Files
Matt a39bfee803 pack: v0.41.0 — plot system JSON config + FTB Chunks integration
bnstoolkit 0.7.0 -> 0.8.0.

Plot system migrated from static Java + KubeJS to a runtime
configurable, FTB-Chunks-integrated system.

* Plot definitions now live at world/serverconfig/bnstoolkit/plots.json.
  Default file ships with 3 starter plots; edit + /bns admin plot reload.
* /bns admin plot define <id> <name> <price>: add a plot in-game by
  standing in the chunk. Re-run with same id to add multi-chunk plots.
* /bns admin plot list / remove / reload + /bns admin spawn-init.
* /bns admin spawn-init creates Spawn (cyan #00BFFF) + Plots (gold
  #FFD700) server teams via FTB Teams + claims all defined plots for
  the Plots team. Idempotent.
* /bns plot buy now: pays via combined cash+bank, unclaims chunks
  from Plots team, claims for buyer's personal FTB Teams team.
* /bns plot release: reverse — chunks go back to Plots team, 50% refund.
* Plot chunk guard: ClaimedChunkEvent.BEFORE_UNCLAIM subscriber blocks
  manual unclaim of plot chunks (player gets chat hint redirecting
  to /bns plot release).
* KubeJS plots.js retired (.retired suffix in repo as documentation).

On the map: cyan zones = Spawn team protection (manually claimed),
gold zones = Plots team (for sale), other team colors = owned plots.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 17:53:34 +00:00
..

Brass & Sigil KubeJS scripts

All custom server behaviour lives here. Files in this tree ship via the modpack manifest (see scripts/Build-Pack.ps1kubejs/ is in managedRoots), get synced to both server and client installs, and are loaded by KubeJS on startup.

File layout

kubejs/
├── README.md              this file
│
├── server_scripts/        Loaded by the SERVER's KubeJS on world load.
│   ├── recipes_<x>.js     Crafting-recipe overhauls per mod.
│   ├── waystones_policy.js Waystones placement gating (1/player + bans).
│   ├── welcome.js         First-join grant: waystone + manual book.
│   ├── cc_recipes.js      Full ComputerCraft recipe overhaul.
│   └── bns_admin.js       /bns admin <subcommand> for OP diagnostics.
│
└── client_scripts/        Loaded by the CLIENT's KubeJS on game load.
    └── jei_hides.js       Hide specific items from the JEI ingredient list.

Conventions

  • Logging prefix: every console line uses [bns/<module>] so server logs can be filtered with journalctl -u brass-sigil-server.service | grep '\[bns/'. Keeps our output separate from mod output.
  • One concern per file. Recipe overhauls live in recipes_<modname>. Block/item policy goes in a <thing>_policy.js. Don't mix recipe removal with event listeners in the same file.
  • Persistent player data keys are prefixed bns to avoid clashing with other mods' use of player.persistentData. Currently used keys:
    • bnsWaystoneCount (int) — see waystones_policy.js
    • bnsWelcomeGranted (bool) — see welcome.js
  • Performance: hot-path event handlers (BlockEvents.placed/broken, PlayerEvents.loggedIn) must stay O(1). Use Set for ID lookups, never Array.includes inside an event handler. Avoid Modrinth/network calls in event handlers — never. No periodic-tick polling unless absolutely necessary.
  • Server commands are registered under the /bns namespace (/bns admin ..., future: /bns plot ...). See bns_admin.js for the registration pattern.

Diagnostics

When something looks wrong in-game, first port of call:

  1. /bns admin info — prints active flags + counts for the running player
  2. /bns admin waystone-count <player> — read stored count
  3. /bns admin reset-welcome <player> — re-trigger the first-join grant
  4. Server log: journalctl -u brass-sigil-server.service -f | grep '\[bns/'

See also

  • pack/overrides/defaultconfigs/ — first-run mod configs (auto-copied to config/ by NeoForge on first launch only)
  • scripts/Check-Deps.ps1 — pre-flight dep check, runs before any Deploy-Brass -Stage Pack deploy
  • The memory file project-mc-player-economy.md for the broader plan