The economy (Coins)
A play-money economy for your server. Members earn Coins, spend them, gamble them, and bank them. Free.
Give your server its own play-money economy. Members earn Coins by taking part, then spend, gamble, or bank them. It's a proven way to keep people coming back every day, and it's free.
Coins are your server's own spendable balance, the same pot Tipping and the Shop use. Members cannot buy them with real money, and they are separate from a member's network Points and their XP. You can rename "Coins" to anything that fits your theme.
One thing to know before you hand out large amounts: if you switch on Token Claim (off by default, and it needs your own token and treasury wallet), members spend Coins to claim a real token from that treasury. From that point Coins are a claim on something real, so grant them with that in mind.
What it feels like for members
Someone pops in, runs /work for a quick payout, and maybe pushes their luck with a /hustle for a bigger (riskier) one. They check /balance, tuck the winnings into the /deposit bank so nobody can steal them, and eyeball /richest to see who's on top. On a slow afternoon they might spin /slots or play a hand of /blackjack, grab a power-up from the /item shop, or, if you've turned it on, try to /rob a friend for a slice of their cash. Little loops like these are what pull people back day after day.
Setting it up
Open Economy (Coins) in the admin panel. Everything is optional and has sensible defaults, so it works the moment you turn it on. You can set:
- /work payout range and cooldown.
- /hustle on/off, its win range, success chance, flop penalty, and cooldown.
- Gambling on/off and the smallest and largest bet allowed. A few of the games tilt slightly in the house's favor, so Coins hold their value instead of piling up out of control. (Roulette is a proper single-zero wheel, and blackjack pays extra for a natural, for the players who care about that.)
- /rob on/off plus the odds, how much a win steals, the fine for a miss, the cooldown, and how much cash a target needs to be robbable.
- Income roles. Pick a role and pay every holder a set number of Coins on a schedule (hourly up to weekly), so a "member" or "supporter" role earns passively.
- The
/itemshop. Toggle each power-up on/off and set its price (see below). - Earn boosts. Give holders of a gate role a permanent earn multiplier, and run a timed server-wide event boost where everyone earns more. Total earning is capped at 3x so payouts never get out of hand.
- Housekeeping. An optional, off-by-default cleanup that clears the Coins of members with no activity for a set number of days (30-day floor; only cash, never the bank; and every clear is logged). Leave it off unless your server has a lot of churn.
The /item power-up shop
Members buy these with Coins and "use" one to arm a one-time boost:
- Padlock blocks the next
/robagainst them. - Lockpick forces their next
/robto succeed (unless the target has a Padlock). - Energy Drink doubles their next
/work. - Lucky Charm refunds their next losing bet.
- Earnings Boost doubles Coins from
/workand/hustlefor 24 hours.
Staff tools
/gift @member <amount>hands a member some Coins (needs the Manage Server permission). Every gift is logged.- Moving over from UnbelievaBoat? The admin panel can import every member's cash and bank balance, with a preview step and an optional scale factor to shrink an inflated economy. It's read-only on UnbelievaBoat's side and safe to run more than once.
Tips
- Start simple: turn on
/workwith the defaults and let people play before adding gambling or rob. - /rob adds spice but also friction; many servers leave it off at first.
- Income roles pair well with a shop so passive earners have something to spend on.
- Because Coins are shared with Tipping and the Shop, one currency name shows up everywhere. Rename it once in settings and it's consistent across the board.