This plugin allows you to set up custom villager shopkeepers that sell exactly what you want them to sell and for what price. You can set up admin shops, which have infinite supply, and you can also set up player shops, which pull supply from a chest. It will also prevent any other trades with non-shopkeeper villagers if you want it to.

Installation and Configuration

Simply download the latest file and put it into your plugins folder. When the plugin first loads, it will create a config.yml file in the Shopkeepers folder. There are several configuration options you can customize. See the Configuration Options page for more information.

Note that this plugin is created to work with CraftBukkit. Bukkit does not have an API for some of the things necessary to make this plugin work. This means that other server software (Tekkit, Forge, etc) will not work with this plugin.

Creating a Shopkeeper

To create an admin shopkeeper, just use the command /shopkeeper while looking at a block. A villager will be spawned at the block you are looking at.

To create a player shopkeeper, you will need a villager spawn egg (or whatever item is defined in the config file). You must not be in creative mode when creating a shopkeeper. First, you can right-click in air (not on a block) to cycle through the different shop types (normal, book, buying, and trading). You can also hold sneak while right-clicking to cycle through the shopkeeper types (villager, sign, and witch). Then, right click on a chest to select it, then right click on another block to place the shopkeeper at that location.

You can also create a player shopkeeper by using the /shopkeeper command while looking at a chest, but this only allows you to create a normal shopkeeper and will make the villager stand on top of the chest.

Every shopkeeper villager's AI will be overwritten so it doesn't wander away, and it is invulnerable to damage. It will also teleport back to its spawn location after a few seconds if it gets bumped out of place.

Setting Up Trades (Admin Shopkeepers)

To modify the villager's trades, right-click on him while sneaking. This will open a regular-looking chest inventory, but it has a couple special icons on the right.

Each column in the inventory represents a trade option. The top item is the first cost, the middle item is the second cost, and the bottom item is the item to sell. The top and bottom items are required, but the middle item (the second cost) is optional. You can simply drag your recipes into the inventory. You can input up to eight recipes on a shopkeeper.

Once you are done editing the trades, simply close the inventory window to save. Now just right click on the villager (or other shopkeeper type), and see the trades! It should work with any items, including enchanted items and written books.

To set the shop's name, click the anvil then type the name into the chat. You can cycle through the villager professions by clicking on the wool block. If you want to delete the shopkeeper, you can click on the fire (be careful, there is no undo!).

Setting Up Costs (Player Shopkeepers)

First, the player will need to place items they wish to sell in the chest. In order to sell written books you must use the special book shopkeeper (in this case, you must put the written books you want to sell in the chest, then stock it with book & quill items).

Then, right-click on the villager while sneaking. This will open up the shopkeeper editor. The top row will show the various item types for sale from the chest. The bottom row will show the costs of those items. If no cost has been specified yet, there will be a slimeball. To modify the cost, left-click the emerald (or slimeball) to increase the cost, and right-click to decrease the cost. You can also hold shift while clicking to modify the cost by 10 at a time. You can adjust the item quantity in the same way, with left and right clicks.

Once the costs are all set up, just close the window to save. You can also click the anvil to rename the shopkeeper, click wool block to cycle through the villager professions, and click the fire to delete the shopkeeper.

When a player purchases an item from a player shopkeeper, the item in the chest will be removed and the emeralds used to purchase will be added. Due to limitations in the game, the trades will not update even when a player purchases the final stack of a certain item. However, if a player attempts to make a purchase when the chest is out, the trade will fail and the trade inventory window will close automatically.

For the special "buying" shopkeepers, you must place at least one of each type of item you want to sell in the chest, as well as plenty of currency. Then when you open the editor interface, it works the same except the items are on bottom and the currency is on top. A buying shopkeeper can only buy basic items, not enchanted items, books, or maps.

Special Commands


You can use the "/shopkeepers reload" command to reload the plugin. This will save any changes and reload the config file.


Use "/shopkeepers debug" to toggle debug mode. This allows you to see sometimes useful information in the console.


Use "/shopkeepers transfer playername" to transfer ownership of a shopkeeper to another player. You must use this command while looking at a chest owned by a shopkeeper.


Use "/shopkeepers setforhire" to set a shopkeeper as for hire. Hold the hire cost in your hand, and look at a chest owned by a shopkeeper when you use this command. This will allow another player to pay the hire cost and gain ownership of that shopkeeper.


shopkeeper.adminCreate and modify admin shops.op-only
shopkeeper.bypassModify player shops that you do not own.op-only
shopkeeper.reloadUse the /shopkeeper reload command.op-only
shopkeeper.transferTransfer a shopkeeper to another player.op-only
shopkeeper.setforhireSets a shopkeeper to be up for hire.op-only
shopkeeper.hireAllows a player to hire a shopkeeper.everyone
shopkeeper.player.normalCreate normal player shops.everyone
shopkeeper.player.bookCreate book-selling player shops.everyone
shopkeeper.player.buyCreate buying player shops.everyone
shopkeeper.player.tradeCreate item trading player shops.everyone
shopkeeper.playerAll player shops.
shopkeeper.villagerCreate a villager shopkeeper.everyone
shopkeeper.signCreate a sign shopkeeper.everyone
shopkeeper.witchCreate a witch shopkeeper.everyone
shopkeeper.creeperCreate a creeper shopkeeper.everyone
shopkeeper.maxshops.<option>Check out the configuration options for this.none


A good tutorial provided by TrowbridgeHD/RyanDT13

Another video by elloc72zomb/elloc72

Frequently Asked Questions

Something's gone wrong! I have a problem! Will you please help me?

Submitting a ticket is the best way to get help or report a problem with the plugin. Please provide the version you are using of both Craftbukkit/Spigot and Shopkeepers, and thoroughly describe the problem you are having, including step-by-step instructions on how to reproduce the problem.

My shop isn't working! Why can't I buy stuff from my shop?

You cannot buy items from your own player shop. This restriction is in place to help reduce duplication bugs if and when they arise. It doesn't completely prevent them, but it helps keep them from being obvious.

A shop isn't working! I can't take the item out of the trade result slot!

The items offered for the trade probably don't match the required items. The plugin not only compares the item types but also additional internal data of the items like display names, lore, enchantments, data values / durability, attributes and all kinds of even more specific data for items like skulls, books, potions, fireworks, etc.
If you turn debug mode on you should get detailed information in the console log why certain trades failed.

Why don't colors seem to be working in the config? They seem to turn into weird characters!

You should try setting your file-encoding option in the config file. Set it to "UTF-8".

I can't use color codes for shopkeeper names!

Every time a shopkeeper is renamed the new name get validated first. The plugin uses a regular expression for this validation which you can find and edit in the config file. This regular expression specifies which characters can be used for the name and how long the name has to be at least and at maximum. By default this regular expression might not contain the color code character '&'. So in order to allow colors for shopkeeper names you have to add that character to the regular expression in the config.

Will you add support for currency plugins (integrate with Vault)?

No, sorry. The trade interface is really designed for item trades only. For example, the purchase item doesn't even show up until you've put in the item cost required. As an alternative, you could use another plugin to create some sort of bank, where you would buy and sell emeralds for virtual currency. In this way players could deposit and withdraw emeralds for shopping. You may also be interested in the plugin Gringotts or GoldIsMoney.

How can I get shopkeepers to spawn when some other plugin like WorldGuard blocks them?

You could first try if it works when you enable the setting 'bypass-spawn-blocking' in the shopkeeper config.
If that doesn't work you will have to search for a setting in the other plugin which allows disabling this spawn blocking.
WorldGuard for example has a configuration option to specify which mob types it blocks from spawning. The option is under mobs, called block-creature-spawn. If it is empty, you will need to add in all of the creature types you wish to block, making sure you leave out Villager. Another option is to set WorldGuard's block-plugin-spawning option (also under mobs) to false, but this may have other side effects.

Can I have more than eight trades on a shopkeeper?

I feel like eight trades is plenty to have on one shopkeeper, and that it would be best to set up multiple shopkeepers if you need to have more items for sale. However, if you insist, it is possible, just more work.

For player shopkeepers, it's actually fairly easy. The cost setup will show the first eight item types in the chest. So, just set up the costs for those items, then rearrange the items in the chest. You will then be able to set up the costs for the other items.

For admin shopkeepers, the only way is to modify the save.yml file and add the options manually. Please note that I do not support doing this. If you try to do this and mess up your save file, you'll have to fix it on your own. In my opinion, you shouldn't do this anyway. It is a lot more user-friendly to have multiple shopkeepers with various categories of items (probably indicated by nearby signs).

Can you instead just rebalance the regular villager trade options, or allow admins to configure what trades are possible with regular villagers?

There is another plugin that offers villager trade rebalancing as well as custom trade options, you can find it here:

Oh wise Nisovin, how can I create a successful economy?

I've actually put a bit of thought into this. You can read my opinions here.

Can I see the source code?

Certainly, here it is.


You can find all previously uploaded files together with their changelogs on the 'Files' page.

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  • Avatar of blablubbabc blablubbabc Dec 17, 2014 at 22:29 UTC - 1 like

    @PlanarWarp: Go

    v1.37 for MC 1.7 and 1.8

    • Fixed error which was introduced in v1.36: The error about 'plugin registering a task during disable' should be gone now. During disable the plugin now triggers a save which runs synchronous instead again.

    Also please take a look at the changelogs of the versions since v1.20 for all not yet fully documented changes!

  • Avatar of MasterMithrandir MasterMithrandir Dec 17, 2014 at 22:01 UTC - 0 likes

    @blablubbabc: Go

    Thank you blablubbabc! You saved the day again! :)

    I'll be testing this feature.

    Last edited Dec 17, 2014 by MasterMithrandir
  • Avatar of PlanarWarp PlanarWarp Dec 17, 2014 at 21:18 UTC - 0 likes

    @blablubbabc: Go

    Shopkeepers 1.36 throws an exception for trying to register a task when disabling, should be an easy fix.

    EnchantedFurnaces: Because pickaxes can only do so much.

  • Avatar of PlanarWarp PlanarWarp Dec 17, 2014 at 19:13 UTC - 0 likes

    @blablubbabc: Go

    Ah, I've noticed some issues with Spigot's serialization myself - objects with tile entities such as chests or furnaces seem to save properly but then can't be loaded (lose lore, names, whatnot) using the BukkitObjectOut/InputStream.

    On 1.35 I'm getting save times of 18-22ms with the occasional 30-odd mixed in. The timings are very reasonable now - looks like the task is averaging 22ms per save.

    For now I've just negated the book shopkeeper creation node. I'll get back to you with the 1.36 timings when I next restart now, apparently.

    Wonderful results, data packaging of 1-4 ms averaging 2, async i/o of 21-28ms with occasional outliers of 40-odd. May not be more efficient total time wise, but this is huge in terms of server performance. Thanks so much!

    Last edited Dec 17, 2014 by PlanarWarp
  • Avatar of blablubbabc blablubbabc Dec 17, 2014 at 18:58 UTC - 0 likes

    @PlanarWarp: Go

    v1.36 for MC 1.7 and 1.8

    • Changed: the shopkeeper data now gets saved to file in a separate thread, hopefully reducing load on the main thread if your save file is very (very very) large.

    Also please take a look at the changelogs of the versions since v1.20 for all not yet fully documented changes!

  • Avatar of blablubbabc blablubbabc Dec 17, 2014 at 18:55 UTC - 0 likes

    @PlanarWarp: Go

    The book page duplicating seems to be an issue with spigot. I guess they will fix it soon.

    However in the meantime, for the case that your issue would have originated from long file io times caused by a large save file caused by a large number of shopkeepers, I attempted to run parts of the data saving asynchronous. I guess I will keep this in nevertheless now.
    If you update to version 1.36, which I upload any moment now, let me know how long saving takes for your 74 shopkeepers (it displays the times in the debug logging).

  • Avatar of PlanarWarp PlanarWarp Dec 17, 2014 at 18:34 UTC - 0 likes

    @blablubbabc: Go

    Right you are. The book shopkeeper in question has only 1 book, and that book appears to have had its pages duplicated to an insane size - I have 74 shopkeepers, and it alone is 99% of the file. I'll just go kill it off.

    Edit: Killed it, save.yml is down to 5300 lines from 922800. Thanks!

    Last edited Dec 17, 2014 by PlanarWarp
  • Avatar of blablubbabc blablubbabc Dec 17, 2014 at 18:08 UTC - 1 like

    @PlanarWarp: Go

    How large is your save file and how many shopkeepers do you have setup? Do you have any shopkeepers which sell books? If you update to shopkeepers v1.35 and enable debug mode it should tell you in the log how long it takes for each save.

  • Avatar of blablubbabc blablubbabc Dec 17, 2014 at 18:02 UTC - 0 likes

    @codiaz: Go

    They fixed the custom name for items (not for mobs), as far as I interpret the comments there.

  • Avatar of PlanarWarp PlanarWarp Dec 17, 2014 at 17:42 UTC - 0 likes

    Getting some horrendous lag spikes with Shopkeepers v1.33

    Ignore Multiverse-Inventories there, swapping to MultiInv as soon as Tux2 fixes importing :V

    Here's one post-restart with 0 players:

    The task causing all the lag appears to be the chunkLoadSaveTask

    Last edited Dec 17, 2014 by PlanarWarp


Date created
Aug 03, 2012
Last update
Dec 17, 2014
Development stage
GNU General Public License version 3 (GPLv3)
Curse link
Recent files
  • R: v1.37 for 1.8.1 Dec 17, 2014
  • R: v1.36 for 1.8.1 Dec 17, 2014
  • R: v1.35 for 1.8.1 Dec 17, 2014
  • R: v1.34 for 1.8.1 Dec 16, 2014
  • R: v1.33 for 1.8.1 Dec 15, 2014