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Solo Economy project artwork

CurseForge · Minecraft mod

Solo Economy

Sell what you gather and buy what you need, at a market whose prices move with supply and demand.

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Quick answer

Which Solo Economy release should I use?

Updated 3 days ago
beta file soloeconomy-0.3.3
Game version 1.21.1
Loader NeoForge

Solo Economy soloeconomy-0.3.3 targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Solo Economy required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Solo Economy soloeconomy-0.3.3 need?

soloeconomy-0.3.3. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Solo Economy without breaking your instance.

Built for Solo Economy soloeconomy-0.3.3. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use soloeconomy-0.3.3. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside soloeconomy-0.3.3. It opens that exact file at the source.

About this project

What does Solo Economy add?

A real market for single-player worlds. Sell what you mine, farm and loot. Buy what you need. Prices react to what you've been doing, so dumping a chest of diamonds tanks the diamond price and buying up iron makes it climb.

Multiplayer servers get an economy for free: other players. Solo worlds don't, and trading is whatever villager offers you happen to roll. Solo Economy gives you a market that will buy almost anything you bring it and sell you almost anything you're missing.

Getting started Craft a Market Stall from 5 planks, a chest and an emerald. Right-click it to open the market. Deposit your emeralds, then click the Sell or Buy price on any row. Hire a Broker (optional). Place the stall near an unemployed villager. They'll take the job, and trading at that stall gets 25% cheaper. Features 🏪 Market Stall A block that opens the market. It works on its own, and a villager can take it as a job site.

🧑‍💼 Broker villager A new villager profession. A Broker working a stall cuts that stall's trading fees by a quarter, so hiring one is a real upgrade rather than decoration.

💎 Emerald account Emeralds are the currency, kept as a balance rather than in your inventory, so a big sale never buries you in stacks. Deposit and Withdraw at any stall, always 1:1. Your balance is shown in the corner of your screen.

🔎 The market screen Search, sort (A–Z, cheapest, priciest), and an In bag filter that lists only what you're carrying Scrolling list with a draggable scrollbar Quantity buttons: 1, 8, 64, or All. All sells everything you're carrying, or buys as many as you can afford Cost preview: hover any row to see the exact total before you click Supply tooltips tell you whether an item is oversupplied or in demand right now 📈 Prices that move 944 tradeable items in vanilla Selling lowers the price, buying raises it. A stack of diamonds moves the diamond price about 15%. Cheap goods like dirt have deep markets and barely move, but a double chest of dirt still will. Markets recover halfway back to normal every in-game day, so a market you flooded on Monday is worth revisiting by Wednesday. Bulk trades are priced unit by unit, so selling 64 at once is never worse than selling them one at a time. There's no reason to click 64 times. 🧱 Crafted items are priced from their ingredients About 225 raw materials have set prices. Everything else is priced from the ingredients of its cheapest recipe:

A diamond block is worth its nine diamonds. Selling one moves the diamond price exactly as selling nine diamonds would. Selling pays for the materials. Buying something pre-made adds a small fee per crafting step, so crafting it yourself always saves. Crafting isn't a money machine. Buying ingredients to craft and sell loses a little at normal prices, so your income comes from gathering, not from gaming the prices. For modpack makers Configuration lives in config/soloeconomy-server.toml:

Setting Default What it does spread 0.10 The market's cut on every trade craftMarkup 1.12 Fee per crafting step when buying pre-made goods elasticity 0.6 How strongly prices react to supply marketDepth 1024 How much trading it takes to move a price recoveryPerDay 0.5 How fast markets return to normal minPriceMultiplier / maxPriceMultiplier 0.2 / 5.0 Price floor and ceiling brokerSpreadMultiplier 0.75 Fee reduction when a Broker works the stall startingBalance 0 Emeralds a new player starts with Custom prices: add a datapack with data/soloeconomy/base_prices.json to change or add prices. Packs stack, and changes apply on /reload. Only set prices for raw materials; crafted items are priced from their ingredients automatically.

Pricing check: every time prices load, the mod checks every recipe. If a pricing change makes any item profitable to craft and sell, it logs an error naming the recipe.

What can't be traded Emeralds and emerald blocks. Use Deposit and Withdraw instead. Damaged, enchanted or renamed items, and containers with items inside Water buckets, and creative-only blocks such as bedrock and spawners Known limitations This is an early release.

Placeholder art. The stall and Broker textures are temporary. Not yet tradeable: netherite tools and armour (smithing recipes aren't supported yet), potions, spawn eggs, music discs, pottery sherds and smithing templates. Modded items are mostly untradeable unless a datapack gives their raw materials prices. The balance display sits in the top-right corner and may overlap a minimap. Built for single-player. On a server, all players share one market. English only. Requirements Minecraft 1.21.1 NeoForge (built on 21.1.209) Required on both client and server Found a bug or a price that looks wrong? Leave a comment. If you've found a way to make money from nothing, I especially want to hear about it.

Project description from CurseForge.

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Solo Economy by Minecraft version and loader

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1 available setups

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Recent files

Solo Economy versions and loaders

7 of 7 releases match

Looking for an older file? The official CurseForge project page is in Resources.