stockprices-neoforge-1.1.3-1.21.1-java21.jar
Curse Maven Snippet
What's new
Stock Prices - Supply and Demand, Changelog
1.1.3
Lightman's Currency support (asked for by HockeyZman2000)
- Lightman's coins now count as money in the economy, coin piles and coin blocks included. Each coin is valued at its Lightman's worth, read from your pack's own coin list, so a retuned coin ladder just works. If you list Lightman's coins in the denominations table yourself, your values win.
- Coins inside wallets count too. A wallet keeps its coins tucked inside the item, where the scanner could never see them; now a coin is worth the same in a wallet as in a chest, whether the wallet is worn or stored away.
- Every player and team bank account counts toward the money supply, so banking your coins no longer makes them vanish from the economy.
- Every sale at a Lightman's trader counts as a purchase of that item. Things people actually buy get more expensive, and things they stop buying ease off.
- Money sitting in a trader's storage is not counted until the owner collects it.
- In a pack with Lightman's but without Numismatics, Lightman's coins are now the default currency instead of vanilla emeralds and diamonds.
- Adding Lightman's to an existing world (or removing it) re-bases the inflation reference once, so prices do not lurch because of the change.
- New settings under [integration]: lightmansEnabled, lightmansTradeDemand and lightmansCoinValue.
Demand that moves on its own (asked for by pitersonix)
- Prices now move a little on their own, even on a quiet server. Every item that exists in your world gets a gentle day-to-day swing in demand that always drifts back toward normal.
- Now and then traders report a sudden rush on one random item. Its price climbs for a few days and then settles, and everyone is told in chat when it starts.
- Kept gentle on purpose: drift alone moves a price by at most 15%, it can never drag an item below twice the price floor, items nobody has found yet stay at their base price, and money itself is never the subject of a rush.
- Everything is tunable under the new [drift] section (dailySwing, maxSwing, settleSpeed, rushChance, rushStrength, announceRushes), and enabled = false switches it off completely.
Demand fixes
- Shop demand is now smoothed over several days, so one big purchase or one quiet day no longer whips a price around.
- An item no shop has ever sold keeps a neutral demand factor. Before this, the first purchase recorded anywhere would have marked every other item in the game down by half for not being bought.
- A slump in buying can take at most a quarter off a price (demandMinFactor in [formula]).
General
- /stockprices info now shows an item's demand and today's drift, and its money figure now includes every bank the market counts.
- For Minecraft 1.21.1 (NeoForge).
This mod has no additional files

