The barter table can get locked up between two players that click to start the trade and then walk away forever. Each side of the table should time out and return any items after a short period, and release the table to be used by other players without having to break it and re-place it. There can be a shorter timer that allows anyone to click cancel on any delayed trades before the non-interactive timer expires and cancels automatically.
Minegeld bundles should either be restricted to being crafted with low-denomination notes, or retain data on what notes were combined together in order to make them, so that they may be taken back apart to recover the money. Some players use this mistakenly to store many large-denomination notes, so it is important that the data not be deleted on server crashes, and care should be taken so that players cannot send messages to duplicate huge amounts of money.
After doing expirements on whether or not players understand the bill denominations, the results show that they do not understand the value of each note when compared to each other and are far more likely to pick the notes which are granted to them on server activity as their base and lowest valued form of currency, even if they are red or blue $10 or $5 notes. I don't really know what can be done about this right now besides somehow making it more obvious, or creating a sort of tutorial island mapgen that has progressive areas which demonstrate each of the ubiquitously installed mods' workings.
Issues 6 and 7: A trade by one player that clicked past exchange cannot cancel an exchange, leaving the other side of the table open for anyone to claim all the items for free. The two sides of the table need lock-step stages. The owner of the table should also be able to flip a toggle that only allows one other player to interact with their table so the owner always has the option to cancel the ongoing trade without the items being deleted on table removal.
The table needs a better way to handle trades when one player is offline or the other has a full inventory versus deleting the items traded. It should be able to search the nearby chests registered with access permissions to the respective players, check for space, and place the overflow items in there. When that happens a chat message should be sent to each player telling them which chest(s) their items were deposited in in their absence. For example, having a shared chest next to the barter table with the trading player(s) names on the whitelist, or an unlocked or protected chest with permissions next to it.
Breaking the Barter Table:
Although I prefer the more realistic "a la mc way" of contents "spilling out" when you break something, it's probably best to go with the default of making anything that has things inside unbreakable since item pickup is manual by default which makes it tedious with many items on the ground. And in this case not dropping items is also a more secure approach.
Handling of Offline Players and Full Inventory:
How about simply giving the Barter Table a special Storage for "Overflow Items" which Only lets the Original Owner See & Take their items?
That Storage could be extended through Chests of any kind linked to the Barter Table via it's Config (push Button "Add Chests" and click on all chests to add, then click done (it only stores the locations so replacing them can be done on-the-fly)) or by placing them at any of the 26 Spots around ~ or via special Chests made for the Barter Table.
I only have several issues currently:
The barter table can get locked up between two players that click to start the trade and then walk away forever. Each side of the table should time out and return any items after a short period, and release the table to be used by other players without having to break it and re-place it. There can be a shorter timer that allows anyone to click cancel on any delayed trades before the non-interactive timer expires and cancels automatically.
Minegeld bundles should either be restricted to being crafted with low-denomination notes, or retain data on what notes were combined together in order to make them, so that they may be taken back apart to recover the money. Some players use this mistakenly to store many large-denomination notes, so it is important that the data not be deleted on server crashes, and care should be taken so that players cannot send messages to duplicate huge amounts of money.
After doing expirements on whether or not players understand the bill denominations, the results show that they do not understand the value of each note when compared to each other and are far more likely to pick the notes which are granted to them on server activity as their base and lowest valued form of currency, even if they are red or blue $10 or $5 notes. I don't really know what can be done about this right now besides somehow making it more obvious, or creating a sort of tutorial island mapgen that has progressive areas which demonstrate each of the ubiquitously installed mods' workings.
And it probably shouldn't be possible for one player to activate both sides of the table, just didn't think of this while writing. Thanks
Issue number 5: The table deletes items that are in the trading process when the table is destroyed during a trade.
Issues 6 and 7: A trade by one player that clicked past exchange cannot cancel an exchange, leaving the other side of the table open for anyone to claim all the items for free. The two sides of the table need lock-step stages. The owner of the table should also be able to flip a toggle that only allows one other player to interact with their table so the owner always has the option to cancel the ongoing trade without the items being deleted on table removal.
The table needs a better way to handle trades when one player is offline or the other has a full inventory versus deleting the items traded. It should be able to search the nearby chests registered with access permissions to the respective players, check for space, and place the overflow items in there. When that happens a chat message should be sent to each player telling them which chest(s) their items were deposited in in their absence. For example, having a shared chest next to the barter table with the trading player(s) names on the whitelist, or an unlocked or protected chest with permissions next to it.
Breaking the Barter Table: Although I prefer the more realistic "a la mc way" of contents "spilling out" when you break something, it's probably best to go with the default of making anything that has things inside unbreakable since item pickup is manual by default which makes it tedious with many items on the ground. And in this case not dropping items is also a more secure approach.
Handling of Offline Players and Full Inventory: How about simply giving the Barter Table a special Storage for "Overflow Items" which Only lets the Original Owner See & Take their items? That Storage could be extended through Chests of any kind linked to the Barter Table via it's Config (push Button "Add Chests" and click on all chests to add, then click done (it only stores the locations so replacing them can be done on-the-fly)) or by placing them at any of the 26 Spots around ~ or via special Chests made for the Barter Table.