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