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 file and put it in 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.

Create 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 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.

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

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

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 GoldIsMoney.

How can I get shopkeepers to spawn when WorldGuard blocks them?

WorldGuard 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.

Recent Changes

Complete change log

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  • Avatar of Synchlor Synchlor Apr 19, 2014 at 18:39 UTC - 0 likes

    Plz fix shopkeepers. item with lore and name items. bugs and coopy items..

  • Avatar of blablubbabc blablubbabc Apr 17, 2014 at 13:25 UTC - 0 likes

    @cindy_k: Go

    v1.18 is the latest file. There are no dev builds. Usually it only takes up to 2 days at max for the file to be approved so there should be no need to additionally setup and maintain external downloads in some kind.

    Besides, if you subscribe to file uploads of this project (there is a button for that somewhere at the top of this page) you should get a notification whenever I upload a new file, together with a working direct link to that file.

    Last edited Apr 17, 2014 by blablubbabc
  • Avatar of miniluigi008 miniluigi008 Apr 17, 2014 at 13:18 UTC - 0 likes

    @miniluigi008: Go

    I didn't know it was that complicated. If only people knew... they wouldn't keep asking "update plz". :P Thanks for the info and for taking the extra step to update it.

  • Avatar of cindy_k cindy_k Apr 17, 2014 at 12:58 UTC - 0 likes

    Could you put up a link to a Dev build? with all the appropriate mandated warnings of course. Then we could get the file while waiting for staff to read it.


  • Avatar of blablubbabc blablubbabc Apr 16, 2014 at 20:44 UTC - 1 like

    @miniluigi008: Go

    1.) The main reason for it to break with each update is that it relies on manipulating the trading content for villagers. Bukkit has no API for that, therefore Shopkeepers has to manually use server-internal code, which is more likely to change between updates compared to things which are already provided by bukkit's API, which gets updated by the bukkit team on each minecraft update instead.
    ProtocolLib (which is used to intercept and modify outgoing and incoming packets) wouldn't be suited for this, because currently we rely on many things and logic which is already handled by minecraft itself. We really only do slight manipulation to a temporary 'vitual' created villager's trade contents. The rest (puting the items into the correct slots, updating the trade window, react to player interactions like switching between trades, etc.) is still all handled by minecraft itself.
    So with ProtocolLib we would have to manually recreate all this logic which minecraft is doing in the background ourself via intercepting and manipulating packets, and we probably would have to do updates on that as well, as the client and server's logic might change between updates as well. So it would be quite more complicated..

    2.) Ehh, with 'out of space' your probably mean 'out of memory' / server crashing and not disk space (?): well, if you get an out-of-memory error / your server crashes there is nothing left we can do.. all code is stopped. While the server is running it should not delete the save file. The save file only gets deleted when it attemtps to save its current data. So for the file to get lost your server has to crash in right that moment.. I think. So otherwise only the not yet saved changes should get lost on a server crash.
    However, the best, and most common solution for data backups, would be via some other, specialised utility/program which creates automatic backups of your system / minecraft server and plugin files. If you don't have full access to the system your minecraft server is running on, then you could either check if your hoster is providing you something for that, or you use one of those 'backup plugins' which can do this.

  • Avatar of miniluigi008 miniluigi008 Apr 16, 2014 at 19:19 UTC - 0 likes

    I don't mean to be mean here, I love your guys' work. I just have a few questions...

    - - - - -

    1.) Is there a specific reason why this usually breaks with every update? Would using something like ProtocolLib fix it? Would you consider adding optional support if it did?

    2.) Is there a way you can stop the plugin from deleting the save files when the system runs out of space? This happened to me once, and it didn't save any backups. So, I guess what I'm trying to say here is, could your plugin make a backup.yml like mcMMO, etc. do?

    - - - - -

    I like this plugin because it's the only good shop plugin that supports item lore, but it's a real pain to use for people like me who like to use the latest builds. I understand if it's just something that can't be fixed, but I also use ChestShop and it doesn't break as easily.

    Keep up the good work! I hope to see this plugin around for a long time. Regards, miniluigi

    Last edited Apr 16, 2014 by miniluigi008
  • Avatar of blablubbabc blablubbabc Apr 16, 2014 at 16:38 UTC - 0 likes

    @MasterMithrandir: Go

    For removal of single shops there should be no need for commands. Instead it should be analyzed why this shop wasn't physically there in the world and improve on that.

  • Avatar of MasterMithrandir MasterMithrandir Apr 16, 2014 at 14:09 UTC - 0 likes

    @blablubbabc: Go

    Would be better if you applied my command suggestions e_e

    Anyway, I will do just what you said, thanks :)

  • Avatar of blablubbabc blablubbabc Apr 16, 2014 at 13:00 UTC - 0 likes

    @MasterMithrandir: Go

    Well, if the shop isn't physically there, then you might have to shutdown/disable the server/plugin before you attempt to manually modify the save file. Because when you reload shopkeepers it will save the previous loaded shopkeeper back to file, overwriting your changes.

  • Avatar of MasterMithrandir MasterMithrandir Apr 16, 2014 at 12:47 UTC - 0 likes

    How do I delete a specific shop?

    Tried deleting it in config and reloading, or just waiting for my scheduled server restart but the shop keeps reappearing. I must add that the shop I'm trying to delete is also buged, as there is no shop where it's suposed to be, and no one else can make a shop there.


Date created
Aug 03, 2012
Last update
Apr 14, 2014
Development stage
GNU General Public License version 3 (GPLv3)
Curse link
Recent files