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brass-and-sigil/docs/economy-system.md
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Matt ea2d6ad342 docs: add quest tracking + cancel UX to economy design
Plain command surface for V1 (Phase 3): /quests, /quests info,
/quests cancel. Cheap to ship, works on mobile via the bridge.

Quest Log book item in V2 (Phase 3.5) -- nicer surface, same backend.

Sidebar HUD as V3 later, optional.

Adds a 3-quest active slot cap so cancellation is meaningful:
prevents accept-all/RNG-shop-cancel exploit, makes the cancel
button a real choice. Quest moves to READY frees the slot.

State storage schema documented (per-player JSON with active +
completed/cooldown tracking).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:50:01 +00:00

16 KiB
Raw Blame History

Brass and Sigil — Economy & Quest System Design

Status: design draft (v0.1). Not yet implemented. 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

A quest engine that players can't inspect is worthless. The design ships with three layers of visibility:

V1 — command-driven (Phase 3, with the engine)

Command Effect
/quests Lists all of your ACTIVE and READY quests with progress, source guild, and reward
/quests info <id> Detail view for one quest — description, objective, progress, reward
/quests cancel <id> Drops an active quest, freeing your slot. The quest goes on cooldown as if completed (prevents accept-cancel-accept RNG farming)

Cheap to ship. Works on mobile via the Telegram bridge. Doesn't require any extra mods.

V2 — Quest Log book item (Phase 3.5)

Every new player joins with a Quest Log book in their inventory (KubeJS PlayerEvents.loggedIn grants it once). Right-click to open. Dynamic Patchouli-style pages list active/ready quests, with a "Cancel" button per quest. Same backend as the /quests commands — just a nicer surface.

V3 — Sidebar HUD (later)

Optional scoreboard sidebar showing 2-3 most recent quests + progress, always-on. Implemented via vanilla scoreboard objectives driven by KubeJS. Players can toggle on/off via /quests sidebar.

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 sketch

  • State storage: per-player JSON in world/data/bns_quests/<uuid>.json, written via KubeJS persistent-data hooks. Schema:
    {
      "active": [
        {
          "id": "advg_plunderer_10",
          "acceptedAt": 1717684800,
          "progress": 7,
          "target": 10,
          "rewardSpurs": 50,
          "source": "adventurers_guild"
        }
      ],
      "completed": {
        "advg_plunderer_10": { "cooldownUntil": 1717771200, "completions": 3 }
      }
    }
    
  • Event tracking: standard KubeJS event handlers (EntityEvents.death, ItemEvents.pickedUp, BlockEvents.broken) read the player's active quests and increment.
  • Dialog branching: Easy NPC dialog with conditions that call KubeJS to check quest state and route the dialog appropriately.
  • Reward delivery: call Numismatics' wallet API to deposit spurs.
  • Commands: registered via ServerEvents.commandRegistry in KubeJS, scoped to the player who runs them.

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 (we have what we need)

Need Mod Status
Currency + wallets + shop blocks Numismatics In pack
NPC quest-givers + dialog Easy NPC In pack
Quest engine (progression) FTB Quests Planned, not added
Plot claims FTB Chunks In pack
Tier system FTB Ranks Not in pack — add when we get to tiers
Glue & quest state KubeJS In pack

Not adding: CustomNPCs (Easy NPC covers it), Citizens (Bukkit-only), PMMO (out of scope), generic "quest giver" mods (FTB Quests + KubeJS do it).


9. Phasing

Each phase is independently shippable. Earlier phases unlock value without depending on later ones.

Phase Deliverable Why this order
0 Spawn skeleton built — 7 guild buildings placed (rough). Locations have to exist before NPCs can stand in them.
1 Merchant's Bazaar V1: Numismatics sell shop (fixed prices, no DR yet) for diamonds & netherite. Cheapest to ship, immediate economy unlock.
2 Civic Office V1: Plot claim cost via KubeJS /ftbchunks claim override. Real money sink. Tests FTB Chunks integration depth.
3 Adventurer's Guild V1: Bounty board engine. 5 daily quests, accept→complete→return flow, /quests commands, 3-slot cap. The biggest gameplay feature. Validates the universal quest pattern.
3.5 Quest Log book item (V2 of tracking surface). Nicer UX surface on top of the same engine — non-blocking.
4 Villager rebalance: strip vanilla, ship the spur-priced trade table. Closes the exploit. Big JSON pass.
5 Library / Academy: FTB Quests anchor + first chapter of progression quests. Long-form content begins.
6 Civic Office V2: FTB Ranks integration + tier upgrades. Endgame money sink.
7 Dynamic exchange rates (Bazaar V2). Most engineering, biggest anti-farm payoff, ship last.
8+ Foundry, Tavern, deeper Library quests, dungeons-with-Lootr. Beyond V1.

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. Open decisions

These need an actual call before implementation:

  1. Keep emeralds as a secondary collectible? Or fully retire them now that villagers don't use them?
  2. Sethomes / warps as paid services? Or free baseline?
  3. PvP bounties (players posting bounties on other players)? Probably no for V1, revisit later.
  4. Lootr — add for shared dungeon loot, or skip until structured dungeons exist?
  5. Daily quest count — start with 5? 8? Refresh window — true daily (00:00 UTC) or per-player 24h?

12. Implementation notes

  • Document each phase's KubeJS scripts under pack/overrides/kubejs/server_scripts/economy/<phase>.js
  • State data under world/data/bns_economy/ — readable JSON, easy to debug
  • All NPC dialog trees authored in Easy NPC's editor, exported as preset JSONs into pack/overrides/world/datapacks/bns-fuel/data/easy_npc/
  • Trade table for villager rebalance lives in a single villager_trades.js so one file is the source of truth

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