
How Items Are Delivered on Enshrouded
How a shop purchase reaches an Enshrouded player's inventory: full stacks and singles, the delivery queue, what you both see, and what if they log off.
Items go into the inventory
When a player buys something with /buy, claims a kit with /kits claim, or you give them an item from the live map, the items appear in their inventory. Nothing is dropped on the ground for someone else to pick up.
This happens through GameGrid's server module, which runs inside your Enshrouded server. It asks the game's own item-create routine to make the item, so the game applies its own rules to the result. Nobody installs anything, and there is no command involved: Enshrouded has no console to type a give into.
The Overview tab of the Economy page says the same under How purchases arrive on this game.
Full stacks and single items
This is the one thing worth understanding, because it shapes everything else.
Enshrouded's item-create routine only ever makes one item, or one full stack. It takes no amount at all. So GameGrid builds your amount out of those two moves:
An order of 2,003 stone, where stone stacks to 1,000 on your server, is two full stacks and three single stones: five requests in all.
You do not have to work this out. Type the amount you want and GameGrid plans the requests. Each one takes about a tenth of a second.
| Order | Stack on your server | Requests |
|---|---|---|
| 1,000 stone | 1,000 | 1 |
| 1,003 stone | 1,000 | 4 (one stack and three singles) |
| 5,000 stone | 1,000 | 5 |
| 50 swords | 1 (weapons do not stack) | 50 |
| 400 arrows | 500 | 400 singles |
Two things follow:
- Big amounts of a stacking item are quick; big amounts of something that does not stack are slower. Weapons, armour and tools are one per slot.
- Less than one full stack is all singles. In the last row, 400 arrows below a stack of 500 is 400 requests; 500 would be one. If a price list or a kit asks for an odd amount of a high-stacking item, round it to a stack.
Raising Maximum stack size in Settings makes large orders faster, because each full stack carries more. See Bigger Stacks, Backpacks and Chests.
The delivery queue: nothing is refused
Every purchase, kit claim and gift is accepted and joins your server's delivery queue. There is no size limit that turns an order away, and a busy server does not start rejecting people.
The queue is fair:
- Players take turns. Each player has at most one request in progress at a time, and the server works through up to five at once. A player who orders one torch right after someone ordered a thousand blocks does not wait behind the big order: they are served on the next turn.
- The queue survives restarts. It is saved on the server, and a request that was in progress when GameGrid restarted is sent again under the same id; the game server answers it from its own record instead of handing it over twice. If the game server itself crashed or was stopped while it was handing that request over, GameGrid does not send it again, because it cannot know whether the item was made: the order stops there and is marked as possibly delivered (see "When a delivery stops part way" below).
What the player sees in Discord:
| Moment | The bot's reply |
|---|---|
| Just bought | Queued: about N s (position P). When the wait is long it adds that many orders are being delivered right now |
| Bought while not on the server | Queued: it is handed over when you are on the server (you are not online now). It waits up to 7 days. |
| Finished | Delivered: N x <item> are in your inventory. The original reply is edited, so the player is not left guessing |
/kits claim works the same way, with a Kit Queued reply that updates when it lands.
The only cap on a single purchase is one you set yourself: maxPurchaseQty on a shop row, which stops a player emptying their wallet by mistyping a number. It is set through the Customer API; the panel has no field for it.
If the player logs off
Delivery needs the player on the server, because items go into a character the server is currently running. In Enshrouded, characters live on the player's own PC and are only on the server while they are connected.
So if someone buys something and leaves before it has all arrived:
1. The order pauses where it is. Nothing is lost and nothing is charged twice.
2. It is checked again every 10 seconds.
3. When they come back, it resumes by itself from where it stopped.
4. An order is waited on for 7 days. If it still has not finished by then it stops, and the Transactions tab shows how much arrived.
Other players' orders carry on while one is paused. An order also pauses, and resumes by itself, while the server is stopped or restarting.
Any number of players online
GameGrid's server module tells your players apart, so delivery works with any number of people online, and each item goes to the player who bought it. A player who has only just loaded in may not be identified for a moment; their order waits that moment and then continues.
On a server still running an older module build, delivery waits until the buyer is the only person on, and the order pauses and resumes rather than failing. The live map says so when this applies: "Teleport and Give work only while exactly one player is online on this server (a current limit of the module)." See The Enshrouded World Map.
The module is installed and updated for you; there is nothing to switch.
Reading a delivery on the Transactions tab
Economy โ Transactions lists every purchase. The Delivery column shows a badge (point at it for its meaning) and, under it, a line saying where the order is:
| Badge and line | What it means |
|---|---|
| โข "N of M so far ยท position P ยท ~N s" | In your server's delivery queue, being handed over in turns |
| โข "waiting (player not on the server)", or waiting with another reason | Paused. It resumes by itself |
| โ | Delivered: every request was answered by the game |
| โ "N of M delivered" and a note | It stopped part way. GameGrid does not retry or refund it by itself: you decide |
| โฉ | Refunded |
When a delivery stops part way, the game took a request and did not say whether it made the item. GameGrid confirms a delivery from the game's own answer and does not read the player's inventory, so it cannot know whether those items arrived, and it says so rather than risk giving them twice. The same happens when the game server crashes or is stopped in the middle of handing over a request: the row says the server stopped while handing it over, that it may have arrived and that it was not sent again, and nothing is retried or refunded by itself. Ask the player or look in game, then use Retry or Refund on the row. Retry sends only the items that have not arrived, as a new order, so what already arrived is not handed over a second time; Retry first asks "N of M arrived โ send the remaining K?"; when the row does not say how many arrived it asks you to confirm sending the whole purchase again (check in game first), and Refund pays back the whole price. The player's Discord reply says the same: "N of M delivered; the rest was stopped. A server admin will settle it".
A purchase still in the queue cannot be refunded. The Refund button appears once it has finished or stopped. Refunds and the states every game shares are in Purchases, Delivery and Refunds.
If the server is deleted while an order is still in the queue, the order can never arrive. GameGrid marks it failed and refunds the coins automatically, once, and a kit claim is refunded the same way. A server that is only scheduled for deletion can still be restored, so its orders keep waiting.
The shop's delivery tip
On the Shop tab, How purchases are delivered on this game sums this article up in three lines for anyone setting prices, and explains the Stack column. Show and Hide remember your choice. See The Enshrouded Shop and Item Catalogue.
After a game update
A game update never stops delivery by itself: the server module keeps handing over items on the new build, and GameGrid checks it against every new build automatically. If it fails repeatedly on the new build, delivery is paused on that build only and our team is alerted. The Economy page then says "Paused after a game update", and orders pause in the queue and are handed over by themselves once it is working again. They are not cancelled, the wait does not count towards their 7 days, and nobody is charged for nothing.
Reads carry on through an update: player positions and chat keep working.
Where to go next
- Enshrouded Economy Overview
- Kits on Enshrouded
- Linking Discord Accounts to Enshrouded Players
- The Enshrouded World Map โ giving an item from the map