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 Jun 27, 2013@MCBuncey
That is correct.
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Posted Jun 27, 2013@xakiru
Multi-world shops aren't directly supported yet. An easy fix is to just copy the shop in shops.yml and change the name, making 3 shops with different names but in the same location and in the same economy. This will be virtually the same as a multi-world shop. You can also just disable shops entirely in the config and then the entire server will be inside of one shop.
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Posted Jun 27, 2013@Conorserver
Grey can be spelled correctly either way. It's a British versus American difference.
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Posted Jun 27, 2013Why is HyperConomy using settings from HyperConomy.db when I have use-mysql set to false in config.yml?
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Posted Jun 27, 2013@RegalOwl
Getting this error whenever my server shutsdown or restarts or reloads.
Happens on my Tekkit / Hexxit / Bukkit servers.
04:22:56 [SEVERE] Error occurred while disabling HyperConomy v0.97 (Is it up to date?) java.lang.NullPointerException at regalowl.hyperconomy.WebHandler.endServer(WebHandler.java:106) at regalowl.hyperconomy.HyperConomy.shutDown(HyperConomy.java:159) at regalowl.hyperconomy.HyperConomy.onDisable(HyperConomy.java:54) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:219) at org.bukkit.plugin.java.JavaPluginLoader.disablePlugin(JavaPluginLoader.java:422) at org.bukkit.plugin.SimplePluginManager.disablePlugin(SimplePluginManager.java:402) at org.bukkit.plugin.SimplePluginManager.disablePlugins(SimplePluginManager.java:395) at org.bukkit.craftbukkit.v1_5_R3.CraftServer.disablePlugins(CraftServer.java:307) at net.minecraft.server.MinecraftServer.func_71260_j(MinecraftServer.java:515) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:661) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
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Posted Jun 26, 2013If my understanding is correct does tax goes to hyperconomy account. Like if i sell a diamond that cost 300 perhaps and the tax like for example would be 100 so it would be the player will recieve 200 only while 100 will go to hyperconomy account?
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Posted Jun 25, 2013@Lars_1993
Ok, I just figured it out. I didn't know that the amount of tax you have to pay depends on the amount of money you have. Pretty intresting :)
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Posted Jun 25, 2013@Conorserver
Doesn't the spelling depends on what country/area you live in? Pretty sure both versions are right :)
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Posted Jun 25, 2013@xakiru
I think you have to use yml editing.
so it would be:
worlds:
- world
- world_the_end
- world_the_nether
not a 100% sure though :)
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Posted Jun 25, 2013In the shop.yml, I would like stores to be accessed by multiple worlds, would doing this work?
world: world, the_end, world_the_nether
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Posted Jun 25, 2013@RegalOwl
Thanks. So it is no problem in my config but in the plugin itself?
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Posted Jun 24, 2013when i went to sell light grey wool its spelt light gray wool. There is an A instead of E. Not really major but I though i should point it out! :)
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Posted Jun 23, 2013@Lars_1993
I'll test out dynamic tax to see if it's working properly.
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Posted Jun 23, 2013@rizenLaydh
The "e" is something I will remove. It's a relic from a long time ago that's no longer necessary. I just haven't had the time yet.
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Posted Jun 22, 2013I have a problem with hyperconomy on my server. For some reason, when players sell items, all the money they should earn with that goes to tax! I checked all the tax settings and as far as I can see it should be correct.
Anyone able to help me with this problem, or point me in the right direction? Link to my current hyperconomy config: Hyperconomy config pastebin
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Posted Jun 20, 2013Hey, I've been trying out the plugin and so far everything worked really great(0.969 with 1.5.2-R1.0), no issues, but got a question - and I'm probably just failing: Trying to set a value for an enchantment, the heck do I have to type in ingame?
Ofcourse I checked the video tutorials, faqs, command list, but... erf...
/setvalue [item/enchantment name] [value] ("e")
If someone could give me a complete example for setting the value for an enchantment, doesn't matter which one, it would help me alot!
Edit: Alright... probably a Heat Stroke or whatever... /setvalue sharpness5 $$$ e ... I tried whatever, but not the "e" itself...
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Posted Jun 18, 2013@Garfonzo
I'm currently working on this and have made a lot of progress. Player shops should solve this issue as the shop will be able to be tied to any account and will have stock levels that are not accessible by the main economy. Despite having private stock levels, player shops will affect the global economy's prices.
Currently economies aren't meant to directly benefit one town or another; they're designed to facilitate trading and make it possible to make money by traveling between towns/kingdoms as a merchant. Profit will arise from price discrepancies as one town will have better prices than another for certain goods.
I may add bank accounts to HyperConomy at some point so that the profits from one shop could be shared between multiple people without using an external economy plugin.
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Posted Jun 18, 2013@4am
The two problems that I can think of with item based economies are rounding and lack of support for a wide range of values. For instance, a dirt block might be worth a few cents, while a diamond could be worth over a thousand dollars. When you run into price discrepancies of this magnitude, I suspect it would be a pain to deal with in some situations. The choice is to make dirt and other nearly worthless items round up to a value much higher than their true value, or to trade an absurd amount of items for 1 diamond. If one emerald represented 1 cent, as in the above example, a diamond would be worth over 11000 emerald blocks. Gold makes this a bit better with the inclusion of nuggets, but it can still result in extreme rounding or extreme amounts of blocks being traded.
I'm working on player owned shops currently, but fireworks will hopefully be one of the next big features I work on.
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Posted Jun 17, 2013Perhaps I'm missing something, but is there some way that a market/economy can be tied to a specific player's account or some other account? If we have town A and town B, each with their own economies (econ A and econ B) how can town A benefit from the sales of all items in econ A? How does the town get access to these funds? Likewise for town B? How does town B get access to the funds in this market?
I guess I'm not totally sure how the separate towns can benefit from having their own economies.
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Posted Jun 17, 2013Wow, it's great to see such active developers - many of my favorite projects are getting a bit stale these days. Anyway, a server I play on runs this plugin (I think) and once I saw this, I decided it would be perfect for my server (which is currently a mess of PhysicalShop, SCS, and ChestShop). I just had two questions:
1. Given the way this plugin works (market value, inflation, etc), would you recommend against running it with an item-based Vault economy such as Gringotts? Any disadvantages you can think of, other than the obvious limit on wallet size?
2. How long until fireworks support is done? :)