What gets counted
- Added
- Updated
What this gives you: one number you can trust as "the money on this server".
| Where it comes from | What it covers |
|---|---|
| Your character table | Cash, bank, black money, crypto |
| Money items | Cash or dirty money that lives in an inventory |
| Group accounts | Every job's bank balance |
Only characters who logged in within the last targetPlayerLastLoginDays days are counted. Somebody who played twice a year ago is not part of your live economy, and counting them would make every figure look wrong. The panel prints that number next to the total, because "why is this lower than I expected" almost always comes down to it. Set it to 0 to count everybody.
That figure, and most of what follows on this page, is changed from the Settings page rather than from a file — see Settings. What stays in config/sv_config.lua is the part that decides what is in scope at all:
config.counting = {
---@type boolean
moneyItems = false,
---@type table<REC_Economy.Shared.Enum.MoneyTypes, true>
skipMoneyTypes = {
-- cash = true,
},
}
moneyItems = true folds the REC_ItemManager circulation into the totals, and makes this resource wait for REC_ItemManager at boot. Leave it off when no money exists as a physical item on your server.
Money that is sitting still
What this gives you: the other half of the picture — money that exists but never moves.
Because the total only counts people who still play, everyone else's money becomes invisible. The dormancy scan reads every character on its own schedule and sorts the money three ways: active, dormant, and abandoned. The dashboard shows it directly under the total.
This is the heaviest thing the resource does, since it has to read every character rather than just the active ones. That is why it runs on its own timer instead of constantly. On a server with a big roster, raise dormancy.interval on the Settings page.
