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>
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>
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>
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>