I doubt that people will like it if they lose some expensive product, I’m still thinking about how to make it less cheating, I think the emphasis will be on the number of supported machines and the virtual inventory limit depending on the boosters and technologies installed on the network
Referring to AE2, I have an idea:
- Energy Cost
Standby Power Consumption: Each network member consumes power, including cables (e.g., 50kW per interface).
Transmission Power Consumption (Distance Penalty): Each item transfer requires power, and the power consumption is proportional to the cable distance.
Formula Concept: Power Consumption per Transfer = Item Value × Transmission Distance (tiles) × Transmission Coefficient
Purpose: To ensure that the AE system is highly efficient within the base (short distance); however, if you want to use a cable to cross a large part of the map to haul ore, the high electricity cost will directly cause a power outage at the base. This preserves the "train's" niche in medium- and long-distance transportation.
Additionally, a hardcore mode could be considered, with no virtual storage, requiring users to provide item/fluid capacity themselves.