Coinkeep
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Earn it. Bank it. Defend it. 180 quests, a market that reacts to what you sell, banknotes you can hold, and vaults other players can crack open.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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# Coinkeep
**Earn it. Bank it. Defend it.**
Most economy mods give you a number in a chat command. Coinkeep gives you **work that pays**, a
market that **reacts to what you sell**, cash you can **hold in your hand**, and a vault someone
can **crack open** — a full loop, not a balance field.
## Quests — always something paying
**180 quests across 10 chapters**: Mining, Combat, Tools & Armor, Building, Farming, plus one
chapter per vanilla advancement tab.
- Nothing to accept and no NPC to find. Play, and progress tracks itself.
- **Gathering quests repeat forever** on escalating tiers. Progress is a lifetime total that is
never reset — mine 40 iron and all 40 count toward the next threshold.
- **Almost nothing is gated.** Only 10 dependencies exist in the entire book, and each is a real
requirement.
- Two ladders show progression: within a quest's tiers, and across its whole chapter.
## The Market — supply and demand
- **Buy** from a categorised catalog, including **Rare** finds (Elytra, Totem, Nether Star) and
**Signature** gear — named, pre-enchanted endgame pieces like *The Prospector*.
- **Sell** your haul. Each sale saturates that item's demand, so it pays a little less than the
last, and demand recovers over time. Grinding one block forever stops being worth it, without
anything ever being locked.
- Demand is **per player**, so nobody can crash the market for everyone else.
## Cash you can actually carry
Eighteen denominations, **$1 to $100,000,000**. Real items you can stack in a chest, hand to
another player, or lose in lava. Your banked balance survives death — **the cash in your pockets
does not.**
## Vaults & robbery
- Money in a vault is **never lost on death**.
- **Only the owner can open it — and only the owner can break it.** A thief can never destroy
someone's savings.
- Break your own and you get **the whole vault back as an item, money still inside.** Place it
anywhere and it is all still there.
- **Carrying a loaded vault is the risk.** It is an ordinary item, so dying drops it — and
whoever loots it gets a *locked* vault they will have to crack.
- A **Vault Cracker** is the only way to rob one. You cannot see how much is inside before you
commit. Cracking clears the claim, so the emptied vault is then free to take.
## Built for modpacks
Every quest, chapter and shop entry is a JSON file in a datapack registry. Add, retune or
override anything without touching the jar. Items from any other mod work by id. `/reload`
applies changes live, and content is validated on load so a typo cannot silently strand a quest.
## Commands
| | |
|---|---|
| `/balance` | check your balance |
| `/buy` · `/sell` | trade without the GUI |
| `/pay` | send money to another player |
| `/withdraw` · `/depositall` | convert balance to and from banknotes |
| `/addbalance` | operator payouts |
| *keys* | **J** Ledger · **K** straight to the Shop (both rebindable) |
Built for **NeoForge 1.21.1**. Balances, quest progress and market demand are stored per player
as data attachments — nothing to migrate, nothing to corrupt, and no custom packets.
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