Compatibility
Minecraft: Java Edition
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Details
DynEco
A dynamic economy that figures out prices on its own.
You get a tablet. The tablet knows what everything in your pack is worth - vanilla, modded, fluids, the lot - and it moves those prices around as you and the "market" trade. Sell too much iron and iron gets cheap. Buy out all the diamonds and they get expensive. Come back in a few days and things have drifted back.
No config spreadsheet with 30,000 item prices. No shop signs. No villager-style trade lists that some mod forgot to add to. If it has a recipe, it has a price.
How prices actually work
This is the bit most economy mods skip, so it's worth explaining.
DynEco reads every recipe your pack loads - crafting, smelting, machine recipes from Modern Industrialization, Mekanism, EnderIO, Create-style processing, whatever - and builds a graph out of them. Around 120 base materials have hand-set values (iron ingot 120, diamond 1500, that sort of thing). Everything else is derived: the cheapest way to make it, plus a small markup for the work.
So a bronze plate costs what the bronze cost plus a bit for pressing it. A quantum circuit costs what its 40-step chain costs. A block of nine ingots costs exactly nine ingots, because the mod recognises packing recipes and refuses to charge markup on them.
Some things it handles that you'd probably not think about until they broke:
- Fluids are priced per bucket, and machine recipes that use 50 mB of something get charged for 50 mB, not a full bucket.
- Catalysts that aren't consumed (packer templates, moulds) cost nothing.
- Chisel variants of a block are held to the price of the block. Otherwise you get a money printer where a netherite block panel is worth 1,800x a netherite block pillar and you just cycle between them.
- Mob drops, loot and structure items with no recipe get sensible hand-set values instead of a placeholder.
- The whole thing runs a self-check on every world load and logs it if any of the above stops being true.
Prices are also bounded: nothing goes below half its base value or above 1.75x, no matter what you do to the market.
Getting started
Craft the Market Tablet:
I G I
R E R
I I I
I = iron ingot, G = glass pane, R = redstone, E = ender pearl
It runs on Forge Energy. Any FE charger works, or right-click a placed block of redstone with it if you're early game. It won't open on an empty battery.
Right-click to open the market. Pick a currency in the top corner if you'd rather see € or ¥ than credits.
Selling
Selling isn't instant. You put things up for sale and buyers show up over time - sometimes someone takes 2, sometimes someone takes 100, and sometimes nobody comes for a bit. Cheap goods move in bulk, expensive ones in ones and twos.
Two ways to sell:
- From the tablet - list items straight from your inventory.
- Shift-right-click a chest (or tank, for fluids) with the tablet to link it. You get a screen showing what's inside, and from there you can sell some of it, buy stuff into it, or set up a standing rule: auto-sell everything, keep 64 and sell the rest, or auto-buy up to a target amount. Auto-buy chests lock so nothing else pulls from them.
Buying is instant. You paid, you get it.
Setting up an order costs a bit of power. Keeping the tablet open costs a bit of power. That's it - nothing drains while a listing sits there waiting.
Prices move slowly on purpose
Sell 500 ingots and you'll get the same price for the 500th as the first. The market "finds out" over the next few days and the price slips then. So you don't see yourself getting less as a sale goes through - you see the consequence when you come back tomorrow.
There's also a slow random drift, so things you never touch still wander a few percent up and down.
Advancements
27 of them. You start with Capitalism™ for crafting the tablet, and it goes downhill from there through Dirt Merchant, Number Go Up, Leveraged to the Eyeballs and I Can Stop Anytime. They read your account, so if you've already done the thing you get it on your next trade.
Commands
/dyneco balance |
your money |
/dyneco price <item> |
what something's going for |
/dyneco why <item> |
how that price was worked out - which recipe, which inputs |
/dyneco currency <name> |
euro, dollar, yen, credits |
/dyneco debug on |
adds a row to the tablet where you can nudge any price or type one in, then hit Resolve all to re-derive everything built from it |
/dyneco item add/remove <item> |
put something in or take it out of the market |
/dyneco reload |
rebuild the price table |
The admin ones need op by default. Playing singleplayer without cheats (hardcore, say)? Set requireOpForCommands = false in config/dyneco-common.toml.
Fixing a price you don't like
Every pack is different and something will look wrong to you eventually. That's what debug mode is for. Turn it on, select the item, set the number, hit Resolve. It's saved to config/dyneco/anchors.json and survives restarts.
Because prices are derived, fixing one root item fixes everything made from it. Set copper ingots to 80 and every wire, plate, cable and circuit that uses copper follows. One good number at the bottom of a chain beats a hundred edits at the top.
If you want to see what the mod decided and why, config/dyneco/report_why.csv has every single price with the recipe and inputs that produced it.
What's not traded
Tools, weapons, armour, machines, anything with a block entity, vehicles, potions, music discs, spawn eggs. The idea is a resource market - the stuff you dig up, grow, kill for or process - not a shop that sells you a diamond pickaxe. /dyneco item add overrides this per item if you disagree.
Compatibility
Tested on Boundless Horizons (1.21.1, NeoForge, ~370 mods including Modern Industrialization, Mekanism, AE2, EnderIO, Powah, Occultism, Industrial Foregoing, Silent Gear, Better End). The derivation is generic and should work on any pack, but the hand-set base values were tuned on that one - expect to adjust a few things with debug mode if your pack is very different.
Mekanism chemicals, MI fluids and the like are all handled. Guns from TACZ and the aircraft mods are excluded by default because they're weapons and vehicles.
Singleplayer is the main use case. Works on servers; the economy is shared, so one player's dumping affects everyone's prices, which is either a feature or a problem depending on your friends.
Config
config/dyneco-common.toml has about 70 options with comments. The ones people actually touch:
priceFloorMult/priceCeilMult- the band prices stay in (0.5 / 1.75)stockConstant- how much has to be sold before a price moveslistingBuyerChance- how busy the market isdemandVolatility- how much prices drift on their owndenyItems/denyMods/allowItems- what's tradeablerequireOpForCommands


