Many could complain about adding cargo because it would be a easy afk money farm, but you could also do something like this:
If you want to farm resources afk you must pay a price. So like, for cargo to work in a specific chunk for a specified time, you'll have to pay, for example, 0,5$ per item moved/stored etc.. In addition to that, you could do the same with energy, so it requires a certain amount of energy to move/store any item. You just need to balance it so it doesn't require too much money/energy in relation to what it produces.
Lets take silver, for example. Silver is one of the best ways to make money. Farming it while afk wuould mean a lot of them right? Silver value is 4.5 $ per ingot. If you have an automated system that generates cobblestone, then move the cobblestone into an ore grinder, then moves gravel to a gold pan, then moves sifted ore into a dust washer, then moves the dust into a chest, and the cost for each move is for example 0,5$, we have a total of:
(0,5 x 4) = 2$ + the amount of cargo nodes the item needs to go through, we have more than 2$ spent for only ONE item that reaches the chest, if we do the same thing for a stack of items we would reach spending 128$ (FOR ONLY ONE STACK OF ITEMS), and we all know that dust generation from the sifted ore is random so its pretty fair.
Now looking at this example it could seem it costs a lot, but its the developers duty to determine a good price considering also energy consimption and/or needing to pay for a specific chunk and hours it would be extremely balanced. Afk farming would only be a loss at this point in terms of money, but not for other resources.
The concept basically is is: Spend money to get resources afk using automated "factories"
I hope you will take this suggestion into account.
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