Server HostPlaceholder name
All docs pages

Money, selling and the auction house

How money works on setups with our economy: balances, paying, selling, the shop and the auction house.

DraftThis page is a first draft and may change.

Setups with our economy (the Economy SMP has the full version; the others use parts of it) give each server its own money. Money stays on your server: it cannot be moved to another server, and it can never be bought or cashed out for real money.

Commands for players

CommandWhat it does
/bal or /bal <player>Shows a balance.
/pay <player> <amount>Sends money. Amounts like 250, 12.50, 2k or 1.5m work.
/baltopThe richest players.
/sellOpens a box: put items in, close it, and everything that can be sold is sold. The rest comes back.
/sell hand and /sell allSell the item in your hand, or everything sellable in your inventory.
/worthWhat the item in your hand sells for right now.
/shopBuy items from the server, by category. Left click buys 1, right click buys a stack.
/ahThe auction house. /ah sell <price> lists the item in your hand, /ah mine shows your listings, /ah search <words> searches.
/collectTakes items that did not fit in your inventory (rewards, purchases, returned listings).

Prices

Prices live in plugins/sh-economy/prices.yml. Each item has a sell price (what /sell pays for one) and can have its own shop price. Without one, the shop charges the sell price times the shop markup (3 by default). The starting prices are built around one diamond selling for $80.

An item's own shop price must be more than its sell price, and the shop markup must stay above the sell multiplier; a change that breaks this is refused with a plain reason. Whatever the settings or add-ons say, /sell never pays more for an item than one cent under what the shop charges for it, so buying from the shop and selling back always loses money.

Your AI can change prices for you ("make cobblestone sell for 50 cents"), or you can edit the file in the file manager. Changes apply within a few seconds; a line with a mistake is skipped and the console says which one and why.

Only plain items sell. Items with lore, a custom model, enchantments or damage are treated as special items and never sell as their base material, so a reward paper or a named tool cannot be turned into money by accident.

What keeps the economy healthy

  • Demand prices. Each sale lowers that item's price a little (down to 40 percent of its base price), and the price recovers over a few hours. Buying from the shop raises the shop price a little (up to 150 percent). Selling never makes the shop cheaper, and shop buying never makes selling pay more. One huge farm cannot flood the economy.
  • Inflation guard. If far more money is made than spent over a week, sell prices drop by up to 20 percent until things settle.
  • Money leaving the game. The shop markup, the auction tax and other fees remove money, which keeps prices meaningful.
  • New player pay limit. Players with less than 2 hours of playtime can send at most $1,000 a day, which stops alt accounts funnelling money.
  • No duplicates. Every balance change is written twice (who paid, who received) and can be checked and undone. Items leave a player before money is paid, and listings can only be bought once even if two people click at the same moment.

The auction house

  • Each player can have 20 listings (the same for everyone; it is never sold as a perk).
  • Listings last 48 hours. Unsold items come back automatically.
  • When an item sells, 5 percent of the price is taken from the seller as tax.
  • Purchases from $10,000 ask the buyer to confirm, and show the recent average price.
  • Renamed items show a warning, so nobody is tricked by a lookalike.

Settings

On the setup's settings page, under Economy:

SettingStarts at
Starting money$500
Money name and symbolMoney, $
Selling with /sell; sell multiplieron; 1 (your AI asks you before going above 2)
Demand prices; lowest demand priceon; 40 percent
Inflation guardon
Shop; shop markupon; 3
Auction house; listings per player; listing time; sale taxon; 20; 48 hours; 5 percent
Lowest auction price; confirm purchases from$1; $10,000
/pay; new player time; new player daily limiton; 2 hours; $1,000

For owners and staff

  • /eco give|take|set <player> <amount> changes a balance. Every use is written to the audit log.
  • /shcore history <player> shows the last money changes with their numbers, and /shcore undo <number> undoes one (for example after a proven scam). See Setup settings and menus.