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 Feb 3, 2014Hey! I've been a long time user of HyperConomy, up until a few months ago. I've run into a server breaking issue where HyperConomy causes the CPU on my server to throttle itself at 100% usage before timing out after 10-30 minutes.
I'm very confident that it is HyperConomy that is causing this issue as my CPU usage doesn't even come close to 100% usage when HyperConomy isn't installed.
I have tried it with both Bukkit & Spigot, with the same results regarding the CPU. But absolutely no trouble at all without HyperConomy. I've tried a variety of other economy plug-in's, but unfortunately they all fail in comparison to this one. Which is why I am now writing this message in hopes of some help to resolve this problem I'm having.
Cheers!
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Posted Feb 3, 2014@RegalOwl
I tried deleting items.yml and restarting server. This did not generate a new Items.yml I tried removing Hyperconomy and it's folder. It regenerated everything but the items.yml.
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Posted Feb 3, 2014@konvett
That is the correct command:
Here is what I do:
Find first corner do a /setshop P1 Cruzer Go to second corner and do /setshop P2 Cruzer
That should create your cuboid shop
You can not have two shops with the same name so your next shop has to be named differently. However when you create it, it will still be tied to the same global shop prices and inventory as your first shop, the shop itself will just have a different name.
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Posted Feb 2, 2014@caribbeancruzer
Okay, here's my confusion:
It's /setshop [p1/p2] [shop name] right? Or am I doing that wrong?
Secondly, I don't want to create separate shops. I want to have one global shop be accessible from multiple locations. Is that possible what I'm trying to do?
One shop, multiple locations.
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Posted Feb 2, 2014@konvett
Using the /setshop can be used multiple times and creates new shops, ex:
/setshop Test1
Now move to another block and do /setshop Test2
Those commands will create two different shops (Test1 & Test2) in different blocks. They will both be tied to the default assuming that is the economy you belong to.
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Posted Feb 2, 2014@caribbeancruzer
I'm not sure I follow you. I'm trying to set up the default server shop in 2 locations. If I do /setshop in some other location, won't it just move the original shop from where it was before?
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Posted Feb 2, 2014@konvett
Just use /setshop in the new location and define the points. If you have only one economy, it will default to the "default" otherwise make sure you change your economy to the "default" before setting up the second shop.
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Posted Feb 2, 2014Is there a way to have the global shop be accessible from multiple locations? I currently defined the points in my spawn city, but I have additional cities as well. Can I have it be accessible there as well?
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Posted Feb 1, 2014Multiple currencies and exchange rates between would be... AWESOME! :D This is a great plugin and my players are thoroughly enjoying it!
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Posted Feb 1, 2014Hey fellas,
No clue if this has been mentioned or not, but it seems there is a /is command in HC that is interfering with Ultimate Sky Block.
http://prntscr.com/2omtx6
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Posted Jan 30, 2014@RegalOwl
No need to adjust it. I am familiar enough with programming to know that. :P Just wish the stock would hold the same limits, so when I tried to do /ms setstock it would give me the same limitations as the maxstock. Not a biggie though.
I'm happy to say I finally got everything working. Took quite a while and probably over a thousand commands. I guess that's another downfall to the player shops.. Thanks for all the assistance and I'll be periodically checking to see if different buy/sell prices for static server shops has been implemented.
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Posted Jan 30, 2014@Chaznuts
I can probably change it to a Long which will support up to a quintillion or so if you'd actually like that much stock. The 2.147 billion is the max Java integer value.
I'll fix that typo too. Thanks for pointing it out.
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Posted Jan 30, 2014@RegalOwl
Ah but the max stock can be 2.147 billion at max. I did try that command yesterday, but figured it was bugged when it wouldn't let me set it at 2 trillion. Guess I still have to alter all of the stocks since I set them at 1 trillion >.<
Also, I noticed a little typo. If you type /ms ms, it tells you to type...
/manageshop price [object] [max stock]
rather than
/manageshop maxstock [object] [max stock]
little typo, no biggie, but it may confuse some people. Thanks.
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Posted Jan 30, 2014@mc_SWOOPY_sf
I only ever knew of this problem affecting composites.yml. Either way, just delete the file while HyperConomy isn't running and it will regenerate with the proper material.
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Posted Jan 30, 2014So the Eye of Ender is saved with bucket as material in the items.yml. I have attempted changing this and reloading the plugin, performing a server restart and yet the eye of ender is still showing up as a bucket. Any suggestions on how to correct this?
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Posted Jan 30, 2014@Chaznuts
No, the documentation just needs to be updated. To change the max stock just do /ms maxstock or /ms ms. It is just at 1 million by default. It's an arbitrary number, I could increase the default to a billion I suppose.
/browseshop will only show all items if you own the shop. For everyone else items that aren't tradeable should be hidden. This is intentional so that you can see items which are stocked but not tradeable. Otherwise some items could become lost in the shop. An item that's stocked but not tradeable would be one where the trade status is set to none.
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Posted Jan 30, 2014@RegalOwl
One other thing.. the /browseshop command is pretty useless if it shows every possible item with the search term (unless a shop uses everything). I have less than 100 items in my shop and something like "/bs a" lists 45 pages of results. I even removed items I didn't want from the objects.yml file (took quite some time, but is much cleaner for myself now), but I take it the items get pulled from somewhere else rather than that file since they're still shown. It's also kind of annoying that items show up with "/value <item>" even though their status is set to none. Two similar issues, but yes, quite annoying. Sorry for all the criticisms, but I hope you can agree with my point of view as well.
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Posted Jan 30, 2014@RegalOwl
I wouldn't assume too much code. Wish I was more familiar with Java or I'd help. Are there built in max stocks to player shops? I'm attempting to do the manual player-shop buy/sell price again. I set the stock to 1 trillion, but now it's not accepting any to be sold, but I don't see a max player stock option or command to alter this.
EDIT: I see that the limit 1 million. Would have been nice to know before I set a ton of stock amounts. I take it this number is hard-coded, since I can't seem to find the config option anywhere?
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Posted Jan 29, 2014@Chaznuts
It's not particularly hard, just takes some time since a lot of code needs to be added. I can add it to the todo list.
@ValeraSTK
Not currently. That may be something I add in the future. It adds a lot of complexity.
@konvett
It depends on the type of shop, but for a regular server shop just do /ri [item] [name of shop]
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Posted Jan 29, 2014@shmancelot
Worked! Thank you, not sure why I read it wrong, i suggest fixed up the message as it has '' around /setstockmedianall, leaving out confirm from the message. :P
Thank again, great help!