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Coinkeep

Earn it. Bank it. Defend it. 180 quests, a market that reacts to what you sell, banknotes you can hold, and vaults other players can crack open.
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Coinkeep 1.3.0 — The feedback release

File namecoinkeep-1.3.0.jar
Uploader
SapperSquadSapperSquad
Uploaded
Aug 30, 2026
Downloads
12
Size
294.3 KB
Mod Loaders
NeoForge
File ID
8769711
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:coinkeep-1608278:8769711"

Learn more about Curse Maven

What's new

1.3.0 — The feedback release. Almost everything here came from player requests.

The book

  • Scales with your window instead of a fixed size — over twice the area, with room for long modded item names.
  • Search on Quests and Shop. Quest search covers every chapter at once and also matches the block or item a quest is about — typing deepslate or create:andesite finds it. Live match count, and clicking a chapter returns to browsing.
  • Grid view for the Shop — toggle on the mode strip. Icon on top, name and price below, ~20 items on screen. Your choice sticks.
  • Cleaner tooltips: they now appear only for items with something extra to say — enchanted gear finally lists its enchantments before you spend $210,000 on it.
  • Sidebars size to their labels, so nothing truncates; more breathing room throughout.

For server owners

  • Transaction taxes (buyTaxPercent / sellTaxPercent, default off) — destroyed, not collected, to pull money out of circulation.
  • Configurable sell-price floor — set it to 0 and heavily-farmed renewables become temporarily worthless instead of printing money forever.
  • Purchase limits: any shop entry can take "buy_limit": N — each player may buy it that many times, ever.
  • Machines no longer count. Automated miners and passive mob farms cannot advance quest tiers or collect quest rewards — quests pay for playing; automation earns by selling. (If you land the killing blow yourself, it counts.)

Fixes & internals

  • Vault balances displayed wrong for other players on servers (a $210,000 vault could read as $13,392 to a guest). Saved money was never affected. Fixed — update if you run a server.
  • Vault-crack victims are actually notified now. The "your vault was cracked" message never sent — the vault's claim was cleared before the notification check. A robbery finally reads as a burglary instead of a silent heist.
  • Quest triggers are indexed: block-break/kill/craft cost no longer grows with the size of a modpack's quest book.
  • 13 automated tests now run on every build.

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