A Minecraft economy is three jobs done by three different things: something that stores balances, Vault so that every other plugin can find it, and one or more shop plugins that move money between players. On Paper the standard answer is EssentialsX for the balances, Vault as the bridge, and a shop plugin on top, and that combination will carry a hundred-player survival server without ever touching a database. The part nobody plans is the design - where money enters the server and where it leaves - and that is what decides whether prices still mean anything in three months.
What Vault is, and what it is not#
Vault is not an economy. It holds no balances, has no commands that give anyone money, and has almost no configuration. It is a directory: plugins register as providers, other plugins ask Vault "who handles economy here?", and Vault hands over a reference. The same mechanism covers permissions and chat prefixes, which is how EssentialsX chat ends up displaying a LuckPerms prefix without the two plugins knowing anything about each other.
Three consequences follow, and all three cause tickets:
- Vault alone does nothing. Install it without a provider and every shop plugin will log something like "no economy plugin found" and disable itself.
- Exactly one provider. Install two economies and one of them wins the registration. Balances then diverge:
/balancereports one number, the shop charges against another, and players notice long before you do. - Vault is a dependency, not a feature. There is nothing to configure and nothing to tune.
Check what registered with a single command in the console:
$ vault-infoIt prints the registered economy, permission and chat providers. If the economy line is empty or names something you did not intend to install, stop there and fix it before touching anything else. A maintained successor called VaultUnlocked exists and adds multi-currency support, but most plugins still target the original, so install whichever your plugin list asks for and never both.
EssentialsX Economy: the default, and its limits#
EssentialsX is the maintained fork of Essentials, and its economy is part of the base jar - there is no separate download. The optional modules (chat, spawn, protect, anti-build, GeoIP, Discord) are separate jars and you should only install the ones you use, because each one adds listeners to a single-threaded server.
Where the money lives is the thing to understand before you build anything on top:
plugins/Essentials/ config.yml worth.yml kits.yml economy.log userdata/ 0d2a2b79-....yml 3f1c88e1-....ymlOne YAML file per player, keyed by UUID, under userdata/. That is the whole storage engine. EssentialsX has no SQL backend, and no amount of configuration will give it one. For a single server that is genuinely fine - reading and writing a small file is fast, and there is nothing to break. It stops being fine in exactly two situations: several servers behind a proxy that need to share balances, and a server running with online-mode=false, where UUIDs are generated from names rather than issued by Mojang, so a name change or a mode switch silently detaches a player from their money.
The commands people actually use:
| Command | What it does |
|---|---|
/balance [player] | Your balance, or someone else's |
/baltop | The leaderboard, and your inflation gauge |
/pay <player> <amount> | Player to player transfer |
/eco give|take|set|reset <player> <amount> | Administrative money creation |
/sell hand|all|blocks | Sells to the server at worth.yml prices |
/worth [item] | What the server pays for it |
/eco creates money out of nothing. It belongs to one group, it should be logged, and handing it to moderators "so they can help people" is the single most common way a server economy dies. Permission nodes are essentials.eco for that, essentials.pay, essentials.balance.others, essentials.sell and essentials.worth for the rest. Set them on groups rather than players - the LuckPerms guide covers inheritance so that a moderator group does not quietly inherit an owner's nodes.
The settings that shape the economy#
Most of the dials are in one file:
starting-balance: 100currency-symbol: '$'min-money: 0max-money: 10000000000000economy-log-enabled: truecommand-costs: home: 50 sethome: 500 tpa: 25 back: 100enabled-signs: - buy - sell - balance - tradeFour of those deserve a sentence each.
starting-balance defaults to 0. A small starting balance is friendlier than none, because a new player with nothing cannot buy the tools that would let them earn anything. A large one is a faucet that scales with how many people join.
min-money defaults to a negative number, which means players can go into debt by default. Unless debt is a mechanic you want, set it to 0.
max-money defaults to ten trillion, which is not a ceiling so much as a rumour. Lowering it to something a player could plausibly reach makes the number meaningful and makes runaway inflation visible rather than absorbing it.
economy-log-enabled writes every transaction to plugins/Essentials/economy.log with who, how much and why. It is off by default. Turn it on now, because the day you need it is the day somebody has already spent the money.
command-costs is the most underused feature in the plugin. Charging for /home, /tpa, /back and /sethome puts a continuous, boring drain on every active player's balance, which is exactly what an economy needs. It also gently discourages the teleport spam that makes a survival server feel like a lobby.
Prices for /sell and /worth come from a separate file:
worth: cobblestone: 0.05 iron_ingot: 6 gold_ingot: 9 diamond: 120 wheat: 1 sugar_cane: 0.2Modern EssentialsX uses material names as keys; very old files used numeric item IDs and need converting. An item with no entry cannot be sold, and the error message says so, which is the fastest way to find out your worth.yml is incomplete.
Shops: signs, chests and menus#
Three families, and most servers want two of them.
Player chest shops. ChestShop and QuickShop-Hikari are the common choices. A player places a chest, puts a sign on it, and other players click to buy or sell from that player's stock. This is the healthiest kind of shop because money moves sideways between players rather than appearing and vanishing, and because stock is finite. QuickShop-Hikari is the actively maintained fork of the older QuickShop line; it keeps shop data in its own file database by default and can be pointed at an external one. Either way, chest shops need land protection underneath them, or the shop is just a chest somebody else can open.
Administrative menu shops. EconomyShopGUI is the common free option, with paid alternatives. A menu, fixed prices, infinite stock and infinite demand. These are easy to set up and they are where almost all inflation comes from, because an admin shop that buys an item at a fixed price is a machine that converts farm output into money with no upper bound.
Auction houses and trade commands. Player-to-player, no fixed prices, and a useful sink if you charge a listing fee or take a percentage.
Alongside them sits the income side. Jobs Reborn is the usual one: it pays players for mining, farming, building and killing, and its payout curve is the main tap on your economy. Every one of these plugins goes through Vault, and every one of them will refuse to enable if no provider registered, which is why /vault-info is the first thing to check when a shop plugin does not appear.
Faucets, sinks, and why every server ends up with a trillionaire#
An economy is a tank with taps and drains. Money in is a faucet, money out is a sink, and a server with faucets and no sinks inflates until prices are meaningless and the only interesting number is how many zeros somebody has.
| Faucets | Sinks |
|---|---|
| Selling to admin shops | Buying from admin shops |
| Jobs payouts | Command costs (/home, /back) |
| Vote and playtime rewards | Shop taxes and listing fees |
| Quest and dungeon rewards | Repair, enchant and cosmetic costs |
/eco give | Claim or plot rent |
The classic failure is specific enough to name. An admin shop buys sugar cane at a fixed price. Someone builds an automatic sugar cane farm. Now the server has a money printer whose output is limited only by how many farms exist, and within a fortnight the top balance is a thousand times the median. The same story runs with melons, bamboo, iron farms and mob drops.
Two rules prevent most of it:
- Price by time to acquire, assuming automation. Not by how rare an item feels. If a redstone machine can produce it while nobody is online, its buy price should be near zero, or the admin shop should not buy it at all.
- Admin shops should mostly sell, not buy. Let players buy from players. The server sells the things players cannot make - spawners, permissions-free conveniences, cosmetics - and buys almost nothing.
Sinks have to scale, too. A flat 50 for /home is a real cost on day one and free by week three. Percentage-based sinks - a 5% tax on every shop sale, a 2% auction listing fee - keep pace with the economy on their own. Flat fees do not.
Watch /baltop weekly and write the numbers down. The total and the top balance climbing steadily is normal. The top balance doubling every month is a faucet you did not intend, and the log file you switched on earlier will tell you which one. If you are thinking about real money on top of any of this, read monetising a game server within the rules first, because Minecraft's own commercial guidelines constrain what you may sell.
Moving the economy into a database#
You need a database-backed economy in two cases: when several servers behind a proxy must share one balance, and when you want to query or report on economy data outside the game. Otherwise files are fine and simpler.
Since EssentialsX cannot do it, this means changing provider. XConomy and TheNewEconomy are free Vault providers with SQL storage; CMI is a paid all-in-one that includes an economy with the same option. Whichever you choose, the migration is the risky part: check the new plugin has an importer for EssentialsX userdata, run it on a copy, compare /baltop before and after, and keep the old userdata/ folder until you are certain.
Game plans on RE:NODE include one database slot. You create it in the panel and it generates the host, the database name, the user and the password for you, and there is an "Open in phpMyAdmin" button that signs you in with a one-use token valid for sixty seconds. Whatever your plugin calls its storage section, it wants the same five values:
host: '<the host shown on the slot>'port: '<the port shown on the slot>'database: '<the generated database name>'username: '<the generated user>'password: '<the generated password>'Take the port from the slot rather than assuming a default. Several plugins can share one slot as long as their table prefixes differ, which is worth checking before you install a second plugin that wants a database - with one slot on a game plan, that is the only way to fit them both.
Database backups and restores covers doing that properly, and phpMyAdmin import and export covers getting data in and out of the slot by hand. If the economy is shared across a proxy network, Velocity proxy networks explains why every stateful plugin on such a network has the same problem.
Backups, audits and the ways money goes missing#
Money disappears or multiplies in a small number of predictable ways.
- A staff permission mistake. Someone inherits
essentials.ecofrom a parent group. Audit the groups, not the people, and keep/ecoin one place. - A duplication bug. Any dupe becomes infinite money the moment an admin shop buys the duped item at a fixed price. This is a second reason admin shops should not buy much.
- A restore. Rolling the world back rolls the
userdata/files back with it if they are in the same backup, and does not if the economy is in a database. - An unclean stop. EssentialsX writes player files as balances change, but a process killed at a memory limit can still lose the most recent writes. On RE:NODE a server at its memory limit is stopped and restarted clean rather than left to swap, which is the right behaviour and still means the last few seconds are gone - so leave headroom rather than sizing the heap to the plan exactly.
- Offline-mode UUIDs. With
online-mode=false, identity is a hash of a name. Balances follow names, not people.
Keep the transaction log on, keep block logging on so you can prove what was in a chest shop, and separate panel access from in-game power: a moderator who needs the console does not need billing, and the panel's roles and subusers exist for exactly that split. Subusers and least privilege covers the panel side, and grief protection and anti-cheat covers the in-game side, which is where the evidence comes from.
Game plans include backup slots you can run on demand or from the Schedules tab, and restoring is one button. Take one before you change provider, before you edit worth.yml wholesale, and before you hand anyone /eco.
Troubleshooting#
"No economy plugin found" at startup. Vault is missing, or nothing registered as a provider. Run /vault-info. If the economy line is empty, your economy plugin failed to load - scroll up in the log for its own error.
`/balance` works but the shop says there is no economy. Two providers are installed and the shop got the other one. Remove one.
Balances reset to the starting balance. The UUID changed. Check online-mode in server.properties has not been toggled, and check the file in userdata/ still exists with the expected name.
"You cannot sell that." No entry in worth.yml for that material, or the key uses an old numeric ID.
Sign shops do nothing. The sign type is not listed under enabled-signs, or the player lacks essentials.signs.use.<type>. Signs are only active for the types you enable.
Money is not saved after a crash. Expected for the last few writes after an unclean stop. If it happens routinely, the server is hitting its memory limit; that is a sizing problem, not an economy problem.
FAQ#
Do I actually need Vault?
If any plugin other than your economy plugin touches money, yes. Shops, jobs, auction houses and most quest plugins all find the economy through Vault. A server where only EssentialsX uses money technically does not need it, and you will install it within a week anyway.
Can EssentialsX store balances in a database?
No. It writes one YAML file per player under plugins/Essentials/userdata/. A database-backed economy means swapping the provider for one that supports SQL storage, and migrating the balances across.
How do I stop inflation without wiping?
Cut the faucets first: stop admin shops buying farmable items, and flatten the top of the Jobs payout curve. Then add percentage-based sinks that scale, such as a tax on shop sales. A wipe is the last resort and should be announced weeks ahead.
Can players keep one balance across several servers?
Only with a shared store. File-based balances are per server, so a proxy network needs an economy provider backed by a database that every backend connects to.
What is a sensible starting balance?
Enough for a first set of tools and a couple of teleports, and no more. The exact number depends on your prices; the test is whether a new player can do something useful in their first hour without being able to skip the first week.
How do I reset the economy?
Stop the server, take a backup, then either delete the userdata/ files (which also clears homes and other per-player state) or use your provider's own reset command across all players. /eco reset <player> sets one player back to the starting balance, which is the safer tool when the problem is one account rather than the whole economy.




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