Nexus economy • Minecraft 26.3 / NeoForge

Nexus Exchange

Buy resources, sell complete packages, gamble or turn passive Nexus production into the goods you need.

Using the Exchange tab

  1. Open a placed Nexus Core and select Exchange. Trading itself does not require an active invasion or Nexus level 10.
  2. Keep payment in your main inventory or hotbar. Manual trades take ingredients from those 36 slots and deliver the result there. Armor, offhand and the Nexus input/output slots are not payment sources.
  3. Choose Buy items, then click Buy for one complete package or Max for as many complete packages as you can pay for and hold.

Use Search trades… to find a product, and Sort for Name A–Z, Name Z–A, Cost: low or Cost: high. Scroll with the mouse wheel or drag the scrollbar. Hover a row or action for its full name, input/output quantities and price. The list adapts to window height; your inventory slots remain visible.

Complete packages only: a normal purchase or sale that cannot fit its whole result consumes nothing for that package. Max stops at the last affordable package that fits. Payment can free inventory space during the trade. Manual trades do not drop overflow; Gamble and automatic production have separate overflow rules.

A Player Nexus owner opens Exchange from the button in the normal player inventory; the Inventory button returns to that inventory. Player-owned and Versus Nexuses restrict their menus to their owner. A stationary Nexus lets you collect output in its main tab before spending it here.

For tab placement, scaling and slot labels, see Nexus menu navigation and input/output and payment hints.

Exchange packages and prices

Convert 9 Small Remnants into 1 Rift Flux using Buy or Max. This conversion is only available in the buy direction and is excluded from Auto Buy and Gamble.

9 Small Remnants
→ 1 Rift Flux

Each row below is one full package. Buy pays the listed Flux and gives the package; Sell takes that entire package and gives the same Flux amount. The final column is the unconditional chance of winning that package on one Gamble.

Fixed Nexus trades — Minecraft 26.3 / NeoForge
Item packageFlux cost / returnGamble chance
10 Gunpowder
1 Rift Flux11.77%
1 Diamond
4 Rift Flux2.94%
1 Emerald
8 Rift Flux1.47%
1 Netherite Ingot
28 Rift Flux0.42%
128 Blue Dye
1 Rift Flux11.77%
8 Iron Ingots
1 Rift Flux11.77%
8 Nether Quartz
1 Rift Flux11.77%
32 Redstone Dust
1 Rift Flux11.77%
64 Amethyst Shards
1 Rift Flux11.77%
1 Gold Ingot
1 Rift Flux11.77%
16 Copper Ingots
1 Rift Flux11.77%

Glowing food, weapon recipes and Strong Catalyst processing also spend Rift Flux. Keep enough for your next defense. See crafting conversions and passive Flux production.

Crafting uses separate recipes. For example, the crafting recipe gives 4 iron ingots for 1 Flux; Exchange gives 8. Recipes still exist and do not automatically inherit Exchange rates. Selling back uses the Exchange package sizes above.

Sell items back for Rift Flux

  1. In Exchange, switch Buy items / Sell items to Sell items.
  2. Put a full package from the table in your main inventory or hotbar. Click Sell for one package, or Max for all complete packages that fit the resulting Flux.
  3. Read the row's input and output amounts and its additional Flux-return text before confirming the trade.

Examples: 1 diamond → 4 Rift Flux; 10 gunpowder → 1 Rift Flux; 128 blue dye → 1 Rift Flux. With 25 gunpowder and room for the reward, Max sells 20 for 2 Flux and leaves 5. Partial packages are never rounded up: 127 blue dye is insufficient.

Small Remnants and Gamble appear only under Buy. Rift Flux cannot be sold back into Small Remnants. Right-click Auto Buy is available only for ordinary buy offers; switching to Sell does not select or disable an existing automatic-production choice.

Gamble — one Flux, one roll

Select Buy items and find Gamble (clear the search if it is hidden). Clicking its Buy action spends exactly 1 Rift Flux from your inventory before the outcome is rolled. Without payment, no roll occurs. There is no Max or Auto Buy for gambling.

  • 99% total win chance: receive one of the eleven full packages above, without paying its normal price as well. A 28-Flux Netherite package still costs only the one-Flux wager if won.
  • 1% loss chance: chat says you lost, and a randomly selected wave mob is added to the current active phase, or queued for the next phase when none is eligible. Pending mobs are saved with the Nexus. A loss cannot add a mob if the configured wave selection has no eligible candidate.
  • Full inventory: winnings that cannot be inserted drop at the player. Payment remains spent; lack of space does not grant a free reroll.

Winning packages share the 99% proportionally to 1 / Exchange price. The table gives each package's total per-roll chance, rounded to two decimals. The game tooltip also lists reward chances. Cheaper packages are more likely; the total win chance is still 99%.

The preview icon changes about once a second independently of the outcome. It occasionally shows a random spawn egg, but eggs are not in the actual reward list. Clicking on a particular preview cannot select or improve a reward. Queued loss mobs become an extra combat obligation when their phase runs; gambling is not a way to pause the invasion.

Auto Buy — produce a chosen package

  1. Open Exchange in Buy items mode and right-click an ordinary Rift-Flux offer. Its row turns green and displays Auto-buy enabled (older screens say Auto Buy).
  2. Activate a Nexus mode that produces Flux. The Nexus now produces that offer's complete item quantity instead of Rift Flux.
  3. Collect the selected output in the main Nexus tab or with a hopper. For a Player Nexus, output is periodically delivered to the owner; inventory overflow drops at the player.
  4. Right-click the selected offer again to disable it and return to Flux production, or right-click another offer to replace the selection. Only one Exchange offer can be selected at a time.

This is a production choice: it does not consume existing Flux in your inventory or the Nexus output. A package takes the normal one-Flux production time multiplied by its price. At Normal wave 1, 8 iron ingots take 60 seconds; 1 diamond takes 240 seconds; 1 Netherite ingot takes 1680 seconds (28 minutes), assuming continuous processing at 20 TPS.

All 128 blue dye arrive as one produced package, so some necessarily overflow a normal output stack. A full output slot or a different item does not stop production: excess goods drop above the stationary Nexus. Empty the old output when changing goods, and collect dropped items before they despawn. Hoppers extract output; they do not place ingredients into the Nexus.

Selection and accumulated production progress, including fractional progress, survive saving. Switching products preserves progress and rescales the bar to the new Flux cost; the next production tick can complete packages when a cheaper choice's threshold is already met. Turning Auto Buy off preserves progress too.

Exchange Auto Buy and Versus mob Auto Buy are different. This setting changes the Nexus's produced item. The Versus Mobs tab buys an army using existing Flux; a stationary Core spends only its output Flux. Producing goods instead of Flux can leave that army-purchase automation without its currency. Small Remnants, Gamble and Sell offers cannot be selected for Exchange Auto Buy.

For a Player Versus Nexus, produced output reaches the owner every 100 available-owner ticks. Army Auto Buy can then spend carried Flux. Producing an Exchange resource instead of Flux can prevent those mob purchases; the two Auto Buy selections remain separate.

If a trade or output is missing

  • Buy / Sell does nothing: check the direction, complete package quantity, payment in the main inventory/hotbar, owner access and space for the full result. Ordinary Exchange trades do not spend Nexus-output Flux.
  • A row is absent: clear Search trades and check the buy/sell direction. Gamble and Small Remnants are hidden when selling.
  • No automatic goods appear: check the green selected row, running/paused state, wave rate and price multiplier. A stopped Nexus can trade manually but cannot passively produce. Look above the Core for overflow drops.
  • The bar changed after selecting a product: it represents progress toward that product's cost, not lost accumulated production.

Verified against the local Minecraft 26.3 / NeoForge implementation. Earlier source notes describing All buttons, Power Level or old Versus production rates do not describe this branch. Tick lag lengthens real-world production times; restarting the server does not simulate offline production.