13 Commits

Author SHA1 Message Date
Matt 93c68325fe pack: v0.41.2 — rename Counting House to Exchange + fix click-refresh bug
bnstoolkit 0.8.1 -> 0.8.2.

Counting House -> Exchange (more intuitive naming).
- /bns open counthouse -> /bns open exchange
- screen title shown as "Exchange"
- Lang + docs updated

Click-doesn't-refresh-detail bug: ItemCell / BountyRow / PlotRow now
call getGui().refreshWidgets() after updating their static `selected`
field, so the detail sub-panel re-renders with the new selection.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 18:22:47 +00:00
Matt f0e6187ed0 pack: v0.41.1 — UI pass + spawn-building-setup doc
bnstoolkit 0.8.0 -> 0.8.1.

UI pass on every transactional screen:
- Counting House grid now 4-cell (one per wealth-token), with
  inventory count badge on each cell
- Detail pane shows on-hand count + friendly display name
- Sell buttons grey out when you don't have enough
- Bottom-row Refresh replaced with smart Back/Close — fixes the
  button overlap with sub-panel internals
- Panel heights reduced (height-30 -> height-50) so internal
  buttons don't clash with the screen-level action row

Naming cleanup:
- Dropped "shop" alias (Counting House is the only correct name)
- Added "journal" as the user-facing screen key for Adventurer's
  Journal

New docs/spawn-building-setup.md covers:
- /bns admin spawn-init flow for FTB Teams init
- Per-building Easy NPC dialogue setup (Counting House Clerk,
  Bounty Officer, Plot Clerk, Civic Registrar)
- Pre-wipe testing checklist for every feature

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 18:14:50 +00:00
Matt 016985a5fc docs: rewrite bnstoolkit handoff for feature-complete state
The original handoff doc described an empty M0 scaffold with placeholder
screens to "discuss tomorrow". 0.3.1 actually ships the full UI plus
villager trade rebalance, so the doc now is a testing guide for the
working features rather than a discussion-points list.

Includes the architecture diagram for how Java + KubeJS interact, the
key bindings table, a step-by-step testing path, and a known-gaps list
for future iteration.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-07 02:43:42 +00:00
Matt e770cb55cb docs: add bnstoolkit 0.1.0 crash postmortem + manual-restart note
Surfaces the server-needs-Start state and the fix details up top so
when matt wakes up he doesn't have to scroll past the M1+ planning
to find out the box is down.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-07 00:19:06 +00:00
Matt 61dd3d3754 pack: v0.34.0 — bnstoolkit M0 scaffold
Ships the empty bnstoolkit companion mod (0.1.0) into the pack. The mod
loads cleanly on client and server with zero visible surface — it just
proves the deploy pipeline end-to-end so M1-M4 only have to add code,
not figure out tooling.

Per-milestone scope locked in docs/bnstoolkit-discussion-points-2026-06-07.md.

Source: http://10.16.5.102:3000/minecraft/bnstoolkit

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-07 00:13:05 +00:00
Matt 57b6cd8dea docs: economy V1 overnight handoff
Tomorrow-evening testing guide for the command-driven economy
shipped in PR #67. Covers: what works, how to test each system,
quick reference of every /bns command, what's deferred and why,
recovery steps if anything bricks.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 23:57:23 +00:00
Matt 9eb8f540c4 pack: v0.32.0 — FTB Quests + XMod Compat + Ranks; restrictive travel design
Mods added (Phase 0a substrate for the bnstoolkit economy work):
  - FTB Quests 2101.1.25 (progression quest UI for Phase 5+)
  - FTB XMod Compat 21.1.8 (KubeJS hooks for FTB Chunks/Quests events)
  - FTB Ranks 2101.1.3 (tier system via permission nodes)

Design revision: restrictive travel.

This is a Create Aeronautics pack — the journey is the point. Removed
all instant-teleport perks from the tier ladder. Players get one
starter Waystone and use it for spawn↔base; further travel means
building airships, trains, vehicles. Pressure on real movement is
intentional.

Removed perks: sethomes, /back after death.
Removed system: the full sethome subsystem (commands, SavedData,
cooldowns) from the bnstoolkit mod scope.

Tier table reduced from 10 columns to 8: cost, wilderness chunks,
plot slots, daily bounties, shop fee, chat colour, join broadcast.

Mod phasing collapsed from 7 phases to 6 (M2 sethome system removed,
later phases shift up).

Future perk dimensions list updated with two waystone-related
candidates (slot cap, XP cost reduction) as the natural travel-
progression hooks for later tier-perk revisions.

Verified live: all 3 mods discovered + loaded, port 25565 binds,
no FATAL/Crashed/Exception lines in startup log. Server resumed
to 0.32.0 cleanly.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 23:22:47 +00:00
Matt 25107efcf1 docs: bnstoolkit architecture + detailed perk specifications
New companion-mod design doc covering:

Architecture
- Purpose & scope (what's in the mod vs what stays in KubeJS)
- High-level diagram showing client/server/KubeJS/FTB-stack roles
- Full Java package layout under uk.sijbers.bnstoolkit
- Six GUI screens specified individually with layouts + network calls
  (Quest Log, Bounty Board, Tier Upgrade, Plot Purchase, Shop Browser,
   Quest Progress HUD)
- Three mixin targets into FTB Chunks' ChunkScreenPanel (drawBackground,
  ChunkButton.addMouseOverText, ChunkButton.onClicked) -- no FTB fork
- Network packet contract (7 S2C + 5 C2S packets, versioned)
- Data persistence model (SavedData for plots + sethomes, in-memory
  for death locations, KubeJS for quest state)
- Two config files documented (tiers.json + plots.json) with example
  JSON5 schemas
- KubeJS integration surface (8 /bnstoolkit_internal commands)
- Build & release setup (separate Gitea repo, standard NeoForge
  ModDevGradle, semver)
- 6 mod implementation phases (M0-M6), each independently shippable

Detailed perk specifications
- Wilderness chunks: FTB Ranks permission node, native FTB Chunks
  enforcement, no mod-side work
- Plot slots: SavedData-backed ownership tracking, 50% refund on
  release
- Sethomes: full sethome system built in bnstoolkit (no other sethome
  mod exists in pack). Per-tier cap, 30s cooldown, /sethome /home
  /delhome /listhomes commands
- Daily bounty slots: enforced in KubeJS engine, UI greys Accept when
  at cap
- Shop fee discount: base 25% Bazaar fee reduced by tier discount.
  Only applies to NPC Bazaar shop, not player-to-player Numismatics.
  Worked example showing -25% Sovereign = 0% fee = full 10 spurs/diamond
- Chat colour: full colour ladder per tier (grey to rainbow at
  Sovereign with character-by-character cycling)
- Join broadcast: 6 levels documented (none, simple, fancy, epic,
  epic+particles, epic+spectacular) with example ASCII
- /back after death: in-memory storage, 60s cooldown, dimension-aware
- Future perk dimensions: 7 candidates the schema supports without
  code changes (particle trails, custom join sounds, custom title
  prefix, priority bounty access, tier-gated vendors, daily login
  bonus, keep-inventory chance)

Six open implementation questions flagged for resolution during
build, none blocking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 23:09:34 +00:00
Matt a0aee440c3 docs: economy v0.4 -- 13-tier ladder + Sovereign 10M + Founder flag
Tier ladder extended from 8 -> 13 tiers, with cleaner historical
progression. Replaces the previous Peasant/Citizen/Patron/Notable/
Baron/Noble/Lord/Sovereign ladder which mixed commoner-economic terms
with noble terms.

New 13-tier ladder (Civic + British peerage):
  1  Peasant       free
  2  Farmer        200
  3  Citizen       750
  4  Merchant      2,500
  5  Knight        6,500       (gentry threshold)
  6  Baron         15,000      (lowest noble)
  7  Viscount      35,000
  8  Earl          75,000
  9  Marquess      150,000
  10 Duke          300,000
  11 Archduke      700,000
  12 Grand Duke    1,500,000
  13 Sovereign     10,000,000  (apex, "finished the game")

Rationale:
- Yeoman -> Farmer, Burgher -> Merchant: both replaced with
  recognizable terms while keeping the period feel.
- Earl kept as the British equivalent of Count (Viscount sits below
  Earl correctly because Viscount = vice-count).
- Top tier extended above Duke with Archduke -> Grand Duke ->
  Sovereign. Avoids singular-feeling Emperor/King/Prince titles.
- Sovereign at 10M is intentionally extreme -- months of dedicated
  play to reach, properly mythical.

Full perk table updated to spread cleanly across 13 tiers:
- Plot slots: 0/0/1/1/2/2/3/3/4/5/6/7/10
- Sethomes: 1/1/2/3/4/5/6/8/10/12/16/20/unlimited
- Daily bounties: 3/3/3/4/4/5/5/6/6/7/7/8/10
- Shop fee: 0% down to -25% at Sovereign
- Chat colours: grey -> white -> yellow -> green -> cyan -> blue
  -> purple -> gold -> orange -> red -> bright red -> rainbow

Knight (tier 5) is the gentry threshold -- the first meaningful
"I'm somebody" upgrade with colored chat, join broadcast, and /back.

Founder cosmetic flag added for matt (server owner). Permanent chat
prefix [Founder] alongside the normal rank. No gameplay perks; just
identification. Founder still grinds the regular ladder.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 23:00:45 +00:00
Matt 121ae4c603 docs: economy v0.3 — custom mod + UI approach + tier ladder + spawn plots locked
Architectural revisions:

- UI approach: custom companion mod (working name 'bnstoolkit') built
  on FTB Library's UI framework. Polished GUI screens for Quest Log,
  Bounty Board, Tier upgrade, Shop browser, Plot purchase. Quest
  progress as a custom HUD render layer (no stacked vanilla bossbars).
  All player interaction through GUI + NPC dialogue, no chat commands
  to memorise. FTB Library UI chosen for visual consistency with the
  rest of the FTB stack already in the pack.

- Tier ladder locked: 8 tiers, Civic theme, starting at Peasant.
  Peasant -> Citizen -> Patron -> Notable -> Baron -> Noble -> Lord
  -> Sovereign. Replaced Burgess with Baron; reordered ascending.

- Tier perks: full table with chunks claimable, spawn plot slots,
  sethome count, daily bounty slots, shop fee, chat colour, join
  broadcast tier, /back access. JSON-configured at
  config/bnstoolkit/tiers.json, hot-reloadable. Easy to tune any
  column without code changes.

- Spawn plots clarified as distinct from wilderness chunk claims:
  predefined regions at spawn, purchased individually for spurs,
  primary use is shops, slot-limited by tier. Purchase happens
  inside the FTB Chunks map UI via custom mod mixin. Plot data
  lives in the custom mod, not in FTB Chunks.

- Wilderness chunk claims: tier-allocated, free within allowance,
  refused above. NO per-chunk pricing (dropped from v0.2). Powered
  by FTB Ranks -> FTB Chunks permission nodes.

- Phasing updated to add Phase 0c (mod scaffolding) and reorder
  Phases 1-7 to fit the mod-supplied UI work.

- Implementation notes: KubeJS script layout, custom mod package
  layout, state data locations, config file locations all
  documented.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 22:27:06 +00:00
Matt 95b0d1564d docs: economy architecture lockdown (v0.2)
Final architecture for the economy + quest system. No more V1/V2/V3
iteration cycles. Resolved against actual mod source code and verified
APIs via research spike.

Key decisions locked:

- Bounty UI: custom (bossbar + /quests commands + Easy NPC dialog).
  NOT FTB Quests -- it lacks per-player visibility, has no abandon
  event, and cooldown is per-team. Confirmed via FTBQ source review.

- Progression UI: FTB Quests (right tool for long-form content where
  per-team cooldowns and one-shot rewards are fine).

- Numismatics: direct Java.loadClass access (no events shipped, no
  KubeJS bindings). Documented exact API surface and call patterns.

- FTB Chunks claim cost: FTBChunksEvents.before('claim') with
  event.setResult() to refuse. Requires adding FTB XMod Compat.

- Tier system: FTB Ranks (CurseForge only) + permission-driven chunk
  limits + KubeJS-mediated upgrades via runCommandSilent('ftbranks add').

- Per-player HUD: bossbars, not scoreboards. Vanilla scoreboards are
  global; bossbars natively per-player.

- Custom mod for V1: NOT NEEDED. Re-evaluate if blocked.

Mods to add in Phase 0a (one PR before any implementation):
  - FTB Quests 2101.1.25
  - FTB XMod Compat (latest)
  - FTB Ranks 2101.1.3

Phasing updated: Phase 0a (mod additions) blocks the rest. Phase 0b
(spawn build) is non-blocking and user-paced; all systems can be
built and verified before spawn exists.

KubeJS file layout documented for clean implementation:
  pack/overrides/kubejs/server_scripts/economy/{01..99}_*.js

11 open decisions resolved. 3 remain non-blocking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 21:09:45 +00:00
Matt 63e9185bf8 docs: add quest tracking + cancel UX to economy design
Three-layer visibility plan:
  V1 (Phase 3): /quests, /quests info, /quests cancel commands.
                Mobile-friendly via the bridge, no extra mods.
  V2 (Phase 3.5): Quest Log book item with dynamic pages.
  V3 (later): optional sidebar HUD via vanilla scoreboards.

3-slot active-quest cap so cancellation is a real choice:
  - Prevents accept-all-then-cancel-easy-ones RNG shopping
  - Keeps state files small
  - READY frees the slot so turn-in backlogs are workable

State storage schema documented (active + completed/cooldown).

Phase 3.5 added to the roadmap for the book item.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:51:14 +00:00
Matt 1af2b9a86f docs: economy & quest system design (v0.1 draft)
Full design for the unified spawn economy:

- Seven themed guild buildings (Adventurer's, Merchant's, Civic,
  Library, Tavern, Foundry, Mint)
- Universal accept → complete → return quest pattern
- Villagers moved fully to spurs with rebalance principles +
  initial price guidance
- Money flow architecture (bounded inflows, scaling sinks)
- Phasing plan (8 phases, each independently shippable)
- Mod stack confirmed (we have everything we need for V1)
- Risk register + open decisions to make before implementation

Status: design, not yet implemented. Phase 0 (spawn skeleton)
is the next concrete deliverable.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:48:12 +00:00