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# bnstoolkit — Architecture & Perk Specification
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> Status: design draft (v0.1). Not yet implemented.
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> Owner: matt
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> Last updated: 2026-06-06
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`bnstoolkit` is the custom companion mod for the Brass and Sigil economy
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system. It provides the UI layer (GUI screens, HUD), the FTB Chunks
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map mixins for spawn plot integration, and the data models the economy
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needs. All gameplay logic (bounty rotation, state machine, villager
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trades, Numismatics integration, etc.) lives in KubeJS and is called
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into by the mod via network packets.
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This doc is the source of truth for the mod design. It must be
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reviewed before any Java is written.
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See also: [`economy-system.md`](./economy-system.md) for the gameplay
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side of the design.
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---
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## 1. Purpose & scope
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### In scope
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- GUI screens built on FTB Library's UI framework (matches FTB Quests / FTB Chunks visual language)
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- Mixins into FTB Chunks' map UI for spawn-plot cost overlay, hover tooltips, and click-to-purchase popups
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- Custom HUD render layer for quest progress (replaces stacked vanilla bossbars)
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- Data persistence for plot ownership (server-side, saved with world)
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- Sethome system (`/sethome`, `/home`, `/delhome`, `/listhomes`) since the pack has no other sethome mod
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- Network packets for client↔server state sync
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- Admin commands: `/bnstoolkit reload`, debugging commands
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- Config-driven tier perks (`tiers.json`) and plot definitions (`plots.json`)
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### Out of scope
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- Bounty quest engine (lives in KubeJS)
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- Villager trade rebalance (lives in KubeJS)
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- Numismatics direct integration (lives in KubeJS — mod calls KubeJS commands to debit/credit)
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- FTB Quests integration (FTB Quests handles its own UI for the progression campaign)
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- FTB Ranks admin (FTB Ranks handles permissions directly; mod just reads them)
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---
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## 2. High-level architecture
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```
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┌──────────────────────┐
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│ Player (client) │
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└──────────┬───────────┘
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│ keybind / NPC click / chunk click
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▼
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┌───────────────────────────────────┐
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│ bnstoolkit (client) │
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│ • FTB Library UI screens │
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│ • FTB Chunks map mixin │
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│ • Quest progress HUD │
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└───────────────┬───────────────────┘
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│ network packets
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▼
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┌───────────────────────────────────┐
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│ bnstoolkit (server) │
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│ • Plot ownership data │
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│ • Sethome data │
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│ • Network packet handlers │
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│ • /bnstoolkit reload command │
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└─────┬───────────────────────┬─────┘
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│ │
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reads │ │ calls KubeJS commands /
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FTB Ranks / │ │ fires events for KubeJS
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FTB Chunks / │ │ to react to
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Numismatics ▼ ▼
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┌───────────────┐ ┌──────────────────────┐
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│ FTB / NeoForge │ │ KubeJS scripts │
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│ stack │ │ • Bounty engine │
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└───────────────┘ │ • Quest state │
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│ • Numismatics calls │
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│ • Villager trades │
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│ • Tier promotion │
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└──────────────────────┘
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```
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Key invariant: **the mod owns UI + plot data + sethomes. KubeJS owns
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gameplay logic.** They communicate via network packets and KubeJS
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commands. The mod never directly mutates Numismatics balances or quest
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state — it asks KubeJS to do that via commands.
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---
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||||
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## 3. Package layout
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```
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bnstoolkit/
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├── build.gradle NeoForge 1.21.1 + FTB Library dep
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├── src/main/java/uk/sijbers/bnstoolkit/
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│ ├── BnsToolkit.java Mod entry, lifecycle
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│ ├── client/
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│ │ ├── ClientEvents.java Keybinds, client setup
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│ │ ├── screen/
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│ │ │ ├── QuestLogScreen.java
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│ │ │ ├── BountyBoardScreen.java
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│ │ │ ├── TierUpgradeScreen.java
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│ │ │ ├── PlotPurchaseScreen.java
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│ │ │ ├── ShopBrowserScreen.java
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│ │ │ └── widgets/ (subclass FTB Library widgets)
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│ │ ├── hud/
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│ │ │ └── QuestProgressHud.java IGuiOverlay
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│ │ └── mixin/
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│ │ ├── ChunkScreenPanelMixin.java
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│ │ └── ChunkButtonMixin.java
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│ ├── server/
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│ │ ├── command/
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│ │ │ ├── BnsToolkitCommand.java /bnstoolkit reload, debug
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│ │ │ ├── SethomeCommand.java /sethome, /home, etc.
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│ │ │ └── BackCommand.java /back
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│ │ ├── data/
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│ │ │ ├── PlotRegistry.java loads plots.json
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│ │ │ ├── PlotOwnership.java SavedData, plot owner UUIDs
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│ │ │ ├── SethomeData.java SavedData, per-player homes
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│ │ │ └── DeathLocations.java transient, /back support
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│ │ ├── event/
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│ │ │ ├── PlayerJoinHandler.java tier-based join broadcast
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│ │ │ ├── PlayerDeathHandler.java remember death location for /back
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│ │ │ └── ChatColourHandler.java tier-based chat name colouring
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│ │ └── net/
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│ │ └── (packet implementations — see §6)
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│ ├── common/
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│ │ ├── data/
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│ │ │ ├── TierConfig.java loads tiers.json
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│ │ │ ├── BountyDef.java DTO mirrored from KubeJS
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│ │ │ ├── QuestStateView.java snapshot for UI display
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│ │ │ └── PlotDef.java plot definition (region, price)
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│ │ └── net/
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│ │ └── BnsPacket.java network channel + payload base
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│ └── resources/
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│ ├── META-INF/neoforge.mods.toml
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│ ├── bnstoolkit.mixins.json
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│ └── assets/bnstoolkit/lang/en_us.json
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└── src/main/resources/
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└── data-config/ packed defaults, copied on first run
|
||||
├── tiers.json
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||||
└── plots.json
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||||
```
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||||
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||||
---
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||||
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||||
## 4. Screen specifications
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||||
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||||
All screens extend FTB Library's `BaseScreen`. They share a common
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||||
header (player name, current tier, spur balance) so navigation feels
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||||
consistent.
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||||
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||||
### 4.1 Quest Log
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||||
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||||
**Opened by:** keybind (default Q+B?) or right-clicking a Quest Log
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||||
block placed at any guild building.
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||||
**Layout:** three tabs across the top — Active / Available / Completed.
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||||
- **Active tab:** list of currently-accepted bounties with progress
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bars. Each row clickable; click expands a detail panel with
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description, source guild, reward, and a `Cancel quest` button.
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||||
Cancel triggers a confirmation modal warning about cooldown.
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||||
- **Available tab:** list of bounties currently offered (rotated daily
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by the KubeJS engine). Each row shows the bounty source, reward,
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||||
cooldown remaining (if any). Click → detail panel with `Accept` button.
|
||||
- **Completed tab:** historical log of completed bounties this week,
|
||||
for satisfaction value. No interaction beyond viewing.
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||||
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||||
**Network calls:**
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||||
- On open: client requests current quest state from server (`S2CQuestSnapshot`)
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||||
- On accept/cancel click: `C2SAcceptBounty(id)` / `C2SCancelQuest(id)`
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||||
### 4.2 Bounty Board
|
||||
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**Opened by:** right-clicking the Adventurer's Guild Quartermaster
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NPC (Easy NPC dialog action runs `/bnstoolkit openboard adventurers_guild`)
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OR clicking an in-world `bnstoolkit:bounty_board` block.
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||||
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||||
**Layout:** poster-board style — the day's available bounties as
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visual "cards" laid out in a grid, each with mob icon, name,
|
||||
description, reward, accept button. Friendly to non-tech users.
|
||||
|
||||
**Network calls:**
|
||||
- On open: `S2CBountyBoardSnapshot(guild_id)` returns today's bounty list
|
||||
- On accept: same `C2SAcceptBounty(id)` as Quest Log
|
||||
|
||||
### 4.3 Tier Upgrade Screen
|
||||
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||||
**Opened by:** right-clicking the Civic Office Magistrate NPC.
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||||
|
||||
**Layout:** full ladder shown as a vertical or horizontal track. Your
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||||
current tier highlighted (glowing badge). Next tier shows cost +
|
||||
delta perks (e.g. "+50 chunks, +1 plot slot, +2 sethomes, +1 bounty,
|
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-2% shop fee, chat colour: yellow"). Big `Upgrade to <Tier>` button
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at the bottom, greyed out if you don't have the spurs.
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||||
Hovering any future tier shows its full perk list in a side panel.
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**Network calls:**
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- On open: `S2CTierSnapshot` returns current tier + balance
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- On upgrade click: `C2SRequestTierUpgrade` → server verifies balance,
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calls KubeJS `/bnstoolkit_internal upgrade_rank <uuid>` which
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charges spurs and runs `ftbranks add <player> <tier>`
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||||
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### 4.4 Plot Purchase Popup
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||||
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||||
**Opened by:** clicking an unowned plot region in the FTB Chunks map
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UI (via the mod's mixin into `ChunkScreenPanel`).
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||||
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**Layout:** modal overlay on top of the FTB Chunks map. Shows: plot
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ID, plot type (standard/premium), region size in chunks, owner (none),
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price. Your current spur balance. Your remaining plot slots (e.g.
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||||
"2 of 3 used"). `Purchase` and `Cancel` buttons. If you're at your
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slot cap or don't have enough spurs, `Purchase` is greyed out with
|
||||
the reason shown.
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||||
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**Network calls:**
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||||
- On purchase: `C2SBuyPlot(plot_id)` → server checks slot capacity,
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asks KubeJS to charge spurs, on success records ownership in
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`PlotOwnership` SavedData.
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||||
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||||
### 4.5 Shop Browser
|
||||
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||||
**Opened by:** right-clicking the Bazaar Master NPC at the Merchant's
|
||||
Bazaar (provides a curated view of all currently-listed shop blocks
|
||||
+ NPC sell shop).
|
||||
|
||||
**Layout:** searchable item list with current prices, sort by
|
||||
category. Click an item to see who's selling it / where the shop
|
||||
block is located. The NPC sell shop (diamonds, netherite etc.) shows
|
||||
as a special "Official Bazaar" category with fixed prices and the
|
||||
current diminishing-return multiplier per item.
|
||||
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||||
**Note:** individual Numismatics shop blocks keep their native UI
|
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when right-clicked — this Bazaar Master is the *curated central
|
||||
view*, not a replacement for shop block interaction.
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||||
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||||
**Network calls:**
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- On open: `S2CShopBrowserSnapshot` (asks KubeJS for current listings)
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||||
- Selecting an item → `S2CShopItemDetail(item_id)` for full info
|
||||
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||||
### 4.6 Quest Progress HUD
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||||
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**Render layer:** `IGuiOverlay`, drawn over the vanilla HUD.
|
||||
|
||||
**Layout:** small panel in top-right (configurable position) showing
|
||||
each active quest as a row — quest name + progress bar + N/M numeric.
|
||||
Fades on inactive (no progress in last 30s) so it doesn't visually
|
||||
clutter when you're not actively bounty-hunting. Re-appears the
|
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moment any quest progresses.
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||||
|
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**State source:** KubeJS pushes updates via `S2CHudQuestUpdate` packet
|
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when any quest's progress changes (debounced to once per second
|
||||
maximum per quest). The HUD reads from a client-side cache.
|
||||
|
||||
---
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||||
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## 5. Mixin targets
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Minimal — we don't fork FTB Chunks, we inject only what we need.
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||||
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| Target | Method | Purpose | Mixin file |
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|---|---|---|---|
|
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| `ChunkScreenPanel` | `drawBackground` (TAIL) | Overlay drawing — cost preview for the currently-hovered or selected chunk, "Your plot slots: N of M" text in a corner | `ChunkScreenPanelMixin.java` |
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| `ChunkScreenPanel$ChunkButton` | `addMouseOverText` (TAIL) | Append "Cost: N spurs" or "Plot: <name>" to the per-chunk hover tooltip | `ChunkButtonMixin.java` |
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| `ChunkScreenPanel$ChunkButton` | `onClicked` (HEAD, with cancellation if applicable) | If the clicked chunk is a plot region, open `PlotPurchaseScreen` instead of triggering a regular claim | `ChunkButtonMixin.java` |
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|
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That's it. Three injection points across two mixin files. No
|
||||
modification of FTB Library, FTB Quests, FTB Ranks, or FTB Teams.
|
||||
|
||||
---
|
||||
|
||||
## 6. Network packet contract
|
||||
|
||||
NeoForge `PayloadRegistrar`. All packets versioned via a single
|
||||
`PROTOCOL_VERSION` constant; bump on schema change.
|
||||
|
||||
### Server → Client
|
||||
|
||||
| Packet | Payload | When sent |
|
||||
|---|---|---|
|
||||
| `S2CQuestSnapshot` | `List<QuestStateView>` | On Quest Log open, on any quest-state change |
|
||||
| `S2CBountyBoardSnapshot` | `List<BountyDef>` (5-10 entries) | On Bounty Board open |
|
||||
| `S2CTierSnapshot` | `(currentTier, balance, perksByTier)` | On Tier Upgrade Screen open |
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| `S2CShopBrowserSnapshot` | `List<ShopListing>` | On Shop Browser open |
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||||
| `S2CHudQuestUpdate` | `(questId, progress, target)` | On quest progress (debounced 1s) |
|
||||
| `S2CPlotPurchaseResult` | `(success, message)` | After `C2SBuyPlot` resolves |
|
||||
| `S2CTierUpgradeResult` | `(success, message)` | After `C2SRequestTierUpgrade` resolves |
|
||||
|
||||
### Client → Server
|
||||
|
||||
| Packet | Payload | What server does |
|
||||
|---|---|---|
|
||||
| `C2SAcceptBounty` | `questId` | Call `/bnstoolkit_internal accept_bounty <uuid> <questId>` (KubeJS) |
|
||||
| `C2SCancelQuest` | `questId` | Call `/bnstoolkit_internal cancel_quest <uuid> <questId>` (KubeJS) |
|
||||
| `C2SBuyPlot` | `plotId` | Verify slot capacity, ask KubeJS to debit spurs, record ownership |
|
||||
| `C2SRequestTierUpgrade` | (none — server knows player) | Verify balance, ask KubeJS to debit + promote |
|
||||
| `C2SOpenBoard` | `guildId` (optional context) | Reply with appropriate snapshot |
|
||||
|
||||
All C2S packets include the player implicitly (NeoForge passes
|
||||
the `ServerPlayer` in the handler).
|
||||
|
||||
---
|
||||
|
||||
## 7. Data persistence
|
||||
|
||||
| Data | Storage | Lifetime |
|
||||
|---|---|---|
|
||||
| Plot ownership | `bnstoolkit:plots` — vanilla NeoForge `SavedData` attached to overworld | Persists with world. Authoritative source. |
|
||||
| Sethomes | `bnstoolkit:sethomes` — per-player attached data | Persists with world |
|
||||
| Death locations (for `/back`) | In-memory only, evicted after teleport or on logout | Transient |
|
||||
| Quest state | KubeJS-managed JSON at `world/data/bns_economy/quests/<uuid>.json` | Not the mod's concern — the mod only reads via packets |
|
||||
| Tier configuration | `config/bnstoolkit/tiers.json` (hot-reloadable) | Until edited |
|
||||
| Plot definitions | `config/bnstoolkit/plots.json` (hot-reloadable via `/bnstoolkit reload`) | Until edited |
|
||||
|
||||
Plot ownership and sethomes are server-authoritative. Clients only
|
||||
get views via packets — they never write to these stores directly.
|
||||
|
||||
---
|
||||
|
||||
## 8. Configuration files
|
||||
|
||||
### `config/bnstoolkit/tiers.json`
|
||||
|
||||
Defines the 13-tier ladder. Hot-reloadable.
|
||||
|
||||
```json5
|
||||
{
|
||||
"tiers": [
|
||||
{
|
||||
"id": "peasant",
|
||||
"displayName": "Peasant",
|
||||
"cost": 0,
|
||||
"perks": {
|
||||
"wildernessChunks": 9,
|
||||
"plotSlots": 0,
|
||||
"sethomes": 1,
|
||||
"dailyBountySlots": 3,
|
||||
"shopFeeDiscount": 0,
|
||||
"chatColour": "grey",
|
||||
"joinBroadcast": "none",
|
||||
"backAfterDeath": false
|
||||
}
|
||||
},
|
||||
/* ... 12 more tiers ... */
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
### `config/bnstoolkit/plots.json`
|
||||
|
||||
Defines spawn plot regions. Each plot has a unique ID, region bounds
|
||||
(chunk coordinates), type (standard/premium), and price.
|
||||
|
||||
```json5
|
||||
{
|
||||
"plots": [
|
||||
{
|
||||
"id": "bazaar_stall_01",
|
||||
"displayName": "Bazaar Stall 1",
|
||||
"type": "standard",
|
||||
"price": 2000,
|
||||
"chunks": [[10, 20], [10, 21]], // chunk coords, inclusive
|
||||
"world": "minecraft:overworld"
|
||||
},
|
||||
{
|
||||
"id": "bazaar_corner_premium",
|
||||
"displayName": "Premium Corner Plot",
|
||||
"type": "premium",
|
||||
"price": 5000,
|
||||
"chunks": [[15, 25], [15, 26], [16, 25], [16, 26]],
|
||||
"world": "minecraft:overworld"
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 9. KubeJS integration surface
|
||||
|
||||
The mod calls into KubeJS via custom commands registered by KubeJS
|
||||
(`ServerEvents.commandRegistry`). All have the `bnstoolkit_internal`
|
||||
prefix to mark them as not-for-player-use:
|
||||
|
||||
| Command | Purpose |
|
||||
|---|---|
|
||||
| `/bnstoolkit_internal accept_bounty <uuid> <questId>` | Mark quest as ACTIVE in KubeJS state |
|
||||
| `/bnstoolkit_internal cancel_quest <uuid> <questId>` | Cancel quest, apply cooldown |
|
||||
| `/bnstoolkit_internal complete_quest <uuid> <questId>` | Mark quest READY (for testing/manual) |
|
||||
| `/bnstoolkit_internal turn_in_quest <uuid> <questId>` | Pay reward via Numismatics |
|
||||
| `/bnstoolkit_internal debit <uuid> <amount> <reason>` | Charge spurs (used by plot purchase, tier upgrade) |
|
||||
| `/bnstoolkit_internal credit <uuid> <amount> <reason>` | Pay spurs |
|
||||
| `/bnstoolkit_internal upgrade_rank <uuid> <tierId>` | Promote via FTB Ranks |
|
||||
| `/bnstoolkit_internal get_balance <uuid>` | Returns current spur balance (used for screen header) |
|
||||
|
||||
All commands return a JSON result via the command output that the
|
||||
mod parses. KubeJS handles the actual Numismatics + FTB Ranks calls
|
||||
(it already has the `Java.loadClass` helpers from the economy KubeJS
|
||||
scripts).
|
||||
|
||||
KubeJS in turn pushes events to the mod via custom payload packets
|
||||
when quest state changes (so the HUD can update without polling).
|
||||
|
||||
---
|
||||
|
||||
## 10. Build & release
|
||||
|
||||
- **Repo:** new private Gitea repo `minecraft/bnstoolkit` (separate
|
||||
from the modpack repo for clean release-versioning, but mirrored
|
||||
to the modpack's `pack/overrides/mods/` on each release)
|
||||
- **Build:** standard NeoForge 1.21.1 ModDevGradle template
|
||||
- **Dependencies:** Architectury API (provided), FTB Library
|
||||
(provided), Numismatics (compileOnly), FTB Chunks (compileOnly)
|
||||
- **CI:** Gitea Actions runs `./gradlew build` on push to main,
|
||||
uploads the jar as a release artifact
|
||||
- **Modpack integration:** the modpack's bump-version flow includes
|
||||
pulling the latest bnstoolkit release jar and updating
|
||||
`pack.lock.json` / manifest like any other mod
|
||||
- **Versioning:** semantic — `1.0.0` for V1 ship, `1.x.y` for
|
||||
patches, `2.0.0` if we ever change the network protocol or data
|
||||
format
|
||||
|
||||
---
|
||||
|
||||
## 11. Perk specifications (detailed)
|
||||
|
||||
Every perk listed in the 13-tier ladder, expanded with mechanics,
|
||||
implementation, and edge cases.
|
||||
|
||||
### 11.1 Wilderness chunks
|
||||
|
||||
**What it does:** caps how many wilderness chunks (outside spawn)
|
||||
a player can claim via the FTB Chunks map. Claiming within the cap
|
||||
is free; over the cap is refused with an in-game message.
|
||||
|
||||
**Implementation:** FTB Ranks permission node
|
||||
`ftbchunks.max_claimed_chunks` set per rank in the FTB Ranks config
|
||||
(written by the mod on first launch from `tiers.json`). FTB Chunks
|
||||
reads this permission natively — no mod-side enforcement needed.
|
||||
|
||||
**Edge case:** if a player downgrades (which they can't normally,
|
||||
but might happen via op command), they keep already-claimed chunks
|
||||
over the new cap, but can't claim more until they free some.
|
||||
|
||||
### 11.2 Plot slots
|
||||
|
||||
**What it does:** caps how many spawn plots (predefined regions at
|
||||
spawn, see `plots.json`) a player can own concurrently. Independent
|
||||
of wilderness chunks.
|
||||
|
||||
**Implementation:** stored in `PlotOwnership` SavedData. On purchase,
|
||||
mod checks `playerOwnedPlots.size() < tier.plotSlots`. If at cap,
|
||||
the Plot Purchase Popup shows the slot count and disables the
|
||||
`Purchase` button.
|
||||
|
||||
**Releasing a plot:** players can sell their plot back via a "Release"
|
||||
button in the plot-detail screen (opens when they click their own
|
||||
plot in the map). Releases the slot. Refund: 50% of purchase price.
|
||||
|
||||
### 11.3 Sethomes
|
||||
|
||||
**What it does:** how many `/sethome <name>` locations a player can
|
||||
save. `/home <name>` teleports there; `/listhomes` lists; `/delhome <name>`
|
||||
removes.
|
||||
|
||||
**Implementation:** the pack currently has no sethome mod. We build
|
||||
it in bnstoolkit:
|
||||
- `/sethome <name>` saves current player position + world + name
|
||||
- `/home <name>` teleports (validates dimension load)
|
||||
- `/listhomes` shows owned homes
|
||||
- `/delhome <name>` removes
|
||||
- Cap enforced from the player's tier (`tiers.json` → `sethomes`)
|
||||
- Unlimited = represented as `-1` in the JSON
|
||||
|
||||
**Cooldown:** 30-second cooldown between teleports to prevent
|
||||
combat-evasion. Configurable in `tiers.json` per-tier (low tiers
|
||||
have longer cooldown).
|
||||
|
||||
**Edge case:** moving a sethome out of a now-claimed plot or a
|
||||
private base is allowed — sethomes are positional, not contextual.
|
||||
|
||||
### 11.4 Daily bounty slots
|
||||
|
||||
**What it does:** how many bounties a player can have ACTIVE
|
||||
simultaneously. Once the slot is freed (by completion or cancel),
|
||||
the player can accept another from any guild board.
|
||||
|
||||
**Implementation:** enforced in KubeJS bounty engine. The mod's
|
||||
Bounty Board and Quest Log screens read the slot count via packet
|
||||
and grey out the Accept button when at cap.
|
||||
|
||||
**Edge case:** a quest in READY state still counts against your
|
||||
active slots until you turn it in. This is intentional — pushes
|
||||
players to actually visit the NPC to claim.
|
||||
|
||||
### 11.5 Shop fee discount
|
||||
|
||||
**What it does:** reduces the "merchant cut" deducted when you sell
|
||||
items at the Bazaar's NPC sell shop. The Bazaar charges a base 25%
|
||||
fee on all sales; your tier provides a discount that reduces this
|
||||
toward zero.
|
||||
|
||||
**Worked example:** you sell a diamond worth 10 spurs at the Bazaar.
|
||||
- Peasant (0% discount): 25% fee → you receive 7.5 spurs (rounded
|
||||
down to 7).
|
||||
- Knight (-5% discount): 20% fee → 8 spurs.
|
||||
- Sovereign (-25% discount): 0% fee → full 10 spurs.
|
||||
|
||||
**Implementation:** KubeJS sell-shop handler reads the seller's tier
|
||||
and computes effective payout. Rounded down to nearest integer.
|
||||
|
||||
**Edge case:** player-to-player Numismatics shop blocks do NOT
|
||||
apply this fee — those are direct peer transactions, no Bazaar
|
||||
middleman. The fee only applies to the official Bazaar sell shop.
|
||||
|
||||
### 11.6 Chat colour
|
||||
|
||||
**What it does:** the player's name in chat appears in this colour,
|
||||
visible to everyone. Visual rank marker.
|
||||
|
||||
**Implementation:** KubeJS `PlayerEvents.chat` event modifies the
|
||||
chat component for the player's display name based on their tier
|
||||
permission (read from FTB Ranks). The mod also colours the player's
|
||||
nameplate above their head (via a small client packet on tier change
|
||||
that other clients use to set the display name colour locally).
|
||||
|
||||
**Colour ladder:**
|
||||
- 1-2 Peasant/Farmer: grey
|
||||
- 3 Citizen: white
|
||||
- 4 Merchant: yellow
|
||||
- 5 Knight: green
|
||||
- 6 Baron: cyan
|
||||
- 7 Viscount: blue
|
||||
- 8 Earl: purple
|
||||
- 9 Marquess: gold
|
||||
- 10 Duke: orange
|
||||
- 11 Archduke: red
|
||||
- 12 Grand Duke: bright red
|
||||
- 13 Sovereign: rainbow (animated via colour-cycling text component)
|
||||
|
||||
**Edge case:** the Founder cosmetic `[Founder]` prefix sits before
|
||||
the coloured name, in a distinct colour (probably bright yellow or
|
||||
white-bold). Sovereign + Founder is visually busy but acceptable —
|
||||
only one player on the server will have both.
|
||||
|
||||
### 11.7 Join broadcast
|
||||
|
||||
**What it does:** when the player logs in, this controls what message
|
||||
goes to everyone else on the server.
|
||||
|
||||
**Levels:**
|
||||
|
||||
- **none:** standard vanilla `<player> joined the game`.
|
||||
- **simple:** rank-prefixed message in their chat colour. Example:
|
||||
```
|
||||
[Knight] Matt has logged in.
|
||||
```
|
||||
- **fancy:** multi-line, with a separator. Example:
|
||||
```
|
||||
━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
[Viscount] Matt has arrived
|
||||
━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
```
|
||||
- **epic:** multi-line, with a sound effect (e.g. trumpet fanfare,
|
||||
configurable per-tier). Larger ASCII separator. Possibly an ASCII
|
||||
art banner of the rank.
|
||||
- **epic + particles:** as epic, plus a 5-second particle effect at
|
||||
the player's spawn location (firework spark, end-rod sparkle, etc.)
|
||||
for everyone nearby to see.
|
||||
- **epic + spectacular:** as epic + particles, plus a server-wide
|
||||
effect — actionbar message visible to everyone, brief light-up of
|
||||
the sky if Sovereign joins.
|
||||
|
||||
**Implementation:** KubeJS `PlayerEvents.loggedIn` reads tier and
|
||||
dispatches the appropriate message. Particle/sound effects are
|
||||
server-side commands (`/particle`, `/playsound`).
|
||||
|
||||
### 11.8 `/back` after death
|
||||
|
||||
**What it does:** the `/back` command teleports the player to where
|
||||
they last died. Tiers without this perk get "You don't have access
|
||||
to /back yet" if they try.
|
||||
|
||||
**Implementation:** mod listens to `LivingDeathEvent` for players,
|
||||
stores `(world, x, y, z, timestamp)` in `DeathLocations` (in-memory
|
||||
only, evicted on logout or after `/back` use). `/back` command
|
||||
verifies tier perm + reads the entry.
|
||||
|
||||
**Cooldown:** 60 seconds. Prevents combat reinsertion.
|
||||
|
||||
**Edge case:** dying again clears the previous death location.
|
||||
You only get one `/back` per death. Logging out clears it too —
|
||||
intentional, to prevent abuse.
|
||||
|
||||
### 11.9 Future perk dimensions (not in V1, but easy to add later)
|
||||
|
||||
Architecture supports adding new perk columns in `tiers.json`
|
||||
without code changes (the schema is open-ended). Candidates for
|
||||
later expansion:
|
||||
|
||||
- **Particle trail** — high tiers leave a visible particle wake when
|
||||
walking
|
||||
- **Custom join sound** — different sound effect per tier on login
|
||||
- **Custom title prefix** — text added before chat name beyond the
|
||||
colour (e.g. `⚔ Knight Matt`)
|
||||
- **Priority bounty access** — higher tiers see a larger pool of
|
||||
daily bounties to pick from
|
||||
- **Tier-gated vendor stock** — specific Numismatics shops only
|
||||
visible to Baron+ etc.
|
||||
- **Daily login bonus** — small spur reward for logging in, scaling
|
||||
by tier
|
||||
- **Death keep-inventory chance** — RNG % to keep inventory on death
|
||||
(controversial, gate carefully)
|
||||
|
||||
---
|
||||
|
||||
## 12. Open implementation questions
|
||||
|
||||
These can be deferred until they become blocking, but worth flagging:
|
||||
|
||||
1. **Sovereign tier rainbow chat name** — Minecraft text components
|
||||
don't natively support gradient text. Implementation options:
|
||||
(a) cycle through colours character by character, or (b) animate
|
||||
via packet on a tick interval. Choose during Phase 0c scaffolding.
|
||||
2. **Plot release refund percentage** — proposed 50%. Tune via
|
||||
playtest.
|
||||
3. **Sethome cooldown values per tier** — proposed scaling from 60s
|
||||
(low tiers) to 5s (Sovereign). Confirm in `tiers.json` schema.
|
||||
4. **`/back` interaction with dimension changes** — does dying in
|
||||
the End and `/back`ing return you to the End or to overworld?
|
||||
Default: returns to wherever you died including the dimension.
|
||||
5. **Founder cosmetic prefix colour** — bright yellow? Bold white?
|
||||
Animated? Settle during implementation.
|
||||
6. **Sovereign spectacular join effect** — exact effects need design
|
||||
pass (sky flash? Server-wide actionbar text?). Tune in
|
||||
`tiers.json`.
|
||||
|
||||
---
|
||||
|
||||
## 13. Implementation phases (mod-specific)
|
||||
|
||||
Aligned with the economy doc's Phase 0c (mod scaffolding):
|
||||
|
||||
| Mod phase | Deliverable |
|
||||
|---|---|
|
||||
| **M0** | Gradle project, mod metadata, FTB Library dep wired, network channel registered, empty placeholder for each screen class. Builds + loads cleanly into the running pack. |
|
||||
| **M1** | Tier system: TierConfig loads from `tiers.json`, `TierUpgradeScreen` works, perks applied via FTB Ranks promotion command. Founder cosmetic prefix. Chat colour. Join broadcast at all tiers. |
|
||||
| **M2** | Sethome system: `/sethome`, `/home`, `/delhome`, `/listhomes`, `/back`. SavedData persistence. Per-tier cap enforcement. |
|
||||
| **M3** | Plot system: `PlotRegistry` + `PlotOwnership`, FTB Chunks mixins, `PlotPurchaseScreen`. KubeJS integration for spur debit. |
|
||||
| **M4** | Quest UI: `QuestLogScreen`, `BountyBoardScreen`, `QuestProgressHud`. Network packets between KubeJS bounty engine and the mod. |
|
||||
| **M5** | Shop browser: `ShopBrowserScreen`. |
|
||||
| **M6** | Polish — animations, sound effects, particle effects for high tiers, theming pass on all screens. |
|
||||
|
||||
Each phase is independently shippable as a `1.x.0` release of the
|
||||
mod jar.
|
||||
|
||||
---
|
||||
|
||||
## See also
|
||||
|
||||
- [`economy-system.md`](./economy-system.md) — gameplay-side design (currency, quest mechanics, villager rebalance, etc.)
|
||||
- `MEMORY.md` entries — KubeJS Rhino gotchas, defaultconfigs pattern
|
||||
@@ -0,0 +1,509 @@
|
||||
# Brass and Sigil — Economy & Quest System Design
|
||||
|
||||
> Status: 13-tier ladder locked (v0.4). Architecture + UI confirmed in v0.3.
|
||||
> Owner: matt
|
||||
> Last updated: 2026-06-06
|
||||
|
||||
---
|
||||
|
||||
## 1. Goals
|
||||
|
||||
- **One unified currency** — spurs (Numismatics).
|
||||
- **Multiple ways to earn, each one bounded.** No infinite money printer.
|
||||
- **Multiple sinks that scale with progression.** Money disappears as you advance, so wealth never dwarfs the cost of new ambitions.
|
||||
- **Spatial design that gives spawn personality.** Themed guild buildings, each with a clear purpose, each tied to the same wallet.
|
||||
- **Forward-compat with a proper quest line** via FTB Quests, while supporting daily/repeatable activities at spawn.
|
||||
- **Anti-automation by design**, not by patches.
|
||||
|
||||
---
|
||||
|
||||
## 2. Core architecture
|
||||
|
||||
```
|
||||
┌────── MONEY IN (bounded) ──────┐
|
||||
│ │
|
||||
Adventurer's Guild — Daily bounties (cooldowns, scaling)
|
||||
Merchant's Bazaar — Sell shop (fixed + DR), dynamic exchange
|
||||
Mint — Capped emerald → spur conversion *
|
||||
First-time milestones — One-shot per player
|
||||
FTB Quests — Progression milestone payouts
|
||||
│
|
||||
▼
|
||||
┌───────────────────┐
|
||||
│ Player wallet │ ← Numismatics
|
||||
│ (spurs) │
|
||||
└───────────────────┘
|
||||
│
|
||||
▼
|
||||
┌────── MONEY OUT (scaling) ──────┐
|
||||
│ │
|
||||
Civic Office — Plot claim costs (FTB Chunks override)
|
||||
Civic Office — Tier upgrades (FTB Ranks integration)
|
||||
Merchant's Bazaar — Player-to-player job board (no minting)
|
||||
Villagers — Re-priced trades, net sink
|
||||
Custom services — Warps, sethomes, premium cosmetics
|
||||
```
|
||||
|
||||
\* Only if we keep emeralds; see §5 — we're moving villagers to spurs, which probably retires the Mint as a currency-conversion station and repurposes it as a wallet/info hub.
|
||||
|
||||
---
|
||||
|
||||
## 3. Spawn — themed guild buildings
|
||||
|
||||
Each guild is a destination. The guild's NPC is both the **entry point** (accept work) and **exit point** (return to claim reward). This pattern applies universally — see §4.
|
||||
|
||||
| Building | Purpose | Primary mechanics inside |
|
||||
|---|---|---|
|
||||
| **Adventurer's Guild** | Combat & exploration | Bounty board (daily mob hunts), boss-kill quests, dungeon-delve quests (future) |
|
||||
| **Merchant's Bazaar** | Trade & raw-mat economy | Numismatics sell shop, dynamic exchange counter, player-driven job board |
|
||||
| **Civic Office** | Land & status | Tier upgrade screen, spawn plot registry (purchase / view your plots), sethome/warp services. NOTE: regular wilderness chunk claiming uses the FTB Chunks map and is tier-allocated, not paid per chunk — see §4. |
|
||||
| **Library / Academy** | Knowledge & magic | FTB Quests anchor NPC, Ars Nouveau themed quests, lore terminals |
|
||||
| **Tavern** | Social & onboarding | First-time newbie quests, casual NPCs, food/buff vendor |
|
||||
| **Foundry / Workshop** | Crafting & commissions | Create-themed contracts, crafting orders, raw-material market |
|
||||
| **Mint** | Currency information | Wallet info, currency tutorial, possibly emerald exchange |
|
||||
|
||||
### Forward-compat with a full quest line
|
||||
|
||||
The architecture is naturally dual-track:
|
||||
|
||||
- **FTB Quests** = the *progression* backbone — chapter-by-chapter pack content, one-time rewards, story arcs. The campaign.
|
||||
- **Spawn-building NPCs** (Easy NPC + KubeJS) = the *daily/repeatable* layer — bounties, sell shops, services. The live activities.
|
||||
|
||||
Both pay into the same wallet. Players run the campaign at their pace and the daily content for income/replay value. They reinforce each other rather than compete.
|
||||
|
||||
---
|
||||
|
||||
## 4. Tier system & spawn plots
|
||||
|
||||
Two distinct land/status systems that often get conflated. Keeping them clean:
|
||||
|
||||
### 4a. Civic tier ladder
|
||||
|
||||
Every player has a Civic rank. Higher rank unlocks perks. Players spend spurs at the Civic Office NPC to upgrade. Powered by FTB Ranks under the hood (permission nodes drive what each rank unlocks).
|
||||
|
||||
The ladder is intentionally long (13 tiers) so endgame ranks feel rare and aspirational. Top tiers represent months of dedicated play; Sovereign is "you've finished the game."
|
||||
|
||||
| # | Title | Cost to reach | Wilderness chunks | Plot slots | Sethomes | Daily bounties | Shop fee | Chat colour | Join broadcast | `/back` |
|
||||
|---|---|---|---|---|---|---|---|---|---|---|
|
||||
| 1 | **Peasant** | free (starter) | 9 | 0 | 1 | 3 | 0% | grey | — | — |
|
||||
| 2 | **Farmer** | 200 | 18 | 0 | 1 | 3 | 0% | grey | — | — |
|
||||
| 3 | **Citizen** | 750 | 35 | 1 | 2 | 3 | 0% | white | — | — |
|
||||
| 4 | **Merchant** | 2,500 | 60 | 1 | 3 | 4 | -2% | yellow | — | ✓ |
|
||||
| 5 | **Knight** | 6,500 | 100 | 2 | 4 | 4 | -5% | green | simple | ✓ |
|
||||
| 6 | **Baron** | 15,000 | 150 | 2 | 5 | 5 | -7% | cyan | simple | ✓ |
|
||||
| 7 | **Viscount** | 35,000 | 220 | 3 | 6 | 5 | -9% | blue | fancy | ✓ |
|
||||
| 8 | **Earl** | 75,000 | 300 | 3 | 8 | 6 | -11% | purple | fancy | ✓ |
|
||||
| 9 | **Marquess** | 150,000 | 400 | 4 | 10 | 6 | -13% | gold | fancy | ✓ |
|
||||
| 10 | **Duke** | 300,000 | 525 | 5 | 12 | 7 | -15% | orange | epic | ✓ |
|
||||
| 11 | **Archduke** | 700,000 | 700 | 6 | 16 | 7 | -17% | red | epic | ✓ |
|
||||
| 12 | **Grand Duke** | 1,500,000 | 900 | 7 | 20 | 8 | -19% | bright red | epic + particles | ✓ |
|
||||
| 13 | **Sovereign** | 10,000,000 | 1,500 | 10 | unlimited | 10 | -25% | rainbow | epic + spectacular | ✓ |
|
||||
|
||||
**Notable shape choices:**
|
||||
|
||||
- **Knight (tier 5)** is the gentry threshold — first colored chat (green), first join broadcast, first `/back` after a meaningful jump in plot slots
|
||||
- **Duke → Archduke jump** is the late-game wall (300k → 700k, ~2.3×) — Archduke is the start of "I've really committed to this server" territory
|
||||
- **Sovereign is dramatic** — 6.7× the Grand Duke cost. Real "finished the game" status. -25% shop fee is a step-change leap; unlimited everything; spectacular join effects.
|
||||
|
||||
Numbers are first-pass calibration. The full perk table lives in a single JSON (`config/bnstoolkit/tiers.json`) that's hot-reloadable via `/bnstoolkit reload`. Easy to tune any column without code changes.
|
||||
|
||||
### 4a.1 Founder flag (admin cosmetic)
|
||||
|
||||
The server owner / admin has a permanent **`[Founder]`** cosmetic prefix in chat that sits alongside their normal rank. It carries no gameplay perks — it's just visible identification so friends know who runs the server. The Founder still grinds the regular tier ladder like everyone else (good for playtesting balance + sharing the experience). Op commands are the actual admin tool; the Founder tag is purely visual.
|
||||
|
||||
**Wilderness claims:** at every tier above Peasant, you get a flat allowance of N chunks you can claim anywhere outside spawn via the FTB Chunks map. Claiming is **free** within your allowance, refused above. No per-chunk pricing. Driven by FTB Ranks → FTB Chunks permission nodes (`ftbchunks.max_claimed_chunks`).
|
||||
|
||||
### 4b. Spawn plots
|
||||
|
||||
Spawn plots are a **separate system** from wilderness claims.
|
||||
|
||||
- **Pre-defined regions** at spawn — single chunks or small fixed clusters — designated by admins as "plots." Visible as fenced/bordered areas on the spawn map.
|
||||
- **Purchased with spurs** at additional cost per plot (separate from tier upgrade cost). Indicative pricing: standard plot ~2,000 spurs, premium (corner / prime location) ~5,000 spurs.
|
||||
- **Primary use:** shops. Players set up Numismatics shop blocks on their plots and sell to other players. Residence is allowed but secondary.
|
||||
- **Slot-limited by tier:** your civic rank determines how many spawn plots you can own simultaneously (column above). Hit the limit, you can't buy another until you upgrade or release a plot.
|
||||
- **Purchase happens inside the FTB Chunks map UI** — clicking a plot region in the map opens a confirmation screen (provided by our custom mod's mixin) showing cost + your remaining slots. Same UI you use for wilderness claims, integrated.
|
||||
- **Plot data lives in the custom mod** (`bnstoolkit:plots`), not in FTB Chunks. Plots are a separate ownership system that uses the FTB Chunks map as its visual surface.
|
||||
|
||||
---
|
||||
|
||||
## 5. Quest & bounty flow (universal pattern)
|
||||
|
||||
**Core principle:** for any guild, the player **accepts** work from an NPC, **completes** it in the world, then **returns** to that NPC to **turn it in** and claim the reward. No instant payouts. This:
|
||||
|
||||
- Anchors guilds as destinations
|
||||
- Creates risk/reward tension (die on the return, lose the reward)
|
||||
- Encourages waypoint use and travel
|
||||
- Lets the server centrally control payouts and detect cheating
|
||||
|
||||
### State machine
|
||||
|
||||
Each quest, per player, lives in one of these states:
|
||||
|
||||
```
|
||||
AVAILABLE ─[player accepts]─► ACTIVE ─[objective met]─► READY ─[turned in]─► COMPLETED
|
||||
▲ │
|
||||
└──────────────────────[cooldown elapses]───────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
- **AVAILABLE** — NPC offers the quest in dialog. Player has no current copy of it.
|
||||
- **ACTIVE** — Player accepted. KubeJS tracks objective progress via relevant events (`EntityEvents.death` for kills, `ItemEvents.firstRightClicked` for explorations, etc.).
|
||||
- **READY** — Objective met. Reward is *promised but not yet paid.* NPC dialog now offers a turn-in option.
|
||||
- **COMPLETED** — Reward paid out. Quest goes on cooldown for this player.
|
||||
- **AVAILABLE** (again) — after the cooldown, the NPC will offer it again.
|
||||
|
||||
### Worked example — daily bounty
|
||||
|
||||
1. **Adventurer's Guild NPC** has 5 randomized daily quests (e.g. "Slay 10 Plunderers — 50 spurs").
|
||||
2. Player right-clicks NPC → Easy NPC dialog → "Accept: Slay 10 Plunderers."
|
||||
3. KubeJS writes `quest:plunderer_10` to the player's quest state with `count: 0`.
|
||||
4. Player kills Plunderers in the world. `EntityEvents.death` for `supplementaries:plunderer` increments the count.
|
||||
5. At count=10, KubeJS flips state to **READY** and notifies the player ("Return to the Adventurer's Guild to claim your reward.").
|
||||
6. Player returns. Right-click NPC. Easy NPC dialog detects READY state and offers "Turn in: Slay 10 Plunderers."
|
||||
7. KubeJS pays 50 spurs into the player's Numismatics wallet, flips state to **COMPLETED**, sets cooldown to 24h.
|
||||
|
||||
### Universal applicability
|
||||
|
||||
The same accept → complete → return pattern works for every guild:
|
||||
|
||||
| Guild | Accept | Complete | Return |
|
||||
|---|---|---|---|
|
||||
| **Adventurer's** | "Hunt 10 plunderers" | kill them | NPC pays bounty |
|
||||
| **Merchant's** | "Procure 32 diamonds for our buyer" | gather them | NPC pays inflated price + completes |
|
||||
| **Civic** | "Survey 5 unclaimed chunks" | walk through them | NPC pays survey fee |
|
||||
| **Library** | "Recover this lost tome" | find the book in a structure | NPC pays + grants reputation |
|
||||
| **Foundry** | "Craft 10 Andesite Casings" | craft them | NPC pays commission |
|
||||
|
||||
### Player-facing UI (locked)
|
||||
|
||||
Polished, integrated, no chat commands to memorise. All player interaction happens through GUIs and NPC dialogue. Custom companion mod (working name `bnstoolkit`) provides the screens; FTB Library's UI framework is the visual basis so our screens match FTB Quests, FTB Chunks, and FTB Teams natively.
|
||||
|
||||
| Surface | Implementation |
|
||||
|---|---|
|
||||
| **Quest Log screen** | Custom mod screen. Tabs: Active / Available / Completed. Click a quest to inspect, cancel from the detail panel. Opened via keybind or by clicking a Quest Log block at any guild. |
|
||||
| **Bounty Board screen** | Custom mod screen, opened by right-clicking the Adventurer's Guild Quartermaster NPC OR clicking the in-world Bounty Board block. Lists today's available daily bounties with descriptions, rewards, and "Accept" buttons. |
|
||||
| **Tier upgrade screen** | Custom mod screen, opened at the Civic Office NPC. Visual ladder, your current tier highlighted, next-tier cost, perks unlocked at each rank, big Upgrade button. |
|
||||
| **Plot purchase popup** | Custom mod mixin into the FTB Chunks map UI. Hover a plot region → cost + slots tooltip. Click → confirmation popup. Owned plots also clickable to see plot info. |
|
||||
| **Shop browser** | Numismatics shop blocks render their existing inventory UI by default; optional richer browser screen for the central Merchant's Bazaar inventory. |
|
||||
| **Quest progress HUD** | Custom mod render layer — styled HUD element showing active quest names + progress bars. NOT stacked vanilla bossbars. |
|
||||
| **NPC dialogue + buttons** | Easy NPC handles all NPC interactions: accept/turn-in, info, tutorials, "click for details" buttons. Players learn the system through NPC dialogue, not by reading docs. |
|
||||
|
||||
### Why custom mod, on FTB Library's UI framework
|
||||
|
||||
- **Visual consistency:** FTB Quests, FTB Chunks, FTB Teams all use FTB Library's widget framework. Our screens built on the same framework will look and feel like part of the same product.
|
||||
- **Already a pack dependency:** no new mod added just for the UI layer.
|
||||
- **Mixin compatibility:** our spawn plot mixin into the FTB Chunks map operates on FTB Library widgets natively — no translation layer between vanilla MC widgets and FTB Library widgets.
|
||||
- **Less boilerplate than vanilla MC Screen API:** Panel, BlockButton, IconButton, Tooltip, TextField widgets already exist and behave consistently with how players already know FTB UIs to work.
|
||||
- **Forking FTB is off the table:** FTB mods are "All Rights Reserved" — depending on FTB Library as a library is fine (that's what libraries are for), forking FTB Quests or FTB Chunks for redistribution is not legally clean. Custom mod alongside the FTB stack is the correct architecture.
|
||||
|
||||
### Why NOT FTB Quests for daily bounties
|
||||
|
||||
FTB Quests stays for **long-form progression** (Phase 5+), not for daily bounties. Source review confirms:
|
||||
|
||||
- No abandon/cancel event (Ctrl+Shift+R reset fires no event we can hook)
|
||||
- Cooldown is per-team, not per-player
|
||||
- Visibility is per-team, not per-player — rotating "5 of 20 daily" doesn't fit cleanly
|
||||
|
||||
For long-form progression where one-shot rewards + team scope are fine, FTB Quests is great. Our custom bounty engine handles the daily/repeatable pattern with its own UI.
|
||||
|
||||
### Quest slot limit
|
||||
|
||||
Players have a **maximum of 3 active quests at a time.** This is the friction that makes cancel meaningful:
|
||||
|
||||
- Forces players to pick which quests they actually want — no "accept all 5, see what's easiest, cancel the rest" RNG-shopping.
|
||||
- Keeps the state files small.
|
||||
- Makes ready-to-turn-in queues meaningful (you can hold 3 unrewarded quests in your back pocket).
|
||||
|
||||
A quest moving to READY frees the slot for accepting a new one even before turn-in.
|
||||
|
||||
### KubeJS implementation — locked specifics
|
||||
|
||||
- **State storage:** per-player JSON in `world/data/bns_quests/<uuid>.json`. Schema:
|
||||
```json
|
||||
{
|
||||
"active": [
|
||||
{
|
||||
"id": "advg_plunderer_10",
|
||||
"acceptedAt": 1717684800,
|
||||
"progress": 7,
|
||||
"target": 10,
|
||||
"rewardSpurs": 50,
|
||||
"source": "adventurers_guild",
|
||||
"bossbarId": "bns:quest_advg_plunderer_10_<uuid>"
|
||||
}
|
||||
],
|
||||
"completed": {
|
||||
"advg_plunderer_10": { "cooldownUntil": 1717771200, "completions": 3 }
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- **Event tracking:** KubeJS event handlers (`EntityEvents.death`, `ItemEvents.pickedUp`, `BlockEvents.broken`) read the player's active quests and increment progress + update bossbar value.
|
||||
|
||||
- **Bossbar lifecycle:** on quest accept, KubeJS creates a unique per-player bossbar via `server.runCommandSilent('bossbar add <id> <name>')`, assigns it to that player only, updates `value` and `max` on progress. On turn-in or cancel: `bossbar remove`.
|
||||
|
||||
- **Numismatics integration (direct Java access — no events shipped, no KubeJS bindings):**
|
||||
```js
|
||||
const Numismatics = Java.loadClass('dev.ithundxr.createnumismatics.Numismatics');
|
||||
const ReasonHolder = Java.loadClass('dev.ithundxr.createnumismatics.content.backend.ReasonHolder');
|
||||
|
||||
const acct = Numismatics.BANK.getAccount(player); // ServerPlayer
|
||||
const balance = acct.getBalance(); // int (spurs)
|
||||
acct.deposit(50); // pay quest reward
|
||||
const ok = acct.deduct(100, ReasonHolder.empty()); // returns false if broke
|
||||
Numismatics.BANK.markBankDirty(); // force persistence
|
||||
```
|
||||
|
||||
- **Dialog branching:** Easy NPC dialog branches on scoreboard objective `bns.quest.<npc_tag>` that KubeJS mirrors quest state into. Dialog `Command` action triggers `/bns_quest accept <id> <npc_tag>` which routes to KubeJS.
|
||||
|
||||
- **Commands:** registered via `ServerEvents.commandRegistry` in KubeJS. Scoped to the player who runs them. The custom `/bns_quest` namespace handles NPC-triggered actions; `/quests` is the player-facing tracker.
|
||||
|
||||
- **FTB Chunks claim cost (Phase 2):** requires `FTB XMod Compat` mod. Then:
|
||||
```js
|
||||
FTBChunksEvents.before('claim', event => {
|
||||
const player = event.source.player;
|
||||
const acct = Numismatics.BANK.getAccount(player);
|
||||
const cost = computeClaimCost(player);
|
||||
if (acct.getBalance() < cost) {
|
||||
event.setResult(ClaimResult.YOU_DO_NOT_HAVE_ENOUGH_SPURS); // custom enum value
|
||||
return;
|
||||
}
|
||||
acct.deduct(cost, ReasonHolder.empty());
|
||||
});
|
||||
```
|
||||
**Note:** the `.before` may fire twice (sim + real). Guard with idempotent state, or do balance check in `.before` and deduct in `.after('claim')`.
|
||||
|
||||
---
|
||||
|
||||
## 5. Villager rebalance
|
||||
|
||||
**Decision:** move all villagers to **spurs** (not emeralds). Thematic consistency over preserving vanilla mental model.
|
||||
|
||||
**Decision principles:**
|
||||
|
||||
- Villagers are **net money sinks** — players spend more on villagers than they earn from them.
|
||||
- **Useful trades stay** — enchanted books, tools, food, decorative blocks. Reasonable spur prices.
|
||||
- **Trash trades get deleted** — no one ever wanted to sell rotten flesh or buy paper.
|
||||
- **Sell-to-villager trades exist but are bad** — `64 wheat → 1 spur`, `16 leather → 1 spur`. Farms still possible, but ~10× slower than any other income source.
|
||||
|
||||
### Price guidance (initial calibration — tune via playtesting)
|
||||
|
||||
#### Buy-from-villager (player pays spurs)
|
||||
|
||||
| Item | Tier-1 | Tier-3 | Tier-5 |
|
||||
|---|---|---|---|
|
||||
| Standard enchanted book (random) | 50 spurs | 120 spurs | 250 spurs |
|
||||
| Mending book | — | — | 800 spurs |
|
||||
| Diamond tool (unenchanted) | — | 80 spurs | — |
|
||||
| Diamond tool (enchanted) | — | — | 350 spurs |
|
||||
| Bookshelf | 15 spurs | — | — |
|
||||
|
||||
#### Sell-to-villager (player gets spurs)
|
||||
|
||||
| Item | Spurs per unit |
|
||||
|---|---|
|
||||
| Wheat | 1 per 64 |
|
||||
| Paper | 1 per 32 |
|
||||
| Leather | 1 per 16 |
|
||||
| Iron ingot | 2 per 1 |
|
||||
| Diamond | 8 per 1 *(matches sell-shop fixed price — players use whichever is closer)* |
|
||||
|
||||
### Scope
|
||||
|
||||
~60 trades × 5 profession tiers = ~300 trade entries to redesign. One-time data-design pass, implemented via `ServerEvents.villagerTrades` in KubeJS.
|
||||
|
||||
---
|
||||
|
||||
## 6. Money inflow sources (detailed)
|
||||
|
||||
| Source | Cap / DR mechanism | Rough rate |
|
||||
|---|---|---|
|
||||
| **Daily bounties** | Per-player per-quest cooldown (24h) | ~200-500 spurs/day for an active player |
|
||||
| **Sell shop (fixed price + DR)** | Lifetime sales tracker per player, 10% price drop per 64 sold | ~50-200 spurs/hr while diamond stockpile lasts |
|
||||
| **Dynamic exchange** | Global supply pool — price drops with sales | Self-balancing |
|
||||
| **First-time milestones** | One-shot per player (`hasFlag`) | 5-50 spurs per milestone, ~10 milestones total |
|
||||
| **FTB Quest progression** | One-time per quest | Varies; cluster rewards at chapter completion |
|
||||
| **Villager sell trades** | Inherently slow + bad prices | ~50 spurs/hr from a serious villager farm |
|
||||
|
||||
---
|
||||
|
||||
## 7. Money outflow sinks (detailed)
|
||||
|
||||
| Sink | Cost curve | Why this scales right |
|
||||
|---|---|---|
|
||||
| **Plot claims** | Free up to 9 chunks. 50 spurs/chunk to 25. 200 spurs/chunk beyond. | New players claim free starter areas; ambitious players pay real money |
|
||||
| **Tier upgrades** | Cumulative cost: 500 → 2k → 8k → 30k spurs | Endgame sink, status display |
|
||||
| **Buy-from-villager** | See §5 | Constant outflow as you build up |
|
||||
| **Premium cosmetics** | 100-2k spurs each | Optional sink for cash-flush players |
|
||||
| **Services** | Sethome: 50 spurs, warp: 25 spurs, /back: 10 spurs | Convenience taxes |
|
||||
|
||||
---
|
||||
|
||||
## 8. Mod stack (locked)
|
||||
|
||||
### Already in pack
|
||||
| Need | Mod | Version |
|
||||
|---|---|---|
|
||||
| Currency + wallets + shop blocks | Numismatics | 1.0.20 |
|
||||
| NPC dialog presentation | Easy NPC | 6.16.x (6.17.0 available, minor bump) |
|
||||
| Plot claims | FTB Chunks | 2101.1.14 |
|
||||
| Team management | FTB Teams | 2101.1.9 |
|
||||
| Core library | FTB Library | 2101.1.31 |
|
||||
| Cross-mod compat | Architectury API | 13.0.8 |
|
||||
| Glue, commands, state | KubeJS | 2101.7.2 |
|
||||
|
||||
### Adding in Phase 0a (mod-additions PR — blocks everything else)
|
||||
| Mod | Version | Reason |
|
||||
|---|---|---|
|
||||
| **FTB Quests** | 2101.1.25 | Progression quest UI (Phase 5+) |
|
||||
| **FTB XMod Compat** | latest 1.21.1 NeoForge | KubeJS hooks for FTB Chunks claim events + FTB Quests events |
|
||||
| **FTB Ranks** | 2101.1.3 | Tier system. CurseForge only, no Modrinth listing. |
|
||||
|
||||
### Building our own (custom companion mod)
|
||||
|
||||
**`bnstoolkit`** (working name) — a small companion mod in our own repo. Confirmed locked-in.
|
||||
|
||||
- Provides all custom GUI screens (Quest Log, Bounty Board, Tier upgrade, Shop browser)
|
||||
- Provides the FTB Chunks map mixins (spawn plot cost overlay, hover tooltip, purchase popup)
|
||||
- Provides custom quest-progress HUD render layer
|
||||
- Provides the `bnstoolkit:plots` data storage + ownership permissions
|
||||
- Provides network packets for client↔server state sync
|
||||
- Provides the `/bnstoolkit reload` admin command for hot-reloading tier config
|
||||
- Built on FTB Library UI framework for visual consistency
|
||||
- KubeJS handles all gameplay logic (bounty rotation, state machine, villager trades, Numismatics integration) — the mod is purely the UI + integration layer
|
||||
|
||||
Estimated scope: ~2-3k LOC, single-developer week of focused work. Bounded.
|
||||
|
||||
### Explicitly NOT adding
|
||||
- CustomNPCs (Easy NPC covers it)
|
||||
- Citizens (Bukkit-only)
|
||||
- PMMO / skill mods (out of scope)
|
||||
- Generic "quest giver" mods (FTB Quests + our KubeJS bounty engine cover it)
|
||||
|
||||
---
|
||||
|
||||
## 9. Phasing
|
||||
|
||||
Each phase is independently shippable. Earlier phases unlock value without depending on later ones.
|
||||
|
||||
| Phase | Deliverable | Spawn build required? |
|
||||
|---|---|---|
|
||||
| **0a** | **Mod additions PR:** FTB Quests + FTB XMod Compat + FTB Ranks (+ minor Easy NPC bump). New pack version. | No |
|
||||
| **0b** | Spawn skeleton — 7 guild building blockouts (rough). **User does in-game when time permits.** Non-blocking. | Yes (user) |
|
||||
| **0c** | **`bnstoolkit` companion mod — scaffolding pass.** Mod project set up, FTB Library UI dependency wired, network packet plumbing, build/release scripts. No screens yet. | No |
|
||||
| **1** | **Sell shop:** Numismatics shop blocks for diamonds (10 spurs) + netherite ingots (100 spurs). Lifetime-sale tracker for diminishing returns. KubeJS only, no mod work needed. | No |
|
||||
| **2** | **Tier upgrade flow:** FTB Ranks integrated + KubeJS `/tier upgrade` command. **`bnstoolkit` Tier upgrade screen** wired to Civic Office NPC. Tier perks driven by `tiers.json`. | No |
|
||||
| **3** | **Spawn plot system:** plot region registry in `bnstoolkit`, ownership tracking, FTB Chunks map mixin (cost overlay + purchase popup). | No |
|
||||
| **4** | **Bounty engine:** state machine, KubeJS-rotated dailies, `bnstoolkit` Bounty Board screen + Quest Log screen + Quest progress HUD. NPC dialog hooks via Easy NPC. 3-slot cap. | No (NPC layer activates once spawn is built) |
|
||||
| **5** | **Villager rebalance:** strip vanilla, ship spur-priced trade table via `ServerEvents.villagerTrades`. | No |
|
||||
| **6** | **Progression quest line:** FTB Quests anchor + first chapter. KubeJS rewards dispense spurs via Numismatics API. | No (anchor NPC at Library once spawn exists) |
|
||||
| **7** | **Dynamic exchange rates:** global supply-pool pricing for raw mats. | No |
|
||||
| **8+** | Lootr dungeons, Foundry crafting commissions, deeper FTB Quests chapters, player-vs-player bounties (if wanted). | TBD |
|
||||
|
||||
---
|
||||
|
||||
## 10. Risk register
|
||||
|
||||
| Risk | Likelihood | Mitigation |
|
||||
|---|---|---|
|
||||
| Bounty engine bugs out, players lose progress | Medium | Atomic state writes; logs of every state transition |
|
||||
| Villager farms still profitable after rebalance | Medium | Track player sell volumes; tune prices in patches |
|
||||
| KubeJS-EasyNPC dialog branching has limits | Low-Med | Verify hooks in a test world before Phase 3; fall back to command-driven NPCs if needed |
|
||||
| FTB Chunks `/claim` command override gotchas | Low | Test in dev world; FTB Chunks API is stable |
|
||||
| Plot cost feels punishing | Med | First 9 chunks free is the safety valve; tune from playtest |
|
||||
| Players bypass the system via creative / `/give` | Op-only | Document op responsibility; consider audit logs for op spur grants |
|
||||
|
||||
---
|
||||
|
||||
## 11. Decisions made
|
||||
|
||||
Resolved before implementation:
|
||||
|
||||
| Question | Decision |
|
||||
|---|---|
|
||||
| Quest UI for bounties | **Custom mod with FTB Library UI widgets** — proper GUI screens, no chat commands |
|
||||
| Quest UI for progression | FTB Quests |
|
||||
| Plot purchase UI | Custom mod mixin into FTB Chunks map — hover preview, click-to-buy popup |
|
||||
| Tier upgrade UI | Custom mod screen at Civic Office NPC |
|
||||
| State storage | KubeJS-managed per-player JSON for quest state; mod-managed for plot ownership |
|
||||
| Numismatics access | Direct Java via `Java.loadClass` from KubeJS; via API directly from the mod |
|
||||
| Wilderness chunk allowance | Tier-driven via FTB Ranks permission nodes — no per-chunk pricing |
|
||||
| Spawn plots | Predefined regions, slot-limited by tier, individually purchased with spurs |
|
||||
| Tier ladder | Civic (13 tiers): Peasant → Farmer → Citizen → Merchant → Knight → Baron → Viscount → Earl → Marquess → Duke → Archduke → Grand Duke → Sovereign |
|
||||
| Founder flag | Admin/owner has `[Founder]` cosmetic prefix in chat, grinds the regular ladder otherwise |
|
||||
| Tier perks | JSON-configured (`config/bnstoolkit/tiers.json`), hot-reloadable |
|
||||
| Custom mod | Confirmed. Built on FTB Library UI framework. Working name `bnstoolkit`. |
|
||||
| Sethomes / warps | Tier-allocated count (not paid per use) |
|
||||
| Daily quest count | Tier-driven (3 at Peasant, up to 6 at Sovereign), refresh per-player 24h after last accept |
|
||||
| Emeralds | Retired as currency, retain as a trade material for villager-redirect trades |
|
||||
| Fork FTB | Not needed — depend on FTB Library as a UI lib, FTB Chunks/Quests stay unmodified, integration via mixins + KubeJS hooks |
|
||||
|
||||
### Still to decide (non-blocking — pick during implementation)
|
||||
|
||||
- **PvP bounties** — out of scope for V1, revisit after V1 ships
|
||||
- **Lootr** — add only when structured dungeons exist (Phase 8+)
|
||||
- **Default-rank starting permissions** — finalised when FTB Ranks config is written
|
||||
- **Spawn plot pricing** — first-pass numbers (2,000 standard / 5,000 premium), tune in playtest
|
||||
|
||||
---
|
||||
|
||||
## 12. Implementation notes
|
||||
|
||||
### KubeJS scripts (gameplay logic)
|
||||
Organised under `pack/overrides/kubejs/server_scripts/economy/`:
|
||||
|
||||
- `01_numismatics_api.js` — Java.loadClass wrapper helpers (balance / deposit / deduct)
|
||||
- `02_quest_state.js` — load/save `world/data/bns_economy/quests/<uuid>.json`
|
||||
- `03_commands.js` — admin commands (`/tier upgrade`, `/bnstoolkit reload`, debug)
|
||||
- `04_bounty_engine.js` — daily rotation, state machine, KubeJS↔mod packet handlers
|
||||
- `05_sell_shop.js` — Numismatics shop tracking + diminishing returns
|
||||
- `06_villager_trades.js` — Phase 5 `ServerEvents.villagerTrades` rebalance
|
||||
- `07_tier_perks.js` — FTB Ranks promote/demote, perk application
|
||||
- `99_dynamic_exchange.js` — Phase 7 supply-priced market
|
||||
|
||||
### Custom mod codebase
|
||||
Repo: separate (or sub-tree of main repo, TBD).
|
||||
Modid: `bnstoolkit` (working name).
|
||||
Package layout:
|
||||
|
||||
```
|
||||
bnstoolkit/
|
||||
├── client/
|
||||
│ ├── screen/ QuestLog, BountyBoard, Shop, Tier, PlotConfirm (FTB Library subclasses)
|
||||
│ ├── mixin/ ChunkScreenPanel (cost overlay + plot button), ChunkButton (hover tooltip)
|
||||
│ ├── hud/ QuestProgressHud (custom render)
|
||||
│ └── ClientEvents keybind reg, screen reg, mixin loader
|
||||
├── server/
|
||||
│ ├── packet/ OpenScreen, UpgradeRank, BuyPlot, ClaimBounty, etc.
|
||||
│ ├── command/ /bnstoolkit reload (config refresh)
|
||||
│ └── data/ PlotRegistry, PlotOwnership (saved with world data)
|
||||
├── common/
|
||||
│ ├── data/ TierConfig (JSON-loaded), BountyDefinition, QuestState mirror
|
||||
│ └── BnsToolkit.java mod entry
|
||||
└── config-defaults/
|
||||
├── tiers.json copied to config/bnstoolkit/tiers.json on first run
|
||||
└── plots.json spawn plot region definitions
|
||||
```
|
||||
|
||||
Architecture doc (`docs/bnstoolkit-architecture.md`) covers package layout, screen UX sketches, network packet contract, mixin targets, KubeJS↔mod integration surface — to be written before mod work begins.
|
||||
|
||||
### State data
|
||||
- Quest state: `world/data/bns_economy/quests/<uuid>.json`. Readable JSON, easy to debug.
|
||||
- Plot ownership: persisted with world via the mod's `SavedData` (vanilla NeoForge persistence). Authoritative source of truth.
|
||||
- Tier config: `config/bnstoolkit/tiers.json` shipped from `pack/overrides/defaultconfigs/bnstoolkit/tiers.json`. Hot-reloadable.
|
||||
- Plot definitions: `config/bnstoolkit/plots.json` shipped similarly. Defines plot region bounds, type (standard/premium), prices.
|
||||
|
||||
### NPC dialog
|
||||
Authored in Easy NPC's in-game editor, exported as preset JSONs into `pack/overrides/world/datapacks/bns-fuel/data/easy_npc/`. Dialog `Command` actions call `/bnstoolkit <verb> ...` which routes to either the mod (for screen-opening) or KubeJS (for state changes).
|
||||
|
||||
### Villager rebalance
|
||||
Single source file `06_villager_trades.js`. Each profession × tier has its own block. One file = one diff per balance pass.
|
||||
|
||||
---
|
||||
|
||||
## See also
|
||||
|
||||
- `MEMORY.md` entries:
|
||||
- `project-mc-player-economy.md` — earlier higher-level notes on Numismatics + plot system
|
||||
- `feedback-kubejs-rhino-gotchas.md` — KubeJS scripting constraints
|
||||
- `feedback-bns-pack-version-sync.md` — pack version + sync workflow
|
||||
- Existing tasks #20-#26 — to be reshuffled to mirror the phase plan above
|
||||
Reference in New Issue
Block a user