SeventhMC wiki
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The economy

Money comes from selling what you produce. Prices are not fixed — they move with what the whole server is actually selling.

Selling

Only plain items sell: undamaged, unenchanted, un-renamed. Anything with a name, lore, enchantment or damage is refused outright rather than valued wrongly — the server will not lowball your good gear.

You are paid first and the item is removed only once payment succeeds, so a failed sale can never consume your goods.

The living marketNEW

Every sale pushes that material's price down a little. Prices recover on their own over the following hours. So the more everyone dumps diamonds, the less diamonds pay — and something nobody has touched for a while quietly becomes the best thing to mine.

SettingValueWhat it means
Price range55% – 140% How far a price can drift from its normal value through supply and demand alone
Reference volume512 Items sold server-wide that hold a price at exactly normal
Memory90 min How long the market remembers a sale — a dump's effect halves every 90 minutes
Sensitivity0.35 How hard price reacts to volume

Economic events

At random — roughly once every hour or two — one material spikes or crashes for 20–45 minutes, and the whole server is told. A boom can pay well over the normal rate and is usually worth dropping what you are doing for.

The one rule that never bends

No matter how high a price climbs, the server will never pay more for something than it costs to buy. This is enforced on every single price lookup, not just when the config is loaded. There is no way to make money by buying and re-selling.

Spending

/shopThe daily shop. Stock rerolls every day in limited quantities.
Town villagersThe same stock, filtered to what that villager trades in.
/ahThe auction house — other players set these prices, not the server.
/ranksDonor ranks, bought with in-game money.

Where money goes to die

A currency with no drains inflates until it means nothing. These are the deliberate sinks:

Passive income

Pets earn for you continuously, including while you are logged out.

That ordering is deliberate: it rewards logging in and actually playing. The cap is what makes the daily routine of logging in, collecting and spending worth doing. /collect banks what your pets have earned; /earnings shows your rate and how full the pool is.