
Coinkeep
A full economy for Minecraft: 180 quests to earn from, a supply-and-demand market, banknotes you can actually hold, and vaults other players can crack open. Every quest and price is JSON, so modpacks can retune anything.
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- 10 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 21 июля 2026 г.
Coinkeep
Earn it. Bank it. Defend it.
Most economy mods give you a number in a chat command. Coinkeep gives you work that pays, a market that reacts to what you sell, cash you can hold in your hand, and a vault someone can crack open — a full loop, not a balance field.
Quests — always something paying
180 quests across 10 chapters: Mining, Combat, Tools & Armor, Building, Farming, plus one chapter per vanilla advancement tab.
- Nothing to accept and no NPC to find. Play, and progress tracks itself.
- Gathering quests repeat forever on escalating tiers. Progress is a lifetime total that is never reset — mine 40 iron and all 40 count toward the next threshold.
- Almost nothing is gated. Only 10 dependencies exist in the entire book, and each is a real requirement.
- Two ladders show progression: within a quest's tiers, and across its whole chapter.
The Market — supply and demand
- Buy from a categorised catalog, including Rare finds (Elytra, Totem, Nether Star) and Signature gear — named, pre-enchanted endgame pieces like The Prospector.
- Sell your haul. Each sale saturates that item's demand, so it pays a little less than the last, and demand recovers over time. Grinding one block forever stops being worth it, without anything ever being locked.
- Demand is per player, so nobody can crash the market for everyone else.
Cash you can actually carry
Eighteen denominations, $1 to $100,000,000. Real items you can stack in a chest, hand to another player, or lose in lava. Your banked balance survives death — the cash in your pockets does not.
Vaults & robbery
- Money in a vault is never lost on death.
- Only the owner can open it — and only the owner can break it. A thief can never destroy someone's savings.
- Break your own and you get the whole vault back as an item, money still inside. Place it anywhere and it is all still there.
- Carrying a loaded vault is the risk. It is an ordinary item, so dying drops it — and whoever loots it gets a locked vault they will have to crack.
- A Vault Cracker is the only way to rob one. You cannot see how much is inside before you commit. Cracking clears the claim, so the emptied vault is then free to take.
Built for modpacks
Every quest, chapter and shop entry is a JSON file in a datapack registry. Add, retune or
override anything without touching the jar. Items from any other mod work by id. /reload
applies changes live, and content is validated on load so a typo cannot silently strand a quest.
Commands
/balance |
check your balance |
/buy · /sell |
trade without the GUI |
/pay |
send money to another player |
/withdraw · /depositall |
convert balance to and from banknotes |
/addbalance |
operator payouts |
| keys | J Ledger · K straight to the Shop (both rebindable) |
Built for NeoForge 1.21.1. Balances, quest progress and market demand are stored per player as data attachments — nothing to migrate, nothing to corrupt, and no custom packets.
Ченджлог
1.1.0Релиз1.21.1 · 10 августа 2026 г.
1.1.0 — Shop categories are data.
Shop categories used to be hardcoded, so a companion mod had no way to add one — every item it sold got squeezed into one of Coinkeep's eight, and a big addon buried Coinkeep's own catalog. Now any mod or datapack can define its own Shop tab: data//coinkeep/shop_category/.json, with a name, a sort order and an optional icon. A tab appears exactly when the mod that defines it is installed, and disappears with it.
The first mod to use it is our own: Highroller 2.0.0 ships a Highroller tab with all 90 of its casino entries — slot machines to a $250,000 Grand Casino blueprint — instead of burying them in Materials and Rare. (Which is why Highroller 2.0.0 requires Coinkeep 1.1.0+.)
Nothing to do on upgrade. The eight built-ins ship as Coinkeep's own JSON with the same ids, labels and order, so existing worlds and existing datapacks load unchanged — "category": "rare" still means what it always meant. A typo no longer eats an item. An entry naming an unknown category used to fail its whole entry and vanish from the shop; it now lands in a clearly-named placeholder tab and the content validator reports the missing id on load. Categories can carry their own icon; without one the sidebar still shows the category's cheapest entry. Startup now logs every category and how many entries it holds. Mod authors: ShopEntry.category() returns a String id rather than an enum, so anything compiled against 1.0.0 that read that field needs a recompile. BalanceHelper is untouched.
1.0.0Релиз1.21.1 · 21 июля 2026 г.
1.0.0 — Initial release. A full economy loop for NeoForge 1.21.1: earn it, bank it, defend it.
- 180 quests across 10 chapters, covering mining, combat, gear, building, farming and every vanilla advancement tab. Gathering quests repeat forever on escalating tiers, and progress is a lifetime total that is never reset.
- A market with supply and demand. Buy from a 66-entry catalog, or sell your haul — every sale saturates that item's demand, and prices recover over time, so variety beats grinding one block.
- Cash you can hold. 18 banknote denominations from $1 to $100,000,000. Your banked balance survives death; the cash in your pockets does not.
- Vaults and robbery. Only the owner can open or break a vault. Break your own and it comes back as an item with the money still inside — so carrying it is the risk. A Vault Cracker is the only way to rob one.
- Signature gear and rare finds — named, pre-enchanted endgame pieces, plus Elytra, Totems, Nether Stars and more as money sinks.
- Fully datapack-driven. Every quest, chapter and shop entry is JSON; modpacks can add, retune or override anything without touching the jar, and
/reloadapplies it live.English only in 1.0.0; localisation support is planned for 1.0.1.
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