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--- Auto-Generated Description --- This diagram models a simplified version of a trading post system commonly found in MMO games, illustrating the dynamics of material farming, market supply, and player inventory. It incorporates elements that represent the generation of materials (Materials 1, 2, and 3) through sources that passively create resources at a variable rate determined by dice rolls (D5). These materials can either be stored within a player's inventory or made available on the market, based on automatic gates that activate trading actions (Player Farms, Buy orders, Sell on market). The flow of resources is controlled through a series of gates and state connections that simulate the farming process, the decision to sell materials on the market, and the exchange of materials for currency or other goods within the player inventory. The use of converters implies the transformation or bundling of resources, likely mimicking the process of crafting or trading at different exchange rates. Overall, this model captures the cyclic nature of material generation, accumulation, and distribution between players and the market, highlighting how supply and demand could be visualized and manipulated within a virtual economy.