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Monetary

A next-gen industrial economy engine with dynamic commodity markets, FE power grid sellback, AE2 market cells, FTB Teams shared banks, logistics seals, and a sleek cyberpunk Datapad OS with R&D patents. Anti-exploit and fully customizable for modpacks!
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Monetary 1.7.0

File namemonetary-1.20.1-forge-1.7.0.jar
Uploader
Tots27Tots27
Uploaded
Oct 16, 2026
Downloads
13
Size
295.7 KB
Mod Loaders
Forge
File ID
9206568
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:monetary-1714508:9206568")

Learn more about Curse Maven

What's new

Monetary v1.7.0 — The Recipe Market Update

Monetary 1.7.0 is the first public release since 1.5.0 and also includes everything from the unreleased 1.6.0. Every craftable item now gets a price from its recipes, so the market covers whole modpacks, Create included. Every exploit found in the 1.5.0 audit is closed, the economy is safe on dedicated and multi-world servers, the mod is fully localised and the Datapad has been redesigned.

⚠️ Network protocol bumped to 3: server and clients must both run 1.7.0. Back up your world before updating from 1.5.0.


🧮 Recipe-Derived Prices

  • Automatic prices: Items without a JSON price entry get one from their cheapest recipe: buy = ceil(cost × (1 + markup)) and sell = floor(buy × sellRatio). Defaults are markup 0.15 and sellRatio 0.5.
  • Supported recipes: Vanilla crafting, smelting, blasting, smoking, campfire cooking, stonecutting and smithing. Create recipes are also supported: mixing, compacting, pressing, crushing, milling, cutting, splashing, haunting, sandpaper polishing and mechanical crafting. Create stays an optional dependency.
  • Fluids, chances and containers: Create fluid inputs and outputs, chance outputs and returned containers (for example the bucket left over from a milk bucket) are all counted.
  • New [recipePricing] config section: enabled, markup, sellRatio, trendHeadroom, clampAnchors, recipeTypes, maxDerived and derivedCategory.

🛡️ Anti-Arbitrage & Economy Fixes

  • No craft-and-sell loops: Sell prices of recipe outputs are capped. Even with the maximum 1.40 sell bonus and a full trend swing, the outputs of any recipe sell for less than its ingredients cost to buy.
  • Hand-written prices checked: With clampAnchors = true (the default), JSON sell prices that break this rule are lowered and logged. For example, stone sell drops from 2 to 1, because cobblestone (buy 2) smelts into stone.
  • Trend can't reopen arbitrage: Recipe outputs still follow a falling trend on sell prices, but never get a rising one.
  • No more infinite-money contracts: Repeatable contract rewards never pay more than the true cost of their materials, division bonuses included. That cost is the market buy price or the recipe cost, whichever is lower.
  • Sell bonus capped at 1.40: Market sales and fluid export now use the same capped bonus calculation.
  • Shop prices fixed: Corporate shop entries that sold below the commodity market buy price have been corrected.
  • Datapack and KubeJS validation: Contract and shop data is checked on load. Entries that would allow arbitrage once the maximum bonuses apply are logged and clamped.
  • Bank check duplication fixed: Redeemed check serials are never pruned anymore, so old checks can't be cashed twice.

🔒 Ownership & AE2

  • Export Seal ownership: Only the bound account's owner, a team member or an operator can unbind a seal. Binding respects spawn protection and adventure mode, and every bind is logged with who placed it.
  • AE2 Market Cell: Purchases through the ME drive go through the regular market quote and are recorded, so slippage and price history apply. Non-player sources can no longer spend the owner's credits.

📡 Server Stability & Admin

  • Per-server market state: Market prices and history are kept per server and are thread-safe. Single-player worlds no longer leak state into each other.
  • Reliable /reload: Catalog reloads go through a proper reload listener. /monetary reload also recalculates recipe prices.
  • Lighter joins: Clients only download the full catalog when theirs differs from the server's, which cuts join traffic on large modpacks.
  • Prices computed once per data load: Results are cached, so a /reload that changes nothing reuses the previous prices.
  • Safe fallback: If the price calculation fails, the plain JSON catalog is restored and the log warns that the anti-arbitrage guarantee is off.
  • New command /monetary prices recompute (operators only): recalculates prices, syncs every client and prints a summary.
  • Diagnostics file: config/monetary/derived_prices.json lists every derived price with its recipe, plus clamped anchors, unstable items and skipped recipe types.

🖥️ Datapad Redesign

  • New START tab: A quick-start guide with direct links to the Market, Contracts and Research tabs.
  • Cleaner layout: Item and value tooltips, text that truncates instead of overflowing, feedback sounds, and status messages that read correctly in every language.
  • First-join hint: A toast tells new players how to open the Datapad.

🌍 Localisation

  • Every GUI and chat string now uses lang keys: English and Italian are complete, and anyone can add a language with a resource pack.

🧹 Polish

  • Branding: Leftover "Industrial Empire" references removed from the logo and pack.mcmeta.
  • License: A LICENSE file is now included in the jar.
  • Smaller jar: Unused textures and the template example item have been removed.
  • Logging: Debug console output replaced with proper logger calls.

📝 Known Limitations

  • Create sequenced assembly recipes are not priced yet.
  • Recipes whose output carries NBT (potions, enchanted books, etc.) are skipped by the recipe pricer.

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