Schema can just change \'int\' to \'long\' in his code for all the variables that contain money amounts, and suddenly have 2^63-1 as the limit instead, because he\'s using java.
You\'re right that the rapid money gain is a problem with loot, but that\'s not the only problem, because with the limit right now so close to the price of an L5 mineral the purchase or sale price overflows or underflows if you try to buy or sell more than a thousand or so at a time. So there are multiple problems, and they can be addressed multiple ways (and ideally #1 would be done in addition to one of the others, or all three):
1. Detect the underflows or overflows and do something about it such as preventing the player from selling or buying enough to overflow the price. This would only keep them from instantly getting near-max-cash at the start of the game and wouldn\'t solve the problem of hitting the limit fast through normal gameplay or ship costs reaching the limit.
2. Disable loot and drastically lower item prices across the board, resulting in lower overall ship prices, less rapid money gain, and ships not reaching/passing the cash limit. This is something server admins can do.
3. Change loot to generate loot with a set value, or a value within a certain range, rather than a wildly varying amount, lower the values on L5 minerals, and possibly raise the money cap by changing the cash variable for players and ships and everything else to a (java) long.
If all three happened, server admins might not need to keep loot disabled once it was being generated in a balanced fashion.