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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-0.3.0

File namesoloeconomy-0.3.0.jar
Uploader
LLSTEELOLLSTEELO
Uploaded
Sep 24, 2026
Downloads
27
Size
132.9 KB
Mod Loaders
NeoForge
File ID
8961207
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:solo-economy-1699097:8961207"

Learn more about Curse Maven

What's new

Solo Economy 0.3.0

Minecraft 1.21.1 · NeoForge (built on 21.1.209) · Java 21

Added

  • Inventory panel. Your inventory now sits beside the market. Hover an item to see what it sells for. Click it to find it across every merchant and select it, or shift-click to sell all of it. Items no merchant buys are greyed out.
  • Discover items to buy them. The market only sells you what you've found yourself. Carry an item to a stall, or sell it there, and you can buy it from then on. Until then its row is greyed out and its buy price shows Locked. Selling is never locked. Turn this off with requireDiscovery = false.
  • Price multiplier. priceMultiplier in config/soloeconomy-server.toml scales every default price. Set it to 3 and everything costs three times the emeralds, so emeralds from villagers and mining go a third as far. How fast prices move is unaffected.
  • Change prices in game. No datapack needed:
    • /soloeconomy price <item> shows an item's price and where it comes from.
    • /soloeconomy price <item> set <emeralds> gives it a new base price. Crafted items made from it follow automatically.
    • /soloeconomy price <item> reset puts it back.
    • Setting or resetting a price also resets that item's supply, so it trades at the new price right away.
    • Changes apply immediately and are saved to priceOverrides in config/soloeconomy-server.toml, which you can also edit by hand.
    • Setting prices needs cheats or operator permission. If a new price makes crafting-for-profit possible, the command warns you.
    • Prices set this way are used exactly as written, ignoring the multiplier.

Upgrading

Discovery starts empty, so after updating you'll need to bring items to a stall before you can buy them again. Set requireDiscovery = false to keep the old behaviour.

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