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RPG Economy

Transform Minecraft Bedrock into a data-driven MMORPG. Features a living dynamic market, manual RPG attributes, hardcore PvP penalties, gacha summoning, and a real-time Action Bar scanner. Behavior Pack only. No experimental toggles needed.

File Details

RPG Economy v0.0.6 (Hotfix)

  • R
  • Apr 24, 2026
  • 2.07 MB
  • 1.4K
  • 26.0

File Name

RPG_Economy_v0.0.6_(Hotfix).mcpack

Supported Versions

  • 26.0

BUG FIXES

A small hotfix is rolling out to address a specific issue reported by the community. Huge thanks to everyone who brought this to our attention. A minor hotfix is being pushed to correct a visual glitch in the Gacha menu. Technical adjustments to resolve structural anomalies within the Waypoint module. Technical adjustments and critical patches to resolve synchronization and exploit issues in the Gear Forge module. Patched logical sequence anomalies to ensure proper execution of scheduled background processes and global event triggers. Patched a critical transaction vulnerability and optimized asset consumption logic across multiple subsystems.

  • Daily Drop Streak Fix: Fixed a backend configuration error that caused the UI to crash when players (shoutout to <@957119961984270376>) attempted to claim their 7-day streak bonus
  • Scrap Shop UI Fix: Fixed a UI typo in the Scrap Exchange menu where it incorrectly displayed your Echoes balance instead of your actual Gacha Scraps. Rest assured, this was purely a visual bug and your actual scrap balance and purchase logic remain unaffected
  • Waypoint & Fast Travel Fix: Resolved a data parsing mismatch within the Waypoint network that previously triggered a fatal exception during UI initialization
  • Waypoint & Fast Travel Fix: Refactored the data structure for saved nodes, ensuring the system correctly indexes and retrieves player destination data without disrupting the fast travel execution state
  • Smithing & Gear Forge Fixes: Patched a critical duplication exploit where players could force auto-equip armor during the forging process. The system now actively validates the execution state of the mainhand item to prevent ghost items
  • Smithing & Gear Forge Fixes: Fixed a UX issue where aiming at a Smithing Table while sneaking would incorrectly trigger armor auto-equip instead of opening the Forge menu. Raycast detection has been shifted to the player's true line of sight for accurate targeting
  • Smithing & Gear Forge Fixes: Resolved a state synchronization issue within the Forge interface where the menu failed to reflect updated item attributes immediately after a successful fusion transaction
  • Smithing & Gear Forge Fixes: Fixed a parsing exception that caused the Forge Hub to crash when attempting to process decimal-based gear modifiers (such as CRIT RATE and CRIT DMG). The attribute indexing logic has been restructured to properly evaluate floating-point values
  • System Events & Notifications: Resolved a sequential execution anomaly within the daily reset protocol that previously bypassed the initial "Feature Unlocked" global toast notification, ensuring the event triggers accurately upon the first day cycle
  • Economy & Systems Infrastructure: Fixed an infinite asset generation vulnerability in the Market/Pawn Shop caused by a metadata validation mismatch. This previously allowed items with dynamic variant states (e.g., Suspicious Stew) to bypass the inventory deduction phase during sales
  • Economy & Systems Infrastructure: Refactored the material consumption algorithms within the Gacha and Forge subsystems to utilize wildcard metadata parsing, ensuring proper asset deduction regardless of item durability or variant states
  • Economy & Systems Infrastructure: Strengthened memory state validation for inventory transactions to mitigate future arbitrary duplication vectors related to multi-variant item configurations
  • Economy & Systems Infrastructure: Resolved a parsing exception within the Scrap Shop exchange execution sequence by implementing dynamic metadata parsing for transaction outputs, ensuring accurate item delivery for assets with complex variant states and preventing scrap deduction failures

MARKET UPDATES

Technical adjustments to optimize the global trading infrastructure and resolve market anomalies

  • Economy & Systems Infrastructure: Expanded the market catalog by integrating dedicated categories for Overworld, Nether, and End survival blocks, restructuring the commodity indexing logic to establish a balanced macro-economy ecosystem
  • Economy & Systems Infrastructure: Purged the player head asset from the global commodity index to resolve an asset categorization anomaly and enforce the intended pure survival trading infrastructure

BUG FIXES & UI UPDATES

Technical adjustments to optimize market interactions and resolve critical entity state anomalies

  • Economy & Systems Infrastructure: Implemented dynamic pre-validation checks that render a read-only interface if a player fails to meet transaction prerequisites (insufficient assets, deficient Echoes, or inadequate inventory capacity), halting invalid operations before the execution phase
  • Economy & Systems Infrastructure: Removed redundant text input fields within the Market Execution interface, migrating to a unified slider-based quantity selection to minimize input errors and simplify parsing logic
  • Combat & Entity Mechanics: Patched an infinite loop vulnerability within the entity damage evaluation phase by establishing a hard cap bypass for system-generated execution damage, preventing entities from entering an immortal state

WAYPOINT INFRASTRUCTURE

Technical adjustments to restructure anchor mechanics and optimize network creation interfaces

  • Economy & Systems Infrastructure: Restructured the waypoint anchor cost algorithm to dynamically consume exactly 75% of the player's current Echoes, replacing the previous time-based scaling model to establish a balanced late-game economy
  • Economy & Systems Infrastructure: Implemented dynamic pre-validation checks within the Node Creation interface, rendering a read-only requirement prompt if a player fails to meet the minimum threshold of 1M Echoes and Vessel V legacy tier

BALANCE & MECHANICS UPDATE

Adjusted probability distributions within the gear enhancement systems to establish a more balanced and challenging end-game progression

  • Forge & Equipment Modifiers: Refactored the statistical generation algorithm within the Forge Hub, migrating from a flat-rate probability model to a weighted RNG system
  • Forge & Equipment Modifiers: Adjusted the acquisition rates for specific gear modifiers to enforce a strict rarity hierarchy and stimulate long-term material grinding
    • ATK: 35%
    • DEF: 35%
    • CRIT DMG: 18%
    • CRIT RATE: 7%
    • MAX HP: 5%