It is currently Sun 09 Dec, 2018 - 8:21 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Export Market
PostPosted: Fri 16 Aug, 2013 - 7:38 pm 
Engineer
User avatar

Joined: Thu 08 Sep, 2011 - 11:06 pm
Posts: 93
Proposition: Export Market

Details: The Export Market would function similarly to the shops at spawn, but contains a few stalls that exchange select goods in large quantities rather than a few at a time. These select goods would consist of items which can be produced en mass for the purpose of acquiring cash for use in the regular market.

Reason: Automated harvesting of crops is the most efficient means of generating income, but tends to result in large quantities of good when selling becomes necessary. The process of selling is time consuming, and floods the log with transactions (e.g. Melon slices can currently be exchanged in sets of 6, but I have been selling in sets of 640 due to a need for quick cash. This is 107+ clicks depending on whether the server can keep up with click speed. Once the factory is completed, it is likely to spend more time harvesting and less time selling, resulting in sales requiring several thousand clicks. A stall for selling 100+, 500+, or 1000+ (if possible) would all greatly increase the speed of the process and prevent the consumption of spam logs.

For assistance on automated farming techniques or other complicated processes, contact Deaf_Justice of IDEA FEST(jcu.).


Top
  Offline Profile Send private message  
 
 Post subject: Re: Export Market
PostPosted: Sat 17 Aug, 2013 - 12:37 pm 
Admin
User avatar

Joined: Wed 15 Dec, 2010 - 9:06 am
Posts: 1767
Location: Surrey, England
This seems like a good idea, maybe a section in each shop area for the large in quantity items, like Cobble and Dirt in the blockmasons, and coal in the ironmongers, etc. The idea is good, but the amount to be sold at once would be in Base 2 (1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc) to make mathematics good.

An entire inventory of a block or item which stacks to 64 will hold 2,304 entities, so we'll probably limit it to that as a cap to sell at once, or maybe three rows of 9 (leaving the hotbar alone) will hold 1,728 entities. These numbers will likely be used in the calculation. They will remain the same price as the smaller signs too (16 cobble costs $16, so 128 will cost $128, etc).

I may allow these to be bought in bulk, perhaps at a discounted price... What do people think about being able to buy around 9 stacks of items at a discounted price, used for construction or manufacturing.


Top
  Offline Profile Send private message  
 
 Post subject: Re: Export Market
PostPosted: Sat 17 Aug, 2013 - 5:41 pm 
Engineer
User avatar

Joined: Thu 08 Sep, 2011 - 11:06 pm
Posts: 93
That sounds perfect and the bulk discount is a great idea as well. It would be difficult to enforce though, since shops will trade in as little as the user can afford, so someone who can only afford 10 blocks can do so at the discounted rate. Is that something that could be manually adjusted?


Top
  Offline Profile Send private message  
 
 Post subject: Re: Export Market
PostPosted: Sun 18 Aug, 2013 - 2:56 am 
Admin
User avatar

Joined: Wed 15 Dec, 2010 - 9:06 am
Posts: 1767
Location: Surrey, England
Not with the current version of ChestShop, to my knowledge at least.


Top
  Offline Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
© 2014 - Hawknet Computing Ltd - Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group