Files
brass-and-sigil/pack/overrides/kubejs
Matt 35cbd84146 pack: v0.40.0 — drop Alex's Mobs + bounty board fix + Numismatics polish
Drops Alex's Mobs from the pack (105 -> 103 mods total). The 4 AM-mob
bounty entries are replaced with vanilla 1.21.x mob bounties (Breeze,
Bogged, Evoker, Vindicator, Piglin Brute, Ravager).

Bounty board bug fix: KubeJS PlayerEvents.loggedIn now ensures the
daily pool is rolled on first login. Previously the pool only rolled
when a player ran /bns bounty list, so the bounty board screen showed
empty for anyone who'd never typed that command.

/bns tier upgrade now uses combined cash+bank deduction via
NumismaticsBridge.spend (Java). Players who've sold a fortune into
their bank can now spend it on tier upgrades directly.

Every player gets a bound white_card on first login — no more "I need
to craft + bind a card before I can spend at a Vendor block" friction.

bnstoolkit 0.6.2 -> 0.7.0.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-08 17:20:09 +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