Список изменений
v1.9.7 — Trade Post Overhaul
System Buying
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System no longer buys your entire listing at once — it now partially fills stacks over multiple checks, chipping away over time
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Cheap listings attract bigger fills — list below market and the system is likely to buy in bulk. List above market and it'll only ever take small amounts at a time
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System checks every 6 minutes and rolls independently per listing
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Cheaper listings always get priority — if two listings exist for the same item, the cheaper one always gets first shot at the system buy roll each interval
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Listings at or below market price have a 65% cumulative chance of at least one fill over their lifetime. At 130% that drops to 30%, at 175% it's basically never
Pricing & Fees
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All system logic (buy chance, quantity tier, listing fee, expiry window) now uses the 7-day median price as its reference instead of the live spot price — this prevents players from bulk buying to crash supply, inflating the spot price, then listing at what looks like "market rate" to exploit the system
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Listing fees now scale based on how far above the 7-day median you're listing, not the live price
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Overpriced listings expire faster — a listing at 200% of median only gets the minimum 1-hour window. At market price you get the full 1–2 hour random window
UI
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Buy chance label now shows cumulative sell probability over the listing lifetime, not the per-check roll — what you see is what you actually get
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Buy chance and fee preview in the listing panel both reference the 7-day median so the display matches what the server actually uses
Exploits Fixed
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Players can no longer buy an item from a listing and immediately relist it — the relist cooldown now applies to both the buyer and the seller
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Minimum listing quantity of 4 units for common items — prevents players from listing 1 unit of cheap items to squat listing slots at near-zero cost. Rare items (nether stars etc) are exempt and can still be listed as qty 1
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Demand events now scale the system buy cap rather than adding directly to the raw chance — previously a large demand spike could silently push the buy chance past its intended ceiling
Bug Fixes
- Fixed /markettoggle systembuy — the toggle existed but was never actually checked, so system buys would continue firing regardless. Now correctly stops all auto-buy rolls when disabled.

