GameGrid

Wallets, Awards and Auto-Earn

Where a balance comes from, how to hand currency out, and exactly which auto-earn rewards pay on which game.

Wallets

A wallet belongs to a Discord account, on one server — or on one group of servers, if you have linked their economies together.

It is created the moment that account's link is verified, with whatever starting balance you have set. The default is 0, and a wallet made by /link picks up the value you have configured.

A player who has not linked has no wallet. They will not appear in the Wallets tab, they cannot earn, and /buy refuses them. Linking is the first step for every player, always.

Each wallet carries three numbers: the current balance, lifetime earned, and lifetime spent. The last two never go down, so they stay a useful record even after a balance is spent.

Removing a player's link does not delete their wallet. Linking again returns the same balance.

Handing currency out

From the panel: Economy → Wallets, then Award on the player's row. The dialog shows their current balance and takes an amount and a reason.

The panel is where you deduct. Its amount box is labelled "Amount (negative to deduct)", so entering -500 removes 500. The reason is stored on the transaction and is worth writing properly, because it is what you will be reading back in the Transactions tab in three weeks.

From Discord: /award <user> <amount> [reason], which needs Full Access and an API key with the Economy scope group. The reply is public in the channel and the action is written to your log channel if you have set one.

`/award` only accepts 1 or more. Discord refuses a negative amount before the command is even sent, so a deduction has to be made from the panel.

Every award is a transaction. It shows in the Transactions tab, in the player's /my-transactions, and in the wallet's lifetime earned.

/award works on every game, including games with no auto-earn support at all — as long as the player has a wallet. It is the fallback for anything the platform does not track automatically.

Auto-earn: the six rewards

Auto-earn credits wallets automatically for things that happen in game or in Discord. Turn it on at Economy → Overview → Auto-Earn Settings → Configure, or with /economy-earn in Discord (Full Access).

  • Playtime — paid per whole hour on the server.
  • Kill bonus — paid per kill. On 7 Days to Die zombie kills and player kills are paid at the same rate; on Minecraft each kill the server logs is paid once.
  • Death penalty — charged when a player dies. Enter it as a positive number and it is deducted. A wallet is never taken below zero, so a death penalty caps earning rather than creating a debt.
  • Level milestone — paid on gaining a level, or on the nearest equivalent where a game has no levels (a Minecraft advancement).
  • Daily login — claimed once per calendar day with /daily in Discord.
  • Discord activity — a small amount per message in your linked Discord channel, with its own cooldown and daily cap.

There is also a maximum daily earn cap. It counts only what auto-earn itself has paid that day; awards you make by hand are not counted against it and are never blocked by it.

Which of these your game can pay depends on the game. See the table below, and Per-game economy support for the detail.

Which rewards pay on which game

A dash means nothing in the game reports it, so an amount set against it would never pay — and the panel and /economy-earn hide it rather than offering it.

GamePlaytimeKillDeathLevelEventDaily loginDiscord activity
7 Days to Dieyesyesyesyesyesyes
Minecraft (all five types)yesyesyesyesyesyes
Palworldyesyesyesyes
Valheimyesyesyesyesyes
Windroseyesyesyes
  • 7 Days to Die — kills, deaths and level come from the game's own player list; playtime from join and leave events.
  • Minecraft — playtime and deaths come from scoreboard objectives read over RCON; kills and advancements from the server log.
  • Palworld — a stock Palworld server does not report kills or deaths through any interface it exposes.
  • Valheim — deaths come from the game's own signal that a character is gone, read by the bridge plugin; event participation from a raid ending or a boss dying. Valheim has no character level a server can report, and an ordinary kill is resolved on the player's machine without ever naming a killer to the server.
  • Windrose — playtime comes from the connected-player list Windrose Plus publishes. Windrose reports no combat or progression events to the server at all, so kills, deaths and level cannot be paid.

Event participation pays on Valheim only, where a raid ending or a boss dying pays everyone who was still online at that moment. On the other games nothing raises an event the platform can see, so the control is hidden and the setting is kept but not paid.

That is a different thing from a scheduled server event, which you create in the panel and the platform runs and announces. Nothing awards currency for taking part in one of those on any game yet; use /award for those prizes.

How it pays, and why that matters

Two different mechanisms sit behind those rewards, and the difference explains the timing you will see.

Counters are totals the game already keeps — kills, deaths, level, Minecraft playtime. The platform reads the total every minute and pays the difference since last time. This survives a restart: if a few minutes are missed, the total still moved, so nothing is lost.

Events are things that happen once — a player joining, leaving, an advancement. These are read as they occur.

Three consequences worth knowing:

  • A player's first minute pays nothing. Their totals are recorded as a starting point. A server you adopt with players who already have four hundred kills does not pay four hundred kill bonuses.
  • A wipe or character reset pays nothing. A counter going backwards is treated as a reset, re-based, and skipped rather than paid as a negative.
  • Playtime is paid per whole hour. A 90-minute session pays one hour; the remaining 30 minutes carry forward.

Auto-earn only ever pays a player who has linked. There is no wallet to pay into otherwise.

Setting the amounts

In the panel: Economy → Overview → Auto-Earn Settings → Configure. Rewards your game cannot pay are not shown, and the card lists them separately with the reason.

In Discord: /economy-earn with no options shows what your game can pay and what it is set to. Add setting: and value: to change one — for example /economy-earn setting:Playtime reward per hour value:50. If you pick a reward your game cannot pay, the bot refuses and explains why rather than storing a number that would never pay out.

SettingDefaultWhere you set it
Playtime reward (per hour)50Panel or /economy-earn
Kill bonus10Panel or /economy-earn
Death penalty0Panel or /economy-earn
Level milestone bonus100Panel or /economy-earn
Event participation50Panel or /economy-earn on Valheim; stored and not paid elsewhere
Max daily earn cap500Panel or /economy-earn
Daily login bonus25Panel only
Coins per Discord message1Panel only
Discord daily cap50Panel only
Discord cooldown (seconds)60Panel only

Daily login and Discord activity are configured on the panel rather than through /economy-earn, because Discord activity has three settings of its own and that does not fit a single slash command.

Awarding from your own tooling

The Customer API has POST /servers/<id>/economy/award under the economy:admin scope, which does exactly what the panel's Award button does. That is how communities run their own giveaways, event payouts and custom reward schemes.

GET /servers/<id>/economy/wallet, /transactions and /links under economy:read let you read balances and history out.

GET /servers/<id>/economy/status reports which rewards the server's game can pay, so your own tooling can make the same distinction the panel does rather than hardcoding a list.

See Customer API and API Scopes.