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 Sep 14, 2013I have one issue. I've made a shop called 'The_Food_Shop' which the '_' come up as spaces when set but I can't add a category to the shop cause it says the shop does not exist weather I type /addcategory food The_Food_Shop or when trying it without the '_'. When I type /listshops it does come up as 'The Food Shop'.
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Posted Sep 13, 2013@Thepom360
Import missing items like this:
/hcbackup
/hc disable
delete your items.yml file
/hc enable
/importnewitems default (assuming you're using the default economy)
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Posted Sep 13, 2013@tiagoratto Hi Tiago,
Something like that is something I've been planning to add. I think the best way to add it would be to add an additional layer on top of the current code which runs whenever a stock change occurs. When a sale/purchase occurs, all linked items will have their stock updated along with the sold/bought item. There could be a new yml file which defines the relationships between items. Working out all the relationships between all items will likely take a fair amount of time and is probably the most difficult part.
I'm not sure I understand how or why the way things are now unbalances the economy, however. Of course there will be price discrepancies at times, but that more closely emulates a real world economy than it will if all item prices are linked. Reverse crafting isn't possible in vanilla, nor in real life (usually), and traders in the real world often make a profit by buying low and selling high. The way HyperConomy is now allows for traders to exploit price discrepancies in order to make a profit, exchanging their time and thought for money. This isn't necessarily an illegitimate way to make money, it just depends on what a server wants. Typically when a raw material is made into something else, that changes its value permanently. There are certainly some items in Minecraft where this applies as well. Things such as clocks, or anvils, which use valuable resources, could potentially be worth less than their raw materials, the exact value depending on the server. Linking these items to their raw materials is fine if reverse crafting is enabled, but could cause problems if not. I think it would be nice to have the feature, however, as quite a few people have asked for it and it will work very well in certain situations such as yours.
I can work on adding a basic framework for item linking. It would be great to work with you on adding all the items. I'll let you know when I have it ready and I'll likely create a new branch on my github for us to work on. It shouldn't take too long. I'll let you know. Thanks for the help.
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Posted Sep 13, 2013No player can buy 1.6 stuff, how to fix? I've got update 0.972
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Posted Sep 13, 2013@BoomShnizel
This can already be done, mostly. I could add an option to remove it entirely as well. It will likely just send a few blank lines. Just edit shop message 1 and 2 to be blank or empty quotes '' in shops.yml for the shop
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Posted Sep 13, 2013Hello,
Sorry posting here, but PM seems to be buggy and I'm not sure that my message reached you RegalOwl
My name is Tiago and I am pleased to say the your Hyperconomy plugin is the best economy / shop plugin I ever saw. I'm a experienced programmer and I'm willing to contribute in the development of Hyperconomy. My first contribution will be an reverse crafting support, I've chosen that because the admin of the server I play on uses Hyperconomy and have reverse crafting enabled, but in the actual plugin state, players can exploit the economy like the following example:
Redstone cost is $1 Redstone block cost is $100
I can buy 9 Redstones, craft a block and then sell it for an incredible profit.
Theese situations occur very often and unbalance the economy, making the currency worth nothing.
My idea, following the example above, is that the Redstone block price should be defined by the Redstone price * 9. I've already done some tests with Gold nuggets, Gold Ingots and Gold Blocks, and things seemed to go smoothly. I had also created a config.yml option where the server admin can enable or disable that feature at his will.
There's a fork under my account (tiagoratto) on github where I'll be pushing my work, feel free to take a look at.
This morning, while talking with my server admin, he pointed that all prices of crafted items should work like that, and I agree. What do you think ? Is that feature worth for merging in the master branch ?
Thanks Tiago Ratto
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Posted Sep 11, 2013@RegalOwl
can you add an option to disable player-enter-shop-message? :)
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Posted Sep 10, 2013@RegalOwl
I be-leave i did that, and was unknown command will try again to let you know.
EDIT: Using essintials chat, i say it, it don't work like a command.
[Owner] Myname:'/setstockmedianall confirm'
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Posted Sep 10, 2013@kool27
To remove an item from a shop use /removeitem [name] [shop]. After it is removed it will not be able to be bought or sold at the shop.
Literally type '/setstockmedianall confirm' for the confirmation.
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Posted Sep 10, 2013How do i disable and item like bedrock? is it possible without deleteing from items.yml?
Also the confirmation for set median will not work for me. just brings confirmation up again.
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Posted Sep 9, 2013@RegalOwl
Thanks for the info about median setting added that, doing taxsettings command think i figured out other problem i was haveing.
Thanks again, Great plugin.
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Posted Sep 8, 2013@kool27
Prices are in initial pricing mode at first unless you change the stock. They will start to go up and down at a certain stock level. If you'd like to make them all dynamic to start just prestock your economy with /setstockmedianall confirm
I would need more information to tell you why it sold for that rate. If you're only selling cobblestone could you send me the information that's printed out when you do the /is cobblestone command? I'll also need the info from /taxsettings.
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Posted Sep 7, 2013Is the item prices dynamic from the start. do they go up and down? Just me and another person on my server now so hard to tell.
Also i sold some stuff said cobblestone 2.24 ea i sold 119 and got 133.28 with 0.0 tax how does that work? Or I'm i missing soemthing?
HC 0.971 MC 1.6.2
Thanks, for anyhelp
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Posted Sep 7, 2013@afflicto
Much of the data is stored in a database now. The items.yml file is only used for a few things. To use it to edit prices do this:
1. Backup your data with /hcbackup so that if something goes wrong you always can restore everything
2. /exporttoyml default (assuming you're using the default economy)
3. edit your items.yml file
4. /importfromyml default
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Posted Sep 7, 2013I needed to change the value of certain items and I changed the prices in items.yml (static price, init price and value) and restarted my server but the old prices are still active.
What's going on? Is there any way to make HC 're-read' the items.yml file?
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Posted Sep 7, 2013@shmancelot
Thanks for answering the questions. :)
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Posted Sep 7, 2013@damombz
Where are you looking at this? NoLagg Examine or something like that?
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Posted Sep 6, 2013Thanks shmancelot, I got it working. Now all I have to do (not related to HC) is find the most suitable plugin for claiming land.
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Posted Sep 6, 2013shmancelot, I fixed the format of categories.yml as you mentioned and it works now. I guess the plugin could not read that dialect of yaml.
Thank you.
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Posted Sep 5, 2013QuiGonChim, hyperconomy will be compatible with your other economy plugin as long as it works with vault, which is pretty much every economy plugin. just make sure that you set hyperconomy to not use its own internal economy with the /toggleeconomy command.
angrycloud, my categories file doesnt have the square brackets or a space between comma and itemname. hope that helps.