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brass-and-sigil/docs/economy-system.md
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Matt 95b0d1564d docs: economy architecture lockdown (v0.2)
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>
2026-06-06 21:09:45 +00:00

20 KiB
Raw Blame History

Brass and Sigil — Economy & Quest System Design

Status: architecture locked (v0.2). Implementation ready to begin. 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 Plot claim office, tier upgrades, sethome/warp services
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. 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 tracking & cancellation (locked)

Three surfaces, all shipping together in Phase 3. Not iterated, not optional.

Surface Role Mechanism
Bossbars Always-visible HUD — one bossbar per active quest, shows name + N/M progress bar Vanilla /bossbar commands driven by KubeJS. Native per-player display (scoreboards are global; bossbars aren't). Up to 3 stacked at top of screen.
/quests commands Management — list, inspect, cancel KubeJS ServerEvents.commandRegistry. Works in chat and over the Telegram bridge. Clickable chat components for [cancel] and [details].
Easy NPC dialog Accept + turn-in at guild NPCs Dialog action runs /bns_quest accept <quest_id> <npc_tag> (KubeJS-registered command). Dialog branching uses scoreboard objectives that KubeJS mirrors quest state into.
Command Effect
/quests Lists your ACTIVE / READY quests with progress, source guild, reward
/quests info <id> Detail view
/quests cancel <id> Drops an active quest, frees the slot. Applies the same cooldown as if completed (prevents accept-cancel-accept RNG-shopping).

Why NOT FTB Quests for bounties

FTB Quests is the right tool for progression (Phase 5+), not for daily bounties. Confirmed via source review:

  • No abandon/cancel event — players can Ctrl+Shift+R to reset quest progress, but nothing fires that KubeJS can hook → can't enforce cancellation cooldown.
  • Cooldown is per-team, not per-player — in a 4-player team, one member completing puts it on cooldown for all four.
  • No per-player quest visibility — gating "5 of 20 active today" requires CustomTask gates rather than first-class per-player visibility.

For long-form progression questing, all three are non-issues. So: FTB Quests for the campaign, custom KubeJS system for daily bounties.

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/<uuid>.json. Schema:

    {
      "active": [
        {
          "id": "advg_plunderer_10",
          "acceptedAt": 1717684800,
          "progress": 7,
          "target": 10,
          "rewardSpurs": 50,
          "source": "adventurers_guild",
          "bossbarId": "bns:quest_advg_plunderer_10_<uuid>"
        }
      ],
      "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 <id> <name>'), 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):

    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.<npc_tag> that KubeJS mirrors quest state into. Dialog Command action triggers /bns_quest accept <id> <npc_tag> 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:

    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 bad64 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 (Phase 6). CurseForge only, no Modrinth listing.

Custom mod

Not needed for V1. Re-evaluate only if implementation hits a hard wall on a specific feature.

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 for everything else. Yes (user)
1 Sell shop: Numismatics shop blocks for diamonds (10 spurs) + netherite ingots (100 spurs). Lifetime-sale tracker for diminishing returns. No — test anywhere, drop into Bazaar later
2 Plot claim cost: FTBChunksEvents.before('claim') deducts spurs. Free first 9 chunks, 50/chunk to 25, 200/chunk beyond. No
3 Bounty engine: state machine + /quests commands + bossbar HUD + 3-slot cap. Daily quest pool with KubeJS-rotated dailies. NPC dialog hooks ready but inert until guild NPCs exist at spawn. No (NPC layer activates once spawn is built)
4 Villager rebalance: strip vanilla, ship spur-priced trade table via ServerEvents.villagerTrades. No
5 Progression quest line: FTB Quests anchor + first chapter. KubeJS rewards dispense spurs via Numismatics API. No (anchor NPC at Library once spawn exists)
6 Tier upgrades: FTB Ranks integrated. /tier upgrade deducts spurs and promotes via ftbranks add. Rank perms gate FTB Chunks claim limits. No
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 (bossbars + commands + Easy NPC) — NOT FTB Quests
Quest UI for progression FTB Quests
State storage Per-player JSON in world/data/bns_economy/
Numismatics access Direct Java via Java.loadClass
Chunk claim refusal FTBChunksEvents.before('claim') with event.setResult(...)
Tier system FTB Ranks + permission-driven chunk limits
Custom mod for V1 No — only if a hard wall appears
Sethomes / warps Paid services (/sethome 50 spurs, /warp 25 spurs, /back 10 spurs)
Daily quest count 5 active at a time, refresh per-player 24h after last accept
Emeralds Retired as currency, retain as a trade material for villager-redirect trades

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 — to be set with the first FTB Ranks config pass

12. Implementation notes

  • KubeJS scripts organized under pack/overrides/kubejs/server_scripts/economy/:
    • 01_numismatics_api.js — Java.loadClass wrapper helpers (read/deposit/deduct)
    • 02_quest_state.js — load/save world/data/bns_economy/<uuid>.json
    • 03_bossbar_hud.js — per-player bossbar lifecycle
    • 04_commands.js/quests, /bns_quest, /tier registrations
    • 05_bounty_engine.js — Phase 3 quest engine
    • 06_sell_shop.js — Phase 1 shop block tracking + DR
    • 07_plot_costs.js — Phase 2 FTB Chunks event handler
    • 08_villager_trades.js — Phase 4 rebalance
    • 09_tier_upgrades.js — Phase 6 rank upgrades
    • 99_dynamic_exchange.js — Phase 7
  • State data under world/data/bns_economy/<uuid>.json per player. Readable, easy to debug. Migration to SQLite considered if dataset grows beyond ~100 players.
  • All NPC dialog trees 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 into /bns_quest namespace which routes to KubeJS handlers.
  • Trade table for villager rebalance: single source file 08_villager_trades.js. Each profession × tier has its own block. One file = one diff to review during balance passes.

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