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This is a two part suggestion. The focus is the burden on server hardware.

Firstly the easy one is replacing the base for the crophopper to a non-hopper block.
Every cropper right now is effectively a wasted hopper, still searching for items to pick up and place in an endless and fruitless endeavor. We trust players to minimize that burden by placing a compos...

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I know merging items into 1 itemstack entity can help reduce the number of entities around a player, but I feel that whatever plugin the server is using for this "hurts more than helps"

Let me explain why, lets say I'm harvesting a row of crops, any crops, if I'm standing behind as I walk forward while breaking the crops, normally this would mean I'm picking the ite...

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As far as I know, it is currently not possible to use the /shops find owned/wanted commands to find keys or most spawners in player shops without actively holding one in your hand and using the base search without specifying item name in text.

I would argue that using /itemdb with nothing in your hands should pull up a menu similar to /shop in eco where it will show...

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Formally requesting that in economy we are provided with a simple starter book in the starter chest.
It is wholly on the player to actually read and learn from them, but disseminating the information I think is important.

I wrote a "Greenie's Guide" and accidentally locked the original (because I'm dumb) that people have said helps them.
It states a few ...

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The idea here is to make life easier when comparing server shop and player shop prices. Giving player shops more quality of life by integrating them into the /shop gui in some form or another. This is my take on making player shops easier to find without making it harder to use the / regular /shop.
Spoiler: Example when buying glass

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