Stock Prices - Supply and Demand

Item prices that react to supply, hoarding, and the money supply optional: Spud's Shop stall pricing.

File Details

stockprices-neoforge-1.1.2.jar

  • R
  • Jul 14, 2026
  • 84.66 KB
  • 31
  • 1.21.1
  • NeoForge

File Name

stockprices-neoforge-1.1.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:stock-prices-supply-and-demand-1580611:8430161"

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Stock Prices - Supply and Demand — Changelog

1.1.2

Create: Numismatics

  • Money held in Numismatics BANK ACCOUNTS now counts toward the economy. Loose coins were already counted, so paying your spurs into an account used to quietly remove them from the world's money supply and drag every price down with them. A coin is now worth the same whether it is sitting in a chest or in the bank. Balances are converted using whatever your denominations list says a 'numismatics:spur' is worth, and the whole thing can be turned off with [integration] numismaticsEnabled.

Pricing accuracy

  • Fixed prices collapsing to the minimum as soon as an item existed. The supply baseline was calibrated on the very first recompute, including for items that were nowhere in the world yet, which pinned their reference to "none at all"; the day anyone finally obtained one, the price dropped to the floor and never recovered. A commodity's baseline is now set the first day it genuinely exists somewhere, and until then it simply sits at its base price. Existing worlds repair themselves.
  • Improved item detection accuracy. Double chests were being read once for each half, so every double chest reported twice the items it actually held. Each chest is now counted exactly once, so supply, hoarding and the total money in circulation finally match what is really out there.
  • Unopened structure chests (dungeons, villages, temples and the like) are now skipped by the scanner and left completely untouched. Loot nobody has found yet no longer counts toward the world economy; it is only priced in once a player actually opens the chest, exactly as intended.
  • Logging out no longer deletes you from the economy. Whatever a player was carrying used to vanish from world supply and from the money pool the moment they disconnected, so prices lurched around purely with who happened to be online. Offline players' last-known belongings now keep counting.
  • The inflation baseline now re-bases itself if the money supply's make-up changes (for example if SDM Economy or Numismatics banking is added to or removed from an existing world), instead of measuring today's money against a baseline that was counted a different way and dragging every price down.

Spud's Shop

  • Stall prices are now far closer to the real market price. A stall has a single payment slot, so a price has to be one coin type times a count, and the old rule (take the biggest coin that fits, then round) picked the coarsest possible ruler: an item worth 96 spurs was rung up as 2 cogs, or 128 spurs, a third over the price the market had worked out to the spur. The bill is now whichever coin lands nearest the true price, preferring bigger coins when accuracy is equal. Worst case across typical prices drops from about 33% off to about 4% off, and many common prices are now exact.
  • A stall's SRP setting is now cleared when the stall is gone. Previously the setting was remembered by position forever, so a brand new stall built where an old one used to stand silently inherited SRP pricing from a shop that no longer existed.
  • The payment slot is now located in the Spud's build that is actually installed, rather than assumed. This protects a stall owner's takings from ever being overwritten if Spud