Villager Trade Overhaul: Jewelry Economy

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Villager Trade Overhaul: Jewelry Economy

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New currency economy provide Ancient Debris, Totem of Undying,Enchanted Golden Apple

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Minecraft

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jewelry_econ-1.0.5-neoforge-1.21.1.jar

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Welcome to the villager economic system! By trading with specific professional villagers using Rubies and Pearls, or selling items to them, you can acquire rare and powerful items.

🔴 1. Ruby Purchases (Using Rubies)

Right-click the corresponding villager holding Rubies to buy these items:

Mason

Cost: 64 Rubies (Dynamic Price)  Reward: Ancient Debris

Fisherman

Cost: 10 Rubies (Dynamic Price)  Reward: Consumable Sponge

Cleric

Cost: 256 Rubies   Reward: Totem of Undying

Farmer

Cost: 512 Rubies   Reward: Enchanted Golden Apple

Toolsmith

Cost: 1 Ruby   Reward (Random Pool): Netherite Upgrade Smithing Template


Armorer

Cost: 30 Ruby   Reward : Iron Horse Armor  

Weaponsmith Cost: 64 Rubies Reward: Trident


🔵 2. Pearl Purchases (Using Pearls)

Right-click the corresponding villager holding a Pearl to buy these items:

Leatherworker

Cost: 128 Pearls  Reward: Elytra

Cleric

Cost: 1 Pearl

Reward (Random Pool): Various standard, splash, and lingering potions (Night Vision, Invisibility, Healing, Strength, Fire Resistance, etc.)


Toolsmith

Cost: 256 Pearls  Reward: Netherite Pickaxe (Pre-enchanted with Efficiency VII)


♻️ 3. Selling & Recycling (Sell Trades)

Hand the required items to the specific villager to exchange them for currency:

Toolsmith, Armorer, & Weaponsmith

Sell: 1 Raw Iron Get: 1 Ruby

Butcher

Sell: 1 Rabbit Hide Get: 10 Rubies

Sell: 5 Phantom Membranes Get: 1 Pearl

Cleric

Sell: 32 Enderberries  (from the Enderberry mod) Get: 1 Ruby

Enchanted Item Recycling: Librarians, Armorers, Weaponsmiths, and Toolsmiths will buy your corresponding enchanted items in exchange for Rubies.

Toolsmith Special Trade: Sell your used Demolish Axe (from the Instantly Destroy Tree :Clear Path for Horse Riding mod)! The Toolsmith reads the axe's internal data and pays you 1 Ruby for every 1,000 blocks destroyed (rounded down).

💡 Community Feedback & Future Plans

This mod is actively developing, and we want your input to shape the economy!

What other items should players be able to buy using Jewelry?

What new items or materials should players be able to sell in exchange for Jewelry?

Please feel free to drop your ideas, balance suggestions, or feedback in the comment section or via the issue tracker!



⚠️ Alpha Version Notice

This mod is currently released in an Alpha stage.

Bugs or balancing tweaks may occur.

Strongly recommended to back up your world saves before testing.

If you encounter any issues or have cool ideas to share, please report them via the comment section!


📐 The Public Valuation Formula

To ensure complete transparency with players and modpack creators, here is the exact math behind every enchanted item trade:

 

1️⃣ Step 1:🎯 Enchantment Base Values

Common (e.g., Sharpness, Protection, Efficiency, Power): Base = 1

Uncommon: Base = 2

Rare (e.g., Fortune, Looting, Silk Touch, Infinity): Base = 4

Treasure (e.g., Mending): Fixed 20 per level

Curse: Fixed -5 penalty
Level Multiplier: Level 1 = 1x, Level 2 = 2x, Level 3 = 4x, Level 4 = 8x, Level 5 = 16x (Value doubles with each level!).

2️⃣ Step 2: Sum Scores & Add Multi-Enchantment Bonus

Add all individual enchantment scores together.

If the item has more than 1 positive enchantment, add +1 bonus point for every extra enchantment (e.g., 3 positive enchantments grant a +2 bonus).

3️⃣ Step 3: Apply Durability Discount

Multiply the total score by the item's remaining durability percentage (Remaining Durability ÷ Max Durability).

(Enchanted books do not degrade, so they are always evaluated at 100%).

4️⃣ Step 4: Round Up

If the result contains decimals, round up to the nearest whole number (e.g., 3.1 Rubies rounds up to 4 Rubies).

5️⃣ Step 5: Subtract Anvil Penalty

Subtract the item's Repair Cost (anvil prior work penalty).

Final Result: If the final number is greater than 0, that's the number of Rubies you receive! If it is 0 or negative, the villager will refuse the trade.



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