EconomyCore-1.21.1-0.11.0-NeoForge
Curse Maven Snippet
What's new
⚠️ Important Notes
- Every balance players already had stays where it was, now called the purse, and everyone's bank starts empty. Nothing to do when updating
- Going back to an older version after updating keeps every purse, but loses what was in the banks
- The exchange and the shop are wooden now: they are broken with an axe rather than a pickaxe
- For mod developers:
Credits.balance,Credits.spendableandSettlement.movewithout a pocket now mean the purse, so a mod built on 0.10 works unchanged and spends from the purse. The bank is read withCredits.savingsand moved by namingPocket.SAVINGSin aSettlement.CreditMathworks out shares of an amount in whole credits, with the rounding the caller chooses, for fees and commissions
✨ New Features
- A purse and a bank for every player. The purse is what everything spends from: the shop, the exchange,
/credits pay, the tables of mods like TableGames. The bank is put away and cannot be spent until it is taken back out./credits deposit <amount>and/credits withdraw <amount>move credits between them,allfor everything; credits set aside at a game table or in a bid cannot be put away./creditsshows both, and so does/credits balance <player>for staff. Staff change the bank as they do the purse, withbankon the end:/credits give <player> <amount> bank - ATM. A cash machine block in the bank's green and gold, with a screen, a keypad and a card slot, that opens a player's bank where it stands: the bank's own block, beside the banker and
/bank, as the exchange and the shop have theirs. Broken with a pickaxe - Bankers. A third kind of clerk, in the bank's green and gold, with three outfits of their own. Right-click one, or type
/bank, for a window laid out like SkyBlock's bank: your purse and your bank at the top, and a row of items with tooltips. The chest deposits all, half or an amount; the dispenser withdraws all, half, 20% or an amount; the map shows your last ten movements; the torch says how the bank works on this server.access.bankCommandin the config switches/bankoff, and/credits depositand/credits withdrawwith it, so players have to go to a banker - Losing credits on death.
/economycore deathloss <percent>makes players lose that share of their purse when they die, which is what makes the bank worth using. It is off by default, and typing it without a value shows the current one. Only the free part of the purse is touched, never savings nor credits set aside at a game table. What the player keeps is rounded to the nearest credit, halves in their favor: with half of 15 to lose, they keep 8. Nothing is lost underkeepInventory, and what is lost is the server's income, like the shop's sales. A crash that rolls a death back gives the credits back with it./economycore deathloss combat truecharges only deaths at the hands of a mob or a player, as SkyBlock does, so a fall or the lava costs nothing - Interest on savings. Off by default. With
interest.enabled, everyinterest.periodHoursreal hours (31 by default) the bank pays everyone with savings, online or not, by tranches: 2% on the first 10,000,000 and 1% up to 15,000,000 unlessinterest.tranchessays otherwise, and nothing above the last. Rates may have decimals. Every credit it pays is new money - Bank account levels. As in Hypixel SkyBlock: every bank holds up to its level's limit, and the next level is bought at the banker's new Upgrades tab. Staff set them up from a staff key on a banker or an ATM
- Your purse on screen. Your purse and your bank at the right of the screen, where SkyBlock keeps its sidebar, and above a scoreboard sidebar if the server shows one.
hud.showPurseinconfig/economycore-client.tomlhides it, or Mods → EconomyCore → Config in game - Light or dark windows.
ui.themeinconfig/economycore-client.toml:LIGHT,DARK, orAUTO, the default, which goes dark when your resource packs make Minecraft's own windows dark. The shop, the exchange, the bank and the staff screens all follow it - Merchant's pass. Like SkyBlock's booster cookie: used (twice, to confirm) for
pass.durationHoursreal hours of privileges, 96 by default, counting while away; another adds to what is left. While it lasts:/bank,/exchangeand/shopfrom anywhere even when switched off, and no purse lost on dying. The time left shows under the purse on screen. It is put in the shop the first time a world starts, switched off, for the owner to price and switch on. Other mods can ask whether a player has one throughMerchantPassin the API. Operators give one without the item, as/effectgives a potion's, with/economycore pass give <players> [seconds], and end it with/economycore pass clear <players> - Shop stock and limits.
/economycore shop disable <entry>keeps an entry in the window, dimmed, but not for sale, andenableputs it back.stock <entry> <amount|unlimited>gives it a stock that runs out;restock <entry> <hours>fills it back up every so many real hours;limit <entry> <perDay>holds each player to so many purchases a day, from midnight UTC;info <entry>shows all of it. Players see what is left, their own limit and when it restocks in the tooltip, counting down to the second.restock <entry> nowfills one up at once - Both are safe from crashes. Deposits and withdrawals are logged like any other movement of credits, and each pocket is put back on its own after a crash
- Welcome balance.
players.welcomeBalanceineconomycore-server.tomlpays a player that many credits the first time they join the world, with a message telling them. It is 0 by default, which gives nothing. Players who had already joined are not paid when it is set or raised, and nobody is paid twice. It shows in the transaction log aswelcome, and comes back after a crash like any other movement of credits - The exchange is a cashier's counter. A mahogany cabinet under a marble counter, with a cashier's cage behind it and coins and notes on top. Its outline follows the model and turns with the way it faces
- The shop is a display case. A cabinet with two doors under a glass vitrine framed in gold, with goods on a shelf. Both share the materials of TableGames' tables, so a casino floor looks like one place
- Saved data carries a version. Both of the mod's save files now say which version of their format they are in, so later changes can bring old worlds forward. From this version on, the mod also warns in the log when a world was saved by a newer version than itself
🐛 Bug Fixes
- The exchange and the shop no longer hide the faces of the blocks next to them
- The exchange and the shop dropped nothing when broken. Their loot tables were in the wrong folder, so Minecraft never found them; they now drop themselves
📦 Dependencies
- No changes
This mod has no additional files

