docs: economy architecture lockdown (v0.2) #62
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Final architecture for the economy + quest system. Researched against actual mod source code, no more V1/V2/V3 cycles.
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. 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>