Nomisma
Project Goal
To create a straightforward and intuitive currency system, perfectly suited for adventure maps, custom worlds, and economic systems.
Main Features
Coins
- Utilizes classic metals: iron, copper, and gold
- Excellent for RPG shops with an archaic aesthetic (no paper bills or credit cards)
- Coin denominations can be changed in the 2x2 crafting grid
- Some mobs have a chance to drop coins when killed by players (feature can be disabled)
- Coin textures and names can be modified via resource pack if desired
Denominations
Each subsequent coin in the list is worth 4 times more than the previous one and can be converted in the crafting grid. Denomination values are based on powers of four for easy scripting.
- Iron coin (value: 1)
- Iron coin pile (value: 4)
- Copper coin (value: 16)
- Copper coin pile (value: 64)
- Gold coin (value: 256)
- Gold coin pile (value: 1024)
Coin Purse
- Can hold billions of coins
- Coins can be extracted from the purse through the crafting grid, where the slot determines the denomination
- Coins picked up in the world automatically go into a purse in the player's inventory (can be disabled)
- Coins can be transferred to a purse by right-clicking
- Purses can be combined by transferring one into another
- Emeralds can be converted to equivalent coin value (default 16, can be disabled)
Villager Trading
All emeralds in villager trades are replaced with coins (can be disabled). Now you can trade with coins instead of emeralds! No more ridiculous deals like an emerald for a loaf of bread.
By default, each emerald is replaced with a copper coin (16 coins, can be configured).
Balance
- Coins cannot be created through crafting
- Coins can be melted in a furnace to obtain metal nuggets (copper nuggets require Create mod)
- Anti-farm system prevents abuse (can be disabled)
- Mob farms won't work, even with automation
Future Plans
- Adding coins to dungeon treasure
- Configuring loot tables for mob drops