1.1.0
Compatibility
Required content
Changes
Adds Minecraft 26.2 support, a new bulk sell window, and some optional tools for controlling your server's economy.
Upgrading from 1.0.0 is safe. All your existing files (balances, shop categories, auction listings, collection box, daily rewards, buy orders) load as they are, and every 1.0.0 command still works. The new shop settings are all turned off by default, so your shop keeps behaving exactly like it did.
1.0.0 is still the version for Minecraft 1.21.11. This one is for 26.2.
New
/sell, a bulk sell window. Drop a pile of items into the grid and it shows you what every stack is worth, plus the total, before you confirm anything. Items your shop doesn't buy show up as $0, not listed so you never sell something by accident. Selling does not close the window, so you can keep dumping items in (handy while picking up your drops after a death). Anything you leave in there is given straight back when you close, and you get a summary in chat.
/shop enable <true|false> (ops only). Turns off selling to the shop while leaving buying switched on. Handy when there's too much money floating around: players can still spend, but they can't make more. The setting is saved, so it survives a restart. Sell buttons turn into barriers, and anyone with the shop already open still can't sneak a sale through.
/shop reload (ops only). Reloads your shop files after you edit prices, no server restart needed.
Optional shop settings you can add to any item. All of them are off unless you turn them on:
daily_sell_limit: how many a player can sell per day at full price. The shop tells them how many they have left before they click.stock_backed: the shop can only sell what other players have sold to it. Nothing is created out of thin air.sell_price_floorandsell_price_floor_at: the more of an item the shop is holding, the less it pays for it. Dumping 500 diamonds no longer pays the same as selling your first one.buy_price_floorandbuy_price_floor_at: the other side of that. When the shop is overstocked, it sells cheaper, which clears the backlog.
Every money change is now written to the server log, tagged [PAY], [DAILY], [DEATH] and [ECO], alongside the [SHOP] and [AH] lines that were already there. Useful if you ever need to work out where someone's money went.
Changed
/baltopnow prints to chat only (the old GUI is gone) and works from the server console and command blocks.- Buying now checks you have room first, and tells you your inventory is full instead of taking your money and shoving the items into your collection box.
- The
currencySymbolsetting inconfig.jsonactually works now. Before this it was ignored and everything showed as$no matter what you set.
Fixed
- A typo in a shop file used to break the entire shop menu. Now that one item just shows up as a barrier, so you can see which line is wrong and everything else keeps working.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:kRqHzKDJ:CQkydkM9"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:kRqHzKDJ:CQkydkM9"
}

