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🔍 Price Audit

On this page, you will find how the price audit finds money loops in your shops.

#Price Audit

A money loop is a way for a player to buy items, craft or smelt them into something else, and sell the result for more than they paid. Left in, one player can run it over and over and print money. The price audit walks the server's recipes against your prices and lists every loop it finds. This is a Premium feature.

Open it from Editor > Price Audit, or run /pshop audit for the same list in chat. The editor's main page shows how many loops the last check found.

Command Permission Description
/pshop audit phoenixshop.command.audit Lists every money loop in chat, worst first.

#What Is Checked

Every recipe the server knows is followed, up to four steps deep: crafting, smelting, blasting, smoking, campfire cooking, stonecutting, smithing and brewing. Custom recipes other plugins add are included.

Some items are left out because no player can farm them:

  • Shops that are disabled, or that need a permission to open.
  • Disabled categories.
  • Items with limited stock or a per-player limit, since they run out.
  • Sell prices on items with a custom name, lore, enchantments or model data, unless they sell by material only, since a plain crafted item does not match them.

Prices are only compared within one currency. A loop that buys in money and sells for gems is not reported.

#Loops From Sales and Boosters

Prices are checked twice: as listed, and at the lowest buy and highest sell price anything below could give. A loop that only shows up the second time is listed too, with an Only with line naming what causes it. A loop that already shows at listed prices is not listed twice.

Effect Counted when
Category and shop sales Started and not ended, even outside its days or time window. The bigger of the two counts.
Price modifiers The Sell Boosters add-on is installed. The cheapest buy and the best sell of any group with a permission.
Sell boosters Running and permission boosters that cover the item, combined by the add-on's stacking setting.

Everything found stacks the way it does at checkout.

#Reading a Loop

Each loop shows the steps a player would take, then these details:

Detail Description
Severity How bad the loop is, from the money back per run.
Profit What one run of the loop makes.
Money Back The profit as a share of what the player spent.
Currency The currency the loop runs in.
Shop The shop that pays too much for the final item.
Fix The sell price that closes the loop.
Only with What the loop needs, when it does not show at listed prices.
Severity Money back
Critical 100% or more. Every run at least doubles the player's money.
High 25% or more.
Low Anything under 25%.

Loops are sorted by severity and profit together, so a loop that makes a lot per run comes before a cheap one with the same return. The Filter Severity button shows one severity at a time.

#Fixing a Loop

Left-clicking a loop in the editor asks to set the final item's sell price to the suggested fix, rounded down so it lands just under what making the item costs. Confirming writes the new price straight into the shop.

For an Only with loop the fix is worked out at the lowered buy prices, and sell multipliers are already taken out, so the boosted sell price still closes it.

If the item was removed, or its sell price is already at or below the fix, nothing is written and you are told the audit is out of date. Fixes are also posted to the price change Discord webhook.

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A fix lowers one sell price. Raising the buy price of an ingredient closes the same loop, and is sometimes the better choice when the final item is sold elsewhere too. For an Only with loop, changing the sale, modifier or booster behind it works as well.

Last updated about 1 hour ago
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