91: Monday, June 27th - Making Money
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- Nov 25, 2024
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So… the money issue might not be "solved," but I guess I might be able to give Taylor and Laurance a paycheck now.
I got a new perk, and though it's a bit expensive, it's one of the ones that's just a minor quirk in a game but absolutely crazy in real life.
Loot Magnet - Jamestown: Legend of the Lost Colony
Base Cost: -150cp
Lore & Details:
This world's an alternate seventeenth century where England planted its first colony on Mars.
Red deserts stretch under brass skies while Spanish clockwork airships duel above the canals.
The native Martians watch Earth's empires bring war, faith, and greed to their world.
Sir Walter Raleigh, an exile looking for redemption, caught between crusades and alien warlords.
Jamestown stands as a flickering outpost of survival and pride, held together by lightning shields, iron guns, and people too stubborn to give up.
---
10 minutes per day, all loose and forgotten change within 10 meters slides into your pockets.
Addons:
-50cp Money teleports to your Inventory.
-100cp - 25 meters / 30 Minutes
-150cp - 50 meters / 1 Hour
-200cp - 100 meters / 2 Hours
-250cp - 150 meters / 3 Hours
-300cp - 200 meters / 4 Hours
-350cp - 250 meters / 5 Hours
-400cp - 300 meters / 6 Hours
-450cp - 350 meters / 7 Hours
-500cp - 400 meters / 8 Hours
Final Cost: -900cp
Bank: 2100cp
So, I did the obvious, and flew around at my fastest speed that I can hold for hours.
(About 60mph in bigger bird form at 1.8x speed for about 4 hours if I don't need to cast anything.)
Theoretically, I was just doing another search for where the ABB capes had bunkered down, but in practice, I was collecting more than $20k!
The only downside is that I don't have any handy Inventory money converter, just 120,000 nickels and dimes, and about 25 square miles of city that'll never be this profitable again.
Man, am I glad Bet doesn't have the 1-cent coins anymore like Aleph still does!
Though I'm going to run out of city soon at this rate…
Well, I guess I just need an excuse to fly around NYC a bit and I'd be golden…
That or a perk that would turn all these nickels and dimes into money people won't cuss me out for giving them….
Chlorophyte Extractinator – Terraria
Base Cost: -50cp
Lore & Details:
This world's a patchwork of wild lands where magic and madness rule the map.
Floating islands drift over jungles and deserts while dungeons sprawl under your feet.
The ground's alive with monsters and minerals both waiting to kill or reward you.
Every cave's a gamble and every sunrise means something new to fight.
You start with a stick and end up rewriting the world, one pick swing and bad decision at a time.
---
Feed any loose fine aggregate, such as sand, silt, sawdust, or drill cuttings.
The drum converts bulk into a truly randomized ore, gem, or fossil bit.
Does not accept organic material.
Max generation 1 per day.
Addons:
-50cp - An Inventory option for waste disposal rather than a physical tool.
-50cp - Max generation 2 per day.
-100cp - Max generation 3 per day.
-150cp - Max generation 4 per day.
-200cp - Max generation 5 per day.
-250cp - Max generation 6 per day.
-300cp - Max generation 7 per day.
-350cp - Max generation 8 per day.
-400cp - Max generation 9 per day.
-450cp - Max generation 10 per day.
Final Cost: -400cp
Bank: 1200cp
The copper coins are interesting, and the Palladium ore was gonna net me a few hundred in tinker budget, but I traded it to Armsmaster through Dragon to get them to help Chris finish his Diamond Maker so I can finally start armoring up the Wards.
I haven't told anyone about the Adamantite yet.
It's cool, but I wanna save it up till I either get a smelting power, or just want something big from Dragon.
I got a new perk, and though it's a bit expensive, it's one of the ones that's just a minor quirk in a game but absolutely crazy in real life.
Loot Magnet - Jamestown: Legend of the Lost Colony
Base Cost: -150cp
Lore & Details:
This world's an alternate seventeenth century where England planted its first colony on Mars.
Red deserts stretch under brass skies while Spanish clockwork airships duel above the canals.
The native Martians watch Earth's empires bring war, faith, and greed to their world.
Sir Walter Raleigh, an exile looking for redemption, caught between crusades and alien warlords.
Jamestown stands as a flickering outpost of survival and pride, held together by lightning shields, iron guns, and people too stubborn to give up.
---
10 minutes per day, all loose and forgotten change within 10 meters slides into your pockets.
Addons:
-50cp Money teleports to your Inventory.
-100cp - 25 meters / 30 Minutes
-150cp - 50 meters / 1 Hour
-200cp - 100 meters / 2 Hours
-250cp - 150 meters / 3 Hours
-350cp - 250 meters / 5 Hours
-400cp - 300 meters / 6 Hours
-450cp - 350 meters / 7 Hours
-500cp - 400 meters / 8 Hours
Final Cost: -900cp
Bank: 2100cp
So, I did the obvious, and flew around at my fastest speed that I can hold for hours.
(About 60mph in bigger bird form at 1.8x speed for about 4 hours if I don't need to cast anything.)
Theoretically, I was just doing another search for where the ABB capes had bunkered down, but in practice, I was collecting more than $20k!
The only downside is that I don't have any handy Inventory money converter, just 120,000 nickels and dimes, and about 25 square miles of city that'll never be this profitable again.
Man, am I glad Bet doesn't have the 1-cent coins anymore like Aleph still does!
Though I'm going to run out of city soon at this rate…
Well, I guess I just need an excuse to fly around NYC a bit and I'd be golden…
That or a perk that would turn all these nickels and dimes into money people won't cuss me out for giving them….
Chlorophyte Extractinator – Terraria
Base Cost: -50cp
Lore & Details:
This world's a patchwork of wild lands where magic and madness rule the map.
Floating islands drift over jungles and deserts while dungeons sprawl under your feet.
The ground's alive with monsters and minerals both waiting to kill or reward you.
Every cave's a gamble and every sunrise means something new to fight.
You start with a stick and end up rewriting the world, one pick swing and bad decision at a time.
---
Feed any loose fine aggregate, such as sand, silt, sawdust, or drill cuttings.
The drum converts bulk into a truly randomized ore, gem, or fossil bit.
Does not accept organic material.
Max generation 1 per day.
Addons:
-50cp - An Inventory option for waste disposal rather than a physical tool.
-50cp - Max generation 2 per day.
-100cp - Max generation 3 per day.
-150cp - Max generation 4 per day.
-250cp - Max generation 6 per day.
-300cp - Max generation 7 per day.
-350cp - Max generation 8 per day.
-400cp - Max generation 9 per day.
-450cp - Max generation 10 per day.
Final Cost: -400cp
Bank: 1200cp
The copper coins are interesting, and the Palladium ore was gonna net me a few hundred in tinker budget, but I traded it to Armsmaster through Dragon to get them to help Chris finish his Diamond Maker so I can finally start armoring up the Wards.
I haven't told anyone about the Adamantite yet.
It's cool, but I wanna save it up till I either get a smelting power, or just want something big from Dragon.
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