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 Apr 29, 2014@ZGold92
What does it say when they try to purchase? Also, which version are you using? The easiest way to allow sales/purchases from anywhere is to set use-shops to false in the config. Then people can buy/sell anywhere from a global shop.
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Posted Apr 29, 2014is it possible to go from v0.974.3 [Beta] to Dev #393 without recreating all our shops?
also an IRC channel so users can help each other would be handy
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Posted Apr 28, 2014@RegalOwl
Awesome.
Also, on [Sell:Buy] signs, can it show the quantity of the item instead of having to place another sign to show that information?
I have finally figured out how to allow players to sell outside of the shop. However, players can not purchase things outside of the shop. That kinda screws up everything. I've tried setting permissions for the default group to only have access to hyperconomy.sell, etc. However, It is still allowing me to buy stuff from the store.
HELP!!! D:
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Posted Apr 27, 2014@ZGold92
To have unlimited stock you'll need to set all items to static pricing. After that change the config option unlimited-stock-for-static-items to true. The command to do this depends on which build you're using. In the latest official release it should be /setstaticall
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Posted Apr 27, 2014@KingOfHunting
They should. If you're using a dev build this is one remaining issue I haven't fixed yet. Working on it next.
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Posted Apr 27, 2014@DavMicrofix
I just tested it on that build of Spigot and it works fine. It's possible your database is corrupted. You could backup your HyperConomy folder and then delete it and let it be regenerated.
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Posted Apr 27, 2014@Fluffy_Raptor
There is not much that can be done about sign or item frame lag. This is a Minecraft issue and not related to HyperConomy. I will make frame shops customizable in the future. I'll also work on a combo sign that can both trade and show the price. I'm not sure if it's possible to show stock and price on the same sign though.
I may look into multiple currencies in the future. No guarantees though.
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Posted Apr 27, 2014@HammerHedd
Glad to hear everything is working for you. :)
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Posted Apr 27, 2014I have fixed the issue on not being able to purchase an item when you right click on a sign. That ended up being on my end.
Now, How do I configure the shop to have unlimited supplies?
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Posted Apr 27, 2014Do Info signs not refresh when you do "scalebypercent" ?
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Posted Apr 26, 2014i have spigot 1387 (MC1.7.8) to bad hc is not woking tested a lot of dev build. no errors in console if i do /ss p1 SHOPNAME i get hyperconomy is loading please wait. nothing happens also tested with other spiguit build everything above 1.7.5 is not working
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Posted Apr 25, 2014This plugin is great but something needs to be done about the shop in general. The shop mechanics are perfect they just need some tweaking(but nothing I can think off the top of my head). The only problem with the shops though are the item frame and the sign shops. The item frames lag the area around them horribly if you have enough of them, the item frames also look kinda sloppy. The sign shops are also a hassle as you have to put three info signs to display all the information. Just a suggestion I do not know if it is possible or not but it would be neat if players could make currencies; one per economy. There would also be an exchange where people could exchange their currencies to someone currency; the prices of the currency will be based off demand, quantity in circulation, purchase activity with the currency, are people trying to get or get rid of the currency, among other things. Again don't know if it is possible just a thought that was in my mind.
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Posted Apr 25, 2014@HammerHedd
It seems to be working fine - no issues.
Also, thanks for putting everything in the SQL database... It looks much better :)
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Posted Apr 23, 2014@RegalOwl
You are awesome. I'll give it a try with CB #3072.
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Posted Apr 22, 2014@HammerHedd
Ok, the latest build should support UUID's. I can't exactly test it with a name change, but it seems to be working.
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Posted Apr 22, 2014@HammerHedd
I'll be working on adding UUID support soon. It's somewhat complex since it appears that Vault may continue using player names to identify accounts. I'll do something similar to what you suggest to preserve current data. Then I'll have to check when players log in if their UUID matches their previous UUID. If not, HyperConomy will have to find their account and rename it, and then also rename their account through Vault if using an external economy plugin.
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Posted Apr 22, 2014Can I make a suggestion for UUID handling?
When initially updating from usernames to UUIDs, could there be a config flag that actively converts so that existing users get converted without having to start new? It could work like:
I'm not a coder, but hopefully the logic makes sense even if the syntax is goofy. :)
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Posted Apr 15, 2014@IR_GRIM_KC
I will work on updating the videos when I get some time. I'm not sure what you mean by allowing buying/selling without the map entity. How would you know what you're buying/selling without it?
To make a frameshop just look at an empty item frame and type /frameshop [name of item]. That's all there is to it. right/left clicking will buy and sell.
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Posted Apr 13, 2014can you do a video tutorial on the frame shops. and if possible tell us how to make buying and selling with a frame shop possible without the map entity appearing over the item frame?
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Posted Apr 6, 2014@DavMicrofix
Yeah I'd like to make some more videos. A lot has changed. The next update will add support for all Minecraft items and a lot more.