Craftanomics

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Craftanomics

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This server side only mod implements an economy system that assigns dynamic prices to every item and provides a server market through which players can buy and sell. Built around this core are some additional complementary systems like AURA.

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Minecraft

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Server Only

Runs entirely on the server. Also works in singleplayer.

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MIT License
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This server side only mod implements an economy system that assigns dynamic prices to every item and provides a server market through which players can buy and sell. Around this foundation, the mod offers several supplementary mechanics designed to encourage engagement, competition, and resource circulation.

PLEASE join the discord to contact me and ask any questions or report issues

  • Automated Trading – The redstone Crafter Block has had addtional functionality added to allow players to automatically buy and sell items from the market. This give players the ability to create factories that buy raw ingredients, craft a product, and sell it all automatically!

  • Happy Hour System – By default, from 5pm - 10pm, this daily event offers a Daily Market as well as an aura boost bonus during that time window. This is to help encourage players to play during the same time.

  • Aura SystemAURA is an additional resource within this mod that is tied directly to play time. During happy hour, players gain it at a substaionally faster rate. Aura can be traded for exp or cash, but the coolest feature are the Aura Effects. These are purchasable particle effects to show off both player wealth and play time. The intensity of the effect dynamically scales itself relative to a player's AURA balance compared to other players online.

  • Supply Contracts – These are contracts that allow a player to sell a certain amount of an item at a fixed price regardless of that item's current market price. This protects the player while they produce a product, gauranteeing a profit even if the item price changes.

  • Contribution Events – This is a competitive yet cooperative event in which players must contribute a certain amount of items to hit the goal. Upon achieving the goal, the top 3 players who contributed the most will recieve item rewards. Any players who contributed will recieve a participation cash prize. On the default schedule, it is auto generated on Monday, announced on Friday, and starts in the morning on Sunday.

  • Death Betting – A lighthearted system where players can wager on upcoming player deaths for entertainment value.

  • Taxation Mechanic – This taxation system is a daily tax requiring players with relatively high cash amounts to spend money, not neccessarily get rid of it. There is a spend quota they must meet, not a hard tax that takes away their money. By requiring a player to spend money, it circulates wealth and stimulates the economy. A wealthy player might hit their quota by purchasing a bunch of LOGS so that they can then turn them into finished products, or perhaps sell at a later date when the price is more favorable.

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Overall, this mod is aimed at smaller servers with its main goal to encourage play time and help prevent dead servers. It gives a reason for players to play around the same time, work together, and automate farms.

All complementary systems are enabled by default but are easily disablable in game and in the craftanomics config file. Many other settings as well as event scheduling can all be found in the config.

Technical Tid-Bits:

  • All commands for this mod are under "/econ"
  • Player Cash Balance and Aura are stored in minecrafts PlayerData under "Craftanomics" so to modify a players balance while offline, that is currently the only way.
  • Nearly all other data is easily editable inside the mods "economy_data.json"
  • All item prices are easily editable inside the "econ_items.json" or in game using commands /econ admin editItems
  • Items currently fall under 3 market models: Normal | Linked | Static
  • The Normal market model is a very basic dynamic price model that has an anchor price, a supply factor, and a demand factor that control the actual purchase price.
  • The Linked market model allows items to link themselves to another item. For example, Gold Blocks are always 9x the price of a Gold Ingot, and selling a Gold Block will affect the supply and pricing the same way that selling 9 Gold Ingots would.
  • The Static market model simply allows you to set an unchanging buy and sell price. If you would like to set up a currency item, you would use this.

Future Plans

  • I aim to break out most of the complementary systems into their own standalone mods starting with the Aura Effect System.
  • Within the aura effect system, I aim to support in game effect creation by admins, as well as "legendary" effects that allow players themselves to make their own effects under strict constraints.
  • Will teach my self data packs with the goal of opening / exposing the market models to allow server owners to create their own market model for an item that controls its pricing.
  • A set currency item is not yet supported, but I may add support to /depost /withdraw a config defined item. (Ill add this if its requested)

Final note: I'm Jack and this is my first mod so please send suggestions for improvement. It was a project I took under so that I could teach myself Java and I quite enjoyed it. My friend Merky is the co-author and has contributed significantly to the project itself and to my learning of Java and the minecraft modding environment. So big props to him for his patience with me and my spaghetti coding.

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