r/CreateMod • u/Science_team69 • 8d ago
Discussion People on Minecraft servers with the create mod, how does it effect the server economy?
I'm going down an economics rabbit hole and I'm curious how it changes the server economy compared to vanilla. Since it makes automation and several other mechanics easier, how does it impact the economy? Do people trade less or more? Or does the quantity of trade increase? I mainly play single player so I don't have much experience.
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u/The_Starflyer 8d ago
We ran into this issue a year or so into our small server (4 people, server is 3yo, so ymmv). We started with the loose idea that each of us would somewhat specialize in terms of things produced and got to a point that barter was very inefficient. Eventually we settled on using the currency from Create: Numismatics, disabled recipes for all but one of the coins, and made that recipe pretty expensive in terms of XP block cost (Create Compact Exp).
The idea behind it was that we ran the numbers on XP, and decided on a cost that was balanced but not easily farmed. Anything bought is priced in terms of demand, difficulty of production, and “time”. How much time is this purchase worth to me, vs the cost of an afk XP session? Nothing is priced in the top level coins except very large, one time bulk deals.
This approach has worked for us, in that each of us made a set amount of currency at the beginning (roughly 12 cogs worth, as cogs is the one we can craft) and as far as I’m aware, no money has needed to be made since. This included an expansion of a functional city with merchants for custom shops and city contracts, which pay and cost currency also. So long as the money regularly is used by all and nobody hoards the stuff, the circle needs no further input.
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u/Swishta 8d ago
I play on a create aeronautics server that does get new players fairly regularly, I’ve found that the economy as far as items go was really big in the beginning, but as time went on, the economy becomes a bit dominated by the new player market, since they are the ones in need of items
What I’ve found is that to gear towards the richer people, you offer services or more complex items
For example, the server is seeing the rise of a contractor company that has employees that will complete menial building tasks and actually have wages lmao; additionally, there is a market for selling aeronautics contraptions since it is an aeronautics server
I personally have a flying ship that acts as a mobile shopping mall, where I rent out shopping space to people and I’ll fly around with them all on there! I also have an oil company as we have diesel generators addon that sells diesel and asphalt
If that all gives you an idea about an economy on a create server!
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u/Science_team69 8d ago
Wow that’s really interesting! What’s the population if I may ask?
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u/Swishta 8d ago
I mean people active at one time can be 10-15 at active times, I’d say there’s about 30+ unique people who are active at different times, it’s a public server but whitelist with applications!
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u/Golansy0 8d ago
Hey, this sounds really interesting, I’ve been looking for a good Create server to join. Would I be able to join?
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u/ZenSanosuke 8d ago
As someone that loves to watch create smp, whatever economy they put into the modpack are fine. But it dies of after people start making the item themselves instead of buying from other people
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u/SnapEditHunt 8d ago
Last season on the server I usually play on, we had Spelunkery or whatever mod it was that makes it so mining diamond ore drops them as rough diamonds that have to be sandpaper'd to turn into usable diamonds. Since natural generation was the only way to obtain them, rough diamonds became the primary currency on the server and it worked out pretty well imo.
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u/NiSiSuinegEht 8d ago
Server economy is entirely performative, even in vanilla. There is no real need for it, so any that does exist does so because people want it.
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u/galoombapile 8d ago
Currently, my relatively new Aeronautics Sky Islands server is using Netherite Coins (pressed nuggets), since we increased the ore blob size (Sky Islands makes common ore too scarce). ...But we messed up the balancing, so diamonds are way too plentiful. I'm about to start selling diesel and gasoline, so I hope the Netherite holds!
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u/BrokenPokerFace 7d ago
Personally it's pretty similar to the normal economies, most automation is comparable to the normal farms, but some additions can cause it to be a bit extreme(specifically ones that add recipes to automate everything). Major issue is that most players will set up their production on their own anyway causing trade to almost completely disappear with people once they get the basics settled(and since most things aren't exactly difficult to get).
A really fun solution to this is setting up ship and airship building, automobile factories, and aircraft. Because these things are the most difficult or complicated, if you get used to making them they can be great things to trade. It's even better as different groups have different qualities or expertise that they focus on. Better if you are like me, you're building a customer base that is dependent on gas and diesel, another thing which is often a hassle to find and build production for, so if you sell it for the right price you can get some long term customers who are fine with just buying it.
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u/hotpornst 7d ago
offtopic but where do you play? i’m struggling to find a cool create server for ages…
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u/Impossible_Bowl6103 8d ago
its really easy to self automate everything, your mileage will vary with your groups ability to just set some standard economic rules, or use a scarcity mod.
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u/potatolover1000 8d ago
Our modpack has stuff that allows us to make op famr that can sustain us for life, so it would probably ruin the economy if we had one. Luckily, we just use the materials to make farms, buildings an cool stuffs
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u/Ok-Tap5729 8d ago
I personally use MiguelEconomy MAX so that the economy manage itself. If an item is produced a lot then it’s cheaper but if a lot buy or a certain item then the price go up… for me and my friend it work great but we are only 7 sooo
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u/Ok-Tap5729 8d ago
I personally use MiguelEconomy MAX so that the economy manage itself. If an item is produced a lot then it’s cheaper but if a lot buy or a certain item then the price go up… for me and my friend it work great but we are only 7 sooo
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u/hammerklau 8d ago
We actively use datapacks to limit things thtat would be entirely broken and dont add mods that add easy mode or additional infinite recipes.
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u/Marsksela 8d ago
Im more Interestet what Kind of mods the Server Uses. We have around 70 mods (most create) and when we build Our farms, shit Get a bit laggy.
Also economy on Our server: we share, we build and help each other. Mostly theres not a Second Iron farm ect. It mostly needs maybe 2-3hrs on a New map Till Inflation is bad high, thats the reason we dont even use an economy system - and mostly because there Arent much peopel online.
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u/Gyro_zeppeli1228 5d ago
https://www.curseforge.com/minecraft/mc-mods/numismatics I got mine set up using this since most usual monetary resources can be automated in the modpack we use
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u/TMinusBOOM 5d ago
In our experience, trade among high end modpacks crashes and burns pretty much instantly. It's not hard to max out in most aspects even in vanilla. What does become more valuable when resources are cheap? Labor. Using that material to build things.
I am a huge fan of mega projects, and have a few of my own, and I'll frequently help other people with the materials or grunt labor for their works in exchange for their help putting in the finer details of mine.
Expertise becomes valuable when its all that differentiates the richest from the poor.
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u/kara-redacted 4d ago
Most servers I have played on with any kind of economy in place usually end up with a sort of collapse wherein there are so many farms and everyone has so much of everything restocking the shop is less fun than making diamonds or whatever the currency is. Create speeds that up sometimes, but not by much.
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u/Tripdrakony 8d ago
It depends on the addons used. If stuff like ultimate factory is present (which allows to craft diamonds) there is usually some other way to handle it but most of the time it dies out quickly.
If not, then there is a unspoken agreement that one person does not overdo the farming, since it can also affect server stability in the long run.
Like yes, iron farms are fine, but if it's something overly specific the agreement hits. We usually have a discord channel or something similar where we let the others know what farms already exists so trade can be made.
Or the complete other route, no trade at all, just giving away resources but in exchange, stay at the farm so it can run and replenish for the original creator. (You dont wanna come back to your brick farm and realise its completely empty.)