NeroEconomy
Buy, sell, haul and bid — a player-driven economy that turns a Neroland server from sixteen solo grinds into one living market.
NeroEconomy is the economy mod of the Neroland ecosystem. It adds credits, player shops, trading terminals, market boards, contracts, delivery jobs, bounties, server-wide auctions, bank blocks and company/faction wallets — a whole retail-and-work layer that gives players a reason to specialise and trade instead of every player building every machine. A miner can sell ore to a fabricator, a logistics player can run delivery jobs, and a faction can pool credits to post bounties and bankroll a colony.
Built on Neroland Core, so its currency and reputation APIs, progression gates, config framework, c: tags and data-erasure hook are shared with the rest of the lineup — NeroEconomy adds markets and transactions on top and never re-implements the underlying ledger. (Planned — in design; not yet released.)
The economy
- Credits. The shared currency unit, backed by Core's currency API — balances live behind Core, and NeroEconomy adds the ways credits move: sales, payouts, fees and transfers, each an atomic, server-side ledger operation with an audit event.
- Player shops. Owned block-entities that hold an inventory and per-item buy/sell prices; the owner stocks and prices them, and every trade is validated against the buyer's live balance and the shop's stock at execution. Shops expose a standard item-handler capability, so hoppers, Create funnels and AE2 buses can restock them.
- Trading terminals. Networked access-point blocks that browse and execute trades against connected shops and market boards from one spot — filtered, searchable, server-validated so listings can't be spoofed. Think an AE2 terminal, but for the economy.
- Market boards. Server-wide listing surfaces where players post standing buy and sell offers visible to everyone, accepted remotely through escrow. This is the price-discovery layer that feeds the optional supply/demand model.
- Contracts, delivery jobs & bounties. Server-tracked job objects with an escrowed payout and an open → claimed → fulfilled / expired state machine: agree to supply goods, haul a payload from origin to destination, or claim a posted reward — all settled atomically on the server.
- Auctions. Timed, server-global bidding events with escrowed bids and a synced countdown, settling the lot to the winner and credits to the seller atomically.
- Banks & wallets. Secure bank blocks (deposit, withdraw, balance, transfer) and shared company/faction wallets with role-based spend permissions, all settling through Core's currency API.
Built for shared servers
- 🔥 Trade beats self-sufficiency, sometimes — pricing, scarcity and delivery friction are tuned so buying from another player is occasionally the smarter move.
- 🛡️ Anti-dupe by construction — every credit and item movement is server-authoritative and transactional, with escrow so a crash or disconnect mid-trade can never dupe or destroy value.
- 👥 Group-aware from day one — wallets, contracts and bounties work for individual players and for companies/factions alike.
- 🎛️ Configurable, not prescriptive — starting credits, fees, taxes, faucets, sinks, price volatility and per-feature toggles are all config, so owners run the economy as light flavour or a hard constraint.
Privacy (POPIA / GDPR)
NeroEconomy processes player transaction data — personal data keyed to player UUID (never names). It minimises to only what a transaction needs (UUID + balance/transaction state), never IPs, chat or location history. Transaction history and audit logs have a configurable, finite retention window and are purged automatically past it; players can opt out of non-essential logging, and detail never hits the server console at info level.
Every feature that touches player data routes through Core's shared data-erasure hook, so a single erase request purges you across NeroEconomy and every other Neroland mod, with export on request supported. Any crash telemetry is anonymous and opt-out, carrying version strings only — never IPs, usernames, UUIDs or world data.
Why it fits the ecosystem
- 🧩 Built on Neroland Core — one currency API, one reputation system, one progression arc, and shared
c: tags. NeroEconomy ships in its own creative tab.
- 🔌 Interoperates, never hard-depends — soft synergy lights up when siblings are present: NeroLogistics routing/drones auto-fulfil delivery jobs, NeroFactions backs faction wallets and contracts, NeroEvents nudges market prices and themes auctions, NeroQuests pays credit rewards, and NeroCreatures drops carry trade and bounty value. With them absent, features degrade gracefully.
- 🚀 Grows into space — delivery jobs and auctions reach across dimensions in the space arc (Earth → orbit → alien colonies), gated behind Core milestones like
reached_orbit, and Nerospace planet ores feed the market with trade value.
- 🧱 Cross-loader — NeoForge, Forge, and Fabric on Minecraft 26.1.2 and 26.2.
Requirements & compatibility
- Requires Neroland Core — install it alongside NeroEconomy (it loads first). Core provides the currency and reputation APIs every balance settles through.
- Conventional
c: tags on materials and Core's common compat tags mean Create, AE2, Mekanism, Ad Astra and Energized Power (live now on MC 26.1+) interoperate with shop, bank and delivery item handling as the 26.x ecosystem fills in — no hard dependency on any of them.
- Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroEconomy by Neroland with links to this page and the GitHub repository. Full terms: LICENSE.
Links
Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.