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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-forge-1.20.1-0.5.0

File namesoloeconomy-forge-1.20.1-0.5.0.jar
Uploader
LLSTEELOLLSTEELO
Uploaded
Oct 12, 2026
Downloads
28
Size
151.2 KB
Mod Loaders
Forge
File ID
9143226
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:solo-economy-1699097:9143226")

Learn more about Curse Maven

What's new

Solo Economy 0.5.0 for Forge 1.20.1

Minecraft 1.20.1 · Forge 47 or newer · Java 17

Fixed: worlds stuck at 100% in modpacks

In a modpack, a world could sit at 100% on the loading screen and never open, most often with modRecipes = true.

The cause was recipes that make each other in a circle: ingots to dust and back, ore doubling, items that convert between mods. Working out prices, the mod tried every possible route round those circles, and with enough of them that never finishes. It now settles prices from the raw materials upward and gives up cleanly on a circle it can't resolve, so the same step takes well under a second.

Items caught in a circle with no way in from a priced material stay unpriced, and you can set those with /soloeconomy price <item> set <emeralds>.

If a world still hangs or loads slowly, the log now says how long the price book took. Look for the line starting Market catalog built in and send it along with your mod list.

Netherite gear

Netherite tools and armour can be traded now. The Smith deals in all nine pieces, plus the Netherite Upgrade template you need to make them.

A netherite sword is priced as what goes into it: the diamond sword, a netherite ingot, and the template the smithing table uses up. Like everything else, you have to find one yourself before you can buy it.

Better Create support

Playing with Create? Turn on modRecipes and openMarket in the config and most of Create is now priced for you: about 575 of its 700 items, up from about 440.

  • Zinc and brass have prices. Raw zinc and Create's stones (asurine, crimsite, limestone, ochrum, veridium) come with default prices, and everything made from them follows: zinc ingots, brass, casings, cogwheels and so on.
  • Recipes that use fluids are priced properly. A fluid is counted as part of a bucket of it, so a recipe that takes 250 mB of honey costs a quarter of a honey bucket's worth of honey. Water is free. Fluids a machine makes, like chocolate, are priced from what went into them. Before, fluids were treated as free, which priced a honey bottle like an empty bottle.
  • Recipes that use a fluid with no bucket (potions) are skipped.

What still has no price: things with no recipe to read (weathered copper, creative items, experience nuggets) and items built by sequenced assembly, like the precision mechanism. Set those with /soloeconomy price <item> set <emeralds>.

One thing to know: Create can make some vanilla items cheaply (lava from cobblestone, for one). With modRecipes on, those items are priced from the machine, so lava is cheap in a Create world. That's on purpose, or the machine would be a money printer.

Tested with Create 6.0.8 on both Minecraft versions, with modRecipes and openMarket on: no recipe can be crafted and sold at a profit.

Fixes

  • Sugar could be mispriced with Create installed. With modRecipes on, the market could decide the cheapest way to make sugar was from honey bottles, price it at three times what sugar cane costs, and let you craft cane into sugar for a profit. The price search behind this is fixed, and it's fixed for every item that hands back a bottle or a bucket, not only sugar.
  • With modRecipes on, an item a modded machine makes cheaply is now repriced even when the profit would only show up with no fee, so a Broker deal can't open a gap.

Nothing changes for vanilla prices if you don't use modRecipes.

This mod has no additional files