Major economy / spawn-design pivot.
## Removed: Create: Encased
The mod's `chorium_ingot` → `creative_casing` chain unlocked 60+
infinite-output creative-tier blocks via fully renewable inputs (rose
quartz + chorus fruit + lava). Single creative_mechanical_drill in a
player base would have produced enough diamonds to trivialize the
civic ladder. Removing the mod was simpler than KubeJS recipe overrides
since none of the mod's other content (wood-variant encased shafts,
coloured casings) was load-bearing for our pack.
Parallel audit of 14 other Create-family mods confirmed none have
similar exploits — only Create: Encased was the breaker.
## Counting House refactor
What used to be "Bazaar" became "Counting House" — a wealth exchange,
not a general shop. Conceptual model:
- Players accumulate diamonds / netherite / ancient debris through
adventure and mining (the wealth-store axis)
- Counting House converts these to spurs, credited directly to the
player's Numismatics bank account
- Iron / gold / coal / lapis / redstone are no longer here — those
belong on player-run Numismatics Vendor blocks at market prices
SellCatalogue cut from 9 items to 4 (diamond, diamond_block,
netherite_ingot, ancient_debris). Diminishing-returns floor tightened
50% -> 30%.
## Numismatics integration
NumismaticsBridge (reflection — no hard dep) wires up:
- ensureAccount on PlayerLoggedInEvent (every player gets a personal
account on first login)
- balanceOf / deposit / deduct for bank operations
- SpurBalance.totalSpurs = inventory coins + own bank balance, no card
lookups required
- HUD overlay now shows three lines: tier / cash on hand / bank
balance — total wealth visible regardless of cards
## /bns commands migrated to Java
`/bns sell` and `/bns wallet` are now Java-handled
(CountingHouseCommands.java). Bank credit happens atomically with
inventory pull. KubeJS `02_sell_shop.js` retired (.retired suffix
preserved in the repo as documentation).
## Hub status-only
Removed the Civic Tier / Bazaar / Bounty / Plot routing buttons.
Transactional screens are now only reachable via NPC dialogue
(`/bns open <screen>` from an Easy NPC COMMAND action). The hub
shows tier + cash + bank + total + slot caps; footer reads "Visit
spawn NPCs for trades, bounties, plots, tier upgrades."
This locks the spawn-as-civic-centre design: players have to travel.
## bnstoolkit jar
0.5.1 -> 0.6.0 (network version 0.4 -> 0.5; TierStateUpdatePacket
now carries cashOnHand + bankBalance separately).
## Pack manifest
102 -> 104 mods after Encased removal. Manifest republished on glados
(publish-pack.py) before restart so the wrapper's sync sees the right
target state. Without that step, the sync was reverting our changes.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Foundation economy stack — fully command-driven, ready for the custom
UI mod to layer on top later. Built tonight as a single feature batch.
KubeJS scripts:
pack/overrides/kubejs/server_scripts/economy/
00_tier_system.js — 13-tier ladder + admin commands
02_sell_shop.js — /bns sell, 9 items, DR + tier-fee
03_bounty_engine.js — /bns bounty, 20 bounties, state machine
04_player_commands.js — /bns help, /bns me, /bns tier upgrade
plots.js: updated to support multi-plot ownership based on tier slots
- plotsOwnedBy() returns list, slot cap from TIER_PLOT_SLOTS table
- /bns plot release now requires plot id (multiple plots possible)
- /bns plot mine added
FTB Ranks server config:
pack/overrides/world/serverconfig/ftbranks/ranks.snbt
13 ranks with ftbchunks.max_claimed_chunks scaling per tier:
Peasant 9 -> Sovereign 1500 (chunks)
Peasant 1 -> Sovereign 200 (force-loaded)
Name format colour codes match the design doc.
Player command surface (everything callable from chat or Telegram bridge):
/bns help full command listing
/bns me tier, balance, plots, bounties
/bns tier upgrade pay spurs, advance to next tier
/bns plot list|info|buy|release|mine
/bns sell list|<item> [count]
/bns bounty list|active|accept|cancel|turnin|completed
/bns admin tier get|set|list (op level 2)
/bns admin info|waystone-*|reset-welcome (pre-existing)
Tier upgrade flow:
1. Player runs /bns tier upgrade
2. KubeJS takes spurs from inventory
3. KubeJS sets player.persistentData.bnsTier += 1
4. KubeJS runs `ftbranks add <player> <rank>` so FTB Ranks applies
the permission nodes (chunk allowance auto-flips)
Cross-file scope: KubeJS 2101 runs all server_scripts in shared Rhino
global scope. Constants (TIER_CONFIG, COIN_VALUES, bnsTier object,
shared functions like giveCoins/countCoins/takeCoins) are declared
once in their owning file and referenced from siblings. Don't redeclare.
Blocked tonight (deferred):
- Villager trade rebalance: KubeJS 2101.7.2 doesn't ship a
villagerTrades event. ServerEvents only exposes command/loaded/
recipes/registry/tags/tick/unloaded. Verified by grepping the
KubeJS jar's ServerEvents class. No KubeJS-villager-trade addon
on Modrinth for NeoForge 1.21.1. Either build into the custom
mod or add a third-party trade-overrides mod (research pending).
- Custom mod UI screens: no Java toolchain on host, and these
need visual iteration with the user anyway.
Verified live: server boots clean, all 4 economy scripts log loaded,
port 25565 binds, no EcmaError or EvaluatorException in KubeJS log.
FTB Ranks reload via rcon confirms "Ranks reloaded from disk!"
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
KubeJS module that owns the 13-tier civic ladder per economy doc §4a.
Authoritative source for TIER_CONFIG (per-tier perks: cost, wilderness
chunks, plot slots, daily bounty slots, shop fee discount, chat
colour, join broadcast).
Player tier stored as int in player.persistentData.bnsTier; default
1 (Peasant), set on first login.
Admin commands (op level 2):
/bns admin tier get <player>
/bns admin tier set <player> <1-13>
/bns admin tier list
Module-local pattern (KubeJS Rhino runs scripts in strict mode -- no
globalThis, no bare-assignment globals). Other economy scripts will
duplicate TIER_CONFIG and use player.persistentData.bnsTier directly
to read tier rather than trying to import. See feedback-kubejs-rhino-
gotchas memory.
FTB Ranks will mirror this once the bnstoolkit mod ships -- ranks
will carry the FTB Chunks permission nodes. For now the NBT is the
single source of truth and admin promotes manually with /bns admin
tier set.
Verified: server boots clean, KubeJS loads with 0 errors. First-join
hook initialises new players to tier 1.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replace the v0.30.x ad-hoc disable mechanisms (KubeJS server script,
datapack recipe override, KubeJS client-side JEI hide -- which was
broken on this KubeJS build) with a single proper tool:
- **Item Obliterator 2.3.0** + dep **Necronomicon API 1.6.0**
Declarative JSON config to remove items from inventories,
creative tabs, all recipes (including modded custom recipe
types), villager trades, and JEI. Exactly the missing capability.
Config: pack/overrides/defaultconfigs/item_obliterator.json5
Blacklists:
alexsmobs:transmutation_table
alexsmobs:shattered_dimensional_carver
Removed (no longer needed):
- pack/overrides/kubejs/server_scripts/disable_alexsmobs_features.js
(Item Obliterator handles transmutation_table recipe removal
and right-click cancel automatically)
- pack/overrides/world/datapacks/bns-fuel/data/alexsmobs/
capsid_recipes/shattered_dimensional_carver.json
(Item Obliterator handles modded recipe removal too)
Both items now correctly:
- Don't appear in JEI search / item list
- Don't appear in creative tabs
- Have no working recipe path
- Can't be right-clicked / used
- Get scrubbed from inventories on join
The Void Worm boss + regular Dimensional Carver still work --
nothing else in Alex's Mobs is affected.
Verified live: both mods discovered, Necronomicon read our config
file successfully ("File exists, reading config"), Item Obliterator
loaded with the blacklist.
Note: config schema is v2; v1 configs get overwritten by the mod's
default. Always write configVersion: 2.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
KubeJS server script that:
1. Removes the crafting recipe for alexsmobs:transmutation_table.
The Transmutation Table converts items freely with XP cost,
which competes with Ars Nouveau's depth and undermines the
Numismatics-based plot economy. No new tables can be made;
no existing tables exist on the world yet.
2. Cancels the right-click action on
alexsmobs:shattered_dimensional_carver. The item teleports the
user 1,000,000 blocks in a random direction -- breaks any
server-side world-boundary assumption, drops the player into
unloaded chunks far from the rest of the world. The item can
still be produced (the Capsid-shatters-Carver interaction is
a block reaction, not a recipe we can remove cleanly), but it
does nothing on use and sends an explanation to the player.
The Void Worm boss + regular Dimensional Carver (return-home
teleport) stay enabled. Players can still fight the boss and earn
the home-recall item, just not the world-bounding-breaking variant.
Verified live: KubeJS loaded script in 3ms, removed recipe at
recipe-event time, server bound to 25565.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Now that v0.27.0 ships kubejs_create, the high-level
event.recipes.create.pressing(out, in) builder works, replacing the
raw event.custom({type: 'create:pressing', ...}) JSON shim we needed
before.
Verified live on the server -- recipe loads cleanly:
[bns/supplementaries_bridges] added flax -> string press recipe
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Mods added (in lockfile):
v0.24.0 YUNG's structure mods (9):
- Better Dungeons, Better Mineshafts, Better Ocean
Monuments, Better Nether Fortresses, Better End Island,
Better Witch Huts, Better Desert Temples, Better Jungle
Temples, Bridges, Extras
v0.24.1 Create: Radars (Aeronautics-compatible from v0.4.5.1+)
v0.24.2 Ars Creo + Create Ars Compact (the latter removed in 0.25.0)
v0.24.3 FallingTree (whole-tree chop on axe hit)
v0.24.4 Copycats+, Create: Connected, Create: Interiors
v0.24.5 Create: Power Loader (Aeronautics-airship chunkloading)
v0.24.6 -- KubeJS bridges only (see below)
v0.24.7 -- Patchouli welcome book attempt 1 (kubejs/data) -- failed
v0.24.8 -- Patchouli attempt 2 (assets/data split) -- failed
v0.24.9 -- Patchouli attempt 3 (patchouli_books/ root path) -- worked
v0.25.0 REMOVED Create Ars Compact (broken sauce:source_fluid recipes,
no public tracker, half-finished compat layer);
added Create: Dragons Plus, Create: Enchantment Industry
v0.26.0 Sophisticated Core/Storage/Backpacks/Create-Integration,
Create: Additional Logistics
KubeJS additions:
- supplementaries_bridges.js: flax -> 2x string via Create Press,
Plunderer drops 1-3 spurs via EntityEvents.drops
- recipes_numismatics.js: renamed COIN_IDS -> COIN_RECIPE_REMOVE_IDS
to avoid Rhino global-scope collision with numismatics_tooltips.js,
added sprocket to the removal list (was missing)
- welcome.js: migrated from vanilla written_book (broken Filterable
codec in 1.21) to Patchouli book at patchouli_books/manual/
Patchouli manual:
- 5 entries (Welcome, Waystones, Money, Plots, Rules) under one
"Server Basics" category
- Lives at pack/overrides/patchouli_books/ (root path) -- this is
the modpack-author path per Patchouli docs, NOT data/+assets/
which is for mods bundled in jars
- Book id: patchouli:manual (default namespace in this mode)
All v0.24-v0.26 work has been live on the server and tested.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
User confirmed in-game tooltip values:
spur=1, bevel=8, sprocket=16, cog=64, crown=512, sun=4096.
Chain is non-uniform (x8, x2, x4, x8, x8). My earlier guesses
(uniform x8, assuming Sun=64 Cogs) gave consistent but wrong
intermediate values. Now sourced from the mod's own tooltip, not
triangulated.
Plot prices at 100/250/600 spurs now mean roughly:
100 spurs = 6 bevels + 4 spurs (1 sprocket + 5 bevels + 4 spurs)
250 spurs = 3 cogs + 3 bevels + 2 spurs
600 spurs = 9 cogs + 3 bevels (... still small change tier)
User-side: edit PLOT_DEFS in plots.js to set real prices once the
spawn marketplace and economy scale are decided.
Was: 5-denom x8 chain (spur=1, bevel=8, cog=64, crown=512, sun=4096).
Now: 6-denom x8 chain with sprocket inserted between bevel and cog.
Verified in-game (user reported Sun = 64 Cogs, which only fits these
values: spur=1, bevel=8, sprocket=64, cog=512, crown=4096, sun=32768).
Plot purchase math (countCoins, takeCoins, giveCoins) was using the
old 5-denom map: cog would have been counted as 64 spurs when it's
actually 512, and sprockets weren't counted at all. Plot prices remain
at 100/250/600 spurs which are still appropriate small-change amounts;
user can edit PLOT_DEFS to raise once playtesting confirms desired
economy scale.
Three corrections per user feedback:
1. Drop the conversion-crib lines -- Numismatics' built-in tooltip
already shows 'Value: N spurs' so our added lines were duplicate.
2. Include sprocket (numismatics:sprocket) -- the 6th denomination
I missed when first writing the script. Full set: spur, bevel,
sprocket, cog, crown, sun.
3. Keep only the actually-useful hint: 'Right-click a Bank Teller
block to convert denominations' -- the one piece of info that
isn't on the mod's own tooltip.
Decision punted (deliberately): no 8-spurs-shapeless-to-1-bevel
crafting recipes. The Bank Teller is the spawn-economy anchor;
crafting recipes would let players bypass the bank entirely. Players
who want local conversion can place their own Teller -- which is the
intended Numismatics design.
Numismatics' x8 uniform chain isn't intuitive. Mod values are
hardcoded so we cant fix the ratios, but we can put the conversion
table directly on each coins tooltip via KubeJS ItemEvents.tooltip.
Players hover any coin -> see how it relates to the others + a hint
to use Bank Teller for on-the-fly conversion.
~25 lines, ItemEvents.tooltip hot path is cached per item-id so no
performance concern.
/bns plot list|info|buy|release|reload. Single ~316-line file with
clear sections. Hardcoded PLOT_DEFS Map (3 example plots), ownership
state in server.persistentData.bnsPlots, best-effort Numismatics +
FTB Chunks integration (will be verified in playtest). See file
header for full design notes.
Tidying pass on the KubeJS suite before plot system V1 lands. Sets up
the file structure + conventions + diagnostics so the larger plot
system has a clean foundation.
Changes:
1. NEW kubejs/README.md
File layout doc + conventions: logging prefix [bns/<module>],
persistent-data key naming (bns* prefix), one concern per file,
performance discipline (O(1) lookups, no polling).
2. Split economy_policy.js -> recipes_waystones.js + recipes_numismatics.js
Single-concern files. recipes_waystones removes ALL waystones
crafting (welcome.js distributes the only allowed waystone instead).
recipes_numismatics removes the 5 coin-denomination crafts.
3. NEW kubejs/server_scripts/bns_admin.js
/bns admin subcommands for OP diagnostics:
- info calling player's flags+counts
- waystone-count <player> read stored count
- waystone-set <player> <n> override stored count
- reset-welcome <player> clear bnsWelcomeGranted -- replays
the welcome grant on next login
Registered via ServerEvents.commandRegistry with Brigadier tree,
permission level 2 (OP). No performance cost (operator-triggered only).
4. Logging added to waystones_policy.js + welcome.js
Every action prints `[bns/<module>] ...` so server logs can be
filtered with `journalctl ... | grep '\[bns/'`.
Performance discipline applied:
- All event-handler lookups use Set.has (O(1)), not Array.includes
- No periodic tick polling anywhere
- No network calls in event handlers
- console.info is cheap (no string format unless logged)
Bumps to 0.20.0. Plot system V1 follows in v0.21.x as a separate
multi-file submodule under server_scripts/plots/.
Two design changes:
1) Every electronic CC item now requires tfmg:plastic_sheet. Plastic is
the electrical insulator and gates ALL CC tech behind TFMG's full
oil chain (crude oil -> naphtha -> distillation -> molten plastic
-> sheet). Even cable -- you can't lay wires without insulation.
2) Advanced items now embed their Basic counterpart in the recipe:
- computer_advanced contains computer_normal
- monitor_advanced contains monitor_normal
- wireless_modem_advanced contains wireless_modem_normal
- pocket_computer_advanced contains pocket_computer_normal
- turtle_advanced contains computer_advanced (which contains
computer_normal -- chained upgrade)
This makes the progression literal -- you can't skip Basic to make
Advanced. You upgrade through, paying both costs.
Other tweaks:
- Replaced create:railway_casing with create:industrial_iron_block in
the Advanced Computer recipe. Railway casing is thematically tied to
trains, not computing -- creates a weird "build trains to make a
computer" dependency. industrial_iron_block fits the server-rack
aesthetic and is a more general Create tier-3 material.
- Added plastic to disk_drive, wired_modem, printer, redstone_relay,
speaker (recipes that previously skipped it).
Bumps to 0.19.3.
Expands the v0.19.0 recipe set from 10 to 19 items and builds a deliberate
5-tier progression using richer Create + TFMG materials.
Newly overhauled items:
T1 - cable (8-output, copper_wire-heavy so bulk-laying is viable)
T3 - redstone_relay
T3 - turtle_normal
T4 - turtle_advanced
T5 - pocket_computer_normal, _advanced, _colour
Misc - wired_modem_full (block form, derived from wired_modem)
Existing items reworked with better thematic materials:
computer_normal/advanced -> now uses create:brass_casing / railway_casing
as the chassis instead of bare plastic
monitor_normal/advanced -> nixie_tube for the retro CRT, display_link
for the advanced data-binding monitor
wireless_modem_normal -> tfmg:electromagnetic_coil is the antenna,
copper_wire + aluminum_wire signal lines
wireless_modem_advanced -> constantan_spool + large_coil for high-Q
tuning -- properly end-game wireless
disk_drive -> create:cogwheel for the spinning read head
speaker / printer -> copper_sheet / cogwheel for thematic flair
Wire usage is the through-line: copper_wire in T1-T2 (cheap, used in
quantity), aluminum_wire in T3 mid-tier signal lines, constantan_wire
+ constantan_spool in T4 for high-frequency wireless. TFMG's electrical
production now genuinely gates CC progression.
Bumps pack to 0.19.1 (point release — same mod set, expanded scripts).
Mods (5 additions):
- Easy NPC 6.16.1 (3 jars: bundle + core + config_ui). Lightweight,
config-UI-driven NPC mod -- 817k downloads, NOT the heavyweight
Custom NPCs by Noppes which has no 1.21.1 NeoForge port. Players
will interact with NPCs at spawn (Plot Office land clerk + future
shop NPCs) via right-click -> dialogue.
- CC: Tweaked 1.119.0. ComputerCraft tier added for technical displays,
server stats, and player-built automation. Future plot-system V2
could use CC monitors as the central kiosk with touch buttons; V1
uses NPC + signs.
- Computer Craft: ReCreated v1.2 (resource pack, client-only). Styles
CC's computers + monitors with a brass/wooden Create aesthetic so
they don't look out of place in the pack.
KubeJS scripts:
- cc_recipes.js: Overhauls 10 CC crafting recipes to require Create
(electron_tube, precision_mechanism, rose_quartz) + TFMG (plastic
sheet, steel ingot, silicon ingot). Gates the tech tier behind
Create+industrial progression. Recipes for cables, peripheral
blocks, turtles, etc. left at default -- can iterate later.
Plot system V1 deferred to v0.20.0 -- needs its own focused effort
because of the FTB Chunks claim-transfer integration + Numismatics
inventory coin handling. Memory plan already covers the design.
The 0.18.0 economy_policy.js named 'numismatics:sundial' which doesn't
exist -- the real registry IDs are spur, bevel, cog, crown, sun. The
KubeJS warning surfaced this at startup:
Failed to read ingredient from numismatics:sundial:
Item with ID numismatics:sundial does not exist!
Updates both economy_policy.js (recipe removal) and jei_hides.js (JEI
hide) to use the correct 5-denomination list. Bumps to 0.18.1.
Adds the currency layer and the first-join experience.
Mods:
- Create: Numismatics 1.0.20 (currency, vendor blocks, piggy banks)
- Patchouli 1.21.1-93 (kept in pack for future rich manual book)
KubeJS scripts (server_scripts/):
- economy_policy.js remove ALL Waystones recipes; remove coin recipes
only (piggy banks etc. stay craftable for now)
- welcome.js first-login grant: 1 waystone + vanilla written-book
"Brass & Sigil Manual v1" (5 pages: welcome,
waystones, money, spawn plots, rules). Per-player
flag bnsWelcomeGranted in persistentData gates it.
KubeJS scripts (client_scripts/):
- jei_hides.js hide all Waystones items + 4 coin denominations from
the JEI ingredient list. Combined with the recipe
removal players never encounter these items via
normal play -- only via the welcome grant or the
bank exchange.
The written-book manual is the MVP placeholder. When more content lands
(plot system, dynamic exchange, etc.) it'll be replaced by a proper
Patchouli book authored as a tweak jar -- Patchouli's already in the
lockfile so no mod-add will be needed at that point.
Adds pack/overrides/kubejs/server_scripts/waystones_policy.js which:
- Caps regular waystones at 1 per player. Per-player count is stored in
player.persistentData and decremented on break (works correctly because
restrictedWaystones = ["PLAYER"] means only owners can break).
- Bans all 16 sharestone variants. They defeat the "build transport"
intent (solo pair-teleport) and can be placed just outside a claim
for stealth proximity access.
- Bans all 16 portstone variants pending separate design review.
- Leaves warp plates and warp scrolls untouched.
Bumps to 0.17.0 so launcher re-syncs.