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Monetize your server

Part of Start here. Run your first match before this.

Players pay for identity and progress: cosmetics that show off, ranks that reward play, and winnings that feel real. This page maps what to sell and where each piece is configured.

1. Sell cosmetics

Compass styles, footsteps, tracings, and highlights, all in six rarities. See Cosmetics.

2. Run the progression

Ranks, match drops, and XP levels turn playtime into unlocks. See Ranks, Drops, and Levels for unlocking and tuning.

3. Close the money loop

Match drops already pay out: a duplicate cosmetic turns into Vault money per rarity, or bonus XP when no economy is hooked. Configure the amounts in Ranks, Drops, and Levels.

4. Sell role odds

Standard queues assign sides by role weight: each player's jmh-role-weight LuckPerms meta pulls toward their Role Preference setting (toolbar Settings, or /manhunt prefs bias). Sell higher weights on paid ranks and players feel the odds (premium only; if paid odds could read as a gameplay advantage under the Minecraft EULA on your server, turn the system off at settings.players.identity.roles.role-weights instead):

  1. Grant the default rank weight 1.0 (or nothing: missing meta reads 1.0): /lp group default meta set jmh-role-weight 1.0
  2. Grant the paid rank a higher weight, e.g. 3.0 for a 75% 1v1 runner chance against default opponents: /lp group vip meta set jmh-role-weight 3.0
  3. Check the odds in-game: the Settings menu shows each player's live 1v1 avg chance. Invalid meta (junk, negatives) warns in the console and reads 1.0; 0 opts out of every contention.

Ranked queues ignore weights entirely, so the paid odds never touch competitive integrity. Full rules: LuckPerms.

5. Verify

Grant one cosmetic to a test account, play one match, and confirm it shows in-game and survives a relog. Monetization that breaks on relog burns trust fast.

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