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 16, 2013When MC Updates Come Out With New Items, It Is Quite Difficult To Enter These New Items Into The Item Database. I Would Need To Shut Down The Plugin, Go Into The Items.yml File, And The Setting Up Gets Equally Painful. Could You Make A Set Of Commands To Make Adding/Removing Items From The Items.yml and Enchants.yml File Easier?
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Posted Mar 16, 2013@RegalOwl
Indeed, it does not seem to fail anymore (it reset all my signs to sell/buy price signs though, but I can fix them), thank you very much for the update!
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Posted Mar 15, 2013I want to use this for an economy, does it play well with towny like plugins. I want to be able to collect taxes from towns. If it can't do it alone would using both this and a vault supported plug at the same time break the plug?
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Posted Mar 15, 2013@pr4xt3roy
It should be fixed in this build: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/167/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.964-SNAPSHOT/hyperconomy-0.964-SNAPSHOT.jar
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Posted Mar 15, 2013@esrubio
These are good ideas. I'll add something like s:b as an alias that will autofill the transaction sign. I also like the # symbol to make them scrollable. I'll work on that as well.
I don't think using the actual item id will work in all situations, however, as many items also require damage/durability values to be identified. For example a splash potion of harming is 373:16396 Some items are even more complex than that. Fireworks will use data in addition to just the id/damage value as well, if I'm able to make them map to a single name. And, of course, there are special items like enchantments and experience. Experience is currently identified as -1:-1. Enchantments are identified by both an id (which overlaps with item ids) and a level.
I could, however, convert a simple item's id/damage value combination into the name automatically. I'll work on that as well.
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Posted Mar 15, 2013@RegalOwl
you've made a great economy plugin
but making transaction signs is difficult when you're making many.
the way you have it set up is that the item is referenced by an alias. it should be referenced by its id number; since that is a well known list and is much shorter to type.
also [sell:buy] is a lot to type out when you have to make lots of signs. it should be something simple like s.b
i really like the scroll to select amount. but you could include that using # will do scrolling while any number will be fixed.
so a transaction sign should be:
1: transsign
2: <item id#>
3: <s.b>
4: <#>
a typical sign using this format would look like:
1: transsign
2: 1
3: s.b
4: #
and output:
1: <item>
2: <subtype>
3: [<sellprice>:<buyprice>]
4: 1(scrollable)
thanks for considering my suggestion
EsRubio
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Posted Mar 15, 2013@pr4xt3roy
Sounds like /repairsigns thinks the transaction sign is an sb sign for some reason. I'll look into it when I'm off work this evening. Sorry you had to remake the signs.
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Posted Mar 15, 2013Hello RegalOwl,
I just installed 0.964 this morning.
I restarted my server. Right after restarting I tried buying some items and the stock sign was not getting updated after I purchased an item (or many). So I tried the /repairsign command and something very odd and unexpected happened. All the signs in the radius got changed to price signs (SB). The stock signs and the [sell:buy] signs got changed to SB signs!!!! Needless to say I had to redo all my signs. :(
After I redid the signs, the stock signs started working.
I will let you know if the stock signs starts to fail updating again.
Thanks for looking into this. Let me know if you need any more information.
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Posted Mar 14, 2013@mheiden
This build may stop the error: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/164/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.964-SNAPSHOT/hyperconomy-0.964-SNAPSHOT.jar
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Posted Mar 14, 2013@RegalOwl
If it helps, Libigot might have something to do with it. I noticed that the thread for it mentioned something about "the ability to modify durability damage for items and armor," so it might be that this new feature of Libigot is overriding the traditional use of damage values for custom items.
http://forums.spout.org/threads/libigot-your-solution-to-backwards-compatibility.7009/
I'm not familiar with the technical stuff to be able to say, though.
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Posted Mar 14, 2013@gruikya
This build may fix your error: https://buildhive.cloudbees.com/job/RegalOwl/job/HyperConomy/160/regalowl$hyperconomy/artifact/regalowl/hyperconomy/0.964-SNAPSHOT/hyperconomy-0.964-SNAPSHOT.jar
@mheiden
It seems like your error is different, but you could try this build as well.
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Posted Mar 14, 2013@mheiden
Do you get any other errors or is it just that one? Get any similar to gruikya?
Yeah, sorry I didn't catch this bug. Fixing a different bug must have somehow caused this. Do you have error logging enabled? (log-error: true in config) If not, enable it and see if there are any other error messages logged. I'm thinking there may be another error which caused the error you sent below.
If you set use-info-signs to false in your config it may fix it for now.
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Posted Mar 14, 2013@RegalOwl [1] Restarted the server 2 times, the error shows up when using "/sell [itemname] [amount]"
I dont use the infosigns so strange its related to them im only using chestshops and commandshops
In both cases the server spews out errors.
[2] The former build had some issues u told me in a ticket to use this build, to solve that bug.
[3] Sometimes when we do some updates to the files for example shops or items, its neccesary to use /hc disable instead of /lockshops otherwise the files won't get loaded.. correct me if im wrong tho.
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Posted Mar 14, 2013@gruikya
This is a different error though it is likely related. I will see if I can solve it in a couple of hours when I get off of work. My only guess at the moment is that having some sort of corrupted InfoSign is causing this. You could try backing up your signs.yml, delete the one in the HyperConomy folder and then start your server. And then use /repairsigns to fix all of the InfoSigns.
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Posted Mar 14, 2013I got the exact same issue:
java.lang.IllegalArgumentException: Cannot set to an empty path at org.apache.commons.lang.Validate.notEmpty(Validate.java:363) at org.bukkit.configuration.MemorySection.set(MemorySection.java:159) at regalowl.hyperconomy.InfoSign.deleteSign(InfoSign.java:336) at regalowl.hyperconomy.InfoSignHandler$1.run(InfoSignHandler.java:136) at org.bukkit.craftbukkit.v1_4_R1.scheduler.CraftTask.run(CraftTask.java:53) at org.bukkit.craftbukkit.v1_4_R1.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:344) at net.minecraft.server.v1_4_R1.MinecraftServer.r(MinecraftServer.java:530) at net.minecraft.server.v1_4_R1.DedicatedServer.r(DedicatedServer.java:224) at net.minecraft.server.v1_4_R1.MinecraftServer.q(MinecraftServer.java:494) at net.minecraft.server.v1_4_R1.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.v1_4_R1.ThreadServerApplication.run(SourceFile:849)
It spams the console an an extremely fast rate when I enable Hyperconomy (I just updated to 0.964. I never had this error on 0.963)
Here are my plugins and version:
plugins
19:09:32 [INFOS] Plugins (46): WorldEdit, VoxelSniper, MotdManager, SpamGuard, Vault, LogBlockQuestioner, PermissionsEx, Multiverse-Core, TerrainControl, LogBlock, Questioner, Reporter, WorldGuard, dynmap, InfinitePlots, Chairs, RSP, SignEdit, Register, CommandHelper, Deadbolt, BKCommonLib, ServerLogSaver, Modifyworld, ProtocolLib, Votifier, PlayerFreeze, Zombes4Bukkit, Essentials, HyperConomy, Factions, WorldBorder, LagMeter, Orebfuscator, Towny, MountainPay, Multiverse-Portals, Multiverse-Inventories, Multiverse-SignPortals, Multiverse-NetherPortals, HomeSpawnPlus, DisguiseCraft, pvparena, NoLagg, TownyChat, VanishNoPacket
version
19:09:34 [INFOS] This server is running CraftBukkit version git-Bukkit-1.4.7-R1.0-b2624jnks (MC: 1.4.7) (Implementing API version 1.4.7-R1.0)
Bukkit is the release version, and Hyperconomy was update after a server restart.
A server restart did not fix the problem.
I had to disable Hyperconomy for now.
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Posted Mar 14, 2013@mheiden
Several things:
1. Did try restarting your server to fix this? I'm unable to reproduce this error message. I've tried many different combinations. Any sort of explanation as to how to create the error spam would be useful. Did you use /reload, did you update HyperConomy without restarting your server, running a special build of bukkit, anything strange? The error is related to InfoSigns, somehow.
2. I spend a large amount of time testing updates. It's one thing to make a plugin and then release updates to simply fix bugs. It's quite easy to get a largely bug free plugin by doing this. It's another thing to make large code improvements and add large new features to a plugin and expect it to be 100% bug free. The plugin is in beta not because it's buggy, but because I'm still making large changes and additions. It's near impossible to avoid all bugs in a plugin that is as complex as HyperConomy when making large updates. In the future, to avoid this, I will start doing what some other plugins do and release beta builds and recommended builds... That way, if you prefer stability over new features, you can stick to the RB builds. If you prefer to contribute to the plugin, you can run the beta builds (which will be as bug free as I can make them) and report any bugs that may exist. I can fix many bugs almost immediately if there is a good explanation as to how to reproduce them. Some bugs just won't show up until a release, as I'm not 1000 different people using the plugin in 1000 different ways. I do, however, test quite a large number of different usage scenarios before a release. I do my best.
3. Your other bug is not a bug. That's exactly how it's supposed to work. When you disable HyperConomy with /hc disable, it is disabled. Disabled means it's not running. (Except for remaining loaded within craftbukkit so that it can be enabled again without restarting.) I can change this, however, and add some sort of maintenance code that runs while the main plugin is disabled. If you want to prevent players from using the shop use /lockshop and not /hc disable.
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Posted Mar 14, 2013@RegalOwl
Well it is really a beta thats for sure, keeps spamming errors on the fly.
Globalshops work but it will spam errors in the console every second.
http://pastebin.com/FAvKTR2B
Disabling HC for the maintime, dont like a plugin spamming the console so fast even a F-16 can't beat it
Found a other bug btw, when disabling the global shop, all chestshops can be open and u can take items out.
Not a real secure future for a chestshop .. ..
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Posted Mar 13, 2013@Typical_Name
You have to either disable HyperConomy with /hc disable or shut down your server before editing any of the YML files. Whenever HyperConomy is running the active YML's are all stored in memory and can't be edited. Editing them while it is running will result in all changes reverting. After that use /importfromyml [economy]
The durability/damage value issue isn't necessarily an easy fix. It may require a significant rewrite of code. I will experiment and see how much of the plugin it breaks soon, but it may take some time to get working. If things go well it could be done soon, but it may take a while if not. I'll let you know what I find out. I may have some time to try it tonight.
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Posted Mar 13, 2013Every time I try to edit the items.yml and then import the contents to the database, I find that the contents have not been imported and the items.yml has been reset.
Also, it appears that the issue with damage/durability values were were talking about in February has not been fixed. Is this going to be done soon?
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Posted Mar 11, 2013@elemental115
Thanks. The unseen displays issue should be fixed in the next version. It will be out soon most likely.