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 Jan 7, 2014@caribbeancruzer
Currently HyperConomy doesn't support bank accounts, but I'd like to add that in the near future. That would add an interesting dynamic. I'll see if I can add that as one of the next new features. Thanks for the ideas. :)
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Posted Jan 7, 2014@KlicksEU
I looked at the Towny javadoc a bit to see if this was easy to add and I don't see any methods that would be useful for determining if something is in a town or not. If Towny adds some methods that could be used to determine if a Location object is within a Towny region I could add this. Either that or if someone could show me where the methods are in the javadoc.
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Posted Jan 7, 2014@RegalOwl
I'm using spigot build 1226 implementing bukkit API version 1.7.2-R0.3-SNAPSHOT. I didn't have this issue back with 1.6.4 AFAIK. I tried to wipe my displays.yml and recreate a few displays just to test. After about 10-15m of the chunk being loaded the displays start to duplicate.
Is there a better way to figure out what's causing this?
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Posted Jan 7, 2014@RegalOwl
Sorry, I forgot to explain my problem: ... Every time the server is restarted all towns with upkeep lose at the start their money. The result is they are bankrupt and are phased out.
If I disable HC and the economy runs on EssentialsEco only, this problem does not occur.
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Posted Jan 7, 2014@Arstan13
It's a bug in MCPC-Plus I believe, or an incompatibility with that version of Minecraft. I'm not sure much can be done to fix it, especially since it's an old version. I'd just avoid using the displays.
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Posted Jan 7, 2014Any one know if there is a way to hook this in to towny so that players can only create shops in towny shop plots? If not I guess its time to learn Java...
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Posted Jan 7, 2014@RegalOwl
My server is a Legacy server: 2013-12-31 16:12:09 [INFO] This server is running CraftBukkit version git-MCPC-Plus-jenkins-MCPC-Legacy-147-70 (MC: 1.4.7) (Implementing API version 1.4.7-R1.1-SNAPSHOT)
And i have not been able to achieve the same level of success that i had earlier so i cant even test if the item display bug was just at that time or with custom items. Displays with vanilla items work flawlessly, but the trouble with adding custom items is ongoing. Followed all methods i can think of but i cannot get it to work with the method you detailed, the faqs/commands/manual that you have here or with the way i succeeded earlier.
If you need additional information, just ask and ill happily provide
edit: got the item display bug with flint so it does seem to happen to vanilla items as well
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Posted Jan 6, 2014@obscurehero
It's possible that the bukkit 1.7.2 builds changed something which could cause duplications. If you're using something other than craftbukkit duplications may be possible. I've had some reports of duplication on various server mods but haven't had time to test them all. Most of these are due to server bugs though, I think.
I just tested displays on the latest craftbukkit beta build for 1.7.2 and they seem to work ok. If you have an exact method to reproduce the duplication that would be helpful.
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Posted Jan 6, 2014@JanChris96
I think I have fixed this issue in the latest dev build. No guarantees though, that error message is tricky to track down.
Regardless, that error message shouldn't really effect anything. I highly doubt it has anything to do with any problems you're running into. What problems are you experiencing with that setup?
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Posted Jan 6, 2014@Arstan13
The process to add a new item through /ymladditem should just be /ymladditem first, and then /importnewitems [economy] If you run into issues with this try /ymladditem, /hc disable, /hc enable, and then /importnewitems.
To use /importnewitems you'll generally need to type "/importnewitems default" since that is the economy you're most likely using. The default economy is literally called "default". It will likely break some things if it is manually edited to something else. If you'd like a different name just create a new economy and place all of the shops in it. It sounds like you're doing some unnecessary steps. It should generally be just 2 commands.
How were you able to pickup the displays? Are you using craftbukkit or some other server software?
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Posted Jan 6, 2014When using multiple economies, I do not see anywhere where a unique bank account is created for each Nation, it all shares the single hyperconomy bank. Is there a way so each economy (nation) can maintain it's own bank, this would be good so if a nation economy took a tank, they would be solely responsible from a bank balance perspective.
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Posted Jan 6, 2014@Flexo013
hyperconomy.use will only allow players to buy and sell from shops.
hyperconomy.playershop will allow players to create and manage their own shops.
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Posted Jan 6, 2014@RegalOwl
I am currently confused about the permission that is required to make your own shops. On my server we don't want player to manage shops. They should only be allowed to use them. The only permission node they currently have is hyperconomy.use. I couldn't find the correct permission node in the documentation pages (Commands and Permissions). Am I missing something or is this not yet a separate permission node?
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Posted Jan 6, 2014@RegalOwl -
Using b335 I'm getting duplication of item displays. I haven't timed it exactly, but it will spawn a new item and lock that and the last item after awhile. When you disable hyperconomy the last item is removed as it should be but the other items remain.
I can get you more information if you like, but maybe this is a known issue? I know a long time ago when this feature was new, I was having the same issue. I could have sworn it was fixed though.
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Posted Jan 5, 2014Hi,
I have a small configuration problem. I am trying to use
I have checked the HyperCononmy error log:
Perhaps this is causing the problem? This error occurs while creating a town named "TEST":
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Posted Jan 4, 2014Hello regal, im running a 1.4.7 legacy server with .974.2 hyperconomy and im having issues registering mod items. I believe im running all the commands right and all config settings are correct but it still seems to be giving me issues. i run the command /ymladditem IngotSteel 300 10000 150 (while holding said item in my hand) i then run /hc disable followed by /hc enable Am i missing a step? Wrong version? We have had this working before on my server but now i cant get it to work. Any and all help would be much appreciated
I also seem to have problems with the global economy, it doesnt register one exists till i manually create it, otherwise running the command /importnewitems hyperconomy is not working. ill post more edits as i test more but i will try to keep them bundled together
Just to make sure i wouldnt look like a dummy, i went and tested the global economy. It seems to ignore whatever settings i input into the config cause the name always comes out as default and it resists renaming. I would then make my item as follows (while holding it) /ymladditem IngotSteel 300 10000 150, followed by /importnewitems, then i would set the economy /seteconomy default, then i would copy the new yml over /importfromyml default. In between each of these i would hold said steelingot and use /ii command and it never confirmed that the item was added to database. Thinking i was still lacking steps, i proceeded to /ls then /hc disable followed by enabling. Im trying to be as complete as i can and if this is a known issue, i apologize in advance. If it helps solve an issue then i am glad i could be of help or if its just me and im the issue, i offer a thousand apologies and ill go fall on my own sword =p
Ha got it, had to do everything manually tho. with server loaded and no players online, from console, /ls then disabled. Manually input the data in objects.yml then enabled and then /importfromyml default. Checked /ii and there it was!! Chestshops recognize, but probably wont be using itemdisplays </3 The display is collectible (and with resetting display by breaking block) infinitely repeatable. So yea, somewhere in all of that is probably a multitude of user errors but if it points to a bug.... yay? i have a headache now
Awesome plugin again mate, thanks for your continued labors
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Posted Jan 4, 2014@velasdad
I would like to know what could cause a shop reset, but first try the latest build and see if that fixes it. I've just put a link for development builds at the bottom of the HyperConomy_Web page. The latest dev build of HCW should work with the latest dev build of HyperConomy.
EDIT: There was problem with that first build but it's fixed now.
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Posted Jan 4, 2014@AZDiablo
That sounds like it may be a bug in PermissionsEx. Even without a permissions plugin I have no issue selecting someone else's player shop when I'm OP. I generally use bPermissions for testing, which also seems to be working. Try removing PermissionsEx temporarily to test it.
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Posted Jan 4, 2014@Tapsa78
Yes, dyed leather is similar to fireworks in that it requires additional metadata that HyperConomy doesn't yet support. It's something I'd like to add in the future. The problem is that there are too many combinations of leather and fireworks to add them all as unique items so a new system has to be devised.
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Posted Jan 4, 2014@bdudek
I'm not exactly sure what you mean, but this shouldn't happen. Do you have customized item names on your server? To fix it use /exporttoyml [name of economy], next /hc disable, delete all of the items you don't want from objects.yml, and then reimport everything with /hc enable and then /importfromyml [name of economy]