Commit Graph

39 Commits

Author SHA1 Message Date
Matt ad9a261627 pack: v0.36.0 — bnstoolkit 0.4.1 (NBT fix + hub UI + NPC integration + hardening)
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>
2026-06-07 09:27:47 +00:00
Matt 23efdee804 pack: actually include bnstoolkit-0.3.1.jar in v0.35.0
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>
2026-06-07 02:42:06 +00:00
Matt 1859613f1f pack: v0.35.0 — bnstoolkit 0.3.1 (feature-complete UI + villager rebalance)
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>
2026-06-07 02:41:49 +00:00
Matt ecd5933f9f pack: v0.34.1 — bnstoolkit hotfix 0.1.1 (fixes mod-load crash)
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>
2026-06-07 00:18:17 +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 ffff3bc78d econ: sell shop + bounty engine + player commands + FTB Ranks 13-tier
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>
2026-06-06 23:55:42 +00:00
Matt b4cd66036b econ: tier system foundation (00_tier_system.js)
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>
2026-06-06 23:38:30 +00:00
Matt 2710dce479 pack: v0.31.2 — proper item hiding via c:hidden_from_recipe_viewers tag
Stop hacking around the problem -- use the standard cross-recipe-
viewer hide convention that both NeoForge and JEI define.

Source-level confirmation:

  mezz/JustEnoughItems @ 1.21.1
    CommonApi/.../api/constants/Tags.java
      HIDDEN_FROM_RECIPE_VIEWERS = c:hidden_from_recipe_viewers

    Library/.../ingredients/IngredientVisibility.java
      isIngredientVisible() calls
      ingredientHelper.isHiddenFromRecipeViewersByTags(typedIngredient)
      -> any item carrying this tag is hidden from JEI.

  neoforged/NeoForge @ 1.21.x
    common/Tags.java
      Tags.Items.HIDDEN_FROM_RECIPE_VIEWERS = c:hidden_from_recipe_viewers
      -> same tag, NeoForge agrees with JEI.

  EMI / REI also respect this tag (common convention).

So the proper modpack-shippable fix is a single datapack file:

  pack/overrides/world/datapacks/bns-fuel/data/c/tags/item/
    hidden_from_recipe_viewers.json
  {
    "replace": false,
    "values": [
      "alexsmobs:shattered_dimensional_carver",
      "alexsmobs:transmutation_table"
    ]
  }

No mod, no KubeJS, no CraftTweaker, no Item Obliterator JEI integration
(which doesn't exist for 1.21.1 NeoForge anyway). Just the tag the
recipe-viewer ecosystem agreed on years ago.

Item Obliterator + Necronomicon stay in the pack for what they actually
deliver on 1.21.1: inventory-pickup block + villager-trade removal +
right-click cancellation. The Capsid recipe override stays too as the
creation block.

The full disable stack now:
  - Tag (this commit)         -> Hidden from JEI / REI / EMI
  - Datapack capsid recipe    -> Can't be created in-world
  - Item Obliterator          -> Can't be picked up / right-clicked
                                 if obtained via /give or creative

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 19:48:36 +00:00
Matt 0cd43c8f2d pack: v0.31.1 — restore Capsid recipe override (Shattered Carver)
I removed this datapack override in v0.31.0 on the (incorrect)
assumption that Item Obliterator would also handle Alex's Mobs'
custom capsid_recipes recipe type. It doesn't -- Item Obliterator
intercepts vanilla and some common modded recipes, but the Capsid
uses its own SimpleJsonResourceReloadListener bound to the
"capsid_recipes" folder, and that listener still loaded the
default shipped recipe.

The visible bug: a player could put a regular Dimensional Carver
into a Capsid -- the recipe matched, the Dimensional Carver was
consumed, and the Capsid spat out a Shattered Dimensional Carver.
Item Obliterator then refused the pickup. Net result:
  - Player loses their hard-earned regular Carver
  - Player can never pick up the Shattered one
  - World has an unrecoverable floating item entity

Restore the override at:
  pack/overrides/world/datapacks/bns-fuel/data/alexsmobs/
    capsid_recipes/shattered_dimensional_carver.json

This swaps the recipe's input from `alexsmobs:dimensional_carver` to
`minecraft:barrier`, which is unobtainable in survival. The recipe
loads cleanly but can never match. The Capsid transformation for
the Shattered Carver effectively no longer exists.

Item Obliterator still handles the JEI / creative tab / inventory /
trade removal -- both layers complement each other.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 19:34:33 +00:00
Matt 1b9e35efea pack: v0.31.0 — replace hacks with Item Obliterator
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>
2026-06-01 19:21:41 +00:00
Matt 3912ec541d pack: v0.30.4 — drop the broken JEI-hide client script
The hide_disabled_items.js client script I added in v0.30.3 used
`JEIEvents.hideItems(...)` -- a namespace that does NOT exist in
KubeJS 2101.7.2 on NeoForge 1.21.1. There is no kubejs-jei bridge
mod for 1.21.1 NeoForge published on Modrinth at this time.

Client launchers were showing:
  KubeJS client script errors
  hide_disabled_items.js#8
  ReferenceError: \"JEIEvents\" is not defined.

Removing the script entirely. The Shattered Dimensional Carver
still:
  - Cannot be produced (Capsid recipe override with barrier input)
  - Does nothing on use (server-side right-click cancel)

Tradeoff: the item will still appear as a recipe-less entry in JEI
search if players type its name. Cosmetic only; no gameplay path
to obtain or use it.

If a JEI-hide approach becomes available in a future KubeJS update
or via a new bridge mod, we can revisit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 19:15:19 +00:00
Matt d259695932 pack: v0.30.3 — fully hide Shattered Dimensional Carver
Replaces v0.30.2's right-click intercept with two cleaner layers:

  1. Datapack override of the Capsid recipe
     pack/overrides/world/datapacks/bns-fuel/data/alexsmobs/
       capsid_recipes/shattered_dimensional_carver.json
     Changes the input from `alexsmobs:dimensional_carver` to
     `minecraft:barrier`, which players cannot obtain in survival.
     The recipe loads cleanly but never matches, so the item is
     never produced through normal play.

  2. Client-side KubeJS JEI hide
     pack/overrides/kubejs/client_scripts/hide_disabled_items.js
     Hides `alexsmobs:shattered_dimensional_carver` from JEI search
     and the item list, so it doesn't appear as a recipe-less ghost.

The right-click intercept in server_scripts/disable_alexsmobs_features.js
stays in place as a safety net for /give cases. Transmutation Table
recipe removal also stays as-is.

Net effect: the Shattered Dimensional Carver effectively does not
exist on this server. Void Worm fight + regular Dimensional Carver
return-home item both stay intact.

Verified live: pack synced to 0.30.3, Alex's Mobs registered its
capsid_recipes datapack listener (which reads our override file).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 21:16:08 +00:00
Matt c635de501a pack: v0.30.2 — disable Alex's Mobs Transmutation Table + Shattered Carver
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>
2026-05-30 20:49:19 +00:00
Matt 77d1cef1d0 fuel: tier lava equivalent to crude oil (8000 ticks/bucket)
Without this entry, lava buckets get the vanilla bucket-burn fallback
of 20000 ticks each — which made lava more powerful than refined
TFMG kerosene/naphtha despite being free and trivially obtainable.

Setting lava to 8000 ticks matches crude_oil exactly: both are the
raw entry-tier fuels you can scoop without any infrastructure, and
the player has to commit to a refining setup to unlock the higher
tiers.

Solid fuels (coal, charcoal, blaze rods, etc.) continue to work via
realisticTrains' chest/barrel pathway -- no datapack entry needed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:46:35 +00:00
Matt cfc1a21d25 cbc: restore mod-default failure chances
Revert the custom tier-strict + user-error-forgiveness tuning shipped
in v0.29.0 and use the mod's shipped defaults instead:

  squibChance              0.0  -> 0.25
  barrelChargeBurstChance  0.0  -> 0.2
  interruptedIgnitionChance 0.0 -> 0.33
  overloadBurstChance      1.0  -> 0.5
  failureExplosionPower    0.0  -> 2.0

disableAllCannonFailure stays false. Tier balance is still preserved
(material maxSafePropellantStress is what gates overload). The
difference is failures are now probabilistic per the mod author's
intended balance, and the explosion has its default power.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:43:54 +00:00
Matt e84de6c190 pack: v0.29.0 — train fuel requirement + CBC tier-preserving safety
Two related gameplay tweaks:

1. Train fuel requirement (Steam 'n' Rails)
   - Set realisticTrains = true in railways-server.toml.
     Trains now consume fuel from a Fuel Tank (liquid) or solid fuels
     in chests/barrels on the contraption. realisticFuelTanks stays
     true so tanks won't accept water/junk.
   - Ship a datapack bns-fuel/ that defines TFMG fluids as proper
     liquid fuels at tiered burn rates:
       crude_oil    8000 ticks/bucket   (raw, abundant -- entry)
       furnace_gas 12000 ticks/bucket   (cheap by-product)
       naphtha     24000 ticks/bucket   (mid refined)
       kerosene    24000 ticks/bucket   (mid refined)
       gasoline    36000 ticks/bucket   (top refined)
       diesel      48000 ticks/bucket   (top refined, longest)
     Vanilla lava bucket still works via bucket-burn fallback
     (20000 ticks). Tier curve incentivises building a real refinery.

2. CBC tier-preserving cannon safety
   - Revert the nuclear disableAllCannonFailure=true switch shipped
     in v0.28 hotfix -- it killed the bronze/steel/nethersteel tier
     balance because overloaded cannons fired without consequence.
   - Per-lever config that protects against random RNG losses while
     keeping the tier mechanic intact:
       disableAllCannonFailure = false
       squibChance = 0.0              (no random projectile-stuck)
       barrelChargeBurstChance = 0.0  (forgive misplaced charges)
       interruptedIgnitionChance = 0.0 (forgive gapped loads)
       overloadBurstChance = 1.0      (TIER STRICT -- exceed your
                                       cannon's rated propellant
                                       stress = lose the cannon)
       failureExplosionPower = 0.0    (no collateral blast when it
                                       does die from overload)
   - Effect: a cannon built to spec and used within its
     maxSafePropellantStress is immortal. Overloading dies cleanly
     per the material's failureMode, no fortress damage. User error
     (squib/misplace/gap) doesn't destroy expensive builds.

Stress units NOT supported for trains: verified by inspecting Rails
and Create bytecode, nothing consumes SU for train movement. Liquid
fuel is the supported mechanism.

Verified live: server boots clean, port 25565 binds, KubeJS loads
0 errors, Minecraft auto-enables the bns-fuel datapack, Rails
initializes the LiquidFuelManager reload listener.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:42:38 +00:00
Matt c723a42628 cbc: disable all cannon self-failure
Cannons are expensive to build; users were losing them to RNG
self-destruction (squib, barrel charge burst, overload, interrupted
ignition, catastrophic failure). Per-cannon failure is configurable
via a single master switch in createbigcannons-server.toml:

  [failure]
  disableAllCannonFailure = true

This zeroes out all six failure paths in one go. Applied to the live
server and tracked here under defaultconfigs/ so future server resets
preserve it.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 19:39:44 +00:00
Matt d2cc179ebd kubejs: use kubejs-create builder API for flax press recipe
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>
2026-05-28 18:55:43 +00:00
Matt 9f0c9e262a pack: content + storage batch v0.24.0 -> v0.26.0
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>
2026-05-24 22:42:32 +00:00
Matt a41ae52d9b plots: AUTHORITATIVE coin values (non-uniform), 0.22.5 -> 0.22.6
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.
2026-05-23 18:19:37 +00:00
Matt b85eef04bd plots: correct Numismatics coin chain (6 denoms incl sprocket), 0.22.4 -> 0.22.5
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.
2026-05-23 17:59:57 +00:00
Matt fad867976f tooltips: simplify coin tooltips (Numismatics already shows value), include sprocket, 0.22.3 -> 0.22.4
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.
2026-05-23 17:55:44 +00:00
Matt e1a77d2e19 tooltips: ItemEvents.tooltip -> ItemEvents.modifyTooltips, 0.22.1 -> 0.22.2
KubeJS 2101.x has ModifyItemTooltipsKubeEvent (the modify-tooltips API);
the older 'tooltip' event name doesn't exist in this version.
2026-05-23 17:37:30 +00:00
Matt f19e7b187e numismatics: add conversion-crib tooltip to each coin, 0.22.0 -> 0.22.1
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.
2026-05-23 17:36:02 +00:00
Matt 05e700cfc7 rpo: try 'required: true' to force-enable CC ReCreated, 0.21.2 -> 0.21.3
Players with an existing options.txt (i.e. anyone who has launched MC
once) don't get the 'default_packs' applied -- RPO only treats those as
defaults for fresh installs.

Adding 'required: true' to the override entry on the assumption that
the field forces the pack to be enabled on every launch regardless of
player choice. Decompiled the jar for string constants and 'required'
appears alongside 'force_compatible' as a known key.

If the field name is wrong RPO will silently ignore it -- no harm, easy
iteration.
2026-05-23 17:05:52 +00:00
Matt d24f7f03a3 kubejs: drop jei_hides.js (wrong API binding), 0.21.1 -> 0.21.2
Two consecutive client_scripts errors traced to jei_hides.js:
1. Array-spread syntax not supported by Rhino (fixed in 0.21.1)
2. JEIEvents global is not defined in KubeJS 2101.7 -- the actual JEI
   event API uses classes like JEIRemoveEntriesKubeEvent but the binding
   name is something different we haven't identified yet.

Rather than ship more guesses, drop the script entirely. Functional
impact is minimal: recipes for waystones + coins are still removed
server-side (recipes_waystones.js, recipes_numismatics.js), so players
cannot craft these items even if they appear in JEI search. The only
loss is some JEI clutter.

When we identify the correct JEI hide API in KubeJS 2101.x, can add
back as kubejs/client_scripts/jei_hides.js with the right binding.
2026-05-23 16:22:01 +00:00
Matt d5fd2c97e9 jei_hides: use .concat instead of array-spread (Rhino compat). 0.21.0 -> 0.21.1.
KubeJS uses Rhino as its JS engine, which doesn't support array-spread
syntax (`[...a, ...b]`). The line `[...WAYSTONE_ITEMS, ...COIN_ITEMS]
.forEach(...)` threw EvaluatorException: syntax error at jei_hides.js:46
on client launch, surfacing the KubeJS client script errors dialog.

Fix: use Array.prototype.concat() which is universal JS. Also extracted
the hide-quietly helper into a named function for readability.
2026-05-23 16:18:50 +00:00
Matt 6264785f2c plots: v1 spawn-commercial-plots system, bump to 0.21.0
/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.
2026-05-23 16:01:47 +00:00
Matt aa881bfc65 bns_admin: drop INTEGER range args (KubeJS wrapper doesn't expose them), validate in handler instead. 0.20.0 -> 0.20.1. 2026-05-23 15:41:34 +00:00
Matt c699dcc77b pack: KubeJS tidying + admin commands, bump to 0.20.0
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/.
2026-05-23 15:39:59 +00:00
Matt b3d46931b2 rpo: ship default-enable config for ComputerCraft Recreated, bump 0.19.5
Resource Pack Overrides config field names extracted directly from the
mod's class files (default_packs + default_overrides confirmed via grep
on the .class strings). Config ships through defaultconfigs/ so it
seeds the player's local config on first run and respects later edits.

The 'default_position: TOP' override puts the ReCreated pack at the top
of the enabled-packs list so it takes precedence over the vanilla
ComputerCraft textures.

If the filename or schema turns out to be off when tested, it's a
one-line follow-up to fix.
2026-05-23 15:32:49 +00:00
Matt 3e1f5c01ed cc: plastic-everywhere + advanced-contains-basic upgrade chains
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.
2026-05-23 15:20:20 +00:00
Matt ce8304d6cb cc: drop orphan pocket_computer_colour recipe (not a real item, just a state variant of _advanced). Removes startup warning. 0.19.1 -> 0.19.2. 2026-05-23 15:12:12 +00:00
Matt add5803191 pack: full CC recipe overhaul — 19 items across 5 progression tiers
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).
2026-05-23 15:11:11 +00:00
Matt fe5b7ce1ea pack: add Easy NPC + CC: Tweaked + recipe overhaul, bump to 0.19.0
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.
2026-05-23 14:59:55 +00:00
Matt 01e1e4a502 pack: correct Numismatics coin IDs (5 denominations, not 4)
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.
2026-05-23 14:18:11 +00:00
Matt 2ac4b2f2cd pack: economy MVP -- Numismatics + Patchouli + welcome flow, bump to 0.18.0
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.
2026-05-23 14:16:45 +00:00
Matt b064a9f515 pack: KubeJS Waystones policy (1-per-player + ban share/portstones)
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.
2026-05-23 13:40:29 +00:00
Matt 0bdc48c86f gitignore: scope overrides ignore to mods/, track defaultconfigs/
The previous rule 'pack/overrides/' ignored the whole directory, which
made it impossible to re-include subpaths via ! exception (git's rule).

Narrow the ignore to 'pack/overrides/mods/' -- the only path that
Build-Tweaks.ps1 actually writes -- and drop the broken whitelist
block. Other subdirs under pack/overrides/ (defaultconfigs/, etc.) now
live in git like normal source.

Adds the Waystones override that 0.16.1 attempted (spawnInVillages =
DISABLED). Bumps to 0.16.3 so launcher caches re-sync.
2026-05-23 12:57:41 +00:00