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Stock Prices - Supply and Demand

Item prices that react to supply, hoarding, and the money supply optional: Spud's Shop stall pricing.
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stockprices-neoforge-1.1.3-1.21.1-java21.jar

File namestockprices-neoforge-1.1.3-1.21.1-java21.jar
Uploader
BarunnBarunn
Uploaded
Oct 6, 2026
Downloads
62
Size
98.1 KB
Mod Loaders
NeoForge
File ID
9076049
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:stock-prices-supply-and-demand-1580611:9076049"

Learn more about Curse Maven

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).

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