Stock Market
Prices that move with supply — nothing random. Ships switched off so you can tune it to your own player numbers first.
Ships disabled. stock.enabled: false by default. The system is finished — turn it on once drop-per-item is tuned to your server. Nothing else in the plugin depends on it.
How prices move
drop-per-item.rise.per-interval.recovery.rate.limits.min/max, so a boosted sell price can never beat a shop buy price.Configuration
stock:
enabled: false
limits:
min-multiplier: 0.5
max-multiplier: 2.0
# 0.00002 => one stack (64) = -0.13%, 10,000 items = -20%
drop-per-item: 0.00002
rise:
per-interval: 0.02
quiet-threshold: 0
include-untouched-items: true
recovery:
interval-seconds: 300 # one market step = 5 minutes
rate: 0.05 # 5% back toward base per step
Keep max-multiplier at or below 2.0 if your buy shop uses buy = sell × 4. That way a boosted sell price is still only half the buy price — buying low and selling high can never turn a profit. Raise the ceiling and that guarantee is gone.
Which items take part
Farmable items are kept out through stock.blacklist (cobblestone, dirt, sugar cane, iron/gold ingot, wheat and more), or flip to stock.whitelist to allow only specific items. Shulker contents are recorded item by item, so packing things into a box doesn't dodge the market.
The trend indicator
{trend} in the price menu and hover tooltip shows the movement:
display:
up: "<green>+{percent}%"
down: "<red>-{percent}%"
hide-below-percent: 0.5
Admin
| Command | Does |
|---|---|
/dexworth stock | Show the current market state |
/dexworth stock set <multiplier> | Set an item's multiplier |
/dexworth stock reset [all] | Reset one or every item |
State lives in data/stock.yml and survives restarts.