95b0d1564d
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>
396 lines
20 KiB
Markdown
396 lines
20 KiB
Markdown
# Brass and Sigil — Economy & Quest System Design
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> Status: architecture locked (v0.2). Implementation ready to begin.
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> Owner: matt
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> Last updated: 2026-06-06
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---
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## 1. Goals
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- **One unified currency** — spurs (Numismatics).
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- **Multiple ways to earn, each one bounded.** No infinite money printer.
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- **Multiple sinks that scale with progression.** Money disappears as you advance, so wealth never dwarfs the cost of new ambitions.
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- **Spatial design that gives spawn personality.** Themed guild buildings, each with a clear purpose, each tied to the same wallet.
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- **Forward-compat with a proper quest line** via FTB Quests, while supporting daily/repeatable activities at spawn.
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- **Anti-automation by design**, not by patches.
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---
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## 2. Core architecture
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```
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┌────── MONEY IN (bounded) ──────┐
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│ │
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Adventurer's Guild — Daily bounties (cooldowns, scaling)
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Merchant's Bazaar — Sell shop (fixed + DR), dynamic exchange
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Mint — Capped emerald → spur conversion *
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First-time milestones — One-shot per player
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FTB Quests — Progression milestone payouts
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│
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▼
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┌───────────────────┐
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│ Player wallet │ ← Numismatics
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│ (spurs) │
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└───────────────────┘
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│
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▼
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┌────── MONEY OUT (scaling) ──────┐
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│ │
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Civic Office — Plot claim costs (FTB Chunks override)
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Civic Office — Tier upgrades (FTB Ranks integration)
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Merchant's Bazaar — Player-to-player job board (no minting)
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Villagers — Re-priced trades, net sink
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Custom services — Warps, sethomes, premium cosmetics
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```
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\* 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.
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---
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## 3. Spawn — themed guild buildings
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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.
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| Building | Purpose | Primary mechanics inside |
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|---|---|---|
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| **Adventurer's Guild** | Combat & exploration | Bounty board (daily mob hunts), boss-kill quests, dungeon-delve quests (future) |
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| **Merchant's Bazaar** | Trade & raw-mat economy | Numismatics sell shop, dynamic exchange counter, player-driven job board |
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| **Civic Office** | Land & status | Plot claim office, tier upgrades, sethome/warp services |
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| **Library / Academy** | Knowledge & magic | FTB Quests anchor NPC, Ars Nouveau themed quests, lore terminals |
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| **Tavern** | Social & onboarding | First-time newbie quests, casual NPCs, food/buff vendor |
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| **Foundry / Workshop** | Crafting & commissions | Create-themed contracts, crafting orders, raw-material market |
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| **Mint** | Currency information | Wallet info, currency tutorial, possibly emerald exchange |
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### Forward-compat with a full quest line
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The architecture is naturally dual-track:
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- **FTB Quests** = the *progression* backbone — chapter-by-chapter pack content, one-time rewards, story arcs. The campaign.
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- **Spawn-building NPCs** (Easy NPC + KubeJS) = the *daily/repeatable* layer — bounties, sell shops, services. The live activities.
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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.
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---
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## 4. Quest & bounty flow (universal pattern)
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**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:
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- Anchors guilds as destinations
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- Creates risk/reward tension (die on the return, lose the reward)
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- Encourages waypoint use and travel
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- Lets the server centrally control payouts and detect cheating
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### State machine
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Each quest, per player, lives in one of these states:
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```
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AVAILABLE ─[player accepts]─► ACTIVE ─[objective met]─► READY ─[turned in]─► COMPLETED
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▲ │
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└──────────────────────[cooldown elapses]───────────────────────────────────────────┘
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```
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- **AVAILABLE** — NPC offers the quest in dialog. Player has no current copy of it.
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- **ACTIVE** — Player accepted. KubeJS tracks objective progress via relevant events (`EntityEvents.death` for kills, `ItemEvents.firstRightClicked` for explorations, etc.).
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- **READY** — Objective met. Reward is *promised but not yet paid.* NPC dialog now offers a turn-in option.
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- **COMPLETED** — Reward paid out. Quest goes on cooldown for this player.
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- **AVAILABLE** (again) — after the cooldown, the NPC will offer it again.
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### Worked example — daily bounty
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1. **Adventurer's Guild NPC** has 5 randomized daily quests (e.g. "Slay 10 Plunderers — 50 spurs").
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2. Player right-clicks NPC → Easy NPC dialog → "Accept: Slay 10 Plunderers."
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3. KubeJS writes `quest:plunderer_10` to the player's quest state with `count: 0`.
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4. Player kills Plunderers in the world. `EntityEvents.death` for `supplementaries:plunderer` increments the count.
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5. At count=10, KubeJS flips state to **READY** and notifies the player ("Return to the Adventurer's Guild to claim your reward.").
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6. Player returns. Right-click NPC. Easy NPC dialog detects READY state and offers "Turn in: Slay 10 Plunderers."
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7. KubeJS pays 50 spurs into the player's Numismatics wallet, flips state to **COMPLETED**, sets cooldown to 24h.
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### Universal applicability
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The same accept → complete → return pattern works for every guild:
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| Guild | Accept | Complete | Return |
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|---|---|---|---|
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| **Adventurer's** | "Hunt 10 plunderers" | kill them | NPC pays bounty |
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| **Merchant's** | "Procure 32 diamonds for our buyer" | gather them | NPC pays inflated price + completes |
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| **Civic** | "Survey 5 unclaimed chunks" | walk through them | NPC pays survey fee |
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| **Library** | "Recover this lost tome" | find the book in a structure | NPC pays + grants reputation |
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| **Foundry** | "Craft 10 Andesite Casings" | craft them | NPC pays commission |
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### Player-facing tracking & cancellation (locked)
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Three surfaces, **all shipping together in Phase 3.** Not iterated, not optional.
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| Surface | Role | Mechanism |
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|---|---|---|
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| **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. |
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| **`/quests` commands** | Management — list, inspect, cancel | KubeJS `ServerEvents.commandRegistry`. Works in chat and over the Telegram bridge. Clickable chat components for `[cancel]` and `[details]`. |
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| **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. |
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| Command | Effect |
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| `/quests` | Lists your ACTIVE / READY quests with progress, source guild, reward |
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| `/quests info <id>` | Detail view |
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| `/quests cancel <id>` | Drops an active quest, frees the slot. Applies the same cooldown as if completed (prevents accept-cancel-accept RNG-shopping). |
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### Why NOT FTB Quests for bounties
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FTB Quests is the right tool for **progression** (Phase 5+), not for daily bounties. Confirmed via source review:
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- **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.
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- **Cooldown is per-team, not per-player** — in a 4-player team, one member completing puts it on cooldown for all four.
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- **No per-player quest visibility** — gating "5 of 20 active today" requires `CustomTask` gates rather than first-class per-player visibility.
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For long-form progression questing, all three are non-issues. So: FTB Quests for the campaign, custom KubeJS system for daily bounties.
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### Quest slot limit
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Players have a **maximum of 3 active quests at a time.** This is the friction that makes cancel meaningful:
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- Forces players to pick which quests they actually want — no "accept all 5, see what's easiest, cancel the rest" RNG-shopping.
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- Keeps the state files small.
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- Makes ready-to-turn-in queues meaningful (you can hold 3 unrewarded quests in your back pocket).
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A quest moving to READY frees the slot for accepting a new one even before turn-in.
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### KubeJS implementation — locked specifics
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- **State storage:** per-player JSON in `world/data/bns_quests/<uuid>.json`. Schema:
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```json
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{
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"active": [
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{
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"id": "advg_plunderer_10",
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"acceptedAt": 1717684800,
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"progress": 7,
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"target": 10,
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"rewardSpurs": 50,
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"source": "adventurers_guild",
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"bossbarId": "bns:quest_advg_plunderer_10_<uuid>"
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}
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],
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"completed": {
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"advg_plunderer_10": { "cooldownUntil": 1717771200, "completions": 3 }
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}
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}
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```
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- **Event tracking:** KubeJS event handlers (`EntityEvents.death`, `ItemEvents.pickedUp`, `BlockEvents.broken`) read the player's active quests and increment progress + update bossbar value.
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- **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`.
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- **Numismatics integration (direct Java access — no events shipped, no KubeJS bindings):**
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```js
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const Numismatics = Java.loadClass('dev.ithundxr.createnumismatics.Numismatics');
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const ReasonHolder = Java.loadClass('dev.ithundxr.createnumismatics.content.backend.ReasonHolder');
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const acct = Numismatics.BANK.getAccount(player); // ServerPlayer
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const balance = acct.getBalance(); // int (spurs)
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acct.deposit(50); // pay quest reward
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const ok = acct.deduct(100, ReasonHolder.empty()); // returns false if broke
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Numismatics.BANK.markBankDirty(); // force persistence
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```
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- **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.
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- **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.
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- **FTB Chunks claim cost (Phase 2):** requires `FTB XMod Compat` mod. Then:
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```js
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FTBChunksEvents.before('claim', event => {
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const player = event.source.player;
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const acct = Numismatics.BANK.getAccount(player);
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const cost = computeClaimCost(player);
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if (acct.getBalance() < cost) {
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event.setResult(ClaimResult.YOU_DO_NOT_HAVE_ENOUGH_SPURS); // custom enum value
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return;
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}
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acct.deduct(cost, ReasonHolder.empty());
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});
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```
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**Note:** the `.before` may fire twice (sim + real). Guard with idempotent state, or do balance check in `.before` and deduct in `.after('claim')`.
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---
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## 5. Villager rebalance
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**Decision:** move all villagers to **spurs** (not emeralds). Thematic consistency over preserving vanilla mental model.
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**Decision principles:**
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- Villagers are **net money sinks** — players spend more on villagers than they earn from them.
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- **Useful trades stay** — enchanted books, tools, food, decorative blocks. Reasonable spur prices.
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- **Trash trades get deleted** — no one ever wanted to sell rotten flesh or buy paper.
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- **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.
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### Price guidance (initial calibration — tune via playtesting)
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#### Buy-from-villager (player pays spurs)
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| Item | Tier-1 | Tier-3 | Tier-5 |
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|---|---|---|---|
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| Standard enchanted book (random) | 50 spurs | 120 spurs | 250 spurs |
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| Mending book | — | — | 800 spurs |
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| Diamond tool (unenchanted) | — | 80 spurs | — |
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| Diamond tool (enchanted) | — | — | 350 spurs |
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| Bookshelf | 15 spurs | — | — |
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#### Sell-to-villager (player gets spurs)
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| Item | Spurs per unit |
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|---|---|
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| Wheat | 1 per 64 |
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| Paper | 1 per 32 |
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| Leather | 1 per 16 |
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| Iron ingot | 2 per 1 |
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| Diamond | 8 per 1 *(matches sell-shop fixed price — players use whichever is closer)* |
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### Scope
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~60 trades × 5 profession tiers = ~300 trade entries to redesign. One-time data-design pass, implemented via `ServerEvents.villagerTrades` in KubeJS.
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---
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## 6. Money inflow sources (detailed)
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| Source | Cap / DR mechanism | Rough rate |
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|---|---|---|
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| **Daily bounties** | Per-player per-quest cooldown (24h) | ~200-500 spurs/day for an active player |
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| **Sell shop (fixed price + DR)** | Lifetime sales tracker per player, 10% price drop per 64 sold | ~50-200 spurs/hr while diamond stockpile lasts |
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| **Dynamic exchange** | Global supply pool — price drops with sales | Self-balancing |
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| **First-time milestones** | One-shot per player (`hasFlag`) | 5-50 spurs per milestone, ~10 milestones total |
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| **FTB Quest progression** | One-time per quest | Varies; cluster rewards at chapter completion |
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| **Villager sell trades** | Inherently slow + bad prices | ~50 spurs/hr from a serious villager farm |
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---
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## 7. Money outflow sinks (detailed)
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| Sink | Cost curve | Why this scales right |
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|---|---|---|
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| **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 |
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| **Tier upgrades** | Cumulative cost: 500 → 2k → 8k → 30k spurs | Endgame sink, status display |
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| **Buy-from-villager** | See §5 | Constant outflow as you build up |
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| **Premium cosmetics** | 100-2k spurs each | Optional sink for cash-flush players |
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| **Services** | Sethome: 50 spurs, warp: 25 spurs, /back: 10 spurs | Convenience taxes |
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---
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## 8. Mod stack (locked)
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### Already in pack
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| Need | Mod | Version |
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|---|---|---|
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| Currency + wallets + shop blocks | Numismatics | 1.0.20 |
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| NPC dialog presentation | Easy NPC | 6.16.x (6.17.0 available, minor bump) |
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| Plot claims | FTB Chunks | 2101.1.14 |
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| Team management | FTB Teams | 2101.1.9 |
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| Core library | FTB Library | 2101.1.31 |
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| Cross-mod compat | Architectury API | 13.0.8 |
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| Glue, commands, state | KubeJS | 2101.7.2 |
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### Adding in Phase 0a (mod-additions PR — blocks everything else)
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| Mod | Version | Reason |
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|---|---|---|
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| **FTB Quests** | 2101.1.25 | Progression quest UI (Phase 5+) |
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| **FTB XMod Compat** | latest 1.21.1 NeoForge | KubeJS hooks for FTB Chunks claim events + FTB Quests events |
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| **FTB Ranks** | 2101.1.3 | Tier system (Phase 6). CurseForge only, no Modrinth listing. |
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### Custom mod
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**Not needed for V1.** Re-evaluate only if implementation hits a hard wall on a specific feature.
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### Explicitly NOT adding
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- CustomNPCs (Easy NPC covers it)
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- Citizens (Bukkit-only)
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- PMMO / skill mods (out of scope)
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- Generic "quest giver" mods (FTB Quests + our KubeJS bounty engine cover it)
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---
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## 9. Phasing
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Each phase is independently shippable. Earlier phases unlock value without depending on later ones.
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| Phase | Deliverable | Spawn build required? |
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|---|---|---|
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| **0a** | **Mod additions PR:** FTB Quests + FTB XMod Compat + FTB Ranks (+ minor Easy NPC bump). New pack version. | No |
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| **0b** | Spawn skeleton — 7 guild building blockouts (rough). **User does in-game when time permits.** Non-blocking for everything else. | Yes (user) |
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| **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 |
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| **2** | **Plot claim cost:** `FTBChunksEvents.before('claim')` deducts spurs. Free first 9 chunks, 50/chunk to 25, 200/chunk beyond. | No |
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| **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) |
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| **4** | **Villager rebalance:** strip vanilla, ship spur-priced trade table via `ServerEvents.villagerTrades`. | No |
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| **5** | **Progression quest line:** FTB Quests anchor + first chapter. KubeJS rewards dispense spurs via Numismatics API. | No (anchor NPC at Library once spawn exists) |
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| **6** | **Tier upgrades:** FTB Ranks integrated. `/tier upgrade` deducts spurs and promotes via `ftbranks add`. Rank perms gate FTB Chunks claim limits. | No |
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| **7** | **Dynamic exchange rates:** global supply-pool pricing for raw mats. | No |
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| **8+** | Lootr dungeons, Foundry crafting commissions, deeper FTB Quests chapters, player-vs-player bounties (if wanted). | TBD |
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---
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## 10. Risk register
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| Risk | Likelihood | Mitigation |
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|---|---|---|
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| Bounty engine bugs out, players lose progress | Medium | Atomic state writes; logs of every state transition |
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| Villager farms still profitable after rebalance | Medium | Track player sell volumes; tune prices in patches |
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| 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 |
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| FTB Chunks `/claim` command override gotchas | Low | Test in dev world; FTB Chunks API is stable |
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| Plot cost feels punishing | Med | First 9 chunks free is the safety valve; tune from playtest |
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| Players bypass the system via creative / `/give` | Op-only | Document op responsibility; consider audit logs for op spur grants |
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---
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## 11. Decisions made
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Resolved before implementation:
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| Question | Decision |
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|---|---|
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| Quest UI for bounties | Custom (bossbars + commands + Easy NPC) — NOT FTB Quests |
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| Quest UI for progression | FTB Quests |
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| State storage | Per-player JSON in `world/data/bns_economy/` |
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| Numismatics access | Direct Java via `Java.loadClass` |
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| Chunk claim refusal | `FTBChunksEvents.before('claim')` with `event.setResult(...)` |
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| Tier system | FTB Ranks + permission-driven chunk limits |
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| Custom mod for V1 | No — only if a hard wall appears |
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| Sethomes / warps | Paid services (`/sethome` 50 spurs, `/warp` 25 spurs, `/back` 10 spurs) |
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| Daily quest count | 5 active at a time, refresh per-player 24h after last accept |
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| 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
|