I did all of this, didn’t have fuel cost because it’s a shop that would be silly. but I did the child currency also the issue I ran into is child won’t stack with main so if I sold wood/thatch they were two separate child objects and though they both could be used to buy stuff they wouldn’t stack… which in turn meant everything I sell would be a different stack (not good). so I made a craft of a currency that used the newly created sell item and it’s children and made 1 new currency.
basically this is what I did:
masterblack - everything that didn’t sell for a full gold was a child of this.
mastergold - everything that sold for gold was a child of this.
GOLD - crafted from 1 mastergold(so all child would be used also)
BLACK - crafted from 1 masterblack(and all it’s children)
But then I had to make blacks become gold … so
100 black is crafted into a child of mastergold
and to save some time I made 100 masterblack(and children) become 1 master gold (this would skip the black convert and then gold).
Unfortunately this makes a lot of conversions that seem pointless but there wasn’t a way to have Children stack with master so would make litterally 128 separate piles of “gold” pearls that wouldn’t stack. So I was trying to find a solution to create the items using programming instead of crafting so I could avoid the extra steps needed to make everything stack correctly, at first I tried spoiling the item but that made lag even worse. The mod I’m working on is called shopping mod.
and though it’s working great I would love to be able to clean it up so that it works more efficient while still being able to sell small and large quantities of things without lagging out the clients.