# Coinkeep
**Earn it. Bank it. Defend it.**
Most economy mods give you a number in a chat command. Coinkeep gives you **work that pays**, a
market that **reacts to what you sell**, cash you can **hold in your hand**, and a vault someone
can **crack open** — a full loop, not a balance field.
## Quests — always something paying
**180 quests across 10 chapters**: Mining, Combat, Tools & Armor, Building, Farming, plus one
chapter per vanilla advancement tab.
- Nothing to accept and no NPC to find. Play, and progress tracks itself.
- **Gathering quests repeat forever** on escalating tiers. Progress is a lifetime total that is
never reset — mine 40 iron and all 40 count toward the next threshold.
- **Almost nothing is gated.** Only 10 dependencies exist in the entire book, and each is a real
requirement.
- Two ladders show progression: within a quest's tiers, and across its whole chapter.
## The Market — supply and demand
- **Buy** from a categorised catalog, including **Rare** finds (Elytra, Totem, Nether Star) and
**Signature** gear — named, pre-enchanted endgame pieces like *The Prospector*.
- **Sell** your haul. Each sale saturates that item's demand, so it pays a little less than the
last, and demand recovers over time. Grinding one block forever stops being worth it, without
anything ever being locked.
- Demand is **per player**, so nobody can crash the market for everyone else.
## Cash you can actually carry
Eighteen denominations, **$1 to $100,000,000**. Real items you can stack in a chest, hand to
another player, or lose in lava. Your banked balance survives death — **the cash in your pockets
does not.**
## Vaults & robbery
- Money in a vault is **never lost on death**.
- **Only the owner can open it — and only the owner can break it.** A thief can never destroy
someone's savings.
- Break your own and you get **the whole vault back as an item, money still inside.** Place it
anywhere and it is all still there.
- **Carrying a loaded vault is the risk.** It is an ordinary item, so dying drops it — and
whoever loots it gets a *locked* vault they will have to crack.
- A **Vault Cracker** is the only way to rob one. You cannot see how much is inside before you
commit. Cracking clears the claim, so the emptied vault is then free to take.
## Built for modpacks
Every quest, chapter and shop entry is a JSON file in a datapack registry. Add, retune or
override anything without touching the jar. Items from any other mod work by id. `/reload`
applies changes live, and content is validated on load so a typo cannot silently strand a quest.
## Commands
| | |
|---|---|
| `/balance` | check your balance |
| `/buy` · `/sell` | trade without the GUI |
| `/pay` | send money to another player |
| `/withdraw` · `/depositall` | convert balance to and from banknotes |
| `/addbalance` | operator payouts |
| *keys* | **J** Ledger · **K** straight to the Shop (both rebindable) |
Built for **NeoForge 1.21.1**. Balances, quest progress and market demand are stored per player
as data attachments — nothing to migrate, nothing to corrupt, and no custom packets.