You're actually asking two questions: 1) Can the civilization develop without an economy, and 2) does that economy need to use money.
Can a alien civilization develop without an economy:
No. An economy, by definition, is the system used to determine how limited resources are used. Let me repeat the important bit: limited resources. Almost everything, possibly everything, is limited. And since they are limited, there needs to be some method to determine that resource X, say a ton of steel, is going to be used to build Y product, say a space ship, and not Z product, say the steel girders for a residential unit. So, your civilization needs some way to choose which it'll be. Not only that, it also has to know what the needs are and where, and some hierarchy of values to determine what gets prioritized over what, and at what level of need.
For example, using our ton of steel: If that ton of steel is extracted and refined in an asteroid belt, how is it known that it's needed for a residential unit on the primary planet, southern hemisphere, third tiny island to the left of the single continent? And how is it known that it's also needed in the space docks around the main moon to build a space ship? Which project gets the steel? The ship you say? Well, what if there is a shortage of housing, and thousands of beings live on the street, and meanwhile there's so many ships some are floating around empty, unused? Ok then, the housing. But what if there is plenty of housing and the residential unit is yet another villa, and the ship fleet is aged and breaking down, creaking along, barely able bring the resources from the asteroid belt to feed the decadent maws of the planet dwellers? Or, even more realistically, what if there's a shortage of housing AND ships? Where does the ton of steel go?
So, your civilization needs to have some kind of system that figures that out. But, you say, my idyllic exists without violence or greed, they're a hive, and no one takes more than they need and everyone supports each other, surely they'll produce plenty for everyone! Wrong. All a being really needs is food and shelter. Maybe clothing, depending on climate and social mores. That's easy to produce -- we've been doing it since, well, forever. All you need is a cave or a grass hut to live in, and some deer to skewer or tubers to pick. If your civ is happy with just having their basic needs met, they would never have developed into an space-faring species. Or any level of advanced civilization, really. There has to be some kind of a need that drives them to do more.
New inventions are not invented unless there is some kind of need. New resources are not investigated, developed, and then exploited unless there is some kind of need for them. So, any society is going to develop to an equilibrium where they feel their needs are met. And that's where they'll live, until something changes and makes them decide they need more.
Ok then, the money
An economy does not, in fact, need to use money. But what system of economy can be built without it? Money, itself is merely a unit of exchange, a way to make barter easier. What it enables is much more important: the system of price discovery. This is where when everybody uses money as a barter medium, a considerable amount of information on need AND values gets transferred through a simple set of numbers.
Lets take our steel example: In the first case, housing shortage, ship glut, the people building the houses are willing to pay, say, 120 dollars per ton (why do hive aliens use dollars? Who knows; why not!), and the ship builders only 60/ton. You would naturally sell your steel to the housing guys. Why? Because they value it more and therefor are willing to give you a bigger chunk of their productivity for it. Or in miner parlance: cause it's mo-Mo-MO Money!! Your productivity as a miner is more appreciated, and thus rewarded, by the housing builder. And that's how you know your limited time is spent on the right thing
Of course if there's a ship shortage and a housing glut, then the ship builders would bid high and the housing builders low. Why? Because they in turn have to sell to someone else, and if a ton of houses were empty and on the market, the only way they'd be able to sell their productivity would be to sell it cheap. Of course if they can't get your steel cheap enough they can't build anything to sell, and that's the way they discover that they're working on the wrong thing.
And you, as the miner, don't have to worry about any of it. All you have to do to do the best thing for your species is sell to the highest bidder. It's not a perfectly efficient thing, of course, but it works considerably better than anything else we humans have come up with.
So, what other non-money ways of allocating limited resources are there? Well, there's feudalism, where you give all your productivity, except a sliver, to the guys at the top so they'll protect you. Or communism, where you give all your productivity to the guys at the top so they'll give you back a sliver, and ostensibly everyone else too, because they say they know your and everyone else's needs better than you do. Or tribalism, where you give all your productivity to the guy at the top because he's daddy, and he knows what's best for you.
Note that all of those systems, with the possible exception of tribalism at the extended family level, are all dependent on violence or the threat thereof. After all, if your productivity doesn't accrue to you, why do it?
But of course, that's humans--
So what about your alien species?
The short answer is: do what you want. Star Trek, after all, got away with replicators without showing a decadent collapse of civilization.
The more thorough answer is:
- Think through how limited resources are allocated
- Figure out how information of needs and values are transmitted over long distances and across many beings
- Discover what is driving your civilization to do more than simply puttering around their gardens, living the hobbit lifestyle.
- And if you really want to develop a thorough milieu, map out what their needs were at each stage of development that drove them to the next.