Shops
Player-run chest shops — how to open one, browse others, set prices, and grow into a real storefront.
Every shop on Sunday Market is player-run. There's no admin store, no NPC vendor with infinite stock, no "exchange currency for items" interface. If you want diamonds, you buy them from a player. If you want food, same. If you want to sell your surplus, you set up a chest shop.
This is the engine that drives the rest of the economy.
How a chest shop works
A chest shop is a vanilla chest with a sign on it that defines what's for sale, the price, and the direction of the trade (buy from you, sell to you, or both).
When another player right-clicks the sign:
- The price is deducted from their balance and added to yours
- The item moves from your chest into their inventory (or vice versa for "sell to" shops)
- Both sides see a confirmation message
If the chest is empty (for a "buying-from-you" shop) or full (for a "selling-to-you" shop), the trade fails politely and nothing changes.
Opening your first shop
You need:
- A vanilla chest (single or double)
- A sign
- The items you want to sell already in the chest
- Your shop allowance — see "Shop count by rank" below
Steps:
- Place the chest somewhere foot-traffic-friendly (near spawn, near another shop hub, near your base)
- Place a sign on the chest face that buyers will face
- Run the shop-create command (see in-game help with
/shopor check Commands → Economy) - The sign updates with the formatted shop info — your name, the item, the buy/sell prices
For a step-by-step walkthrough including chest placement and sign formatting, run /wiki shop in-game or follow the system prompt that appears the first time you use the shop command.
Shop slots by rank
| Rank | Max shops |
|---|---|
| Visitor | 1 |
| Member | 3 |
| Citizen | 6 |
| Myth | 12 |
| Legend | 25 |
Each shop = one chest. A double chest counts as one shop. Storage chests with no shop sign don't count.
Pricing strategy
Some practical patterns:
Browse before you set prices
Before you open a shop selling diamonds, walk through spawn shops and see what other players are charging. The market has a current price for almost everything; setting yours wildly above it means no sales, wildly below means you're leaving coin on the table.
Bulk discount works
A 1-diamond price might be 8 coins. A 16-diamond stack price might be 100 coins (vs. 128 if you sold them one-by-one). Bulk discounts move stock and reduce sign-clicking for buyers.
Price by your effort, not the meta
If you mined those diamonds in a place where it took you an hour, that's worth more than what someone else's auto-farm cobble is worth per hour. Price by your time investment.
Restock weekly
A shop that's empty more than it's full doesn't earn. Set a habit — a Saturday morning restock pass on all your shops keeps stock visible and you'll see steady drip income.
Browsing other shops
/shop opens a shop browser GUI showing nearby shops sorted by item, price, or distance. Click one to teleport to its location (or get directions if outside teleport range). Hover over an item to see the seller and current stock.
This is the easiest way to find what's for sale without walking the whole spawn perimeter.
Where to put a shop
- Spawn shops zone — if there's a designated spawn-shops area, that's the highest-traffic spot
- Your base — sells slower but lets you control the whole experience
- A community hub — bigger trade volume, you split traffic with neighbors
Putting a shop deep in the wilderness with no signage means it'll never get found. The whole point is foot traffic.
Restocking and stock-out
When your shop runs out of stock, the sign updates to show "OUT OF STOCK" until you refill. Players browsing /shop can see stock state, so an out-of-stock shop self-hides from active browsing.
Refill by opening the chest (you can open your own shop chests freely) and adding inventory.
Removing or modifying a shop
To remove a shop, run the remove command from a sign on the chest you want to retire. The sign reverts to a normal sign and the chest becomes a regular storage chest.
To change the price or the item, remove and re-create — there's no in-place edit.
What you can't sell
- Soulbound items — items locked to a player don't transfer through shops
- Items with custom NBT the server can't serialize cleanly — extremely niche, mostly relevant to admin-built test items
- Other players' loot from a recovery chest — recovery-chest contents stay protected to the dead player; you can't shop someone else's death drop
See also
- How it pays — what earns coins (so you have something to spend)
- Trading — direct player-to-player trades for items shops don't fit
- Banknotes — physical paper money for big shop transactions or offline gifts
- Building & claiming — etiquette for shop placement