HyperConomy
Getting Started|Commands|Permissions|FAQ|How To|Troubleshooting
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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:
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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.
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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
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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.
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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.
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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.
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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.
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Donors
- pr4xt3roy -> CapricaTown
- Baamoink -> Mantle-Craft
- Thanks as well to all of the other donors that haven't requested a listing here.
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Basic Tutorial
New tutorial videos to come...
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Posted Mar 6, 2013@pr4xt3roy
I will look into this as soon as I have some time. I've been very busy this week. I'll let you know.
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Posted Mar 6, 2013@Zilacon
HyperConomy does support enchantments. Do you mean some sort of custom enchantment?
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Posted Mar 6, 2013@xBlueXFoxx
HyperConomy can't yet do a direct import from essentials. But if all of the players that use essentials economy have logged in while a recent version of HyperConomy has been running, it can do virtually the same. The /importbalance command imports balances for all players that are stored in the HyperConomy database. You can also manually specify player names after the /importbalance command, but this is impractical if you have a large server.
I can look into adding a direct import functionality as well.
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Posted Mar 6, 2013I would like to import all essentials user file balances into hyperconomy, is there a possible way to do this including all offline users also?
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Posted Mar 5, 2013@Sadragos
I have that same problem. I used the same config as you and it says "You must be in a Shop to sell....".
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Posted Mar 5, 2013The option for global shops is not working currently: I've set use-shops = false and still i always geht "You must be in a Shop to sell...." Any Idea why that is?
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Posted Mar 4, 2013@RegalOwl
Could you add support for enchanted gear? So you could sell enchanted tools, weapons, armor? My server has custom item drops and this would be a great addition to the server if they could put them up for sale.
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Posted Mar 4, 2013@therealspoljo
Just set use-shops to false in config.yml and you should have a global shop. :)
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Posted Mar 4, 2013@pr4xt3roy
I will look into this.
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Posted Mar 2, 2013Can you add an option so we can choose if we want to have a "global" shop? In config something like globalshop: true / false Basically so we dont have to make a shop area to buy / sell stuff... Is that possible ? Or is that already implemented (if yes can you tell me how to do that :P ) ?
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Posted Mar 1, 2013@RegalOwl
Hello,
Restarting the server did not help.
At this very moment, the "stock" sign for dirt shows "5181". But when I run "/is dirt" it shows the stock is "1951". None of the signs in the signs.yml shows any indication that it is "broken".
If I make a brand new stock sign for dirt it shows the correct amount. The existing sign still shows 5181.
I just ran "/repairsigns 20" and it told me it fixed 24 signs. The signs did not change. But when I bought 10 dirt, the number was updated to 1941.
I have not found yet when the signs starts to stop updating. (starts to stop!!!)
Any other suggestions for me to try to discover the pattern?
Thanks.
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Posted Mar 1, 2013@RegalOwl
talking about item stocks i tested it with a boat that has already have 4 on it i sold 1 so it has now 5 after awhile to goes back to 4 so checked hyperlog object boat I did not see my name on it so I assume it rolled back.
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Posted Mar 1, 2013Can you Tell me how to run this plugin in a 3.1.2 tekkit server?
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Posted Feb 28, 2013@MCBuncey
What do you mean it doesn't save the economy? Player balances are reverting still?
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Posted Feb 28, 2013@pr4xt3roy
Try restarting or reloading your server as well. See if that fixes them. I'm not sure what would cause this, unless the sign is somehow getting corrupted while the plugin is running. I can do some testing on this...
If anything goes wrong with a sign it should be marked as broken in the signs.yml file.
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Posted Feb 28, 2013@Underestimate
That's a great idea. It shouldn't be too difficult to implement as well. I'll work on adding it.
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Posted Feb 28, 2013hyperconomy-0.962-SNAPSHOT.jar
the update you recommended to me seems to have stop the error but still its does not save the current economy. :/
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Posted Feb 28, 2013@RegalOwl
This new version stopped the errors. Thank you :)
I noticed now that the signs still don't update in the shop after a while. To get them to update I have to do "hc disable" and "hc enable" and then "repairsigns".
I thought those errors were related to the signs not updating.
I will try to find a pattern that would explain why they would stop updating after some time.
Any suggestions?
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Posted Feb 27, 2013@pr4xt3roy
See if this build fixes it. It seemed to on my test server: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/145/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.963-SNAPSHOT/hyperconomy-0.963-SNAPSHOT.jar
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Posted Feb 27, 2013@pr4xt3roy
Interesting. I'm thinking that my chunk load listener may also be unnecessary. It may be a plugin conflict, but even so, the easiest fix may be to simply remove the listener as I'm not sure it's necessary. I will test and let you know shortly...