CreativeCostsNumismatics

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CreativeCostsNumismatics

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You have access to all of your modded creative tabs in survival, and every item costs create numismatic currency. Everything has limited supply and must be restocked through Aeronautics Delivery Required Contracts..

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Minecraft

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creativecostsnumismatics-3.6.0.jar
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Description

Creative Costs Numismatics


Create Required!

Puts a price on every item in the pack, derived from the crafting graph, and charges it when a player takes one out of the creative menu. The creative menu is a shop, not an income source: it only takes money out of the economy. Earning is Delivery Required's job.

A 200-mod pack has tens of thousands of items and nobody will price them by hand. But nearly every item is made of other items, and a few dozen raw materials are worth pricing by hand. So the prices come out of a solver over the recipe graph.

| Mod                                   | id                             |version | |
|----- |---- |--------|-|
| Selective Creative Inventory | `selective_creative_inventory` | 1.0.0 | **required** — owns the screen |
| Create: Numismatics | `numismatics` | 1.0.20 | **required** — the currency |
| Create | `create` | 6.0.10 | **required** — recipe graph for pricing |
| Create Aeronautics: Delivery Required | `createdeliveryrequired` | 1.0.2 | optional — price anchors and all player income |

Controls

Press E. There is no separate GUI and no keybind of this mod's own. Selective Creative Inventory already redirects the inventory key to the creative menu for players it has enabled (/sci enable <player>), and this mod changes what clicking in that menu does.

Gesture Effect
Left click an item Buy 1
Right click an item Buy shop.bulkBuyCount (default 8)
Ctrl + left click Buy a full stack
Shift + left click Buy an infinite source (blocks only)
Middle click Print that item's market data to chat
Click any shop slot, or the bin, while carrying a stack Destroy it. No refund.

Tooltips carry the buy price and supply with a scarcity indicator (▲ +42% / ▼ -18% / ■ par); inside the shop they also show the control hints and your balance.

Commands

Command Permission Effect
/ccn balance anyone Your balance
/ccn price anyone Market data for the held item
/ccn market anyone Total market value, shelf level, traded lines
/ccn sync anyone Force a full resync (debugging)
/ccn supply set <value> op (2) Set the held item's supply
/ccn supply reset op (2) Reset every supply to baseline
/ccn reload op (2) Re-solve prices and resync everyone
/ccn export op (2) Dump the whole resolved table to ccn-prices-export.json
/ccn contract add|remove op (2) List the held item for delivery contracts
/ccn market add|remove op (2) List the held item for bulk Market purchase

There is no sell command, by design.

Block items

/ccn blocklist
/ccn blocklist                     what's blocked by hand
/ccn blocklist add                 the held item
/ccn blocklist add <item>          a typed id (tab-completes)
/ccn blocklist remove [<item>]

New players

The pack should work without an operator setting up each player by hand, so on first join PlayerOnboarding does two things.

Creative inventory access. Selective Creative Inventory gates the menu behind a per-player attachment normally set with /sci enable. Its CREATIVE_INVENTORY attachment is public, so the flag is set directly — only the field lookup is reflective, the attachment type itself is a NeoForge class. Without this every new player sees a plain survival inventory and no shop.

Starting capital. 4096 spurs — one Sun — into their Numismatics bank account, so they can trade at all. Only for a player with nothing anywhere: purse, bank and virtual balance all zero. A brand new player has no bank account yet, so NumismaticsBank.depositToNewAccount opens one via getOrCreateAccount(UUID, Type.PLAYER); if that is unavailable the grant is paid in coins instead rather than silently lost.

Both are claimed once per player and recorded in the world save, which matters more than it looks. The capital test is "are you broke", so without the record it would pay out again every time someone spent down to zero — an income source that bypasses contracts entirely. And re-granting creative access on every login would quietly override an operator's deliberate /sci disable.

The server is authoritative. The client sends "I clicked this item in this mode"; the server decides the item, the count, the price, whether the player may buy it at all, whether they can afford it, and what the market does next. ClientMarket exists only so tooltips can be drawn without a round trip.

Known Limits

  • Manufactured goods only come back through contracts. Anything not on the raw_materials list that no contract ever asks for is on a one-way ratchet to market.maxMultiplier. That is the intent, but it means the raw-material list is the most important thing to get right for a pack.
  • P2P trades are not tracked in either direction.
  • Other mods in the pack are income sources this design does not know about. The economy assumes earning happens through delivery contracts, but bountifulnumismatic_bountiesjackpotstockmarket and trading_floor all pay out independently, and villager trading (plus easy_npc and villageroverhaul) both mints currency and supplies items without touching the market. None of that breaks anything mechanically — it just means the loop leaks, and the leak is worth a decision rather than a surprise.
  • AlmostUnified rewrites recipes and tags before the solver runs, so derived prices follow the unified recipes correctly. Items it unifies away still exist in the registry and still get priced, which is harmless but adds noise to /ccn export.
  • CraftTweaker and KubeJS recipes are included, since solving happens on ServerStartedEvent and after every reload — i.e. once scripts have already rewritten the recipe manager.
  • Infinite sources are only stopped from shrinking, not from being used as ingredients. ItemStack#consume is the block-placement path; a recipe that calls shrink directly would still eat one.
  • Component-bearing stacks are priced by item id. Buying an enchanted book charges the base item's price, and the client's components are accepted as sent.
  • Dispensers and other non-player placements of an infinite source are not billed.
  • Drag-distribute is disabled inside shop tabs.



    Planned updates ahead. this is very new! Thanks Fable 5

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    Screenshot 2026-08-03 104300.png Screenshot 2026-08-03 104300.png
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