Kerdos is a server-side mod providing a immersive income system.
This mod does not provide any currency items by itself, instead it can be combined with a currency mod of your choice. Kerdos provides the income system, which is responsible for allowing players to earn new money (in form of some other mods currency items).
Everything in this mod is configurable, and a CraftTweaker API is provided as well.
Most economy systems available are very easy to exploit. The most common way implemented for players to earn new money, is by selling items to so-called "admin shops", which allow you to sell to a non-existing entity with infinite budget.
Now if one (or more) of the items which can be sold can be auto-generated (which tends to be the case most of the time), then this effectively allows you to "farm" money.
Other systems instead use some fixed form of income, such as earning money every hour playing or every day one logs in to the server.
While these are more robust against exploitation, they still can be exploited. For example, players could just leave minecraft running in the background, or quickly log onto a server once every day, even when not intending to actually play minecraft.
Additionally, some of these kind of systems also aren't really fit for use in singleplayer.
Also, there is a reason why diamonds still tend to be the most common form of currency used in multiplayer.
They usually can't be farmed, the amount of diamonds you have gotten while playing corresponds well with how "wealthy" you tend to be overall, and the item has a certain value associated with it.
But they are also a valuable crafting material, and only having a single-value currency item can lead to ridiculous trades (such as selling *multiple* stacks of an item for a *single* diamond, just because that item has such a low value).
So what if we could have a currency, or rather an income system for a currency, that is coupled to having mined/harvested certain blocks such as diamond? And what if that currency could be paid out in a immersive way, instead of just dropping directly from that harvested block? Well, that is what this mod aims to provide!
Whenever a player harvests certain blocks (ie. breaks then with the correct tool, without a Silk Touch enchantment), a hidden "funds" value for that player is increased.
By configuring appropriate blocks for your modpack for this, farming money becomes effectively impossible.
Whenever certain loots (from chests, mob drops, ...) are generated, a random percentage of the players fund is paid out in form of currency items.
By always paying out a (random, with configurable upper and lower limit) percentage of the funds, a majority of the funds will be paid out early on, while still providing some payout for some time.
Q: Does this mod work in singleplayer?
A: Yes!
Q: What do you mean by "server-side mod"?
A: When using this mod on a server, clients connecting to the server don't need to have the mod installed.
Q: Can I use this mod in my modpack?
A: For sure!
Q: Is this mod compatible with "insert other mod here"?
A: Yes! The way this mod works is fairly simple, so no other mod should be able to break it.
Q: Does this mod work in combination with other economy mods?
A: Yes! All money a player owns is paid out in form of currency items, and the currency items used are configurable (this also means that no mod-specific support/integration is necessary).
Q: Will you port this mod to more recent minecraft versions?
A: Support for later versions is planned. Although I can't give any ETAs for that.
No files available for download.