# Brass and Sigil — Economy & Quest System Design > Status: architecture + UI approach locked (v0.3). Custom companion mod confirmed. > 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). | # | Title | Cost to reach | Wilderness chunks claimable | Spawn plot slots | Sethomes | Daily bounty slots | Shop fee | Chat colour | Join broadcast | `/back` after death | |---|---|---|---|---|---|---|---|---|---|---| | 1 | **Peasant** | free (starter) | 9 | 0 | 1 | 3 | -0% | grey | no | no | | 2 | **Citizen** | 500 | 25 | 1 | 2 | 3 | -0% | white | no | no | | 3 | **Patron** | 2,000 | 60 | 1 | 3 | 4 | -2% | yellow | no | yes | | 4 | **Notable** | 6,000 | 100 | 2 | 4 | 4 | -5% | green | simple | yes | | 5 | **Baron** | 15,000 | 160 | 2 | 5 | 5 | -8% | cyan | simple | yes | | 6 | **Noble** | 35,000 | 240 | 3 | 7 | 5 | -10% | purple | fancy | yes | | 7 | **Lord** | 80,000 | 350 | 4 | 10 | 6 | -12% | gold | fancy | yes | | 8 | **Sovereign** | 200,000 | 500 | 5 | unlimited | 6 | -15% | red | epic | yes | 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. **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/.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_" } ], "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 ')`, 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.` that KubeJS mirrors quest state into. Dialog `Command` action triggers `/bns_quest accept ` 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: Peasant → Citizen → Patron → Notable → Baron → Noble → Lord → Sovereign (8 tiers) | | 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/.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/.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 ...` 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