIEVE
Ability for admins to crash the economy on purpose/accident? BADMINERY ENABLED
Fart gas millionaires got you down? THE RUG HAS BEEN PULLED OUT FROM UNDER THEM
And that's just what we got so far.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Fri Jul 03, 2020 4:13 am
by Shadowflame909
Wow Arcane! you have a really good system here, might be the thing that ends my burn out and gets me playing agai-
Arcanemusic wrote:
Lavaland mint? GONE
NOOOOOOOOOOOO!!!! How do you expect a poor crew member to get some cash in this cargo-centric greed filled station! Ye cant remove my only way of making LARGE amounts of cash
The 1 million dollar bicycle never was affordable previously without someone exploiting. Now its never ever.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 12:23 pm
by Angust
Now I want a downloadable money sniffer computer program (HOP restricted, super large filesize so won't work on tablets) to help figure out who's sitting on the money.
Restrictions are to prevent metaing briefcases of cash-purchasers too easily.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 2:55 pm
by Mickyan
the absolute madman did it
It's too early to really give any constructive feedback but one possible problem I could see emerging is if someone is hoarding money and doesn't spend it then the economy stalls because there's not enough currency moving around while prices keep rising, in some ways this is a thing in the real world which is why wealth taxes exist
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 4:06 pm
by Tlaltecuhtli
when will we have /real economy/ where we have global market for most simple items and you sell high and buy low?
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 8:57 pm
by cacogen
thank god someone put in the work to get this functioning
when will we have the grand exchange
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 9:00 pm
by BrianBackslide
And yet, Botanists are still the only ones that'll be affected.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 9:16 pm
by cacogen
what if you put strange seeds in the biogenerator
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 04, 2020 11:03 pm
by BrianBackslide
Sorry if my last post came off rude, I think the changes (minus the coin mint) are definitely a step in the right direction. "Goodies" aside, I just worry that there's still not enough reason for other jobs to really give a shit about money. Hell, I don't even really go for strange seeds anymore.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Mon Jul 06, 2020 11:40 pm
by cacogen
i thought that was the big point of contention or limiting factor for economy was that botanists can't get their dumb unnecessary strange seeds anymore
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Tue Jul 07, 2020 12:33 am
by Shadowflame909
cacogen wrote:i thought that was the big point of contention or limiting factor for economy was that botanists can't get their dumb unnecessary strange seeds anymore
No that's just the thing that makes people salty because that's literally it's only effect on the game.
Don't get me started on ammonia and dethylamine being literally your entire check after getting one tiny bottle.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Fri Jul 17, 2020 3:09 pm
by Kryson
These bounties grant too much money for trivial stuff.
This means you can get loaded up with guns as any job within like 10 min.
3000 credits for a heart i can print roundstart at the medical lathe?
That is 1.5 hellguns for like 10 seconds of work and half a metal sheet.
Good bounties would be things that are non-trivial to obtain: maint peaches, maint pills, lizard skin boots, lizard hat, non-basic plants, pruno, a bottle of moonshine / hooch.
Stuff you can just find in a public area, after checking two maint crates or printed from a lathe are bad bounties.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 18, 2020 6:21 pm
by Angust
On the testmerge I can't afford a single seed after buying a couple of tools. Not saying it's bad but I miss being able to choose a contraband seed.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 18, 2020 6:35 pm
by Tlaltecuhtli
Angust wrote:On the testmerge I can't afford a single seed after paying the 200cr grey bull tax. Not saying it's bad but I miss being able to choose a contraband seed.
the whole point is to go from paycheck economy to "active" ((bounties)) so ur supposed to swipe id on the computer thing , hope u get bananas bounty and then get like 5k$ and never have any money problem again
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Jul 18, 2020 8:25 pm
by Angust
I think mugging people would be good for emergent gameplay...
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Wed Jul 22, 2020 10:48 am
by BrianBackslide
I like it but it's way too easy to get money now. It really sucks that I can't afford anything at all roundstart though.
Also the bounty pad needs fireproofing. I accidentally burnt it to ash sending lit bonfires. (and set an unfortunate security guard on fire)
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Tue Aug 11, 2020 8:50 am
by Tlaltecuhtli
the new pr made all civilian bounties gains /10 which i think just killed the whole thing all togheter, no one is gonna ever use it when mining in singleplayer with a cutter gives you 30 times more money and even chance of rare loot
like who the fuck is gonna get donuts for 200 credits? like really? i can buy 2 coca cola with that money
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Tue Aug 11, 2020 8:57 am
by Flatulent
Tlaltecuhtli wrote:the new pr made all civilian bounties gains /10 which i think just killed the whole thing all togheter, no one is gonna ever use it when mining in singleplayer with a cutter gives you 30 times more money and even chance of rare loot
like who the fuck is gonna get donuts for 200 credits? like really? i can buy 2 coca cola with that money
how do you make money from ore? Wasn’t coin press removed?
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Tue Aug 11, 2020 10:51 am
by Tlaltecuhtli
mining points can be converted to cash and you can sell plasma at 50% with the barcode
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sat Aug 29, 2020 10:49 pm
by iamgoofball
Shadowflame909 wrote:
cacogen wrote:i thought that was the big point of contention or limiting factor for economy was that botanists can't get their dumb unnecessary strange seeds anymore
No that's just the thing that makes people salty because that's literally it's only effect on the game.
Don't get me started on ammonia and dethylamine being literally your entire check after getting one tiny bottle.
Essential job equipment is supposed to be free to that department's members. If that isn't the case, file a bug report.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Sun Aug 30, 2020 11:20 am
by BrianBackslide
Ammonia and Diethylamine are premium items from a hacked vendor. What he isn't telling you is that you can get infinite amounts of both with about 5 minutes of work by simply mutating a pumpkin roundstart.
Back on topic, more things to buy that aren't guns would be nice. Also some civvie bounties are absolutely not worth the amount of money they give you. As a doctor, I can get a bounty for a pair of eyes for 650 creds, then a Lizard tail, something SIGNIFICANTLY harder to (nicely) obtain, for 300... Or a chainsaw for 300. There's not much balance between the credit reward and the effort required to obtain that bounty.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Wed Sep 02, 2020 2:57 am
by Kassori
Also takes 3 minutes to politely ask the AI for access into tech storage and assemble your own dispenser without starting a cold war with chemistry. Diethylamine is also an essential chemical for botany, it is the ONLY effective chemical for reducing a plant's instability. The next chemical after, Robust Harvest, is literally 1/4 as effective.
I don't care about that though, I care about the absolutely pathetic amount of starting cash botanists have. Enough to buy a single premium seed, then wait half an hour or hope that the public bounty console isn't out of money 5 minutes into round start like it always is.
Re: Arconomy Final Form: Pre-PR Feedback Hole
Posted: Wed Sep 02, 2020 7:17 am
by Kryson
Ammonia and Diethylamine are not essential and can be made by grinding a mixture of grass and lightbulbs(+ spray cans if you want diethylamine).
I lower instability by planting a 0 instability, high potency, high yield plant next to my unstable plant.
I think the better designed bounties pay out too little right now, but the current state is better than how it was pre nerf.