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Solo Economy

Sell what you gather and buy what you need, at a market whose prices move with supply and demand.
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soloeconomy-0.1.0

File namesoloeconomy-0.1.0.jar
Uploader
LLSTEELOLLSTEELO
Uploaded
Sep 17, 2026
Downloads
25
Size
103.5 KB
Mod Loaders
NeoForge
File ID
8900047
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:solo-economy-1699097:8900047"

Learn more about Curse Maven

What's new

Solo Economy 0.1.0 Minecraft 1.21.1 · NeoForge (built on 21.1.209) · Java 21

First release. A market economy for single-player worlds: sell what you gather, buy what you need, at prices that respond to what you've been doing.

Features Market Stall New block, crafted from 5 planks, a chest and an emerald. Right-click to open the market. Works on its own; no villager required. Broker villager A new villager profession. Place a Market Stall near an unemployed villager and they'll take the job. A Broker working a stall cuts the trading fees at that stall by 25% (spread drops from 20% to 15%). Emerald account Emeralds are the currency, held as a balance instead of in your inventory, so a big sale doesn't bury you in stacks. Deposit and Withdraw move emeralds between your inventory and your account, always 1:1. Your balance is shown in the top-right corner of the screen. Market screen Search, sort (A–Z, Cheapest, Priciest), and an In bag filter to show only what you're carrying. Scrolling list with a draggable scrollbar. Quantity buttons: 1, 8, 64, or All (everything you're carrying when selling, as many as you can afford when buying). Cost preview: hover any row to see the exact total for your chosen quantity before you click. Tooltips show whether an item's materials are oversupplied or in demand right now. Dynamic prices 944 tradeable items. 225 raw materials (the things you mine, farm, kill or loot) have hand-set prices; everything else is priced from what it's made of. Selling floods the market and lowers the price; buying drains it and raises it. Markets recover halfway back to normal each in-game day. A crafted item is priced as its ingredients, so selling a diamond block moves the diamond price exactly as selling nine diamonds would. Selling pays for materials. Buying something pre-made adds a 12% assembly fee per crafting step. Every buy-craft-sell route loses money, so income comes from gathering rather than arbitrage. For modpack makers All tuning lives in config/soloeconomy-server.toml: fees, price sensitivity, market depth, recovery speed, Broker discount and starting balance. Override or extend prices with a datapack at data/soloeconomy/base_prices.json. Packs stack, and changes apply on /reload. Every time prices load, the mod checks all recipes and logs an error naming any that can be crafted and sold at a profit, so a pricing mistake is caught right away. Not tradeable Emeralds and emerald blocks (use Deposit and Withdraw instead) Damaged, enchanted or renamed items, and containers with items inside Water buckets, and creative-only blocks like bedrock and spawners Known limitations Placeholder art. The stall and Broker textures are temporary. Some items can't be traded: netherite tools and armour (smithing recipes aren't supported yet), potions, spawn eggs, music discs, pottery sherds and smithing templates. Modded items are mostly untradeable unless their raw materials are given prices by a datapack. The balance display is fixed to the top-right corner and may overlap a minimap. Built for single-player. On a server, all players share one market. English only.

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