GameGrid

The Item Catalog and Shop

Scanning your game's real item list, pricing items, taking them off sale, and moving the whole shop through a spreadsheet.

Catalog and shop are two different lists

The catalog is every item your server could sell — read out of the game itself, thousands of rows on most games, and read-only.

The shop is the handful of those you have given a price to. That is the list /shop shows and the only list /buy can buy from.

The Shop tab shows the catalog with the shop laid over it: the Price box and the Enabled tick are the shop, and the In Shop column says Yes for a row that has become a shop item.

Scan Game Items

The Scan Game Items button reads the real item list off your own server, so it knows about the mods you have installed and the version you are running. It replaces this server's catalog with what it found — items that no longer exist are removed — and it never touches your prices.

Where the scan reads from

7 Days to Die reads the item definitions on the instance, so a broken or missing mod file is the usual cause of a short list.

Minecraft reads its own server jar, then every mod jar you have installed, then asks the running server about the handful of ids that files cannot prove — spawn eggs, barrier, bedrock and most modded ids.

Palworld reads the item dump the ItemDumper mod writes, falling back to a bundled list of 2,451 vanilla items. If neither is present it falls back again to a small emergency list whose ids are unreliable, so a Palworld scan that comes back with about a hundred items is a scan to run again with the server up.

Valheim asks the running server for its item database, falling back to the item manifest on disk.

When to run it

Run it with the server running whenever you can. A stopped server gives a shorter list on every game, and the result says so rather than quietly returning less.

Re-scan after you install or remove a mod, and after a game update.

Before your first scan, some games show a general list for that game rather than nothing. As soon as one scan has succeeded, this server's own list replaces it.

Item ids are the game's own, and they are not interchangeable

The id in the small grey text under each item name is what the game's own give command takes. It is the thing that has to be right, and it is different on every game.

GameWhat the id looks like
7 Days to DieThe asset name, for example gunHandgunT2Pistol.
MinecraftThe namespaced id and nothing else — minecraft:diamond_sword, or create:cogwheel for a modded item. That form has been correct since 1.13 and on every version and server type since. Old numeric ids such as 276 are refused.
PalworldThe item id from the game's data, for example PalSphere.
ValheimThe prefab name, for example Wood or SwordIron.

This is also why a shop belongs to one game. Servers running different games can share a single wallet, but not a single shop — an item id from one game means nothing to another. See Sharing One Economy Across Servers.

Pricing, enabling and taking things off sale

Type a whole number into an item's Price box and press Enter, or click outside it. The row saves immediately and becomes a shop item; there is no separate Save button for the table.

The green tick in the Enabled column is a toggle. Untick it and the item keeps its price but stops appearing in /shop and can no longer be bought. Tick it to put it back.

The five quick filters above the table are All Items, In Shop, Enabled, Has Price and No Price. No Price is the useful one while you are building a shop; In Shop is the useful one afterwards, because it shows exactly what your players see.

Every column heading sorts, and the table pages fifty rows at a time. The search box matches the item id as well as the display name.

Quantity, purchase limits and sale prices

A shop item carries a quantity: how many units one purchase of that row hands over. Price a 64-block stack at 100 and a player pays 100 and receives 64.

/buy takes a quantity of its own, from 1 to 100, and that is how many of the row the player is buying. The two multiply. Buying three of a 64-block row costs three times the price and delivers 192 blocks.

A per-purchase limit caps the number a player may put in /buy. If they ask for more, the purchase is refused before any coins move and the reply names the limit.

Watch the total on a stacked item. Some games refuse a very large single delivery — Minecraft has refused more than 100 stacks in one give command since 1.17 — and when that happens the purchase is marked Failed rather than quietly delivering less than was paid for. You can then Retry or Refund it.

A sale price is honoured everywhere the shop is shown, but only while its end date is in the future. A sale price with no end date, or with one in the past, is ignored and the normal price is charged.

None of these four is on the Shop tab today. They are set through the Customer API — PUT /servers/<id>/economy/shop/<itemId> with quantity, maxPurchaseQty, salePrice and saleEndDate, scope economy:admin.

Export and import with a spreadsheet

Export to Excel downloads the whole catalog as a CSV file, named after the game and the server it came from, so exports from several servers do not collide.

The file has six columns and the first five do something:

ColumnWhat it does
Asset NameThe item id, and the key the import matches on.
Display NameThe name your players see in /shop.
CategoryThe category the item is filed under.
PriceA whole number.
Enabled (X=Yes)An X means on sale.
DescriptionExported for your reference; the import ignores it.

Import from Excel reads that CSV back. A row whose asset name is already in your shop is updated with the price, name and category in the file. A row that is not yet in the shop is added only if its Enabled column contains an X. Clearing the X on an existing row disables it.

The reply tells you how many were added, updated and disabled. This is the fastest way to price hundreds of items, and the only way to bulk-edit a shop.

Keep the header row. Keep the asset names exactly as exported — the asset name is the key, and a changed one creates a second, wrong shop entry rather than editing the first.

When the scan comes back short

The message tells you how many items were imported. Zero, or far fewer than you expected, almost always means the server was stopped or has never been started.

  • Minecraft: the server jar has to be unpacked on disk before the catalog can be read from it. Vanilla, Forge and NeoForge unpack on their first start; Paper and Fabric download it then. Start the server once.
  • Palworld: without the ItemDumper mod the platform falls back to a bundled vanilla list, which cannot know about your mods. Install UE4SS from Game Tools and start the server once.
  • Valheim: a stopped server is read from the manifest on disk, which knows nothing about mods you have installed. Start it and scan again.
  • 7 Days to Die: the scan reads the item definitions from the instance, so a broken or missing mod file is the usual cause.

Whatever the game, the platform will not invent items it could not prove exist. A short list that says it is short is better than a long one that sells ids your server does not have.