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 Oct 27, 2013@RegalOwl
Hey, RegalOwl. I noticed you in the dev builds finally added the Vault intergation and HyperConomy finally has it's own economy. When will the stable version be released with these functions, though? I support your working towards this plugin, this plugin is amazing!
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Posted Oct 27, 2013@RegalOwl
The best link I could find to blacksmith is here:
http://ci.citizensnpcs.co/view/Add-ons/job/Blacksmith/
It looks like it hasn't been updated since August, so perhaps that is part of the problem.
Alas, I get another error with Hypermerchant 1.28
http://pastebin.com/AAtveSbz
I wish I was better at reading these. This one looks like a null pointer error to me...
Also, does Hyperconomy now have a full-fledged economy? I was using BOSEconomy so that I could have banks (for towny and such) but if Hyperconomy has it all, I'd be happy to drop one more redundant plugin :)
Strange thing: all the signs are now part of the default economy, even after I create them in a shop that is in Saxony after using the /seteconomy Saxony command (Saxony is a valid economy and shows up in the MySQL database). I tried /repairsigns as well, but it didn't find them, even though I was standing next to them and set the radius for 20. The signs.yml is blank as well.
I have pulled BOSEconomy out, and everything seems to be functioning OK. I didn't /importbalance, but that's cool, it's a beta server atm. :)
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Posted Oct 27, 2013@HammerHedd
There is a dev build of HyperMerchant available which may work. Hopefully my latest changes haven't caused any issues with it. Just go here: https://github.com/remremrem/HyperMerchant/tree/master/bin and then right click the .jar and select save link as.
As far as Blacksmith, I can't seem to figure out where to find it on BukkitDev or Github. Is it part of Citizens2 somewhere? If you could link me to it that would be helpful. I've had the API that it's using deprecated for a very long time and finally removed it in recent builds.
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Posted Oct 27, 2013@RegalOwl
just tried it out and it seems to work great! Thanks so much for the quick response and the awesome plugin - let me buy you a beer!
These errors popped up in console. I'm not a coder, but it seems like these two plugins just haven't had a pull of the new code. I left dtltrader in there because it worked fine and might help narrow down where blacksmith and hypermerchant are failing to hook.
http://pastebin.com/AkAmRryb
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Posted Oct 26, 2013@HammerHedd
I'm working on the next release as much as possible. However, there is a lot to do so it is taking a while. Before resetting everything I would recommend trying the latest development build. The difference between .974 and .973 is quite large. If you run into any bugs in .974 let me know and I should be able to provide a quick fix. .974 includes a significant rewrite of the database system which should be much more stable.
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Posted Oct 26, 2013Arrgh!
I really love the plugin and the economy idea... so much so that I created multiple economies and set up shops an sign shops all across my server
Now, for some reason, hyperconomy is refusing to load.. Sign shops stopped working and whenever I type any command, all I get is Hyperconomy is loading
Please, tell me what I can do to fix this! I switched back to .971 after getting too many MySQL errors with .973. Do I just have to scrap the whole mess and start over? I"m using vault 1.2.27-b349 and BOSEconomy 0.7.8.1 if it helps.
EDIT: Ok, got this fixed - Here's what I did in case it helps anyone else:
citizens began to fail to enable because of a random error in the config.yml file. This caused hypermechant to fail to load as well. I ended up deleting the config file for citizens, which then regenerated a correct file. This cascaded down and viola! Hyperconomy now behaves normally (for .971). BTW, I was reading the hyperconomy changelog, and it looks like the upcoming changes will be AWESOME! Will there be database changes for the next version?
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Posted Oct 25, 2013@EvilDevil59NL
The pricing on the sell:buy signs is the same as the pricing in a command shop for whatever economy it is a part of. This means that the price will be dynamic as long as the item is set to use dynamic pricing. If you haven't changed anything pricing will become dynamic at a certain stock level after it switches from initial pricing. You can see all these settings with the /itemsettings [name] command.
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Posted Oct 25, 2013@InsomniaCraft
Yes, by setting a static tax rate. (/settax static 1000) You could also make two economies, one with only sell permissions and the other with only buy permissions. And then from there make two shops, one in each economy, and then configure the prices.
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Posted Oct 25, 2013Hi RegalOwl! I really like this plugin, there is only 1 thing missing for me. Is there a way to create sell:buy signs with dynamic pricing? Thanks!
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Posted Oct 24, 2013Is there a way to have a different sell and buy price.
Example: Buy glass for 10$ Sell glass for 1$
I would be using static pricing.
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Posted Oct 20, 2013@Quentin557
What do you mean? Stocks change by default for all items.
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Posted Oct 20, 2013Is there a way to make it all items have a dynamic stock?
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Posted Oct 19, 2013@tygasohostel
I've found that there is currently no reliable way to get the name of an item using the bukkit API. This is the main issue with mass importing all items. For now I've just made it much easier to add items with the /ymladditem command. The command can now be called with the aliases /ya and /yai. If no arguments are supplied HyperConomy will try to generate a name for the item you're holding and assign it some default settings. You can also just use /ya [name] to name the item and import it with a proper name and not set any of the prices. You can also now do /ya [name] [value] and the rest of the data will be calculated automatically. This is probably the best way to add items with accurate settings.
i've also added "/ya all" which will import all items in your inventory. I've found that the generated names in FTB aren't exactly very clear, however. This could be used to mass import items relatively quickly by doing 1 inventory at a time. When the bukkit API adds a way to get the actual item name I will update the command and make it easier to automatically import things.
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Posted Oct 16, 2013@tygasohostel
Haven't had any free time yet. I will have some tomorrow hopefully.
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Posted Oct 16, 2013@RegalOwl,
what did you find out about a FTB support??
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Posted Oct 16, 2013NM. It works.
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Posted Oct 14, 2013that would be perfect!!
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Posted Oct 13, 2013@tygasohostel
There might be a way to do it, but there isn't likely a way to set the prices in any reasonable way. The easiest way might be to make a mass import command which either imports all items in your inventory or imports all item id's within a range. The prices would be random, but at least the items could be imported. I'll see if I can come up with something.
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Posted Oct 13, 2013@RegalOwl:
Is there a way for me to be able to mass import every item from FTB Unleashed into the items.yml?
It would be a huge help to the FTB server community if there was. Your plugin is killer and I just want to be able to use it to the fullest.
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Posted Oct 13, 2013@Rotebay
Yes, any translations would be great. There are a lot of phrases to translate so no rush. Just use the localization tab.