HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
______________________________________________________________________________
Introduction
HyperConomy is the all in one economy and shop plugin. It can be a simple chest or sign shop plugin, a Vault compatible economy plugin, a region based shop plugin with many configurable options, or even a complex system of economically competing towns and kingdoms. Any vanilla Minecraft item can be traded in HyperConomy and virtually any custom item can be added as well. Prices can be configured to change dynamically or they can be set as desired. To quickly edit prices and settings you can double click on HyperConomy.jar to access the GUI editor. HyperConomy has many features including things such as item price linking and item displays. Read below or check out the wiki for more information.
New Chest Shops:
______________________________________________________________________________
Features
- Supports all standard Minecraft items. (fireworks, lore, books, maps, damaged items, etc.)
- Supports the addition of unlimited custom items.
- Integrated economy plugin.
- Player to player, player to shop, and shop to player trading.
- Dynamic pricing system based on a hyperbolic curve.
- Item price linking (price of recipe item is based on price of component items)
- Player owned shops and chest shops.
- Item frame shops.
- Showcase style item displays.
- Localization.
- GUI Editor for easy manipulation of price settings.
- Price floor, price ceiling, static pricing, initial pricing, sales tax, purchase tax, unlimited stock option and much more.
- Dynamic tax rates. (Rich players can be taxed more than poor ones.)
- Supports MySQL and SQLite.
- Allows the creation of an unlimited number of economies, which allows for economically competing towns, kingdoms, factions, or other groups.
- Supports command-free economies using transaction signs and chest shops.
- Price information, history, and more can be displayed on automatically updating information signs.
- Price update notifications for any or all items.
- Experience and enchantment trading.
- When a player enters and leaves a shop, HyperConomy displays a customizable message.
- Nearly everything can be changed while the server is running.
- Unwanted features can be disabled.
______________________________________________________________________________
Requirements
- None. If you'd like to integrate with an existing economy plugin using Vault, you will need the following: Vault and an economy plugin such as BOSEconomy, iConomy, or Essentials Economy
______________________________________________________________________________
Versions and Development Builds
- Recommended builds are marked with [RB] and are generally thought to be stable and bug free.
- Builds marked as [Beta] are as bug free as possible, but often have large code changes which may result in the appearance of new bugs.
- Builds marked as [Dev] are development builds that I've decided to upload to BukkitDev. I may upload dev builds on occasion to provide easy access because Bukkit staff does not allow linking to development builds.
- Development builds may contain bugs as I work on releasing a new [Beta] build. They may also contain fixes for bugs found in [Beta] builds. Use these builds if you're looking for a bug fix, or would like to try out a new feature I've just added. Also, feel free to search for bugs in the development builds. Any help with testing is greatly appreciated!
- Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
- The latest development builds can be found here.
______________________________________________________________________________
Add-ons
- HyperMerchant
HyperMerchant is a graphical user interface for your players to use to interact with HyperConomy shops.
It is also includes the ability to easily create Citizens npc shopkeepers for your HyperConomy shops. - HyperConomy Web
HyperConomy Web creates a web page for HyperConomy, displaying information about all shops, items, and price history. The web page appearance can be customized to fit your server.
______________________________________________________________________________
New Features, Bugs, Problems, etc.
- If you have a question, or find a bug, first check the FAQ. I will try to include as many helpful questions and answers as possible.
- If the FAQ doesn't help, don't hesitate to post your question or make a ticket.
- If you do find a bug, please include which version of HyperConomy you're using, the full error message or stack trace (if there is one), the version and type of Minecraft server you're running, and an explanation of how to reproduce the bug or what causes the bug.
______________________________________________________________________________
Donate
- If you'd like to send me a donation for the time and effort spent making this plugin, you can do so here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=AMK9AR4CVKEJJ
- To those who have donated: thank you very much for the support. If you'd like to be listed as a donor here just send me a message.
______________________________________________________________________________
Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
______________________________________________________________________________
Basic Tutorial
New tutorial videos to come...
-
View User Profile
-
Send Message
Posted Feb 27, 2013@RegalOwl
I found another piece of information. The errors are NOT triggered when a player is close to the displays. When all players move away (and no one else are within range), the errors begins again.
Does that help?
-
View User Profile
-
Send Message
Posted Feb 27, 2013@RegalOwl
You are right. I was using the wrong one.
I downloaded this one just now: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/144/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.963-SNAPSHOT/hyperconomy-0.963-SNAPSHOT.jar
Now I get new and similar errors (not same file nor line number) but it is the same exception being thrown. That error is being generated even more frequently than the previous one. I got 9 of those errors under one minute (it was one error every 30-60 seconds before).
Here are some of the different errors I get:
stacktrace.txt
stacktrace.txt
stacktrace.txt
Why is it throwing a concurrency exception? Does it mean that something is updating a block/chunk at the same time as your plugin? If I understand, this is about the display that I am using (/mkd)? I removed all the displays (with /rdis) and now the errors seem to have stopped. I tried adding some of them back and the error does not come back (yet).
Could it be caused by another plugin that I am using?
I am using the NoLagg which allow me to remove all drops (display is a drop, right?) from the server. The command is /nolagg clear, could this be related? When I use that command, the displays disapears (they eventually reapear).
-
View User Profile
-
Send Message
Posted Feb 27, 2013@pr4xt3roy
You're sure you're using the build that I linked to in my post? That error shouldn't be possible, since the method that was causing the error no longer exists.
If you deleted and regenerated your HyperConomy.db that will erase all stock information. The database stores all used information about items and enchantments. The reason your signs might still show stock is that they haven't updated since the database delete. I'll make sure to add a sign update call to /repairsigns to make it more straightforward. If you buy anything or change anything in the economy the signs should update back to 0 stock.
-
View User Profile
-
Send Message
Posted Feb 27, 2013@RegalOwl
This new version did not help. I am still getting errors. I am now at 9900+ errors in the folder.
I just tried this as well:
Still getting errors.
info.txt
stacktrace.txt
In fact, now the "stock" sign says the shop contain the items but when I try to buy it says "the shop doesn't have enough XXXX". Maybe because I deleted the .db file?
I ran /repairsigns 20 20 20 while in my shop (it said 24 signs repaired) but it still says they have stock but I cannot buy anything.
I thought the /repairsigns would correct the stock information. Am I doing something wrong?
-
View User Profile
-
Send Message
Posted Feb 26, 2013@ekhakanza
If you mean that the HyperConomy folder doesn't generate in the plugins folder, I'm not sure what would cause that. The plugin seems to work fine on the latest Craftbukkit dev builds.
Do other plugins run on your server? Does your server start successfully?
-
View User Profile
-
Send Message
Posted Feb 26, 2013how does this work with Tekkit??
-
View User Profile
-
Send Message
Posted Feb 26, 2013@RegalOwl
no.. file HyperConomy can't extract folder.. what happen? its not work..
-
View User Profile
-
Send Message
Posted Feb 25, 2013@ekhakanza
Sorry, I really don't know what you mean. Do you get an error message?
-
View User Profile
-
Send Message
Posted Feb 25, 2013@smsldoo
I'll take a look at tekkit-lite and see what's going on.
-
View User Profile
-
Send Message
Posted Feb 25, 2013plugins can't extract? what happen? i using bukkit 1.4.7-R1.1
-
View User Profile
-
Send Message
Posted Feb 25, 2013@mheiden
Error should be fixed here: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/144/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.963-SNAPSHOT/hyperconomy-0.963-SNAPSHOT.jar
Let me know if works.
-
View User Profile
-
Send Message
Posted Feb 25, 2013@pr4xt3roy
Thanks for the kind words. :)
Your error should be (hopefully) fixed in this build: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/144/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.963-SNAPSHOT/hyperconomy-0.963-SNAPSHOT.jar
Let me know if it works.
-
View User Profile
-
Send Message
Posted Feb 25, 2013@RegalOwl
Yeah, that's what I'm talking about - /iteminfo has apparently gotten more complex since I used it a few months ago, because it had never given me anything about a "durability" value before. I didn't realize it existed separately from the data value, and I don't know how I would go about changing the data value that defines a custom item (if there's even a way to set it manually). But I think my assessment of the problem is still correct - HyperConomy is determining what the item is through it's data value, while everything else apparently uses durability value. (You may want to check with the Spout Team on this if you're interested, I'm not exactly an expert.)
Oh, that might be the issue. Never occurred to me; when I'm done testing things, I just close the console to shut off the server. My save interval is at the default, 24000. Is that in seconds? That might be the issue...
Testing it now... yes, I feel stupid now. I tried setting the save interval at something ridiculously low and it saved that time. That was the problem.
-
View User Profile
-
Send Message
Posted Feb 25, 2013Not sure if this is a bug in general or if it is something with my setup. But for some reason when I am in a shop and do /hs it says that the item was sold (and pays me) but does not take the item. If I tell it instead to /hs 64 it will sell the whole stack. /hs 63 does not actually take the items either.
I am using Tekkit-Lite with the latest BukkitForge / HC, since both are rather new I would not be surprised if it was an issue there.
Any help would be greatly appreciated.
-
View User Profile
-
Send Message
Posted Feb 25, 2013@IloveDrMoomoo
The /hcpay command currently isn't taxed, but that can be added as a feature as another tax type. I will add it to the todo list. :)
-
View User Profile
-
Send Message
Posted Feb 25, 2013@ekhakanza
What do you mean it can't extract? What error are you getting or what issue are you running into more specifically?
-
View User Profile
-
Send Message
Posted Feb 25, 2013@mheiden
@pr4xt3roy
I will work on a fix for these errors and post back.
-
View User Profile
-
Send Message
Posted Feb 25, 2013@Typical_Name
If you hold an item and use /ii it will show you the raw output (more or less) from the bukkit API for that item. The data value and durability it displays is simply what the bukkit API (or libigot API in your case) thinks that the durability value and damage value are. Currently HyperConomy only uses 2 numbers, though it is capable of storing 3. What I will work on is making it use and set all 3 numbers when purchasing an item. I just have to test that this doesn't break any other parts of the plugin. I had some trouble with this in the past, especially for potions.
I just added a new command to make editing the database easier using YMLs. The /importfromyml command is probably what you're looking for. I would first use /exporttoyml to export all the current data from the database to your YML, edit that, and then reimport it with /importfromyml.
As far as the shops not saving, I haven't been able to reproduce this yet. Are you sure that your server is shutting down cleanly? You could also try lowering your save interval with /sint save 1200 or something like that. The only thing I could think of that might have affected this has been changed in this build: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/143/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.963-SNAPSHOT/hyperconomy-0.963-SNAPSHOT.jar
Let me know if that helps.
-
View User Profile
-
Send Message
Posted Feb 25, 2013@MCBuncey
The HyperConomy log is now stored in the HyperConomy.db database if you're using SQLite mode. This was mainly done so that anything could easily be found with the /hyperlog (or /hl) command. It lets you look up anything in the log much more easily than browsing through a massive YML list.
For example, to see all log entries in the last hour you could do /hl since 1h. Or to see everything yesterday you could do /hl since 2d before 1d
There are many other possible arguments, it's all on the command page.
-
View User Profile
-
Send Message
Posted Feb 25, 2013Hi! I had a question. Does this support taxing players when they send money to another player? Example: Player A sends $1,000 dollars to Player B. Player B only gets $960 dollars because of tax. If so, is the tax percentage configurable?