
7 Days to Die Economy and Item Delivery
Running a currency and shop on a 7 Days to Die server: item ids from items.xml, Telnet delivery, chat-based account linking, and what auto-earn does not do here.
What you get, and what it needs
7 Days to Die servers get the full GameGrid economy: a currency you name, wallets, a shop your players buy from with Discord commands, and automatic delivery into the game.
Nothing has to be installed. Everything below uses 7 Days to Die's own built-in Telnet console — the same one the panel already uses for the player list and the chat feed.
Everything here rides on the console session the agent holds open to that Telnet interface. Its port is assigned by the platform and cannot be changed. Telnet Enabled and Telnet Password are ordinary settings under Admin in Settings: leave Telnet Enabled on, and leave the password blank unless you want your own, because the platform generates one. If that session is down the platform cannot see chat (so !link never works), cannot read the player list, and cannot deliver an item.
If the economy appears to do nothing on a running server, check that Telnet Enabled is on in Settings, then restart the server from the button at the top of the page: the agent reopens the session on its own. If it still does nothing, open a support ticket with your Service ID.
The general setup is in Setting Up Your Server Economy. This article covers only what is specific to 7 Days to Die.
Item ids come from items.xml
Economy → Shop → Scan Game Items reads the server's own items.xml and loads every item it declares into the catalog.
It also reads Mods/<mod name>/Config/items.xml for every mod on the server, so a modded server's items are sellable without any extra step. Re-scan after installing or removing a mod, and after a game update.
The id in the small grey text under each item name is the asset name 7 Days to Die's own give takes — gunHandgunT2Pistol, for example. That is the string that has to be exactly right; the display name beside it is only for your players to read.
If the scan reports that no items.xml was found, the server is not fully installed yet. Start it once and scan again.
How delivery works
When a player buys something, the platform runs 7 Days to Die's own command down the Telnet console:
give <entity id> <item asset name> <quantity>
The entity id is the player's number in the running game, which is why the player has to be connected for delivery to happen. A purchase made while they are offline is held and delivered the next time they are on the server; the platform keeps trying for 24 hours.
Delivery on this game is not verified. Telnet gives no usable answer to a give, so a green tick in the Transactions tab means the command was sent, not that the item was confirmed to arrive. If a player says an item did not appear and the transaction shows Delivered, check the item id is one the server actually has — that is nearly always the cause.
The full delivery-state reference is in Purchases, Delivery and Refunds.
Account linking
A player runs /link in your Discord server, gets a seven-character code by direct message, and types !link CODE in the game's chat within ten minutes.
The platform sees that message on the Telnet console, which it opens on demand — so the server has to be running, Telnet has to be enabled, and the player has to be connected.
The whole chat message must be !link then the code and nothing else. Extra words break it. Capitals do not matter.
The link stores the player's Steam id where the server reports one, falling back to the entity id. The Steam id is the durable one — an entity id is reassigned to somebody else after a restart, which is why it is only the fallback.
If linking will not take, link the player by hand from Economy → Links → + Add Manually with their Discord user ID and their exact in-game name. Full detail: Linking Discord Accounts to In-Game Players.
Auto-earn: every reward works on this game
7 Days to Die has the most complete economy integration of any game on the platform. All six rewards pay: playtime, kill bonus, death penalty, level milestone, daily login and Discord activity.
Kills, deaths and level come from the game's own lp player list, read over the Telnet console. The platform reads the totals every minute and credits the difference, so a missed minute costs nothing — the total still moved.
Playtime comes from join and leave events, paid per whole hour. A 90-minute session pays one hour and carries the remaining 30 minutes forward.
Death penalty is entered as a positive number and deducted. A wallet is never taken below zero, so it caps earning rather than creating a debt.
Daily login is claimed by the player with /daily in Discord; Discord activity pays per message in your linked channel. Neither needs anything from the game.
A player's first minute pays nothing — their totals are recorded as a starting point, so adopting a server with veterans on it does not pay out their entire history. A wipe reads as a reset and pays nothing either.
Set the amounts at Economy → Overview → Auto-Earn Settings → Configure, or with /economy-earn in Discord.
Event participation does not pay on this game. Nothing here raises an event the platform can see, so the control is hidden and the setting is stored without paying. It pays on Valheim, where a raid ending or a boss dying is something the server is told about. Use /award for event prizes here.
The same prerequisites as everything else here apply: the server has to be running with Telnet enabled.
Chat bridge
/chat-link #channel mirrors your server's in-game chat into a Discord channel and sends that channel's messages back into the game with 7 Days to Die's say command.
It uses the same Telnet console as everything else here, so the same prerequisite applies: Telnet enabled, server running.
A message from Discord appears in game as [Discord] <name>: <message>.
See Discord Chat Bridge.
Sharing an economy across servers
Two 7 Days to Die servers can share one economy, so your players keep one balance and one shop across both. It is on the Economy Overview tab.
A 7 Days to Die server can also share an economy with a Minecraft, Palworld or Valheim server. Players then keep one wallet across all of them, but each game keeps its own shop, prices and auto-earn rules — item ids and delivery commands do not carry across games, so a player only ever sees the shop for the game they are on.
