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economy.yml

The economy: starting balance, ceiling, currency, and /pay.

How it plays: read the guide

Every example on this page is taken from the shipped economy.yml. Changes apply with /hcf reload.

Balances

economy.yml
# Turning this off disables balances, /pay, /eco and the team bank commands.
enabled: true

# Balance a player starts with. Nothing is written to the database until their
# balance actually changes, so this costs no storage for players who never earn.
starting-balance: 100.0

# Ceiling per account. 0 = no ceiling.
# A credit that would cross it is refused rather than clamped, so money is never
# silently destroyed.
maximum-balance: 0.0
Key As shipped What it does
enabled true Balances, /pay, /eco and the team bank commands; Vault reports the economy disabled when off
starting-balance 100.0 What a player starts with
maximum-balance 0.0 A ceiling per account; 0 for none. A credit over it is refused, never clamped

Currency

economy.yml
currency:
  # Shown before an amount: $1,234.50
  symbol: "$"
  # Used when the amount is named rather than symbolised: "1 dollar", "2 dollars".
  singular: "dollar"
  plural: "dollars"
Key As shipped What it does
symbol $ Shown before an amount: $1,234.50
singular, plural dollar, dollars Used where an amount is named

/pay

economy.yml
pay:
  # Player-to-player transfers (/pay). Can be turned off without disabling the
  # rest of the economy.
  enabled: true
  # Smallest transfer allowed, to stop 0.01 spam.
  minimum-amount: 1.0
Key As shipped What it does
enabled true /pay, on its own
minimum-amount 1.0 The smallest transfer

Shop

economy.yml
# Where players buy and sell for money: signs that staff place (at spawn, as a
# rule), the /shop menu, or both. Only plain items are counted and taken - a
# renamed or enchanted stack is never sold by mistake.
shop:
  # false: no shop at all - no /shop, signs inert. /shop is then left to another
  # shop plugin, if the server has one: the name goes to its /shop.
  enabled: true
  # signs, menu or both.
  mode: both
  # A shop sign, written by staff (hcfcore.economy.shop.admin):
  #   [Buy]  or [Sell]
  #   16             how many per trade (1-64)
  #   Ender Pearl    the item
  #   80             the price of those 16
  # A right click trades one lot; sneaking, a stack's worth (buy) or all you hold (sell).
  signs:
    buy-header: "[Buy]"
    sell-header: "[Sell]"
  # /shop: the shelves below; a click opens one. Each has its name, the item that
  # stands for it, and its items: amount per trade, then buy and sell prices for
  # that amount - 0 for "not offered". Left click buys, right click sells. (A plain
  # "items:" list under menu, without categories, is one shelf of its own.)
  #
  # Priced on a kill being worth 10 (kill-reward below): 16 diamonds sell for five
  # kills, a stack of pearls costs eight. Ores come in; what a fight, a base and a
  # brewing stand use goes out. The shop never buys back what it sells, so nothing
  # can be bought and sold at a profit.
  menu:
    # The button back to the shelves, in a shelf.
    back-icon: ARROW
    categories:
      # Selling what you mine.
      ores:
        name: "{primary}Ores"
        icon: DIAMOND
        items:
          - {material: DIAMOND, amount: 16, buy: 0, sell: 50}
          - {material: EMERALD, amount: 16, buy: 0, sell: 30}
          - {material: GOLD_INGOT, amount: 16, buy: 0, sell: 15}
          - {material: IRON_INGOT, amount: 16, buy: 0, sell: 10}
          - {material: QUARTZ, amount: 64, buy: 0, sell: 10}
          - {material: REDSTONE, amount: 64, buy: 0, sell: 8}
          - {material: LAPIS_LAZULI, amount: 64, buy: 0, sell: 8}
          - {material: COAL, amount: 64, buy: 0, sell: 5}
      # What a fight uses.
      combat:
        name: "{error}Combat"
        icon: DIAMOND_SWORD
        items:
          - {material: ENDER_PEARL, amount: 16, buy: 80, sell: 0}
          - {material: GOLDEN_APPLE, amount: 8, buy: 80, sell: 0}
          - {material: EXPERIENCE_BOTTLE, amount: 64, buy: 50, sell: 0}
          - {material: ARROW, amount: 64, buy: 15, sell: 0}
          - {material: BOW, amount: 1, buy: 10, sell: 0}
          - {material: FISHING_ROD, amount: 1, buy: 5, sell: 0}
          - {material: SNOWBALL, amount: 16, buy: 5, sell: 0}
      # Leather armour and every dye: an Archer's set.
      archer:
        name: "{success}Archer"
        icon: LEATHER_CHESTPLATE
        items:
          - {material: LEATHER_HELMET, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_CHESTPLATE, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_LEGGINGS, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_BOOTS, amount: 1, buy: 5, sell: 0}
          - {material: WHITE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: ORANGE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: MAGENTA_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIGHT_BLUE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: YELLOW_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIME_DYE, amount: 16, buy: 10, sell: 0}
          - {material: PINK_DYE, amount: 16, buy: 10, sell: 0}
          - {material: GRAY_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIGHT_GRAY_DYE, amount: 16, buy: 10, sell: 0}
          - {material: CYAN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: PURPLE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BLUE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BROWN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: GREEN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: RED_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BLACK_DYE, amount: 16, buy: 10, sell: 0}
      # Everything a brewing stand takes.
      potions:
        name: "{warning}Potions"
        icon: BREWING_STAND
        items:
          - {material: BREWING_STAND, amount: 1, buy: 20, sell: 0}
          - {material: GLASS_BOTTLE, amount: 64, buy: 10, sell: 0}
          - {material: NETHER_WART, amount: 64, buy: 30, sell: 0}
          - {material: BLAZE_ROD, amount: 16, buy: 40, sell: 0}
          - {material: GLOWSTONE_DUST, amount: 64, buy: 30, sell: 0}
          - {material: GUNPOWDER, amount: 64, buy: 20, sell: 0}
          - {material: SUGAR, amount: 64, buy: 15, sell: 0}
          - {material: MAGMA_CREAM, amount: 16, buy: 30, sell: 0}
          - {material: GHAST_TEAR, amount: 8, buy: 40, sell: 0}
          - {material: GLISTERING_MELON_SLICE, amount: 16, buy: 30, sell: 0}
          - {material: SPIDER_EYE, amount: 16, buy: 10, sell: 0}
          - {material: FERMENTED_SPIDER_EYE, amount: 16, buy: 20, sell: 0}
          - {material: RABBIT_FOOT, amount: 8, buy: 30, sell: 0}
      # Food.
      food:
        name: "{secondary}Food"
        icon: GOLDEN_CARROT
        items:
          - {material: GOLDEN_CARROT, amount: 64, buy: 20, sell: 0}
          - {material: COOKED_BEEF, amount: 64, buy: 10, sell: 0}
          - {material: COOKED_PORKCHOP, amount: 64, buy: 10, sell: 0}
          - {material: BAKED_POTATO, amount: 64, buy: 8, sell: 0}
          - {material: BREAD, amount: 64, buy: 5, sell: 0}
      # Everything a base is built of.
      building:
        name: "{primary}Building"
        icon: BRICKS
        items:
          - {material: OBSIDIAN, amount: 16, buy: 40, sell: 0}
          - {material: STONE, amount: 64, buy: 5, sell: 0}
          - {material: COBBLESTONE, amount: 64, buy: 3, sell: 0}
          - {material: STONE_BRICKS, amount: 64, buy: 8, sell: 0}
          - {material: SMOOTH_STONE, amount: 64, buy: 8, sell: 0}
          - {material: DEEPSLATE_BRICKS, amount: 64, buy: 10, sell: 0}
          - {material: BRICKS, amount: 64, buy: 10, sell: 0}
          - {material: QUARTZ_BLOCK, amount: 64, buy: 20, sell: 0}
          - {material: WHITE_CONCRETE, amount: 64, buy: 10, sell: 0}
          - {material: BLACK_CONCRETE, amount: 64, buy: 10, sell: 0}
          - {material: TERRACOTTA, amount: 64, buy: 8, sell: 0}
          - {material: GLASS, amount: 64, buy: 8, sell: 0}
          - {material: OAK_LOG, amount: 64, buy: 10, sell: 0}
          - {material: SPRUCE_LOG, amount: 64, buy: 10, sell: 0}
          - {material: OAK_PLANKS, amount: 64, buy: 5, sell: 0}
          - {material: SAND, amount: 64, buy: 5, sell: 0}
          - {material: GRAVEL, amount: 64, buy: 5, sell: 0}
          - {material: DIRT, amount: 64, buy: 2, sell: 0}
          - {material: OAK_SLAB, amount: 64, buy: 5, sell: 0}
          - {material: STONE_BRICK_STAIRS, amount: 64, buy: 10, sell: 0}
          - {material: LADDER, amount: 64, buy: 10, sell: 0}
          - {material: OAK_FENCE_GATE, amount: 16, buy: 10, sell: 0}
          - {material: OAK_DOOR, amount: 8, buy: 5, sell: 0}
          - {material: OAK_TRAPDOOR, amount: 16, buy: 5, sell: 0}
          - {material: TORCH, amount: 64, buy: 5, sell: 0}
          - {material: LANTERN, amount: 16, buy: 10, sell: 0}
      # Storage, crafting, enchanting and liquids.
      utility:
        name: "{secondary}Utility"
        icon: CHEST
        items:
          - {material: CHEST, amount: 16, buy: 10, sell: 0}
          - {material: HOPPER, amount: 4, buy: 20, sell: 0}
          - {material: CRAFTING_TABLE, amount: 1, buy: 2, sell: 0}
          - {material: FURNACE, amount: 4, buy: 5, sell: 0}
          - {material: ANVIL, amount: 1, buy: 30, sell: 0}
          - {material: ENCHANTING_TABLE, amount: 1, buy: 50, sell: 0}
          - {material: BOOKSHELF, amount: 16, buy: 40, sell: 0}
          - {material: WATER_BUCKET, amount: 1, buy: 5, sell: 0}
          - {material: LAVA_BUCKET, amount: 1, buy: 10, sell: 0}
          - {material: BUCKET, amount: 1, buy: 3, sell: 0}
          - {material: OAK_SIGN, amount: 16, buy: 5, sell: 0}
      # Seeds and crops.
      farming:
        name: "{success}Farming"
        icon: WHEAT
        items:
          - {material: WHEAT_SEEDS, amount: 64, buy: 5, sell: 0}
          - {material: SUGAR_CANE, amount: 16, buy: 10, sell: 0}
          - {material: CACTUS, amount: 16, buy: 10, sell: 0}
          - {material: PUMPKIN_SEEDS, amount: 16, buy: 10, sell: 0}
          - {material: MELON_SEEDS, amount: 16, buy: 10, sell: 0}
          - {material: CARROT, amount: 16, buy: 5, sell: 0}
          - {material: POTATO, amount: 16, buy: 5, sell: 0}
          - {material: BONE_MEAL, amount: 64, buy: 10, sell: 0}
Key As shipped What it does
enabled true The shop at all. false: no /shop, signs inert — and the name /shop is left to another shop plugin, if the server has one. Read again by /hcf reload
mode both signs (placed by staff), menu (/shop), or both
signs.buy-header · sell-header [Buy] · [Sell] The first line that makes a sign a shop sign
menu.categories 8 shelves, ~100 items, priced on a 10-a-kill economy The shelves /shop opens on: each with a name, an icon and its items — material, amount per trade, buy and sell prices for that amount, 0 for not offered. Ores are sold; combat, the Archer's leather and every dye, potion ingredients, food, building blocks, utility blocks and farming are bought
menu.items — A single list instead of shelves, the same way
menu.back-icon ARROW The button back to the shelves

Everything the shop shows is configured here or in lang/en.yml (economy.shop: titles, item names and lines, messages): shelves, items and prices are the server's own, and a shelf or an item can be added, removed or repriced, then /hcf reload.

Bounties

economy.yml
# /bounty <player> <amount> puts money on a player's head, taken from your balance
# at once; whoever kills them collects all of it. Bounties on one player add up
# and survive a restart. A teammate or an ally of the target cannot collect it.
# /bounty lists the largest; staff clear one with /bounty clear <player>
# (hcfcore.economy.bounty.admin) - the money is not given back.
bounties:
  enabled: true
  # The least one placement may add: five kills' worth.
  minimum-amount: 50.0
  # Tell everybody when a bounty is placed. Collecting one is always announced.
  announce: true
  # How many bounties /bounty lists.
  list-size: 10
Key As shipped What it does
enabled true /bounty at all
minimum-amount 50.0 The least one placement may add — five kills' worth
announce true Tell everybody when a bounty is placed; collecting one is always announced
list-size 10 How many bounties /bounty lists

Kill reward

economy.yml
# Money for a kill: a flat amount, and, if you want kills to cost something too, a
# share taken from the dead player's balance. Nothing for killing an ally, and
# nothing again for the same victim within same-victim-cooldown-seconds - two
# accounts trading kills is the first thing a kill reward invites.
kill-reward:
  enabled: true
  # The unit the rest of the economy is priced on (the shop, bounties).
  amount: 10.0
  # The share of the victim's balance moved to the killer, 0 to 100.
  steal-percent: 0
  same-victim-cooldown-seconds: 300
Key As shipped What it does
enabled true Money for a kill at all
amount 10.0 Paid to the killer, from nowhere — the unit the shop and bounties are priced on
steal-percent 0 The share of the victim's balance moved to the killer, 0 to 100, rounded down to the cent
same-victim-cooldown-seconds 300 The same killer earns nothing for the same victim again within this

The whole shipped file

View it on GitHub.

economy.yml
# ---------------------------------------------------------------------------
# HCFCore - Economy configuration
# ---------------------------------------------------------------------------
# Player balances, /pay, and staff management.
# Changes take effect on /hcf reload.
#
# NOTE on precision: balances are stored as floating-point numbers rather than
# an integer number of cents. That is not the usual advice for money, and it is
# a deliberate concession - the Vault Economy interface this module has to expose
# is itself double-based, so anything else would mean converting on every call and
# losing the same precision at the boundary (checked against VaultAPI 1.7).
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------

# Turning this off disables balances, /pay, /eco and the team bank commands.
enabled: true

# Balance a player starts with. Nothing is written to the database until their
# balance actually changes, so this costs no storage for players who never earn.
starting-balance: 100.0

# Ceiling per account. 0 = no ceiling.
# A credit that would cross it is refused rather than clamped, so money is never
# silently destroyed.
maximum-balance: 0.0

currency:
  # Shown before an amount: $1,234.50
  symbol: "$"
  # Used when the amount is named rather than symbolised: "1 dollar", "2 dollars".
  singular: "dollar"
  plural: "dollars"

pay:
  # Player-to-player transfers (/pay). Can be turned off without disabling the
  # rest of the economy.
  enabled: true
  # Smallest transfer allowed, to stop 0.01 spam.
  minimum-amount: 1.0

# Where players buy and sell for money: signs that staff place (at spawn, as a
# rule), the /shop menu, or both. Only plain items are counted and taken - a
# renamed or enchanted stack is never sold by mistake.
shop:
  # false: no shop at all - no /shop, signs inert. /shop is then left to another
  # shop plugin, if the server has one: the name goes to its /shop.
  enabled: true
  # signs, menu or both.
  mode: both
  # A shop sign, written by staff (hcfcore.economy.shop.admin):
  #   [Buy]  or [Sell]
  #   16             how many per trade (1-64)
  #   Ender Pearl    the item
  #   80             the price of those 16
  # A right click trades one lot; sneaking, a stack's worth (buy) or all you hold (sell).
  signs:
    buy-header: "[Buy]"
    sell-header: "[Sell]"
  # /shop: the shelves below; a click opens one. Each has its name, the item that
  # stands for it, and its items: amount per trade, then buy and sell prices for
  # that amount - 0 for "not offered". Left click buys, right click sells. (A plain
  # "items:" list under menu, without categories, is one shelf of its own.)
  #
  # Priced on a kill being worth 10 (kill-reward below): 16 diamonds sell for five
  # kills, a stack of pearls costs eight. Ores come in; what a fight, a base and a
  # brewing stand use goes out. The shop never buys back what it sells, so nothing
  # can be bought and sold at a profit.
  menu:
    # The button back to the shelves, in a shelf.
    back-icon: ARROW
    categories:
      # Selling what you mine.
      ores:
        name: "{primary}Ores"
        icon: DIAMOND
        items:
          - {material: DIAMOND, amount: 16, buy: 0, sell: 50}
          - {material: EMERALD, amount: 16, buy: 0, sell: 30}
          - {material: GOLD_INGOT, amount: 16, buy: 0, sell: 15}
          - {material: IRON_INGOT, amount: 16, buy: 0, sell: 10}
          - {material: QUARTZ, amount: 64, buy: 0, sell: 10}
          - {material: REDSTONE, amount: 64, buy: 0, sell: 8}
          - {material: LAPIS_LAZULI, amount: 64, buy: 0, sell: 8}
          - {material: COAL, amount: 64, buy: 0, sell: 5}
      # What a fight uses.
      combat:
        name: "{error}Combat"
        icon: DIAMOND_SWORD
        items:
          - {material: ENDER_PEARL, amount: 16, buy: 80, sell: 0}
          - {material: GOLDEN_APPLE, amount: 8, buy: 80, sell: 0}
          - {material: EXPERIENCE_BOTTLE, amount: 64, buy: 50, sell: 0}
          - {material: ARROW, amount: 64, buy: 15, sell: 0}
          - {material: BOW, amount: 1, buy: 10, sell: 0}
          - {material: FISHING_ROD, amount: 1, buy: 5, sell: 0}
          - {material: SNOWBALL, amount: 16, buy: 5, sell: 0}
      # Leather armour and every dye: an Archer's set.
      archer:
        name: "{success}Archer"
        icon: LEATHER_CHESTPLATE
        items:
          - {material: LEATHER_HELMET, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_CHESTPLATE, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_LEGGINGS, amount: 1, buy: 5, sell: 0}
          - {material: LEATHER_BOOTS, amount: 1, buy: 5, sell: 0}
          - {material: WHITE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: ORANGE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: MAGENTA_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIGHT_BLUE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: YELLOW_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIME_DYE, amount: 16, buy: 10, sell: 0}
          - {material: PINK_DYE, amount: 16, buy: 10, sell: 0}
          - {material: GRAY_DYE, amount: 16, buy: 10, sell: 0}
          - {material: LIGHT_GRAY_DYE, amount: 16, buy: 10, sell: 0}
          - {material: CYAN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: PURPLE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BLUE_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BROWN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: GREEN_DYE, amount: 16, buy: 10, sell: 0}
          - {material: RED_DYE, amount: 16, buy: 10, sell: 0}
          - {material: BLACK_DYE, amount: 16, buy: 10, sell: 0}
      # Everything a brewing stand takes.
      potions:
        name: "{warning}Potions"
        icon: BREWING_STAND
        items:
          - {material: BREWING_STAND, amount: 1, buy: 20, sell: 0}
          - {material: GLASS_BOTTLE, amount: 64, buy: 10, sell: 0}
          - {material: NETHER_WART, amount: 64, buy: 30, sell: 0}
          - {material: BLAZE_ROD, amount: 16, buy: 40, sell: 0}
          - {material: GLOWSTONE_DUST, amount: 64, buy: 30, sell: 0}
          - {material: GUNPOWDER, amount: 64, buy: 20, sell: 0}
          - {material: SUGAR, amount: 64, buy: 15, sell: 0}
          - {material: MAGMA_CREAM, amount: 16, buy: 30, sell: 0}
          - {material: GHAST_TEAR, amount: 8, buy: 40, sell: 0}
          - {material: GLISTERING_MELON_SLICE, amount: 16, buy: 30, sell: 0}
          - {material: SPIDER_EYE, amount: 16, buy: 10, sell: 0}
          - {material: FERMENTED_SPIDER_EYE, amount: 16, buy: 20, sell: 0}
          - {material: RABBIT_FOOT, amount: 8, buy: 30, sell: 0}
      # Food.
      food:
        name: "{secondary}Food"
        icon: GOLDEN_CARROT
        items:
          - {material: GOLDEN_CARROT, amount: 64, buy: 20, sell: 0}
          - {material: COOKED_BEEF, amount: 64, buy: 10, sell: 0}
          - {material: COOKED_PORKCHOP, amount: 64, buy: 10, sell: 0}
          - {material: BAKED_POTATO, amount: 64, buy: 8, sell: 0}
          - {material: BREAD, amount: 64, buy: 5, sell: 0}
      # Everything a base is built of.
      building:
        name: "{primary}Building"
        icon: BRICKS
        items:
          - {material: OBSIDIAN, amount: 16, buy: 40, sell: 0}
          - {material: STONE, amount: 64, buy: 5, sell: 0}
          - {material: COBBLESTONE, amount: 64, buy: 3, sell: 0}
          - {material: STONE_BRICKS, amount: 64, buy: 8, sell: 0}
          - {material: SMOOTH_STONE, amount: 64, buy: 8, sell: 0}
          - {material: DEEPSLATE_BRICKS, amount: 64, buy: 10, sell: 0}
          - {material: BRICKS, amount: 64, buy: 10, sell: 0}
          - {material: QUARTZ_BLOCK, amount: 64, buy: 20, sell: 0}
          - {material: WHITE_CONCRETE, amount: 64, buy: 10, sell: 0}
          - {material: BLACK_CONCRETE, amount: 64, buy: 10, sell: 0}
          - {material: TERRACOTTA, amount: 64, buy: 8, sell: 0}
          - {material: GLASS, amount: 64, buy: 8, sell: 0}
          - {material: OAK_LOG, amount: 64, buy: 10, sell: 0}
          - {material: SPRUCE_LOG, amount: 64, buy: 10, sell: 0}
          - {material: OAK_PLANKS, amount: 64, buy: 5, sell: 0}
          - {material: SAND, amount: 64, buy: 5, sell: 0}
          - {material: GRAVEL, amount: 64, buy: 5, sell: 0}
          - {material: DIRT, amount: 64, buy: 2, sell: 0}
          - {material: OAK_SLAB, amount: 64, buy: 5, sell: 0}
          - {material: STONE_BRICK_STAIRS, amount: 64, buy: 10, sell: 0}
          - {material: LADDER, amount: 64, buy: 10, sell: 0}
          - {material: OAK_FENCE_GATE, amount: 16, buy: 10, sell: 0}
          - {material: OAK_DOOR, amount: 8, buy: 5, sell: 0}
          - {material: OAK_TRAPDOOR, amount: 16, buy: 5, sell: 0}
          - {material: TORCH, amount: 64, buy: 5, sell: 0}
          - {material: LANTERN, amount: 16, buy: 10, sell: 0}
      # Storage, crafting, enchanting and liquids.
      utility:
        name: "{secondary}Utility"
        icon: CHEST
        items:
          - {material: CHEST, amount: 16, buy: 10, sell: 0}
          - {material: HOPPER, amount: 4, buy: 20, sell: 0}
          - {material: CRAFTING_TABLE, amount: 1, buy: 2, sell: 0}
          - {material: FURNACE, amount: 4, buy: 5, sell: 0}
          - {material: ANVIL, amount: 1, buy: 30, sell: 0}
          - {material: ENCHANTING_TABLE, amount: 1, buy: 50, sell: 0}
          - {material: BOOKSHELF, amount: 16, buy: 40, sell: 0}
          - {material: WATER_BUCKET, amount: 1, buy: 5, sell: 0}
          - {material: LAVA_BUCKET, amount: 1, buy: 10, sell: 0}
          - {material: BUCKET, amount: 1, buy: 3, sell: 0}
          - {material: OAK_SIGN, amount: 16, buy: 5, sell: 0}
      # Seeds and crops.
      farming:
        name: "{success}Farming"
        icon: WHEAT
        items:
          - {material: WHEAT_SEEDS, amount: 64, buy: 5, sell: 0}
          - {material: SUGAR_CANE, amount: 16, buy: 10, sell: 0}
          - {material: CACTUS, amount: 16, buy: 10, sell: 0}
          - {material: PUMPKIN_SEEDS, amount: 16, buy: 10, sell: 0}
          - {material: MELON_SEEDS, amount: 16, buy: 10, sell: 0}
          - {material: CARROT, amount: 16, buy: 5, sell: 0}
          - {material: POTATO, amount: 16, buy: 5, sell: 0}
          - {material: BONE_MEAL, amount: 64, buy: 10, sell: 0}

# /bounty <player> <amount> puts money on a player's head, taken from your balance
# at once; whoever kills them collects all of it. Bounties on one player add up
# and survive a restart. A teammate or an ally of the target cannot collect it.
# /bounty lists the largest; staff clear one with /bounty clear <player>
# (hcfcore.economy.bounty.admin) - the money is not given back.
bounties:
  enabled: true
  # The least one placement may add: five kills' worth.
  minimum-amount: 50.0
  # Tell everybody when a bounty is placed. Collecting one is always announced.
  announce: true
  # How many bounties /bounty lists.
  list-size: 10

# Money for a kill: a flat amount, and, if you want kills to cost something too, a
# share taken from the dead player's balance. Nothing for killing an ally, and
# nothing again for the same victim within same-victim-cooldown-seconds - two
# accounts trading kills is the first thing a kill reward invites.
kill-reward:
  enabled: true
  # The unit the rest of the economy is priced on (the shop, bounties).
  amount: 10.0
  # The share of the victim's balance moved to the killer, 0 to 100.
  steal-percent: 0
  same-victim-cooldown-seconds: 300