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Tycoon Skills
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A skill tree for modpacks: players pay money and experience to learn entries, and entries decide which items may be crafted, placed and used. The tree is written as a data pack.
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Tycoon Skills
Learn it before you can use it.
Tycoon Skills gives a modpack a skill tree that decides what players may make. Every entry costs money and experience, and every entry can unlock items - a single item, an item tag or a whole mod. Until a player has learned the entry, a locked item cannot be crafted, placed or used. Iron tools after the first mine, steel after iron, a tech mod only once you have paid for it - progression the pack controls, written as data.
This is a framework for pack makers. On its own the mod does nothing: it brings no tree. The tree comes from the pack, as a data pack.
For players
- Press K (or
/skills) for the tree, drawn as a wheel: the branches around the middle, each branch's steps running outwards. A step appears once the one before it is learned; learned fields turn gold. Drag to move the wheel. - Hover a field for what it costs and what it unlocks; click to learn it.
- The cost is money and experience. The money comes from your Money account; experience is counted in points - the tooltip also tells you about which level that is. If the money is not there, you keep your experience.
- Locked items say so. Their tooltip names the entry that frees them. The crafting table and the inventory grid show no result, placing and using are refused with a note in the action bar.
/skills listshows the tree as text.
Creative players are never locked. Machines of other mods that craft by themselves are not stopped - whoever set them up had to learn them first.
A branch is a file
Each branch of the tree is one file, data/<namespace>/tycoonskills/branches/<branch>.json. The top level
is the branch's own first entry, nodes are the steps after it. Every field except a node's id is optional:
{
"icon": "minecraft:stone_pickaxe",
"order": 1,
"xp": 50,
"price": 100,
"unlocks": ["minecraft:blast_furnace"],
"nodes": [
{
"id": "iron_tools",
"icon": "minecraft:iron_pickaxe",
"xp": 160,
"price": 500,
"unlocks": ["minecraft:iron_pickaxe", "minecraft:iron_shovel", "minecraft:iron_axe"]
},
{
"id": "steel",
"parent": "iron_tools",
"icon": "minecraft:anvil",
"xp": 550,
"price": 2500,
"unlocks": ["#c:ingots/steel", "@mekanism"],
"grants": ["mining.steel"],
"items": ["minecraft:anvil"],
"commands": ["effect give %s minecraft:haste 600 0"]
}
]
}
xp- experience points (not levels: 160 points are about level 10, 550 about level 20).price- whole dollars.unlocks- an item id, a tag with#, or a whole mod with@. An exact item beats a tag, a tag beats a mod. Items no entry names are free.parent- the step that must be learned first (an id from the same file). Without it, the step hangs directly under the branch.order- the branch's place in the wheel, clockwise from the top.itemsare handed over once,commandsrun once at operator level (%s= the player's name),grantsare ability keys other mods can ask about.iconanditemsmust be items that exist - an unknown one makes the whole file fail (the log says which).unlocksmay name items and mods that are not installed.- Names come from the language file:
tycoonskills.skill.<branch>,tycoonskills.skill.<branch>.<step>and...descfor the description.
Entries are saved as <branch>/<step> - renaming one forgets who had learned it. Because the tree is a data
pack, it can differ per world: with Tycoon Modes, each mode can bring its own prices.
For servers
Operators have /skills grant <player> <entry> and /skills revoke <player> <entry> - free, for testing and
for putting things right.
For mod developers
SkillsAPI.locked(player, item) - a shop should not sell a locked item. SkillsAPI.unlockedBy(item) names the
entry that frees it, SkillsAPI.can(player, ability) asks for a key from grants.
Requirements
- Minecraft 1.21.1, NeoForge
- Money (required) - 0.3.0 or later; entries are paid from the player's account
Works in singleplayer and multiplayer: the tree comes from the server, learned entries are kept per player.
A note on how this was made
This mod was built with substantial help from AI. The design decisions, the playtesting and the direction are mine; a large share of the code, the textures and this text was written with an AI assistant. I would rather say that plainly than have you wonder.
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Questions, bug reports, ideas, or just want to show what you built? Join the Discord - that is where I answer fastest, and where the next version gets shaped.
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