The Economy

How coins work on Blacklight: your four pots of money, printed cash, the payment cascade, selling, and every route a coin is allowed to take.

Where your money actually sits

Coins do not live in one place. You hold them in up to four separate pots, and several systems care about which pot a coin is in.

PotWhat it isWhere it is heldCounted in your net worth
WalletLoose coins on your person. This is what most sinks charge and what most faucets pay into.Your player recordYes
Bank accountDeposited money at a bank. You have a home bank; the default one is the Ripe Iron Bank, a full reserve custodian.Your player record, one file with the walletYes
SavingsAn interest bearing pot on top of a bank account. Interest is a conserved transfer out of bank equity, never freshly minted money.Your player recordYes
NotesPrinted cash as real items in your inventory.Your inventory or any chestNo

/money shows you all four figures for yourself. Looking up another player shows their wallet only. /baltop ranks by total wealth, meaning wallet plus every account plus savings; faction treasuries are excluded, because a treasury is not a pocket. Where the tax engine reads a "net worth", that is total wealth minus outstanding debt.

The distinction that matters day to day: /pay moves money between accounts, most purchases charge the wallet, and notes are the only pot you can physically hand to someone.

The measured money supply

The server keeps a figure called M, the total amount of money in existence. Most games increment such a counter every time money moves, which means it drifts the moment one code path forgets to report. Blacklight does the opposite: M is recounted, not incremented. On a periodic task (every 5 minutes by default) and on first access, the ledger walks the real balances and adds them up.

What is summed: every wallet, every bank account, every savings pot, every faction treasury and every company account. The admin event account is parked separately rather than folded in, so prize money waiting to be handed out does not read as circulation.

The trade off is honest and worth knowing. A recount cannot drift and cannot be duped, because it reads the same authoritative balances the game charges against. In exchange it is a snapshot: M is only as fresh as the last recount.

Notes sit outside measured M on purpose. Turning wallet money into notes lowers M, redeeming them raises it again, and neither records a mint or a burn. It is mattress money. What is guaranteed is that the round trip is exact to the cent, not that M holds still while your cash is in item form.

On top of the recount, every legal way for coins to move is a named, audited route. There are eleven of them, and each one records what it did.

RouteWhat it doesEffect on M
payoutTaxed income into a wallet: job pay, sales, exploration rewards, bounties, votes.Mint
grantTreasuryIncome straight to a faction treasury with no individual earner, such as the faction income share.Mint
chargeA purchase whose base price parks in the admin event account rather than being destroyed.Neutral, money parks
burnA personal sink: buff purchases, forge repair, listing fees, ruin searches, claim costs, NPC upkeep.Burn
burnTreasuryThe same, paid out of a faction treasury.Burn
refundA conserved reversal of an earlier burn: a search that found nothing, a cancelled teleport, a rolled back hire, an expired bounty.Re-mint
chargeToTreasuryConserved rent from a wallet into a treasury, such as the teleporter owner's share.Neutral
saleTransferA regional shop sale as one transaction, with the owner faction's cut carved out of the groß exactly once.Neutral
marketTransferA market board purchase between players. The fee is burned; no faction tax applies.Neutral minus the fee
transferAccount to account with tax. This is what /pay rides on.Neutral
transferTreasuryTreasury to treasury, used by faction stock trading. Never taxed, never minted.Neutral

Behind all of that sits a tripwire. Any attempt to write a raw balance from a place that is not on the allow list is caught by a caller check on the balance primitives themselves. It can run silently, warn, or refuse outright. Its purpose is to make it impossible for a future feature to quietly mint money by writing a number instead of calling a route.

Physical cash: the four denominations

You can turn account money into printed notes and carry them, store them in a chest, or hand them to another player. There are four denominations.

ItemWorthBase materialRole
Note block10,000Gold blockThe large denomination
Note ingot1,000Gold ingotThe middle denomination
Note nugget100Gold nuggetThe small denomination
Loose coinThe exact remainderIron nuggetCarries whatever the three fixed steps cannot express

Minting. /bank note <amount|all> prints cash, and the ATM has a Notes screen with preset amounts if you would rather click than type. The amount is floored to the cent and broken into the fewest notes possible, with one loose coin carrying the exact remainder. The arithmetic is done in whole cents, so the notes you receive sum to exactly what left your wallet. Nothing is minted and nothing is lost in the conversion.

Redeeming. Right-click a note to redeem one. Sneak and right-click to redeem the whole stack. The note is destroyed before the wallet is credited, which is what makes it impossible to duplicate. You get an action bar confirmation, on Java and Bedrock alike.

The 10,000 note is built on a gold block, so it would normally be placeable. The interaction is cancelled precisely so it cannot be: a note you accidentally place would be a block in the world and its worth would be gone. A note in a chest is also never relabelled when the chest is opened, so the number written on it always matches what it will pay.

Two limits worth knowing before you press the button:

  • A single mint is capped at 45 stacks of notes. If your request would exceed that, it is refused before your wallet is touched. The system never truncates and then debits.
  • If the notes do not fit in your inventory, the overflow drops at your feet. It is never destroyed.

Notes of equal worth stack together. Notes of different worth do not, because the worth itself is the stacking discriminator.

The payment cascade

Most purchases charge your wallet. That used to mean a player with 200,000 in the bank and an empty wallet was refused at the till. The payment cascade fixes that without changing what any purchase costs.

The order is account, then wallet, then notes. When you buy something, the cascade first checks whether the total can be covered across all three, then moves whatever is needed into your wallet so the ordinary wallet charge succeeds. This is deliberately built as fund-then-charge rather than as a second payment path: every tax leg, every faction income leg and every ledger entry behaves exactly as it did before, because the actual charge is unchanged.

If any part of it fails, the whole thing unwinds and you are left exactly as you were. Affordability displays, such as the tick or cross on an NPC hire card or a bounty amount, ask the cascade rather than reading your wallet, so what the card promises is what the till will accept.

PurchaseOn the cascade
/shop, the Admin Event Shop, chunk claim upgradesYes
Regional shop purchase, market board purchase, market listing feeYes
Bounty placement, personal buff purchaseYes
Chunk claim (your personal share) and faction treasury depositYes
NPC hire, manual NPC upkeep top up, builder materialsYes
Teleporter fee (both legs under one reservation, so you cannot be half charged)Yes
Forge repair and reforge, ruin search, company charter and listing, skill respecYes
/payNo. It is a bank wire by design and already draws from your account.
Automatic hourly NPC upkeepNo. It runs while you are offline, and reading notes out of an inventory needs you present.
Anything paid from a faction treasuryNo. A treasury has no account and no notes.

One rough edge is documented rather than hidden: bank commodity, bullion and vault charges are debited from the account directly and do not go through the cascade. If you want to buy metal at a bank counter, the money needs to be in the account.

Selling goods with sneak and right-click

Several goods sell straight out of your hand. Hold the stack, sneak and right-click. The items are removed first and only then is the money paid, which is the same anti duplication ordering the notes use.

The payment goes through the taxed income funnel, never a raw deposit. Two consequences follow. Your faction's tax applies to the sale, and any active income booster multiplies the groß before the tax is quoted, so the faction's cut scales with your boost rather than being calculated separately.

GoodDefault sell valueGesture
Hemp leaf8Sneak and right-click sells the stack
Hemp fibre20Sneak and right-click sells the stack
Cannabis bud55Sneak and right-click sells the stack
Cured cannabis120Sneak and right-click sells the stack; a plain right-click still eats it
Rift Shard250Sneak and right-click sells the stack; a plain right-click consumes one for the combat buff
Relic CoinConfig valueRight-click sells the stack

Two details that catch people out:

  • If you have the Rift Hunter ability slotted, sneak and right-click with a Rift Shard triggers the ability instead of the sale. The ability wins, deliberately, and the sale does not also fire. A plain right-click to consume one shard still works; rebind the ability tool if the collision bothers you.
  • Relic Coin sales of 10,000 or more are written to the audit log. Nothing is blocked, it is simply recorded.

These hand sales are the fastest route but not the only one. Any item at all can be listed on the market board or in a regional shop, and those carry their own fee structures.

What things are worth: the base value table

The server ships a table of 1,219 goods with a stored base value. It is the single reference for "what is this item worth" wherever a system needs a number that does not move with player pricing.

ItemBase value
Glass pane0.23
Oak planks0.55
Stone bricks0.88
Oak stairs0.91
White carpet2.93
Diamond100.0

These are not shop prices and you cannot sell a diamond for exactly 100 anywhere. The table is a valuation reference, and it is used for:

  • What the builder NPC charges you per block of material
  • What the Event Shop offers for a consignment
  • The consumer price basket the inflation index is measured against
  • Appraising what a grave or a destroyed stash was worth
  • Measuring real output, so the economy's production figure is inflation independent by construction

A base value of zero means unmeasured, not free. An item missing from the table contributes nothing to the output measure and is skipped by the appraisers rather than treated as worthless. If you notice a good that should clearly be valued and is not, that is a real gap worth reporting.

Handing money to another player

There are two honest ways to move money to another person, and they are deliberately different in cost.

The bank wire

/pay <player> <amount> is an account to account transfer. It draws from your account, not your wallet, so money you are carrying loose has to be deposited first. You must be standing within 6 blocks of a registered ATM or Helpdesk, which is what makes a wire a thing you go somewhere to do. The ATM has a Pay button that hands you the command already typed.

The payer carries the whole cost. You pay the amount plus the bank's flat pay fee plus your own faction's tax, and the recipient receives the full amount with nothing deducted. The fee defaults to 10 coins and is capped at 1,000; it goes to the paying bank's capital, which is how a bank earns from real activity. The tax goes to your faction's treasury, not the recipient's.

If you cannot cover amount plus fee plus tax, the transfer is refused outright and tells you the exact shortfall. There is no partial pay. An offline recipient is supported: their account is credited and they see it next time they check.

Cash in hand

Mint notes with /bank note and hand them over. This is the only fee-free way to give money to another player, and it is untaxed too. There is no distance requirement, no proximity to a bank, and no record of who handed what to whom.

RouteFeeFaction taxNeeds a bank nearbyWorks while the other player is offline
/payFlat pay fee, 10 by defaultYes, payer's factionYes, within 6 blocksYes
Cash notesNoneNoneOnly to mint themNo, you have to hand them over
Market board5 percent, reducible to 1 to 4 percent by buffs, plus a listing feeNone, it is player to playerNoYes
Regional shopThe owner faction's shop tax, capped at 50 percentSeller side, carved from the großNoYes

That split is the design, not an oversight. Banking is convenient, auditable and costs a little; cash is free, private and has to be carried.

Earning, spending and where to read next

For a sense of scale: a mid-game player at Expert or Master rank earns roughly 15,000 to 40,000 coins per hour of focused job play. A fresh Apprentice earns about 5,000 to 10,000 per hour. Fixed prices are set against a rough 25,000 per hour reference, so a price tag doubles as a time-to-afford estimate.

Fixed purchasePrice
Chunk reveal token1,500
Faction home scroll10,000
Particle effect12,000
Faction chunk upgrade, tiers 1 to 315,000 / 35,000 / 70,000
Nametag colour25,000
Custom death message25,000
Faction rename voucher75,000

Every one of those labels is generated from the same number the till charges, so the price you read is the price you pay, tax included.

The income booster ladder deserves a word, because it changes direction halfway up. Levels 1 to 5 pay for themselves if you actually play the hours you bought; levels 6 to 10 cost more than they can return and are a prestige sink by design. Level 10 costs roughly 193 percent of what it can earn back.

Much of the banking, taxation and market machinery described here is recent and is marked in the project's own notes as code-written and not yet server-verified. Numbers and behaviour can still shift as it gets exercised on the live server.

  • Banking for accounts, savings, loans, ATMs and helpdesks.
  • Taxes for how a faction sets flat, progressive or rule-based rates and who they fall on.
  • Markets for the market board, regional shops and the fee structures each one carries.
  • Boosters for the full ladder and what each effect multiplies.
  • Jobs for where the coins come from in the first place, across all 15 professions.