Customers

Economy and Item Cost Suggestions

The Customer and Supplier Spawner config gives you a lot of easy control and customization to fit your shop builds, but is some situations like a server where players can build their own shops you would want to limit the configuration to prevent exploiting the sell of items. You may also want to integrate the cost of items with your existing server currency system like custom coins that have other purposes vs vanilla emeralds. This is where the economy configuration comes in.

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Spawner Manual Spawner Automatic Server Forced
economy-manual.png economy-auto.png economy-forced.png

The economy system can suggest costs for Customer and Supplier Spawner offers. Automatic costs are enabled globally by default, but each spawner starts in manual-cost mode. The small cost toggle at the right edge of the player inventory switches the selected Customer Spawner level or the Supplier Spawner between manual and automatic costs. The green dollar icon means the configured Cost slots are used; the crossed-out icon means costs are generated automatically.

When automatic costs are active, the interface uses the automatic-cost background and displays generated cost items where the Cost slots normally appear. These displayed items are previews, not stored inventory. Editing a sell stack updates its preview through the server. Any items already stored in disabled Cost slots are dropped on top of the spawner.

The server forceAutoCost config makes every Customer and Supplier Spawner use automatic costs and hides the per-spawner cost toggle. This is for the case where you are the server admin and you want to prevent exploits and/or force the Customers cost integration with your existing server currency.

Turning off enableEconomy disables all cost suggestions, including forced and per-spawner automatic costs, without changing the saved per-spawner choices.

The item cost generation is made up of multiple providers to give flexibility for how costs are managed, tweaked, and try to align with the existing server vanilla/server economy. Cost providers are tried in this order:

  1. Manual item-cost definitions from datapacks and server configuration
  2. Village Shop System, when installed and enabled
  3. ProjectE, when installed and enabled
  4. Vanilla villager trades, wandering-trader trades, and crafting recipes
  5. One emerald per item is the final fallback

Economy topics