Explore Ecotale plugin ecosystem integration for economy module #20

Description

@derrickmehaffy

Feature Description

Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

Ecotale Plugins to Explore

PluginCurseForgePotential Integration
Ecotale (Core)LinkMain economy mod - base dependency
Ecotale MarketplaceLinkFaction marketplaces
Ecotale JobsLinkFaction guilds / jobs system
Ecotale CoinsLinkPhysical currency for raids/wars

Proposed Integrations

1. Faction Marketplaces (Ecotale Marketplace)

  • Factions could have their own marketplace stalls/shops
  • Territory-based market access (only accessible in faction territory?)
  • Faction taxes on marketplace transactions
  • Alliance trade agreements / discounts

2. Faction Guilds / Jobs (Ecotale Jobs)

  • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
  • Jobs that can be posted for your own faction members
  • Jobs that can be posted for other factions (mercenary work, resource gathering)
  • Faction reputation system based on completed jobs

3. Physical Currency Rewards (Ecotale Coins)

  • War/raid rewards paid in physical currency (lootable)
  • Faction treasury stored as physical coins (raidable?)
  • Bounty system using physical currency
  • Makes raiding more rewarding and risky

Implementation Approach

  1. Research Phase

    • Contact Ecotale maintainer about API availability
    • Review Ecotale documentation (if available)
    • Decompile and analyze Ecotale plugins for integration points
      • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
    • Determine if soft-dependency approach is feasible
  2. Design Phase

    • Design economy module config structure
    • Plan which features require which Ecotale plugins
    • Design graceful degradation when plugins are missing
  3. Implementation Phase

    • Create EcotaleIntegration class (reflection-based soft dependency)
    • Implement marketplace hooks
    • Implement jobs hooks
    • Implement physical currency hooks

Configuration (Proposed)

{
"economy": {
"enabled": false,
"provider": "vaultunlocked",
"ecotale": {
"enabled": false,
"marketplace": {
"enabled": false,
"factionStalls": true,
"taxRate": 0.05
},
"jobs": {
"enabled": false,
"factionGuilds": true
},
"physicalCurrency": {
"enabled": false,
"raidRewards": true,
"factionTreasury": false
}
}
}
}

Dependencies

  • Required: VaultUnlocked (for basic economy)
  • Optional: Ecotale (core)
  • Optional: Ecotale Marketplace
  • Optional: Ecotale Jobs
  • Optional: Ecotale Coins

Open Questions

  • Does Ecotale have a public API?
  • Is the maintainer open to integration/collaboration?
  • What events/hooks does Ecotale expose?
  • License compatibility?

Priority

Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

Related

  • VaultUnlocked integration (existing)
  • Future war/raid mechanics
  • Faction permissions system

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Type

    No type

    Projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions

    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content

    Explore Ecotale plugin ecosystem integration for economy module #20

    Description

    @derrickmehaffy

    Feature Description

    Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

    Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

    Ecotale Plugins to Explore

    PluginCurseForgePotential Integration
    Ecotale (Core)LinkMain economy mod - base dependency
    Ecotale MarketplaceLinkFaction marketplaces
    Ecotale JobsLinkFaction guilds / jobs system
    Ecotale CoinsLinkPhysical currency for raids/wars

    Proposed Integrations

    1. Faction Marketplaces (Ecotale Marketplace)

    • Factions could have their own marketplace stalls/shops
    • Territory-based market access (only accessible in faction territory?)
    • Faction taxes on marketplace transactions
    • Alliance trade agreements / discounts

    2. Faction Guilds / Jobs (Ecotale Jobs)

    • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
    • Jobs that can be posted for your own faction members
    • Jobs that can be posted for other factions (mercenary work, resource gathering)
    • Faction reputation system based on completed jobs

    3. Physical Currency Rewards (Ecotale Coins)

    • War/raid rewards paid in physical currency (lootable)
    • Faction treasury stored as physical coins (raidable?)
    • Bounty system using physical currency
    • Makes raiding more rewarding and risky

    Implementation Approach

    1. Research Phase

      • Contact Ecotale maintainer about API availability
      • Review Ecotale documentation (if available)
      • Decompile and analyze Ecotale plugins for integration points
        • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
      • Determine if soft-dependency approach is feasible
    2. Design Phase

      • Design economy module config structure
      • Plan which features require which Ecotale plugins
      • Design graceful degradation when plugins are missing
    3. Implementation Phase

      • Create EcotaleIntegration class (reflection-based soft dependency)
      • Implement marketplace hooks
      • Implement jobs hooks
      • Implement physical currency hooks

    Configuration (Proposed)

    {
    "economy": {
    "enabled": false,
    "provider": "vaultunlocked",
    "ecotale": {
    "enabled": false,
    "marketplace": {
    "enabled": false,
    "factionStalls": true,
    "taxRate": 0.05
    },
    "jobs": {
    "enabled": false,
    "factionGuilds": true
    },
    "physicalCurrency": {
    "enabled": false,
    "raidRewards": true,
    "factionTreasury": false
    }
    }
    }
    }

    Dependencies

    • Required: VaultUnlocked (for basic economy)
    • Optional: Ecotale (core)
    • Optional: Ecotale Marketplace
    • Optional: Ecotale Jobs
    • Optional: Ecotale Coins

    Open Questions

    • Does Ecotale have a public API?
    • Is the maintainer open to integration/collaboration?
    • What events/hooks does Ecotale expose?
    • License compatibility?

    Priority

    Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

    Related

    • VaultUnlocked integration (existing)
    • Future war/raid mechanics
    • Faction permissions system

    Metadata

    Metadata

    Assignees

    No one assigned

      Labels

      enhancementNew feature or request

      Type

      No type

      Projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content

      Explore Ecotale plugin ecosystem integration for economy module #20

      Description

      @derrickmehaffy

      Feature Description

      Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

      Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

      Ecotale Plugins to Explore

      PluginCurseForgePotential Integration
      Ecotale (Core)LinkMain economy mod - base dependency
      Ecotale MarketplaceLinkFaction marketplaces
      Ecotale JobsLinkFaction guilds / jobs system
      Ecotale CoinsLinkPhysical currency for raids/wars

      Proposed Integrations

      1. Faction Marketplaces (Ecotale Marketplace)

      • Factions could have their own marketplace stalls/shops
      • Territory-based market access (only accessible in faction territory?)
      • Faction taxes on marketplace transactions
      • Alliance trade agreements / discounts

      2. Faction Guilds / Jobs (Ecotale Jobs)

      • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
      • Jobs that can be posted for your own faction members
      • Jobs that can be posted for other factions (mercenary work, resource gathering)
      • Faction reputation system based on completed jobs

      3. Physical Currency Rewards (Ecotale Coins)

      • War/raid rewards paid in physical currency (lootable)
      • Faction treasury stored as physical coins (raidable?)
      • Bounty system using physical currency
      • Makes raiding more rewarding and risky

      Implementation Approach

      1. Research Phase

        • Contact Ecotale maintainer about API availability
        • Review Ecotale documentation (if available)
        • Decompile and analyze Ecotale plugins for integration points
          • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
        • Determine if soft-dependency approach is feasible
      2. Design Phase

        • Design economy module config structure
        • Plan which features require which Ecotale plugins
        • Design graceful degradation when plugins are missing
      3. Implementation Phase

        • Create EcotaleIntegration class (reflection-based soft dependency)
        • Implement marketplace hooks
        • Implement jobs hooks
        • Implement physical currency hooks

      Configuration (Proposed)

      {
      "economy": {
      "enabled": false,
      "provider": "vaultunlocked",
      "ecotale": {
      "enabled": false,
      "marketplace": {
      "enabled": false,
      "factionStalls": true,
      "taxRate": 0.05
      },
      "jobs": {
      "enabled": false,
      "factionGuilds": true
      },
      "physicalCurrency": {
      "enabled": false,
      "raidRewards": true,
      "factionTreasury": false
      }
      }
      }
      }

      Dependencies

      • Required: VaultUnlocked (for basic economy)
      • Optional: Ecotale (core)
      • Optional: Ecotale Marketplace
      • Optional: Ecotale Jobs
      • Optional: Ecotale Coins

      Open Questions

      • Does Ecotale have a public API?
      • Is the maintainer open to integration/collaboration?
      • What events/hooks does Ecotale expose?
      • License compatibility?

      Priority

      Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

      Related

      • VaultUnlocked integration (existing)
      • Future war/raid mechanics
      • Faction permissions system

      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        enhancementNew feature or request

        Type

        No type

        Projects

        Milestone

        No milestone

        Relationships

        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content

        Explore Ecotale plugin ecosystem integration for economy module #20

        Description

        @derrickmehaffy

        Feature Description

        Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

        Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

        Ecotale Plugins to Explore

        PluginCurseForgePotential Integration
        Ecotale (Core)LinkMain economy mod - base dependency
        Ecotale MarketplaceLinkFaction marketplaces
        Ecotale JobsLinkFaction guilds / jobs system
        Ecotale CoinsLinkPhysical currency for raids/wars

        Proposed Integrations

        1. Faction Marketplaces (Ecotale Marketplace)

        • Factions could have their own marketplace stalls/shops
        • Territory-based market access (only accessible in faction territory?)
        • Faction taxes on marketplace transactions
        • Alliance trade agreements / discounts

        2. Faction Guilds / Jobs (Ecotale Jobs)

        • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
        • Jobs that can be posted for your own faction members
        • Jobs that can be posted for other factions (mercenary work, resource gathering)
        • Faction reputation system based on completed jobs

        3. Physical Currency Rewards (Ecotale Coins)

        • War/raid rewards paid in physical currency (lootable)
        • Faction treasury stored as physical coins (raidable?)
        • Bounty system using physical currency
        • Makes raiding more rewarding and risky

        Implementation Approach

        1. Research Phase

          • Contact Ecotale maintainer about API availability
          • Review Ecotale documentation (if available)
          • Decompile and analyze Ecotale plugins for integration points
            • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
          • Determine if soft-dependency approach is feasible
        2. Design Phase

          • Design economy module config structure
          • Plan which features require which Ecotale plugins
          • Design graceful degradation when plugins are missing
        3. Implementation Phase

          • Create EcotaleIntegration class (reflection-based soft dependency)
          • Implement marketplace hooks
          • Implement jobs hooks
          • Implement physical currency hooks

        Configuration (Proposed)

        {
        "economy": {
        "enabled": false,
        "provider": "vaultunlocked",
        "ecotale": {
        "enabled": false,
        "marketplace": {
        "enabled": false,
        "factionStalls": true,
        "taxRate": 0.05
        },
        "jobs": {
        "enabled": false,
        "factionGuilds": true
        },
        "physicalCurrency": {
        "enabled": false,
        "raidRewards": true,
        "factionTreasury": false
        }
        }
        }
        }

        Dependencies

        • Required: VaultUnlocked (for basic economy)
        • Optional: Ecotale (core)
        • Optional: Ecotale Marketplace
        • Optional: Ecotale Jobs
        • Optional: Ecotale Coins

        Open Questions

        • Does Ecotale have a public API?
        • Is the maintainer open to integration/collaboration?
        • What events/hooks does Ecotale expose?
        • License compatibility?

        Priority

        Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

        Related

        • VaultUnlocked integration (existing)
        • Future war/raid mechanics
        • Faction permissions system

        Metadata

        Metadata

        Assignees

        No one assigned

          Labels

          enhancementNew feature or request

          Type

          No type

          Projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content

          Explore Ecotale plugin ecosystem integration for economy module #20

          Description

          @derrickmehaffy

          Feature Description

          Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

          Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

          Ecotale Plugins to Explore

          PluginCurseForgePotential Integration
          Ecotale (Core)LinkMain economy mod - base dependency
          Ecotale MarketplaceLinkFaction marketplaces
          Ecotale JobsLinkFaction guilds / jobs system
          Ecotale CoinsLinkPhysical currency for raids/wars

          Proposed Integrations

          1. Faction Marketplaces (Ecotale Marketplace)

          • Factions could have their own marketplace stalls/shops
          • Territory-based market access (only accessible in faction territory?)
          • Faction taxes on marketplace transactions
          • Alliance trade agreements / discounts

          2. Faction Guilds / Jobs (Ecotale Jobs)

          • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
          • Jobs that can be posted for your own faction members
          • Jobs that can be posted for other factions (mercenary work, resource gathering)
          • Faction reputation system based on completed jobs

          3. Physical Currency Rewards (Ecotale Coins)

          • War/raid rewards paid in physical currency (lootable)
          • Faction treasury stored as physical coins (raidable?)
          • Bounty system using physical currency
          • Makes raiding more rewarding and risky

          Implementation Approach

          1. Research Phase

            • Contact Ecotale maintainer about API availability
            • Review Ecotale documentation (if available)
            • Decompile and analyze Ecotale plugins for integration points
              • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
            • Determine if soft-dependency approach is feasible
          2. Design Phase

            • Design economy module config structure
            • Plan which features require which Ecotale plugins
            • Design graceful degradation when plugins are missing
          3. Implementation Phase

            • Create EcotaleIntegration class (reflection-based soft dependency)
            • Implement marketplace hooks
            • Implement jobs hooks
            • Implement physical currency hooks

          Configuration (Proposed)

          {
          "economy": {
          "enabled": false,
          "provider": "vaultunlocked",
          "ecotale": {
          "enabled": false,
          "marketplace": {
          "enabled": false,
          "factionStalls": true,
          "taxRate": 0.05
          },
          "jobs": {
          "enabled": false,
          "factionGuilds": true
          },
          "physicalCurrency": {
          "enabled": false,
          "raidRewards": true,
          "factionTreasury": false
          }
          }
          }
          }

          Dependencies

          • Required: VaultUnlocked (for basic economy)
          • Optional: Ecotale (core)
          • Optional: Ecotale Marketplace
          • Optional: Ecotale Jobs
          • Optional: Ecotale Coins

          Open Questions

          • Does Ecotale have a public API?
          • Is the maintainer open to integration/collaboration?
          • What events/hooks does Ecotale expose?
          • License compatibility?

          Priority

          Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

          Related

          • VaultUnlocked integration (existing)
          • Future war/raid mechanics
          • Faction permissions system

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            enhancementNew feature or request

            Type

            No type

            Projects

            Milestone

            No milestone

            Relationships

            None yet

            Development

            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content

            Explore Ecotale plugin ecosystem integration for economy module #20

            Description

            @derrickmehaffy

            Feature Description

            Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

            Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

            Ecotale Plugins to Explore

            PluginCurseForgePotential Integration
            Ecotale (Core)LinkMain economy mod - base dependency
            Ecotale MarketplaceLinkFaction marketplaces
            Ecotale JobsLinkFaction guilds / jobs system
            Ecotale CoinsLinkPhysical currency for raids/wars

            Proposed Integrations

            1. Faction Marketplaces (Ecotale Marketplace)

            • Factions could have their own marketplace stalls/shops
            • Territory-based market access (only accessible in faction territory?)
            • Faction taxes on marketplace transactions
            • Alliance trade agreements / discounts

            2. Faction Guilds / Jobs (Ecotale Jobs)

            • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
            • Jobs that can be posted for your own faction members
            • Jobs that can be posted for other factions (mercenary work, resource gathering)
            • Faction reputation system based on completed jobs

            3. Physical Currency Rewards (Ecotale Coins)

            • War/raid rewards paid in physical currency (lootable)
            • Faction treasury stored as physical coins (raidable?)
            • Bounty system using physical currency
            • Makes raiding more rewarding and risky

            Implementation Approach

            1. Research Phase

              • Contact Ecotale maintainer about API availability
              • Review Ecotale documentation (if available)
              • Decompile and analyze Ecotale plugins for integration points
                • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
              • Determine if soft-dependency approach is feasible
            2. Design Phase

              • Design economy module config structure
              • Plan which features require which Ecotale plugins
              • Design graceful degradation when plugins are missing
            3. Implementation Phase

              • Create EcotaleIntegration class (reflection-based soft dependency)
              • Implement marketplace hooks
              • Implement jobs hooks
              • Implement physical currency hooks

            Configuration (Proposed)

            {
            "economy": {
            "enabled": false,
            "provider": "vaultunlocked",
            "ecotale": {
            "enabled": false,
            "marketplace": {
            "enabled": false,
            "factionStalls": true,
            "taxRate": 0.05
            },
            "jobs": {
            "enabled": false,
            "factionGuilds": true
            },
            "physicalCurrency": {
            "enabled": false,
            "raidRewards": true,
            "factionTreasury": false
            }
            }
            }
            }

            Dependencies

            • Required: VaultUnlocked (for basic economy)
            • Optional: Ecotale (core)
            • Optional: Ecotale Marketplace
            • Optional: Ecotale Jobs
            • Optional: Ecotale Coins

            Open Questions

            • Does Ecotale have a public API?
            • Is the maintainer open to integration/collaboration?
            • What events/hooks does Ecotale expose?
            • License compatibility?

            Priority

            Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

            Related

            • VaultUnlocked integration (existing)
            • Future war/raid mechanics
            • Faction permissions system

            Metadata

            Metadata

            Assignees

            No one assigned

              Labels

              enhancementNew feature or request

              Type

              No type

              Projects

              Milestone

              No milestone

              Relationships

              None yet

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              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              Explore Ecotale plugin ecosystem integration for economy module #20

              Description

              @derrickmehaffy

              Feature Description

              Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

              Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

              Ecotale Plugins to Explore

              PluginCurseForgePotential Integration
              Ecotale (Core)LinkMain economy mod - base dependency
              Ecotale MarketplaceLinkFaction marketplaces
              Ecotale JobsLinkFaction guilds / jobs system
              Ecotale CoinsLinkPhysical currency for raids/wars

              Proposed Integrations

              1. Faction Marketplaces (Ecotale Marketplace)

              • Factions could have their own marketplace stalls/shops
              • Territory-based market access (only accessible in faction territory?)
              • Faction taxes on marketplace transactions
              • Alliance trade agreements / discounts

              2. Faction Guilds / Jobs (Ecotale Jobs)

              • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
              • Jobs that can be posted for your own faction members
              • Jobs that can be posted for other factions (mercenary work, resource gathering)
              • Faction reputation system based on completed jobs

              3. Physical Currency Rewards (Ecotale Coins)

              • War/raid rewards paid in physical currency (lootable)
              • Faction treasury stored as physical coins (raidable?)
              • Bounty system using physical currency
              • Makes raiding more rewarding and risky

              Implementation Approach

              1. Research Phase

                • Contact Ecotale maintainer about API availability
                • Review Ecotale documentation (if available)
                • Decompile and analyze Ecotale plugins for integration points
                  • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
                • Determine if soft-dependency approach is feasible
              2. Design Phase

                • Design economy module config structure
                • Plan which features require which Ecotale plugins
                • Design graceful degradation when plugins are missing
              3. Implementation Phase

                • Create EcotaleIntegration class (reflection-based soft dependency)
                • Implement marketplace hooks
                • Implement jobs hooks
                • Implement physical currency hooks

              Configuration (Proposed)

              {
              "economy": {
              "enabled": false,
              "provider": "vaultunlocked",
              "ecotale": {
              "enabled": false,
              "marketplace": {
              "enabled": false,
              "factionStalls": true,
              "taxRate": 0.05
              },
              "jobs": {
              "enabled": false,
              "factionGuilds": true
              },
              "physicalCurrency": {
              "enabled": false,
              "raidRewards": true,
              "factionTreasury": false
              }
              }
              }
              }

              Dependencies

              • Required: VaultUnlocked (for basic economy)
              • Optional: Ecotale (core)
              • Optional: Ecotale Marketplace
              • Optional: Ecotale Jobs
              • Optional: Ecotale Coins

              Open Questions

              • Does Ecotale have a public API?
              • Is the maintainer open to integration/collaboration?
              • What events/hooks does Ecotale expose?
              • License compatibility?

              Priority

              Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

              Related

              • VaultUnlocked integration (existing)
              • Future war/raid mechanics
              • Faction permissions system

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                Milestone

                No milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content

                Explore Ecotale plugin ecosystem integration for economy module #20

                Description

                @derrickmehaffy

                Feature Description

                Explore deeper integrations with the Ecotale plugin ecosystem for HyperFactions economy features. These would be optional integrations for server owners who want to enable an advanced economy module.

                Note: Basic economy integration is already available via VaultUnlocked. This proposal is for deeper, faction-specific economy features.

                Ecotale Plugins to Explore

                PluginCurseForgePotential Integration
                Ecotale (Core)LinkMain economy mod - base dependency
                Ecotale MarketplaceLinkFaction marketplaces
                Ecotale JobsLinkFaction guilds / jobs system
                Ecotale CoinsLinkPhysical currency for raids/wars

                Proposed Integrations

                1. Faction Marketplaces (Ecotale Marketplace)

                • Factions could have their own marketplace stalls/shops
                • Territory-based market access (only accessible in faction territory?)
                • Faction taxes on marketplace transactions
                • Alliance trade agreements / discounts

                2. Faction Guilds / Jobs (Ecotale Jobs)

                • Create faction-specific jobs ("Mine for [Faction Name]", "Guard duty", etc.)
                • Jobs that can be posted for your own faction members
                • Jobs that can be posted for other factions (mercenary work, resource gathering)
                • Faction reputation system based on completed jobs

                3. Physical Currency Rewards (Ecotale Coins)

                • War/raid rewards paid in physical currency (lootable)
                • Faction treasury stored as physical coins (raidable?)
                • Bounty system using physical currency
                • Makes raiding more rewarding and risky

                Implementation Approach

                1. Research Phase

                  • Contact Ecotale maintainer about API availability
                  • Review Ecotale documentation (if available)
                  • Decompile and analyze Ecotale plugins for integration points
                    • Dev provided permission for all mods except marketplace strictly for LEARNING and STUDY only, need their express permission to use or copy any code, logic, or UI information. Permission was given on 2025/02/04 via discord dm
                  • Determine if soft-dependency approach is feasible
                2. Design Phase

                  • Design economy module config structure
                  • Plan which features require which Ecotale plugins
                  • Design graceful degradation when plugins are missing
                3. Implementation Phase

                  • Create EcotaleIntegration class (reflection-based soft dependency)
                  • Implement marketplace hooks
                  • Implement jobs hooks
                  • Implement physical currency hooks

                Configuration (Proposed)

                {
                "economy": {
                "enabled": false,
                "provider": "vaultunlocked",
                "ecotale": {
                "enabled": false,
                "marketplace": {
                "enabled": false,
                "factionStalls": true,
                "taxRate": 0.05
                },
                "jobs": {
                "enabled": false,
                "factionGuilds": true
                },
                "physicalCurrency": {
                "enabled": false,
                "raidRewards": true,
                "factionTreasury": false
                }
                }
                }
                }

                Dependencies

                • Required: VaultUnlocked (for basic economy)
                • Optional: Ecotale (core)
                • Optional: Ecotale Marketplace
                • Optional: Ecotale Jobs
                • Optional: Ecotale Coins

                Open Questions

                • Does Ecotale have a public API?
                • Is the maintainer open to integration/collaboration?
                • What events/hooks does Ecotale expose?
                • License compatibility?

                Priority

                Low - This is exploratory for future versions. Current VaultUnlocked integration covers basic economy needs.

                Related

                • VaultUnlocked integration (existing)
                • Future war/raid mechanics
                • Faction permissions system

                Metadata

                Metadata

                Assignees

                No one assigned

                  Labels

                  enhancementNew feature or request

                  Type

                  No type

                  Projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions