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Running a Shop
A Stall token is a piece of paper named Stall Token. Get one with /stall token, or /stall token <amount> for up to 64 at once. An operator can also hand them out with /stall admin give <player> [amount].
Right-click a barrel, chest or trapped chest with the token. It becomes your shop and the token is used up. In creative mode it isn't used up.
- You can only make a shop where you could open the container anyway, so claims from GriefPrevention and other protection plugins and mods decide where shops can go.
- Each player can own a limited number of shops, 3 unless the server says otherwise.
/stall listshows your shops and your limit. - Copper chests can't be shops, because copper golems take items out of them.
A double chest is one shop with 54 slots of stock. Use the token on either half of a double chest, or make a single chest a shop and join a second chest onto it later; either way the shop covers both halves.
Only you, or an operator, can join a chest onto your chest shop. Other players must place a separate chest. Fabric keeps it single automatically; Spigot/Paper refuses a joining placement, so sneak while placing it to keep it separate.
If you have the stall.barrel.large permission, your barrel shops hold 54 slots of stock instead of 27. Right-clicking one opens a 54-slot view: the barrel's own 27 slots on top, and 27 extra slots below. Buyers' trades use all of them.
Shops you made before getting the permission grow the next time you open them, and a large barrel stays large even if you lose the permission, so nothing in its extra slots is ever stranded. The extra slots are saved on the barrel itself, so a world backup keeps them together with the barrel.
Right-click your shop as usual and put your stock in it. Payments from buyers land in the same container, so this is also where you collect them.
Hoppers can feed a shop, but they can't pull anything out of it. Hoppers only reach a large barrel's own 27 slots, not its extra ones.
Sneak and right-click your shop with both hands empty to open the offer editor. Each row is one offer:
| Slot | What it is |
|---|---|
| First | The remove button. Press Q on it, then Q again, to remove the offer. Any other click cancels. |
| Second and third | What buyers pay: up to two items. |
| Fourth | The offer's status. |
| Fifth, sixth and seventh | What buyers get: up to three items. |
Items in the editor are copies: putting an item in doesn't take it from your inventory, and taking it out doesn't give you one. Nothing you do in the editor can lose or duplicate an item.
| Click on an item slot | What it does |
|---|---|
| Left-click with an item | Put that whole stack in, or add it if the slot already holds the same item. |
| Right-click with an item | Put one in, or add one. |
| Left-click / right-click | One more / one fewer. |
| Shift-left / shift-right-click | A stack more / a stack fewer. Never below one. |
| Q | Take the item out. |
Each slot holds up to one stack of its item: 64 of most items, 16 ender pearls, one sword. Adding to a full slot carries on in the first of the side's other slots that is empty or holds the same item. So buyers pay up to two stacks, 128 of most items, and get up to three, 192.
To add an offer, click an item into the empty row below your last offer. A shop can have up to six offers. An offer whose items are all taken out is removed.
Buyers only see an offer once it has at least one item on each side.
Item data counts. An enchanted, renamed or damaged item is a different item from a plain one, both in your offer and in your stock.
/stall preview toggles preview mode: your own shops open the buyer menu, so you can try your offers. Run it again to go back.
There are two ways to take a shop down, and either way you get its token back to use again:
- Break the barrel or chest. The token drops with its contents, a large barrel's extra slots included. Breaking either half of a double chest removes the shop.
-
Look at it and run
/stall remove. The container stays where it is, with its contents, as an ordinary one. The token goes into your inventory. A large barrel must have its extra slots emptied first, because an ordinary barrel can't hold them; breaking it drops them instead.
If an operator removes your shop while you're offline, the token waits for you. You're told when you join; collect it with /stall reclaim. A shop made in creative mode gives no token back, because it never used one.
Every shop's container carries the shop's id. If the container at a shop's spot doesn't, for example because it was replaced, the shop pauses instead of selling whatever is in the new one. Buyers are told it's paused. Sneak and right-click it with empty hands to start it again.
Other players can't break your shop or open its container. Operators with stall.admin can edit, break and remove any shop, but they open it as buyers do.
Explosions cannot destroy a shop's container or its stock, both halves of a double chest included. Nearby blocks are affected normally.
Operators can grant /lp group <rank> permission set stall.barrel.large true as a playtime rank perk.
For tokens to be earned rewards, disable stall.token for ordinary players; otherwise they can use
/stall token freely. Have Scarpet/Carpet or another reward script run stall admin give <player> <amount>
from the server console when a player reaches the configured playtime threshold.
Getting started
Players
Reference
Admin