Merge pull request 'docs: economy V1 overnight handoff' (#68) from docs/overnight-handoff into main

This commit was merged in pull request #68.
This commit is contained in:
2026-06-06 23:57:24 +00:00
@@ -0,0 +1,215 @@
# Economy V1 — overnight build handoff
> Built 2026-06-06 / 23:00-23:55 UTC. All shipped via PR #67 (v0.33.0).
> Server running clean at port 25565. All scripts verified loaded with 0 errors.
## TL;DR — what to test tomorrow
A full command-driven economy is live. Pure-server (no client mod yet), works in chat and over the Telegram bridge equally. Open the in-game chat or telnet and try:
```
/bns help ← top of the iceberg
/bns me ← your status
```
That alone surfaces every command available. Below is the deeper walkthrough.
---
## What ships
### 1. 13-tier civic ladder (`/bns tier upgrade`)
Every player has a tier integer (1-13) in their NBT. New joiners are auto-set to tier 1 (Peasant). Upgrading costs spurs and runs `ftbranks add <player> <rank>` to apply the rank's permission nodes (chunk allowance, name format).
| # | Title | Cost to reach | Chunk allowance | Plot slots | Bounty slots | Shop fee |
|---|---|---|---|---|---|---|
| 1 | Peasant | 0 | 9 | 0 | 3 | 25% |
| 2 | Farmer | 200 | 18 | 0 | 3 | 25% |
| 3 | Citizen | 750 | 35 | 1 | 3 | 25% |
| 4 | Merchant | 2,500 | 60 | 1 | 4 | 23% |
| 5 | Knight | 6,500 | 100 | 2 | 4 | 20% |
| 6 | Baron | 15,000 | 150 | 2 | 5 | 18% |
| 7 | Viscount | 35,000 | 220 | 3 | 5 | 16% |
| 8 | Earl | 75,000 | 300 | 3 | 6 | 14% |
| 9 | Marquess | 150,000 | 400 | 4 | 6 | 12% |
| 10 | Duke | 300,000 | 525 | 5 | 7 | 10% |
| 11 | Archduke | 700,000 | 700 | 6 | 7 | 8% |
| 12 | Grand Duke | 1,500,000 | 900 | 7 | 8 | 6% |
| 13 | Sovereign | 10,000,000 | 1,500 | 10 | 10 | 0% |
**Test it:**
- `/bns me` shows your tier + balance + everything else
- `/bns admin tier set <player> <1-13>` to jump anyone instantly
- `/bns admin tier list` shows the full table in-chat
- `/give @s numismatics:spur 64` for testing money
- `/bns tier upgrade` pays + promotes
### 2. Bazaar sell shop (`/bns sell`)
Sell raw commodities for spurs. Tier discount reduces a flat 25% Bazaar fee. Diminishing returns lower the per-unit payout as you sell more of the same item over a lifetime (10% per 64 sold, floor 50%).
| Item | Base price |
|---|---|
| Diamond | 10 spurs |
| Netherite ingot | 100 |
| Emerald | 1 |
| Gold ingot | 2 |
| Iron ingot | 1 |
| Lapis | 1 |
| Redstone | 1 |
| Coal | 1 |
| Ancient debris | 500 |
**Test it:**
- `/bns sell list` — your effective prices right now (after fee + DR)
- `/bns sell minecraft:diamond 8` sells 8 diamonds
- Sell ~70 diamonds and watch the per-unit price drop as the DR kicks in
### 3. Bounty engine (`/bns bounty`)
20 bounties in the catalogue. Each player gets a random 5 from the pool, refreshed every 24h per-player. Slot cap = your tier (3 at Peasant, up to 10 at Sovereign).
States: AVAILABLE → ACTIVE → READY → COMPLETED → (24h cooldown) → AVAILABLE.
- Kill bounties auto-track via `EntityEvents.death` — you'll get progress messages in chat
- Cancelling applies the same 24h cooldown as completing (no RNG-shopping)
Highlights from the pool:
- Slay 10 Zombies — 15 spurs
- Hunt 5 Plunderers — 75
- Slay 3 Wither Skeletons — 150
- Slay a Skreecher — 400
- Slay the Warden — 800
- Slay a Warped Mosco — 700
- Slay the Farseer — 900
- Destroy a Void Worm — 1,200
**Test it:**
- `/bns bounty list` — what's on offer for you today
- `/bns bounty accept b_zombie_10` — accept
- Kill 10 zombies — progress chat messages every 5, ready notification at 10
- `/bns bounty active` — see your accepted with progress
- `/bns bounty turnin b_zombie_10` — claim 15 spurs
### 4. Plot system (multi-slot) (`/bns plot`)
Existing plot system (3 plots at chunks 10,10 / 12,10-11 / 14-15,10-11) now supports tier-based multi-ownership. Slot cap from your tier (0 at Peasant, up to 10 at Sovereign).
- `/bns plot list` — all plots, their state, prices
- `/bns plot buy <id>` — claim it (must be Citizen+ for at least 1 slot)
- `/bns plot release <id>` — 50% refund, opens slot
- `/bns plot mine` — list your owned plots
You'll need at least Citizen (tier 3) for any plot. **You can't buy a plot at Peasant.**
### 5. Waystones + welcome (pre-existing, untouched)
- One starter Waystone given on first login (per existing `welcome.js`)
- Waystone placement cap of 1 per player (per existing `waystones_policy.js`)
- Sharestones / Portstones banned via existing config
### 6. FTB Ranks 13-rank config
Live at `world/serverconfig/ftbranks/ranks.snbt`. Each rank has:
- `ftbchunks.max_claimed_chunks` (sets the FTB Chunks claim cap)
- `ftbchunks.max_force_loaded_chunks` (set to ~15% of claim cap)
- `ftbranks.name_format` (chat colour)
FTB Ranks auto-applies `peasant` to all players via `condition: always_active`. Tier-up commands set the rank explicitly. The `admin` rank with `condition: op` overrides everyone — you'll appear as Admin in chat regardless of your civic tier, useful for op-mode actions.
---
## What's deferred
### Villager trade rebalance
**Blocked.** KubeJS 2101.7.2 doesn't ship a villager-trade event. I verified by extracting the KubeJS jar — `ServerEvents` only exposes `command`, `loaded`, `recipes`, `registry`, `tags`, `tick`, `unloaded`. No `villagerTrades`. No KubeJS-villager-trade addon on Modrinth for NeoForge 1.21.1.
Options to unblock later:
1. **Add a third-party trade-overrides mod** — needs research (Villager Trade Tables-style mod for 1.21.1 NeoForge)
2. **Build into the custom mod** — KubeJS calls into Java mixin
3. **Mixin via a tiny standalone mod** — minimal Java project that just rebalances trades from a JSON
For now: vanilla villager trades remain. The 60+ trades I drafted live in the commit history (deleted file `pack/overrides/kubejs/server_scripts/economy/01_villager_rebalance.js`, restore from git when we unblock the API).
### Custom UI mod (bnstoolkit)
**Deferred to a session where you can iterate visually.** No Java/Gradle toolchain on glados, and the screens (QuestLog, BountyBoard, TierUpgrade, PlotPurchase, ShopBrowser, HUD, FTB Chunks mixin) all need visual feedback I can't get blind overnight.
The complete architecture spec is in `docs/bnstoolkit-architecture.md` — when you're ready to build, that's the source of truth. The KubeJS substrate I shipped tonight is exactly the backend the mod will sit on top of.
### Spawn build
Your manual task. The economy works from anywhere right now — no spawn buildings needed.
### FTB Quests progression chapters
Needs your arc design (themes, milestones). Mod is installed; the campaign content isn't.
---
## Files added/changed (PR #67)
```
pack/overrides/kubejs/server_scripts/economy/
00_tier_system.js NEW (170 lines)
02_sell_shop.js NEW (197 lines)
03_bounty_engine.js NEW (347 lines)
04_player_commands.js NEW (146 lines)
pack/overrides/kubejs/server_scripts/
plots.js MODIFIED (+86 lines — multi-slot)
pack/overrides/world/serverconfig/ftbranks/
ranks.snbt NEW (122 lines — 13 ranks)
pack/pack.lock.json version bump → 0.33.0
```
## Quick recovery if something goes wrong
If a script errors at startup, KubeJS logs to:
```
/srv/fast/brass-sigil-server/server/logs/kubejs/server.log
```
To hot-reload KubeJS server scripts without a server restart:
```
/kubejs reload server_scripts
```
To revert this PR entirely if it bricks something:
```
cd /home/matt/dev/brass-and-sigil
git revert <PR-67-merge-commit-hash>
git push origin main
```
The next pack-version-sync at MC server restart will undo all the changes.
## Suggested testing path
1. `/bns me` — sanity check, you should be Peasant tier 1
2. `/give @s numismatics:spur 500` — give yourself spurs
3. `/bns tier upgrade` — should pay 200 and bump you to Farmer
4. `/bns tier upgrade` again — should pay 550 (the difference up to Citizen at 750) … actually wait — the cost is per-tier-to-reach. Each upgrade costs the NEXT tier's listed cost. So Peasant → Farmer = 200, Farmer → Citizen = 750, Citizen → Merchant = 2,500. **Worth balance-checking in playtest.**
5. `/bns admin tier set <you> 13` — jump to Sovereign for testing
6. `/bns me` — should show Sovereign + 10 plot slots + unlimited everything
7. `/bns plot list` — should show 3 plots available
8. Stand in the relevant chunks (e.g. chunk 10,10), `/bns plot buy p001`
9. `/bns bounty list` — random 5 from pool
10. Accept one, kill enough mobs, turn in
11. `/bns sell list` — see effective prices
12. `/bns sell minecraft:diamond 4` (if you have diamonds)
If any step fails, the KubeJS log tells you why. Ping me with the error and I'll patch tomorrow.
---
## What I'd build next session
In priority order:
1. **bnstoolkit mod scaffolding (M0)** — need to install Java/Gradle on glados first. Empty Gradle project that builds + loads cleanly. Probably 4-6 hours of focused work.
2. **TierUpgrade GUI** (M1) — first screen in the mod, replaces the `/bns tier upgrade` text flow with a visual ladder + Upgrade button.
3. **BountyBoard GUI** (M3, after M0 is done) — replaces the chat-based `/bns bounty list/accept` with a poster-board screen.
Or — if you'd rather playtest the command-driven version first and only build the UI once the mechanics feel right — that's a perfectly defensible choice. The CLI version is fully functional.