In the category of re-inventing the wheel, I needed a treasure generator that I could customize for my campaign, and which I could automate to death without hammering Autarch's website ... so I wrote one.
It works almost identically to Autarch's generator - you select a treasure type, it generates it.
The main differences:
For the most part, it follows the rules more slavishly. (The rules exceptions I am aware of are described on the web page - if you find a rules exception that isn't listed, it's a bug. PM me here, and I'll poke at it.)
It calculates a few more sub-totals for you. An example entry looks like this:
Silver (68 3⁄6 stone; 2,425 gold)
7,000 silver coins (total 7 stone, 700 gold)
dyes and pigments (one jar; total 5 stone, 50 gold)
fur pelts, bear/beaver/fox/etc. (11 bundles; total 33 stone, 165 gold)
horns, animal (68 horns; total 13 3⁄6 stone, 1,360 gold)
tea, loose leaf (two bags; total 10 stone, 150 gold)
Gold (10 stone; 3,980 gold)
3,000 gold coins (total 3 stone, 3,000 gold)
carcasses, giant gecko (3HD; two carcasses; total 6 stone, 180 gold)
spices (one jar; total 1 stone, 800 gold)
And one non-difference:
The line items are editable - you can add items or remove them, if you wish, although sub-totals won't update (once the text is generated, it's just text). I only mention this because they don't look editable.