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Tycoon Vault

Put your money into things that keep their value: gold and silver, watches, wine and whisky. Refine your own gold, age casks with the calendar, and build a cellar that adds value.
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Tycoon Vault 0.1.12

File nametycoonvault0.1.12.jar
Uploader
Reinay97Reinay97
Uploaded
Oct 22, 2026
Downloads
8
Size
770.4 KB
Mod Loaders
NeoForge
File ID
9290689
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tycoon-vault-1759950:9290689"

Learn more about Curse Maven

What's new

[0.1.12] - 2026-10-12

Added

  • Tank House (Elektrolysehalle): a multiblock that refines gold anodes into fine gold grain much faster than the electrolysis cell, with the same material balance (1 anode = 1 grain of 999.9). New blocks tank_house_controller, tank_house_casing, tank_house_busbar, tank_house_basin, tank_house_port. Shape: 3 wide, 3 high, 3 to 9 long. The controller sits in the middle of the front face, the top middle row (including both end slices) is busbars, the middle of every inner slice is a basin (1 to 7 basins = the length minus the two end slices), everything else is casing. A port may replace any casing block and passes items and FE on to the controller. Smallest hall: 1 controller, 1 basin, 3 busbars, 22 casing (or ports).
  • Speed = basins x refining.tankHouseGramsPerSecondPerBasin (default 1.0 g/s): 1 kg in about 17 minutes with one basin, about 2.4 minutes with seven. refining.tankHouseEnergyPerGram (500 FE, 0 = no power needed), refining.tankHouseEnergyCapacity (200000 FE), refining.tankHouse (true; false = the hall does nothing).
  • The controller screen shows input, output, progress, FE, basins and g/s; an unfinished hall says what is missing and where (seen from the front). The structure is checked on placing or removing a part and every 2 seconds, on the server only. Breaking the controller drops its contents and the anode in work. Redstone comparator reads the contents. Jade and JEI (optional) know the hall. Crafting recipes for all five blocks (data pack recipes).

Changed

  • The electrolysis cell is four times faster by default: refining.cellSecondsPerGram 120 -> 30. Existing config files keep their old value (120) until edited; delete the line or set it to 30 to get the new pace. Modules still multiply the speed as before.

Fixed

  • Tank house: after loading a saved world the hall parts no longer keep a stale glow when nothing is running (the first complete check after loading clears it). Right click on the controller checks the structure first, so the screen always names the current missing block.

[0.1.11] - 2026-10-10

Added

  • Upgrades for the electrolysis cell: new item rectifier_module (Rectifier Module / Gleichrichter-Modul, max stack 1; recipe: 4 copper ingots, 2 gold ingots, 2 redstone, 1 diamond). The cell has four new upgrade slots (slots 2-5, appended behind the old ones). Each module adds refining.cellUpgradeSpeed (default 1.75) to the speed: 1 module 2.75x, 2 modules 4.5x, 4 modules 8x. With energyPerGram above 0 each module also raises the FE per gram by refining.cellUpgradeEnergy (default 0.1 = +10 %). refining.cellUpgradeSlots (default 4, 0-4) says how many slots take modules. Without modules the cell works exactly as before (120 s per gram by default). Modules drop with the other contents when the block is broken. Screen: four slots, speed text, tooltip with speed and seconds per gram; Jade line "Speed" (only with modules); JEI info page for the module. NBT: new key pacc (absent = 0); old cells load unchanged. The cell's menu data grew from 3 to 5 values (3 = speed in thousandths, 4 = tenths of a second per gram), the menu got four more slots (same menu id).
  • Two GameTests (speed with 1 and 4 modules, power use with a module).

[0.1.10] - 2026-10-10

Added

  • Parting furnace on FE: besides fuel the furnace now takes FE (energy capability, every side, no new dependency). With at least furnaceEnergyPerTick FE stored it works on FE and burns no fuel (fuel already in the fire is kept), otherwise on fuel exactly as before - the fuel operation is unchanged. Screen: FE bar with tooltip (stored / capacity), Jade line with the percentage. Configs refining.furnaceEnergy (true), furnaceEnergyPerTick (40, so 4000 FE per ingot at the default speed), furnaceEnergyCapacity (20000). NBT energy (absent = 0). Menu data of the furnace grew from 4 to 9 values and the casting station's from 5 to 6 (same menu id, nothing renamed).
  • Melting down in the casting station: bars and plain coins (gold and silver) go into the input slot and are credited at their fine weight (ounces of the data, the figure the bar price uses) minus refining.remeltLoss (default 1 %), rounded down; sub-gram rests are kept (NBT meltAu, meltAg). Gold fills the gold counter, silver a new silver counter (NBT silverGrams, absent = 0) that only the new castable silver bar (1 kg) draws from - gold and silver never mix. The premium is gone, so melting and recasting can never make a profit (the dealer pays at most metal value minus 1.5 %). Collector's coins (mint year component, annual, auctionOnly or a collector's factor in the data) are refused and stay in the slot. Config refining.remelt (true). Breaking the station drops the silver as 1 kg bars and 1 oz coins. Screen, Jade and JEI (silver bar page, info text) know the silver counter.
  • Two GameTests (RefineryGameTests: FE operation, melting without gain).

[0.1.9] - 2026-10-10

Added

  • Bars can be laid down: right-click the top of a block with a 1 kg gold bar, a 400 oz gold bar, a 1 kg silver bar, a 250 g or a 100 g gold bar and it lies there as a block (bullion_stack). Right-click the pile with another bar of the same kind to add one (crosswise layers like in a vault, the model grows with the count): 400 oz up to 8, the other sizes up to 16 per block. Right-click with an empty hand takes the top bar back, breaking the pile drops all of them. The placed bars are the very item stacks you laid down (all components kept), nothing is lost or duplicated - pistons knock the pile over and drop the bars, explosions and water do the same. No block item, no recipe, no price change. Jade shows kind and count. Five GameTests (BullionGameTests).

Changed

  • New look for the goods (all 32 px, from the generators in the asset library): bars now differ visibly by size (cast bars with a sloped rim, stamp field and bright edges, minted small bars and coins with neutral motifs), silver accordingly; bottles, case, must, malt and new make spirit redrawn. Labels stay white and are still tinted in game.
  • Cellar blocks redrawn: the whisky cask is a lying barrel built from boxes (staves, three hoops, bung, tap) whose outline and collision follow the model (noOcclusion, nothing behind it is culled); wine rack with 18 bottle bottoms in the colours of the producers and distilleries; press, fermenter and still with their own bottoms.
  • Furniture in 32 px: watch display, watch box and bottle shelf got wood grain, velvet sheen, linen weave and brushed metal; measures, hitboxes and the renderers are unchanged.

[0.1.8] - 2026-10-10

Fixed

  • Gold refinery models without gaps: the cast base of the Parting Furnace had no top face (a one-pixel rim let you look into the world from above), the Casting Station's plate had no underside, the Electrolysis Cell's terminal box had no bottom and the press column of the Casting Station no top. All now closed (generator checked for any face not covered by another box).
  • Outline and collision follow the models: the three refinery machines took a full block (the cell a fixed 10/16 box that did not turn with the facing). They now take their shape from the boxes of the block model, turned with the facing. No ids, saves or balance changed.

[0.1.7] - 2026-10-10

Added

  • 15 more watch models, now 65 in total: 12 modern (diver, GMT, chronograph, pilot's, dress, digital classics) and 3 vintage pieces that only appear at auction. List price at release from press and dealer data, used values 2000-2026 estimated (realistic rather than exact). Existing ids, saves and prices are unchanged.
  • JEI (optional): the gold refinery gets three categories with the machine as catalyst (Parting Furnace: gold -> anode with yield in grams and time; Electrolysis Cell: anode -> fine gold grain; Casting Station: grain -> every bar size with the fine weight it needs) and information pages for the three machines, anode and grain. Yields, times and energy are read from the current config.
  • Jade (optional): the three refinery machines show content in grams and progress or what they wait for (fuel, power, full output); furniture, wine rack and cask show their filled places.

Changed

  • The fine gold left in a Parting Furnace (under 1 g) is no longer lost when the block is broken: it travels with the dropped item (data component tycoonvault:residue, tooltip "Contains x g of fine gold") and returns to the furnace when it is placed again. Old items and worlds without the component load as before. The refining.* defaults are unchanged.

[0.1.6] - 2026-10-10

Added

  • 15 more distilleries, now 41 in total: 11 open houses (Speyside, Highland, Islay, Japan, Wales, India, Kentucky) and 4 closed ones that only appear at auction (grails). Official bottlings at three ages each, price curves 2000-2026 (estimated, realistic rather than exact). The Wine Merchant's lower shelf, the Distillery list and the cask choices pick them up automatically. Existing ids, saves and prices are unchanged.

Notes

  • Fine gold below 1 g left in a Parting Furnace is still lost when the block is broken (no grain can be smaller than 1 g).

[0.1.5] - 2026-10-10

Added

  • Gold refinery: turn Minecraft gold into the 999.9 bars the Bullion Dealer sells and buys back. Three machines, each with a menu, hopper and pipe access on every side (output only from the output slot):
    • Parting Furnace (miller_furnace): gold from the tag tycoonvault:refinable_gold (ingot, raw gold, nugget, gold block, raw gold block) plus any furnace fuel. It counts fine gold in milligrams (50 mg per ingot, raw gold 90 %, nugget 1/9, block x9) and makes one Gold Anode (995) per 1000 mg. 5 s per ingot.
    • Electrolysis Cell (electrolysis_cell): one anode becomes one Fine Gold Grain (999.9) in 120 s. Optional power (config refining.energyPerGram, default 0 = none); without power it stands still and says so.
    • Casting Station (casting_station): grains go into a gram counter, a button picks the bar size (all gold bars, no coins), and it casts exactly the item the dealer sells for the fine weight in grams, rounded up (1 g = 1, 1 oz = 32, 1 kg = 1000). 10 s per bar. Breaking the station drops the counter as grains.
  • Recipes with expensive vanilla ingredients, loot tables, pickaxe tag, tooltips and English and German texts.
  • Config section refining: enabled (true), milligramsPerIngot (50), furnaceSecondsPerIngot (5), cellSecondsPerGram (120), energyPerGram (0), castSeconds (10).
  • Six GameTests for the refinery.

[0.1.4] - 2026-10-10

Added

  • Twenty more wine estates (59 in total). Three new regions come with their own vintage tables: the northern Rhone (Syrah, three houses), a Spanish Tempranillo region with long barrel ageing (three houses, wines released only after 8 to 12 years) and a sweet-wine region in the east (three houses, from affordable to a rare essence). Eleven more houses join existing regions: Burgundy two, Bordeaux two, Champagne one more prestige house with its own list of declared vintages, Tuscany, Piedmont, California, South Australia, Ribera and the Douro one each (the Douro house with declared vintage-port years). Some houses have legend vintages that fetch far more than their region's table says. They turn up with the Wine Merchant and at auction like the existing estates; existing wines and prices are unchanged.

[0.1.3] - 2026-10-10

Added

  • Nineteen more watches (50 in total). Fifteen more models for the jeweller, from a 1980s digital classic and an affordable dive watch up to an octagonal steel sports watch, a lightweight titanium racing watch and a platinum-look chronograph, plus four more vintage pieces that only turn up at auction (a 1950s dive watch, a 1960s deep-sea diver, a 1960s chronograph and a 1970s sports watch). Four new makers, each model with its own look and a market price history from its release year. Existing watches and prices are unchanged.

[0.1.2] - 2026-10-10

Added

  • Fourteen more distilleries (26 in total). Six more Scottish houses (Islay, Speyside, Skye, Orkney and a second Islay house), one Japanese, two Irish, two American bourbon houses and a young Taiwanese one, each with its own official bottlings by age and a market price history. Three more closed houses are grails that only turn up at auction (a Lowland and a Highland distillery that went silent in the 80s and 90s, and a Japanese one with a famously collectible last stock). They all appear with the Wine Merchant (open houses) and at auction like the existing distilleries; existing whiskies and prices are unchanged.

[0.1.1] - 2026-10-10

Added

  • Twenty-four more wine estates (39 in total). Bordeaux gets three more left-bank houses and three right-bank ones (one a tiny cult estate), Burgundy two, Champagne two more prestige houses with their own lists of declared vintages, the southern Rhone two, Tuscany three, South Australia two, California two and the Douro one more vintage-port house. Two new regions come with their own vintage tables: Piedmont (long-lived Nebbiolo, with legend years such as 1958 and 1978) and the Mosel (Riesling, sweet and rare). A few houses have legend vintages that fetch far more than their region's table says. All of them turn up with the Wine Merchant and at auction like the existing estates; existing wines and prices are unchanged.

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