Sharing One Economy Across Servers
Link two or more of your servers so players keep one balance across all of them — what is shared, what stays per game, and where the money goes when a server leaves.
What linking economies does
By default every server has its own economy: its own wallets, its own shop, its own currency name. A player who plays on two of your servers has two separate balances.
Linking two servers' economies merges the wallets. From then on a player earns on one, spends on another, and their balance follows them.
A player's link covers every server in the group that runs the same game — one !link on your Paper server also works on your Vanilla one. A link you add by hand from the Links tab covers only the server you added it on.
One wallet, many shops
Any two of your servers can share an economy, whatever games they run. A player carries one balance across all of them.
What does not cross is the shop. Each game in the group keeps its own item list, its own prices and its own auto-earn rules, because an item from one game cannot be handed to a player on another. So a group of a Minecraft server and a 7 Days to Die server is one wallet and two shops.
The five Minecraft server types count as one game for this: Vanilla, Paper, Forge, Fabric and NeoForge share a shop with each other, because an item id means the same thing on all five.
If a mismatched item is somehow reached, the purchase is refused before any coins move, with a message naming both games.
How to link
Open Economy → Overview on the server you want to be the centre of the group, and scroll to the Linked Economies card.
Servers in this economy lists what is already grouped. On an unlinked server it says the server has its own independent economy.
Link another server's economy lists the servers you can add. Click Link beside one and confirm. The other server's wallets and shop items move up to the group, so nothing is lost; where the same player already holds a wallet on both sides the two are merged rather than one replacing the other, and the number merged is reported back.
Do it from either server — the result is the same group.
The list shows every server on your account, whatever game it runs. Linking one that runs a different game gives you a shared wallet but a separate shop, and the panel does not currently mark which is which — so check the game before you link.
Two things are refused: a server belonging to a different organisation, and a server that is already in another group. The second is refused with an explanation rather than silently, because moving a server between groups would have to decide what happens to balances it already holds.
What changes once servers are linked
| What | Where it lives once the servers are linked |
|---|---|
| Wallets and balances | The whole group, whatever games the servers run. |
| Currency name | The whole group. |
| Shop items and prices | Per game inside the group. A price you set applies on every server in the group that runs the same game. |
| Auto-earn rules | Per game inside the group. |
| Character links | Per server, and they cover the group's other servers running the same game. |
| Item catalog | Still read per server — each one scans its own game files — but the Shop tab pools same-game siblings, so an item present on any of them can be priced once. |
The Wallets tab shows the group's wallets, and an Award is an award everywhere.
CSV import writes to the shared shop for that game, so one spreadsheet configures every same-game server in the group.
Unlinking, and the one thing to know before you do it
Click Unlink beside a server in the Servers in this economy list and confirm. That server leaves the group and gets its own independent economy again.
Unlinking copies your configuration and leaves the money behind.
The departing server takes a copy of the group's priced shop items, auto-earn rules and scheduled events for its own game, so nobody has to retype a price list.
Balances stay with the group. A player holding 500 in the shared economy still holds 500 there, and starts at 0 on the server that left. If you want them to keep something on the departing server, hand it out with an award after the unlink.
The exception is unlinking the last server out of a group. There is then only one place the coins can go, so they move with it and the group is closed.
Character links made on the departing server go with it, so nobody has to re-run !link.
Items you had taken off sale — priced but unticked — do not travel with the departing server. Re-price them there if you want them back.
Which server a Discord command means
Linking economies does not change how the bot picks a server. A command with no server-id still resolves to the channel's bound server, then to the guild default.
That matters for /buy: the purchase is delivered on the server the command resolved to, so a player who is playing on server B and buys against server A gets the item on A.
Bind a channel per server with /config channel-server #channel <server-id> if your community plays on several at once. It is the simplest way to stop that mistake.
