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 29, 2013Also! Does the webpage ONLY show one economy at a time or can it be set up for multiple? If it can, how do I do this? Also, to my understanding, personal Chest Shops are completely tax exempt? Can you clarify this for me? What would be the advantages for a person to open a "personal" shop besides "tax evasion"?
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Posted Mar 28, 2013@superperson15
All items are in the latest items.yml except for some variants of leaves. I can double check, but I think the unavailable ones are only obtainable via silk touch or creative.
To import missing items do this:
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Posted Mar 28, 2013@MCBuncey
/hl purge sounds like a good idea. I'll see what I can do. :)
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Posted Mar 28, 2013RegalOwl. Some items in .966 are not there (emeralds, some logs leaves and saps, and all the new items) When will this be fixed? or do you have a items file for it.
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Posted Mar 28, 2013@RegalOwl
possibly the ability to purge certain items logs like for example i could do "/hl purge object diamond" that should delete all diamonds logs of who bought and sold. About the leaves i actually did not use any kind enchantments like silktouch but only used creative to obtain it.
Anyway I thank you for your really awesome plugin.
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Posted Mar 28, 2013@About7Deaths
This is a feature. It's now disabled by default in .966. If you used .965 or .964 you'll need to disable it in the config.yml file. Just set "allow-scrolling-transaction-signs" to false.
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Posted Mar 28, 2013@RegalOwl
I am curious, players are changing the quantity of the [Buy] signs by scrolling through the hot bar boxes... Is this a glitch or can I disable this?
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Posted Mar 28, 2013@RegalOwl
Thanks for the speedy reply. You've answered my questions ideally. Please let me know if there is anything I can do for you in the future.
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Posted Mar 28, 2013@JericM
Player owned shops will be the next major feature I add to the plugin. They will be just as you describe: players will be able to place items in their region based shops and the item's price will change based on the stock in all shops in that economy. Currently, however, players can't own shops except for chest shops. (Unless you set the global shop account to a player account, but then only one player could own a shop.) Chest shops do not affect item prices.
The only thing you would need to do differently to make economically competing towns would be to have an admin set up a designated shop (or multiple shops) for each region/nation and place the shops in different economies. Then players will be able to sell items to their nation's shops. Based on the stock in each economy, the item prices will change. Since the two economies (or more) can have different stock amounts the prices in each nation will be different.) By default all economies start with 0 stock for all items, so it will be player driven in the sense that no items will be created artificially. The only thing that would be created artificially would be the money in the global shop account. Something has to inject money into the economy anyway. I see what you mean, however, about wanting money to only be created via trading emeralds to banks. The upcoming player owned shops will address this. At that point a shop could be attached to any bank account. You will even be able to make a shop which only trades emeralds to a server account with limited money.
Adding player owned shops is a priority, but it may take some time as it adds another layer of abstraction onto the current model. Currently, each economy has its own stock amount for every item. With player shops, shops will have stock, and the economy that the shop is in will have stock equal to the sum of all of its shop stocks.
I'm not sure this will help at all, but you can make the global shop account any account. Perhaps there is some way to use this to supply the server shop with player generated money? I will be working on player shops. :D
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Posted Mar 28, 2013@MCBuncey
Glad it's working again. I can take a look at leaves and pistons. Perhaps pistons changed in the recent update. Leaves obtained with silk touch aren't in the database by default, I think. Perhaps that's what they are?
There isn't currently a command to clear the HyperConomy log. I can add one though. Do you want to delete the entire log or just part of it. (For a certain player ect.)
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Posted Mar 28, 2013RegalOwl, I have watched every one of your youtube videos and did a test run on a small server. I read most of the documentation as well, and now I have some questions:
Do player to player shops (like chest shops) affect the value of things? Are "Shops" always a global account? Or can Shops be set up by players and stocked by players?
Here's my situation: There will be different regions, like nations, on my server that ideally, would have different economies based on their resources/supply and demand. You earn money by selling Emeralds (and some other key materials) to banks. Can players belonging to these "nations" set up shops that THEY stock and profit from while affecting the current value of items in that economy?
So say Joe in Nation1 sets up a shop and mines A LOT of cobblestone and puts it up for sale. People go to his shop and buy all of his Cobblestone. He restocks it. Will the price in Joe's Cobblestone shop slowly decline after hitting the hyperbolic curve? If not, is it possible with Hypeconomy to have a solely player driven economy?
I have never liked the concept of players being able to sell things to the server. The money comes from nowhere and is just a bit.. .odd. . .
Help me out here. I am extremely close to fully implementing this plugin and moving forward with my new server, but I need details.
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Posted Mar 26, 2013@RegalOwl
I upgraded to 966 all seem to be working again i think it was the config after all since i replaced it and let it regenerate again everything is working as how it used to be. I did notice one thing leaves, piston and stickypiston does not seem to be detected. its always not in database or something like that. also how do you clear all /hl logs?
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Posted Mar 24, 2013@MCBuncey
I need more information. First make sure error logging is on with "/hcerror sql" What server software are you running and what version of HyperConomy?
For everything to rollback at a restart that means one of two things: nothing is being written to the database, or the database is being deleted at every restart. If nothing is being written there should almost certainly be errors. I don't know how the database would be deleted if that's the case. Also, try updating to the latest dev build. (Link is above on this page.) Version .966 should be out soon, bukkit is just taking a very long time to approve it.
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Posted Mar 24, 2013@twisted420mc
I don't think ftb supports bukkit mods by default. The only way may be to download some mod which is able to interface with bukkit mods. Bukkitforge? I don't know a lot about it, so I could be wrong, but direwolf20 doesn't even seem to detect bukkit mods. Let me know if you even get it running. If you do, let me know how and I could test it.
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Posted Mar 24, 2013I still having this issue that i have been telling you about for awhile now. market just rollbacks every restart. Please I need some help with this issue it seems so that everything previously happen just rollback somehow here is my item.yml
http://pastebin.com/3txSCmaq
lets say web $1713.55 $1765.21 7003.0 30 someone sold 50 web so its 7053 after restart it will somehow go back web $1713.55 $1765.21 7003.0 30 which this number i have no idea where its saved my best guess its item.yml or so..
I cant also seem to able to use /hl i guess it just taking awhile for it to load.
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Posted Mar 24, 2013what version works with Feed The Beast, right now i have v0.964 and nothing works, none of the commands just nothing, is there a specific version i need to use? ive seen other servers using it so im just a little confused it also didnt create a mysql database even though i have it setup in the config correctly to use mysql
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Posted Mar 23, 2013@DivinityCraft
HyperConomy only locks when it's loading or disabled. If you have a massive amount of economies and special items it might take a bit to load. It's quite fast normally, however. There are a few other exceptions where it has to lock, such as when adding new items or using the /copydatabase command. Are you sure that you're just not waiting long enough for it to load? I've never seen it lock permanently in testing except for a rare bug that was fixed 4 or 5 versions ago. It's normally up and running just a few seconds after the server has finished loading.
As far as items not being removed from the market, it's not much more difficult than it used to be. I would recommend against removing items from items.yml anyway. It's generally better to just remove them from a shop. Or create a custom category that adds back in the items you want after doing "/ri all [shop]" If you still would like to remove the items from the plugin entirely the process is this:
1. /exporttoyml [economy] (if you only have one economy use "default")
2. /hc disable
3. Delete the items from your items.yml file.
4. /hc enable
5. /importfromyml [economy]
The /importfromyml command wipes whatever is in the database (for the selected economy) and replaces it with whatever is in the items.yml file.
In general MySQL is much easier to work with if you want to directly edit the items. It's also much faster than SQLite and won't take as long to load. SQLite is great, however, since it allows the plugin to do things that would be extremely difficult without it. Before switching to SQLite the plugin was becoming too difficult to maintain as it was essentially two plugins in one. The YML mode lacked a lot of the newer features I was adding since they required a database to work well. (Multiple economies, easy history lookups, the integrated economy plugin, etc.)
I could potentially make a lightweight version of HyperConomy that skips some of the newer features and upload it as a new plugin.
The database engine in recent versions seems quite stable. It saves continuously (unlike YML's), logs any issue that occurs while saving, runs asynchronously (no lag, unlike YML's), and saves its queue on shut down if it doesn't finish writing. If you're finding errors or the plugin is locking I'll definitely investigate. Just let me know how to reproduce the issues. Perhaps what's happening is you're starting the plugin, making a large number of changes to the data with a command such as /scalebypercent or /setstockmedianall and then disabling it. If you do this the database will not have time to write all of the changes and will instead save them to a temporary text file. On the next startup, or after using /hc enable, it will have to finish writing where it left off. This could take a few minutes. Next time it is locked just be patient and see if it unlocks. Unless you're frequently running these sorts of commands this will almost never be an issue. These commands are likely the only way to get 1000's of writes to the database at the same time and cause a slow unlock time.
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Posted Mar 23, 2013I don't know what's happened to this plugin but it's been steadily become more and more difficult to work with and has now ceased to be modifiable. Until a few months ago, the worst thing that could happen was that a random text document in the folder could get corrupted after the server was suddenly shut down, as in a power outage.
More recently however, it gets locked constantly for the slightest reason, and often without any reason at all. The only way to get it working again is changing the whole thing back from a backup, and even that doesn't always work. Items can no longer be removed from the market, they somehow remain on it anyway despite the code for them having been removed in items.yml. Trying to add new items in items.yml? Just forget about it, it locks up at the slightest attempt to add them.
I guess the new HyperConomy.db file has something to do with this and that we are now supposed to use some kind of editor program instead of the elegant simplicity of editing the yml documents with Notepadplusplus. This is what ruined our previous global market plugin DynaMark, the unnecessary addition of a fancy database requiring an extremely clunky special program to do any change at all. Transfering to HyperConomy and getting to work with yml documents again was just pure joy.
All I ask is that you please at least give us the option to use HyperConomy in the simple, robust and functional way it used to be done in without being forced to have a destabilizing database active. The plugin was fantastic and worked great without it, please do not let instability, clunkiness and unreliability ruin what is without a doubt the best global market plugin ever created.
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Posted Mar 22, 2013@RegalOwl Running on spigot and yh its not all items just some...
You where right about the signs btw, changed that to off.
Leaves me still confused about the command shops aint working for some items..
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Posted Mar 22, 2013@mheiden
Is this for any item or just some? Also, which server software are you running again?