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# Economy V1 — overnight build handoff
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> Built 2026-06-06 / 23:00-23:55 UTC. All shipped via PR #67 (v0.33.0).
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> Server running clean at port 25565. All scripts verified loaded with 0 errors.
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## TL;DR — what to test tomorrow
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A full command-driven economy is live. Pure-server (no client mod yet), works in chat and over the Telegram bridge equally. Open the in-game chat or telnet and try:
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```
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/bns help ← top of the iceberg
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/bns me ← your status
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```
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That alone surfaces every command available. Below is the deeper walkthrough.
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---
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## What ships
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### 1. 13-tier civic ladder (`/bns tier upgrade`)
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Every player has a tier integer (1-13) in their NBT. New joiners are auto-set to tier 1 (Peasant). Upgrading costs spurs and runs `ftbranks add <player> <rank>` to apply the rank's permission nodes (chunk allowance, name format).
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| # | Title | Cost to reach | Chunk allowance | Plot slots | Bounty slots | Shop fee |
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|---|---|---|---|---|---|---|
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| 1 | Peasant | 0 | 9 | 0 | 3 | 25% |
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| 2 | Farmer | 200 | 18 | 0 | 3 | 25% |
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| 3 | Citizen | 750 | 35 | 1 | 3 | 25% |
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| 4 | Merchant | 2,500 | 60 | 1 | 4 | 23% |
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| 5 | Knight | 6,500 | 100 | 2 | 4 | 20% |
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| 6 | Baron | 15,000 | 150 | 2 | 5 | 18% |
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| 7 | Viscount | 35,000 | 220 | 3 | 5 | 16% |
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| 8 | Earl | 75,000 | 300 | 3 | 6 | 14% |
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| 9 | Marquess | 150,000 | 400 | 4 | 6 | 12% |
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| 10 | Duke | 300,000 | 525 | 5 | 7 | 10% |
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| 11 | Archduke | 700,000 | 700 | 6 | 7 | 8% |
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| 12 | Grand Duke | 1,500,000 | 900 | 7 | 8 | 6% |
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| 13 | Sovereign | 10,000,000 | 1,500 | 10 | 10 | 0% |
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**Test it:**
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- `/bns me` shows your tier + balance + everything else
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- `/bns admin tier set <player> <1-13>` to jump anyone instantly
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- `/bns admin tier list` shows the full table in-chat
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- `/give @s numismatics:spur 64` for testing money
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- `/bns tier upgrade` pays + promotes
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### 2. Bazaar sell shop (`/bns sell`)
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Sell raw commodities for spurs. Tier discount reduces a flat 25% Bazaar fee. Diminishing returns lower the per-unit payout as you sell more of the same item over a lifetime (10% per 64 sold, floor 50%).
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| Item | Base price |
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|---|---|
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| Diamond | 10 spurs |
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| Netherite ingot | 100 |
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| Emerald | 1 |
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| Gold ingot | 2 |
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| Iron ingot | 1 |
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| Lapis | 1 |
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| Redstone | 1 |
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| Coal | 1 |
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| Ancient debris | 500 |
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**Test it:**
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- `/bns sell list` — your effective prices right now (after fee + DR)
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- `/bns sell minecraft:diamond 8` sells 8 diamonds
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- Sell ~70 diamonds and watch the per-unit price drop as the DR kicks in
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### 3. Bounty engine (`/bns bounty`)
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20 bounties in the catalogue. Each player gets a random 5 from the pool, refreshed every 24h per-player. Slot cap = your tier (3 at Peasant, up to 10 at Sovereign).
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States: AVAILABLE → ACTIVE → READY → COMPLETED → (24h cooldown) → AVAILABLE.
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- Kill bounties auto-track via `EntityEvents.death` — you'll get progress messages in chat
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- Cancelling applies the same 24h cooldown as completing (no RNG-shopping)
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Highlights from the pool:
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- Slay 10 Zombies — 15 spurs
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- Hunt 5 Plunderers — 75
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- Slay 3 Wither Skeletons — 150
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- Slay a Skreecher — 400
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- Slay the Warden — 800
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- Slay a Warped Mosco — 700
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- Slay the Farseer — 900
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- Destroy a Void Worm — 1,200
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**Test it:**
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- `/bns bounty list` — what's on offer for you today
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- `/bns bounty accept b_zombie_10` — accept
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- Kill 10 zombies — progress chat messages every 5, ready notification at 10
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- `/bns bounty active` — see your accepted with progress
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- `/bns bounty turnin b_zombie_10` — claim 15 spurs
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### 4. Plot system (multi-slot) (`/bns plot`)
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Existing plot system (3 plots at chunks 10,10 / 12,10-11 / 14-15,10-11) now supports tier-based multi-ownership. Slot cap from your tier (0 at Peasant, up to 10 at Sovereign).
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- `/bns plot list` — all plots, their state, prices
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- `/bns plot buy <id>` — claim it (must be Citizen+ for at least 1 slot)
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- `/bns plot release <id>` — 50% refund, opens slot
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- `/bns plot mine` — list your owned plots
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You'll need at least Citizen (tier 3) for any plot. **You can't buy a plot at Peasant.**
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### 5. Waystones + welcome (pre-existing, untouched)
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- One starter Waystone given on first login (per existing `welcome.js`)
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- Waystone placement cap of 1 per player (per existing `waystones_policy.js`)
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- Sharestones / Portstones banned via existing config
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### 6. FTB Ranks 13-rank config
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Live at `world/serverconfig/ftbranks/ranks.snbt`. Each rank has:
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- `ftbchunks.max_claimed_chunks` (sets the FTB Chunks claim cap)
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- `ftbchunks.max_force_loaded_chunks` (set to ~15% of claim cap)
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- `ftbranks.name_format` (chat colour)
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FTB Ranks auto-applies `peasant` to all players via `condition: always_active`. Tier-up commands set the rank explicitly. The `admin` rank with `condition: op` overrides everyone — you'll appear as Admin in chat regardless of your civic tier, useful for op-mode actions.
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---
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## What's deferred
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### Villager trade rebalance
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**Blocked.** KubeJS 2101.7.2 doesn't ship a villager-trade event. I verified by extracting the KubeJS jar — `ServerEvents` only exposes `command`, `loaded`, `recipes`, `registry`, `tags`, `tick`, `unloaded`. No `villagerTrades`. No KubeJS-villager-trade addon on Modrinth for NeoForge 1.21.1.
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Options to unblock later:
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1. **Add a third-party trade-overrides mod** — needs research (Villager Trade Tables-style mod for 1.21.1 NeoForge)
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2. **Build into the custom mod** — KubeJS calls into Java mixin
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3. **Mixin via a tiny standalone mod** — minimal Java project that just rebalances trades from a JSON
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For now: vanilla villager trades remain. The 60+ trades I drafted live in the commit history (deleted file `pack/overrides/kubejs/server_scripts/economy/01_villager_rebalance.js`, restore from git when we unblock the API).
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### Custom UI mod (bnstoolkit)
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**Deferred to a session where you can iterate visually.** No Java/Gradle toolchain on glados, and the screens (QuestLog, BountyBoard, TierUpgrade, PlotPurchase, ShopBrowser, HUD, FTB Chunks mixin) all need visual feedback I can't get blind overnight.
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The complete architecture spec is in `docs/bnstoolkit-architecture.md` — when you're ready to build, that's the source of truth. The KubeJS substrate I shipped tonight is exactly the backend the mod will sit on top of.
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### Spawn build
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Your manual task. The economy works from anywhere right now — no spawn buildings needed.
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### FTB Quests progression chapters
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Needs your arc design (themes, milestones). Mod is installed; the campaign content isn't.
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---
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## Files added/changed (PR #67)
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```
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pack/overrides/kubejs/server_scripts/economy/
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00_tier_system.js NEW (170 lines)
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02_sell_shop.js NEW (197 lines)
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03_bounty_engine.js NEW (347 lines)
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04_player_commands.js NEW (146 lines)
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pack/overrides/kubejs/server_scripts/
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plots.js MODIFIED (+86 lines — multi-slot)
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pack/overrides/world/serverconfig/ftbranks/
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ranks.snbt NEW (122 lines — 13 ranks)
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pack/pack.lock.json version bump → 0.33.0
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```
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## Quick recovery if something goes wrong
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If a script errors at startup, KubeJS logs to:
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```
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/srv/fast/brass-sigil-server/server/logs/kubejs/server.log
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```
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To hot-reload KubeJS server scripts without a server restart:
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```
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/kubejs reload server_scripts
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```
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To revert this PR entirely if it bricks something:
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```
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cd /home/matt/dev/brass-and-sigil
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git revert <PR-67-merge-commit-hash>
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git push origin main
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```
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The next pack-version-sync at MC server restart will undo all the changes.
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## Suggested testing path
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1. `/bns me` — sanity check, you should be Peasant tier 1
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2. `/give @s numismatics:spur 500` — give yourself spurs
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3. `/bns tier upgrade` — should pay 200 and bump you to Farmer
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4. `/bns tier upgrade` again — should pay 550 (the difference up to Citizen at 750) … actually wait — the cost is per-tier-to-reach. Each upgrade costs the NEXT tier's listed cost. So Peasant → Farmer = 200, Farmer → Citizen = 750, Citizen → Merchant = 2,500. **Worth balance-checking in playtest.**
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5. `/bns admin tier set <you> 13` — jump to Sovereign for testing
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6. `/bns me` — should show Sovereign + 10 plot slots + unlimited everything
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7. `/bns plot list` — should show 3 plots available
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8. Stand in the relevant chunks (e.g. chunk 10,10), `/bns plot buy p001`
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9. `/bns bounty list` — random 5 from pool
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10. Accept one, kill enough mobs, turn in
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11. `/bns sell list` — see effective prices
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12. `/bns sell minecraft:diamond 4` (if you have diamonds)
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If any step fails, the KubeJS log tells you why. Ping me with the error and I'll patch tomorrow.
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---
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## What I'd build next session
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In priority order:
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1. **bnstoolkit mod scaffolding (M0)** — need to install Java/Gradle on glados first. Empty Gradle project that builds + loads cleanly. Probably 4-6 hours of focused work.
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2. **TierUpgrade GUI** (M1) — first screen in the mod, replaces the `/bns tier upgrade` text flow with a visual ladder + Upgrade button.
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3. **BountyBoard GUI** (M3, after M0 is done) — replaces the chat-based `/bns bounty list/accept` with a poster-board screen.
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Or — if you'd rather playtest the command-driven version first and only build the UI once the mechanics feel right — that's a perfectly defensible choice. The CLI version is fully functional.
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Reference in New Issue
Block a user