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 Nov 12, 2013@D496580
/manageshop is a new command for the upcoming .974 version. It's currently only in development builds. I've added a note to the commands page to clarify this. Players will have access to the /ms command as a part of hyperconomy.use, but it can be controlled with the hyperconomy.playershop permission.
I'm guessing that the dev builds will run alright with 1.5.2 FTB, but I'm not certain. There would just be a few items from 1.6 that don't exist.
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Posted Nov 12, 2013Running 1.5.2 server (FTB pack)
I'm used to SignShop plugin. I want to migrate all world and player-run economies to HyperEconomy since it seems to have some dynamics.
Here's the question .. /manageshop (/ms) seems to be missing?
It seems to be unavailable. I get a user-error "Unknown command"
I see the command in the documentation.
If the version for 1.5.2 (v0.970) should have /manageshop please let me know (and which permission node controls it ... if that's the reason why players cannot use it).
Did the command appear in a later version of HyperEconomy?
Currently players have:
- 'hyperconomy.use'
Thanks. Great Plugin. Lots of cool stuff...
Thanks
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Posted Nov 12, 2013@HammerHedd
It was a code fix that time. Thanks for the update, I'll put it in the next release. :)
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Posted Nov 11, 2013@RegalOwl
The economies are working perfectly now. Not sure if it was a code fix or I just had a screwed up config, but there you have it.
BTW, I updated the categories.yml to include some of the newer items like horse armor and such:
http://pastebin.com/i29JpjYQ
Hopefully this will help out a bit. :)
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Posted Nov 11, 2013@RegalOwl
Cool, I'll give it a shot this afternoon.
I will try deleting all the signs, uninstalling HC, then re-doing everything else.
Also, Craftbook just tweaked sign mechanics, so perhaps there was some obscure conflict that needed to be resolved. Barring that, I'll start another server instance and start adding plugins back to see if I can fix it that way.
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Posted Nov 10, 2013@HammerHedd
Try dev build #283. I also didn't have any issue with info or transaction signs. Let me know if you still run into issues with them. Thanks for the dev build bug report. :)
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Posted Nov 10, 2013@RegalOwl
I can't set shops or signs to use economies other than default. The commands like /seteconomy and /setshopeconomy seem to work, but as soon as I try to buy or sell, I'm back in the default economy. The same thing happens with signs. the signs work, but I can't connect them to an economy other than default, and the signs.yml is always empty. The shops.yml shows the shops as default. If I change shops.yml (with the server stopped), any changes I make to the economy are switched back to default. Strangely, If I use /setshopeconomy, I can see that the change is made to the shops.yml with the correct economy, but then it reverts right back as soon as I use any shop command, such as /browseshop.
It's really frustrating. As far as I can tell, the economies are set up correctly in the MySQL database.
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Posted Nov 9, 2013@HammerHedd
What problems are you having?
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Posted Nov 8, 2013Is anyone else having problems getting an economy other than default to work?
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Posted Nov 3, 2013@trump600
Try this:
https://www.mysql.com/why-mysql/windows/excel/
that is a link to the Excel editor for MySQL. Probably the easiest way to do it as long as you have Office 2007 or greater installed.
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Posted Nov 3, 2013Hi RegalOwl, We're running a server using Hyperconomy and are attempting to set up more than a dozen separate static pricing economies using pricing schemes that we've generated in Excel. Is there a way to export those price lists into the Hyperconomy files without manually typing each of the prices into each of the items for each of the economies?
I feel like there should be a simple way to do this with a database, but if so, I'm missing the idea.
Thanks
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Posted Oct 30, 2013@HammerHedd
Yes, for now I will keep using signs.yml for sign data since the signs won't take up that much space in comparison to things like player shops and price history. I'll probably switch it over a to a SQL table eventually.
I'm working on the documentation now so hopefully this will be more clear in the future. If the signs are working properly they will be put into whatever economy you're a part of when you create them. You can check your economy with /ei and set it with /se [economy]. Walking into a shop will also change your economy, so if you're making the signs inside of a shop make sure that the shop isn't changing your economy unexpectedly.
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Posted Oct 30, 2013When creating sign shops, should signs.yml be populating if I'm using MySQL as the database?
Also are signs assigned (no pun) to the economy that you are currently part of (using /seteconomy) or are they assigned to the economy of the shop they are in, or...? I"m trying to add signs as part of an economy other than default, and I'm a bit foggy on how to do that.
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Posted Oct 30, 2013@shmancelot
Let me know what API methods you need and I can add them.
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Posted Oct 28, 2013@RegalOwl
Thanks for implementing this because it would be really a cool feature. This is how I tried to implement including furnace recipes (parts of the whole code):
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Posted Oct 28, 2013@RegalOwl
Awesome. Thanks for all the quick replies.. It's great to have a plugin author who is so involved.
Also helps to have a great idea like this one. I'm truly psyched to have users start interacting with it. Let me know if you need anything in particular tested with regards to the signs or anything else.
FYI, I dropped BOSEconomy out of the plugin mix, so my server is running solely on Hyperconomy and Essentials (essentials runs no matter what you do, apparently). Is there any way to import the Essentials accounts en masse into Hyperconomy? I tried the /importbalance but apparently essentials runs so far in the background that it isn't recognized.
No huge concern there, however. I was planning on cleaning out the accounts when I come out of Beta anyway.
@shmancelot
Thanks. I really enjoy the process of developing, altho I don't do much in the way of coding myself. bug hunting can be fun when it's not frustrating. :)
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Posted Oct 28, 2013@RegalOwl
If you wanna know I am using Spigot dev build by md_5, which is 1.6.4 build really but it allows 1.7.2 users into joining into a 1.6.4 server by network something. And I can't wait for you to finish! =D P.S. I might donate something for your work. ^^
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Posted Oct 28, 2013@HammerHedd Thank you for reporting your error log. It's great to have users that care enough to help us with development, and debugging errors is basically 50% of development.
There is a good deal of code refactoring involved in adding the new features to HyperConomy, and HyperMerchant uses some of that refactored code. This is bad practice on my part, I should have been pushing or requesting new API methods instead of hooking into HyperConomy internals.
I'm keeping an eye on the changes and when development has settled down a little, I will definitely push some proposed API additions followed by another build of HyperMerchant.
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Posted Oct 27, 2013@kowuaou
I'm working on it a lot so hopefully soon. It's hard to predict though. If a bukkit build for 1.7.2 comes out soon and wipes out all item id's it might take me a bit to fix things. Item id's are currently a large part of HyperConomy. Thanks. :)
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Posted Oct 27, 2013@HammerHedd
K, thanks. It's a pretty easy fix for Blacksmith. After I get the next release ready I can work on submitting a pull request to the project.
As far as HyperMerchant, I guess I've broken it again. :(. I'm trying to stick a lot of changes into this next build so that things are easier to maintain in the future. Sorry shmancelot. I'm sure he'll have it working again soon, however.
HyperConomy's internal economy supports most economy plugin features. It doesn't do banks yet, however. That's something I may add in the future.
I'll take a look at InfoSigns next. Sounds like they're buggy.