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 17, 2014@RegalOwl
That would be phenomoinal, thanks!
I really love the plugin by the way.
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Posted Feb 16, 2014I'm sure this is a feature, but is there any integration between an admin shop and /buy? I want all items purchasable for a set price that will never change and the stock will never change (I want to be able to change the price of the item as well). How do I go about doing this?
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Posted Feb 15, 2014@JacksmackDave
Nope, but I can add that as a feature. It shouldn't take too long.
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Posted Feb 15, 2014How do I make it so that only people with a permission can create a shop, but other people can be added to pre-existing shops and allowed to edit them?
I can only find the hyperconomy.playershop permission which is kinda an all or nothing permission. Is there a hyperconomy.playershop.create permission or something I can't find?
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Posted Feb 14, 2014@RegalOwl
oh i used manageshop, thanks
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Posted Feb 13, 2014@Ceromus
How did you create the shop? Did you use /setshop or /manageshop? The first one creates server shops and the second player shops. Player shops won't be directly effected by /setstockmedianall. This might explain your confusion.
The other possibility is that you're in a different economy from the shop. Type /ei to check your economy. /setstockmedianall will only affect the economy that you're currently in. If your shop is in a different economy it will be unaffected. You can change your economy to the shop's economy by entering the shop.
If neither of those helps let me know and I can investigate more.
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Posted Feb 13, 2014@lANTHONYl
Only if you're starting the server for the first time. (Or delete HyperConomy.db) If not, all future economies will be based on the default economy with data taken from HyperConomy.db. You can import and export data to objects.yml, however, with /exporttoyml [economy] and /importfromyml [economy]. This will replace what's in objects.yml and the database economy, respectively. And yes, each economy has a totally separate set of prices.
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Posted Feb 13, 2014I dont understand my hyperconomy aat all these days. I created the shop and i tried /setstockmedianall confirm but theres nothing in stock. I try /value stone 1 and it shows the price of stone and everything but theres 0 in stock. What am i missing?
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Posted Feb 13, 2014@RegalOwl
And editing the objects.yml file manually will set the default prices such that any new economy will have those prices by default, correct? But then those economies can set their own specific prices per item as they see fit.
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Posted Feb 12, 2014@lANTHONYl
For regular shops you can set a price ceiling or price floor with /setceiling and /setfloor. This will keep the price within the specified range. This price floor/ceiling will also affect the prices of player shop items when they're operating in dynamic mode.
Composite items will have their ceiling/floor/value calculated based on the values of their component items. So if, for example, a diamond had a price ceiling of $1000, a diamond block will have a price ceiling of $9000. The value is calculated in the same way. If the setting for a diamond is changed the settings for a diamond block will also change. These changes will cascade through multiple layers so that even complex recipes with many ingredients will have their settings based on their most fundamental components. There are a few exceptions to this for various reason, however. Cake would be one example since the recipe doesn't destroy all the ingredients.
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Posted Feb 11, 2014@lANTHONYl
Set the value /setvalue of the item to halfway between the floor and ceiling.
The value will center around the median.
So that's one question answered.
Now, what happens if we're using composite items? This should be interesting...
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Posted Feb 11, 2014How can i get an item to stay within a price range? The most the shop will sell an item for is $100, and the most the shop will pay for the same item is $50.
1.0 Dirt can be sold for: $50.0
1.0 Dirt can be purchased for: $100.0
I want the values to still be dynamic, but to stay within that margin.
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Posted Feb 10, 2014@Baamoink
Glad the main issue is fixed. Thank you very much for the donation. I'll make a donations section and add you.
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Posted Feb 7, 2014@RegalOwl
I do apologize, I reinstalled HyperConomy after not using it for a couple of months due to the CPU throttling, so that I could try & obtain an error log. But it appears that the issue I was having has now resolved itself, whether due to build updates from Spigot or Hyperconomy I'm not sure. But I am thrilled to be able to use my favourite economy plug-in again.
In other news, I'm having a bit of trouble connecting it to our MySQL Database, but I'll bring that up in a ticket at a later date :)
Thank you for the reply to my comment RegalOwl!
I've sent a donation your way for the hard work you've put into this plug-in, & for the time that I've used it on my server. Wouldn't object to being listed as a donor on the description section of your page if you're still doing that. (mc.mantle-craft.com)
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Posted Feb 5, 2014@turbobladt2
Maybe in the future. So far regions aren't tradeable in HyperConomy. After a feature like that is added this might work. I have quite a bit to work on at the moment, so it will probably be a while if it's added.
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Posted Feb 5, 2014@shmancelot
Thank you for the info.
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Posted Feb 4, 2014Would it be possible to have a player be the owner of region, such as with WorldGuard, and then if they sell that region, it would also sell the shop?
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Posted Feb 4, 2014@FutileFreedom
The /is command will be removed soon since it was replaced by /os. For now you could open up the jar and remove the alias from /itemsettings in plugin.yml and then compress it back to a jar.
@konvett
You can just make a second shop in the same economy as the first shop and then rename the shop to be the same as the first. This will technically be two shops but it will function as if it were the same shop in multiple locations. Use /renameshop to rename it.
@Baamoink
Do you have an error log in the HyperConomy folder? Are there any console errors? Which version are you using?
@timsavage
Haha, that's pretty funny. I will see if I can add one of those features. I've had several requests for a similar feature. I'm going to add a few other things first such as banks.
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Posted Feb 3, 2014@mc_SWOOPY_sf
The "items.yml" has been replaced by "objects.yml" in recent versions of HyperConomy.
Try deleting objects.yml or composites.yml
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Posted Feb 3, 2014I love this plugin! So far I've only set up server owned shops, and I've been wondering if it would be feasible to add a 'markup' value on a per shop basis (or on a per-item in each shop basis, if you're feeling ambitious), computed before the taxes so that the total amount including markup is taxed. This way, different shops within the same economy could have varying prices, and the markup could be adjusted independently from the taxes.
A funny aside: After first setting up my shops, and pricing of most objects was still in initial pricing mode, I had a player completely freak out over the 100% tax rate. He then went on a griefing spree against server admins and owners as a form of tax revolt. Needless to say, this player is no longer welcome on the server. :-)