Tycoon Modes

Game modes for modpacks - Easy, Hard, Insane or your own - picked once per world. A mode changes config values of any mod, recipes, loot and the difficulty, all from one pack.
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Tycoon Modes 0.1.0

File nametycoonmodes0.1.0.jar
Uploader
Reinay97Reinay97
Uploaded
Oct 6, 2026
Downloads
17
Size
43.4 KB
Mod Loaders
NeoForge
File ID
9082989
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tycoon-modes-1730571:9082989"

Learn more about Curse Maven

What's new

The first release. Tycoon Modes lets a modpack offer game modes - Easy, Hard, Insane or whatever the pack calls them - chosen once per world. The mod brings no modes of its own: every mode is a folder of the pack.

Added

  • Modes per world. In singleplayer, "Create New World" first asks for the mode - one button per mode with its description (two lines under the button, all of it in the button's tooltip). The world keeps its choice in tycoonmodes.json next to level.dat. A dedicated server's new world takes newWorldMode from tycoonmodes-common.toml; askOnCreate switches the question off.
  • A mode is a folder of the pack (config/tycoonmodes/modes/<id>/): mode.json with the order, a name and description per language and a vanilla difficulty; settings.json with config values for any mod; and, with a pack.mcmeta, a data pack with its own recipes, loot, tags and data files.
  • Config values of any mod, in memory only. settings.json sets values by config file and path ("tycoonmarket-common.toml": {"prices.multiplier": 4.0}) before the world loads, and the mod is told as if its file had been edited. The files are never written; the old values come back when the world closes.
  • One data pack per world. Only the world's mode pack is switched on, the other modes' packs are off.
  • The difficulty of the mode is set every time the world starts - a dedicated server would otherwise put back the one from server.properties.
  • /mode shows the world's mode; /mode set <mode> confirm (operators) switches it - settings, data pack and difficulty change at once, money and land stay.
  • Commands on joining. mode.json may list joinCommands - run once per player and command, remembered on the player, so a command added later is caught up and one that ran is never repeated - and everyJoinCommands, run on every login. %s is the player's name; a command no mod provides is logged and tried again next time. Chunk Tycoon hands out a KubeJS stage per mode this way (kubejs stages add %s modus_easy). /mode set runs the new mode's pending ones for everyone online.
  • /mode returns the mode's order as its result, for execute store result.
  • ModesAPI for mods that behave differently per mode: mode() and modes().

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