docs: economy architecture lockdown (v0.2) #62

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Matt merged 1 commits from docs/economy-architecture-lockdown into main 2026-06-06 21:09:45 +00:00
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Final architecture for the economy + quest system. Researched against actual mod source code, no more V1/V2/V3 cycles.

  • Bounty UI: custom (bossbar + commands + Easy NPC), not FTB Quests
  • Progression UI: FTB Quests (right tool for long-form)
  • Numismatics: direct Java API access via Java.loadClass
  • Chunk costs: FTBChunksEvents.before('claim') + setResult
  • Tiers: FTB Ranks + permission-driven chunk limits
  • Per-player HUD: bossbars (scoreboards are global)
  • Custom mod: not needed for V1

Mods to add in Phase 0a: FTB Quests, FTB XMod Compat, FTB Ranks.

11 open decisions resolved. KubeJS file layout documented for implementation.

Final architecture for the economy + quest system. Researched against actual mod source code, no more V1/V2/V3 cycles. - Bounty UI: custom (bossbar + commands + Easy NPC), not FTB Quests - Progression UI: FTB Quests (right tool for long-form) - Numismatics: direct Java API access via Java.loadClass - Chunk costs: FTBChunksEvents.before('claim') + setResult - Tiers: FTB Ranks + permission-driven chunk limits - Per-player HUD: bossbars (scoreboards are global) - Custom mod: not needed for V1 Mods to add in Phase 0a: FTB Quests, FTB XMod Compat, FTB Ranks. 11 open decisions resolved. KubeJS file layout documented for implementation.
Matt added 1 commit 2026-06-06 21:09:45 +00:00
Final architecture for the economy + quest system. No more V1/V2/V3
iteration cycles. Resolved against actual mod source code and verified
APIs via research spike.

Key decisions locked:

- Bounty UI: custom (bossbar + /quests commands + Easy NPC dialog).
  NOT FTB Quests -- it lacks per-player visibility, has no abandon
  event, and cooldown is per-team. Confirmed via FTBQ source review.

- Progression UI: FTB Quests (right tool for long-form content where
  per-team cooldowns and one-shot rewards are fine).

- Numismatics: direct Java.loadClass access (no events shipped, no
  KubeJS bindings). Documented exact API surface and call patterns.

- FTB Chunks claim cost: FTBChunksEvents.before('claim') with
  event.setResult() to refuse. Requires adding FTB XMod Compat.

- Tier system: FTB Ranks (CurseForge only) + permission-driven chunk
  limits + KubeJS-mediated upgrades via runCommandSilent('ftbranks add').

- Per-player HUD: bossbars, not scoreboards. Vanilla scoreboards are
  global; bossbars natively per-player.

- Custom mod for V1: NOT NEEDED. Re-evaluate if blocked.

Mods to add in Phase 0a (one PR before any implementation):
  - FTB Quests 2101.1.25
  - FTB XMod Compat (latest)
  - FTB Ranks 2101.1.3

Phasing updated: Phase 0a (mod additions) blocks the rest. Phase 0b
(spawn build) is non-blocking and user-paced; all systems can be
built and verified before spawn exists.

KubeJS file layout documented for clean implementation:
  pack/overrides/kubejs/server_scripts/economy/{01..99}_*.js

11 open decisions resolved. 3 remain non-blocking.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Matt merged commit 107622fc6d into main 2026-06-06 21:09:45 +00:00
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Reference: minecraft/brass-and-sigil#62