4
Best currency for modded server?
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13

emeralds would be enough, like you trade with villagers

How would you handle the inflationary pressure of emerald farming?
(Not a question specific to emeralds, but one that arises with farmable currencies — although it can be [somewhat] offset by choosing something that can't be auto farmed and requires significant effort from the farming player. )
(Not a question specific to emeralds, but one that arises with farmable currencies — although it can be [somewhat] offset by choosing something that can't be auto farmed and requires significant effort from the farming player. )

I also thought about the cheats, so we need a non survival item

Chicken spawn eggs maybe (technically useful, but probably so little additional utility compared with laid eggs as not to matter).
[I've not kept up, but am guessing there are still some general item duplication exploits that work… ]
[I've not kept up, but am guessing there are still some general item duplication exploits that work… ]

i wonder if we still have the possibility to get empty spawn eggs(white ones that will never work)

Diamonds

No not diamonds noob

TL:DR
Server specific currency. [Not clear how 'mining' a cryptocurrency would work ingame: clarification would be appreciated]
(Live Drowned with shell is a very interesting idea, but might prove to be unweildy in practice — q.v. #3 below )
While the specific item[s] is going to be very mod dependent, there are some general qualifications for a good currency basis [drawn partly from IRL experience/history]:
[b]1 T[/b]he item should be non-farmable (or require a substantial effort to farm q.q.vv Yapese stone money and Ameriind wampum, the latter as anexample of what can go wrong.)
[b]2 T[/b]he item[s] sould not have a 'use' [This was largely true of gold IRL — prior to about 1850, the main nonrecoverable use was as the colorant for red glass]
[b]3 T[/b]he item[s] value needs to be a good fit for commerce [IRL the British pound was largely a unit of account (used for accounting purposes, but actually changing hands rarely) while one of the Pacfic islander societies [can't find reference] used two coconuts as the base unit (This was too small to be practical and the result was essetially a barter system, but with the value of each item being converted into 'cocnuts' for accounting purposes.)]
++++++++++++++++++++++
Some updates back, a similar discussion (elsewhere) led me to think of clay [then a non farmable / non renewable resource with minimal practical use] as a potential vanilla currency.
Server specific currency. [Not clear how 'mining' a cryptocurrency would work ingame: clarification would be appreciated]
(Live Drowned with shell is a very interesting idea, but might prove to be unweildy in practice — q.v. #3 below )
While the specific item[s] is going to be very mod dependent, there are some general qualifications for a good currency basis [drawn partly from IRL experience/history]:
[b]1 T[/b]he item should be non-farmable (or require a substantial effort to farm q.q.vv Yapese stone money and Ameriind wampum, the latter as anexample of what can go wrong.)
[b]2 T[/b]he item[s] sould not have a 'use' [This was largely true of gold IRL — prior to about 1850, the main nonrecoverable use was as the colorant for red glass]
[b]3 T[/b]he item[s] value needs to be a good fit for commerce [IRL the British pound was largely a unit of account (used for accounting purposes, but actually changing hands rarely) while one of the Pacfic islander societies [can't find reference] used two coconuts as the base unit (This was too small to be practical and the result was essetially a barter system, but with the value of each item being converted into 'cocnuts' for accounting purposes.)]
++++++++++++++++++++++
Some updates back, a similar discussion (elsewhere) led me to think of clay [then a non farmable / non renewable resource with minimal practical use] as a potential vanilla currency.

So all of these are good

impossible to say definitively without knowing all the server mods, but all seem at least decent candidates
{Note drowned — and hence drownded with shell — are farmable in vanilla}
{Note drowned — and hence drownded with shell — are farmable in vanilla}

They can’t be separated automatically

True.
I was thinking of modifying a river based trident farm to capture all of the spawned drowned in minecarts (which would still require manual sorting).
I'm not clear how possible/practical such an arrangement would be, but I have 'faith' in players' ability to subnert systems.
I was thinking of modifying a river based trident farm to capture all of the spawned drowned in minecarts (which would still require manual sorting).
I'm not clear how possible/practical such an arrangement would be, but I have 'faith' in players' ability to subnert systems.

Yes. Mods are: Create, Valkyrien Skies, Clockwork, Computercraft Tweaked (+some addons), Create Big Cannons
Also there will be a rule:
max 6% of default game TPS per loaded area of a player (except players moving on Clockwork ships)
So mining will be mostly lag-less
Also there will be a rule:
max 6% of default game TPS per loaded area of a player (except players moving on Clockwork ships)
So mining will be mostly lag-less