Daily Bingo 0.1.0 (NeoForge 1.21.1)
Curse Maven Snippet
What's new
First release. A daily bingo grid built from the recipes of the pack it runs in: gather the items, tick the cells, race the rest of the server to finish first.
Added
- A grid that rolls over at midnight, in a configured timezone, so every player changes grid at the same moment whatever their own clock says.
- Cells drawn from the pack's own recipes. Difficulty is a per-item score: recipe depth plus a rarity bonus. Depth alone underestimates an endgame item behind a short recipe and a rare ore, so the bonus pushes those up and an endgame player gets an endgame grid. The difficulty colours the cell border and the item name in tooltips.
- Cosmetic variants are excluded: stonecutter outputs and the Chipped, Rechiseled, Chisel and FramedBlocks namespaces, which would otherwise flood a grid with the same block in forty finishes.
- Bans by item, by namespace, and by the
#dailybingo:banneditem tag, so a pack can ship its own exclusions in a datapack. - Re-rolls, a configurable number of cells per day.
- Levels, experience and streaks, on a configurable curve. The client is told the authoritative next-level threshold in the sync packet rather than recomputing the curve, so the two sides cannot drift apart.
- A cosmetic rank shown beside the player's name in chat, on the scoreboard and in the interface, earned by bingo level.
- The first-to-finish race, resolved server side.
- An in-world leaderboard on invisible armor stands, whose position and state are saved with the world.
- JEI integration to look up what a cell asks for. The bridge is only touched when JEI is present, so its classes are never loaded on a pack without it.
- Rewards paid on the site for a finished contract, keyed deterministically by season, player,
contract and period, so a given contract can only ever pay once and a retry is safe by
construction. The season is read from the server rather than hardcoded: a hardcoded season would
silently reuse last season's keys, the site would answer
duplicate, and nobody would be paid again with no error anywhere.
Solo mode
Dropped into a pack whose server does not have the mod, the client falls back to a labelled standalone mode: the grid is built from the recipes the server synced, validation scans the local inventory, and progress lasts the session and resets at local midnight. Experience and streaks are local and untrusted there. It is the portable bonus, not the competitive product.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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