How it pays
The shape of the economy — what earns coins, why the curve looks the way it does, and how to play your way to a healthy balance.
You earn coins just by playing. Every action has a chance to drop a payout, with the chance weighted to how rare or valuable the action is in vanilla terms. Mining stone whispers. Mining diamond sings. The XP-orb pickup sound is your cue: that was a payout.
You don't farm coins — they accumulate while you do whatever you'd be doing anyway.
What pays
Mining ore
The deeper-rarer the ore, the bigger and more frequent the payout. Diamond and emerald are basically guaranteed coins on every block. Lapis pays often. Coal and quartz pay sometimes. Common stone pays a whisper — strip-mining cobble for coins is not the play.
The curve mirrors vanilla rarity. If an ore is harder to find, it pays better.
Combat
Killing a hostile mob pays 1 coin with a 3–8s cooldown — enough that a fight feels rewarded, not so much that an AFK mob farm becomes the optimal play. Killing a player pays 2 coins with a 10 min/victim per-target cooldown, so you can't farm the same opponent.
Dying costs you −5 coins with a 30s penalty cooldown — a soft tax, not a wallet-drain.
Living in the world
Sleeping in a bed, fishing, eating, crafting, opening chests, enchanting, leveling up, riding boats and minecarts, taming animals, taking your first trip through a portal, walking into a new dimension — they all roll for a payout. Some pay often, some occasionally, some rarely. Just play and you'll notice the orb-pickup sound throughout the session.
Discovery
Earning an advancement, unlocking a new crafting recipe, traveling between dimensions — these reliably pay. The world rewards exploration: walking into the End for the first time pays differently than walking around your overworld base.
Just being here
+5 coins per hour while you're online. +1 coin when you join and +1 coin when you leave (with a cooldown so reconnecting doesn't abuse it). The hourly drip is small but reliable — it's the floor under everything else.
Daily logins + milestones
| Streak | Reward |
|---|---|
| 3 consecutive days | +5 coins |
| 7 consecutive days | +15 coins |
| 14 consecutive days | +30 coins |
| 30 consecutive days | +75 coins |
| Lifetime milestone | Reward |
|---|---|
| 50 / 100 / 500 / 1,000 mob kills | +5 / +10 / +50 / +100 |
| 10 / 50 / 100 fish caught | +5 / +15 / +30 |
| 10 / 50 animals bred | +5 / +20 |
These fire once at each threshold; missing a streak day resets the counter to zero.
Streaks and milestones
Daily login streak
Log in on consecutive days for an escalating bonus. The reward grows at the 3-, 7-, 14-, and 30-day marks — meaningful by 30 days, especially if you stack it with regular play. Miss a day and the streak resets.
This rewards habit without demanding it. You don't have to log in every day; the bonus is just a nudge for players who want it.
Lifetime milestones
One-time payouts for crossing big lifetime thresholds — mob kills, fish caught, animals bred. The first 50 mob kills earn a small reward; 1,000 mob kills earn a chunky one. These fire once and stay quiet until the next threshold.
Milestones are silent achievements — you'll know you crossed one when the toast-style sound plays and the message lands in chat.
Brewing as income
A separate income stream worth highlighting: brewed drinks sell well at chest shops. Quality is locked in once bottled, so high-quality brews command premium prices. Barrel-aging takes wall-clock minutes (1 in-game year ≈ 20 real minutes), so a brewing operation is slow but reliable. A few aged barrels turn into steady coin if you set up a shop for them. See The Tavern.
What doesn't pay
- Standing AFK (the per-hour drip still ticks, but no rolls fire on actions you're not taking)
- Re-crafting items you've already discovered (the discovery bonus is on the first craft of a recipe)
- Repeatedly killing the same player (the per-victim cooldown locks the reward)
Soft anti-farm
There's no hard daily cap. Cooldowns handle abuse:
- Mob-kill cooldowns space out so a mob farm pays in drips, not torrents
- Player-kill cooldowns lock per victim so you can't farm an alt
- Death cooldowns prevent self-killing for coin tricks
- Bucket and vehicle actions have their own short cooldowns
The cooldowns are short enough to not feel restrictive in normal play and long enough to break the "farm = optimal" pattern.
If a creative new farm appears that breaks the curve, staff retune and announce. For now: play normally and the coins come.
Why the curve looks the way it does
Two failure modes shaped this design:
- Too generous — players accumulate so fast that prices skyrocket and the market becomes meaningless
- Too stingy — players feel like they're grinding for nothing and the system is decorative
The middle is a small steady drip with occasional satisfying spikes. The hourly drip says "you exist, you matter." The diamond-mining payout says "you did something rare, here's a real reward." The advancement payout says "the game noticed."
This is why it's deliberately not "every action pays the same." Flatten it and the satisfying spikes go away. Spike-only and the floor disappears. Both shapes existed in past iterations; both failed.
A few practical patterns
- First few hours: focus on getting to a base and starting to collect. Coins will trickle in just from existence.
- Hours 5–20: a few short branch-mines past coal will start producing diamond and emerald payouts. Combine with mob-killing during night and you'll have steady income.
- Past Member rank: open your first chest shop. Even a small cobble shop pays back its setup cost in days.
- Long-term: brewing income is the most reliable passive — barrel a tavern's worth of stock, sell at premium.
See also
- Shops — turning your earnings into ongoing income
- Trading — direct trades with other players
- Banknotes — physical paper money
- The Tavern → How to brew — brewing as an income stream