Free + Premium

Economy

Economy gives each of your servers its own currency. Linked players earn it from kills, playtime and a daily redeem, then spend it on Blackjack, Coin Flip, Surge Crash, Spin the Wheel and your Store. Bounties sit here too: the highest kill streak on that server is marked, and the reward goes to whoever claims them or to the bounty if they stay alive online for 2 hours.

01Free and Premium

  • Free: Coin Flip and Surge Crash, plus a store with 5 categories of up to 5 products each.
  • Premium: adds Blackjack and Spin the Wheel, and an unlimited store.
  • Nuke works on every server, free or Premium.

02What it does

Every server has its own vault, and balances are never shared between servers. Players earn currency by playing, and spend it on the player dashboard on the website. You decide how much things pay and cost.

Good to know

Only linked players take part. That means they've linked their Discord and in-game name on the website. Unlinked players don't earn anything, even for kills.

03How players use it

Players open your server on their dashboard and get these pages:

  • Balance: while they are on your server, the bar at the top shows their currency. Amounts under a million are written in full. From a million up they see a short form such as 1.2m. They can click the balance at any time to see the exact number.
  • Redeem: claim the daily reward, and daily wheel spins if you use that mode.
  • Black Jack, Coin Flip, Surge Crash and Spin the Wheel: the games, if you've switched them on.
  • Store: buy items, kits and vehicles with currency. If gifting is on, a Gift button lets them pick one eligible player, a category, then products — same cart and balance check, then checkout sends it to that player's vault.
  • My Vault: where prizes wait until they're delivered. Shop gifts show Gifted From and the sender's name.
  • Top Currencies: the richest linked players on that server, ten per page, with their linked name and Discord picture. It only lists people from that server. Admins can turn this off from Currency Leaderboard.
  • Edit panel: on the server hub, players can rearrange their cards. Each person keeps their own layout, and cards snap into place as they drag.

Anything physical (items, kits, vehicles) needs the player online in game when it's delivered. Vehicles spawn at the player's position.

04Currency Leaderboard

Open Economy, then the Currency Leaderboard tab on that page. It is not a separate item in the admin list. It is On by default. The On / Off switch saves as soon as you press it — there is no extra Save button. Turn it off if you do not want players to see who is holding the most currency.

When it is on, players get a Top Currencies card. The first page is the top 10 on that server. Next and Previous walk through everyone else from that server, still ten at a time. Other servers are never mixed in. Each row shows their linked in-game name, Discord profile picture and balance. You can also post that top 10 into Discord from Discord Integration > Server to Discord > Top Currencies.

05Bounties

Open Economy, then the Bounties tab. It is On by default. The On / Off switch saves as soon as you press it. When it is on, Surge watches player versus player kills on that server only. The online player with the highest kill streak (at least 4 kills without dying) is marked as the bounty. Someone who has been offline for a few minutes cannot keep or take the bounty.

When someone is marked, an in-game say goes through the message queue, and you can also post a Discord embed. You write both messages. Use {playername}, {reward} and {streak}. {reward} is filled in from what you set: currency, a kit, items, vehicles or entities. Discord can also use {server}.

  • If another player kills the bounty, that killer gets the reward.
  • If the bounty stays alive and online for 2 hours, the bounty is removed and they get the reward. Time pauses while they are offline.
  • If they die to anything that is not a player, the bounty drops with no payout and the next highest online streak can take it.
  • The live Dynamic Map shows a target on the bounty while they are online.
  • A wipe that resets kills also clears the live bounty.
  • Currency needs a linked account. Kits, items, vehicles and entities are given in game while the winner is online.

06Earning (Economy tab)

  • Starting balance: default 0. Given once per server to every linked player, including people who were already linked before you set it.
  • Daily redeem: default 0 (off). Claimed under Redeem, with a fixed 24 hour cooldown.
  • Currency name: what you call your money, up to 32 characters. Default is "coins".
  • PVP Kill Reward: default 50. Paid to the killer. Set 0 to turn it off.
  • NPC Kill Reward: default 25. Paid for killing scientists. Set 0 to turn it off.
  • Playtime interval and reward: the interval is in hours or days (default 1 hour) and the reward defaults to 0, which means off. Players are paid for every full interval they spend online.
  • 10 billion cap: any currency you set or give — starting balance, rewards, bets, shop cost, Nukes, giveaways, boosters, challenges, wheel prizes, Overrides — can go up to 10 billion, and no higher. A player’s balance on a server also stops at 10 billion.

Playtime only counts while a player is online and pauses when they leave, so half an hour today and half an hour tomorrow still adds up to one hour. Missed payouts are caught up, so nobody loses time that was already tracked.

Good to know

The panel won't save a playtime interval with a reward of 0. Either set a reward or leave playtime off.

07Black Jack and Coin Flip

Both games are on by default. Each has a min bet (default 1), a max bet (default 1000) and a cooldown between games with its own unit (0 means no cooldown).

  • Black Jack uses a 6 deck shoe. The dealer stands on 17, soft 17 included. Blackjack pays 3:2, and players can double down on their first two cards. There's no split and no insurance.
  • Coin Flip is a fair 50/50 between heads and tails that pays 1:1.

08Surge Crash

Surge Crash is on by default on every server. Players set a bet between your minimum and maximum, then launch a rocket. The multiplier climbs, and the rocket rises with it, up to the ceiling, staying inside the chart on a phone or a desktop. They can cash out at any moment to take their bet times that multiplier. The rocket stops on the number they clicked. If the rocket blows first, the bet is gone.

  • Master switch: turn the game off and it disappears from the player dashboard.
  • Minimum bet and maximum bet: default 1 and 1000.
  • Max output multiplier: default 10×. This is the ceiling. If the rocket reaches it, the flight pays that multiplier instead of blowing up.
  • Cash-out fee: default 0%. Set a percent from 0 to 50 and it is taken off every cash-out, including a flight that hits the ceiling. At 0 there is no fee. At 5%, a tiny cash-out pays back less than the bet, so a player only gets ahead once the rocket has climbed past the fee. The fee is locked in when they launch, so changing it does not change a flight already in the air.

The climb is a little meaner than a coin flip. About 1 flight in 100 dies on the pad, and the rest are drawn so the house keeps a small edge. A flight that is already in the air can still be cashed out after you turn the game off or lock games for a wipe. The next launch waits until the lock opens.

09Spin the Wheel

Spin the Wheel is off by default. You build the wheel yourself and choose how players pay for spins.

  • Currency mode: players bet from their balance, between your min and max bet. Bigger bets push the odds toward the rarer slices. At the min bet the chances are exactly what you set, and at the max bet the rare slices are a lot more likely.
  • Daily spin grants mode: players claim a set number of free spins every 24 hours under Redeem. Each spin costs 1 spin and the odds are exactly what you set.
  • Spin cooldown: time between spins.

The wheel has 2 to 24 slices. Each has a label (up to 40 characters), a chance %, and a prize. Change one slice's % and the others rebalance so it always adds up to 100. Even % splits it evenly.

  • Nothing: no prize.
  • Try Again: refunds the bet or spin, so it's a free re-spin.
  • Currency: a fixed amount.
  • Item: any item with a quantity from 1 to 1000.
  • Kit: a kit from your server.
  • Vehicle: a vehicle, optionally with fuel.

Out of the box the wheel has Nothing (28%), currency slices of 25, 50, 100, 250, 500 and 1000, and a small Try Again slice. Item, kit and vehicle prizes always go to My Vault first. If the player is online they can deliver it straight away, otherwise they claim it later when they're in game.

10Store

Open Shop and you go into the shop editor. Gift is a button in the shop, not the main page. Press it only if you want players to send shop products to each other.

  • Each category is one type: Item, Kit, Vehicle, Entities or Events. The type can't be changed once it's created.
  • Item products have a display name, the item and a quantity. Kit products use a kit from your server list. When you add a kit you can paste an image URL. That picture shows on the player shop, and they can click the kit to see it larger. Vehicle products come from a fixed list (Attack Helicopter, Minicopter, Scrap Transport Helicopter, Motorbike, Motorbike with Sidecar, Pedal Bike, Pedal Trike, RHIB, Horse, Premade Car, Snowmobile, SubMarine - solo, Submarine -duo and WorkCart) and can include fuel.
  • Entities are the same world spawns as Entity Spawning, without vehicles — Bradley crates, heli crates, locked crates, barrels, animals, workbenches and the rest. Search by name when you add one. Players pick Deliver in game (they must be online; it lands a little off to the side so it does not crush them) or Store in vault.
  • Events start with Queue Skip. It uses the same skip as the real-money store: the buyer’s linked name gets one skip, and they do not need to be online. The server does. More events will come later.
  • Every product has a cost and an optional Purchase Cooldown. Pick a number and Minutes, Hours or Days (up to 1 year). After a player buys it, they have to wait that long before they can buy that same product again. Leave it at 0 for no cooldown.
  • A product with a cooldown can only be bought one at a time, so players can't get around the timer by adding more to the cart.
  • On the player shop, the category search also finds items. Click a result and it opens that category and jumps to that item.
  • A category can be list only. Pick any Role List it should use: Shop VIP, VIP, Discord Tag, Zorp, AutoKits, Ride, Home Teleports or Recycler. AutoKits also lets you pick one kit list. Everyone still sees the category, but it stays locked unless they are on that list. Master List still opens every list-only category.
  • Enable Gifting between players is off until you turn it on. Linked players with at least 30 minutes of playtime on that server can gift items, kits, entities and vehicles to one other linked player who also has 30 minutes there. You can set a cooldown between gifts. 0 means they can gift again straight away.
  • The buyer pays, and the gift waits in the other player's My Vault. It is not dropped in game. When they claim it, the vault shows Gifted From and the sender's linked name.
  • Free servers get 5 categories with 5 products each. Premium is unlimited.
Good to know

Items, kits, vehicles and in-game entity spawns need the player online. Queue Skip only needs the server connected. Entities stored in My Vault are claimed later while online.

11Messages and overrides

On Economy Personalize you set what players see in chat when something is delivered:

  • Item bought: default {playername} your {itemname} has been delivered.
  • Kit bought: uses {kitname}. This one is also used for vehicles, entities, queue skips, and for Spin the Wheel and vault deliveries.

{itemname} and {kitname} are the display names from your Store, not the raw game names.

Under Overrides you can give or take currency from one linked player or from everyone at once (balances never go below 0), and give a player extra wheel spins for daily spin grants mode.

12Clearing store cooldowns

The Store cooldowns tab under Overrides lets you reset purchase timers early. At the top you can see how many products have a cooldown and how many timers are running right now.

Clear In-game Store Cooldown for a Player

  1. 1Search for the player by name. Only linked players show up.
  2. 2You get a list of every product they are still waiting on, with how long is left.
  3. 3Click Clear next to one product, or Clear all to reset every timer for that player.

Clear Everyone's Cooldowns

  1. 1Pick Everything or one specific item, kit or vehicle.
  2. 2Click Clear for everyone and confirm. Every player can buy it again straight away.
Tip

Clearing a cooldown doesn't refund anything. It only lets the player buy again sooner.

13Nuke

A Nuke is an event you sell in your Web Store. You can sell more than one, at different prices. When someone buys a Nuke product, the bot posts your Discord message with that product's payout. A cheaper Nuke never fires a more expensive one. Players click the button to grab that product's currency before time runs out. Each player can claim once per Nuke.

Good to know

You need Discord linked to your server, with the bot in your Discord, so it can post in the channel you pick.

Set it up under Economy → Nuke:

  • Discord channel: where every Nuke gets posted.
  • The message: always an embed. It comes with the CRITICAL MASS text already filled in, and Use default text puts it back.
  • When it's over: the line added to the bottom of the message once every spot is taken or the time runs out.
  • The button: its text, an optional emoji and a color (Red, Green, Blurple or Grey).
  • Starting numbers (currency per player, time limit, max players): used as the starting values when you add a new Nuke product. Each store product then has its own numbers.

You can use these in the message and the last line:

  • {username}: the Discord name of the buyer.
  • {amount}: what each player gets, like 500 coins.
  • {totalplayers}: how many players have claimed so far. The message updates as people claim.
  • {maxplayers}: the claim limit, or "no limit".
  • {ends}: when claiming closes, shown as a live countdown.
  • {server}: your Rust server name.

To sell them, go to Web Store → Products → Add product, pick Event, then Nuke. Set this product’s currency per player, time limit and max players, then the price. Optionally set a bonus for the player who triggered the Nuke — extra currency paid to the buyer when it posts. Leave it at 0 if you do not want that. Add as many Nuke products as you want for different prices.

What happens after someone buys it:

  1. 1The bot posts your message in the channel. The buyer doesn't need to be online. If you set a trigger bonus, that amount is added to their balance on this server at the same time.
  2. 2Linked players click the button and the currency goes straight into their balance on your server. Only they see the confirmation.
  3. 3If someone who isn't linked clicks it, only they see a reply telling them to link before the prize is gone, with a button that links them and favourites your server.
  4. 4When the last spot is taken or the time runs out, the bot adds your last line and turns the button off.

Recent Nukes at the bottom of the page lists every purchase with how many players claimed it. Click one to see who claimed. If the bot couldn't post one (for example it lost access to the channel), fix the problem, open it and click Try posting again.

Tip

The Discord look you save here applies to the next Nuke. How much players get, how long it lasts and the player cap come from the product that was bought. A Nuke that is already posted keeps what it was bought with.