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>
bnstoolkit 0.7.0 -> 0.8.0.
Plot system migrated from static Java + KubeJS to a runtime
configurable, FTB-Chunks-integrated system.
* Plot definitions now live at world/serverconfig/bnstoolkit/plots.json.
Default file ships with 3 starter plots; edit + /bns admin plot reload.
* /bns admin plot define <id> <name> <price>: add a plot in-game by
standing in the chunk. Re-run with same id to add multi-chunk plots.
* /bns admin plot list / remove / reload + /bns admin spawn-init.
* /bns admin spawn-init creates Spawn (cyan #00BFFF) + Plots (gold
#FFD700) server teams via FTB Teams + claims all defined plots for
the Plots team. Idempotent.
* /bns plot buy now: pays via combined cash+bank, unclaims chunks
from Plots team, claims for buyer's personal FTB Teams team.
* /bns plot release: reverse — chunks go back to Plots team, 50% refund.
* Plot chunk guard: ClaimedChunkEvent.BEFORE_UNCLAIM subscriber blocks
manual unclaim of plot chunks (player gets chat hint redirecting
to /bns plot release).
* KubeJS plots.js retired (.retired suffix in repo as documentation).
On the map: cyan zones = Spawn team protection (manually claimed),
gold zones = Plots team (for sale), other team colors = owned plots.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Drops Alex's Mobs from the pack (105 -> 103 mods total). The 4 AM-mob
bounty entries are replaced with vanilla 1.21.x mob bounties (Breeze,
Bogged, Evoker, Vindicator, Piglin Brute, Ravager).
Bounty board bug fix: KubeJS PlayerEvents.loggedIn now ensures the
daily pool is rolled on first login. Previously the pool only rolled
when a player ran /bns bounty list, so the bounty board screen showed
empty for anyone who'd never typed that command.
/bns tier upgrade now uses combined cash+bank deduction via
NumismaticsBridge.spend (Java). Players who've sold a fortune into
their bank can now spend it on tier upgrades directly.
Every player gets a bound white_card on first login — no more "I need
to craft + bind a card before I can spend at a Vendor block" friction.
bnstoolkit 0.6.2 -> 0.7.0.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
bnstoolkit 0.6.1 -> 0.6.2.
Journal (formerly Quest Log) reworked to be useful: active bounties
with progress bars, current Counting House rates per wealth-token,
owned plots. FTB Quests stays as a separate system (footer line
points players to their Quest Book item).
Back button: opens-from-Hub uses FTB Library's previous-screen
mechanism so Close becomes Back and returns to Hub. NPC-opened
journals (no previous screen) get a regular Close.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Hub screen showed blank content area: title bar + 3 buttons rendered,
but the status panel in between was empty. Same latent bug affected
every screen with a sub-panel (Tier, Counting House, Bounty, Plot,
Quest Log).
Root cause: FTB Library's Panel.refreshWidgets order is
addWidgets → recurse-into-child-panels.refreshWidgets → alignWidgets.
So when the parent's alignWidgets sets a sub-panel's size, the
sub-panel's children have already aligned themselves using the
sub-panel's pre-size dimensions (0x0). Every Row got setSize(0, 12)
→ invisible.
Fix: size sub-panels BEFORE add() in the parent's addWidgets so the
recursive refreshWidgets sees correct dimensions. Parent's
alignWidgets now only positions the top-level action buttons.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Every screen positioned its child widgets with setPos(getX() + offset,
getY() + offset) under the assumption that FTB Library uses absolute
screen coordinates. It uses PARENT-RELATIVE coordinates — the panel's
own position is added back at render time — so all widgets rendered
at panel-position * 2 + offset, shoving them off the right edge.
Fix: drop the getX()/getY() from every setPos. Now using plain
parent-relative offsets, which is what FTB Library docs + FTB Quests/
Chunks source actually do.
Affects: HubScreen, TierUpgradeScreen, BountyBoardScreen,
PlotPurchaseScreen, ShopBrowserScreen, QuestLogScreen.
Also fixed BaseBnsScreen.contentTop()/contentBottom() to return
relative offsets.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Regenerates /srv/services/sites/bns/pack/manifest.json from
pack.lock.json + pack/overrides/, mirrors changed override files into
the Caddy-served web root, and atomically swaps in the new manifest.
Resolves a class of bug where the published manifest gets stuck at the
last Windows-side build and the launcher errors with "invalid hash for
<file>" on its next sync. Caught today because the manifest had been
serving v0.33.0 since v0.34.0 shipped — five missed publishes.
Run after every pack PR with sudo on glados:
sudo -n python3 scripts/publish-pack.py
Idempotent. Skips files whose hash already matches the served copy.
Special-cases bnstoolkit-*.jar (side: both — has client UI) so the
launcher doesn't refuse to install it on clients; brassandsigil_tweaks
stays side: server as the existing convention dictates.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Create: Tracks+ 1.0.5 (Modrinth slug create-tracks+) adds Trackwork-
style caterpillar/tank tracks to Create contraptions. Fork of qwxon's
original Create:Tracks, the only 1.21.1 NeoForge port. Required deps
(Create, Create Aeronautics, Sable) are all already in the pack.
Use case: tracked vehicles / tanks built with Create — caterpillar
treads for moving contraptions over uneven terrain, military
aesthetic, or just heavy industrial movers.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Pre-wipe consolidation. After this, the seed pick is unblocked.
bnstoolkit 0.4.1 → 0.5.0 — village supply/demand throttle
- 64×64 block tiles each have a finite demand pool per cost item
- Spur-paying trades decrement their tile's pool; pool refills over 1
hour real-time (lazy refresh, no scheduled tick, no perf overhead)
- Saturated trades show vanilla "out of stock" in the UI until the
villager restocks AND the tile's demand has refilled
- ~150 spurs/hour cap per tile in a fully-stocked multi-profession hall
- 50-librarian-hall exploit dies; players who want more income must
build halls in distant tiles (overworld logistics) OR diversify
professions (each item type has its own pool)
- Anyone with /bns admin can inspect a tile's state — full picture
lives in server.persistentData.bnsVillageDemand
New worldgen mods (Modrinth — both NeoForge 1.21.1):
- Structory 1.3.16 — 15 small thematic ruins: chapels, graveyards,
fire-watch towers, abandoned camps, boats, outcast huts
- Structory: Towers 1.0.16 — 21 mid/rare-tier towers: lighthouses,
engineer's tower, ocean pillars, wizard towers, end towers
Density assessment (per earlier audit): pack goes from ~52 to ~88
generating structure types. Towers are mostly rare-tier (40-80 chunk
spacing) so they read as discoveries, not clutter. Loot is in line
with vanilla bastion/mansion tier — finite chest pool that the
diminishing-returns sell shop and village supply system already
balance against.
Pack mods: 102 → 104.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Post-review consolidation PR. All four open issues from the parallel
code/security/hotkey/NPC audits resolved in one ship.
Key user-facing changes:
UI
- Single keybind: B opens a hub screen with buttons to the 5 sub-screens.
- K/J/N/H/M direct shortcuts default to UNBOUND so they no longer
compete with the ~100 other mods. Rebindable in vanilla controls menu.
- M used to clash with vanilla Social Interactions + FTB Chunks
fullscreen map; fully resolved.
NPC dialogue + scripting integration
- New /bns open <screen> command. Easy NPC dialogue COMMAND actions
can now open any bnstoolkit screen on the clicking player.
- FTB Quests reward commands, command blocks, and /trigger objectives
can all route into bnstoolkit screens via the same command.
- config/easy_npc/security.cfg ships with executeAsUserCommandAllowList
.ALL=bns so dialogue-triggered /bns commands actually run.
Bug fix (this is the load-bearing item)
- Bounty board + plot office screens were reading NBT keys that don't
exist in KubeJS, so they always showed "no active bounties" and "all
plots free" no matter what was actually in the world. Fixed by reading
the real per-player keys (bnsBountyPool/Active/Completed) and the
server-scope bnsPlots compound via KubeJS' MinecraftServer mixin
(reflective, no compileOnly dep on KubeJS).
Hardening (no behavior change, defense-in-depth)
- Per-player token bucket on C2S packets (10/s sustain, 20 burst).
- All STRING_UTF8 codec fields capped at sane sizes (≤80 chars).
- Verb whitelist replaced with structured parse + per-verb regex
validation + rebuilt command. No prefix-startsWith surprises.
- Tier-upgrade in-flight guard closes the concurrent-packet
double-spend race window.
- Log lines sanitised to prevent control-char injection.
Plus the nits caught by review:
- Per-player tick counter for HUD push (was a shared static)
- VillagerTradeRebalance try/catch + null-cost-A passthrough +
round-to-nearest denom split (was floor — ~10% silent price haircut)
- SpurHud component cache (was allocating per frame)
- BountyBoardScreen dead branch removed
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
The previous commit deleted 0.1.1 from the gitignored mods dir but
git swallowed the add for 0.3.1 because pack/overrides/mods is
ignored. Re-adding with -f.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
bnstoolkit jumps from M0 (empty scaffold) straight to feature complete:
UI screens (all FTB Library widgets, opens via keybinds):
K Civic tier ladder + upgrade
J Bounty board (accept/cancel/turn-in)
N Plot office (buy/release)
H Bazaar sell shop (1/16/64 quick-sell)
M Quest log (status overview)
HUD: top-left tier + spurs balance overlay, refreshed 1Hz server-side.
Villager trade rebalance (NEW): the mod now hooks VillagerTradesEvent
+ WandererTradesEvent and swaps every emerald cost/result for the
Numismatics equivalent (1..7 emeralds -> spurs, 8..63 -> bevels, 64+
-> cogs). This was the blocked Modrinth dep — the third-party mod
options either required a NeoForge bump (numismatics-villager-currency
1.1.0 wants 21.1.230+, we're on 21.1.228) or hand-written JSON for
every trade (data-trades). The in-tree wrapper is cleaner.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
0.1.0 brought the dedicated server down during construct-mods because
the @Mod constructor called NeoForge.EVENT_BUS.register(this) without
any @SubscribeEvent methods on the class — which NeoForge 21.1 treats
as a fatal IllegalArgumentException.
Caught only after live-deploy (gradle build doesn't simulate the
construct-mods step). 0.1.1 removes the bogus register call. The
@SubscribeEvent listeners will come back in M1 alongside the first
real event handler.
Server has been brought down by the crash and is waiting for a manual
start via the web admin panel. The fixed jar is staged in
/srv/fast/brass-sigil-server/server/mods/ already.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>