Simulated ChestShop
More actions
The Simulated ChestShop system is an automated market activity engine on Prosperity SMP. It creates background buying activity at player-owned ChestShop signs, ensuring that shops see regular traffic even during low-population hours. The system is designed to be invisible to players — it behaves like a normal customer.
Purpose
At low player counts, player shops can sit idle for hours with no buyers. This discourages players from setting up shops, which weakens the player-driven economy. The Simulated ChestShop solves this by having a server-managed bank account (CentralBank) purchase items from player shops at fair market prices.
The system does not sell items to players. It only buys. This makes it a pure money faucet into player hands, funded by the CentralBank reserve.
How it works
- The system maintains a shopping list of common items it is willing to buy.
- Every few minutes, it scans active player ChestShop signs for eligible items.
- If a shop is selling an item on the shopping list at a reasonable price, the system may purchase from it.
- The shop owner receives payment to their balance, just like a normal sale.
- The purchased items are removed from the chest (the bank does not stockpile).
From the shop owner's perspective, the transaction looks identical to a real player purchase. The system uses randomized persona names in logs to avoid easy identification.
What the system buys
The shopping list includes common economy staples:
| Category | Example items |
|---|---|
| Mining | Cobblestone, stone, deepslate, iron ingot, gold ingot, diamond, coal, redstone, lapis lazuli, copper ingot |
| Wood | Oak log, spruce log, birch log, planks |
| Farming | Wheat, carrots, potatoes, sugar cane, melon, pumpkin |
| Food | Cooked beef, cooked chicken, bread |
| Building | Glass, bricks, sand, gravel |
Each item has a maximum buy price based on the server's market data. The system will not overpay — if a shop prices above the fair range, the system skips it.
Demand governor
The system has built-in controls to prevent it from dominating the market:
- Daily spending cap
- The bank has a maximum daily spend limit across all purchases. Once the cap is reached, the system pauses until the next day.
- Per-shop cooldowns
- After buying from a shop, the system waits before buying from the same shop again.
- Per-owner caps
- No single shop owner receives more than a set percentage of the daily budget.
- Intensity profiles
- Activity levels adjust based on time of day and player count. During peak hours with many real buyers, the system backs off. During off-peak hours, it increases activity to keep the market moving.
Relationship to the economy
Simulated ChestShop activity is tracked separately from real player-to-player trades in the server's economic monitoring systems:
- Simulated transactions are marked with a
simulated: trueflag in the transaction log. - The CPI (Consumer Price Index) calculation excludes simulated transactions. CPI reflects real player-to-player prices only.
- The monetary policy engine classifies bank-to-player payouts as transfers from the public reserve, not new money creation. The money was already created when an admin funded the CentralBank.
This separation prevents a feedback loop where the bank's buying activity inflates the CPI, which then causes the bank to buy at higher prices.
Visibility
The system is intentionally invisible to players:
- No public
/marketcommand reveals the bank's exact buy prices or shopping list. - Transaction log entries use randomized persona names.
- The /market command shows real player-to-player CPI data only, not bank activity.
- Shop owners see normal sale notifications — they cannot distinguish a simulated purchase from a real one.
Admins can monitor and configure the system through the /simshop command (staff only).
Admin commands
| Command | Description |
|---|---|
/simshop status |
View bank balance, daily spend, and pause state |
/simshop pause |
Temporarily pause all activity |
/simshop resume |
Resume activity |
/simshop refill <amount> |
Add funds to the CentralBank |
These commands require staff permissions and are not available to regular players.
See also
- Economy — how the economy works, including money flow and inflation
- ChestShop — how to create player shops
- Admin shop — the server-run shop (separate system)
- Trading — trading methods and price discovery
- Getting started — includes shop setup guide